diff --git a/doc/translations/es.po b/doc/translations/es.po index 2ebf84d64d9..18067f21aeb 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -54,12 +54,19 @@ # Alvaro Tejada , 2023. # Abrahams Rubí , 2023. # Braulio León Madrid Escobar , 2023. +# Andres Diaz , 2023. +# Jose Orenday , 2023. +# ndfsa <25588077+ndfsa@users.noreply.github.com>, 2023. +# diegoaichele , 2023. +# Ignacio Baptista , 2023. +# Sergio Varela , 2023. +# Moises Alejandro Vera Torrealba , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-07-05 13:48+0000\n" -"Last-Translator: Braulio León Madrid Escobar \n" "Language-Team: Spanish \n" @@ -68,7 +75,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.0-dev\n" +"X-Generator: Weblate 5.1-dev\n" msgid "Description" msgstr "Descripción" @@ -177,6 +184,69 @@ msgstr "" "Este valor es un entero compuesto como una máscara de bits de los siguientes " "indicadores." +msgid "" +"There is currently no description for this class. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para esta clase. Por favor ayúdanos :ref:" +"`contribuyendo una `!" + +msgid "" +"There is currently no description for this signal. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para esta señal. Por favor ayúdenos :ref:` " +"contribuyendo un `!" + +msgid "" +"There is currently no description for this annotation. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para esta anotación. Por favor ayúdenos :" +"ref:`contribuyendo un `!" + +msgid "" +"There is currently no description for this property. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para esta propiedad. Por favor ayúdenos :" +"ref:`contribuyendo un `!" + +msgid "" +"There is currently no description for this constructor. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para este constructor. Por favor ayúdenos :" +"ref:` contribuyendo un `!" + +msgid "" +"There is currently no description for this method. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para este método. Por favor ayúdenos :ref:" +"`contribuyendo un `!" + +msgid "" +"There is currently no description for this operator. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para este operador. Por favor ayúdenos :" +"ref:` contribuyendo un `!" + +msgid "" +"There is currently no description for this theme property. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"Actualmente, no hay una descripción para esta propiedad del tema. Por favor " +"ayudenos :ref:`contribuyendo uno `!" + +msgid "" +"There are notable differences when using this API with C#. See :ref:" +"`doc_c_sharp_differences` for more information." +msgstr "" +"Hay diferencias notables cuando usa esta API con C#. Vea :ref:" +"`doc_c_sharp_differences` para más información." + msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, funciones y anotaciones de GDScript integradas." @@ -292,29 +362,6 @@ msgstr "" "a = char(8364) # a es \"€\"\n" "[/codeblock]" -msgid "" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"Convierte [param what] a [param type] de la mejor forma posible. El [param " -"type] usa los valores [enum Variant.Type].\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" - msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -484,6 +531,128 @@ msgstr "" "len(b) # Devuelve 6\n" "[/codeblock]" +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script or " +"in the scene), the resource is loaded from disk on function call, which might " +"cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data].\n" +"[b]Note:[/b] If [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." +"load] will not be able to read converted files in an exported project. If you " +"rely on run-time loading of files present within the PCK, set [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] to " +"[code]false[/code]." +msgstr "" +"Carga un [Resource] del sistema de archivos ubicado en la absoluta [param " +"path]. El recurso es cargado en la llamada al método (a menos que ya esté " +"referenciado en otro lugar, por ejemplo, en otro script o en la escena), lo " +"que puede causar un ligero retraso, especialmente al cargar escenas. Para " +"evitar retrasos innecesarios al cargar algo varias veces, almacena el recurso " +"en una variable o utiliza [Método pre-cargado].\n" +"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic derecho " +"sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" o " +"arrastrando el archivo de la pestaña FileSystem al script.\n" +"[bloque de código]\n" +"# Carga una escena llamada main localizada en la raíz del directorio del " +"proyecto y la almacena en caché en una variable.\n" +"var main = load(\"res://main.tscn\") # main contendrá un recurso " +"PackedScene.\n" +"[/codeblock]\n" +"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá " +"[code]null[/code].\n" +"Este método es una versión simplificada de [method ResourceLoader.load], el " +"cual puede ser usado en escenarios más avanzados" + +msgid "" +"Like [method @GlobalScope.print], but includes the current stack frame when " +"running with the debugger turned on.\n" +"The output in the console may look like the following:\n" +"[codeblock]\n" +"Test print\n" +"At: res://test.gd:15:_process()\n" +"[/codeblock]\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " +"will instead print the thread ID." +msgstr "" +"Imprime una registro de la pila en la ubicación del código, solo funciona " +"cuando se ejecuta con el depurador activado.\n" +"La salida en la consola se vería algo así:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]" + +msgid "" +"Returns [code]true[/code] if the given [Object]-derived class exists in " +"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # Returns true\n" +"type_exists(\"NonExistentClass\") # Returns false\n" +"[/codeblock]" +msgstr "" +"Devuelve [code] true [/code] si la clase dada existe en [ClassDB].\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # Devuelve true\n" +"type_exists(\"Variant\") # Devuelve false\n" +"[/codeblock]" + +msgid "" +"Constant that represents how many times the diameter of a circle fits around " +"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " +"rotations." +msgstr "" +"Constante que representa cuántas veces el diámetro de un círculo se encuentra " +"contenido en su perímetro.Esto equivale a [code]TAU / 2[/code], o 180 grados " +"en rotación." + +msgid "" +"The circle constant, the circumference of the unit circle in radians. This is " +"equivalent to [code]PI * 2[/code], or 360 degrees in rotations." +msgstr "" +"La constante del círculo, la circunferencia de la unidad círculo en radianes. " +"Esto equivale a [code]PI * 2[/code] o 360 grados en rotación." + +msgid "" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has special " +"properties, including that [code]!=[/code] always returns [code]true[/code], " +"while other comparison operators always return [code]false[/code]. This is " +"true even when comparing with itself ([code]NAN == NAN[/code] returns " +"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " +"is returned by some invalid operations, such as dividing floating-point " +"[code]0.0[/code] by [code]0.0[/code].\n" +"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer [code]0[/" +"code] by [code]0[/code] will not result in [constant NAN] and will result in " +"a run-time error instead." +msgstr "" +"\"Not a Number\" (\"No es un Número/NaN\"), un decimal de valor inválido. " +"[constant NAN] tiene propiedades especiales, incluyendo que no es igual a si " +"mismo([code]NAN==NAN[/code] devuelve [code]false[/code]). Es una salida dada " +"por algunas operaciones inválidas, como dividir un decimal [code]0.0[/code] " +"por [code]0.0[/code].\n" +"[b]Nota:[/b] \"Not a Number\" es solo un concepto con números decimales, y no " +"tiene un equivalente para enteros. Dividiendo un entero por [code]0[/code] no " +"resultará en [constante NAN] y en su lugar arrojará un error en tiempo de " +"ejecución." + msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " @@ -505,6 +674,291 @@ msgstr "" "@export var image: Image\n" "[/codeblock]" +msgid "" +"Define a new category for the following exported properties. This helps to " +"organize properties in the Inspector dock.\n" +"See also [constant PROPERTY_USAGE_CATEGORY].\n" +"[codeblock]\n" +"@export_category(\"Statistics\")\n" +"@export var hp = 30\n" +"@export var speed = 1.25\n" +"[/codeblock]\n" +"[b]Note:[/b] Categories in the Inspector dock's list usually divide " +"properties coming from different classes (Node, Node2D, Sprite, etc.). For " +"better clarity, it's recommended to use [annotation @export_group] and " +"[annotation @export_subgroup], instead." +msgstr "" +"Define una nueva categoría para las siguientes propiedades exportadas. Esto " +"ayuda a organizar propiedades en el panel de inspección.\n" +"Ver también [constant PROPERTY_USAGE_CATEGORY].\n" +"[codeblock]\n" +"@export_category(\"Statistics\")\n" +"@export var hp = 30\n" +"@export var speed = 1.25\n" +"[/codeblock]\n" +"[b]Nota:[/b] Las categorías en la lista del panel de inspección usualmente " +"dividen las propiedades provenientes de diferentes clases (Node, Node2D, " +"Sprite, etc) . Para una mejor claridad, se recomienda usar en su lugar " +"[annotation @export_group] y [annotation @export_subgroup]." + +msgid "" +"Export a [Color] property without allowing its transparency ([member Color." +"a]) to be edited.\n" +"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" +"[codeblock]\n" +"@export_color_no_alpha var dye_color: Color\n" +"[/codeblock]" +msgstr "" +"Exportar una propiedad [Color] sin permitir que su transparencia ([member " +"Color.a]) sea editada.\n" +"Ver también [constante PROPERTY_HINT_COLOR_NO_ALPHA].\n" +"[codeblock]\n" +"@export_color_no_alpha var dye_color: Color\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path will be limited " +"to the project folder and its subfolders. See [annotation @export_global_dir] " +"to allow picking from the entire filesystem.\n" +"See also [constant PROPERTY_HINT_DIR].\n" +"[codeblock]\n" +"@export_dir var sprite_folder_path: String\n" +"[/codeblock]" +msgstr "" +"Exportar una propiedad [String] como ruta a un directorio. La ruta estará " +"limitada a la carpeta del proyecto y sus subcarpetas. Vease [annotation " +"@export_global_dir] para\n" +"permitir seleccionar un directorio del sistema de archivos completo.\n" +"Ver también [constant PROPERTY_HINT_DIR].\n" +"[codeblock]\n" +"@export_dir var sprite_folder_path: String\n" +"[/codeblock]" + +msgid "" +"Export an [int] or [String] property as an enumerated list of options. If the " +"property is an [int], then the index of the value is stored, in the same " +"order the values are provided. You can add explicit values using a colon. If " +"the property is a [String], then the value is stored.\n" +"See also [constant PROPERTY_HINT_ENUM].\n" +"[codeblock]\n" +"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" +"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " +"character_speed: int\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" +"[/codeblock]\n" +"If you want to set an initial value, you must specify it explicitly:\n" +"[codeblock]\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " +"\"Rebecca\"\n" +"[/codeblock]\n" +"If you want to use named GDScript enums, then use [annotation @export] " +"instead:\n" +"[codeblock]\n" +"enum CharacterName {REBECCA, MARY, LEAH}\n" +"@export var character_name: CharacterName\n" +"[/codeblock]" +msgstr "" +"Exporta una propiedad [int] o [String] como una lista enumerada de opciones. " +"Si la propiedad es un [int], entonces el indice del valor es guardado, en el " +"mismo orden de los valores propocionados. Se pueden agregar valores " +"explicitos con un dos puntos (:). Si la propiedad es un [String], entonces el " +"valor es guardado.\n" +"Mirar tambien [constant PROPERTY_HINT_ENUM].\n" +"[codeblock]\n" +"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" +"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " +"character_speed: int\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" +"[/codeblock]\n" +"Si queres asignar un valor inicial, lo debes especificar de forma explicita:\n" +"[codeblock]\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " +"\"Rebecca\"\n" +"[/codeblock]\n" +"Si queres usar los enums de GDSCript con nombre, entonces en cambio usa " +"[annotation @export]:\n" +"[codeblock]\n" +"enum CharacterName {REBECCA, MARY, LEAH}\n" +"@export var character_name: CharacterName\n" +"[/codeblock]" + +msgid "" +"Export a floating-point property with an easing editor widget. Additional " +"hints can be provided to adjust the behavior of the widget. " +"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " +"for editing attenuation properties. [code]\"positive_only\"[/code] limits " +"values to only be greater than or equal to zero.\n" +"See also [constant PROPERTY_HINT_EXP_EASING].\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" +msgstr "" +"Exporta una propiedad de punto flotante con un widget de editor suavizado. " +"Pistas adicionales pueden ser dadas para ajustar el comportamiento del " +"widget. [code]\"attenuation\"[/code] invierte la curva, lo cual lo hace mas " +"intuitivo para editar las propiedades de atenuacion. [code]\"positive_only\"[/" +"code] limita los valores para ser iguales o mayores a cero.\n" +"Mirar ademas [constant PROPERTY_HINT_EXP_EASING].\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a file. The path will be limited to " +"the project folder and its subfolders. See [annotation @export_global_file] " +"to allow picking from the entire filesystem.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_FILE].\n" +"[codeblock]\n" +"@export_file var sound_effect_path: String\n" +"@export_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" +msgstr "" +"Exporta una propiedad [String] como una ruta hacia un archivo. La ruta va a " +"ser limitada a la carpeta del proyecto y sus subcarpetas. Ver [annotation " +"@export_global_file] para permitir elegir del sistema de archivos entero.\n" +"Si [param filter] es dado, solo archivos que coincidan estarán disponibles " +"para ser elegidos.\n" +"Mirar tambien [constant PROPERTY_HINT_FILE].\n" +"[codeblock]\n" +"@export_file var sound_effect_path: String\n" +"@export_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporta una pripiedad entera como un flag binario para las capas de " +"navegación 2D. El widget en el Inspector dock va a usar los nombres de capas " +"definidos en [member ProjectSettings.layer_names/2d_navigation/layer_1].\n" +"Mirar tambien [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporta una propiedad de un numero entero como un campo de bits para capas de " +"render 3D. El widget en el panel de inspección utilizará el nombre de la capa " +"definido en [member ProjectSettings.layer_names/3d_render/layer_1].\n" +"Vea también [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export a [String] property with a large [TextEdit] widget instead of a " +"[LineEdit]. This adds support for multiline content and makes it easier to " +"edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" +msgstr "" +"Exportar una propiedad [String] con un widget [TextEdit] grande en vez de un " +"[LineEdit]. Esto añade soporte para contenido de múltiples líneas y facilita " +"editar una gran cantidad de texto almacenado en la propiedad.\n" +"Ver también [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" + +msgid "" +"Make a script with static variables to not persist after all references are " +"lost. If the script is loaded again the static variables will revert to their " +"default values." +msgstr "" +"Crea un script con variables estáticas para no persistir después de perder " +"todas las referencias. Si el script es cargado nuevamente las variables " +"estática revierten su valor a sus respectivos valores predeterminados." + +msgid "" +"Mark the current script as a tool script, allowing it to be loaded and " +"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Running code in the editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Note:[/b] As annotations describe their subject, the [code]@tool[/code] " +"annotation must be placed before the class definition and inheritance." +msgstr "" +"Marca el script actual como una herramienta script, permitiéndole ser cargado " +"y ejecutado por el editor. Vea [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Corriendo el código en el editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Nota:[/b] Como una anotación describe sus sujetos, la anotación " +"[code]@tool[/code] debe ser colocada antes de la definición de clase y " +"herencia." + +msgid "" +"Mark the following statement to ignore the specified [param warning]. See " +"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " +"warning system[/url].\n" +"[codeblock]\n" +"func test():\n" +" print(\"hello\")\n" +" return\n" +" @warning_ignore(\"unreachable_code\")\n" +" print(\"unreachable\")\n" +"[/codeblock]" +msgstr "" +"Marca la siguiente declaración para ignorar el [param warning] especificado. " +"Vea\n" +"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " +"warning system[/url].\n" +"[codeblock]\n" +". . . .func test():\n" +". . . .print(\"hola\")\n" +". . . .return\n" +". . . .@warning_ignore(\"unreachable_code\")\n" +"print(\"unreachable\")\n" +"[/codeblock]" + +msgid "Global scope constants and functions." +msgstr "Constantes de ámbito global y funciones." + +msgid "" +"A list of global scope enumerated constants and built-in functions. This is " +"all that resides in the globals, constants regarding error codes, keycodes, " +"property hints, etc.\n" +"Singletons are also documented here, since they can be accessed from " +"anywhere.\n" +"For the entries related to GDScript which can be accessed in any script see " +"[@GDScript]." +msgstr "" +"Una lista de alcance global de constantes y funciones internas enumeradas. " +"Esto es todo lo que reside en el ámbito global, las constantes de los códigos " +"de error, los códigos de teclas, las sugerencias de propiedades, etc.\n" +"Los singletons también están documentados aquí, ya que se puede acceder a " +"ellos desde cualquier lugar.\n" +"Para entradas relacionadas a GDScript a las cuales se pueden acceder en " +"cualquier script, vea [@GDScript]." + +msgid "Random number generation" +msgstr "Generación de números aleatorios" + msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibeles a energía lineal (audio)." @@ -1445,13 +1899,6 @@ msgstr "" msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "Devuelve la longitud escalar del eje más corto del [AABB]." -msgid "" -"Returns the support point in a given direction. This is useful for collision " -"detection algorithms." -msgstr "" -"Devuelve el punto de apoyo en una dirección determinada. Esto es útil para " -"los algoritmos de detección de colisiones." - msgid "Returns the volume of the [AABB]." msgstr "Devuelve el volumen del [AABB]." @@ -1741,6 +2188,50 @@ msgstr "" "actual (es decir, dinámicamente en tiempo de ejecución) si la primera clave " "no está en 0 segundos." +msgid "Manually advance the animations by the specified time (in seconds)." +msgstr "" +"Avanza manualmente las animaciones en el tiempo especificado (en segundos)." + +msgid "The call mode to use for Call Method tracks." +msgstr "El modo de llamada a utilizar para las Call Method Tracks." + +msgid "The process notification in which to update animations." +msgstr "La notificación de proceso en la que se actualizan las animaciones." + +msgid "The node from which node path references will travel." +msgstr "El nodo desde el cual viajarán las referencias de la ruta de nodos." + +msgid "Notifies when an animation starts playing." +msgstr "Notifica cuando una animación comienza a reproducirse." + +msgid "" +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." +msgstr "" +"Notifica cuando las cachés se han limpiado, ya sea automáticamente o " +"manualmente a través del [method clear_caches]." + +msgid "" +"Do not process animation. Use [method advance] to process the animation " +"manually." +msgstr "" +"No procese la animación. Utilice [method advance] para procesar la animación " +"manualmente." + +msgid "" +"Batch method calls during the animation process, then do the calls after " +"events are processed. This avoids bugs involving deleting nodes or modifying " +"the AnimationPlayer while playing." +msgstr "" +"Metodos de procesos por lotes llamados durante el proceso de animación, y " +"despues que los eventos son procesados hacer los llamados. Esto evita los " +"errores que implican borrar nodos o modificar el AnimationPlayer mientras se " +"está reproduciendo." + +msgid "Make method calls immediately when reached in the animation." +msgstr "" +"Hace llamadas a método inmediatamente cuando se alcanza en la animación." + msgid "Gets the name of an input by index." msgstr "Obtiene el nombre de una entrada por índice." @@ -1989,13 +2480,6 @@ msgstr "" "Desvanecimiento en tiempo(en segundos) entre cada animacione conectada a las " "salidas." -msgid "" -"[AnimationPlayer] caches animated nodes. It may not notice if a node " -"disappears; [method clear_caches] forces it to update the cache again." -msgstr "" -"[AnimationPlayer] cachea nodos animados. Puede no notarse si un nodo " -"desaparece;[method clear_caches] fuerza a la cache a actualizarse de nuevo." - msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." @@ -2013,16 +2497,6 @@ msgstr "" msgid "The position (in seconds) of the currently playing animation." msgstr "La posición (en segundos) de la animación que se está reproduciendo." -msgid "The call mode to use for Call Method tracks." -msgstr "El modo de llamada a utilizar para las Call Method Tracks." - -msgid "" -"If [code]true[/code], updates animations in response to process-related " -"notifications." -msgstr "" -"Si [code]true[/code], actualiza las animaciones en respuesta a las " -"notificaciones relacionadas con el proceso." - msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." @@ -2030,59 +2504,9 @@ msgstr "" "El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una " "precisión de 0,01." -msgid "The process notification in which to update animations." -msgstr "La notificación de proceso en la que se actualizan las animaciones." - -msgid "The node from which node path references will travel." -msgstr "El nodo desde el cual viajarán las referencias de la ruta de nodos." - -msgid "Notifies when an animation starts playing." -msgstr "Notifica cuando una animación comienza a reproducirse." - -msgid "" -"Notifies when the caches have been cleared, either automatically, or manually " -"via [method clear_caches]." -msgstr "" -"Notifica cuando las cachés se han limpiado, ya sea automáticamente o " -"manualmente a través del [method clear_caches]." - -msgid "" -"Do not process animation. Use [method advance] to process the animation " -"manually." -msgstr "" -"No procese la animación. Utilice [method advance] para procesar la animación " -"manualmente." - -msgid "" -"Batch method calls during the animation process, then do the calls after " -"events are processed. This avoids bugs involving deleting nodes or modifying " -"the AnimationPlayer while playing." -msgstr "" -"Metodos de procesos por lotes llamados durante el proceso de animación, y " -"despues que los eventos son procesados hacer los llamados. Esto evita los " -"errores que implican borrar nodos o modificar el AnimationPlayer mientras se " -"está reproduciendo." - -msgid "Make method calls immediately when reached in the animation." -msgstr "" -"Hace llamadas a método inmediatamente cuando se alcanza en la animación." - -msgid "Manually advance the animations by the specified time (in seconds)." -msgstr "" -"Avanza manualmente las animaciones en el tiempo especificado (en segundos)." - -msgid "If [code]true[/code], the [AnimationTree] will be processing." -msgstr "Si [code]true[/code], el [AnimationTree] se procesará." - msgid "The path to the [AnimationPlayer] used for animating." msgstr "La ruta al [AnimationPlayer] utilizada para la animacion." -msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." -msgstr "El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]." - -msgid "The animations will only progress manually (see [method advance])." -msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])." - msgid "The name of the area's audio bus." msgstr "El nombre del bus de audio de la zona." @@ -2166,33 +2590,9 @@ msgstr "" msgid "Returns the number of times an element is in the array." msgstr "Devuelve el numer de veces que un elemento es encuentra en el array." -msgid "" -"Inserts a new element at a given position in the array. The position must be " -"valid, or at the end of the array ([code]pos == size()[/code]).\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the newly inserted element have to be reindexed." -msgstr "" -"Inserta un nuevo elemento en la posisción dada en el array. La posición debe " -"ser valida, o al final de el array([code]pos == size()[/code].\n" -"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" -"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " -"incertado esta cerca al inicio del array (índice 0). Esto es por que todos " -"los elementos despues del elemento incertado tienen que ser reindisados." - msgid "Returns [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]." -msgstr "" -"Cambiar el tamaño del array para contener un numero diferente de elementos. " -"Si el array es menor, los elementos so limipiados, si mayor, los nuevos " -"elementos son [code]null[/code]." - msgid "Reverses the order of the elements in the array." msgstr "Invierte el orden de los elementos en el array." @@ -2513,9 +2913,6 @@ msgstr "Si [code]true[/code], la retroalimentación está activada." msgid "Feedback delay time in milliseconds." msgstr "Tiempo de retraso de la retroalimentación en milisegundos." -msgid "Sound level for [code]tap1[/code]." -msgstr "Nivel de sonido para [code]tap1[/code]." - msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." @@ -2523,35 +2920,6 @@ msgstr "" "Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por debajo " "de este valor se filtran de la señal de origen." -msgid "If [code]true[/code], [code]tap1[/code] will be enabled." -msgstr "Si [code]true[/code], [code]tap1[/code] se activará." - -msgid "[code]tap1[/code] delay time in milliseconds." -msgstr "Tiempo de retardo en milisegundos [code]tap1[/code]." - -msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"Posición de Pan para [code]tap1[/code]. El valor puede variar entre -1 " -"(completamente a la izquierda) y 1 (completamente a la derecha)." - -msgid "If [code]true[/code], [code]tap2[/code] will be enabled." -msgstr "Si [code]true[/code], [code]tap2[/code] se habilitara." - -msgid "[b]Tap2[/b] delay time in milliseconds." -msgstr "Tiempo de retardo en milisegundos [b]Tap2[/b]." - -msgid "Sound level for [code]tap2[/code]." -msgstr "Nivel de sonido para [code]tap2[/code]." - -msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"Posición de pan para [code]tap2[/code]. El valor puede variar entre -1 " -"(completamente a la izquierda) y 1 (completamente a la derecha)." - msgid "Distortion power. Value can range from 0 to 1." msgstr "Poder de distorsión. El valor puede variar entre 0 y 1." @@ -2972,9 +3340,6 @@ msgstr "" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Devuelve la frecuencia de muestreo a la salida del [AudioServer]." -msgid "Returns the audio driver's output latency." -msgstr "Devuelve la latencia de salida del controlador de audio." - msgid "Returns the speaker configuration." msgstr "Devuelve la configuración de los altavoces." @@ -3004,9 +3369,6 @@ msgstr "" msgid "Number of available audio buses." msgstr "Número de buses de audio disponibles." -msgid "Emitted when the [AudioBusLayout] changes." -msgstr "Se emite cuando cambia el [AudioBusLayout]." - msgid "Two or fewer speakers were detected." msgstr "Se detectaron dos o menos altavoces." @@ -3341,18 +3703,6 @@ msgstr "" "Requiere de una pulsación y una posterior liberación antes de considerar el " "botón pulsado." -msgid "Default 3D rendering material." -msgstr "Material de renderizado 3D por defecto." - -msgid "" -"This provides a default material with a wide variety of rendering features " -"and properties without the need to write shader code. See the tutorial below " -"for details." -msgstr "" -"Esto proporciona un material por defecto con una amplia variedad de " -"características y propiedades de renderizado sin necesidad de escribir codigo " -"shader. Consulte el siguiente tutorial para obtener más detalles." - msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Devuelve [code]true[/code], si el [enum Feature] especificado está activado." @@ -3874,7 +4224,7 @@ msgid "Used to read from the blue channel of a texture." msgstr "Se usa para leer del canal azul de una textura." msgid "Used to read from the alpha channel of a texture." -msgstr "Se usa para leer del canal azul de una textura." +msgstr "Se usa para leer del canal de transparencia de una textura." msgid "Adds the emission color to the color from the emission texture." msgstr "Añade el color de la emisión al color de la textura de la emisión." @@ -4641,114 +4991,22 @@ msgstr "" "esto, establezca su [member color] a [code]Color(1, 1, 1, 0)[/code] en su " "lugar." -msgid "The [CheckBox] text's font color." -msgstr "El color de la fuente del texto [CheckBox]." - -msgid "The [CheckBox] text's font color when it's disabled." -msgstr "El color de la fuente del texto [CheckBox] cuando está desactivado." - -msgid "The [CheckBox] text's font color when it's hovered." -msgstr "" -"El color de la fuente del texto [CheckBox] cuando es cursor esta encima de él." - -msgid "The [CheckBox] text's font color when it's hovered and pressed." -msgstr "" -"El color de la fuente del texto del [CheckBox] cuando el cursor se encuentra " -"encima de él y se presiona." - -msgid "The [CheckBox] text's font color when it's pressed." -msgstr "El color de la fuente del texto [CheckBox] cuando se presiona." - msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "El desplazamiento vertical utilizado al renderizar los check icons (en " "píxeles)." -msgid "The [Font] to use for the [CheckBox] text." -msgstr "La [Font] a usar para el texto de [CheckBox]." - msgid "The check icon to display when the [CheckBox] is checked." msgstr "El check icon que se muestra cuando se marca el [CheckBox]." msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "El check icon que aparece cuando el [CheckBox] está deseleccionado." -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is disabled." -msgstr "" -"El [StyleBox] a mostrar como fondo cuando el [CheckBox] está desactivado." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered." -msgstr "" -"El [StyleBox] para mostrar como fondo cuando el cursor esta encima de el " -"[CheckBox]." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered and " -"pressed." -msgstr "" -"El [StyleBox] a mostrar como fondo cuando el cursor se encuentra encima de el " -"[CheckBox] y se presiona." - -msgid "The [StyleBox] to display as a background." -msgstr "El [StyleBox] para mostrar como fondo." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckBox]." - -msgid "The [CheckButton] text's font color." -msgstr "El color de la fuente del texto del [CheckButton]." - -msgid "The [CheckButton] text's font color when it's disabled." -msgstr "" -"El color de la fuente del texto del [CheckButton] cuando esté esta " -"desactivado." - -msgid "The [CheckButton] text's font color when it's hovered." -msgstr "" -"El color de la fuente del texto del [CheckButton] cuando el cursor esta " -"encima de él." - -msgid "The [CheckButton] text's font color when it's hovered and pressed." -msgstr "" -"El color de la fuente del texto del [CheckButton] cuando el cursor se " -"mantiene encima de él y se presiona." - -msgid "The [CheckButton] text's font color when it's pressed." -msgstr "El color de la fuente del texto del [CheckButton] cuando se presiona." - msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" "El desplazamiento vertical que se utiliza al renderizar los iconos de " "conmutación (en píxeles)." -msgid "The [Font] to use for the [CheckButton] text." -msgstr "La [Font] que se usará para el texto del [CheckButton]." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is disabled." -msgstr "" -"El [StyleBox] a mostrar como fondo cuando el [CheckButton] está desactivado." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered." -msgstr "" -"El [StyleBox] a mostrar como fondo cuando el cursor esta encima de el " -"[CheckButton]." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered " -"and pressed." -msgstr "" -"El [StyleBox] para mostrar como fondo cuando el cursor esta encima del " -"[CheckButton] y se presiona." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is pressed." -msgstr "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckButton]." - msgid "The circle's radius." msgstr "El radio del círculo." @@ -4765,18 +5023,6 @@ msgstr "Devuelve si la línea del índice especificado está doblado o no." msgid "Toggle the folding of the code block at the given line." msgstr "Cambia el plegado del bloque de código en la línea dada." -msgid "Sets the font [Color]." -msgstr "Establece la fuente [Color]." - -msgid "Sets the highlight [Color] of text selections." -msgstr "Establece el resaltado [Color] de las selecciones de texto." - -msgid "Sets the spacing between the lines." -msgstr "Establece el espacio entre las líneas." - -msgid "Sets the default [Font]." -msgstr "Establece la [Font] predeterminada." - msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/code] " "of the new owner for future reference." @@ -4871,13 +5117,6 @@ msgstr "" msgid "The actual shape owned by this collision shape." msgstr "La forma actual que posee esta forma de colisión." -msgid "" -"If this method exists within a script it will be called whenever the shape " -"resource has been modified." -msgstr "" -"Si este método existe dentro de un script se llamará siempre que el recurso " -"de forma haya sido modificado." - msgid "A disabled collision shape has no effect in the world." msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo." @@ -5397,41 +5636,9 @@ msgstr "" msgid "Emitted when the [ColorPicker] is closed." msgstr "Emitido cuando el [ColorPicker] está cerrado." -msgid "Default text [Color] of the [ColorPickerButton]." -msgstr "El [Color] del texto predeterminado para el [ColorPickerButton]." - -msgid "Text [Color] used when the [ColorPickerButton] is disabled." -msgstr "" -"[Color] del texto utilizado cuando el [ColorPickerButton] está desactivado." - -msgid "Text [Color] used when the [ColorPickerButton] is being hovered." -msgstr "" -"[Color] del texto usado cuando el [ColorPickerButton] tiene el cursor encima." - -msgid "Text [Color] used when the [ColorPickerButton] is being pressed." -msgstr "[Color] del texto utilizado cuando se pulsa el [ColorPickerButton]." - -msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "El espacio horizontal entre el icono y el texto de [ColorPickerButton]." - -msgid "[Font] of the [ColorPickerButton]'s text." -msgstr "[Font] del texto de [ColorPickerButton]." - msgid "The background of the color preview rect on the button." msgstr "El fondo del rectángulo de vista previa de color en el botón." -msgid "[StyleBox] used when the [ColorPickerButton] is disabled." -msgstr "[StyleBox] utilizado cuando el [ColorPickerButton] está desactivado." - -msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." -msgstr "[StyleBox] usado cuando el [ColorPickerButton] tiene el cursor encima." - -msgid "Default [StyleBox] for the [ColorPickerButton]." -msgstr "[StyleBox] por defecto para el [ColorPickerButton]." - -msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." -msgstr "[StyleBox] que se utiliza cuando se pulsa el [ColorPickerButton]." - msgid "Returns the value of the specified parameter." msgstr "Devuelve el valor del parámetro especificado." @@ -5640,12 +5847,6 @@ msgstr "" "El nodo sólo puede captar el foco en los clics del ratón. Usar con [member " "focus_mode]." -msgid "Sent when the mouse pointer enters the node." -msgstr "Se envía cuando el puntero del ratón entra en el nodo." - -msgid "Sent when the mouse pointer exits the node." -msgstr "Se envía cuando el puntero del ratón sale del nodo." - msgid "Sent when the node grabs focus." msgstr "Enviado cuando el nodo agarra el foco." @@ -5896,32 +6097,6 @@ msgstr "" "estiramiento. Ver [member size_flags_stretch_ratio]. Utilízalo con [member " "size_flags_horizontal] y [member size_flags_vertical]." -msgid "" -"The control will receive mouse button input events through [method " -"_gui_input] if clicked on. And the control will receive the [signal " -"mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to other " -"controls. This also results in blocking signals in other controls." -msgstr "" -"El control recibirá los eventos de entrada del botón del ratón a través del " -"[method _gui_input] si se hace clic en él. Y el control recibirá las señales " -"[signal mouse_entered] y [signal mouse_exited]. Estos eventos se marcan " -"automáticamente como manejados, y no se propagarán más a otros controles. " -"Esto también resulta en el bloqueo de señales en otros controles." - -msgid "" -"The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] nor " -"[signal mouse_exited] signals. This will not block other controls from " -"receiving these events or firing the signals. Ignored events will not be " -"handled automatically." -msgstr "" -"El control no recibirá eventos de entrada del botón del ratón a través del " -"[method _gui_input]. El control tampoco recibirá las señales [signal " -"mouse_entered] ni [signal mouse_exited]. Esto no bloqueará a otros controles " -"para que no reciban estos eventos o para que no disparen las señales. Los " -"eventos ignorados no se manejarán automáticamente." - msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." @@ -5969,9 +6144,6 @@ msgstr "" msgid "The list of 3D points forming the convex polygon shape." msgstr "La lista de puntos 3D que forman la forma de polígono convexo." -msgid "CPU-based 2D particle emitter." -msgstr "Emisor de partículas 2D basado en la CPU." - msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "Devuelve la [Curve] del parámetro especificado por [enum Parameter]." @@ -6058,9 +6230,6 @@ msgstr "" "El radio de la esfera si [member emission_shape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." -msgid "If [code]true[/code], particles are being emitted." -msgstr "Si [code]true[/code], se están emitiendo partículas." - msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle begins." @@ -6191,9 +6360,6 @@ msgstr "" msgid "Represents the size of the [enum EmissionShape] enum." msgstr "Representa el tamaño del enum [enum EmissionShape]." -msgid "CPU-based 3D particle emitter." -msgstr "Emisor de partículas 3D que utiliza la CPU." - msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." @@ -6400,9 +6566,6 @@ msgstr "" msgid "Returns a new instance of the script." msgstr "Devuelve una nueva instancia del script." -msgid "A mathematic curve." -msgstr "Una curva matemática." - msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " @@ -6503,9 +6666,6 @@ msgstr "" "distancia, más puntos en el cache y más memoria consumirá, así que úsala con " "cuidado." -msgid "A texture that shows a curve." -msgstr "Una textura que muestra una curva." - msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "Clase que representa un cilindro [PrimitiveMesh]." @@ -6658,16 +6818,6 @@ msgstr "" "[b]Editor > Manage Feature Profiles...[/b] en la parte superior de la ventana " "del editor." -msgid "" -"Loads an editor feature profile from a file. The file must follow the JSON " -"format obtained by using the feature profile manager's [b]Export[/b] button " -"or the [method save_to_file] method." -msgstr "" -"Carga un perfil de características de editor desde un archivo. El archivo " -"debe seguir el formato JSON obtenido mediante el botón [b]Exportar[/b] del " -"administrador de perfiles de características o el método [method " -"save_to_file]." - msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." @@ -7088,16 +7238,6 @@ msgstr "" msgid "Used by the editor to extend its functionality." msgstr "Utilizado por el editor para ampliar su funcionalidad." -msgid "" -"Plugins are used by the editor to extend functionality. The most common types " -"of plugins are those which edit a given node or resource type, import plugins " -"and export plugins. See also [EditorScript] to add functions to the editor." -msgstr "" -"Los plugins son usados por el editor para extender la funcionalidad. Los " -"tipos más comunes de plugins son los que editan un determinado nodo o tipo de " -"recurso, importan plugins y exportan plugins. Véase también [EditorScript] " -"para añadir funciones al editor." - msgid "" "This method is called when the editor is about to save the project, switch to " "another tab, etc. It asks the plugin to apply any pending state changes to " @@ -7410,9 +7550,6 @@ msgstr "" "Este método es ejecutado por el Editor cuando se utiliza [b]Archivo > " "Ejecutar[/b]." -msgid "Returns the [EditorInterface] singleton instance." -msgstr "Devuelve la instancia del singleton [EditorInterface]." - msgid "Returns the Editor's currently active scene." msgstr "Devuelve la escena actualmente activa del editor." @@ -8548,11 +8685,6 @@ msgstr "" "operaciones de bajo nivel y sólo está disponible en builds de Godot en mono.\n" " Ver también [CSharpScript]." -msgid "Returns a rectangle containing the positions of all existing particles." -msgstr "" -"Devuelve un rectángulo que contiene las posiciones de todas las partículas " -"existentes." - msgid "Restarts all the existing particles." msgstr "Reinicia todas las partículas existentes." @@ -8615,22 +8747,9 @@ msgstr "" msgid "Maximum number of draw passes supported." msgstr "Número máximo de pases de dibujado soportados." -msgid "" -"A color interpolator resource which can be used to generate colors between " -"user-defined color points." -msgstr "" -"Un recurso interpolador de color que puede ser usado para generar colores " -"entre puntos de color definidos por el usuario." - msgid "Cubic interpolation." msgstr "Interpolación cúbica." -msgid "Gradient-filled texture." -msgstr "Textura llena de gradientes." - -msgid "The [Gradient] that will be used to fill the texture." -msgstr "El [Gradient] que se usará para rellenar la textura." - msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "El número de muestras de color que se obtendrán del [Gradient]." @@ -8656,9 +8775,6 @@ msgstr "" msgid "The scroll offset." msgstr "El desplazamiento del scroll." -msgid "The snapping distance in pixels." -msgstr "La distancia de snapping en pixeles." - msgid "If [code]true[/code], enables snapping." msgstr "Si [code]true[/code], habilita el snapping." @@ -8696,166 +8812,33 @@ msgstr "El color de relleno del rectángulo de selección." msgid "The outline color of the selection rectangle." msgstr "El color del contorno del rectángulo de selección." -msgid "The icon for the zoom out button." -msgstr "El icono para el botón de alejamiento del zoom." - msgid "The icon for the zoom in button." msgstr "El icono para el botón de acercamiento del zoom." +msgid "The icon for the zoom out button." +msgstr "El icono para el botón de alejamiento del zoom." + msgid "The icon for the zoom reset button." msgstr "El icono del botón de reinicio del zoom." -msgid "The icon for the snap toggle button." -msgstr "El icono para el botón de conmutado de encaje." - msgid "The background drawn under the grid." msgstr "El fondo dibujado bajo la cuadrícula." -msgid "Disables all input and output slots of the GraphNode." -msgstr "Deshabilita todas las ranuras de entrada y salida del GraphNode." - -msgid "" -"Returns the number of enabled input slots (connections) to the GraphNode." -msgstr "" -"Devuelve el número de ranuras de entrada (conexiones) habilitadas al " -"GraphNode." - -msgid "" -"Returns the number of enabled output slots (connections) of the GraphNode." -msgstr "" -"Devuelve el número de ranuras de salida (conexiones) habilitadas del " -"GraphNode." - -msgid "If [code]true[/code], the GraphNode is a comment node." -msgstr "Si [code]true[/code], el GraphNode es un nodo de comentario." - -msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." -msgstr "" -"Establece la superposición que se muestra sobre el GraphNode. Ver [enum " -"Overlay]." - -msgid "" -"If [code]true[/code], the user can resize the GraphNode.\n" -"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " -"signal, the GraphNode needs to be resized manually." -msgstr "" -"Si [code]true[/code], el usuario puede cambiar el tamaño del GraphNode.\n" -"[b]Nota:[/b] Arrastrando el manejador sólo se emitirá la señal [signal " -"resize_request], el GraphNode necesita ser redimensionado manualmente." - -msgid "If [code]true[/code], the GraphNode is selected." -msgstr "Si [code]true[/code], se selecciona el GraphNode." - -msgid "" -"If [code]true[/code], the close button will be visible.\n" -"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " -"the GraphNode needs to be removed manually." -msgstr "" -"Si [code]true[/code], el botón de cerrado será visible.\n" -"[b]Nota:[/b] Al pulsarlo sólo se emitirá la señal [signal close_request], el " -"GraphNode debe ser eliminado manualmente." - msgid "The text displayed in the GraphNode's title bar." msgstr "El texto que se muestra en la barra de título del GraphNode." -msgid "" -"Emitted when the GraphNode is requested to be closed. Happens on clicking the " -"close button (see [member show_close])." -msgstr "" -"Emitido cuando se solicita el cierre del GraphNode. Ocurre al hacer clic en " -"el botón de cierre (ver [member show_close])." - -msgid "Emitted when the GraphNode is dragged." -msgstr "Se emite cuando se arrastra el GraphNode." - -msgid "Emitted when the GraphNode is moved." -msgstr "Emitido cuando se mueve el GraphNode." - -msgid "" -"Emitted when the GraphNode is requested to be displayed over other ones. " -"Happens on focusing (clicking into) the GraphNode." -msgstr "" -"Emitido cuando se solicita que el GraphNode se muestre sobre otros. Ocurre al " -"enfocar (hacer clic en) el GraphNode." - -msgid "" -"Emitted when the GraphNode is requested to be resized. Happens on dragging " -"the resizer handle (see [member resizable])." -msgstr "" -"Emitido cuando se pide que el GraphNode sea redimensionado. Ocurre al " -"arrastrar el mango de redimensionamiento (ver [member resizable])." - -msgid "No overlay is shown." -msgstr "No se muestra ninguna capa superpuesta." - -msgid "The color modulation applied to the close button icon." -msgstr "La modulación de color aplicada al icono del botón de cierre." - msgid "The color modulation applied to the resizer icon." msgstr "La modulación de color aplicada al icono de redimensionamiento." -msgid "Color of the title text." -msgstr "El color del texto del título." - -msgid "The vertical offset of the close button." -msgstr "El desplazamiento vertical del botón de cierre." - msgid "Horizontal offset for the ports." msgstr "Desplazamiento horizontal de los puertos." msgid "The vertical distance between ports." msgstr "La distancia vertical entre los puertos." -msgid "Vertical offset of the title text." -msgstr "Desplazamiento vertical del texto del título." - -msgid "Font used for the title text." -msgstr "Fuente usada para el texto del título." - -msgid "" -"The icon for the close button, visible when [member show_close] is enabled." -msgstr "" -"El icono del botón de cierre, visible cuando [member show_close] está " -"activado." - msgid "The icon used for representing ports." msgstr "El icono utilizado para representar los puertos." -msgid "The icon used for resizer, visible when [member resizable] is enabled." -msgstr "" -"El icono utilizado para el redimensionamiento, visible cuando está activado " -"el [member resizable]." - -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_BREAKPOINT]." -msgstr "" -"El fondo utilizado cuando [member overlay] se establece en [constant " -"OVERLAY_BREAKPOINT]." - -msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "El [StyleBox] utilizado cuando el [member comment] está activado." - -msgid "" -"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " -"focused." -msgstr "" -"El [StyleBox] utilizado cuando el [member comment] está habilitado y el " -"[GraphNode] está enfocado." - -msgid "The default background for [GraphNode]." -msgstr "El fondo por defecto para [GraphNode]." - -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_POSITION]." -msgstr "" -"El fondo utilizado cuando [member overlay] se establece en [constant " -"OVERLAY_POSITION]." - -msgid "The background used when the [GraphNode] is selected." -msgstr "El fondo utilizado cuando se selecciona el [GraphNode]." - msgid "Node for 3D tile-based maps." msgstr "Nodo para mapas en 3D basados en tiles." @@ -8956,9 +8939,6 @@ msgstr "Algoritmo de Hasheado: SHA-1." msgid "Hashing algorithm: SHA-256." msgstr "Algoritmo de Hasheado: SHA-256." -msgid "The horizontal space between the [HBoxContainer]'s elements." -msgstr "El espacio horizontal entre los elementos del [HBoxContainer]." - msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." @@ -9019,117 +8999,10 @@ msgstr "" "La velocidad con la que los dos cuerpos se juntan cuando se mueven en " "diferentes direcciones." -msgid "" -"Icon used as a button to scroll the [ScrollBar] left. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"Icono utilizado como botón para desplazar la [ScrollBar] hacia la izquierda. " -"Soporta el paso personalizado usando la propiedad [member ScrollBar." -"custom_step]." - -msgid "Displayed when the mouse cursor hovers over the decrement button." -msgstr "" -"Se muestra cuando el cursor del ratón pasa por encima del botón de " -"disminución." - -msgid "" -"Icon used as a button to scroll the [ScrollBar] right. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"Icono utilizado como botón para desplazar la [ScrollBar] hacia la derecha. " -"Soporta el paso personalizado usando la propiedad [member ScrollBar." -"custom_step]." - -msgid "Displayed when the mouse cursor hovers over the increment button." -msgstr "" -"Se muestra cuando el cursor del ratón pasa por encima del botón de incremento." - -msgid "" -"Used as texture for the grabber, the draggable element representing current " -"scroll." -msgstr "" -"Usado como textura para el grabber, el elemento arrastrable que representa el " -"scroll actual." - -msgid "Used when the mouse hovers over the grabber." -msgstr "Se usa cuando el ratón esta encima del agarrador." - -msgid "Used when the grabber is being dragged." -msgstr "Se usa cuando el agarrador está siendo arrastrado." - -msgid "Used as background of this [ScrollBar]." -msgstr "Usado como fondo de esta [ScrollBar]." - -msgid "Used as background when the [ScrollBar] has the GUI focus." -msgstr "Se usa como fondo cuando la [ScrollBar] tiene el foco de la GUI." - -msgid "" -"The height of the area covered by the separator. Effectively works like a " -"minimum height." -msgstr "" -"La altura del área cubierta por el separador. Efectivamente funciona como una " -"altura mínima." - -msgid "The style for the separator line. Works best with [StyleBoxLine]." -msgstr "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine]." - -msgid "The texture for the grabber (the draggable element)." -msgstr "La textura para el grabber (el elemento arrastrable)." - -msgid "The texture for the grabber when it's disabled." -msgstr "La textura para el agarrador cuando está desactivado." - -msgid "The texture for the grabber when it's focused." -msgstr "La textura para el agarrador cuando está enfocado." - -msgid "" -"The texture for the ticks, visible when [member Slider.tick_count] is greater " -"than 0." -msgstr "" -"La textura de las marcas, visible cuando [member Slider.tick_count] es mayor " -"que 0." - -msgid "The background of the area to the left of the grabber." -msgstr "El fondo de la zona a la izquierda del agarrador." - -msgid "" -"The background for the whole slider. Determines the height of the " -"[code]grabber_area[/code]." -msgstr "" -"El fondo para el deslizador completo. Determina la altura del " -"[code]grabber_area[/code]." - -msgid "" -"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " -"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " -"visible." -msgstr "" -"Valor booleano. Si 1 ([code]true[/code]), el grabador se esconderá " -"automáticamente cuando no esté bajo el cursor. Si 0 ([code]false[/code]), " -"siempre está visible." - -msgid "The space between sides of the container." -msgstr "El espacio entre los lados del contenedor." - -msgid "The icon used for the grabber drawn in the middle area." -msgstr "El icono usado para el agarrador dibujado en la area media." - msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" "Cierra la conexión actual, permitiendo la reutilización de este [HTTPClient]." -msgid "" -"Returns the response's body length.\n" -"[b]Note:[/b] Some Web servers may not send a body length. In this case, the " -"value returned will be [code]-1[/code]. If using chunked transfer encoding, " -"the body length will also be [code]-1[/code]." -msgstr "" -"Devuelve la longitud del cuerpo de la respuesta.\n" -"[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. " -"En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la " -"codificación de transferencia de trozos, la longitud del cuerpo también será " -"[code]-1[/code]." - msgid "Returns the response's HTTP status code." msgstr "Devuelve el código de estado HTTP de la respuesta." @@ -10135,35 +10008,6 @@ msgstr "" "Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro " "componentes, cada uno con valores de 32 bits real." -msgid "" -"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" -"bit \"half-precision\" floating-point value." -msgstr "" -"Formato de textura OpenGL [code]GL_R32F[/code] donde hay un componente, un " -"valor de punto flotante de 16 bits de \"media precisión\" real." - -msgid "" -"OpenGL texture format [code]GL_RG32F[/code] where there are two components, " -"each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Formato de textura OpenGL [code]GL_RG32F[/code] donde hay dos componentes, " -"cada uno un valor de 16 bits de \"media precisión\" real." - -msgid "" -"OpenGL texture format [code]GL_RGB32F[/code] where there are three " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Formato de textura OpenGL [code]GL_RGB32F[/code] donde hay tres componentes, " -"cada uno de ellos un valor de 16 bits de \"media precisión\" real." - -msgid "" -"OpenGL texture format [code]GL_RGBA32F[/code] where there are four " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro " -"componentes, cada uno de ellos un valor de 16 bits de \"media precisión\" " -"real." - msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." @@ -11446,89 +11290,6 @@ msgstr "" msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "El [OccluderPolygon2D] utilizado para calcular la sombra." -msgid "A 2D line." -msgstr "Una línea 2D." - -msgid "Removes all points from the line." -msgstr "Elimina todos los puntos de la línea." - -msgid "" -"Controls the style of the line's first point. Use [enum LineCapMode] " -"constants." -msgstr "" -"Controla el estilo del primer punto de la línea. Usa las constantes [enum " -"LineCapMode]." - -msgid "The line's color. Will not be used if a gradient is set." -msgstr "El color de la línea. No se usará si se establece un gradiente." - -msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] constants." -msgstr "" -"Controla el estilo del último punto de la línea. Usa las constantes [enum " -"LineCapMode]." - -msgid "" -"The gradient is drawn through the whole line from start to finish. The " -"default color will not be used if a gradient is set." -msgstr "" -"El gradiente se dibuja a través de toda la línea de principio a fin. El color " -"por defecto no se usará si se establece un gradiente." - -msgid "The style for the points between the start and the end." -msgstr "El estilo de los puntos entre el comienzo y el final." - -msgid "" -"The texture used for the line's texture. Uses [code]texture_mode[/code] for " -"drawing style." -msgstr "" -"La textura usada para la textura de la línea. Utiliza [code]texture_mode[/" -"code] para el estilo de dibujo." - -msgid "" -"The style to render the [code]texture[/code] on the line. Use [enum " -"LineTextureMode] constants." -msgstr "" -"El estilo para renderizar la [code]texture[/code] en la línea. Usa las " -"constantes de [enum LineTextureMode]." - -msgid "The line's width." -msgstr "El ancho de la línea." - -msgid "" -"The line's width varies with the curve. The original width is simply multiply " -"by the value of the Curve." -msgstr "" -"El ancho de la línea varía con la curva. El ancho original simplemente se " -"multiplica por el valor de la curva." - -msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " -"the rotation of a joint, it becomes a bevel joint instead." -msgstr "" -"Las articulaciones de la línea serán puntiagudas. Si [code]sharp_limit[/code] " -"es mayor que la rotación de una articulación, se convierte en una " -"articulación en bisel en su lugar." - -msgid "The line's joints will be bevelled/chamfered." -msgstr "Las uniones de la línea serán biseladas/chamfered." - -msgid "The line's joints will be rounded." -msgstr "Las articulaciones de la línea serán redondeadas." - -msgid "Don't draw a line cap." -msgstr "No dibujes una cubierta de línea." - -msgid "Draws the line cap as a box." -msgstr "Dibuja la cubierta de la línea como una caja." - -msgid "Draws the line cap as a circle." -msgstr "Dibuja la cubierta de la línea como un círculo." - -msgid "Takes the left pixels of the texture and renders it over the whole line." -msgstr "" -"Toma los píxeles izquierdos de la textura y la renderiza sobre toda la línea." - msgid "Erases the [LineEdit]'s [member text]." msgstr "Borra el [member text] de [LineEdit]." @@ -11816,9 +11577,6 @@ msgid "Provides data transformation and encoding utility functions." msgstr "" "Proporciona funciones de utilidad de transformación y codificación de datos." -msgid "Abstract base [Resource] for coloring and shading geometry." -msgstr "Base abstracta [Resource] para colorear y sombrear la geometría." - msgid "Maximum value for the [member render_priority] parameter." msgstr "Valor máximo del parámetro [member render_priority]." @@ -11841,34 +11599,6 @@ msgstr "" "dentro del mismo padre que también tenga activado [code]switch_on_hover[/" "code], cerrará el [MenuButton] actual y abrirá el otro." -msgid "Default text [Color] of the [MenuButton]." -msgstr "[Color] del Texto predeterminado del [MenuButton]." - -msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "[Color] del texto utilizado cuando el [MenuButton] está desactivado." - -msgid "Text [Color] used when the [MenuButton] is being hovered." -msgstr "[Color] del texto usado cuando el puntero esta sobre el [MenuButton]." - -msgid "Text [Color] used when the [MenuButton] is being pressed." -msgstr "[Color] del texto utilizado cuando se pulsa el [MenuButton]." - -msgid "[Font] of the [MenuButton]'s text." -msgstr "[Font] del texto del [MenuButton]." - -msgid "[StyleBox] used when the [MenuButton] is disabled." -msgstr "[StyleBox] utilizado cuando el [MenuButton] está desactivado." - -msgid "[StyleBox] used when the [MenuButton] is being hovered." -msgstr "" -"[StyleBox] usado cuando el puntero del ratón esta sobre el [MenuButton]." - -msgid "Default [StyleBox] for the [MenuButton]." -msgstr "[StyleBox] por defecto para el [MenuButton]." - -msgid "[StyleBox] used when the [MenuButton] is being pressed." -msgstr "[StyleBox] que se utiliza cuando se pulsa el [MenuButton]." - msgid "A [Resource] that contains vertex array-based geometry." msgstr "Un [Resource] que contiene un array de vértices de una geometría." @@ -11904,13 +11634,6 @@ msgstr "" "Devuelve todos los vértices que forman las caras de la malla. Cada tres " "vértices representan un triángulo." -msgid "" -"Returns the arrays for the vertices, normals, uvs, etc. that make up the " -"requested surface (see [method ArrayMesh.add_surface_from_arrays])." -msgstr "" -"Devuelve los arrays para los vértices, normales, uvs, etc. que conforman la " -"superficie solicitada (ver [method ArrayMesh.add_surface_from_arrays])." - msgid "Returns the blend shape arrays for the requested surface." msgstr "Devuelve los arrays de formas de mezcla para la superficie solicitada." @@ -12022,9 +11745,6 @@ msgstr "Calcula y devuelve la cara normal de la cara dada." msgid "Returns the material assigned to the [Mesh]." msgstr "Devuelve el material asignado a la [Mesh]." -msgid "Returns the vertex at given index." -msgstr "Devuelve el vértice en un índice determinado." - msgid "Returns the bones of the given vertex." msgstr "Devuelve los huesos del vértice dado." @@ -12372,11 +12092,6 @@ msgstr "" msgid "Returns the count of all polygons." msgstr "Devuelve el recuento de todos los polígonos." -msgid "Creates polygons from the outlines added in the editor or by script." -msgstr "" -"Crea polígonos a partir de los contornos añadidos en el editor o por el " -"script." - msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." @@ -12746,22 +12461,6 @@ msgstr "" "Notificación recibida en cada fotograma cuando se fija el flag de proceso de " "física interna (véase [method set_physics_process_internal])." -msgid "" -"Notification received from the OS when the mouse enters the game window.\n" -"Implemented on desktop and web platforms." -msgstr "" -"Notificación recibida del sistema operativo cuando el ratón entra en la " -"ventana del juego.\n" -"Implementado en plataformas de escritorio y web." - -msgid "" -"Notification received from the OS when the mouse leaves the game window.\n" -"Implemented on desktop and web platforms." -msgstr "" -"Notificación recibida del sistema operativo cuando el ratón sale de la " -"ventana del juego.\n" -"Implementado en plataformas de escritorio y web." - msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" @@ -13111,27 +12810,12 @@ msgstr "" "El índice del artículo actualmente seleccionado, o [code]-1[/code] si no hay " "ningún artículo seleccionado." -msgid "Default text [Color] of the [OptionButton]." -msgstr "[Color] del texto predeterminado del [OptionButton]." - -msgid "Text [Color] used when the [OptionButton] is disabled." -msgstr "[Color] del texto utilizado cuando el [OptionButton] está desactivado." - -msgid "Text [Color] used when the [OptionButton] is being hovered." -msgstr "[Color] del texto usado cuando el [OptionButton] está siendo movido." - -msgid "Text [Color] used when the [OptionButton] is being pressed." -msgstr "[Color] del texto utilizado cuando se pulsa el [OptionButton]." - msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" "El espacio horizontal entre el icono de la flecha y el borde derecho del " "botón." -msgid "[Font] of the [OptionButton]'s text." -msgstr "[Font] del texto del [OptionButton]." - msgid "The arrow icon to be drawn on the right end of the button." msgstr "El icono de la flecha que se dibujará en el extremo derecho del botón." @@ -14706,6 +14390,11 @@ msgstr "Malla con un solo punto primitivo." msgid "A 2D polygon." msgstr "Un polígono 2D." +msgid "Adds a bone with the specified [param path] and [param weights]." +msgstr "" +"Añade un hueso en el [code]path[/code] especificado y con los [code]weights[/" +"code] especificados." + msgid "Removes all bones from this [Polygon2D]." msgstr "Quita todos los huesos de este [Polygon2D]." @@ -14718,6 +14407,9 @@ msgstr "Devuelve el número de huesos en este [Polygon2D]." msgid "Returns the path to the node associated with the specified bone." msgstr "Devuelve el camino al nodo asociado con el hueso especificado." +msgid "Returns the weight values of the specified bone." +msgstr "Devuelve los valores de peso del hueso especificado." + msgid "Sets the path to the node associated with the specified bone." msgstr "Establece el camino al nodo asociado con el hueso especificado." @@ -14780,6 +14472,62 @@ msgstr "" "resulta en gradientes suaves. Debería haber uno por vértice del polígono. Si " "hay menos vértices no definidos se usará [code]color[/code]." +msgid "" +"[PopupMenu] is a modal window used to display a list of options. Useful for " +"toolbars and context menus.\n" +"The size of a [PopupMenu] can be limited by using [member Window.max_size]. " +"If the height of the list of items is larger than the maximum height of the " +"[PopupMenu], a [ScrollContainer] within the popup will allow the user to " +"scroll the contents. If no maximum size is set, or if it is set to [code]0[/" +"code], the [PopupMenu] height will be limited by its parent rect.\n" +"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/" +"code] to access the last item, [code]-2[/code] to select the second-to-last " +"item, and so on.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n" +"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " +"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" +"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]." +msgstr "" +"[PopupMenu] es una ventana modal utilizada para mostrar una lista de " +"opciones. Util para barras de harramientas y menús contextuales.\n" +"El tamaño de un [PopupMenu] puede ser limitado utilizando [member Window." +"max_size]. Si la altura de la lista de items es mayor que la maxima altura de " +"[PopupMenu], un [ScrollContainer] dentro del popup va a permitir al usuario " +"desplazarse por el contenido. Si no se configura un tamaño maximo, o si esta " +"seteado a [code]0[/code], la altura de el [PopupMenu] será limitada por su " +"padre rect.\n" +"Todos los métodos [code]set_*[/code] permiten índices negativos, ej: " +"[code]-1[/code] para acceder al último item, [code]-2[/code] para seleccionar " +"el ante-ultimo item, y asi sucesivamente.\n" +"[b]Búsqueda Incremental[/b] Como [ItemList] y [Tree], [PopupMenu] soporta " +"busqueda dentro de la lista mientras el control este focalizado. Presiona una " +"tecla que coincida con la primera letra del nombre de un item para " +"seleccionasr el primer item que empiece con la letra dada. Luego de ese " +"punto, hay dos formas para hacer una busqueda incremental: 1) Presione la " +"misma tecla nuevamente antes de que termine el tiempo de espera para " +"seleccionar el siguiente item que comience con la misma letra. 2) Presione " +"teclas que coincidan con el resto de la palabra antes de finalizar el tiempo " +"de espera para coincidir el resto de la palabra a coincidir para seleccionar " +"el item en cuestion directamente. Ambas de estas acciones van a reiniciar al " +"prinvicpio de la lista si el tiempo de espera finalizó desde que el ultimo " +"tipeo fue registrado. Puedes ajustar la duracion del tiempo de espera " +"cambiando [member ProjectSettings.gui/timers/" +"incremental_search_max_interval_msec].\n" +"[b]Nota:[/b] Los valores de ID usados para items estan limitados a 32 bits, " +"no 64 bits completos del [int]. Esto tiene un rango desde [code]-2^32[/code] " +"hasta [code]2^32 - 1[/code], esto es desde [code]-2147483648[/code] hasta " +"[code]2147483647[/code]." + msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" "Igual que [method add_icon_check_item], pero utiliza un botón de comprobación " @@ -14790,9 +14538,6 @@ msgstr "" "Igual que [method add_icon_check_shortcut], pero utiliza un botón de " "comprobación de radio." -msgid "Removes all items from the [PopupMenu]." -msgstr "Elimina todos los artículos del [PopupMenu]." - msgid "" "Returns the metadata of the specified item, which might be of any type. You " "can set it with [method set_item_metadata], which provides a simple way of " @@ -14895,18 +14640,9 @@ msgstr "" "[StyleBox] para el lado derecho del separador etiquetado. Ver [method " "add_separator]." -msgid "Default [StyleBox] of the [PopupMenu] items." -msgstr "El [StyleBox] por defecto de los elementos del [PopupMenu]." - -msgid "[StyleBox] used when the [PopupMenu] item is disabled." -msgstr "[StyleBox] usado cuando el [PopupMenu] está desactivado." - msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "[StyleBox] usado para los separadores. Ver [method add_separator]." -msgid "The background panel style of this [PopupPanel]." -msgstr "El estilo del panel de fondo de este [PopupPanel]." - msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." @@ -14965,9 +14701,6 @@ msgstr "Si [code]true[/code], el porcentaje de llenado se muestra en la barra." msgid "The color of the text." msgstr "El color del texto." -msgid "The color of the text's shadow." -msgstr "El color de la sombra del texto." - msgid "The style of the background." msgstr "El estilo del fondo." @@ -15629,12 +15362,6 @@ msgstr "" "Elimina una excepción de colisión para que el rayo reporte colisiones con el " "[RID] especificado." -msgid "If [code]true[/code], collision with [Area2D]s will be reported." -msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s." - -msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." -msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]." - msgid "If [code]true[/code], collisions will be reported." msgstr "Si [code]true[/code], se informará de las colisiones." @@ -15650,25 +15377,6 @@ msgid "" msgstr "" "El punto de destino del rayo, relativo a la [code]position[/code] del RayCast." -msgid "Constructs a [Rect2] by position and size." -msgstr "Construye un [Rect2] por posición y tamaño." - -msgid "Constructs a [Rect2] by x, y, width, and height." -msgstr "Construye un [Rect2] por x, y, ancho y alto." - -msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the top-" -"left corner is the origin and [code]width[/code] and [code]height[/code] are " -"positive." -msgstr "" -"Devuelve una [Rect2] con posición y área equivalentes, modificada de manera " -"que la esquina superior izquierda es el origen y [code]width[/code] y " -"[code]height[/code] son positivos." - -msgid "" -"Returns [code]true[/code] if this [Rect2] completely encloses another one." -msgstr "Devuelve [code]true[/code] si este [Rect2] encierra completamente otro." - msgid "Base class for reference-counted objects." msgstr "Clase base para los objetos contados como referencia." @@ -16018,16 +15726,6 @@ msgstr "" msgid "Returns the parameters of a shader." msgstr "Devuelve los parámetros de un shader." -msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" -"[b]Note:[/b] When running a headless or server binary, this function returns " -"an empty string." -msgstr "" -"Devuelve el nombre del adaptador de vídeo (por ejemplo, \"GeForce GTX 1080/" -"PCIe/SSE2\").\n" -"[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta " -"función devuelve una string vacía." - msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " @@ -16669,6 +16367,9 @@ msgstr "" "El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3." "x." +msgid "Resources" +msgstr "Recursos" + msgid "Loads a specific resource type from a file." msgstr "Carga un tipo de recurso específico de un archivo." @@ -16826,13 +16527,6 @@ msgstr "" msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "Añade una etiqueta de [code]color[/code] a la pila de etiquetas." -msgid "" -"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " -"its duration." -msgstr "" -"Añade una etiqueta [code]font[/code] a la pila de etiquetas. Anula las " -"fuentes predeterminadas para su duración." - msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente monoespacio a la pila de " @@ -17117,6 +16811,9 @@ msgstr "" msgid "Manages the game loop via a hierarchy of nodes." msgstr "Maneja el bucle del juego a través de una jerarquía de nodos." +msgid "SceneTree" +msgstr "Árbol de Escenas" + msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." @@ -17130,9 +16827,6 @@ msgstr "Devuelve el número de nodos en este [SceneTree]." msgid "Returns a list of all nodes assigned to the given group." msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." -msgid "Returns [code]true[/code] if the given group exists." -msgstr "Devuelve [code]true[/code] si el grupo dado existe." - msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " @@ -17146,9 +16840,6 @@ msgstr "" "current_scene] no puede ser cargada en una [PackedScene], o [constant " "ERR_CANT_CREATE] si la escena no puede ser instanciada." -msgid "The current scene." -msgstr "La escena actual." - msgid "The root of the edited scene." msgstr "La raíz de la escena editada." @@ -17304,6 +16995,34 @@ msgstr "" msgid "Emitted when the scrollbar is being scrolled." msgstr "Emitido cuando la barra de desplazamiento se está desplazando." +msgid "Displayed when the mouse cursor hovers over the decrement button." +msgstr "" +"Se muestra cuando el cursor del ratón pasa por encima del botón de " +"disminución." + +msgid "Displayed when the mouse cursor hovers over the increment button." +msgstr "" +"Se muestra cuando el cursor del ratón pasa por encima del botón de incremento." + +msgid "" +"Used as texture for the grabber, the draggable element representing current " +"scroll." +msgstr "" +"Usado como textura para el grabber, el elemento arrastrable que representa el " +"scroll actual." + +msgid "Used when the mouse hovers over the grabber." +msgstr "Se usa cuando el ratón esta encima del agarrador." + +msgid "Used when the grabber is being dragged." +msgstr "Se usa cuando el agarrador está siendo arrastrado." + +msgid "Used as background of this [ScrollBar]." +msgstr "Usado como fondo de esta [ScrollBar]." + +msgid "Used as background when the [ScrollBar] has the GUI focus." +msgstr "Se usa como fondo cuando la [ScrollBar] tiene el foco de la GUI." + msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " @@ -17313,12 +17032,6 @@ msgstr "" "hijos enfocados (incluyendo los niños indirectos) para asegurarse de que son " "completamente visibles." -msgid "Emitted when scrolling stops." -msgstr "Emitido cuando el scroll se detiene." - -msgid "Emitted when scrolling is started." -msgstr "Emitido cuando se inicia el scrolling." - msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "El fondo [StyleBox] del [ScrollContainer]." @@ -17351,9 +17064,6 @@ msgstr "" "Modo utilizado para calcular la información de las partículas en base a cada " "una de ellas. No se usa para dibujar." -msgid "A material that uses a custom [Shader] program." -msgstr "Un material que utiliza un programa personalizado [Shader]." - msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" @@ -17363,6 +17073,12 @@ msgstr "" msgid "The [Shader] program used to render this material." msgstr "El programa [Shader] utilizado para renderizar este material." +msgid "If [code]true[/code], collision with [Area2D]s will be reported." +msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s." + +msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." +msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]." + msgid "A shortcut for binding input." msgstr "Un atajo para vincular la entrada." @@ -17431,6 +17147,22 @@ msgstr "" "Si [code]true[/code], el deslizador mostrará las marcas de los valores mínimo " "y máximo." +msgid "The texture for the grabber (the draggable element)." +msgstr "La textura para el grabber (el elemento arrastrable)." + +msgid "The texture for the grabber when it's disabled." +msgstr "La textura para el agarrador cuando está desactivado." + +msgid "The texture for the grabber when it's focused." +msgstr "La textura para el agarrador cuando está enfocado." + +msgid "" +"The texture for the ticks, visible when [member Slider.tick_count] is greater " +"than 0." +msgstr "" +"La textura de las marcas, visible cuando [member Slider.tick_count] es mayor " +"que 0." + msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" "A lower damping value allows a rotation initiated by body A to travel to body " @@ -17569,6 +17301,21 @@ msgstr "El arrastre dividido nunca es visible." msgid "The split dragger is never visible and its space collapsed." msgstr "El arrastrador dividido nunca es visible y su espacio se colapsó." +msgid "" +"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " +"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " +"visible." +msgstr "" +"Valor booleano. Si 1 ([code]true[/code]), el grabador se esconderá " +"automáticamente cuando no esté bajo el cursor. Si 0 ([code]false[/code]), " +"siempre está visible." + +msgid "The space between sides of the container." +msgstr "El espacio entre los lados del contenedor." + +msgid "The icon used for the grabber drawn in the middle area." +msgstr "El icono usado para el agarrador dibujado en la area media." + msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "Un foco, como un reflector o una linterna." @@ -17820,42 +17567,6 @@ msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" "Pruebe una posición en un rectángulo, vuelva si pasa la prueba de la máscara." -msgid "" -"The bottom margin for the contents of this style box. Increasing this value " -"reduces the space available to the contents from the bottom.\n" -"If this value is negative, it is ignored and a child-specific margin is used " -"instead. For example for [StyleBoxFlat] the border thickness (if any) is used " -"instead.\n" -"It is up to the code using this style box to decide what these contents are: " -"for example, a [Button] respects this content margin for the textual contents " -"of the button.\n" -"[method get_margin] should be used to fetch this value as consumer instead of " -"reading these properties directly. This is because it correctly respects " -"negative values and the fallback mentioned above." -msgstr "" -"El margen inferior para el contenido de esta caja de estilo. Aumentando este " -"valor se reduce el espacio disponible para los contenidos desde la parte " -"inferior.\n" -"Si este valor es negativo, se ignora y en su lugar se utiliza un margen " -"específico para el niño. Por ejemplo, para [StyleBoxFlat] se utiliza en su " -"lugar el grosor del borde (si lo hay).\n" -"Depende del código que utilice este cuadro de estilo decidir cuáles son estos " -"contenidos: por ejemplo, un [Button] respeta este margen de contenido para el " -"contenido textual del botón.\n" -"El [method get_margin] debe ser usado para obtener este valor como consumidor " -"en lugar de leer estas propiedades directamente. Esto se debe a que respeta " -"correctamente los valores negativos y la solución alternativa mencionada " -"anteriormente." - -msgid "" -"The left margin for the contents of this style box.Increasing this value " -"reduces the space available to the contents from the left.\n" -"Refer to [member content_margin_bottom] for extra considerations." -msgstr "" -"El margen izquierdo para el contenido de esta caja de estilo. Aumentando este " -"valor se reduce el espacio disponible para los contenidos de la izquierda.\n" -"Consulte [member content_margin_bottom] para consideraciones adicionales." - msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" @@ -18506,6 +18217,12 @@ msgstr "Coincide con palabras enteras cuando se busca." msgid "Search from end to beginning." msgstr "Busca desde el final hasta el principio." +msgid "Sets the font [Color]." +msgstr "Establece la fuente [Color]." + +msgid "Sets the highlight [Color] of text selections." +msgstr "Establece el resaltado [Color] de las selecciones de texto." + msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." @@ -18513,6 +18230,12 @@ msgstr "" "Establece el resaltado [Color] de múltiples ocurrencias. [member " "highlight_all_occurrences] tiene que ser activado." +msgid "Sets the spacing between the lines." +msgstr "Establece el espacio entre las líneas." + +msgid "Sets the default [Font]." +msgstr "Establece la [Font] predeterminada." + msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "Establece el [StyleBox] de este [TextEdit]." @@ -18795,13 +18518,6 @@ msgstr "Limpia todas las celdas." msgid "Clears cells that do not exist in the tileset." msgstr "Despeja las celdas que no existen en el tileset." -msgid "" -"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " -"this size." -msgstr "" -"El tamaño del cuadrante del TileMap. Optimiza el dibujo por lotes, usando " -"trozos de este tamaño." - msgid "The assigned [TileSet]." msgstr "El [TileSet] asignado." @@ -19890,9 +19606,6 @@ msgstr "Error de asignación de memoria." msgid "The most important data type in Godot." msgstr "El tipo de datos más importante de Godot." -msgid "The vertical space between the [VBoxContainer]'s elements." -msgstr "El espacio vertical entre los elementos del [VBoxContainer]." - msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" @@ -20259,13 +19972,6 @@ msgstr "" "Si [code]true[/code], los controles GUI en el viewport colocarán los píxeles " "perfectamente." -msgid "" -"If [code]true[/code], the objects rendered by viewport become subjects of " -"mouse picking process." -msgstr "" -"Si [code]true[/code], los objetos renderizados por viewport se convierten en " -"sujetos del proceso de selección del ratón." - msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" "La cantidad de subdivisión del primer cuadrante del atlas de las sombras." @@ -20368,15 +20074,6 @@ msgstr "Padre de todos los nodos visuales 3D." msgid "A custom shader program with a visual editor." msgstr "Un programa shader personalizado con un editor visual." -msgid "" -"This class allows you to define a custom shader program that can be used for " -"various materials to render objects.\n" -"The visual shader editor creates the shader." -msgstr "" -"Esta clase permite definir un programa shader personalizado que puede ser " -"usado por varios materiales para renderizar objetos.\n" -"El editor de shader visual crea el shader." - msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." @@ -20434,9 +20131,6 @@ msgstr "Un shader para cálculos de luz." msgid "Represents the size of the [enum Type] enum." msgstr "Representa el tamaño del enumerado [enum Type]." -msgid "Base class for nodes in a visual shader graph." -msgstr "Clase base para nodos en un gráfico de shader visual." - msgid "" "Returns an [Array] containing default values for all of the input ports of " "the node in the form [code][index0, value0, index1, value1, ...][/code]." @@ -21625,45 +21319,6 @@ msgstr "Utilice 256 subdivisiones." msgid "Represents the size of the [enum Subdiv] enum." msgstr "Representa el tamaño del enum [enum Subdiv]." -msgid "" -"Icon used as a button to scroll the [ScrollBar] up. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"Icono utilizado como botón para desplazar la [ScrollBar] hacia arriba. " -"Soporta el paso personalizado usando la propiedad [member ScrollBar." -"custom_step]." - -msgid "" -"Icon used as a button to scroll the [ScrollBar] down. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"Icono usado como botón para deslizar el [ScrollBar] hacia abajo. Soporta un " -"paso personalizado utilizando la propiedad [member ScrollBar.custom_step]." - -msgid "" -"The width of the area covered by the separator. Effectively works like a " -"minimum width." -msgstr "" -"El ancho del área cubierta por el separador. Efectivamente funciona como un " -"ancho mínimo." - -msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember to " -"enable [member StyleBoxLine.vertical])." -msgstr "" -"El estilo de la línea de separación. Funciona mejor con [StyleBoxLine] " -"(recuerde activar [member StyleBoxLine.vertical])." - -msgid "The background of the area below the grabber." -msgstr "El fondo de la zona debajo del agarrador." - -msgid "" -"The background for the whole slider. Determines the width of the " -"[code]grabber_area[/code]." -msgstr "" -"El fondo para todo el deslizador completo. Determina el ancho del " -"[code]grabber_area[/code]." - msgid "Closes this data channel, notifying the other peer." msgstr "Cierra este canal de datos, notificando al otro par." @@ -21775,34 +21430,6 @@ msgstr "" msgid "Interface to a WebRTC peer connection." msgstr "Interfaz a una conexión de pares WebRTC." -msgid "" -"A WebRTC connection between the local computer and a remote peer. Provides an " -"interface to connect, maintain and monitor the connection.\n" -"Setting up a WebRTC connection between two peers from now on) may not seem a " -"trivial task, but it can be broken down into 3 main steps:\n" -"- The peer that wants to initiate the connection ([code]A[/code] from now on) " -"creates an offer and send it to the other peer ([code]B[/code] from now on).\n" -"- [code]B[/code] receives the offer, generate and answer, and sends it to " -"[code]A[/code]).\n" -"- [code]A[/code] and [code]B[/code] then generates and exchange ICE " -"candidates with each other.\n" -"After these steps, the connection should become connected. Keep on reading or " -"look into the tutorial for more information." -msgstr "" -"Una conexión WebRTC entre la computadora local y un par remoto. Proporciona " -"una interfaz para conectar, mantener y monitorear la conexión.\n" -"Establecer una conexión WebRTC entre dos pares de ahora en adelante) puede no " -"parecer una tarea trivial, pero puede ser dividida en 3 pasos principales:\n" -"- El par que quiere iniciar la conexión ([code]A[/code] de ahora en adelante) " -"crea una oferta y la envía al otro par ([code]B[/code] de ahora en " -"adelante).\n" -"- [code]B[/code] recibe la oferta, la genera y la responde, y la envía a " -"[code]A[/code]).\n" -"- [code]A[/code] y [code]B[/code] luego generan e intercambian candidatos ICE " -"entre sí.\n" -"Después de estos pasos, la conexión debe conectarse. Sigue leyendo o mira el " -"tutorial para más información." - msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." @@ -21949,83 +21576,9 @@ msgstr "" "El recurso [Environment] utilizado por este [WorldEnvironment], definiendo " "las propiedades por defecto." -msgid "" -"Gets the contents of a text node. This will raise an error in any other type " -"of node." -msgstr "" -"Obtiene el contenido de un nodo de texto. Esto provocará un error en " -"cualquier otro tipo de nodo." - -msgid "" -"Gets the name of the current element node. This will raise an error if the " -"current node type is neither [constant NODE_ELEMENT] nor [constant " -"NODE_ELEMENT_END]." -msgstr "" -"Obtiene el nombre del nodo del elemento actual. Esto provocará un error si el " -"tipo de nodo actual no es ni [constant NODE_ELEMENT] ni [constant " -"NODE_ELEMENT_END]." - -msgid "" -"Gets the byte offset of the current node since the beginning of the file or " -"buffer." -msgstr "" -"Obtiene el desvío de bytes del nodo actual desde el comienzo del archivo o " -"buffer." - -msgid "" -"Gets the type of the current node. Compare with [enum NodeType] constants." -msgstr "" -"Obtiene el tipo de nodo actual. Compara con las constantes de [enum NodeType]." - -msgid "Check whether the current element has a certain attribute." -msgstr "Comprueba si el elemento actual tiene un cierto atributo." - -msgid "" -"Check whether the current element is empty (this only works for completely " -"empty tags, e.g. [code][/code])." -msgstr "" -"Comprueba si el elemento actual está vacío (esto sólo funciona para las " -"etiquetas completamente vacías, por ejemplo, [code][/code])." - -msgid "Reads the next node of the file. This returns an error code." -msgstr "Lee el siguiente nodo del archivo. Esto devuelve un código de error." - -msgid "" -"Moves the buffer cursor to a certain offset (since the beginning) and read " -"the next node there. This returns an error code." -msgstr "" -"Mueve el cursor de la memoria intermedia a un determinado desplazamiento " -"(desde el principio) y lee el siguiente nodo allí. Esto devuelve un código de " -"error." - -msgid "" -"Skips the current section. If the node contains other elements, they will be " -"ignored and the cursor will go to the closing of the current element." -msgstr "" -"Se salta la sección actual. Si el nodo contiene otros elementos, estos serán " -"ignorados y el cursor irá al cierre del elemento actual." - msgid "There's no node (no file or buffer opened)." msgstr "No hay ningún nodo (ningún archivo o buffer abierto)." -msgid "Element (tag)." -msgstr "Elemento (etiqueta)." - -msgid "End of element." -msgstr "Fin del elemento." - -msgid "Text node." -msgstr "Nodo de texto." - -msgid "Comment node." -msgstr "Nodo de comentarios." - -msgid "CDATA content." -msgstr "Contenido CDATA." - -msgid "Unknown node." -msgstr "Nodo desconocido." - msgid "An anchor point in AR space." msgstr "Un punto de anclaje en el espacio AR." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index a07195f505e..da719746307 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -15,7 +15,7 @@ # Nick B , 2020. # JustATranslator , 2020. # Omicron , 2020. -# Pierre Stempin , 2020, 2021. +# Pierre Stempin , 2020, 2021, 2023. # Léo Vincent , 2020. # Bastien Schmitt , 2020. # Ben Zepman , 2020. @@ -26,7 +26,7 @@ # Yvanvan 37 , 2020. # Synkied , 2020, 2021. # Théo Tavernier , 2020. -# TechnoPorg , 2020, 2021. +# TechnoPorg , 2020, 2021, 2023. # Deleted User , 2020. # Gerard Lamber , 2021. # Youssef Harmal , 2021. @@ -74,13 +74,21 @@ # #Guigui , 2023. # Varthore , 2023. # Gwendal , 2023. +# Paragoumba , 2023. +# Vincent Caruso , 2023. +# Paul PINA-GHERARDI , 2023. +# Thomas , 2023. +# Chloe Lee-Hone , 2023. +# Oliv Spaï , 2023. +# Roger Dupond <1gonnet.arthur1@gmail.com>, 2023. +# VBasic , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-08-11 01:52+0000\n" -"Last-Translator: Freyja \n" +"PO-Revision-Date: 2023-10-01 21:59+0000\n" +"Last-Translator: TechnoPorg \n" "Language-Team: French \n" "Language: fr\n" @@ -88,7 +96,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.0-dev\n" +"X-Generator: Weblate 5.1-dev\n" msgid "Description" msgstr "Description" @@ -196,6 +204,69 @@ msgstr "" "Cette valeur est un nombre entier composé d'un masque de bits des options " "suivantes." +msgid "" +"There is currently no description for this class. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement pas de description pour cette classe. Aidez-nous en en :" +"ref:`contribuant une ` !" + +msgid "" +"There is currently no description for this signal. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour ce signal. Aidez-nous en :ref : " +"`contribuant un ` !" + +msgid "" +"There is currently no description for this annotation. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour cette annotation. Veuillez nous " +"aider en :ref :`contribuant un ` !" + +msgid "" +"There is currently no description for this property. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour ce projet. Veuillez nous aider " +"en:ref:`contribuant un `!" + +msgid "" +"There is currently no description for this constructor. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"Il n'y a actuellement pas de description pour ce constructeur. Aidez-nous en :" +"ref:`contribuant une `!" + +msgid "" +"There is currently no description for this method. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour cette méthode. Aidez-nous en :" +"ref:`fournissant une `!" + +msgid "" +"There is currently no description for this operator. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour cet opérateur. Aidez-nous en :" +"ref:`effectuant une `!" + +msgid "" +"There is currently no description for this theme property. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"Il n'y a actuellement pas de description pour cette propriété de thème. Aidez-" +"nous en en :ref:`contribuant une` !" + +msgid "" +"There are notable differences when using this API with C#. See :ref:" +"`doc_c_sharp_differences` for more information." +msgstr "" +"Il y a des différences notables dans l'utilisation de cette API en C#. Voir " +"ref:`doc_c_sharp_differences` pour plus d'informations." + msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, fonctions et annotations intégrées à GDScript." @@ -316,29 +387,6 @@ msgstr "" "a = char(8364) # a vaut « € »\n" "[/codeblock]" -msgid "" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"Convertit [param what] en [param type] de la meilleure façon possible. Le " -"[param type] utilise les valeurs de [enum Variant.Type].\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Affiche true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Affiche [4, 2, 1]\n" -"print(b is Array) # Affiche false\n" -"[/codeblock]" - msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -706,6 +754,32 @@ msgstr "" "Diviser un nombre entier par [code]0[/code] ne résultera pas en [constant " "INF] et entraînera toujours une erreur d'exécution." +msgid "" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has special " +"properties, including that [code]!=[/code] always returns [code]true[/code], " +"while other comparison operators always return [code]false[/code]. This is " +"true even when comparing with itself ([code]NAN == NAN[/code] returns " +"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " +"is returned by some invalid operations, such as dividing floating-point " +"[code]0.0[/code] by [code]0.0[/code].\n" +"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer [code]0[/" +"code] by [code]0[/code] will not result in [constant NAN] and will result in " +"a run-time error instead." +msgstr "" +"\"Not a Number\" (n'est pas un nombre), un nombre flottant (nombre à virgule) " +"invalide. [constant NAN] a des propriétés particulières, notamment le fait " +"qu'elle n'est pas égale à elle-même, c'est-à-dire qu'un test de différence " +"[code]!=[/code] retournera [code]true[/code] ([code]NAN == NAN[/code] " +"retourne [code]false[/code] et [code]NAN != NAN[/code] retourne[code]true[/" +"code]). Elle est produite par certaines opérations invalides, comme la " +"division d'un flottant [code]0.0[/code] par [code]0.0[/code].\n" +"[b]Attention:[/b] \"Not a Number\" est seulement un concept spécifique aux " +"flottants. (et aux problèmes de précision de ces nombres), et n'a pas " +"d'équivalent pour les nombres entiers. La division d'un entier [code]0[/code] " +"par [code]0[/code] ne résultera pas en [constant NAN] mais entraînera " +"directement une erreur d'exécution." + msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " @@ -787,6 +861,56 @@ msgstr "" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" +msgid "" +"Export an [int] or [String] property as an enumerated list of options. If the " +"property is an [int], then the index of the value is stored, in the same " +"order the values are provided. You can add explicit values using a colon. If " +"the property is a [String], then the value is stored.\n" +"See also [constant PROPERTY_HINT_ENUM].\n" +"[codeblock]\n" +"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" +"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " +"character_speed: int\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" +"[/codeblock]\n" +"If you want to set an initial value, you must specify it explicitly:\n" +"[codeblock]\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " +"\"Rebecca\"\n" +"[/codeblock]\n" +"If you want to use named GDScript enums, then use [annotation @export] " +"instead:\n" +"[codeblock]\n" +"enum CharacterName {REBECCA, MARY, LEAH}\n" +"@export var character_name: CharacterName\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [int] ou [String] sous la forme d'une liste énumérative " +"d'options. Si la propriété est un [int], l'index de la valeur est stocké, " +"dans l'ordre dans lequel les valeurs sont fournies. Vous pouvez ajouter des " +"valeurs explicites à l'aide de deux points. Si la propriété est un [String], " +"la valeur est stockée.\n" +"Voir aussi [constante PROPERTY_HINT_ENUM].\n" +"[codeblock]\n" +"@export_enum(\"Guerrier\", \"Magicien\", \"Voleur\") var character_class : " +"int\n" +"@export_enum(\"Lent :30\", \"Moyen :60\", \"Très rapide :200\") var " +"character_speed : int\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name : String\n" +"[/codeblock]\n" +"Si vous souhaitez définir une valeur initiale, vous devez la spécifier " +"explicitement :\n" +"[codeblock]\n" +"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name : String = " +"\"Rebecca\"\n" +"[/codeblock]\n" +"Si vous souhaitez utiliser des enums GDScript nommés, utilisez plutôt " +"[annotation @export] :\n" +"[codeblock]\n" +"enum CharacterName {REBECCA, MARY, LEAH}\n" +"@export var character_name : CharacterName\n" +"[/codeblock]" + msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. " @@ -1001,20 +1125,6 @@ msgstr "" "@export_multiline var character_biography\n" "[/codeblock]" -msgid "" -"Export a [NodePath] property with a filter for allowed node types.\n" -"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [NodePath] avec un filtre pour les types de nœud " -"autorisés.\n" -"Voir également [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]" - msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" @@ -1240,6 +1350,9 @@ msgstr "Le singleton du [Time]." msgid "The [TranslationServer] singleton." msgstr "Le singleton [TranslationServer]." +msgid "The [WorkerThreadPool] singleton." +msgstr "Le singleton [WorkerThreadPool]." + msgid "Top-left corner." msgstr "Coin supérieur gauche." @@ -1939,7 +2052,7 @@ msgid "File: Missing dependencies error." msgstr "Fichier : Erreur de dépendances manquantes." msgid "File: End of file (EOF) error." -msgstr "Fichier : Erreur fin de ficher(EOF)." +msgstr "Fichier : Erreur fin de fichier(EOF)." msgid "Can't open error." msgstr "Erreur d'ouverture." @@ -2110,6 +2223,33 @@ msgstr "La variable est de type [Dictionary]." msgid "Variable is of type [Array]." msgstr "La variable est de type [Array]." +msgid "Variable is of type [PackedByteArray]." +msgstr "La variable est de type [PackedByteArray]." + +msgid "Variable is of type [PackedInt32Array]." +msgstr "La variable est de type [PackedIntArray]." + +msgid "Variable is of type [PackedInt64Array]." +msgstr "La variable est de type [PackedInt64Array]." + +msgid "Variable is of type [PackedFloat32Array]." +msgstr "La variable est de type [PackedFloat32Array]." + +msgid "Variable is of type [PackedFloat64Array]." +msgstr "La variable est de type [PackedFloat64Array]." + +msgid "Variable is of type [PackedStringArray]." +msgstr "La variable est de type [PackedStringArray]." + +msgid "Variable is of type [PackedVector2Array]." +msgstr "La variable est de type [PackedVector2Array]." + +msgid "Variable is of type [PackedVector3Array]." +msgstr "La variable est de type [PackedVector3Array]." + +msgid "Variable is of type [PackedColorArray]." +msgstr "La variable est de type [PackedColorArray]." + msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Représente la taille de l'énumération [enum Variant.Type]." @@ -2285,13 +2425,6 @@ msgstr "" msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "Retourne la longueur scalaire de l’axe le plus court de l’[AABB]." -msgid "" -"Returns the support point in a given direction. This is useful for collision " -"detection algorithms." -msgstr "" -"Retourne le point d'appui dans une direction donnée. Ceci est utile pour les " -"algorithmes de détection de collision." - msgid "Returns the volume of the [AABB]." msgstr "Retourne le volume de l'[AABB]." @@ -2407,6 +2540,20 @@ msgstr "" "[b]Note:[/b] Cette fonction a seulement du sens quand le contexte est " "initialisé avec [constant MODE_CBC_ENCRYPT] ou [constant MODE_CBC_DECRYPT]." +msgid "" +"Run the desired operation for this AES context. Will return a " +"[PackedByteArray] containing the result of encrypting (or decrypting) the " +"given [param src]. See [method start] for mode of operation.\n" +"[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " +"padding if needed." +msgstr "" +"Exécute l'opération désirée pour ce contexte AES. Retournera un " +"[PackedByteArray] contenant le résultat du chiffrement (ou déchiffrement) de " +"[param src]. Voir [method start] pour le mode d'opération.\n" +"\n" +"[b]Note :[/b] La taille de [param src] doit être un multiple de 16. Applique " +"du padding si nécessaire." + msgid "AES electronic codebook encryption mode." msgstr "Mode de chiffrement du livre de codes électroniques AES." @@ -2666,6 +2813,41 @@ msgstr "" "valeur actuelle (définie à l'exécution) si la première clé n'est pas située à " "0 seconde." +msgid "Manually advance the animations by the specified time (in seconds)." +msgstr "Avance manuellement les animations par le temps spécifié (en secondes)." + +msgid "The call mode to use for Call Method tracks." +msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"." + +msgid "The process notification in which to update animations." +msgstr "" +"La notification de processus dans laquelle mettre à jour les animations." + +msgid "The node from which node path references will travel." +msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller." + +msgid "Notifies when an animation starts playing." +msgstr "Avertit quand une animation commence à jouer." + +msgid "" +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." +msgstr "" +"Notifie quand les caches ont été effacées, soit automatiquement ou soit " +"manuellement par [méthode clear_caches]." + +msgid "" +"Do not process animation. Use [method advance] to process the animation " +"manually." +msgstr "" +"Ne met à jour l'animation. Utilisez [method advance] pour mettre à jour " +"l'animation manuellement." + +msgid "Make method calls immediately when reached in the animation." +msgstr "" +"Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de " +"l'animation." + msgid "Using AnimationTree" msgstr "Utiliser les AnimationTree" @@ -2931,14 +3113,6 @@ msgstr "" msgid "AnimationTree" msgstr "AnimationTree" -msgid "" -"[AnimationPlayer] caches animated nodes. It may not notice if a node " -"disappears; [method clear_caches] forces it to update the cache again." -msgstr "" -"[AnimationPlayer] met en cache des nœuds animés. Il peut ne pas remarquer si " -"un nœud disparaît ; [méthode clear_caches] le force à mettre à jour le cache " -"à nouveau." - msgid "Clears all queued, unplayed animations." msgstr "Efface toutes les animations en file d’attente et non joués." @@ -2954,16 +3128,6 @@ msgstr "" msgid "The position (in seconds) of the currently playing animation." msgstr "La position (en secondes) de l'animation actuellement jouée." -msgid "The call mode to use for Call Method tracks." -msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"." - -msgid "" -"If [code]true[/code], updates animations in response to process-related " -"notifications." -msgstr "" -"Si [code]true[/code], met à jour les animations en réponse aux notifications " -"liées au processus." - msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." @@ -2971,52 +3135,9 @@ msgstr "" "Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 à " "4096 avec une précision de 0,01." -msgid "The process notification in which to update animations." -msgstr "" -"La notification de processus dans laquelle mettre à jour les animations." - -msgid "The node from which node path references will travel." -msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller." - -msgid "Notifies when an animation starts playing." -msgstr "Avertit quand une animation commence à jouer." - -msgid "" -"Notifies when the caches have been cleared, either automatically, or manually " -"via [method clear_caches]." -msgstr "" -"Notifie quand les caches ont été effacées, soit automatiquement ou soit " -"manuellement par [méthode clear_caches]." - -msgid "" -"Do not process animation. Use [method advance] to process the animation " -"manually." -msgstr "" -"Ne met à jour l'animation. Utilisez [method advance] pour mettre à jour " -"l'animation manuellement." - -msgid "Make method calls immediately when reached in the animation." -msgstr "" -"Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de " -"l'animation." - -msgid "Manually advance the animations by the specified time (in seconds)." -msgstr "Avance manuellement les animations par le temps spécifié (en secondes)." - -msgid "If [code]true[/code], the [AnimationTree] will be processing." -msgstr "Si [code]true[/code], le [AnimationTree] sera actif." - msgid "The path to the [AnimationPlayer] used for animating." msgstr "Le chemin vers le [AnimationPlayer] utilisé pour l'animation." -msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." -msgstr "" -"Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]." - -msgid "The animations will only progress manually (see [method advance])." -msgstr "" -"Les animations devront être mises à jour manuellement (voir [method advance])." - msgid "Using Area2D" msgstr "Utiliser les Area2D" @@ -3119,6 +3240,36 @@ msgstr "" "Le degré de réverbération de cette zone est un effet uniforme. L'intervalle " "va de [code]0[/code] à [code]1[/code] avec une précision de [code]0.1[/code]." +msgid "Constructs an empty [Array]." +msgstr "Construit un [Array] vide." + +msgid "Constructs an array from a [PackedByteArray]." +msgstr "Construit an tableau à partir d'un [PackedByteArray]." + +msgid "Constructs an array from a [PackedColorArray]." +msgstr "Construit an tableau à partir d'un [PackedColorArray]." + +msgid "Constructs an array from a [PackedFloat32Array]." +msgstr "Construit un tableau à partir d'un [PackedFloat32Array]." + +msgid "Constructs an array from a [PackedFloat64Array]." +msgstr "Construit un tableau à partir d'un [PackedFloat64Array]." + +msgid "Constructs an array from a [PackedInt32Array]." +msgstr "Construit un tableau à partir d'un [PackedInt32Array]." + +msgid "Constructs an array from a [PackedInt64Array]." +msgstr "Construit un tableau à partir d'un [PackedInt64Array]." + +msgid "Constructs an array from a [PackedStringArray]." +msgstr "Construit un tableau à partir d'un [PackedStringArray]." + +msgid "Constructs an array from a [PackedVector2Array]." +msgstr "Construit un tableau à partir d'un [PackedVector2Array]." + +msgid "Constructs an array from a [PackedVector3Array]." +msgstr "Construit an tableau à partir d'un [PackedVector3Array]." + msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" @@ -3194,22 +3345,6 @@ msgstr "" "différents tableaux peuvent avoir des hachages identiques à cause des " "collisions des hachages." -msgid "" -"Inserts a new element at a given position in the array. The position must be " -"valid, or at the end of the array ([code]pos == size()[/code]).\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the newly inserted element have to be reindexed." -msgstr "" -"Insère un nouvel élément à la position spécifiée du tableau. La position doit " -"être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n" -"[b]Note :[/b] Cette méthode se contente d'insérer l'élément et ne retourne " -"aucune valeur.\n" -"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la " -"position de l'insertion est proche du début (index 0). C'est parce que tous " -"les éléments placés après devront tous être décalés." - msgid "Returns [code]true[/code] if the array is empty." msgstr "Retourne [code]true[/code] si le tableau est vide." @@ -3254,15 +3389,6 @@ msgstr "" "chaque fois qu'elle est appelée. Plus le tableau est grand et plus la " "position de l'élément enlevé, plus [method push_front] sera lent." -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]." -msgstr "" -"Redimensionne le tableau pour contenir un nombre différent d'éléments. Si la " -"taille du tableau est plus petite, les éléments en trop seront effacés, et si " -"la taille est plus grande, les nouveaux éléments seront à [code]null[/code]." - msgid "Reverses the order of the elements in the array." msgstr "Inverse l'ordre des éléments du tableau." @@ -3380,8 +3506,36 @@ msgstr "" "Retourne l'identifiant du point disponible suivant avec aucun point lui étant " "associé." +msgid "" +"Returns the ID of the closest point to [param to_position], optionally taking " +"disabled points into account. Returns [code]-1[/code] if there are no points " +"in the points pool.\n" +"[b]Note:[/b] If several points are the closest to [param to_position], the " +"one with the smallest ID will be returned, ensuring a deterministic result." +msgstr "" +"Retourne l'identifiant du point le plus proche de [param to_position], en " +"prenant en compte les points désactivés en option. Retourne [code]-1[/code] " +"s'il n'y a pas de points dans l'ensemble de points.\n" +"[b]Note :[/b] Si plusieurs points sont proches de [param to_position], celui " +"avec le plus petit identifiant sera retourné, permettant d'obtenir un " +"résultat déterministe." + msgid "Returns the number of points currently in the points pool." -msgstr "Retourne le nombre de points actuellement dans le tas de points." +msgstr "Retourne le nombre de points actuellement dans le pool de points." + +msgid "" +"Returns an array with the points that are in the path found by AStar2D " +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" +"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " +"will return an empty [PackedVector2Array] and will print an error message." +msgstr "" +"Retourne un tableau avec les points qui sont dans le chemin trouvé par " +"AStar2D entre les points données. Le tableau est dans l'ordre du point de " +"départ jusqu'au point d'arrivée.\n" +"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " +"[Thread], elle retournera un [PackedVector2Array] vide et affichera un " +"message d'erreur." msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " @@ -3390,6 +3544,10 @@ msgstr "" "Retourne si un point est désactivé ou non pour le calcul du chemin. Par " "défaut, tous les points sont activés." +msgid "" +"Removes the point associated with the given [param id] from the points pool." +msgstr "Retire le point associé à l'[param id] donné du pool des points." + msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." @@ -3397,6 +3555,29 @@ msgstr "" "Retourne la capacité de la structure qui garde les points en cache, utile " "avec [code]reserve_space[/code]." +msgid "" +"Returns an array with the points that are in the path found by AStar3D " +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" +"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " +"will return an empty [PackedVector3Array] and will print an error message." +msgstr "" +"Retourne un tableau avec les points qui sont dans le chemin trouvé par " +"AStar3D entre les points données. Le tableau est dans l'ordre du point de " +"départ jusqu'au point final du chemin.\n" +"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " +"[Thread], elle retournera un [PackedVector3Array] vide et affichera un " +"message d'erreur." + +msgid "" +"Returns an array with the IDs of the points that form the path found by " +"AStar2D between the given points. The array is ordered from the starting " +"point to the ending point of the path." +msgstr "" +"Retourne un tableau avec les identifiants des points qui forment le chemin " +"trouvé par AStar2D entre les points donnés. Le tableau est dans l'ordre du " +"point de départ jusqu'au point final du chemin." + msgid "Stores information about the audio buses." msgstr "Stocke de l'information sur les bus audio." @@ -3446,6 +3627,18 @@ msgstr "Capture l'audio depuis un bus audio en temps réel." msgid "Clears the internal ring buffer." msgstr "Efface la mémoire tampon interne en anneaux." +msgid "" +"Gets the next [param frames] audio samples from the internal ring buffer.\n" +"Returns a [PackedVector2Array] containing exactly [param frames] audio " +"samples if available, or an empty [PackedVector2Array] if insufficient data " +"was available." +msgstr "" +"Retourne les prochains [param frames] d'échantillonnage audio depuis le " +"buffer circulaire.\n" +"Retourne un [PackedVector2Array] contenant exactement [param frames] " +"échantillons audio si disponible, ou un [PackedVector2Array] vide s'il n'y a " +"pas assez de données disponibles." + msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." @@ -3569,38 +3762,6 @@ msgstr "Si [code]true[/code], la rétroaction est activée." msgid "Feedback delay time in milliseconds." msgstr "Retard de rétroaction en millisecondes." -msgid "Sound level for [code]tap1[/code]." -msgstr "Niveau sonore pour [code]tap1[/code]." - -msgid "If [code]true[/code], [code]tap1[/code] will be enabled." -msgstr "Si [code]true[/code], [code]tap1[/code] sera activé." - -msgid "[code]tap1[/code] delay time in milliseconds." -msgstr "[code]tap1[/code] temps de retard en millisecondes." - -msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"La position gauche-droite pour [code]tap1[/code]. La valeur peut aller de -1 " -"(complètement à gauche) à 1 (complètement à droite)." - -msgid "If [code]true[/code], [code]tap2[/code] will be enabled." -msgstr "Si [code]true[/code], [code]tap2[/code] sera activé." - -msgid "[b]Tap2[/b] delay time in milliseconds." -msgstr "[b]Tap2[/b] temps de retard en millisecondes." - -msgid "Sound level for [code]tap2[/code]." -msgstr "Niveau sonore pour [code]tap2[/code]." - -msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"La position gauche-droite pour [code]tap2[/code]. La valeur peut aller de -1 " -"(complètement à gauche) à 1 (complètement à droite)." - msgid "Distortion power. Value can range from 0 to 1." msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1." @@ -3961,9 +4122,6 @@ msgstr "" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Retourne le débit de sortie du [AudioServer]." -msgid "Returns the audio driver's output latency." -msgstr "Retourne la latence de la sortie du pilote audio." - msgid "Returns the speaker configuration." msgstr "Retourne la configuration du haut-parleur." @@ -3993,9 +4151,6 @@ msgstr "" msgid "Number of available audio buses." msgstr "Nombre de bus audio disponibles." -msgid "Emitted when the [AudioBusLayout] changes." -msgstr "Émis lorsque le [AudioBusLayout] change." - msgid "Two or fewer speakers were detected." msgstr "Deux enceintes ou moins sont détectées." @@ -4221,6 +4376,18 @@ msgstr "" msgid "Disables doppler tracking." msgstr "Désactive le suivi doppler." +msgid "Wraps a pool of audio streams with pitch and volume shifting." +msgstr "" +"Enveloppe un pool de flux audios avec un décalage de pitch et de volume." + +msgid "" +"Picks a random AudioStream from the pool, depending on the playback mode, and " +"applies random pitch shifting and volume shifting during playback." +msgstr "" +"Choisi un AudioStream aléatoire dans le pool, suivant le mode de playback et " +"applique un décalage aléatoire au pitch et un décalage du volume pendant le " +"playback." + msgid "Stores audio data loaded from WAV files." msgstr "Enregistre les données audio depuis les fichiers WAV." @@ -4450,9 +4617,6 @@ msgstr "" "Requiert un appui suivi d'un relâchement avant de considérer le bouton comme " "cliqué." -msgid "Default 3D rendering material." -msgstr "Matériau de rendu 3D par défaut." - msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Retourne [code]true[/code] si la fonctionnalité [enum Feature] spécifiée est " @@ -5704,130 +5868,21 @@ msgstr "" "réorganisés pour prendre leur place. Si ce n'est pas ce qui est voulu, réglez " "leur couleur ([member color]) sur [code]Color(1, 1, 1, 0)[/code] à la place." -msgid "The [CheckBox] text's font color." -msgstr "La couleur de la police du texte [CheckBox]." - -msgid "The [CheckBox] text's font color when it's disabled." -msgstr "" -"Le couleur de la police du texte de la [CheckBox] quand elle est désactivée." - -msgid "" -"The [CheckBox] text's font color when it's focused. Only replaces the normal " -"text color of the checkbox. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"La couleur de la police du texte de la [CheckBox] quand elle a le focus. Ne " -"remplace que la couleur normale du texte de la case à cocher. Les états " -"désactivé, survolé et pressé sont prioritaires sur cette couleur." - -msgid "The [CheckBox] text's font color when it's hovered." -msgstr "" -"Le couleur de la police du texte de la [CheckBox] quand elle est survolée." - -msgid "The [CheckBox] text's font color when it's hovered and pressed." -msgstr "" -"La couleur de la police du texte du [CheckBox] quand il est survolé ou appuyé." - -msgid "The [CheckBox] text's font color when it's pressed." -msgstr "" -"Le couleur de la police du texte de la [CheckBox] quand elle est appuyée." - msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "Le décalage vertical utilisé pour le rendu des icônes des coches (en pixels)." -msgid "The [Font] to use for the [CheckBox] text." -msgstr "La [Font] à utiliser pour le texte du [CheckBox]." - msgid "The check icon to display when the [CheckBox] is checked." msgstr "L'icône de la coche à afficher quand la [CheckBox] est cochée." msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "L'icône de la coche à afficher quand la [CheckBox] est décochée." -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is disabled." -msgstr "" -"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est cochée." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered." -msgstr "" -"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est survolée." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered and " -"pressed." -msgstr "" -"La [StyleBox] à afficher en arrière-plan lorsque la [CheckBox] est survolée " -"et appuyée." - -msgid "The [StyleBox] to display as a background." -msgstr "Le [StyleBox] a affiché en arrière-plan." - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "" -"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est appuyée." - -msgid "The [CheckButton] text's font color." -msgstr "La couleur de la police du texte [CheckButton]." - -msgid "The [CheckButton] text's font color when it's disabled." -msgstr "" -"La couleur de la police du texte du [CheckButton] quand il est désactivé." - -msgid "" -"The [CheckButton] text's font color when it's focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"La couleur du texte du [CheckButton] quand il a le focus. Ne remplace que la " -"couleur de texte normale du bouton. Les états désactivés, survolé et pressés " -"sont prioritaire sur cette couleur." - -msgid "The [CheckButton] text's font color when it's hovered." -msgstr "La couleur de la police du texte du [CheckButton] quand il est survolé." - -msgid "The [CheckButton] text's font color when it's hovered and pressed." -msgstr "" -"La couleur de la police du texte du [CheckButton] quand il est survolé ou " -"appuyé." - -msgid "The [CheckButton] text's font color when it's pressed." -msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé." - msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" "Le décalage vertical utilisé lors du rendu des icônes de basculement (en " "pixels)." -msgid "The [Font] to use for the [CheckButton] text." -msgstr "La [Font] à utilisé pour le texte du [CheckButton]." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is disabled." -msgstr "" -"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est désactivée." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered." -msgstr "" -"La [StyleBox] à afficher en arrière-plan quand le [CheckButton] est survolé." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered " -"and pressed." -msgstr "" -"La [StyleBox] à afficher en fond lorsque le [CheckButton] est survolé et " -"appuyé." - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is pressed." -msgstr "" -"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le " -"[CheckButton]." - msgid "The circle's radius." msgstr "Le rayon du cercle." @@ -5844,18 +5899,6 @@ msgstr "Retourne si la ligne à l'index spécifié est réduite ou non." msgid "Toggle the folding of the code block at the given line." msgstr "Réduit le bloc de code à la ligne donnée." -msgid "Sets the font [Color]." -msgstr "Définit la police [Color]." - -msgid "Sets the highlight [Color] of text selections." -msgstr "Définit la [Color] de surlignage pour la sélection de texte." - -msgid "Sets the spacing between the lines." -msgstr "Définit l'espacement entre les lignes." - -msgid "Sets the default [Font]." -msgstr "Définit la [Font] par défaut." - msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/code] " "of the new owner for future reference." @@ -5956,6 +5999,17 @@ msgstr "" "plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour les " "objets entrant en collision quand ils vont à une vitesse élevée." +msgid "" +"The polygon's list of vertices. Each point will be connected to the next, and " +"the final point will be connected to the first.\n" +"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " +"not a reference." +msgstr "" +"La liste des sommets du polygone. Chaque point sera connecté au suivant et le " +"dernier point sera relié au premier.\n" +"[b]Attention :[/b] La valeur retournée est une copie du [PackedVector2Array], " +"et non une référence." + msgid "If [code]true[/code], no collision will be produced." msgstr "Si [code]true[/code], aucune collision ne sera produite." @@ -5992,13 +6046,6 @@ msgstr "" msgid "The actual shape owned by this collision shape." msgstr "La forme réelle appartenant à cette forme de collision." -msgid "" -"If this method exists within a script it will be called whenever the shape " -"resource has been modified." -msgstr "" -"Si cette méthode existe dans un script, elle sera appelée chaque fois que la " -"ressource de forme aura été modifiée." - msgid "A disabled collision shape has no effect in the world." msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." @@ -6567,50 +6614,9 @@ msgstr "" msgid "Emitted when the [ColorPicker] is closed." msgstr "Émis lorsque le [ColorPicker] est fermé." -msgid "Default text [Color] of the [ColorPickerButton]." -msgstr "La [Color] par défaut du texte du [ColorPickerButton]." - -msgid "Text [Color] used when the [ColorPickerButton] is disabled." -msgstr "" -"La [Color] du texte utiliser quand ce [ColorPickerButton] est désactivé." - -msgid "" -"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"La [Color] du texte utilisée lorsque le [ColorPickerButton] a le focus. Il " -"suffit de remplacer la couleur de texte normale du bouton. Les états " -"désactivé, survolé et pressé sont prioritaires par rapport à cette couleur." - -msgid "Text [Color] used when the [ColorPickerButton] is being hovered." -msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est survolé." - -msgid "Text [Color] used when the [ColorPickerButton] is being pressed." -msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est appuyé." - -msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "" -"L'espacement horizontal entre l'icône et le texte de ce [ColorPickerButton]." - -msgid "[Font] of the [ColorPickerButton]'s text." -msgstr "[Font] du texte du [ColorPickerButton]." - msgid "The background of the color preview rect on the button." msgstr "L'arrière-plan du rectangle d'aperçu de couleur sur le bouton." -msgid "[StyleBox] used when the [ColorPickerButton] is disabled." -msgstr "La [StyleBox] utilisée pour les [ColorPickerButton] désactivés." - -msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." -msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est survolé." - -msgid "Default [StyleBox] for the [ColorPickerButton]." -msgstr "[StyleBox] par défaut pour le [ColorPickerButton]." - -msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." -msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est appuyé." - msgid "Returns the value of the specified parameter." msgstr "Retourne la valeur du paramètre donné." @@ -6823,20 +6829,6 @@ msgstr "Émis quand le nœud reçoit un [InputEvent]." msgid "Emitted when the node's minimum size changes." msgstr "Émis quand la taille minimale du nœud change." -msgid "" -"Emitted when the mouse enters the control's [code]Rect[/code] area, provided " -"its [member mouse_filter] lets the event reach it.\n" -"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters a " -"child [Control] node before entering the parent's [code]Rect[/code] area, at " -"least until the mouse is moved to reach the parent's [code]Rect[/code] area." -msgstr "" -"Émis lorsque la souris entre dans le [code]Rect[/code] du contrôle, à " -"condition que l'événement l'atteigne.\n" -"[b]Note :[/b] [signal mouse_entered] ne sera pas émis si la souris entre dans " -"un nœud [Control] enfant avant d'entrer dans le [code]Rect[/code], au moins " -"jusqu'à ce que la souris soit déplacée pour atteindre le [code]Rect[/code] du " -"parent." - msgid "Emitted when the control changes size." msgstr "Émis lorsque le contrôle change de taille." @@ -6857,12 +6849,6 @@ msgstr "" "Le nœud ne reçoit le focus que pour les clics de la souris. À utiliser avec " "[membre focus_mode]." -msgid "Sent when the mouse pointer enters the node." -msgstr "Envoyé quand le curseur de la souris entre dans le nœud." - -msgid "Sent when the mouse pointer exits the node." -msgstr "Envoyé quand le curseur de la souris sort du nœud." - msgid "Sent when the node grabs focus." msgstr "Envoyé lorsque le nœud reçoit le focus." @@ -7151,33 +7137,6 @@ msgstr "" "Voir [member size_flags_stretch_ratio]. À utiliser avec [member " "size_flags_horizontal] et [member size_flags_vertical]." -msgid "" -"The control will receive mouse button input events through [method " -"_gui_input] if clicked on. And the control will receive the [signal " -"mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to other " -"controls. This also results in blocking signals in other controls." -msgstr "" -"Le contrôle recevra les événements d'entrée de la souris via [method " -"gui_input] si vous cliquez dessus. Et le contrôle recevra les signaux [signal " -"mouse_entered] et [signal mouse_exited]. Ces événements sont automatiquement " -"marqués comme traités, et ils ne se propagent pas vers les autres contrôles. " -"Cela permet également de bloquer la propagation de ces signaux à partir " -"d'autres contrôles." - -msgid "" -"The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] nor " -"[signal mouse_exited] signals. This will not block other controls from " -"receiving these events or firing the signals. Ignored events will not be " -"handled automatically." -msgstr "" -"Le contrôle ne recevra pas d'événements d'entrée de la souris via [méthode " -"gui_input]. Le contrôle ne recevra pas non plus les signaux [signal " -"mouse_entered] et [signal mouse_exited]. Cela ne bloquera pas d'autres " -"contrôles de recevoir ces événements et n'émettra pas les signaux. Les " -"événements ignorés ne seront pas traités automatiquement." - msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." @@ -7224,9 +7183,6 @@ msgstr "" msgid "The list of 3D points forming the convex polygon shape." msgstr "La liste des points 3D formant le polygone convexe." -msgid "CPU-based 2D particle emitter." -msgstr "Émetteur de particules 2D sur CPU." - msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "Retourne la [Curve] du paramètre spécifié par [enum Parameter]." @@ -7320,9 +7276,6 @@ msgstr "" "Le rayon de la sphère si [member emission_shape] est [constant " "EMISSION_SHAPE_SPHERE]." -msgid "If [code]true[/code], particles are being emitted." -msgstr "Si [code]true[/code], des particules sont émises." - msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle begins." @@ -7459,8 +7412,11 @@ msgstr "" msgid "Represents the size of the [enum EmissionShape] enum." msgstr "Représente la taille de l'énumération [enum EmissionShape]." -msgid "CPU-based 3D particle emitter." -msgstr "Émetteur de particules 3D sur CPU." +msgid "Maximum angle." +msgstr "Angle maximum." + +msgid "Minimum angle." +msgstr "Angle minimum." msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " @@ -7508,6 +7464,12 @@ msgstr "" "Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les particules " "seront des sphères." +msgid "Maximum scale." +msgstr "Échelle maximale." + +msgid "Minimum scale." +msgstr "Échelle minimale." + msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." @@ -7805,9 +7767,6 @@ msgstr "" msgid "Returns a new instance of the script." msgstr "Retourne une nouvelle instance du script." -msgid "A mathematic curve." -msgstr "Une courbe mathématique." - msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " @@ -7879,6 +7838,9 @@ msgstr "" "points mis en cache. Si la densité est suffisante (voir [member " "bake_interval]), cette longeur devrait être une approximation suffisante." +msgid "Returns the cache of points as a [PackedVector2Array]." +msgstr "Retourne le cache de points sous forme de [PackedVector2Array]." + msgid "" "The distance in pixels between two adjacent cached points. Changing it forces " "the cache to be recomputed the next time the [method get_baked_points] or " @@ -7908,9 +7870,6 @@ msgstr "" "est petite, plus il y aura de points dans le cache, et plus ça utilisera de " "mémoire, à utiliser donc avec soin." -msgid "A texture that shows a curve." -msgstr "Texture qui montre une courbe." - msgid "The [Curve] that is rendered onto the texture." msgstr "La [Curve] qui est rendue dans la texture." @@ -8026,6 +7985,9 @@ msgid "Directional light from a distance, as from the Sun." msgstr "" "Une lumière directionnelle à une certaine distance, comme pour le soleil." +msgid "3D lights and shadows" +msgstr "Les lumières et ombres 3D" + msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits. Enabling shadow blend splitting also has a " @@ -8100,6 +8062,45 @@ msgstr "Masque le curseur de la souris s'il visible." msgid "Helper class to implement a DTLS server." msgstr "Une classe d'aide pour implémenter un serveur DTLS." +msgid "Exporting for Android" +msgstr "Exportation pour Android" + +msgid "Deprecated." +msgstr "Déprécié." + +msgid "Exporter for iOS." +msgstr "Exportateur pour iOS." + +msgid "Exporting for iOS" +msgstr "Exportation pour iOS" + +msgid "Supported device family." +msgstr "Famille d'appareils pris en charge." + +msgid "Exporter for Linux/BSD." +msgstr "Exportateur pour Linux/BSD." + +msgid "Exporting for Linux" +msgstr "Exportation pour Linux" + +msgid "Exporter for macOS." +msgstr "Exportateur pour macOS." + +msgid "Exporting for macOS" +msgstr "Exportation de macOS" + +msgid "Application distribution target." +msgstr "Cible de distribution d'application." + +msgid "Exporting for the Web" +msgstr "Exportation pour le Web" + +msgid "Exporter for Windows." +msgstr "Exportateur pour Windows." + +msgid "Exporting for Windows" +msgstr "Exportation pour Windows" + msgid "A script that is executed when exporting the project." msgstr "Un script qui est exécuté à l'export du projet." @@ -8171,24 +8172,6 @@ msgstr "" "Pour gérer visuellement les profils d'éditeur, utilisez [b]Éditeur > Gérer " "les profils de fonctionnalités.[/b] en haut de la fenêtre de l'éditeur." -msgid "" -"Loads an editor feature profile from a file. The file must follow the JSON " -"format obtained by using the feature profile manager's [b]Export[/b] button " -"or the [method save_to_file] method." -msgstr "" -"Charge un profil d'éditeur depuis un fichier. Le fichier doit respecter le " -"format JSON obtenu en utilisant le bouton [b]Export[/b] ou via la méthode " -"[method save_to_file]." - -msgid "" -"Saves the editor feature profile to a file in JSON format. It can then be " -"imported using the feature profile manager's [b]Import[/b] button or the " -"[method load_from_file] method." -msgstr "" -"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au format " -"JSON. Il peut ensuite être importé en utilisant le bouton [b]Importer[/b] du " -"gestionnaire de profils ou via la méthode [method load_from_file]." - msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." @@ -8717,16 +8700,6 @@ msgstr "" msgid "Used by the editor to extend its functionality." msgstr "Utiliser par l'éditeur pour augmenter ses fonctionnalités." -msgid "" -"Plugins are used by the editor to extend functionality. The most common types " -"of plugins are those which edit a given node or resource type, import plugins " -"and export plugins. See also [EditorScript] to add functions to the editor." -msgstr "" -"Les greffons sont utilisés par l'éditeur pour étendre les fonctionnalités. " -"Les types les plus courants de greffons sont ceux qui modifient un nœud donné " -"ou un type de ressource, les greffons d'importation et d'exportation. Voir " -"aussi [EditorScript] pour ajouter des fonctions à l'éditeur." - msgid "" "This method is called when the editor is about to save the project, switch to " "another tab, etc. It asks the plugin to apply any pending state changes to " @@ -9169,9 +9142,6 @@ msgstr "" "Cette méthode est exécutée par l'éditeur quand [b]Ficher > Exécuter[/b] est " "utilisé." -msgid "Returns the [EditorInterface] singleton instance." -msgstr "Retourne l'unique instance de [EditorInterface]." - msgid "Returns the Editor's currently active scene." msgstr "Retourne la scène actuellement active de l’éditeur." @@ -9513,6 +9483,9 @@ msgstr "Représente la taille de l'énumération [enum BGMode]." msgid "A class that stores an expression you can execute." msgstr "Une classe qui enregistre une expression que vous pouvez exécuter." +msgid "Evaluating Expressions" +msgstr "Évaluation des expressions" + msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "Retourne [code]true[/code] si [method execute] a échoué." @@ -9915,6 +9888,83 @@ msgstr "Si actif, il y a un moteur linéaire à travers ces axes." msgid "Represents the size of the [enum Flag] enum." msgstr "Représente la taille de l'énumération [enum Flag]." +msgid "" +"Given the two 2D segments ([param p1], [param q1]) and ([param p2], [param " +"q2]), finds those two points on the two segments that are closest to each " +"other. Returns a [PackedVector2Array] that contains this point on ([param " +"p1], [param q1]) as well the accompanying point on ([param p2], [param q2])." +msgstr "" +"À partir de deux segments 2D ([param p1], [param q1]) et ([param p2], [param " +"q2]), trouve les deux points sur chaque segment qui sont les plus proches " +"l'un de l'autre. Retourne un [PackedVector2Array] qui contient le point sur " +"([param p1], [param q1]) ainsi que celui sur ([param p2], [param q2])." + +msgid "" +"Inflates or deflates [param polygon] by [param delta] units (pixels). If " +"[param delta] is positive, makes the polygon grow outward. If [param delta] " +"is negative, shrinks the polygon inward. Returns an array of polygons because " +"inflating/deflating may result in multiple discrete polygons. Returns an " +"empty array if [param delta] is negative and the absolute value of it " +"approximately exceeds the minimum bounding rectangle dimensions of the " +"polygon.\n" +"Each polygon's vertices will be rounded as determined by [param join_type], " +"see [enum PolyJoinType].\n" +"The operation may result in an outer polygon (boundary) and inner polygon " +"(hole) produced which could be distinguished by calling [method " +"is_polygon_clockwise].\n" +"[b]Note:[/b] To translate the polygon's vertices specifically, multiply them " +"to a [Transform2D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), " +"Vector2(100, 100), Vector2(0, 100)])\n" +"var offset = Vector2(50, 50)\n" +"polygon = Transform2D(0, offset) * polygon\n" +"print(polygon) # prints [(50, 50), (150, 50), (150, 150), (50, 150)]\n" +"[/gdscript]\n" +"[csharp]\n" +"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new " +"Vector2(100, 100), new Vector2(0, 100) };\n" +"var offset = new Vector2(50, 50);\n" +"polygon = new Transform2D(0, offset) * polygon;\n" +"GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, " +"150)]\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gonfle ou dégonfle [param polygon] par la quantité [param delta] unités " +"(pixels) dans toutes les directions. Si [param delta] est positif, le " +"polygone décale chaque sommet vers l'extérieur. Si [code]delta[/code] est " +"négatif, décale chaque sommet vers l'intérieur. Retourne une liste des " +"polygones parce que gonflage/dégonflage peut produire plusieurs polygones " +"distinctes. Retourne un tableau vide si [code]delta[/code] est négatif et la " +"valeur absolue de celui-ci dépasse approximativement les dimensions du " +"rectangle minimal englobant du polygone.\n" +"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], " +"voir [enum PolyJoinType].\n" +"L'opération peut fournir un polygone extérieur (la limite extérieure) et " +"plusieurs polygones à intérieur (représentant les trous) qui pourraient être " +"distingués en appelant [method is_polygon_clockwise].\n" +"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode " +"[method Transform2D.xform] :\n" +"[codeblocks]\n" +"[gdscript]\n" +"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), " +"Vector2(100, 100), Vector2(0, 100)])\n" +"var offset = Vector2(50, 50)\n" +"polygon = Transform2D(0, offset) * polygon\n" +"print(polygon) # prints [(50, 50), (150, 50), (150, 150), (50, 150)]\n" +"[/gdscript]\n" +"[csharp]\n" +"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new " +"Vector2(100, 100), new Vector2(0, 100) };\n" +"var offset = new Vector2(50, 50);\n" +"polygon = new Transform2D(0, offset) * polygon;\n" +"GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, " +"150)]\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Endpoints are squared off with no extension." msgstr "Les bouts sont carrés sans être allongés." @@ -9924,6 +9974,17 @@ msgstr "Les bouts seront carrés et allongés de [code]delta[/code] unités." msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "Les bouts seront arrondis et allongés de [code]delta[/code] unités." +msgid "" +"Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param " +"q2]), finds those two points on the two segments that are closest to each " +"other. Returns a [PackedVector3Array] that contains this point on ([param " +"p1], [param p2]) as well the accompanying point on ([param q1], [param q2])." +msgstr "" +"À partir des deux segments 3D ([param p1], [param q1]) et ([param p2], [param " +"q2]), trouve les deux points sur les deux segments qui sont les plus proches " +"l'un de l'autre. Retourne un [PackedVector3Array] qui contient un point sur " +"([param p1], [param q1]) et le point sur ([param p2], [param q2])." + msgid "Base node for geometry-based visual instances." msgstr "Nœud de base pour les instances visuelles basées sur la géométrie." @@ -9936,6 +9997,12 @@ msgstr "" "En d’autres termes, le mesh réel ne sera pas visible, seules les ombres " "projetées à partir du mesh le seront." +msgid "Represents a GLTF camera." +msgstr "Représente une caméra GLTF." + +msgid "Represents a GLTF light." +msgstr "Représente une lumière GLTF." + msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." @@ -9973,11 +10040,6 @@ msgstr "" "Démo 2D « Dodge The Creeps » (utilise GPUParticles2D pour les traces derrière " "le joueur)" -msgid "Returns a rectangle containing the positions of all existing particles." -msgstr "" -"Retourne un rectangle contenant la position de toutes les particules " -"existantes." - msgid "Restarts all the existing particles." msgstr "Redémarre toutes les particules existantes." @@ -10010,13 +10072,6 @@ msgstr "Facteur d'aléatoire de l'émission." msgid "Maximum number of draw passes supported." msgstr "Le nombre maximal de passes de dessin supporté." -msgid "" -"A color interpolator resource which can be used to generate colors between " -"user-defined color points." -msgstr "" -"Une ressource d'interpolation de couleur qui peut être utilisé pour générer " -"des couleurs entre des points de couleur définis par l'utilisateur." - msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " @@ -10029,11 +10084,8 @@ msgstr "" msgid "Cubic interpolation." msgstr "Interpolation cubique." -msgid "Gradient-filled texture." -msgstr "Texture remplie de gradients." - -msgid "The [Gradient] that will be used to fill the texture." -msgstr "Le [Gradient] qui sera utilisé pour remplir la texture." +msgid "The [Gradient] used to fill the texture." +msgstr "Le [Gradient] utilisé pour remplir la texture." msgid "" "If [code]true[/code], the generated texture will support high dynamic range " @@ -10053,9 +10105,6 @@ msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" "Le nombre d'échantillons de couleur qui seront obtenus à partir du [Gradient]." -msgid "Gradient-filled 2D texture." -msgstr "Texture de gradient 2D." - msgid "" "The gradient fill type, one of the [enum Fill] values. The texture is filled " "by interpolating colors starting from [member fill_from] to [member fill_to] " @@ -10075,9 +10124,6 @@ msgstr "" "Le décalage final utilisé pour remplir la texture spécifiée dans les " "coordonnées UV." -msgid "The [Gradient] used to fill the texture." -msgstr "Le [Gradient] utilisé pour remplir la texture." - msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." @@ -10181,9 +10227,6 @@ msgstr "" msgid "The scroll offset." msgstr "Le décalage de défilement." -msgid "The snapping distance in pixels." -msgstr "La distance de magnétisation en pixels." - msgid "If [code]true[/code], enables snapping." msgstr "Si [code]true[/code], la magnétisation est activé." @@ -10223,142 +10266,36 @@ msgstr "La couleur de remplissage du rectangle de sélection." msgid "The outline color of the selection rectangle." msgstr "La couleur de la bordure du rectangle de sélection." -msgid "The icon for the zoom out button." -msgstr "L'icône pour le bouton du zoom arrière." - msgid "The icon for the zoom in button." msgstr "L'icône pour le bouton du zoom avant." +msgid "The icon for the zoom out button." +msgstr "L'icône pour le bouton du zoom arrière." + msgid "The icon for the zoom reset button." msgstr "L'icône pour le bouton du rétablissement du zoom." -msgid "The icon for the snap toggle button." -msgstr "L'icône du bouton d'activation de la magnétisation." - msgid "The background drawn under the grid." msgstr "L’arrière-plan dessiné sous la grille." -msgid "Disables all input and output slots of the GraphNode." -msgstr "Désactive toutes les entrées et sorties du GraphNode." - -msgid "" -"Returns the number of enabled input slots (connections) to the GraphNode." -msgstr "" -"Retourne le nombre d'emplacements entrants (connexions) activés du GraphNode." - -msgid "" -"Returns the number of enabled output slots (connections) of the GraphNode." -msgstr "" -"Retourne le nombre d'emplacements sortants (connexions) activés du GraphNode." - -msgid "If [code]true[/code], the GraphNode is a comment node." -msgstr "Si [code]true[/code], le GraphNode est un nœud de commentaire." - -msgid "" -"If [code]true[/code], the user can resize the GraphNode.\n" -"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " -"signal, the GraphNode needs to be resized manually." -msgstr "" -"Si [code]true[/code], l'utilisateur peut redimensionner le GraphNode.\n" -"[b]Note :[/b] Faire glisser la poignée n'émettra que le signal [signal " -"resize_request], le GraphNode doit être redimensionné manuellement." - -msgid "If [code]true[/code], the GraphNode is selected." -msgstr "Si [code]true[/code], le GraphNode est sélectionné." - -msgid "" -"If [code]true[/code], the close button will be visible.\n" -"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " -"the GraphNode needs to be removed manually." -msgstr "" -"Si [code]true[/code], le bouton de fermeture sera visible.\n" -"[b]Note :[/b] Appuyer ce bouton n'émettra que le signal [signal " -"close_request], le GraphNode doit être retiré manuellement." - msgid "The text displayed in the GraphNode's title bar." msgstr "Le texte affiché dans la barre de titre du GraphNode." -msgid "Emitted when the GraphNode is dragged." -msgstr "Émis lorsque le GraphNode est glissé." - -msgid "Emitted when the GraphNode is moved." -msgstr "Émis lorsque le GraphNode est déplacé." - -msgid "" -"Emitted when the GraphNode is requested to be resized. Happens on dragging " -"the resizer handle (see [member resizable])." -msgstr "" -"Émis lorsque le GraphNode doit être redimensionné. Se produit en faisant " -"glisser la poignée de redimensionnement (voir [member resizable])." - msgid "Emitted when any GraphNode's slot is updated." msgstr "Émis lorsqu’un emplacement du GraphNode est mis à jour." -msgid "No overlay is shown." -msgstr "Aucune superposition n'est montrée." - -msgid "The color modulation applied to the close button icon." -msgstr "La couleur de modulation appliquée à l'icône du bouton fermer." - msgid "The color modulation applied to the resizer icon." msgstr "La couleur de modulation appliquée à l'icône de redimensionnement." -msgid "Color of the title text." -msgstr "Couleur du texte du titre." - -msgid "The vertical offset of the close button." -msgstr "Le décalage vertical du bouton fermer." - msgid "Horizontal offset for the ports." msgstr "Le décalage horizontal pour les ports." msgid "The vertical distance between ports." msgstr "La distance verticale entre les ports." -msgid "Vertical offset of the title text." -msgstr "Le décalage vertical du texte de titre." - -msgid "Font used for the title text." -msgstr "Police utilisée pour le texte du titre." - -msgid "" -"The icon for the close button, visible when [member show_close] is enabled." -msgstr "" -"L'icône pour le bouton fermer, visible quand [member show_close] est activé." - msgid "The icon used for representing ports." msgstr "L’icône utilisée pour représenter les ports." -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_BREAKPOINT]." -msgstr "" -"L'arrière-plan utilisé quand [member overlay] est à [constant " -"OVERLAY_BREAKPOINT]." - -msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "La [StyleBox] utilisée quand [member comment] est activé." - -msgid "" -"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " -"focused." -msgstr "" -"La [StyleBox] utilisée quand [member comment] est activé et que le " -"[GraphNode] a le focus." - -msgid "The default background for [GraphNode]." -msgstr "L'arrière-plan par défaut pour [GraphNode]." - -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_POSITION]." -msgstr "" -"L'arrière-plan utilisé quand [member overlay] est à [constant " -"OVERLAY_POSITION]." - -msgid "The background used when the [GraphNode] is selected." -msgstr "L'arrière-plan utilisé quand le [GraphNode] est sélectionné." - msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." @@ -10423,9 +10360,6 @@ msgstr "Algorithme de hachage : SHA-1." msgid "Hashing algorithm: SHA-256." msgstr "Algorithme de hachage : SHA-256." -msgid "The horizontal space between the [HBoxContainer]'s elements." -msgstr "L'espace horizontal entre les éléments du [HBoxContainer]." - msgid "Returns the value of the specified flag." msgstr "Retourne la valeur de l'option donnée." @@ -10465,84 +10399,6 @@ msgstr "" "Initialise le HMACContext. Cette méthode ne peut pas être appelée sur le même " "HMACContext tant que [method finish] n'a pas été appelé." -msgid "" -"Icon used as a button to scroll the [ScrollBar] left. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"L'icône utilisée comme bouton pour défiler la [ScrollBar] de gauche. Supporte " -"une valeur de déplacement personnalisé en utilisant la propriété [member " -"ScrollBar.custom_step]." - -msgid "Displayed when the mouse cursor hovers over the decrement button." -msgstr "Affiché quand la souris survole le bouton de réduction." - -msgid "Displayed when the decrement button is being pressed." -msgstr "Affiché quand le bouton de reduction est appuyé." - -msgid "" -"Icon used as a button to scroll the [ScrollBar] right. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"L'icône utilisée comme bouton pour faire défiler la [ScrollBar] vers la " -"droite. Supporte une étape personnalisée en utilisant la propriété [member " -"ScrollBar.custom_step]." - -msgid "Displayed when the mouse cursor hovers over the increment button." -msgstr "Affiché quand la souris survole le bouton d'augmentation." - -msgid "Displayed when the increment button is being pressed." -msgstr "Affiché quand le bouton d'augmentation est appuyé." - -msgid "Used when the mouse hovers over the grabber." -msgstr "Utilisé lorsque la souris survole le glisseur." - -msgid "Used when the grabber is being dragged." -msgstr "Utilisé quand le glisseur est en train d'être glissé." - -msgid "Used as background of this [ScrollBar]." -msgstr "Utilisé comme arrière-plan de cette [ScrollBar]." - -msgid "Used as background when the [ScrollBar] has the GUI focus." -msgstr "Utilisé comme arrière-plan lorsque le [ScrollBar] a le focus GUI." - -msgid "The style for the separator line. Works best with [StyleBoxLine]." -msgstr "" -"Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine]." - -msgid "The texture for the grabber (the draggable element)." -msgstr "La texture du glisseur (l'élément déplaçable)." - -msgid "The texture for the grabber when it's disabled." -msgstr "La texture du glisseur quand il est désactivé." - -msgid "The texture for the grabber when it's focused." -msgstr "La texture du glisseur quand il a le focus." - -msgid "The background of the area to the left of the grabber." -msgstr "L'arrière-plan de la zone à gauche du glisseur." - -msgid "" -"The background for the whole slider. Determines the height of the " -"[code]grabber_area[/code]." -msgstr "" -"L'arrière-plan pour tout le curseur. Détermine la hauteur de " -"[code]grabber_area[/code]." - -msgid "" -"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " -"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " -"visible." -msgstr "" -"Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera " -"automatiquement masqué quand il n'est pas sous le curseur. Si 0 ([code]false[/" -"code]), il sera toujours visible." - -msgid "The space between sides of the container." -msgstr "L'espace entre les côtés des conteneurs." - -msgid "The icon used for the grabber drawn in the middle area." -msgstr "L'icône utilisée pour le glisseur affiché au milieu." - msgid "Low-level hyper-text transfer protocol client." msgstr "Client de protocole de transfert hypertexte de bas niveau." @@ -10550,18 +10406,6 @@ msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" "Ferme l'actuelle connexion, permettant de la réutiliser pour cet [HTTPClient]." -msgid "" -"Returns the response's body length.\n" -"[b]Note:[/b] Some Web servers may not send a body length. In this case, the " -"value returned will be [code]-1[/code]. If using chunked transfer encoding, " -"the body length will also be [code]-1[/code]." -msgstr "" -"Retourne la longueur du corps de la requête.\n" -"[b]Note :[/b] Certains serveurs web peuvent ne pas envoyer de longueur du " -"corps. Dans ce cas, la valeur retournée sera [code]-1[/code]. Si vous " -"utilisez l'encodage de transfert par morceau, la longueur du corps sera " -"également [code]-1[/code]." - msgid "Returns the response's HTTP status code." msgstr "Retourne le code d’état de la réponse HTTP." @@ -11100,34 +10944,6 @@ msgstr "" "Le format de texture OpenGL [code]GL_RGBA32F[/code] où il y a quatre " "composants, chacun un flottant de 32 bits." -msgid "" -"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" -"bit \"half-precision\" floating-point value." -msgstr "" -"Le format de texture OpenGL [code]GL_R32F[/code] où il n'y a qu'un seul " -"composant, un flottant de demi-précision de 16 bits." - -msgid "" -"OpenGL texture format [code]GL_RG32F[/code] where there are two components, " -"each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, " -"chacun un flottant de demi-précision de 16 bits." - -msgid "" -"OpenGL texture format [code]GL_RGB32F[/code] where there are three " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois " -"composants, chacun un flottant de demi-précision de 16 bits." - -msgid "" -"OpenGL texture format [code]GL_RGBA32F[/code] where there are four " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"Le format de texture OpenGL [code]GL_RGA32F[/code] où il y a quatre " -"composants, chacun un flottant de demi-précision de 16 bits." - msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 1, and is the smallest variation " @@ -11980,9 +11796,6 @@ msgstr "" msgid "Provides a base class for different kinds of light nodes." msgstr "Fourni une classe commune aux différents types de nœuds de lumière." -msgid "3D lights and shadows" -msgstr "Les lumières et ombres 3D" - msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." @@ -12047,115 +11860,6 @@ msgstr "La constante pour accéder à [member shadow_bias]." msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "Le [OccluderPolygon2D] utilisé pour calculer l'ombre." -msgid "A 2D line." -msgstr "Une ligne 2D." - -msgid "Removes all points from the line." -msgstr "Retire tous les points de la ligne." - -msgid "" -"Controls the style of the line's first point. Use [enum LineCapMode] " -"constants." -msgstr "" -"Contrôle le style du premier point de la ligne. Utilisez les constantes [enum " -"LineCapMode]." - -msgid "The line's color. Will not be used if a gradient is set." -msgstr "La couleur de la ligne. Ne sera pas utilisé si un dégradé est défini." - -msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] constants." -msgstr "" -"Contrôle le style du dernier point de la ligne. Utilisez une des constantes " -"de [enum LineCapMode]." - -msgid "" -"The gradient is drawn through the whole line from start to finish. The " -"default color will not be used if a gradient is set." -msgstr "" -"Le dégradé est dessiné par toute la ligne du début à la fin. La couleur par " -"défaut ne sera pas utilisée si un dégradé est défini." - -msgid "The style for the points between the start and the end." -msgstr "Le style des points entre le début et la fin." - -msgid "" -"The points that form the lines. The line is drawn between every point set in " -"this array. Points are interpreted as local vectors." -msgstr "" -"Les points qui forment les lignes. La ligne est tracée entre chaque point " -"défini dans ce tableau. Les points sont interprétés comme des vecteurs locaux." - -msgid "" -"The smoothness of the rounded joints and caps. Higher values result in " -"smoother corners, but are more demanding to render and update. This is only " -"used if a cap or joint is set as round.\n" -"[b]Note:[/b] The default value is tuned for lines with the default [member " -"width]. For thin lines, this value should be reduced to a number between " -"[code]2[/code] and [code]4[/code] to improve performance." -msgstr "" -"Le lissage des coins et des bouts. Les valeurs plus élevées affichent des " -"coins plus lisses, mais demandent plus de ressources pour le rendu. Ceci " -"n'est utilisé que si un coin ou un bout est défini comme arrondi.\n" -"[b]Note :[/b] La valeur par défaut est réglée pour les lignes avec la largeur " -"[member width] par défaut. Pour les lignes fines, cette valeur devrait être " -"réduite à entre [code]2[/code] et [code]4[/code] pour améliorer les " -"performances." - -msgid "" -"The direction difference in radians between vector points. This value is only " -"used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." -msgstr "" -"La différence de direction entre les points vectoriels. Cette valeur n'est " -"utilisée que si [member joint_mode] est [constant LINE_JOINT_SHARP]." - -msgid "" -"The texture used for the line's texture. Uses [code]texture_mode[/code] for " -"drawing style." -msgstr "" -"La texture utilisée pour la texture de la ligne. Utilise [code]texture_mode[/" -"code] pour le style de dessin." - -msgid "" -"The style to render the [code]texture[/code] on the line. Use [enum " -"LineTextureMode] constants." -msgstr "" -"Le style de rendu de la [code]texture[/code] sur la ligne. Utilisez une des " -"constantes [enum LineTextureMode]." - -msgid "The line's width." -msgstr "La largeur de la ligne." - -msgid "" -"The line's width varies with the curve. The original width is simply multiply " -"by the value of the Curve." -msgstr "" -"La largeur de la ligne dépend selon la courbe. La largeur originale est " -"simplement multipliée par la valeur de la Curve." - -msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " -"the rotation of a joint, it becomes a bevel joint instead." -msgstr "" -"Les coins de la ligne sont pointus. Si [code]sharp_limit[/code] est plus " -"grand que l'angle d'un coin, ça devient un biseau." - -msgid "The line's joints will be rounded." -msgstr "Les coins de la ligne seront arrondis." - -msgid "Don't draw a line cap." -msgstr "Ne pas dessiner les bords de la ligne." - -msgid "Draws the line cap as a box." -msgstr "Dessine le bout de la ligne avec une boîte." - -msgid "Draws the line cap as a circle." -msgstr "Dessine le bout de la ligne avec un arrondi." - -msgid "Takes the left pixels of the texture and renders it over the whole line." -msgstr "" -"Utilise les pixels de gauche de la texture pour le rendu de toute la ligne." - msgid "Erases the [LineEdit]'s [member text]." msgstr "Efface le [member text] du [LineEdit]." @@ -12190,6 +11894,9 @@ msgstr "" "Si [code]true[/code], le texte actuellement sélectionné sera désélectionné " "quand le focus sera perdu." +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Si [code]true[/code], permet le déposé-glissé du texte sélectionné." + msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." @@ -12365,52 +12072,12 @@ msgstr "" "Fournis des fonctions utilitaires pour la transformation et le codage des " "données." -msgid "Abstract base [Resource] for coloring and shading geometry." -msgstr "" -"La [Resource] abstraite de base pour la coloration et le rendu des géométries." - msgid "Maximum value for the [member render_priority] parameter." msgstr "La valeur maximale pour le paramètre [member render_priority]." msgid "Minimum value for the [member render_priority] parameter." msgstr "La valeur minimale pour le paramètre [member render_priority]." -msgid "Default text [Color] of the [MenuButton]." -msgstr "La [Color] par défaut du texte du [MenuButton]." - -msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "La [Color] du texte utilisée quand le [MenuButton] est désactivé." - -msgid "" -"Text [Color] used when the [MenuButton] is focused. Only replaces the normal " -"text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"Le texte [Color] utilisé quand le [MenuButton] a le focus. Il suffit de " -"remplacer la couleur de texte normale du bouton. Les états désactivés, " -"survolés et pressés sont prioritaires sur cette couleur." - -msgid "Text [Color] used when the [MenuButton] is being hovered." -msgstr "La [Color] du texte utilisée quand le [MenuButton] est survolé." - -msgid "Text [Color] used when the [MenuButton] is being pressed." -msgstr "La [Color] du texte utilisée quand le [MenuButton] est appuyé." - -msgid "[Font] of the [MenuButton]'s text." -msgstr "La [Font] du texte du [MenuButton]." - -msgid "[StyleBox] used when the [MenuButton] is disabled." -msgstr "Le [StyleBox] utilisé quand le [MenuButton] est désactivé." - -msgid "[StyleBox] used when the [MenuButton] is being hovered." -msgstr "Le [StyleBox] utilisé quand le [MenuButton] est survolé." - -msgid "Default [StyleBox] for the [MenuButton]." -msgstr "Le [StyleBox] par défaut pour [MenuButton]." - -msgid "[StyleBox] used when the [MenuButton] is being pressed." -msgstr "Le [StyleBox] utilisé quand le [MenuButton] est appuyé." - msgid "A [Resource] that contains vertex array-based geometry." msgstr "" "Une [Resource] qui contient une géométrie à base d'un tableau de sommets." @@ -12456,6 +12123,21 @@ msgstr "" msgid "Render array as triangle strips." msgstr "Fait le rendu du tableau comme une suite de triangles." +msgid "" +"[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions." +msgstr "" +"Un [PackedVector3Array], [PackedVector2Array] ou [Array] avec la position des " +"sommets." + +msgid "[PackedColorArray] of vertex colors." +msgstr "Le [PackedColorArray] des couleurs des sommets." + +msgid "[PackedVector2Array] for UV coordinates." +msgstr "Le [PackedVector2Array] pour les coordonnées UV." + +msgid "[PackedVector2Array] for second UV coordinates." +msgstr "[PackedVector2Array] pour les secondes coordonnées UV." + msgid "Represents the size of the [enum ArrayType] enum." msgstr "Représente la taille de l’enum [enum ArrayType]." @@ -12549,21 +12231,9 @@ msgstr "Retourne les méta-données associées à la face donnée." msgid "Calculates and returns the face normal of the given face." msgstr "Calcule et retourne la normale de la face donnée." -msgid "" -"Returns the specified vertex of the given face.\n" -"Vertex argument must be either 0, 1, or 2 because faces contain three " -"vertices." -msgstr "" -"Retourne le vertx spécifié du face donné.\n" -"L'argument du sommet doit être soit 0, 1 ou 2 parce que les faces ne " -"contiennent que trois sommets." - msgid "Returns the material assigned to the [Mesh]." msgstr "Retourne la matériau assigné au [Mesh]." -msgid "Returns the vertex at given index." -msgstr "Retourne le sommet à l’index donné." - msgid "Returns the bones of the given vertex." msgstr "Retourne les os du sommet donné." @@ -12636,6 +12306,9 @@ msgstr "Définit les poids des os du sommet donné." msgid "Node used for displaying a [Mesh] in 2D." msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D." +msgid "2D meshes" +msgstr "maillages 2D" + msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "Le [Mesh] qui sera affiché par le [MeshInstance2D]." @@ -12903,6 +12576,13 @@ msgstr "" "[b]Note :[/b] Cette fonction retourne sans bloquer si ce fil d'exécution est " "déjà le propriétaire du mutex." +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PackedVector2Array]." +msgstr "" +"Retourne l'indice sur lequel l'agent est actuellement sur le " +"[PackedVector2Array] du chemin de navigation." + msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " @@ -12946,12 +12626,12 @@ msgstr "" "zones d'un environnement qui peuvent être traversés pour aider les agents " "dans leur cheminement dans les espaces compliqués." -msgid "3D Navmesh Demo" -msgstr "Démo de NavigationMesh (« navmesh ») en 3D" - msgid "Using NavigationMeshes" msgstr "Utiliser les NavigationMesh" +msgid "3D Navmesh Demo" +msgstr "Démo de NavigationMesh (« navmesh ») en 3D" + msgid "" "Adds a polygon using the indices of the vertices you get when calling [method " "get_vertices]." @@ -13012,16 +12692,6 @@ msgstr "" "La distance maximale de la surface de maillage de détail devrait s'écarter du " "champ de hauteur, dans l'unité des cellules." -msgid "" -"The maximum allowed length for contour edges along the border of the mesh.\n" -"[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell_size]." -msgstr "" -"La longueur maximale autorisée pour les bords de contour le long de la " -"bordure du maillage.\n" -"[b]Note :[/b] Pendant le pré-calcul, cette valeur sera arrondie au multiple " -"le plus proche de [member cell_height]." - msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" "Le décalage de position appliqué au [AABB] de [member filter_baking_aabb]." @@ -13160,6 +12830,13 @@ msgstr "" "Efface le tableau des polygones, mais ça n'effacera pas le tableau des " "contours et des sommets." +msgid "" +"Returns a [PackedVector2Array] containing the vertices of an outline that was " +"created in the editor or by script." +msgstr "" +"Retourne un [PackedVector2Array] contenant les sommets d'un contour qui a été " +"créé dans l'éditeur ou par un script." + msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" @@ -13169,9 +12846,12 @@ msgstr "" msgid "Returns the count of all polygons." msgstr "Retourne le nombre de tous les polygones." -msgid "Creates polygons from the outlines added in the editor or by script." +msgid "" +"Returns a [PackedVector2Array] containing all the vertices being used to " +"create the polygons." msgstr "" -"Crée des polygones des contours ajoutés dans l'éditeur ou par un script." +"Retourne un [PackedVector2Array] contenant tous les sommets utilisés pour " +"créer les polygones." msgid "" "Removes an outline created in the editor or by script. You have to call " @@ -14120,35 +13800,11 @@ msgstr "" "L'index de l'élément actuellement sélectionné, ou [code]-1[/code] si aucun " "élément n'est sélectionné." -msgid "Default text [Color] of the [OptionButton]." -msgstr "La [Color] par défaut du texte pour le [OptionButton]." - -msgid "Text [Color] used when the [OptionButton] is disabled." -msgstr "La [Color] du texte utilisée quand le [OptionButton] est désactivé." - -msgid "" -"Text [Color] used when the [OptionButton] is focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"La [Color] du texte utilisée quand le [OptionButton] a le focus. Ne remplace " -"que la couleur normale du texte du bouton. Les états désactivés, survolés et " -"pressés sont prioritaires sur cette couleur." - -msgid "Text [Color] used when the [OptionButton] is being hovered." -msgstr "La [Color] du texte utilisée quand le [OptionButton] est survolé." - -msgid "Text [Color] used when the [OptionButton] is being pressed." -msgstr "La [Color] du texte utilisée quand le [OptionButton] est pressé." - msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" "L'espace horizontal entre l'icône de la flèche et le bord droit du bouton." -msgid "[Font] of the [OptionButton]'s text." -msgstr "La [Font] du texte du [OptionButton]." - msgid "The arrow icon to be drawn on the right end of the button." msgstr "L'icône de la flèche qui est affichée au bord droit du bouton." @@ -14308,6 +13964,16 @@ msgstr "Change l'octet à la position donnée." msgid "Sorts the elements of the array in ascending order." msgstr "Tris les éléments du tableau dans l'ordre croissant." +msgid "Constructs an empty [PackedColorArray]." +msgstr "Construit un [PackedColorArray] vide." + +msgid "" +"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." +msgstr "Construit un [PackedColorArray] en copie du [PackedColorArray] donné." + +msgid "Appends a [PackedColorArray] at the end of this array." +msgstr "Ajoute un [PackedColorArray] à la fin de ce tableau." + msgid "Appends a value to the array." msgstr "Ajoute une valeur à la fin du tableau." @@ -14347,6 +14013,17 @@ msgstr "Change la [String] à la position donnée." msgid "2D Navigation Astar Demo" msgstr "Démo de navigation Astar en 2D" +msgid "Constructs an empty [PackedVector2Array]." +msgstr "Construit un [PackedVector2Array] vide." + +msgid "" +"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]." +msgstr "" +"Construit un [PackedVector2Array] en copie du [PackedVector2Array] donné." + +msgid "Appends a [PackedVector2Array] at the end of this array." +msgstr "Ajoute un [PackedVector2Array] à la fin de ce tableau." + msgid "Inserts a [Vector2] at the end." msgstr "Insère un [Vector2] à la fin." @@ -14483,11 +14160,6 @@ msgstr "Démo de cinématique inverse en 3D" msgid "The style of [PanelContainer]'s background." msgstr "Le style de l'arrière-plan de [PanelContainer]." -msgid "A [Material] used with [Sky] to draw a background texture." -msgstr "" -"Un [Material] utilisé avec [Sky] utilisé pour dessiner une texture d'arrière-" -"plan." - msgid "" "A boolean value to determine if the background texture should be filtered or " "not." @@ -14615,6 +14287,9 @@ msgstr "Verrouillez la rotation du corps dans l’axe Y." msgid "Lock the body's rotation in the Z axis." msgstr "Verrouillez la rotation du corps dans l’axe Z." +msgid "Ray-casting" +msgstr "Lancer de rayons" + msgid "Returns the collider's [RID]." msgstr "Retourne le [RID] du collisionneur." @@ -14994,6 +14669,15 @@ msgstr "Définit le poids pour l'os spécifié." msgid "The offset applied to each vertex." msgstr "Le décalage appliqué à chaque sommet." +msgid "" +"The polygon's list of vertices. The final point will be connected to the " +"first.\n" +"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a " +"reference." +msgstr "" +"La liste des sommets du polygone. Le dernier point sera relié au premier.\n" +"[b]Note :[/b] Retourne une copie du [PackedVector2Array] et non une référence." + msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" @@ -15010,9 +14694,6 @@ msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" "Pareil que [method add_icon_check_shorcut], mais utilise un bouton radio." -msgid "Removes all items from the [PopupMenu]." -msgstr "Retire tous les éléments du [PopupMenu]." - msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." @@ -15076,19 +14757,10 @@ msgstr "" "La [StyleBox] pour le côté droit du séparateur avec label. Voir [method " "add_separator]." -msgid "Default [StyleBox] of the [PopupMenu] items." -msgstr "La [StyleBox] par défaut pour les éléments du [PopupMenu]." - -msgid "[StyleBox] used when the [PopupMenu] item is disabled." -msgstr "Le [StyleBox] affiché quand un élément d'un [PopupMenu] est désactivé." - msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" "Le [StyleBox] utilisé pour les séparateurs. Voir [method add_separator]." -msgid "The background panel style of this [PopupPanel]." -msgstr "Le style du panneau d'arrière-plan de ce [PopupPanel]." - msgid "The current [Material] of the primitive mesh." msgstr "Le [Material] actuel du maillage primitif." @@ -15124,9 +14796,6 @@ msgstr "" msgid "The color of the text." msgstr "La couleur du texte." -msgid "The color of the text's shadow." -msgstr "La couleur de l'ombre du texte." - msgid "The style of the background." msgstr "Le style de l’arrière-plan." @@ -15230,17 +14899,6 @@ msgstr "" "la fenêtre (et préserve le ratio). Si [code]false[/code], l'image sera " "affichée par défaut suivant sa taille en pixels." -msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " -"Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " -"[code]true[/code]." -msgstr "" -"Le chemin vers une image utilisée au lancement du jeu. Si vide, l'image avec " -"le logo de Godot sera affichée à la place.\n" -"[b]Note :[/b] Ne fonctionne que si [member application/boot_splash/" -"show_image] est [code]true[/code]." - msgid "" "If [code]true[/code], displays the image specified in [member application/" "boot_splash/image] when the engine starts. If [code]false[/code], only " @@ -16180,15 +15838,6 @@ msgstr "" "Retirer une exception de collision pour que le rayon prenne en compte les " "collision avec ce [RID]." -msgid "If [code]true[/code], collision with [Area2D]s will be reported." -msgstr "" -"Si [code]true[/code], les collisions avec les [Area2D] seront rapportées." - -msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." -msgstr "" -"Si [code]true[/code], les collisions avec les [PhysicBody2D] seront " -"rapportées." - msgid "If [code]true[/code], collisions will be reported." msgstr "Si [code]true[/code], les collisions seront signalées." @@ -16205,32 +15854,6 @@ msgstr "" "Le point de destination du rayon, par rapport à la [code]position[/code] du " "RayCast." -msgid "Constructs a [Rect2] by position and size." -msgstr "Construit un [Rect2] avec sa position et sa taille." - -msgid "Constructs a [Rect2] by x, y, width, and height." -msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur." - -msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the top-" -"left corner is the origin and [code]width[/code] and [code]height[/code] are " -"positive." -msgstr "" -"Retourne un [Rect2] avec la même position et aire, modifié de sorte que le " -"coin supérieur gauche est l'origine et [code]width[/code] et [code]height[/" -"code] soient positifs." - -msgid "" -"Returns [code]true[/code] if this [Rect2] completely encloses another one." -msgstr "Retourne [code]true[/code] si ce [Rect2] entoure complètement l'autre." - -msgid "" -"Returns the center of the [Rect2], which is equal to [member position] + " -"([member size] / 2)." -msgstr "" -"Retourne le centre du [Rect2], qui est égal à [member position] + ([member " -"size] / 2)." - msgid "Base class for reference-counted objects." msgstr "Classe de base pour les objets avec références comptées." @@ -16322,6 +15945,9 @@ msgstr "" "Si [code]true[/code], les coordonnées globales sont utilisées. Si " "[code]false[/code], ce sont les locales." +msgid "Vulkan instance driver resource." +msgstr "Ressource du pilote d'instance Vulkan." + msgid "Server for anything visible." msgstr "Serveur pour tout ce qui est visible." @@ -16417,16 +16043,6 @@ msgstr "" msgid "Returns the parameters of a shader." msgstr "Retourne les paramètres d'un shader." -msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" -"[b]Note:[/b] When running a headless or server binary, this function returns " -"an empty string." -msgstr "" -"Retourne le nom de l'adaptateur vidéo (par exemple \"GeForce GTX 1080/PCIe/" -"SSE2\").\n" -"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de serveur, " -"cette fonction retourne une chaîne vide." - msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " @@ -16825,6 +16441,9 @@ msgid "Returns whether the given resource object can be saved by this saver." msgstr "" "Retourne quand une ressource donnée peut être enregistrée par ce enregistreur." +msgid "The default import order." +msgstr "L'ordre d'importation par défaut." + msgid "Returns the list of recognized extensions for a resource type." msgstr "Retourne la liste des extensions reconnues pour ce type de ressource." @@ -16889,13 +16508,6 @@ msgstr "" msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs." -msgid "" -"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " -"its duration." -msgstr "" -"Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est " -"utilisé à la place de la police par défaut tant que le marqueur est ouvert." - msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" "Ajoute un marqueur [code][font][/code] avec une police monospace dans la pile " @@ -17015,12 +16627,6 @@ msgstr "Retourne le nombre de nœuds dans ce [SceneTree]." msgid "Returns a list of all nodes assigned to the given group." msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." -msgid "Returns [code]true[/code] if the given group exists." -msgstr "Retourne [code]true[/code] si le groupe donné existe." - -msgid "The current scene." -msgstr "La scène actuelle." - msgid "The root of the edited scene." msgstr "La racine de la scène éditée." @@ -17136,11 +16742,29 @@ msgstr "Va à la ligne spécifiée dans le script actuel." msgid "Emitted when the scrollbar is being scrolled." msgstr "Émis quand la barre de défilement est défilée." -msgid "Emitted when scrolling stops." -msgstr "Émis lorsque le défilement s'arrête." +msgid "Displayed when the mouse cursor hovers over the decrement button." +msgstr "Affiché quand la souris survole le bouton de réduction." -msgid "Emitted when scrolling is started." -msgstr "Émis lorsque le défilement est commencé." +msgid "Displayed when the decrement button is being pressed." +msgstr "Affiché quand le bouton de reduction est appuyé." + +msgid "Displayed when the mouse cursor hovers over the increment button." +msgstr "Affiché quand la souris survole le bouton d'augmentation." + +msgid "Displayed when the increment button is being pressed." +msgstr "Affiché quand le bouton d'augmentation est appuyé." + +msgid "Used when the mouse hovers over the grabber." +msgstr "Utilisé lorsque la souris survole le glisseur." + +msgid "Used when the grabber is being dragged." +msgstr "Utilisé quand le glisseur est en train d'être glissé." + +msgid "Used as background of this [ScrollBar]." +msgstr "Utilisé comme arrière-plan de cette [ScrollBar]." + +msgid "Used as background when the [ScrollBar] has the GUI focus." +msgstr "Utilisé comme arrière-plan lorsque le [ScrollBar] a le focus GUI." msgid "The segment's first point position." msgstr "Position du premier point du segment." @@ -17164,15 +16788,24 @@ msgstr "" "Le mode utilisé pour calculer les informations pour chaque particule " "individuellement. N'est pas utilisé pour l'affichage." -msgid "A material that uses a custom [Shader] program." -msgstr "Un matériau que utilise un programme de [Shader] personnalisé." - msgid "The [Shader] program used to render this material." msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau." +msgid "If [code]true[/code], collision with [Area2D]s will be reported." +msgstr "" +"Si [code]true[/code], les collisions avec les [Area2D] seront rapportées." + +msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." +msgstr "" +"Si [code]true[/code], les collisions avec les [PhysicBody2D] seront " +"rapportées." + msgid "A shortcut for binding input." msgstr "Un raccourci lié à une entrée." +msgid "2D skeletons" +msgstr "Squelettes 2D" + msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." @@ -17232,6 +16865,15 @@ msgstr "" msgid "Emitted when dragging is started." msgstr "Émis lorsque le glissement de la souris a commencé." +msgid "The texture for the grabber (the draggable element)." +msgstr "La texture du glisseur (l'élément déplaçable)." + +msgid "The texture for the grabber when it's disabled." +msgstr "La texture du glisseur quand il est désactivé." + +msgid "The texture for the grabber when it's focused." +msgstr "La texture du glisseur quand il a le focus." + msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." @@ -17340,6 +16982,21 @@ msgstr "Le dragueur fractionné est visible quand le curseur le survole." msgid "The split dragger is never visible." msgstr "Le dragueur fractionné n’est jamais visible." +msgid "" +"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " +"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " +"visible." +msgstr "" +"Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera " +"automatiquement masqué quand il n'est pas sous le curseur. Si 0 ([code]false[/" +"code]), il sera toujours visible." + +msgid "The space between sides of the container." +msgstr "L'espace entre les côtés des conteneurs." + +msgid "The icon used for the grabber drawn in the middle area." +msgstr "L'icône utilisée pour le glisseur affiché au milieu." + msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "Un projecteur, comme un projecteur de spectacle ou un lanterne." @@ -17683,15 +17340,6 @@ msgstr "" "Teste une position dans un rectangle, retourne si elle passe le test de " "masque." -msgid "" -"The left margin for the contents of this style box.Increasing this value " -"reduces the space available to the contents from the left.\n" -"Refer to [member content_margin_bottom] for extra considerations." -msgstr "" -"La marge gauche pour le contenu de cette boîte de style. L'augmentation de " -"cette valeur réduit l'espace disponible pour le contenu sur la gauche.\n" -"Voir [membrer content_margin_bottom] pour des considérations supplémentaires." - msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" @@ -18436,9 +18084,6 @@ msgstr "Définit le texte pour la ligne spécifiée." msgid "Perform undo operation." msgstr "Effectuer une opération d'annulation." -msgid "If [code]true[/code], allow drag and drop of selected text." -msgstr "Si [code]true[/code], permet le déposé-glissé du texte sélectionné." - msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -18522,6 +18167,12 @@ msgstr "Faites correspondre des mots entiers lors de la recherche." msgid "Search from end to beginning." msgstr "Recherche de la fin au début." +msgid "Sets the font [Color]." +msgstr "Définit la police [Color]." + +msgid "Sets the highlight [Color] of text selections." +msgstr "Définit la [Color] de surlignage pour la sélection de texte." + msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." @@ -18529,6 +18180,12 @@ msgstr "" "Définir la [Color] de surlignage des multiples occurrences. [member " "highlight_all_occurrences] doit être actif." +msgid "Sets the spacing between the lines." +msgstr "Définit l'espacement entre les lignes." + +msgid "Sets the default [Font]." +msgstr "Définit la [Font] par défaut." + msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "Définit la [StyleBox] pour ce [TextEdit]." @@ -18538,6 +18195,9 @@ msgstr "Génère un [PrimitiveMesh] à partir du texte." msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "La taille d'un des pixels du texte pour définir sa taille en 3D." +msgid "Paragraph width." +msgstr "Largeur du paragraphe." + msgid "Use the light font hinting mode." msgstr "Utilise le mode d'indice de police légère." @@ -19623,9 +19283,6 @@ msgstr "Erreur d’allocation de mémoire." msgid "The most important data type in Godot." msgstr "Le plus important type de donnée dans Godot." -msgid "The vertical space between the [VBoxContainer]'s elements." -msgstr "L'espacement vertical entre les éléments du [VBoxContainer]." - msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown Essence of Linear Algebra" @@ -19958,13 +19615,6 @@ msgstr "" "Si [code]true[/code], les contrôles de l'interface graphique dans la fenêtre " "d'affichage s'alignent au pixel près." -msgid "" -"If [code]true[/code], the objects rendered by viewport become subjects of " -"mouse picking process." -msgstr "" -"Si [code]true[/code], les objets rendus dans la fenêtre d'affichage peuvent " -"être sélectionnés par la souris." - msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "La quantité de sous-division du premier quadrant de l'atlas de l'ombre." @@ -20031,6 +19681,9 @@ msgstr "Les objets sont affichés normalement." msgid "Objects are displayed in wireframe style." msgstr "Les objets sont affichés en fil de fer." +msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]." +msgstr "Correspond à [constant Node.PROCESS_MODE_WHEN_PAUSED]." + msgid "Enables certain nodes only when approximately visible." msgstr "" "Active certains nœuds uniquement quand il est approximativement visible." @@ -20339,6 +19992,13 @@ msgstr "Dérive selon [code]y[/code] par différenciation locale." msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "Sera traduit en [code]deteminant(x)[/code] dans le code du shader." +msgid "" +"The distance fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L'effet d'estomper par distance efface chaque pixel en fonction de la " +"distance qui le sépare d'un autre objet." + msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" "Calcule un produit scalaire de deux vecteurs dans le graphique du nuanceur " @@ -20469,6 +20129,13 @@ msgstr "Comparaison avec [code]INF[/code] (Infinité)." msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader." +msgid "" +"The proximity fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L'effet d'estomper par proximité efface chaque pixel en fonction de la " +"distance qui le sépare d'un autre objet." + msgid "The size of the node in the visual shader graph." msgstr "La taille du nœud dans le graphe du visual shader." @@ -20755,23 +20422,6 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "Représente la taille de l'énumération [enum Subdiv]." -msgid "" -"The width of the area covered by the separator. Effectively works like a " -"minimum width." -msgstr "" -"La largeur de la zone couverte par le séparateur. Fonctionne effectivement " -"comme une largeur minimale." - -msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember to " -"enable [member StyleBoxLine.vertical])." -msgstr "" -"Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine] " -"(n'oubliez pas d'activer [member StyleBoxLine.vertical])." - -msgid "The background of the area below the grabber." -msgstr "L'arrière plan de l'aire sous le glisseur." - msgid "Closes this data channel, notifying the other peer." msgstr "Ferme ce canal de données, en notifiant l’autre homologue." @@ -20953,75 +20603,9 @@ msgstr "" "La ressource du [Environment] utilisé par ce [WorldEnvironment], définissant " "les propriétés par défaut." -msgid "" -"Gets the name of the current element node. This will raise an error if the " -"current node type is neither [constant NODE_ELEMENT] nor [constant " -"NODE_ELEMENT_END]." -msgstr "" -"Retourne le nom du nœud de l'élément actuel. Une erreur sera lancée si le " -"type de nœud actuel n'est ni [constant NODE_ELEMENT] ni [constant " -"NODE_ELEMENT_END]." - -msgid "" -"Gets the byte offset of the current node since the beginning of the file or " -"buffer." -msgstr "" -"Retourne le décalage en octet de l'actuel nœud depuis le début du fichier ou " -"de la mémoire tampon." - -msgid "" -"Gets the type of the current node. Compare with [enum NodeType] constants." -msgstr "" -"Retourne le type du nœud actuel. Comparer avec les constantes [enum NodeType]." - -msgid "Check whether the current element has a certain attribute." -msgstr "Vérifie quand l'élément actuel à un certain attribut." - -msgid "" -"Check whether the current element is empty (this only works for completely " -"empty tags, e.g. [code][/code])." -msgstr "" -"Vérifie si l'élément actuel est vide (ça ne fonctionne que pour les marqueurs " -"complètement vide, par ex. [code][/code])." - -msgid "Reads the next node of the file. This returns an error code." -msgstr "Lit le nœud suivant du fichier. Ceci retourne un code d'erreur." - -msgid "" -"Moves the buffer cursor to a certain offset (since the beginning) and read " -"the next node there. This returns an error code." -msgstr "" -"Déplace le curseur de la mémoire tampon d'un certain décalage (depuis le " -"début) et lit le nœud suivant à cet endroit. Une code d'erreur est renvoyé." - -msgid "" -"Skips the current section. If the node contains other elements, they will be " -"ignored and the cursor will go to the closing of the current element." -msgstr "" -"Ignore la section en cours. Si le nœud contient d'autres éléments, ils seront " -"ignorés et le curseur ira à la fin de l'élément courant." - msgid "There's no node (no file or buffer opened)." msgstr "Il y aucun nœud (pas de fichier ou de mémoire tampon ouverte)." -msgid "Element (tag)." -msgstr "Élément (tag)." - -msgid "End of element." -msgstr "Fin de l’élément." - -msgid "Text node." -msgstr "Nœud de texte." - -msgid "Comment node." -msgstr "Nœud de commentaire." - -msgid "CDATA content." -msgstr "Contenu CDATA." - -msgid "Unknown node." -msgstr "Nœud inconnu." - msgid "An anchor point in AR space." msgstr "Un point d'ancrage dans l'espace AR." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index e267d1ceb2e..9a4727a9797 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -84,7 +84,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-09-08 09:58+0000\n" +"PO-Revision-Date: 2023-09-19 08:48+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -93,7 +93,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 5.0.1-dev\n" +"X-Generator: Weblate 5.1-dev\n" msgid "Description" msgstr "描述" @@ -190,6 +190,68 @@ msgstr "本方法描述的是使用本类型作为左操作数的有效操作符 msgid "This value is an integer composed as a bitmask of the following flags." msgstr "这个值是由下列标志构成的位掩码整数。" +msgid "" +"There is currently no description for this class. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个类的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this signal. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个信号的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this annotation. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个注解的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this property. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个属性的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this constructor. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"目前没有这个构造函数的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this method. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个方法的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this operator. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个运算符的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this theme property. Please help us by :" +"ref:`contributing one `!" +msgstr "" +"目前没有这个主题属性的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There are notable differences when using this API with C#. See :ref:" +"`doc_c_sharp_differences` for more information." +msgstr "" +"通过 C# 使用这个 API 时有显著的不同。详见 :ref:`doc_c_sharp_differences`\\ 。" + msgid "Built-in GDScript constants, functions, and annotations." msgstr "内置 GDScript 常量、函数、注解。" @@ -292,29 +354,6 @@ msgstr "" "a = char(8364) # a 是“€”\n" "[/codeblock]" -msgid "" -"Converts [param what] to [param type] in the best way possible. The [param " -"type] uses the [enum Variant.Type] values.\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # Prints true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # Prints [4, 2, 1]\n" -"print(b is Array) # Prints false\n" -"[/codeblock]" -msgstr "" -"尽可能以最佳方式将 [param what] 转换为 [param type]。[param type] 使用 [enum " -"Variant.Type] 值。\n" -"[codeblock]\n" -"var a = [4, 2.5, 1.2]\n" -"print(a is Array) # 输出 true\n" -"\n" -"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" -"print(b) # 输出 [4, 2, 1]\n" -"print(b is Array) # 输出 false\n" -"[/codeblock]" - msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -790,15 +829,15 @@ msgid "" "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" -"为以下导出的属性定义一个新类别。这有助于在检查器面板中组织属性。\n" -"另请参见 [constant PROPERTY_USAGE_CATEGORY]。\n" +"为后续导出属性定义一个新类别。方便在检查器面板中组织属性。\n" +"另见 [constant PROPERTY_USAGE_CATEGORY]。\n" "[codeblock]\n" -"@export_category(\"My Properties\")\n" -"@export var number = 3\n" -"@export var string = \"\"\n" +"@export_category(\"Statistics\")\n" +"@export var hp = 30\n" +"@export var speed = 1.25\n" "[/codeblock]\n" -"[b]注意:[/b]检查器面板中的列表通常会按类别将来自不同类(如Node、Node2D、" -"Sprite等)的属性分隔开来。详情请参阅 [annotation @export_group] 和 " +"[b]注意:[/b]检查器面板中的列表通常会按类别将来自不同类(如 Node、Node2D、" +"Sprite 等)的属性分隔开来。为了更明确,推荐改用 [annotation @export_group] 和 " "[annotation @export_subgroup]。" msgid "" @@ -824,9 +863,9 @@ msgid "" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" -"将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。请参阅 " -"[annotation @export_global_dir],以允许从整个文件系统中进行选择。\n" -"另请参见 [constant PROPERTY_HINT_DIR]。\n" +"将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。要允许在" +"整个文件系统中进行选择,见 [annotation @export_global_dir]。\n" +"另见 [constant PROPERTY_HINT_DIR]。\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" @@ -1109,10 +1148,10 @@ msgid "" "@export_global_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" -"将 [String] 属性作为文件路径导出。该路径可以从整个文件系统中选择。请参阅 " -"[annotation @export_file],以将其限制为项目文件夹及其子文件夹。\n" +"将 [String] 属性作为文件路径导出。该路径可以在整个文件系统中进行选择。要将其限" +"制为项目文件夹及其子文件夹,见 [annotation @export_file]。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" -"另请参见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" +"另见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" @@ -1182,19 +1221,6 @@ msgstr "" "@export_multiline var character_biography\n" "[/codeblock]" -msgid "" -"Export a [NodePath] property with a filter for allowed node types.\n" -"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]" -msgstr "" -"导出一个 [NodePath] 属性,对允许的节点类型进行过滤。\n" -"参见 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n" -"[codeblock]\n" -"@export_node_path(Button, TouchScreenButton) var some_button\n" -"[/codeblock]" - msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" @@ -1210,63 +1236,6 @@ msgstr "" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" -msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians\"[/code] you can specify that the actual value is in radians, " -"but should be displayed in degrees in the Inspector dock. [code]\"degrees\"[/" -"code] allows to add a degree sign as a unit suffix. Finally, a custom suffix " -"can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " -"string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-3.14, 3.14, 0.001, \"radians\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" -"[/codeblock]" -msgstr "" -"将一个[int]或[float]属性导出为一个范围值。范围必须由 [param min] 和 [param " -"max] 定义,以及一个可选的 [param step] 和各种额外的提示。对于整数属性,[param " -"step] 的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 " -"[code]EditorSettings.interface/inspector/default_float_step[/code] 设置。\n" -"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" -"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" -"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" -"的滑块。\n" -"提示还允许指示编辑的值的单位。使用 [code]\"radians\"[/code] ,你可以指定实际值" -"以弧度为单位,但在检查器中会以角度为单位显示。[code]\"degrees\"[/code] 允许添" -"加一个角度符号作为单位后缀。最后,可以使用 [code]\"suffix:单位\"[/code] 提供一" -"个自定义后缀,其中“单位”可以是任何字符串。\n" -"另见 [constant PROPERTY_HINT_RANGE]。\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-3.14, 3.14, 0.001, \"radians\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:像素\") var target_offset\n" -"[/codeblock]" - msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " @@ -1302,34 +1271,6 @@ msgstr "" "[b]注意:[/b]子分组不能嵌套,它们只提供一层额外的深度。新的分组会结束前一个分" "组,类似地,后续的子分组也会打断之前的子分组。" -msgid "" -"Add a custom icon to the current script. The script must be registered as a " -"global class using the [code]class_name[/code] keyword for this to have a " -"visible effect. The icon specified at [param icon_path] is displayed in the " -"Scene dock for every node of that class, as well as in various editor " -"dialogs.\n" -"[codeblock]\n" -"@icon(\"res://path/to/class/icon.svg\")\n" -"[/codeblock]\n" -"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " -"supported.\n" -"[b]Note:[/b] As annotations describe their subject, the [code]@icon[/code] " -"annotation must be placed before the class definition and inheritance.\n" -"[b]Note:[/b] Unlike other annotations, the argument of the [code]@icon[/code] " -"annotation must be a string literal (constant expressions are not supported)." -msgstr "" -"在当前脚本中添加一个自定义图标。脚本必须使用 [code]class_name[/code] 关键字注" -"册为一个全局类,这样才有可见的效果。在 [param icon_path] 处指定的图标会在场景" -"停靠面板中该类的节点上显示,也会显示在各种编辑器对话框中。\n" -"[codeblock]\n" -"@icon(\"res://path/to/class/icon.svg\")\n" -"[/codeblock]\n" -"[b]注意:[/b]只有脚本可以有一个自定义的图标。不支持内部类。\n" -"[b]注意:[/b]由于注解描述了它们的主题,[code]@icon[/code] 注解必须放在类定义和" -"继承之前。\n" -"[b]注意:[/b]不同于其他注解,[code]@icon[/code] 注解的参数必须是一个字符串 " -"(不支持常量表达式)。" - msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " @@ -1346,81 +1287,6 @@ msgstr "" "@onready var character_name: Label = $Label\n" "[/codeblock]" -msgid "" -"Mark the following method for remote procedure calls. See [url=$DOCS_URL/" -"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" -"url].\n" -"If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " -"this RPC function. Otherwise, only the authority peer is allowed to call it " -"and [param mode] should be kept as [code]\"authority\"[/code]. When " -"configuring functions as RPCs with [method Node.rpc_config], each of these " -"modes respectively corresponds to the [constant MultiplayerAPI." -"RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " -"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority " -"tries to call a function that is only allowed for the authority, the function " -"will not be executed. If the error can be detected locally (when the RPC " -"configuration is consistent between the local and the remote peer), an error " -"message will be displayed on the sender peer. Otherwise, the remote peer will " -"detect the error and print an error there.\n" -"If [param sync] is set as [code]\"call_remote\"[/code], the function will " -"only be executed on the remote peer, but not locally. To run this function " -"locally too, set [param sync] to [code]\"call_local\"[/code]. When " -"configuring functions as RPCs with [method Node.rpc_config], this is " -"equivalent to setting `call_local` to `true`.\n" -"The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " -"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " -"the transfer mode of the underlying [MultiplayerPeer]. See [member " -"MultiplayerPeer.transfer_mode].\n" -"The [param transfer_channel] defines the channel of the underlying " -"[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" -"The order of [param mode], [param sync] and [param transfer_mode] does not " -"matter, but values related to the same argument must not be used more than " -"once. [param transfer_channel] always has to be the 4th argument (you must " -"specify 3 preceding arguments).\n" -"[codeblock]\n" -"@rpc\n" -"func fn(): pass\n" -"\n" -"@rpc(\"any_peer\", \"unreliable_ordered\")\n" -"func fn_update_pos(): pass\n" -"\n" -"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n" -"func fn_default(): pass\n" -"[/codeblock]" -msgstr "" -"将后续方法标记为远程过程调用。见[url=$DOCS_URL/tutorials/networking/" -"high_level_multiplayer.html]《高阶多人游戏》[/url]。\n" -"如果将 [param mode] 设为 [code]\"any_peer\"[/code],则会允许所有对等体调用该 " -"RPC 函数。否则就只允许该对等体的控制方调用,此时应该让 [param mode] 保持为 " -"[code]\"authority\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " -"时,这些模式对应的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_AUTHORITY] 和 " -"[constant MultiplayerAPI.RPC_MODE_ANY_PEER]。如果非控制方的对等体尝试调用仅限" -"控制方调用的函数,则不会执行该函数。如果本地能够检测到错误(本地与远程对等体" -"的 RPC 配置一致),则发送方对等体会显示错误消息。否则远程对等体会检测到该错误" -"并输出错误。\n" -"如果将 [param sync] 设为 [code]\"call_remote\"[/code],则该函数只会在远程对等" -"体上执行,不会在本地执行。要让这个函数在本地也执行,请将 [param sync] 设置为 " -"[code]\"call_local\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " -"时,等价于将 `call_local` 设置为 `true`。\n" -"[param transfer_mode] 能够接受的值为 [code]\"unreliable\"[/code]、" -"[code]\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code],会设置底层 " -"[MultiplayerPeer] 的传输模式。见 [member MultiplayerPeer.transfer_mode]。\n" -"[param transfer_channel] 定义的是底层 [MultiplayerPeer] 的通道。见 [member " -"MultiplayerPeer.transfer_channel]。\n" -"[param mode]、[param sync] 和 [param transfer_mode] 的顺序是无关的,但是相同参" -"数的取值不能出现多次。[param transfer_channel] 必须始终为第四个参数(前三个参" -"数必须指定)。\n" -"[codeblock]\n" -"@rpc\n" -"func fn(): pass\n" -"\n" -"@rpc(\"any_peer\", \"unreliable_ordered\")\n" -"func fn_update_pos(): pass\n" -"\n" -"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n" -"func fn_default(): pass\n" -"[/codeblock]" - msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " @@ -1910,23 +1776,6 @@ msgstr "" "print(error_string(ERR_OUT_OF_MEMORY)) # 输出 Out of memory\n" "[/codeblock]" -msgid "" -"The natural exponential function. It raises the mathematical constant [b]e[/" -"b] to the power of [param x] and returns it.\n" -"[b]e[/b] has an approximate value of 2.71828, and can be obtained with " -"[code]exp(1)[/code].\n" -"For exponents to other bases use the method [method pow].\n" -"[codeblock]\n" -"var a = exp(2) # Approximately 7.39\n" -"[/codeblock]" -msgstr "" -"自然指数函数。计算数学常数 [b]e[/b] 的 [param x] 次方并返回它。\n" -"[b]e[/b] 的近似值为 2.71828,可以使用 [code]exp(1)[/code] 获得。\n" -"求其他底数的指数应使用 [method pow] 方法。\n" -"[codeblock]\n" -"var a = exp(2) # 大约是 7.39\n" -"[/codeblock]" - msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " @@ -2501,38 +2350,6 @@ msgstr "" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" -msgid "" -"Returns the nearest equal or larger power of 2 for the integer [param " -"value].\n" -"In other words, returns the smallest value [code]a[/code] where [code]a = " -"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative " -"integer [code]n[/code].\n" -"[codeblock]\n" -"nearest_po2(3) # Returns 4\n" -"nearest_po2(4) # Returns 4\n" -"nearest_po2(5) # Returns 8\n" -"\n" -"nearest_po2(0) # Returns 0 (this may not be expected)\n" -"nearest_po2(-1) # Returns 0 (this may not be expected)\n" -"[/codeblock]\n" -"[b]Warning:[/b] Due to the way it is implemented, this function returns " -"[code]0[/code] rather than [code]1[/code] for negative values of [param " -"value] (in reality, 1 is the smallest integer power of 2)." -msgstr "" -"返回最接近且不小于整数 [param value] 的 2 的幂。\n" -"换句话说,返回最小值 [code]a[/code],其中 [code]a = pow(2, n)[/code],某些非负" -"整数 [code]n[/code] 使得值 [code]value <= a[/code]。\n" -"[codeblock]\n" -"nearest_po2(3) # 返回 4\n" -"nearest_po2(4) # 返回 4\n" -"nearest_po2(5) # 返回 8\n" -"\n" -"nearest_po2(0) # 返回 0(可能出乎意料)\n" -"nearest_po2(-1) # 返回 0(可能出乎意料)\n" -"[/codeblock]\n" -"[b]警告:[/b]由于其实现方式,此函数会对非正数的 [param value] 返回 [code]0[/" -"code] 而不是 [code]1[/code] (实际上 1 是 2 的最小整数幂)。" - msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " @@ -3178,53 +2995,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns the same type of [Variant] as [param x], with [code]-1[/code] for " -"negative values, [code]1[/code] for positive values, and [code]0[/code] for " -"zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " -"[Vector3i], [Vector4], [Vector4i].\n" -"[codeblock]\n" -"sign(-6.0) # Returns -1\n" -"sign(0.0) # Returns 0\n" -"sign(6.0) # Returns 1\n" -"\n" -"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" -"[/codeblock]\n" -"[b]Note:[/b] For better type safety, use [method signf], [method signi], " -"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " -"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." -msgstr "" -"返回与 [param x] 相同类型的 [Variant],[code]-1[/code] 为负值,[code]1[/code] " -"为正值,[code]0[/code] 为零值。支持的类型:[int]、[float]、[Vector2]、" -"[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" -"[codeblock]\n" -"sign(-6.0) # 返回 -1\n" -"sign(0.0) # 返回 0\n" -"sign(6.0) # 返回 1\n" -"\n" -"sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n" -"[/codeblock]\n" -"[b]注意:[/b]为了更好的类型安全,请使用 [method signf]、[method signi]、" -"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method " -"Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。" - -msgid "" -"Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " -"[param x] is positive, and [code]0.0[/code] if [param x] is zero.\n" -"[codeblock]\n" -"signf(-6.5) # Returns -1.0\n" -"signf(0.0) # Returns 0.0\n" -"signf(6.5) # Returns 1.0\n" -"[/codeblock]" -msgstr "" -"如果 [param x] 为负,则返回 [code]-1.0[/code];如果 [param x] 为正,则返回 " -"[code]1.0[/code];如果 [param x] 为零,则返回 [code]0.0[/code]。\n" -"[codeblock]\n" -"signf(-6.5) # 返回 -1.0\n" -"signf(0.0) # 返回 0.0\n" -"signf(6.5) # 返回 1.0\n" -"[/codeblock]" - msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " "is positive, and [code]0[/code] if if [param x] is zero.\n" @@ -4306,6 +4076,15 @@ msgstr "快捷启动键 E。" msgid "Launch Shortcut F key." msgstr "快捷启动键 F。" +msgid "\"Globe\" key on Mac / iPad keyboard." +msgstr "Mac / iPad 键盘上的“地球”键。" + +msgid "英数 key on Mac keyboard." +msgstr "Mac 键盘上的“英数”键。" + +msgid "かな key on Mac keyboard." +msgstr "Mac 键盘上的“かな”键。" + msgid "Unknown key." msgstr "未知键。" @@ -4522,18 +4301,6 @@ msgstr "¥ 键。" msgid "§ key." msgstr "§ 键。" -msgid "\"Globe\" key on Mac / iPad keyboard." -msgstr "Mac / iPad 键盘上的“地球”键。" - -msgid "\"On-screen keyboard\" key iPad keyboard." -msgstr "iPad 键盘上的“屏幕键盘”键。" - -msgid "英数 key on Mac keyboard." -msgstr "Mac 键盘上的“英数”键。" - -msgid "かな key on Mac keyboard." -msgstr "Mac 键盘上的“かな”键。" - msgid "Key Code mask." msgstr "键码掩码。" @@ -5064,27 +4831,6 @@ msgstr "打印机起火错误(这是个彩蛋,引擎中没有内置方法会 msgid "The property has no hint for the editor." msgstr "该属性没有编辑器提示。" -msgid "" -"Hints that an [int] or [float] property should be within a range specified " -"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" -"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" -"or [code]\"or_less\"[/code] to allow manual input going respectively above " -"the max or below the min values.\n" -"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" -"Additionally, other keywords can be included: [code]\"exp\"[/code] for " -"exponential range editing, [code]\"radians\"[/code] for editing radian angles " -"in degrees, [code]\"degrees\"[/code] to hint at an angle and " -"[code]\"hide_slider\"[/code] to hide the slider." -msgstr "" -"提示 [int] 或 [float] 属性应在提示字符串 [code]\"min,max\"[/code] 或 " -"[code]\"min,max,step\"[/code] 指定的范围内。提示字符串可以选择包含 " -"[code]\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code] 以允许手动输入高于" -"最大值或低于最小值的值。\n" -"[b]示例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n" -"此外,还可以包含其他关键字:[code]\"exp\"[/code] 用于指数范围编辑," -"[code]\"radians\"[/code] 用于以度数编辑弧度角,[code]\"degrees\"[/code] 提示一" -"个角度,以及 [code]\"hide_slider\"[/code] 隐藏滑块。" - msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" @@ -5866,11 +5612,6 @@ msgstr "" msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "返回该 [AABB] 最短轴的标量长度。" -msgid "" -"Returns the support point in a given direction. This is useful for collision " -"detection algorithms." -msgstr "返回指定方向上的支持点。常用于碰撞检测算法。" - msgid "Returns the volume of the [AABB]." msgstr "返回该 [AABB] 的体积。" @@ -6339,22 +6080,6 @@ msgid "" "manually, it affects other bodies in its path." msgstr "无法被外力移动的 2D 物理物体。手动移动时会影响路径上的其他物体。" -msgid "" -"An animatable 2D physics body. It can't be moved by external forces or " -"contacts, but can be moved manually by other means such as code, " -"[AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set " -"to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].\n" -"When [AnimatableBody2D] is moved, its linear and angular velocity are " -"estimated and used to affect other physics bodies in its path. This makes it " -"useful for moving platforms, doors, and other moving objects." -msgstr "" -"可动画的 2D 物理物体。无法因外力或接触而移动,但可以通过代码、" -"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 设为 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手动移" -"动。\n" -"[AnimatableBody2D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" -"的其他物理物体。因此适用于移动平台、门等移动的对象。" - msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " @@ -6370,22 +6095,6 @@ msgid "" "manually, it affects other bodies in its path." msgstr "无法被外力移动的 3D 物理物体。手动移动时会影响路径上的其他物体。" -msgid "" -"An animatable 3D physics body. It can't be moved by external forces or " -"contacts, but can be moved manually by other means such as code, " -"[AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set " -"to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].\n" -"When [AnimatableBody3D] is moved, its linear and angular velocity are " -"estimated and used to affect other physics bodies in its path. This makes it " -"useful for moving platforms, doors, and other moving objects." -msgstr "" -"可动画的 3D 物理物体。无法因外力或接触而移动,但可以通过代码、" -"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 设为 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手动移" -"动。\n" -"[AnimatableBody3D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" -"的其他物理物体。因此适用于移动平台、门等移动的对象。" - msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" @@ -7384,6 +7093,491 @@ msgid "" "[param to_name]." msgstr "当 [Animation] 的键从 [param name] 更改为 [param to_name] 时发出。" +msgid "A virtual function for processing after key getting during playback." +msgstr "一个用于播放期间键获取之后的处理的虚函数。" + +msgid "" +"Adds [param library] to the animation player, under the key [param name]." +msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。" + +msgid "Manually advance the animations by the specified time (in seconds)." +msgstr "手动将动画前进指定的时间(单位为秒)。" + +msgid "" +"Returns the key of [param animation] or an empty [StringName] if not found." +msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。" + +msgid "" +"Returns the key for the [AnimationLibrary] that contains [param animation] or " +"an empty [StringName] if not found." +msgstr "" +"返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个" +"空的 [StringName]。" + +msgid "" +"Returns the first [AnimationLibrary] with key [param name] or [code]null[/" +"code] if not found.\n" +"To get the [AnimationPlayer]'s global animation library, use " +"[code]get_animation_library(\"\")[/code]." +msgstr "" +"返回第一个键为 [param name] 的 [AnimationLibrary],如果没有找到则返回 " +"[code]null[/code]。\n" +"要获得 [AnimationPlayer] 的全局动画库,请使用 " +"[code]get_animation_library(\"\")[/code]。" + +msgid "Returns the list of stored library keys." +msgstr "返回存储库的键名列表。" + +msgid "Returns the list of stored animation keys." +msgstr "返回存储的动画键列表。" + +msgid "" +"Retrieve the motion delta of position with the [member root_motion_track] as " +"a [Vector3] that can be used elsewhere.\n" +"If [member root_motion_track] is not a path to a track of type [constant " +"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" +"See also [member root_motion_track] and [RootMotionView].\n" +"The most basic example is applying position to [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_rotation: Quaternion\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_rotation = get_quaternion()\n" +" state_machine.travel(\"Animate\")\n" +" var velocity: Vector3 = current_rotation * animation_tree." +"get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"By using this in combination with [method " +"get_root_motion_position_accumulator], you can apply the root motion position " +"more correctly to account for the rotation of the node.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation())\n" +" var velocity: Vector3 = (animation_tree." +"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " +"animation_tree.get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方使" +"用的 [Vector3]。\n" +"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类" +"型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n" +"另见 [member root_motion_track] 和 [RootMotionView]。\n" +"最基本的示例是将位置应用于 [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_rotation: Quaternion\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_rotation = get_quaternion()\n" +" state_machine.travel(\"Animate\")\n" +" var velocity: Vector3 = current_rotation * animation_tree." +"get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"通过将其与 [method get_root_motion_position_accumulator] 结合使用,你可以更正" +"确地应用根运动位置来考虑节点的旋转。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation())\n" +" var velocity: Vector3 = (animation_tree." +"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " +"animation_tree.get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]" + +msgid "" +"Retrieve the blended value of the position tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"This is useful in cases where you want to respect the initial key values of " +"the animation.\n" +"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_position_accumulator: Vector3 = animation_tree." +"get_root_motion_position_accumulator()\n" +" var difference: Vector3 = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +" prev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +" transform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地方" +"使用的 [Vector3]。\n" +"在想要遵循动画的初始动画帧值的情况下很有用。\n" +"例如,如果前一帧播放的是一个只有单个动画帧 [code]Vector3(0, 0, 0)[/code] 的动" +"画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动画," +"它们之间的差异可以这样计算:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_position_accumulator: Vector3 = animation_tree." +"get_root_motion_position_accumulator()\n" +" var difference: Vector3 = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +" prev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +" transform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些简" +"单的情况有用。" + +msgid "" +"Retrieve the motion delta of rotation with the [member root_motion_track] as " +"a [Quaternion] that can be used elsewhere.\n" +"If [member root_motion_track] is not a path to a track of type [constant " +"Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" +"See also [member root_motion_track] and [RootMotionView].\n" +"The most basic example is applying rotation to [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation())\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"检索带有 [member root_motion_track] 的旋转运动,作为一个 [Quaternion],可以在" +"其他地方使用。\n" +"如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 类" +"型的轨迹的路径,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n" +"另见 [member root_motion_track] 和 [RootMotionView]。\n" +"最基本的例子是对 [CharacterBody3D] 应用旋转。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation() )\n" +"[/gdscript]\n" +"[/codeblocks]" + +msgid "" +"Retrieve the blended value of the rotation tracks with the [member " +"root_motion_track] as a [Quaternion] that can be used elsewhere.\n" +"This is necessary to apply the root motion position correctly, taking " +"rotation into account. See also [method get_root_motion_position].\n" +"Also, this is useful in cases where you want to respect the initial key " +"values of the animation.\n" +"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" +"code] is played in the previous frame and then an animation with only one key " +"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " +"difference can be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_rotation_accumulator: Quaternion\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." +"get_root_motion_Quaternion_accumulator()\n" +" var difference: Quaternion = prev_root_motion_rotation_accumulator." +"inverse() * current_root_motion_rotation_accumulator\n" +" prev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +" transform.basis *= difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"检索带有 [member root_motion_track] 的旋转轨道的混合值,作为一个 " +"[Quaternion],可以在其他地方使用。\n" +"这里必须正确地结合根运动位置,并且要考虑到旋转。参考 [method " +"get_root_motion_position]。\n" +"并且,当你想重视动画的初始动画帧的值时,这会很有用。\n" +"比如说,如果一个动画在上一帧只播放一个 [code]Quaternion(0, 0, 0, 1)[/code] 动" +"画帧,并且一个动画在下一帧只播放了一个动画帧的 [code]Quaternion(0, 0.707, 0, " +"0.707)[/code] 时,它们相差的值可以这样求出:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_rotation_accumulator: Quaternion\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." +"get_root_motion_Quaternion_accumulator()\n" +" var difference: Quaternion = prev_root_motion_rotation_accumulator." +"inverse() * current_root_motion_rotation_accumulator\n" +" prev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +" transform.basis *= difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" +"下才有用。" + +msgid "" +"Retrieve the motion delta of scale with the [member root_motion_track] as a " +"[Vector3] that can be used elsewhere.\n" +"If [member root_motion_track] is not a path to a track of type [constant " +"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" +"See also [member root_motion_track] and [RootMotionView].\n" +"The most basic example is applying scale to [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_scale: Vector3 = Vector3(1, 1, 1)\n" +"var scale_accum: Vector3 = Vector3(1, 1, 1)\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_scale = get_scale()\n" +" scale_accum = Vector3(1, 1, 1)\n" +" state_machine.travel(\"Animate\")\n" +" scale_accum += animation_tree.get_root_motion_scale()\n" +" set_scale(current_scale * scale_accum)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他地" +"方使用。\n" +"如果 [member root_motion_track] 不是类型为 [constant Animation.TYPE_SCALE_3D] " +"的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n" +"另见 [member root_motion_track] 和 [RootMotionView]。\n" +"最基本的例子是对 [CharacterBody3D] 应用缩放。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_scale: Vector3 = Vector3(1, 1, 1)\n" +"var scale_accum: Vector3 = Vector3(1, 1, 1)\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_scale = get_scale()\n" +" scale_accum = Vector3(1, 1, 1)\n" +" state_machine.travel(\"Animate\")\n" +" scale_accum += animation_tree.get_root_motion_scale()\n" +" set_scale(current_scale * scale_accum)\n" +"[/gdscript]\n" +"[/codeblocks]" + +msgid "" +"Retrieve the blended value of the scale tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_scale_accumulator: Vector3 = animation_tree." +"get_root_motion_scale_accumulator()\n" +" var difference: Vector3 = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +" prev_root_motion_scale_accumulator = " +"current_root_motion_scale_accumulator\n" +" transform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],可" +"以在其他地方使用。\n" +"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],并" +"且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之间相" +"差的值可以这样求出:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_scale_accumulator: Vector3 = animation_tree." +"get_root_motion_scale_accumulator()\n" +" var difference: Vector3 = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +" prev_root_motion_scale_accumulator = " +"current_root_motion_scale_accumulator\n" +" transform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" +"下才有用。" + +msgid "" +"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " +"key [param name]." +msgstr "" +"如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 " +"[code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the [AnimationPlayer] stores an " +"[AnimationLibrary] with key [param name]." +msgstr "" +"如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 " +"[code]true[/code]。" + +msgid "Removes the [AnimationLibrary] associated with the key [param name]." +msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。" + +msgid "" +"Moves the [AnimationLibrary] associated with the key [param name] to the key " +"[param newname]." +msgstr "" +"将与键 [param name] 关联的 [AnimationLibrary] 移动到键 [param newname]。" + +msgid "" +"The number of possible simultaneous sounds for each of the assigned " +"AudioStreamPlayers.\n" +"For example, if this value is [code]32[/code] and the animation has two audio " +"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " +"[code]32[/code] voices each." +msgstr "" +"每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n" +"例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " +"[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。" + +msgid "The call mode to use for Call Method tracks." +msgstr "方法调用轨道所使用的调用模式。" + +msgid "The process notification in which to update animations." +msgstr "更新动画的过程通知。" + +msgid "" +"This is used by the editor. If set to [code]true[/code], the scene will be " +"saved with the effects of the reset animation (the animation with the key " +"[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " +"editor keeping the values that the scene had before saving.\n" +"This makes it more convenient to preview and edit animations in the editor, " +"as changes to the scene will not be saved as long as they are set in the " +"reset animation." +msgstr "" +"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带有" +"键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编辑" +"器保留场景在保存之前的值。\n" +"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被设" +"置,就不会被保存。" + +msgid "" +"The path to the Animation track used for root motion. Paths must be valid " +"scene-tree paths to a node, and must be specified starting from the parent " +"node of the node that will reproduce the animation. To specify a track that " +"controls properties or bones, append its name after the path, separated by " +"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or " +"[code]\"character/mesh:transform/local\"[/code].\n" +"If the track has type [constant Animation.TYPE_POSITION_3D], [constant " +"Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " +"transformation will be canceled visually, and the animation will appear to " +"stay in place. See also [method get_root_motion_position], [method " +"get_root_motion_rotation], [method get_root_motion_scale] and " +"[RootMotionView]." +msgstr "" +"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实现" +"动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名称," +"用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/code] " +"或 [code]\"character/mesh:transform/local\"[/code]。\n" +"如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation." +"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的" +"变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" +"[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " +"[RootMotionView]。" + +msgid "The node from which node path references will travel." +msgstr "节点路径引用将从其运行的节点。" + +msgid "" +"Notifies when an animation finished playing.\n" +"[b]Note:[/b] This signal is not emitted if an animation is looping." +msgstr "" +"动画播放结束时通知。\n" +"[b]注意:[/b]如果动画正在循环播放,则不会发出此信号。" + +msgid "Notifies when the animation libraries have changed." +msgstr "当动画库发生更改时发出通知。" + +msgid "Notifies when an animation list is changed." +msgstr "当动画列表发生更改时发出通知。" + +msgid "Notifies when an animation starts playing." +msgstr "当动画开始播放时发出通知。" + +msgid "" +"Notifies when the caches have been cleared, either automatically, or manually " +"via [method clear_caches]." +msgstr "" +"当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" +"除。" + +msgid "" +"Process animation during physics frames (see [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " +"animating physics bodies." +msgstr "" +"在物理帧中处理动画(见 [constant Node." +"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。尤其适用于对物理体进行动画处理。" + +msgid "" +"Process animation during process frames (see [constant Node." +"NOTIFICATION_INTERNAL_PROCESS])." +msgstr "" +"在处理帧中处理动画(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" + +msgid "" +"Do not process animation. Use [method advance] to process the animation " +"manually." +msgstr "不处理动画。使用[method advance]手动处理动画。" + +msgid "" +"Batch method calls during the animation process, then do the calls after " +"events are processed. This avoids bugs involving deleting nodes or modifying " +"the AnimationPlayer while playing." +msgstr "" +"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过程" +"中涉及删除节点或修改AnimationPlayer的错误。" + +msgid "Make method calls immediately when reached in the animation." +msgstr "在动画中达到时立即进行方法调用。" + msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 节点的基类。与场景节点无关。" @@ -8834,69 +9028,9 @@ msgstr "" "动画轨道编辑器比用代码实现更方便,也可以优先于 [Tween] 使用。\n" "更新动画的目标属性是在处理帧中进行的。" -msgid "A virtual function for processing after key getting during playback." -msgstr "一个用于播放期间键获取之后的处理的虚函数。" - -msgid "" -"Adds [param library] to the animation player, under the key [param name]." -msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。" - -msgid "" -"Shifts position in the animation timeline and immediately updates the " -"animation. [param delta] is the time in seconds to shift. Events between the " -"current frame and [param delta] are handled." -msgstr "" -"移动动画时间轴上的位置并立即更新动画。[param delta] 是要移动的时间,单位为秒。" -"会处理位于当前帧和 [param delta] 之间的事件。" - -msgid "" -"Returns the key of the animation which is queued to play after the [param " -"anim_from] animation." -msgstr "返回在 [param anim_from] 动画之后排队播放的动画的键。" - -msgid "" -"Triggers the [param anim_to] animation when the [param anim_from] animation " -"completes." -msgstr "当 [param anim_from] 动画完成时,触发 [param anim_to] 动画。" - -msgid "" -"[AnimationPlayer] caches animated nodes. It may not notice if a node " -"disappears; [method clear_caches] forces it to update the cache again." -msgstr "" -"[AnimationPlayer] 缓存动画节点。如果一个节点消失,它可能不会注意到;[method " -"clear_caches] 强制它再次更新缓存。" - msgid "Clears all queued, unplayed animations." msgstr "清除所有已排队、未播放的动画。" -msgid "" -"Returns the key of [param animation] or an empty [StringName] if not found." -msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。" - -msgid "" -"Returns the key for the [AnimationLibrary] that contains [param animation] or " -"an empty [StringName] if not found." -msgstr "" -"返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个" -"空的 [StringName]。" - -msgid "" -"Returns the first [AnimationLibrary] with key [param name] or [code]null[/" -"code] if not found.\n" -"To get the [AnimationPlayer]'s global animation library, use " -"[code]get_animation_library(\"\")[/code]." -msgstr "" -"返回第一个键为 [param name] 的 [AnimationLibrary],如果没有找到则返回 " -"[code]null[/code]。\n" -"要获得 [AnimationPlayer] 的全局动画库,请使用 " -"[code]get_animation_library(\"\")[/code]。" - -msgid "Returns the list of stored library keys." -msgstr "返回存储库的键名列表。" - -msgid "Returns the list of stored animation keys." -msgstr "返回存储的动画键列表。" - msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." @@ -8905,20 +9039,6 @@ msgstr "返回两个动画之间的混合时间(以秒为单位),由它们 msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回当前排队播放的动画键列表。" -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " -"key [param name]." -msgstr "" -"如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 " -"[code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an " -"[AnimationLibrary] with key [param name]." -msgstr "" -"如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 " -"[code]true[/code]。" - msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -8970,30 +9090,6 @@ msgstr "" "[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的" "动画将永远不会播放。" -msgid "Removes the [AnimationLibrary] associated with the key [param name]." -msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。" - -msgid "" -"Moves the [AnimationLibrary] associated with the key [param name] to the key " -"[param newname]." -msgstr "" -"将与键 [param name] 关联的 [AnimationLibrary] 移动到键 [param newname]。" - -msgid "" -"Seeks the animation to the [param seconds] point in time (in seconds). If " -"[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" -"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " -"animation_finished]. If you want to skip animation and emit the signal, use " -"[method advance]." -msgstr "" -"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/" -"code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事" -"件会被跳过。\n" -"[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果想要跳" -"过动画并触发该信号,请使用 [method advance]。" - msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." @@ -9021,17 +9117,6 @@ msgstr "" "如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除非" "已经播放,否则不会播放。另见 [member current_animation]。" -msgid "" -"The number of possible simultaneous sounds for each of the assigned " -"AudioStreamPlayers.\n" -"For example, if this value is [code]32[/code] and the animation has two audio " -"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " -"[code]32[/code] voices each." -msgstr "" -"每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n" -"例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " -"[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。" - msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart the " @@ -9053,117 +9138,11 @@ msgstr "当前正在播放的动画的长度(以秒为单位)。" msgid "The position (in seconds) of the currently playing animation." msgstr "当前播放的动画的位置(以秒为单位)。" -msgid "The call mode to use for Call Method tracks." -msgstr "方法调用轨道所使用的调用模式。" - -msgid "" -"If [code]true[/code] and the engine is running in Movie Maker mode (see " -"[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " -"animation is done playing in this [AnimationPlayer]. A message is printed " -"when the engine quits for this reason.\n" -"[b]Note:[/b] This obeys the same logic as the [signal animation_finished] " -"signal, so it will not quit the engine if the animation is set to be looping." -msgstr "" -"如果为 [code]true[/code],并且引擎在 Movie Maker 模式下运行(请参阅 " -"[MovieWriter]),则在此 [AnimationPlayer] 中播放完动画后,立即使用 [method " -"SceneTree.quit] 退出引擎。当引擎因此而退出时,会打印一条消息。\n" -"[b]注意:[/b]这与 [signal animation_finished] 信号遵循相同的逻辑,因此如果动画" -"被设置为循环,它不会退出引擎。" - -msgid "" -"If [code]true[/code], updates animations in response to process-related " -"notifications." -msgstr "如果为 [code]true[/code],根据流程相关通知更新动画。" - msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "混合动画的默认时间。范围从 0 到 4096,精度为 0.01。" -msgid "The process notification in which to update animations." -msgstr "更新动画的过程通知。" - -msgid "" -"This is used by the editor. If set to [code]true[/code], the scene will be " -"saved with the effects of the reset animation (the animation with the key " -"[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " -"editor keeping the values that the scene had before saving.\n" -"This makes it more convenient to preview and edit animations in the editor, " -"as changes to the scene will not be saved as long as they are set in the " -"reset animation." -msgstr "" -"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带有" -"键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编辑" -"器保留场景在保存之前的值。\n" -"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被设" -"置,就不会被保存。" - -msgid "The node from which node path references will travel." -msgstr "节点路径引用将从其运行的节点。" - -msgid "" -"Emitted when a queued animation plays after the previous animation finished. " -"See [method queue].\n" -"[b]Note:[/b] The signal is not emitted when the animation is changed via " -"[method play] or by an [AnimationTree]." -msgstr "" -"在前一个动画完成后,播放队列中的动画时发出。请参阅 [method queue]。\n" -"[b]注意:[/b]通过 [method play] 或 [AnimationTree] 改变动画时,不会发出此信" -"号。" - -msgid "" -"Notifies when an animation finished playing.\n" -"[b]Note:[/b] This signal is not emitted if an animation is looping." -msgstr "" -"动画播放结束时通知。\n" -"[b]注意:[/b]如果动画正在循环播放,则不会发出此信号。" - -msgid "Notifies when the animation libraries have changed." -msgstr "当动画库发生更改时发出通知。" - -msgid "Notifies when an animation list is changed." -msgstr "当动画列表发生更改时发出通知。" - -msgid "Notifies when an animation starts playing." -msgstr "当动画开始播放时发出通知。" - -msgid "" -"Notifies when the caches have been cleared, either automatically, or manually " -"via [method clear_caches]." -msgstr "" -"当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" -"除。" - -msgid "" -"Process animation during physics frames (see [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " -"animating physics bodies." -msgstr "" -"在物理帧中处理动画(见 [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。尤其适用于对物理体进行动画处理。" - -msgid "" -"Process animation during process frames (see [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])." -msgstr "" -"在处理帧中处理动画(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" - -msgid "" -"Do not process animation. Use [method advance] to process the animation " -"manually." -msgstr "不处理动画。使用[method advance]手动处理动画。" - -msgid "" -"Batch method calls during the animation process, then do the calls after " -"events are processed. This avoids bugs involving deleting nodes or modifying " -"the AnimationPlayer while playing." -msgstr "" -"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过程" -"中涉及删除节点或修改AnimationPlayer的错误。" - -msgid "Make method calls immediately when reached in the animation." -msgstr "在动画中达到时立即进行方法调用。" - msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." @@ -9211,410 +9190,16 @@ msgstr "" "法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它的 " "[AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动画。" -msgid "Manually advance the animations by the specified time (in seconds)." -msgstr "手动将动画前进指定的时间(单位为秒)。" - -msgid "" -"Retrieve the motion delta of position with the [member root_motion_track] as " -"a [Vector3] that can be used elsewhere.\n" -"If [member root_motion_track] is not a path to a track of type [constant " -"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" -"See also [member root_motion_track] and [RootMotionView].\n" -"The most basic example is applying position to [CharacterBody3D]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var current_rotation: Quaternion\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" current_rotation = get_quaternion()\n" -" state_machine.travel(\"Animate\")\n" -" var velocity: Vector3 = current_rotation * animation_tree." -"get_root_motion_position() / delta\n" -" set_velocity(velocity)\n" -" move_and_slide()\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"By using this in combination with [method " -"get_root_motion_position_accumulator], you can apply the root motion position " -"more correctly to account for the rotation of the node.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" set_quaternion(get_quaternion() * animation_tree." -"get_root_motion_rotation())\n" -" var velocity: Vector3 = (animation_tree." -"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " -"animation_tree.get_root_motion_position() / delta\n" -" set_velocity(velocity)\n" -" move_and_slide()\n" -"[/gdscript]\n" -"[/codeblocks]" -msgstr "" -"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方使" -"用的 [Vector3]。\n" -"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类" -"型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n" -"另见 [member root_motion_track] 和 [RootMotionView]。\n" -"最基本的示例是将位置应用于 [CharacterBody3D]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var current_rotation: Quaternion\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" current_rotation = get_quaternion()\n" -" state_machine.travel(\"Animate\")\n" -" var velocity: Vector3 = current_rotation * animation_tree." -"get_root_motion_position() / delta\n" -" set_velocity(velocity)\n" -" move_and_slide()\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"通过将其与 [method get_root_motion_position_accumulator] 结合使用,你可以更正" -"确地应用根运动位置来考虑节点的旋转。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" set_quaternion(get_quaternion() * animation_tree." -"get_root_motion_rotation())\n" -" var velocity: Vector3 = (animation_tree." -"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " -"animation_tree.get_root_motion_position() / delta\n" -" set_velocity(velocity)\n" -" move_and_slide()\n" -"[/gdscript]\n" -"[/codeblocks]" - -msgid "" -"Retrieve the blended value of the position tracks with the [member " -"root_motion_track] as a [Vector3] that can be used elsewhere.\n" -"This is useful in cases where you want to respect the initial key values of " -"the animation.\n" -"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " -"is played in the previous frame and then an animation with only one key " -"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " -"be calculated as follows:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_position_accumulator: Vector3\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_position_accumulator: Vector3 = animation_tree." -"get_root_motion_position_accumulator()\n" -" var difference: Vector3 = current_root_motion_position_accumulator - " -"prev_root_motion_position_accumulator\n" -" prev_root_motion_position_accumulator = " -"current_root_motion_position_accumulator\n" -" transform.origin += difference\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"However, if the animation loops, an unintended discrete change may occur, so " -"this is only useful for some simple use cases." -msgstr "" -"检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地方" -"使用的 [Vector3]。\n" -"在想要遵循动画的初始动画帧值的情况下很有用。\n" -"例如,如果前一帧播放的是一个只有单个动画帧 [code]Vector3(0, 0, 0)[/code] 的动" -"画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动画," -"它们之间的差异可以这样计算:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_position_accumulator: Vector3\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_position_accumulator: Vector3 = animation_tree." -"get_root_motion_position_accumulator()\n" -" var difference: Vector3 = current_root_motion_position_accumulator - " -"prev_root_motion_position_accumulator\n" -" prev_root_motion_position_accumulator = " -"current_root_motion_position_accumulator\n" -" transform.origin += difference\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些简" -"单的情况有用。" - -msgid "" -"Retrieve the motion delta of rotation with the [member root_motion_track] as " -"a [Quaternion] that can be used elsewhere.\n" -"If [member root_motion_track] is not a path to a track of type [constant " -"Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" -"See also [member root_motion_track] and [RootMotionView].\n" -"The most basic example is applying rotation to [CharacterBody3D]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" set_quaternion(get_quaternion() * animation_tree." -"get_root_motion_rotation())\n" -"[/gdscript]\n" -"[/codeblocks]" -msgstr "" -"检索带有 [member root_motion_track] 的旋转运动,作为一个 [Quaternion],可以在" -"其他地方使用。\n" -"如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 类" -"型的轨迹的路径,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n" -"另见 [member root_motion_track] 和 [RootMotionView]。\n" -"最基本的例子是对 [CharacterBody3D] 应用旋转。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" set_quaternion(get_quaternion() * animation_tree." -"get_root_motion_rotation() )\n" -"[/gdscript]\n" -"[/codeblocks]" - -msgid "" -"Retrieve the blended value of the rotation tracks with the [member " -"root_motion_track] as a [Quaternion] that can be used elsewhere.\n" -"This is necessary to apply the root motion position correctly, taking " -"rotation into account. See also [method get_root_motion_position].\n" -"Also, this is useful in cases where you want to respect the initial key " -"values of the animation.\n" -"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" -"code] is played in the previous frame and then an animation with only one key " -"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " -"difference can be calculated as follows:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_rotation_accumulator: Quaternion\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." -"get_root_motion_Quaternion_accumulator()\n" -" var difference: Quaternion = prev_root_motion_rotation_accumulator." -"inverse() * current_root_motion_rotation_accumulator\n" -" prev_root_motion_rotation_accumulator = " -"current_root_motion_rotation_accumulator\n" -" transform.basis *= difference\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"However, if the animation loops, an unintended discrete change may occur, so " -"this is only useful for some simple use cases." -msgstr "" -"检索带有 [member root_motion_track] 的旋转轨道的混合值,作为一个 " -"[Quaternion],可以在其他地方使用。\n" -"这里必须正确地结合根运动位置,并且要考虑到旋转。参考 [method " -"get_root_motion_position]。\n" -"并且,当你想重视动画的初始动画帧的值时,这会很有用。\n" -"比如说,如果一个动画在上一帧只播放一个 [code]Quaternion(0, 0, 0, 1)[/code] 动" -"画帧,并且一个动画在下一帧只播放了一个动画帧的 [code]Quaternion(0, 0.707, 0, " -"0.707)[/code] 时,它们相差的值可以这样求出:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_rotation_accumulator: Quaternion\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." -"get_root_motion_Quaternion_accumulator()\n" -" var difference: Quaternion = prev_root_motion_rotation_accumulator." -"inverse() * current_root_motion_rotation_accumulator\n" -" prev_root_motion_rotation_accumulator = " -"current_root_motion_rotation_accumulator\n" -" transform.basis *= difference\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" -"下才有用。" - -msgid "" -"Retrieve the motion delta of scale with the [member root_motion_track] as a " -"[Vector3] that can be used elsewhere.\n" -"If [member root_motion_track] is not a path to a track of type [constant " -"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" -"See also [member root_motion_track] and [RootMotionView].\n" -"The most basic example is applying scale to [CharacterBody3D]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var current_scale: Vector3 = Vector3(1, 1, 1)\n" -"var scale_accum: Vector3 = Vector3(1, 1, 1)\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" current_scale = get_scale()\n" -" scale_accum = Vector3(1, 1, 1)\n" -" state_machine.travel(\"Animate\")\n" -" scale_accum += animation_tree.get_root_motion_scale()\n" -" set_scale(current_scale * scale_accum)\n" -"[/gdscript]\n" -"[/codeblocks]" -msgstr "" -"获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他地" -"方使用。\n" -"如果 [member root_motion_track] 不是类型为 [constant Animation.TYPE_SCALE_3D] " -"的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n" -"另见 [member root_motion_track] 和 [RootMotionView]。\n" -"最基本的例子是对 [CharacterBody3D] 应用缩放。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var current_scale: Vector3 = Vector3(1, 1, 1)\n" -"var scale_accum: Vector3 = Vector3(1, 1, 1)\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" current_scale = get_scale()\n" -" scale_accum = Vector3(1, 1, 1)\n" -" state_machine.travel(\"Animate\")\n" -" scale_accum += animation_tree.get_root_motion_scale()\n" -" set_scale(current_scale * scale_accum)\n" -"[/gdscript]\n" -"[/codeblocks]" - -msgid "" -"Retrieve the blended value of the scale tracks with the [member " -"root_motion_track] as a [Vector3] that can be used elsewhere.\n" -"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " -"is played in the previous frame and then an animation with only one key " -"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " -"be calculated as follows:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_scale_accumulator: Vector3\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_scale_accumulator: Vector3 = animation_tree." -"get_root_motion_scale_accumulator()\n" -" var difference: Vector3 = current_root_motion_scale_accumulator - " -"prev_root_motion_scale_accumulator\n" -" prev_root_motion_scale_accumulator = " -"current_root_motion_scale_accumulator\n" -" transform.basis = transform.basis.scaled(difference)\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"However, if the animation loops, an unintended discrete change may occur, so " -"this is only useful for some simple use cases." -msgstr "" -"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],可" -"以在其他地方使用。\n" -"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],并" -"且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之间相" -"差的值可以这样求出:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var prev_root_motion_scale_accumulator: Vector3\n" -"\n" -"func _process(delta):\n" -" if Input.is_action_just_pressed(\"animate\"):\n" -" state_machine.travel(\"Animate\")\n" -" var current_root_motion_scale_accumulator: Vector3 = animation_tree." -"get_root_motion_scale_accumulator()\n" -" var difference: Vector3 = current_root_motion_scale_accumulator - " -"prev_root_motion_scale_accumulator\n" -" prev_root_motion_scale_accumulator = " -"current_root_motion_scale_accumulator\n" -" transform.basis = transform.basis.scaled(difference)\n" -"[/gdscript]\n" -"[/codeblocks]\n" -"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" -"下才有用。" - -msgid "If [code]true[/code], the [AnimationTree] will be processing." -msgstr "如果 [code]true[/code] 时,[AnimationTree] 将执行逻辑处理。" - -msgid "" -"The path to the [Node] used to evaluate the AnimationNode [Expression] if one " -"is not explicitly specified internally." -msgstr "" -"用于评估 AnimationNode [Expression] 的 [Node] 的路径,如果内部未明确指定路径时" -"使用。" - msgid "The path to the [AnimationPlayer] used for animating." msgstr "用于动画的 [AnimationPlayer] 的路径。" -msgid "" -"The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] " -"for available modes." -msgstr "" -"该 [AnimationTree] 的处理模式。可用的模式见 [enum AnimationProcessCallback]。" - -msgid "" -"The path to the Animation track used for root motion. Paths must be valid " -"scene-tree paths to a node, and must be specified starting from the parent " -"node of the node that will reproduce the animation. To specify a track that " -"controls properties or bones, append its name after the path, separated by " -"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or " -"[code]\"character/mesh:transform/local\"[/code].\n" -"If the track has type [constant Animation.TYPE_POSITION_3D], [constant " -"Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " -"transformation will be canceled visually, and the animation will appear to " -"stay in place. See also [method get_root_motion_position], [method " -"get_root_motion_rotation], [method get_root_motion_scale] and " -"[RootMotionView]." -msgstr "" -"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实现" -"动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名称," -"用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/code] " -"或 [code]\"character/mesh:transform/local\"[/code]。\n" -"如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation." -"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的" -"变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" -"[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " -"[RootMotionView]。" - -msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." -msgstr "该 [AnimationTree] 的根动画节点。见 [AnimationNode]。" - -msgid "" -"Notifies when an animation finished playing.\n" -"[b]Note:[/b] This signal is not emitted if an animation is looping or " -"aborted. Also be aware of the possibility of unseen playback by sync and " -"xfade." -msgstr "" -"某个动画完成播放时发出通知。\n" -"[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可" -"能存在同步和过渡所导致的不可见的播放。" - msgid "Emitted when the [member anim_player] is changed." -msgstr "当 [member anim_player] 被改变时触发。" - -msgid "" -"Notifies when an animation starts playing.\n" -"[b]Note:[/b] This signal is not emitted if an animation is looping or " -"playbacked from the middle. Also be aware of the possibility of unseen " -"playback by sync and xfade." -msgstr "" -"某个动画完成播放时发出通知。\n" -"[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可" -"能存在同步和过渡所导致的不可见的播放。" - -msgid "" -"The animations will progress during physics frames (see [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." -msgstr "" -"动画将在物理帧期间推进(见 [constant Node." -"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" - -msgid "" -"The animations will progress during process frames (see [constant Node." -"NOTIFICATION_INTERNAL_PROCESS])." -msgstr "" -"动画将在处理帧期间推进(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" - -msgid "The animations will only progress manually (see [method advance])." -msgstr "只能手动行进动画(见 [method advance])。" +msgstr "当 [member anim_player] 被改变时发出。" msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." -msgstr "2D 空间的一个区块,用于检测其他 [CollisionObject2D] 进入或退出它。" +msgstr "2D 空间中的一个区域,能够检测到其他 [CollisionObject2D] 的进入或退出。" msgid "" "[Area2D] is a region of 2D space defined by one or multiple " @@ -9987,34 +9572,7 @@ msgstr "" msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." -msgstr "3D 空间的一个区块,用于检测其他 [CollisionObject3D] 进入或退出它。" - -msgid "" -"[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " -"[CollisionObject3D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" -"This node can also locally alter or override physics parameters (gravity, " -"damping) and route audio to custom audio buses.\n" -"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " -"child of this node (created e.g. by using the [i]Create Trimesh Collision " -"Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a " -"[MeshInstance3D] node) may give unexpected results, since this collision " -"shape is hollow. If this is not desired, it has to be split into multiple " -"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " -"cases it may be replaceable by a [CollisionPolygon3D]." -msgstr "" -"[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " -"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出" -"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" -"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" -"线。\n" -"[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " -"[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " -"[i]Mesh[/i] 菜单中选择[i]创建三角网格碰撞同级[/i]选项)可能得到意外的结果,因" -"为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 " -"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " -"[CollisionPolygon3D] 代替。" +msgstr "3D 空间中的一个区域,能够检测到其他 [CollisionObject3D] 的进入或退出。" msgid "GUI in 3D Demo" msgstr "3D GUI 演示" @@ -10249,9 +9807,9 @@ msgid "" "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" -"当接收到的 [param body] 进入这个区域时触发。[param body] 可以是一个 " +"当接收到的 [param body] 进入这个区域时发出。[param body] 可以是一个 " "[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" -"状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" +"状就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" msgid "" "Emitted when the received [param body] exits this area. [param body] can be a " @@ -10655,23 +10213,6 @@ msgstr "" "或字典。请注意,无论 [param deep] 如何设置,任何 [Object] 派生的元素都是浅拷贝" "的。" -msgid "" -"Removes the first occurrence of a value from the array. If the value does not " -"exist in the array, nothing happens. To remove an element by index, use " -"[method remove_at] instead.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the removed element have to be reindexed.\n" -"[b]Note:[/b] Do not erase entries while iterating over the array." -msgstr "" -"从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索引" -"移除元素,请改用 [method remove_at]。\n" -"[b]注意:[/b]这个方法是就地操作的,不返回值。\n" -"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会" -"较慢。这是因为所有放置在移除元素之后的元素都必须重新索引。\n" -"[b]注意:[/b]在遍历数组时不要移除条目。" - msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -10853,20 +10394,6 @@ msgstr "" "哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈" "希值。" -msgid "" -"Inserts a new element at a given position in the array. The position must be " -"valid, or at the end of the array ([code]pos == size()[/code]).\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the newly inserted element have to be reindexed." -msgstr "" -"在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == " -"size()[/code])。\n" -"[b]注意:[/b]该方法在原地执行,没有返回值。\n" -"[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行" -"速度会比较慢,因为在插入值后面所有的元素都要被重新索引。" - msgid "Returns [code]true[/code] if the array is empty." msgstr "该数组为空时,返回 [code]true[/code]。" @@ -10973,31 +10500,6 @@ msgstr "" "返回 [code]null[/code]。\n" "使用自定义比较器的示例见 [method max]。" -msgid "" -"Returns a random value from the target array.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array: Array[int] = [1, 2, 3, 4]\n" -"print(array.pick_random()) # Prints either of the four numbers.\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n" -"GD.Print(array.PickRandom()); // Prints either of the four numbers.\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"从目标数组中返回一个随机值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array: Array[int] = [1, 2, 3, 4]\n" -"print(array.pick_random()) # 输出四个数字中的任何一个。\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n" -"GD.Print(array.PickRandom()); // 输出四个数字中的任何一个。\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " @@ -11085,36 +10587,6 @@ msgstr "" "[/codeblock]\n" "另见 [method map]、[method filter]、[method any]、[method all]。" -msgid "" -"Removes an element from the array by index. If the index does not exist in " -"the array, nothing happens. To remove an element by searching for its value, " -"use [method erase] instead.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the removed element have to be reindexed.\n" -"[b]Note:[/b] [param position] cannot be negative. To remove an element " -"relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " -"1))[/code]. To remove the last element from the array without returning the " -"value, use [code]arr.resize(arr.size() - 1)[/code]." -msgstr "" -"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过搜" -"索一个元素的值来移除它,请使用 [method erase] 来代替。\n" -"[b]注意:[/b]这个方法是就地操作,不返回值。\n" -"[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" -"比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。\n" -"[b]注意:[/b][param position] 不能为负。要移除数组末尾的元素,请使用 " -"[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" -"值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" - -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]." -msgstr "" -"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" -"元素为 [code]null[/code]。" - msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" @@ -11139,6 +10611,41 @@ msgstr "" msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" +msgid "" +"Returns the slice of the [Array], from [param begin] (inclusive) to [param " +"end] (exclusive), as a new [Array].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"array size, so the default value for [param end] makes it slice to the size " +"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " +"[code]arr.slice(1, arr.size())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " +"[code]arr.slice(0, arr.size() - 2)[/code]).\n" +"If specified, [param step] is the relative index between source elements. It " +"can be negative, then [param begin] must be higher than [param end]. For " +"example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]" +"[/code].\n" +"If [param deep] is true, each element will be copied by value rather than by " +"reference.\n" +"[b]Note:[/b] To include the first element when [param step] is negative, use " +"[code]arr.slice(begin, -arr.size() - 1, step)[/code] (i.e. [code][0, 1, 2]." +"slice(1, -4, -1)[/code] returns [code][1, 0][/code])." +msgstr "" +"返回该 [Array] 的切片,是从 [param begin](含)到 [param end](不含)的全新 " +"[Array]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" +"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " +"arr.size())[/code] 的简写)。\n" +"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." +"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。\n" +"如果指定了 [param step],则会用作原始元素的索引间距。这个参数可以为负,此时 " +"[param begin] 必须大于 [param end]。例如,[code][0, 1, 2, 3, 4, 5].slice(5, " +"1, -2)[/code] 会返回 [code][5, 3][/code]。\n" +"如果 [param deep] 为 true,则每个元素都会按值复制,而不是按引用复制。\n" +"[b]注意:[/b]要在 [param step] 为负时包含第一个元素,请使用 [code]arr." +"slice(begin, -arr.size() - 1, step)[/code](即 [code][0, 1, 2].slice(1, -4, " +"-1)[/code] 返回 [code][1, 0][/code])。" + msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" @@ -12515,69 +12022,6 @@ msgid "" "partial 2D grid." msgstr "A* 的一种实现,用于寻找疏松 2D 网格中两点之间的最短路径。" -msgid "" -"[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " -"grids. It is simpler to use because it doesn't require you to manually create " -"points and connect them together. This class also supports multiple types of " -"heuristics, modes for diagonal movement, and a jumping mode to speed up " -"calculations.\n" -"To use [AStarGrid2D], you only need to set the [member region] of the grid, " -"optionally set the [member cell_size], and then call the [method update] " -"method:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar_grid = AStarGrid2D.new()\n" -"astar_grid.region = Rect2i(0, 0, 32, 32)\n" -"astar_grid.cell_size = Vector2(16, 16)\n" -"astar_grid.update()\n" -"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " -"0), (1, 1), (2, 2), (3, 3), (3, 4)\n" -"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " -"0), (16, 16), (32, 32), (48, 48), (48, 64)\n" -"[/gdscript]\n" -"[csharp]\n" -"AStarGrid2D astarGrid = new AStarGrid2D();\n" -"astarGrid.Size = new Vector2I(32, 32);\n" -"astarGrid.CellSize = new Vector2I(16, 16);\n" -"astarGrid.Update();\n" -"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints " -"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" -"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " -"prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"To remove a point from the pathfinding grid, it must be set as \"solid\" with " -"[method set_point_solid]." -msgstr "" -"[AStarGrid2D] 是 [AStar2D] 的变种,针对疏松 2D 网格进行了优化。因为不需要手动" -"创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移动" -"模式、跳跃模式,从而加速运算。\n" -"要使用 [AStarGrid2D],你只需要设置网格的 [member region],[member cell_size] " -"可以不设置,最后调用 [method update] 方法即可:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar_grid = AStarGrid2D.new()\n" -"astar_grid.region = Rect2i(0, 0, 32, 32)\n" -"astar_grid.cell_size = Vector2(16, 16)\n" -"astar_grid.update()\n" -"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, 0), " -"(1, 1), (2, 2), (3, 3), (3, 4)\n" -"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, " -"0), (16, 16), (32, 32), (48, 48), (48, 64)\n" -"[/gdscript]\n" -"[csharp]\n" -"AStarGrid2D astarGrid = new AStarGrid2D();\n" -"astarGrid.Size = new Vector2I(32, 32);\n" -"astarGrid.CellSize = new Vector2I(16, 16);\n" -"astarGrid.Update();\n" -"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 (0, " -"0), (1, 1), (2, 2), (3, 3), (3, 4)\n" -"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " -"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实心”。" - msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStarGrid2D[/code] " @@ -13151,41 +12595,11 @@ msgstr "如果为 [code]true[/code],则启用反馈。" msgid "Feedback delay time in milliseconds." msgstr "反馈延迟时间,单位为毫秒。" -msgid "Sound level for [code]tap1[/code]." -msgstr "[code]tap1[/code] 的声音电平。" - msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "反馈的低通滤波器,单位为 Hz。低于此值的频率会被源信号过滤掉。" -msgid "If [code]true[/code], [code]tap1[/code] will be enabled." -msgstr "如果为 [code]true[/code],将启用 [code]tap1[/code]。" - -msgid "[code]tap1[/code] delay time in milliseconds." -msgstr "[code]tap1[/code] 延迟时间,单位为毫秒。" - -msgid "" -"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"[code]tap1[/code] 的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" - -msgid "If [code]true[/code], [code]tap2[/code] will be enabled." -msgstr "如果为 [code]true[/code],将启用 [code]tap2[/code]。" - -msgid "[b]Tap2[/b] delay time in milliseconds." -msgstr "[b]Tap2[/b] 延迟时间,单位为毫秒。" - -msgid "Sound level for [code]tap2[/code]." -msgstr "[code]tap2[/code] 的声音电平。" - -msgid "" -"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 " -"(fully right)." -msgstr "" -"[code]tap2[/code] 的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" - msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." @@ -13911,9 +13325,6 @@ msgstr "返回 [AudioServer] 输出的采样率。" msgid "Returns the names of all audio output devices detected on the system." msgstr "返回系统中检测到的所有音频输出设备的名称。" -msgid "Returns the audio driver's output latency." -msgstr "返回音频驱动器的输出延迟。" - msgid "Returns the speaker configuration." msgstr "返回扬声器的配置。" @@ -14024,9 +13435,6 @@ msgstr "" "音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" "放)。" -msgid "Emitted when the [AudioBusLayout] changes." -msgstr "当 [AudioBusLayout] 改变时发出。" - msgid "Two or fewer speakers were detected." msgstr "检测到两个或更少的扬声器。" @@ -14659,6 +14067,9 @@ msgstr "" "听者在 [member emission_angle_degrees] 之外且 [member emission_angle_enabled] " "被设置时使用的衰减系数,单位是分贝。" +msgid "Sets the absolute maximum of the sound level, in decibels." +msgstr "设置声级的绝对最大值,以分贝为单位。" + msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member max_distance] " @@ -14961,33 +14372,6 @@ msgid "" msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向后播放。" -msgid "" -"Copies a region of the screen (or the whole screen) to a buffer so it can be " -"accessed in your shader scripts using the screen texture (i.e. a uniform " -"sampler with ``hint_screen_texture``)." -msgstr "" -"将屏幕的一个区域(或整个屏幕)复制到一个缓冲区,这样就可以使用屏幕纹理(即带" -"有 ``hint_screen_texture`` 的 uniform 采样器),在着色器脚本中访问它。" - -msgid "" -"Node for back-buffering the currently-displayed screen. The region defined in " -"the [BackBufferCopy] node is buffered with the content of the screen it " -"covers, or the entire screen according to the copy mode set. Use the screen " -"texture in your shader scripts to access the buffer.\n" -"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " -"anchors and margins won't apply to child [Control]-derived nodes. This can be " -"problematic when resizing the window. To avoid this, add [Control]-derived " -"nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " -"as children." -msgstr "" -"用于后台缓冲当前显示屏幕的节点。根据设置的复制模式,[BackBufferCopy] 节点中定" -"义的区域使用它覆盖的屏幕内容或整个屏幕进行缓冲。在着色器脚本中使用屏幕纹理来访" -"问缓冲区。\n" -"[b]注意:[/b]由于该节点继承自 [Node2D](而非 [Control]),因此锚点和边距不适用" -"于子 [Control] 派生节点。这在调整窗口大小时可能会出现问题。为避免这种情况,请" -"将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i]节点,而不是将它" -"们添加为子节点。" - msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" @@ -15154,14 +14538,6 @@ msgstr "" "如果需要知道按钮的按下状态(并且 [member toggle_mode] 处于活动状态),请改用 " "[signal toggled]。" -msgid "" -"Emitted when the button was just toggled between pressed and normal states " -"(only if [member toggle_mode] is active). The new state is contained in the " -"[param button_pressed] argument." -msgstr "" -"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动状" -"态时)。新状态包含在 [param button_pressed] 参数中。" - msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." @@ -15187,19 +14563,8 @@ msgid "" "clicked." msgstr "要求按下后再释放,才算点击了按钮。" -msgid "Default 3D rendering material." -msgstr "默认的 3D 渲染材质。" - -msgid "" -"This provides a default material with a wide variety of rendering features " -"and properties without the need to write shader code. See the tutorial below " -"for details." -msgstr "" -"这提供了一个默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情请看下" -"面的教程。" - -msgid "Standard Material 3D" -msgstr "标准 3D 材质" +msgid "Standard Material 3D and ORM Material 3D" +msgstr "标准 3D 材质与 ORM 3D 材质" msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。" @@ -15856,9 +15221,6 @@ msgstr "" "在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗" "糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" -msgid "The width of the shape outine." -msgstr "形状轮廓的宽度。" - msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." @@ -17240,18 +16602,6 @@ msgstr "" "点(如果存在)自动计算骨骼角度和长度。如果不存在子节点,[Bone2D] 将无法自动计" "算这些值,并将输出一条警告。" -msgid "" -"Sets the bone angle for the [Bone2D]. This is typically set to the rotation " -"from the [Bone2D] to a child [Bone2D] node.\n" -"[b]Note:[/b] [b]Note:[/b] This is different from the [Bone2D]'s rotation. The " -"bone's angle is the rotation of the bone shown by the gizmo, which is " -"unaffected by the [Bone2D]'s [member Node2D.transform]." -msgstr "" -"设置 [Bone2D] 节点的骨骼角度。这通常设置为从 [Bone2D] 节点到子 [Bone2D] 节点的" -"旋转。\n" -"[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是 [Bone2D] 小工具显示的骨骼旋" -"转,不受 [Bone2D] 的 [member Node2D.transform] 的影响。" - msgid "Sets the length of the bone in the [Bone2D]." msgstr "设置该 [Bone2D] 中骨骼的长度。" @@ -17398,122 +16748,9 @@ msgstr "" msgid "A built-in boolean type." msgstr "内置布尔类型。" -msgid "" -"A [bool] is always one of two values: [code]true[/code] or [code]false[/" -"code], similar to a switch that is either on or off. Booleans are used in " -"programming for logic in condition statements.\n" -"Booleans can be directly used in [code]if[/code] and [code]elif[/code] " -"statements. You don't need to add [code]== true[/code] or [code]== false[/" -"code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if can_shoot:\n" -" launch_bullet()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (canShoot)\n" -"{\n" -" launchBullet();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Many common methods and operations return [bool]s, for example, " -"[code]shooting_cooldown <= 0.0[/code] may evaluate to [code]true[/code] or " -"[code]false[/code] depending on the number's value.\n" -"[bool]s are usually used with the logical operators [code]and[/code], " -"[code]or[/code], and [code]not[/code] to create complex conditions:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if bullets > 0 and not is_reloading:\n" -" launch_bullet()\n" -"\n" -"if bullets == 0 or is_reloading:\n" -" play_clack_sound()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (bullets > 0 && !isReloading)\n" -"{\n" -" launchBullet();\n" -"}\n" -"\n" -"if (bullets == 0 || isReloading)\n" -"{\n" -" playClackSound();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"[bool] 只有两个值:[code]true[/code] 和 [code]false[/code],类似于开关只有开和" -"关两种状态。编程领域中,布尔值用于实现条件语句的逻辑。\n" -"[code]if[/code] 和 [code]elif[/code] 语句中可以直接使用布尔值,不必加上 " -"[code]== true[/code] 或 [code]== false[/code]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if can_shoot:\n" -" launch_bullet()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (canShoot)\n" -"{\n" -" launchBullet();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"很多常见的方法和运算符返回的都是 [bool],例如 [code]shooting_cooldown <= 0.0[/" -"code] 的值就是布尔类型,[code]true[/code] 或 [code]false[/code] 取决于具体的变" -"量值。\n" -"[bool] 常用于逻辑运算符 [code]and[/code]、[code]or[/code]、[code]not[/code]," -"可以组合出复杂的条件:\n" -"[codeblocks]\n" -"[gdscript]\n" -"if bullets > 0 and not is_reloading:\n" -" launch_bullet()\n" -"\n" -"if bullets == 0 or is_reloading:\n" -" play_clack_sound()\n" -"[/gdscript]\n" -"[csharp]\n" -"if (bullets > 0 && !isReloading)\n" -"{\n" -" launchBullet();\n" -"}\n" -"\n" -"if (bullets == 0 || isReloading)\n" -"{\n" -" playClackSound();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "Constructs a default-initialized [bool] set to [code]false[/code]." -msgstr "构造默认初始化为 [code]false[/code] 的 [bool]。" - msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "构造给定 [bool] 的副本。" -msgid "" -"Cast a [float] value to a boolean value. This method will return [code]false[/" -"code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other " -"values." -msgstr "" -"将 [float] 值转换为布尔值。如果传入 [code]0.0[/code],本方法将返回 " -"[code]false[/code],传入其他值则返回 [code]true[/code]。" - -msgid "" -"Cast an [int] value to a boolean value. This method will return [code]false[/" -"code] if [code]0[/code] is passed in, and [code]true[/code] for all other " -"values." -msgstr "" -"将 [int] 值转换为布尔值。如果传入 [code]0[/code],本方法将返回 [code]false[/" -"code],传入其他值则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/" -"code] and the other is [code]false[/code]." -msgstr "" -"如果两个布尔值不同,即一个是 [code]true[/code],另一个是 [code]false[/code]," -"则返回 [code]true[/code]。" - msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." @@ -17521,13 +16758,6 @@ msgstr "" "如果左操作数为 [code]false[/code] 且右操作数为 [code]true[/code],则返回 " "[code]true[/code]。" -msgid "" -"Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/" -"code] or both are [code]false[/code]." -msgstr "" -"如果两个布尔值相等,即都为 [code]true[/code] 或都为 [code]false[/code],则返" -"回 [code]true[/code]。" - msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." @@ -17951,7 +17181,7 @@ msgid "" msgstr "如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。" msgid "Emitted when one of the buttons of the group is pressed." -msgstr "当该组中的一个按钮被按下时触发。" +msgstr "当该组中的某个按钮被按下时发出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" @@ -18174,13 +17404,6 @@ msgstr "" "返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。如" "果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。" -msgid "" -"Returns the name of the method represented by this [Callable]. If the " -"callable is a lambda function, returns the function's name." -msgstr "" -"返回该 [Callable] 所代表的方法的名称。如果该可调用体是 lambda 函数,则返回该函" -"数的名称。" - msgid "Returns the object on which this [Callable] is called." msgstr "返回该 [Callable] 所调用的对象。" @@ -18297,18 +17520,6 @@ msgstr "如果两个 [Callable] 调用的自定义目标相同,则返回 [code msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" -msgid "" -"[CallbackTweener] is used to call a method in a tweening sequence. See " -"[method Tween.tween_callback] for more usage information.\n" -"[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " -"[CallbackTweener]. Any [CallbackTweener] created manually will not function " -"correctly." -msgstr "" -"[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method " -"Tween.tween_callback]。\n" -"[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method Tween." -"tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。" - msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b]\n" @@ -18603,7 +17814,7 @@ msgid "" "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" -"相机的相对偏移量。用于环顾四周或相机抖动动画。偏移的相机可以超过 [member " +"相机的相对偏移量。用于环顾四周或相机抖动动画。偏移后的相机可以超过 [member " "limit_top]、[member limit_bottom]、[member limit_left] 和 [member " "limit_right] 中定义的限制。" @@ -18818,8 +18029,8 @@ msgid "" "also [member frustum_offset]." msgstr "" "通过指定的以世界空间单位为单位的 [param size]、[param offset]、以及 [param " -"z_near] 和 [param z_far] 裁剪平面,将相机投影设置为视锥模式(参见 [constant " -"PROJECTION_FRUSTUM])。另请参见 [member frustum_offset]。" +"z_near] 和 [param z_far] 裁剪平面,将相机投影设置为视锥模式(见 [constant " +"PROJECTION_FRUSTUM])。另见 [member frustum_offset]。" msgid "" "Sets the camera projection to orthogonal mode (see [constant " @@ -19442,9 +18653,9 @@ msgid "" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" -"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄像" -"头或手机上的摄像机。\n" -"它主要用于为 AR 模块提供来自摄像机的视频源。\n" +"[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络" +"摄像头或手机上的摄像头。\n" +"主要用于为 AR 模块提供来自相机的视频源。\n" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " "[CameraFeed]。" @@ -19466,16 +18677,16 @@ msgid "Removes the specified camera [param feed]." msgstr "移除指定的相机源 [param feed]。" msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." -msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。" +msgstr "当添加 [CameraFeed] 时发出(例如插入网络摄像头时)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." -msgstr "当移除 [CameraFeed] 时触发(例如拔掉网络摄像头时)。" +msgstr "当移除 [CameraFeed] 时发出(例如拔掉网络摄像头时)。" msgid "The RGBA camera image." msgstr "RGBA 相机图像。" msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." -msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 摄像机图像。" +msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 相机图像。" msgid "The Y component camera image." msgstr "Y 分量相机图像。" @@ -19614,42 +18825,6 @@ msgstr "" msgid "Abstract base class for everything in 2D space." msgstr "2D 空间中所有对象的抽象基类。" -msgid "" -"Abstract base class for everything in 2D space. Canvas items are laid out in " -"a tree; children inherit and extend their parent's transform. [CanvasItem] is " -"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " -"objects.\n" -"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " -"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " -"request a redraw. Because of this, canvas items don't need to be redrawn on " -"every frame, improving the performance significantly. Several functions for " -"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " -"However, they can only be used inside [method _draw], its corresponding " -"[method Object._notification] or methods connected to the [signal draw] " -"signal.\n" -"Canvas items are drawn in tree order. By default, children are on top of " -"their parents, so a root [CanvasItem] will be drawn behind everything. This " -"behavior can be changed on a per-item basis.\n" -"A [CanvasItem] can be hidden, which will also hide its children. By adjusting " -"various other properties of a [CanvasItem], you can also modulate its color " -"(via [member modulate] or [member self_modulate]), change its Z-index, blend " -"mode, and more." -msgstr "" -"2D 空间中所有对象的抽象基类。画布项目(Canvas Item)以树状排列;子节点继承并扩" -"展其父节点的变换。[CanvasItem] 由 [Control] 扩展为 GUI 相关的节点,由 " -"[Node2D] 扩展为 2D 游戏对象。\n" -"任何 [CanvasItem] 都可以进行绘图。绘图时,引擎会调用 [method queue_redraw],然" -"后节点就会在空闲时接收到请求重绘的 [constant NOTIFICATION_DRAW]。因此画布项目" -"不需要每一帧都重绘,显著提升了性能。这个类还提供了几个用于在 [CanvasItem] 上绘" -"图的函数(见 [code]draw_*[/code] 函数)。不过这些函数都只能在 [method _draw] " -"及其对应的 [method Object._notification] 或连接到 [signal draw] 的方法内使" -"用。\n" -"画布项目是按树状顺序绘制的。默认情况下,子项目位于父项目的上方,因此根 " -"[CanvasItem] 将被画在所有项目的后面。这种行为可以针对单个画布项目进行更改。\n" -"[CanvasItem] 可以隐藏,隐藏时也会隐藏其子项目。通过调整画布项目的各种其它属" -"性,你还可以调制它的颜色(通过 [member modulate] 或 [member self_modulate])、" -"更改 Z 索引、混合模式等。" - msgid "Viewport and canvas transforms" msgstr "Viewport 和画布变换" @@ -19692,7 +18867,7 @@ msgid "" msgstr "" "使用一个 uniform [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 " "[param width] ),在给定的角度之间绘制一条未填充的弧线。[param point_count] 的" -"值越大,该曲线越平滑。另请参见 [method draw_circle]。\n" +"值越大,该曲线越平滑。另见 [method draw_circle]。\n" "如果 [param width] 为负,则使用 [constant RenderingServer." "PRIMITIVE_LINE_STRIP] 绘制弧线。这意味着当缩放 CanvasItem 时,弧线将保持细长。" "如果不需要此行为,请传递一个正的 [param width],如 [code]1.0[/code]。\n" @@ -19730,7 +18905,7 @@ msgid "" "the line parts will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" -"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条虚线。另请参见 [method " +"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条虚线。另见 [method " "draw_multiline] 和 [method draw_polyline]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" "放 CanvasItem 时,线条部分将保持细长。如果不需要此行为,请传递一个正的 [param " @@ -20722,9 +19897,6 @@ msgstr "" "使用 [member follow_viewport_enabled] 时缩放图层。移入到前景的图层应具有增加的" "缩放,而移入到背景的图层应具有减小的缩放。" -msgid "Layer index for draw order. Lower values are drawn behind higher values." -msgstr "绘制顺序的图层索引。较低值绘制在较高值之后。" - msgid "The layer's base offset." msgstr "图层的基本偏移量。" @@ -21611,47 +20783,9 @@ msgstr "" "当 [member BaseButton.button_group] 指定 [ButtonGroup] 时,[CheckBox] 的外观将" "变为单选按钮,并使用各种 [code]radio_*[/code] 主题属性。" -msgid "The [CheckBox] text's font color." -msgstr "该 [CheckBox] 文本的字体颜色。" - -msgid "The [CheckBox] text's font color when it's disabled." -msgstr "该 [CheckBox] 被禁用时的文本字体颜色。" - -msgid "" -"The [CheckBox] text's font color when it's focused. Only replaces the normal " -"text color of the checkbox. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"该 [CheckBox] 被聚焦时的文本字体颜色。只替代该勾选框的正常文本颜色。禁用、悬停" -"和按下状态优先于这个颜色。" - -msgid "The [CheckBox] text's font color when it's hovered." -msgstr "该 [CheckBox] 被悬停时的文本字体颜色。" - -msgid "The [CheckBox] text's font color when it's hovered and pressed." -msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。" - -msgid "The tint of text outline of the [CheckBox]." -msgstr "该 [CheckBox] 文本轮廓的色调。" - -msgid "The [CheckBox] text's font color when it's pressed." -msgstr "该 [CheckBox] 被按下时的文本字体颜色。" - msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "渲染勾选图标时使用的垂直偏移量(单位:像素)。" -msgid "" -"The separation between the check icon and the text (in pixels). Negative " -"values will be treated as [code]0[/code] when used." -msgstr "" -"勾选图标与文本之间的间隔(单位:像素)。使用时负值会被视为 [code]0[/code]。" - -msgid "The [Font] to use for the [CheckBox] text." -msgstr "该 [CheckBox] 文本所使用的 [Font]。" - -msgid "Font size of the [CheckBox]'s text." -msgstr "该 [CheckBox] 文本的字体大小。" - msgid "The check icon to display when the [CheckBox] is checked." msgstr "勾选图标,该 [CheckBox] 被勾选时显示。" @@ -21681,43 +20815,6 @@ msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "勾选图标,该 [CheckBox] 未勾选且被禁用时显示。" -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is disabled." -msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被禁用时使用。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is focused. The " -"[code]focus[/code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], " -"so a partially transparent [StyleBox] should be used to ensure the base " -"[StyleBox] remains visible. A [StyleBox] that represents an outline or an " -"underline works well for this purpose. To disable the focus visual effect, " -"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual " -"effect will harm keyboard/controller navigation usability, so this is not " -"recommended for accessibility reasons." -msgstr "" -"作为背景显示的 [StyleBox],该 [CheckBox] 被聚焦时使用。[code]focus[/code] " -"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" -"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," -"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" -"因,不建议这样做。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered." -msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被悬停时使用。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered and " -"pressed." -msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被悬停且被按下时使用。" - -msgid "The [StyleBox] to display as a background." -msgstr "作为背景显示的 [StyleBox]。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 被按下时使用。" - msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " @@ -21734,47 +20831,9 @@ msgstr "" "以使用它。\n" "另见 [BaseButton],其中包含与该节点相关的通用属性和方法。" -msgid "The [CheckButton] text's font color." -msgstr "该 [CheckButton] 的文本字体颜色。" - -msgid "The [CheckButton] text's font color when it's disabled." -msgstr "该 [CheckButton] 被禁用时的文本字体颜色。" - -msgid "" -"The [CheckButton] text's font color when it's focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"该 [CheckButton] 被聚焦时的文本字体颜色。只替代该按钮的正常文本颜色。禁用、悬" -"停和按下状态优先于此颜色。" - -msgid "The [CheckButton] text's font color when it's hovered." -msgstr "该 [CheckButton] 被悬停时的文本字体颜色。" - -msgid "The [CheckButton] text's font color when it's hovered and pressed." -msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。" - -msgid "The tint of text outline of the [CheckButton]." -msgstr "该 [CheckButton] 文本轮廓的色调。" - -msgid "The [CheckButton] text's font color when it's pressed." -msgstr "该 [CheckButton] 被按下时的文本字体颜色。" - msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "渲染切换图标时使用的垂直偏移量(单位:像素)。" -msgid "" -"The separation between the toggle icon and the text (in pixels). Negative " -"values will be treated as [code]0[/code] when used." -msgstr "" -"切换图标与文本之间的间隔(单位:像素)。使用时负值会被视为 [code]0[/code]。" - -msgid "The [Font] to use for the [CheckButton] text." -msgstr "该 [CheckButton] 文本所使用的 [Font]。" - -msgid "Font size of the [CheckButton]'s text." -msgstr "该 [CheckButton] 文本的字体大小。" - msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." @@ -21815,40 +20874,6 @@ msgid "" "layouts)." msgstr "切换图标,该 [CheckButton] 未勾选时显示(用于从右至左布局)。" -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is disabled." -msgstr "作为背景显示的 [StyleBox],该 [CheckButton] 被禁用时使用。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is focused. " -"The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base " -"[StyleBox], so a partially transparent [StyleBox] should be used to ensure " -"the base [StyleBox] remains visible. A [StyleBox] that represents an outline " -"or an underline works well for this purpose. To disable the focus visual " -"effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus " -"visual effect will harm keyboard/controller navigation usability, so this is " -"not recommended for accessibility reasons." -msgstr "" -"作为背景显示的 [StyleBox],该 [CheckButton] 被聚焦时使用。[code]focus[/code] " -"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" -"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," -"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" -"因,不建议这样做。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered." -msgstr "作为背景显示的 [StyleBox],该 [CheckButton] 被悬停时使用。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered " -"and pressed." -msgstr "作为背景显示的 [StyleBox],该 [CheckButton] 被悬停且被按下时使用。" - -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is pressed." -msgstr "作为背景显示的 [StyleBox],该 [CheckButton] 被按下时使用。" - msgid "A 2D circle shape used for physics collision." msgstr "2D 圆形,旨在用于物理学。" @@ -22311,16 +21336,6 @@ msgstr "" "解除所选行的缩进,或者在没有选择的情况下,将光标行缩进一个。与触" "发“ui_text_unindent ”动作相同。" -msgid "" -"Submits all completion options added with [method " -"add_code_completion_option]. Will try to force the autoccomplete menu to " -"popup, if [param force] is [code]true[/code].\n" -"[b]Note:[/b] This will replace all current candidates." -msgstr "" -"提交所有用 [method add_code_completion_option] 添加的补全选项。如果 [param " -"force] 是 [code]true[/code],将尝试强制弹出自动补全菜单 。\n" -"[b]注意:[/b]这将取代所有当前的候补选项。" - msgid "Sets whether brace pairs should be autocompleted." msgstr "设置括号对是否应自动补全。" @@ -22479,9 +21494,6 @@ msgid "" "- e.g. built-in classes." msgstr "该选项来自其他引擎代码,未被其他枚举常量覆盖 - 例如内置类。" -msgid "Sets the background [Color]." -msgstr "设置背景的 [Color]。" - msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "书签图标的 [Color],用于标记了书签的行。" @@ -22491,12 +21503,6 @@ msgstr "用于高亮不匹配括号文本的 [Color]。" msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "书签行的断点图标的 [Color]。" -msgid "[Color] of the text behind the caret when block caret is enabled." -msgstr "启用块光标时在光标后面的文本的 [Color]。" - -msgid "[Color] of the caret." -msgstr "光标的 [Color]。" - msgid "[Color] for all icons related to line folding." msgstr "所有与折叠行相关的图标的 [Color]。" @@ -22507,9 +21513,6 @@ msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "用于匹配代码补全选项中的文本的背景高亮的 [Color]。" -msgid "Font [Color] for the code completion popup." -msgstr "代码补全弹出窗口字体的 [Color]。" - msgid "[Color] of the scrollbar in the code completion popup." msgstr "代码补全弹出窗口中滚动条的 [Color]。" @@ -22521,31 +21524,9 @@ msgid "" "completion popup." msgstr "代码补全弹出窗口中,当前选定选项的背景高亮的 [Color]。" -msgid "Background [Color] of the line containing the caret." -msgstr "光标所在行的背景 [Color]。" - msgid "[Color] of the executing icon for executing lines." msgstr "执行行执行图标的 [Color]。" -msgid "Sets the font [Color]." -msgstr "设置字体颜色 [Color]。" - -msgid "The tint of text outline of the [CodeEdit]." -msgstr "该 [CodeEdit] 文本轮廓的色调。" - -msgid "Font color for [member TextEdit.placeholder_text]." -msgstr "[member TextEdit.placeholder_text] 的字体颜色。" - -msgid "Sets the font [Color] when [member TextEdit.editable] is disabled." -msgstr "设置禁用 [member TextEdit.editable] 时的字体 [Color]。" - -msgid "" -"Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/" -"code], it will be ignored." -msgstr "" -"设置所选文本的 [Color]。如果等于 [code]Color(0, 0, 0, 0)[/code],则该属性将被" -"忽略。" - msgid "" "[Color] of the main line length guideline, secondary guidelines will have 50% " "alpha applied." @@ -22554,22 +21535,6 @@ msgstr "主行长度参考线的 [Color],次要参考线将应用 50% 的 Alph msgid "Sets the [Color] of line numbers." msgstr "设置行号的颜色 [Color]。" -msgid "[Color] of the border around text that matches the search query." -msgstr "与搜索查询匹配的文本周围的边框的 [Color]。" - -msgid "[Color] behind the text that matches the search query." -msgstr "与搜索查询匹配的文本背景的 [Color]。" - -msgid "Sets the highlight [Color] of text selections." -msgstr "设置文本选择的高亮 [Color] 颜色。" - -msgid "" -"Sets the highlight [Color] of multiple occurrences. [member TextEdit." -"highlight_all_occurrences] has to be enabled." -msgstr "" -"设置多次出现的高亮的 [Color]。[member TextEdit.highlight_all_occurrences] 必须" -"已被启用。" - msgid "" "Max number of options to display in the code completion popup at any one time." msgstr "同时在代码补全弹出窗口中显示的最大选项数。" @@ -22582,15 +21547,6 @@ msgstr "代码补全弹出窗口中选项的最大宽度。更长的选项将被 msgid "Width of the scrollbar in the code completion popup." msgstr "代码补全弹出窗口中滚动条的宽度。" -msgid "Sets the spacing between the lines." -msgstr "设置行间距。" - -msgid "Sets the default [Font]." -msgstr "设置默认的字体 [Font]。" - -msgid "Sets default font size." -msgstr "设置默认的字体大小。" - msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." msgstr "设置书签行的自定义 [Texture2D],会在书签栏中绘制。" @@ -22617,37 +21573,9 @@ msgstr "" msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "设置要绘制在折叠行末尾的一个自定义 [Texture2D]。" -msgid "Sets a custom [Texture2D] for space text characters." -msgstr "为空格文本字符,设置一个自定义 [Texture2D]。" - -msgid "Sets a custom [Texture2D] for tab text characters." -msgstr "为制表符文本字符,设置一个自定义 [Texture2D]。" - msgid "[StyleBox] for the code completion popup." msgstr "用于代码补全弹窗的 [StyleBox]。" -msgid "" -"Sets the [StyleBox] when in focus. The [code]focus[/code] [StyleBox] is " -"displayed [i]over[/i] the base [StyleBox], so a partially transparent " -"[StyleBox] should be used to ensure the base [StyleBox] remains visible. A " -"[StyleBox] that represents an outline or an underline works well for this " -"purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " -"resource. Note that disabling the focus visual effect will harm keyboard/" -"controller navigation usability, so this is not recommended for accessibility " -"reasons." -msgstr "" -"设置当获得焦点时的 [StyleBox]。该 [code]focus[/code] [StyleBox] 显示在基础 " -"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 [StyleBox] " -"保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点视觉效果,请" -"指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键盘 / 控制器导航" -"的可用性,出于可访问性原因,不建议这样做。" - -msgid "Sets the [StyleBox]." -msgstr "设置该 [StyleBox]。" - -msgid "Sets the [StyleBox] when [member TextEdit.editable] is disabled." -msgstr "设置 [member TextEdit.editable] 处于禁用状态时的 [StyleBox]。" - msgid "A syntax highlighter intended for code." msgstr "用于代码的语法高亮器。" @@ -23011,8 +21939,7 @@ msgid "" "See [method _input_event] for details." msgstr "" "当输入事件发生时发出。要求 [member input_pickable] 为 [code]true[/code] 并且至" -"少设置了一个 [member collision_layer] 位。有关详细信息,请参见 [method " -"_input_event]。" +"少设置了一个 [member collision_layer] 位。详见 [method _input_event]。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " @@ -23278,21 +22205,6 @@ msgstr "" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父级提供多边形形状的节点。" -msgid "" -"A node that provides a thickened polygon shape (a prism) to a " -"[CollisionObject2D] parent and allows to edit it. The polygon can be concave " -"or convex. This can give a detection shape to an [Area2D] or turn " -"[PhysicsBody2D] into a solid object.\n" -"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " -"behave as expected. Make sure to keep its scale the same on all axes and " -"adjust its shape resource instead." -msgstr "" -"向 [CollisionObject2D] 父级提供加厚多边形形状(角柱体)的节点,能够为这个形状" -"提供编辑的方法。该多边形可以是凹多边形,也可以是凸多边形。能够为 [Area2D] 提供" -"检测形状,也能够将 [PhysicsBody2D] 变为实体。\n" -"[b]警告:[/b]非均匀缩放的 [CollisionObject2D] 应该无法按预期工作。请确保它在所" -"有轴上的缩放是一致的,可以用对形状资源的调整来代替非均匀缩放。" - msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" @@ -23468,11 +22380,6 @@ msgid "" "[MeshInstance3D] siblings geometry." msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。" -msgid "" -"If this method exists within a script it will be called whenever the shape " -"resource has been modified." -msgstr "如果脚本中存在此方法,则只要修改形状资源,就会调用该方法。" - msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" @@ -23819,57 +22726,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " -"string. The string must be a hexadecimal value (case-insensitive) of either " -"3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " -"This method is identical to [method String.is_valid_html_color].\n" -"[codeblocks]\n" -"[gdscript]\n" -"Color.html_is_valid(\"#55aaFF\") # Returns true\n" -"Color.html_is_valid(\"#55AAFF20\") # Returns true\n" -"Color.html_is_valid(\"55AAFF\") # Returns true\n" -"Color.html_is_valid(\"#F2C\") # Returns true\n" -"\n" -"Color.html_is_valid(\"#AABBC) # Returns false\n" -"Color.html_is_valid(\"#55aaFF5\") # Returns false\n" -"[/gdscript]\n" -"[csharp]\n" -"Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" -"Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" -"Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" -"Color.HtmlIsValid(\"#F2C\"); // Returns true\n" -"\n" -"Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" -"Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"如果 [param color] 是一个有效的 HTML 十六进制颜色字符串,则返回 [code]true[/" -"code]。该字符串必须是一个由 3、4、6 或 8 位数字组成的十六进制值(不区分大小" -"写),并且可以以井号 ([code]#[/code]) 作为前缀。该方法与 [method String." -"is_valid_html_color] 相同。\n" -"[codeblocks]\n" -"[gdscript]\n" -"Color.html_is_valid(\"#55aaFF\") # 返回 true\n" -"Color.html_is_valid(\"#55AAFF20\") # 返回 true\n" -"Color.html_is_valid(\"55AAFF\") # 返回 true\n" -"Color.html_is_valid(\"#F2C\") # 返回 true\n" -"\n" -"Color.html_is_valid(\"#AABBC) # 返回 false\n" -"Color.html_is_valid(\"#55aaFF5\") # 返回 false\n" -"[/gdscript]\n" -"[csharp]\n" -"Color.HtmlIsValid(\"#55AAFF\"); // 返回 true\n" -"Color.HtmlIsValid(\"#55AAFF20\"); // 返回 true\n" -"Color.HtmlIsValid(\"55AAFF\"); // 返回 true\n" -"Color.HtmlIsValid(\"#F2C\"); // 返回 true\n" -"\n" -"Color.HtmlIsValid(\"#AABBC\"); // 返回 false\n" -"Color.HtmlIsValid(\"#55aaFF5\"); // 返回 false\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" @@ -24895,11 +23751,6 @@ msgid "" "selected from the shapes popup." msgstr "色彩空间形状和形状选择按钮被隐藏。不能从形状弹出窗口中选择。" -msgid "" -"Overrides the [theme_item HSlider.center_grabber] theme property of the " -"sliders." -msgstr "覆盖滑块的 [theme_item HSlider.center_grabber] 主题属性。" - msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" @@ -25019,70 +23870,9 @@ msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。" msgid "Emitted when the [ColorPicker] is closed." msgstr "当 [ColorPicker] 关闭时发出。" -msgid "Default text [Color] of the [ColorPickerButton]." -msgstr "[ColorPickerButton] 的默认文本颜色 [Color]。" - -msgid "Text [Color] used when the [ColorPickerButton] is disabled." -msgstr "禁用 [ColorPickerButton] 时使用的文本颜色 [Color]。" - -msgid "" -"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"当 [ColorPickerButton] 获得焦点时使用的文本颜色 [Color]。只替换按钮的正常文本" -"颜色。禁用、悬停和按下状态优先于这个颜色。" - -msgid "Text [Color] used when the [ColorPickerButton] is being hovered." -msgstr "悬停 [ColorPickerButton] 时使用的文本 [Color]。" - -msgid "The tint of text outline of the [ColorPickerButton]." -msgstr "[ColorPickerButton] 文本轮廓的色调。" - -msgid "Text [Color] used when the [ColorPickerButton] is being pressed." -msgstr "按下 [ColorPickerButton] 时使用的文本颜色 [Color]。" - -msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "[ColorPickerButton] 的图标和文本之间的水平间距。" - -msgid "[Font] of the [ColorPickerButton]'s text." -msgstr "[ColorPickerButton] 文本的 [Font]。" - -msgid "Font size of the [ColorPickerButton]'s text." -msgstr "[ColorPickerButton] 文本的字体大小。" - msgid "The background of the color preview rect on the button." msgstr "颜色预览的背景将在按钮上显示。" -msgid "[StyleBox] used when the [ColorPickerButton] is disabled." -msgstr "该 [ColorPickerButton] 处于禁用状态时使用的 [StyleBox]。" - -msgid "" -"[StyleBox] used when the [ColorPickerButton] is focused. The [code]focus[/" -"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " -"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " -"visible. A [StyleBox] that represents an outline or an underline works well " -"for this purpose. To disable the focus visual effect, assign a " -"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." -msgstr "" -"该 [ColorPickerButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " -"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" -"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," -"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" -"因,不建议这样做。" - -msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." -msgstr "该 [ColorPickerButton] 处于悬停状态时使用的 [StyleBox]。" - -msgid "Default [StyleBox] for the [ColorPickerButton]." -msgstr "该 [ColorPickerButton] 的默认 [StyleBox]。" - -msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." -msgstr "该 [ColorPickerButton] 处于按下状态时使用的 [StyleBox]。" - msgid "A control that displays a solid color rectangle." msgstr "显示单色矩形的控件。" @@ -25096,9 +23886,6 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "该矩形的填充颜色。" -msgid "6-sided texture typically used in 3D rendering, optionally compressed." -msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。" - msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " @@ -25136,11 +23923,6 @@ msgstr "" "染,而不是 2D。\n" "有关立方体贴图的一般描述,请参阅 [Cubemap]。" -msgid "" -"Array of 6-sided textures typically used in 3D rendering, optionally " -"compressed." -msgstr "6 面纹理的数组,通常用于 3D 渲染,可选择压缩。" - msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " @@ -25311,48 +24093,6 @@ msgstr "加载纹理所使用的路径。" msgid "A 2D polyline shape used for physics collision." msgstr "用于物理碰撞的 2D 多线段形状。" -msgid "" -"A 2D polyline shape, intended for use in physics. Used internally in " -"[CollisionPolygon2D] when it's in [code]BUILD_SEGMENTS[/code] mode.\n" -"Being just a collection of interconnected line segments, " -"[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " -"can be used to form polygons of any nature, or even shapes that don't enclose " -"an area. However, [ConvexPolygonShape2D] is [i]hollow[/i] even if the " -"interconnected line segments do enclose an area, which often makes it " -"unsuitable for physics or detection.\n" -"[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " -"work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely " -"not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than " -"Static.\n" -"[b]Warning:[/b] Physics bodies that are small have a chance to clip through " -"this shape when moving fast. This happens because on one frame, the physics " -"body may be on the \"outside\" of the shape, and on the next frame it may be " -"\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " -"collision.\n" -"[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " -"slowest 2D collision shape to check collisions against. Its use should " -"generally be limited to level geometry. If the polyline is closed, " -"[CollisionPolygon2D]'s [code]BUILD_SOLIDS[/code] mode can be used, which " -"decomposes the polygon into convex ones; see [ConvexPolygonShape2D]'s " -"documentation for instructions." -msgstr "" -"一种 2D 折线形状,用于物理运算。当处于 [code]BUILD_SEGMENTS[/code] 模式下时在" -"[CollisionPolygon2D]内部使用。\n" -"相互连接线段的集合,[ConcavePolygonShape2D] 是最自由的可配置的单个 2D 形状。它" -"能用于形成任何性质的多边形,甚至是不包围区域的形状。然而," -"[ConvexPolygonShape2D]是 [i]空心的[/i],即使相互连接的线段确实形成了一个区域," -"这往往使得不适合物理运算或检测。\n" -"[b]注意:[/b]当用于碰撞时,[ConcavePolygonShape2D] 预期是与静态的 " -"[CollisionShape2D]节点一起工作(例如 [StaticBody2D])。对于 [CharacterBody2D] " -"或 [RigidBody2D],在静态模式以外的模式下可能表现不符预期。\n" -"[b]警告:[/b]物理物体快速移动时,体积小的物体将有机会穿过这个形状。发生的原因" -"为在某一帧物理物体可能在形状的“外部”,而下一帧它有可能直接在形状的“内部”。" -"[ConcavePolygonShape2D] 是空心的,因此它不会检测到碰撞。\n" -"[b]性能:[/b]由于它的复杂性, [ConcavePolygonShape2D] 是检测碰撞最慢的2D碰撞形" -"状。它的使用一般仅限于关卡几何体。如果折线是闭合的,可以使用 " -"[CollisionPolygon2D] 的 [code]BUILD_SOLIDS[/code] 模式,它会将多边形分解成凸多" -"边形;相关说明请参阅 [ConvexPolygonShape2D] 文档。" - msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments. " "The array (of length divisible by two) is naturally divided into pairs (one " @@ -25741,73 +24481,6 @@ msgstr "如果指定的小节存在,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "如果指定的小节-键对存在,则返回 [code]true[/code]。" -msgid "" -"Loads the config file specified as a parameter. The file's contents are " -"parsed and loaded in the [ConfigFile] object which the method was called on.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 [ConfigFile] " -"对象中。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Loads the encrypted config file specified as a parameter, using the provided " -"[param key] to decrypt it. The file's contents are parsed and loaded in the " -"[ConfigFile] object which the method was called on.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"加载指定为参数的加密配置文件,使用提供的 [param key] 对其解密。解析文件的内容" -"并将其加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Loads the encrypted config file specified as a parameter, using the provided " -"[param password] to decrypt it. The file's contents are parsed and loaded in " -"the [ConfigFile] object which the method was called on.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被解" -"析并加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Parses the passed string as the contents of a config file. The string is " -"parsed and loaded in the ConfigFile object which the method was called on.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 " -"ConfigFile 对象中。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Saves the contents of the [ConfigFile] object to the file specified as a " -"parameter. The output file uses an INI-style structure.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结" -"构。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " -"specified as a parameter, using the provided [param key] to encrypt it. The " -"output file uses an INI-style structure.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 " -"加密文件中。输出文件使用 INI 样式的结构。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - -msgid "" -"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " -"specified as a parameter, using the provided [param password] to encrypt it. " -"The output file uses an INI-style structure.\n" -"Returns one of the [enum Error] code constants ([constant OK] on success)." -msgstr "" -"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供的 " -"[param password] 进行加密。输出文件使用 INI 风格的结构。\n" -"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" - msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" @@ -26005,6 +24678,9 @@ msgstr "GUI 文档索引" msgid "Control node gallery" msgstr "控件节点一览" +msgid "Multiple resolutions" +msgstr "多分辨率" + msgid "All GUI Demos" msgstr "所有 GUI 演示" @@ -26638,15 +25314,6 @@ msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。见 [enum Cu msgid "Returns [member offset_right] and [member offset_bottom]." msgstr "返回 [member offset_right] 和 [member offset_bottom]。" -msgid "" -"Returns the focus neighbor for the specified [enum Side]. A getter method for " -"[member focus_neighbor_bottom], [member focus_neighbor_left], [member " -"focus_neighbor_right] and [member focus_neighbor_top]." -msgstr "" -"返回指定 [enum Side] 的焦点邻居。用于 [member focus_neighbor_bottom]、[member " -"focus_neighbor_left]、[member focus_neighbor_right]、和 [member " -"focus_neighbor_top] 的取值方法。" - msgid "" "Returns the position and size of the control relative to the containing " "canvas. See [member global_position] and [member size].\n" @@ -27811,44 +26478,6 @@ msgstr "当节点收到 [InputEvent] 时发出。" msgid "Emitted when the node's minimum size changes." msgstr "当节点的最小大小更改时发出。" -msgid "" -"Emitted when the mouse enters the control's [code]Rect[/code] area, provided " -"its [member mouse_filter] lets the event reach it.\n" -"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters a " -"child [Control] node before entering the parent's [code]Rect[/code] area, at " -"least until the mouse is moved to reach the parent's [code]Rect[/code] area." -msgstr "" -"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许事" -"件到达。\n" -"[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节" -"点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " -"mouse_entered]。" - -msgid "" -"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " -"its [member mouse_filter] lets the event reach it.\n" -"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a " -"child [Control] node, even if the mouse cursor is still inside the parent's " -"[code]Rect[/code] area.\n" -"If you want to check whether the mouse truly left the area, ignoring any top " -"nodes, you can use code like this:\n" -"[codeblock]\n" -"func _on_mouse_exited():\n" -" if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):\n" -" # Not hovering over area.\n" -"[/codeblock]" -msgstr "" -"当鼠标离开控件的 [code]Rect[/code] 区域时发出,前提是它的 [member " -"mouse_filter] 允许事件到达它。\n" -"[b]注意:[/b]如果鼠标进入子 [Control] 节点,即使鼠标光标仍在父节点的 " -"[code]Rect[/code] 区域内,该父节点也会发出 [signal mouse_exited]。\n" -"如果要忽略任何顶部节点,检查鼠标是否真的离开了该区域,可以使用如下代码:\n" -"[codeblock]\n" -"func _on_mouse_exited():\n" -" if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):\n" -" # 未悬停在区域上。\n" -"[/codeblock]" - msgid "Emitted when the control changes size." msgstr "当控件更改大小时发出。" @@ -27881,12 +26510,6 @@ msgstr "" msgid "Sent when the node changes size. Use [member size] to get the new size." msgstr "当节点改变大小时发送。请使用 [member size] 获取新大小。" -msgid "Sent when the mouse pointer enters the node." -msgstr "当鼠标指针进入该节点时发送。" - -msgid "Sent when the mouse pointer exits the node." -msgstr "当鼠标指针退出该节点时发送。" - msgid "Sent when the node grabs focus." msgstr "当节点获得焦点时发送。" @@ -28239,43 +26862,6 @@ msgstr "" "SIZE_EXPAND] 一起使用。与 [member size_flags_horizontal] 和 [member " "size_flags_vertical] 一起使用。" -msgid "" -"The control will receive mouse button input events through [method " -"_gui_input] if clicked on. And the control will receive the [signal " -"mouse_entered] and [signal mouse_exited] signals. These events are " -"automatically marked as handled, and they will not propagate further to other " -"controls. This also results in blocking signals in other controls." -msgstr "" -"被点击时,控件将通过 [method _gui_input] 收到鼠标按钮输入事件。控件能够接收到 " -"[signal mouse_entered] 和 [signal mouse_exited] 信号。这些事件将自动被标记为已" -"处理,不会进一步传播到其他控件,因此相关的信号也不会在其他控件中触发。" - -msgid "" -"The control will receive mouse button input events through [method " -"_gui_input] if clicked on. And the control will receive the [signal " -"mouse_entered] and [signal mouse_exited] signals. If this control does not " -"handle the event, the parent control (if any) will be considered, and so on " -"until there is no more parent control to potentially handle it. This also " -"allows signals to fire in other controls. If no control handled it, the event " -"will be passed to [method Node._unhandled_input] for further processing." -msgstr "" -"控件被点击时,将通过 [method _gui_input] 收到鼠标按钮输入事件。并且控件能够接" -"收到 [signal mouse_entered] 和 [signal mouse_exited] 信号。如果此控件未处理事" -"件,则将考虑其父控件(如果有的话),并依此类推,直到不再有可能处理它的父控件为" -"止。相关的信号可以在其他控件中触发。如果没有控件处理它,事件将被传递到 " -"[method Node._unhandled_input] 进一步处理。" - -msgid "" -"The control will not receive mouse button input events through [method " -"_gui_input]. The control will also not receive the [signal mouse_entered] nor " -"[signal mouse_exited] signals. This will not block other controls from " -"receiving these events or firing the signals. Ignored events will not be " -"handled automatically." -msgstr "" -"该控件不会通过 [method _gui_input] 收到鼠标按钮输入事件,也不会接收到 [signal " -"mouse_entered] 和 [signal mouse_exited] 信号。这不会阻止其他控件接收这些事件或" -"触发信号。被忽略的事件将不会被自动处理。" - msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." @@ -28348,38 +26934,6 @@ msgstr "从右至左的文本书写方向。" msgid "A 2D convex polygon shape used for physics collision." msgstr "用于物理碰撞的 2D 凸多边形形状。" -msgid "" -"A 2D convex polygon shape, intended for use in physics. Used internally in " -"[CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.\n" -"[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions " -"from objects that are fully inside it, unlike [ConcavePolygonShape2D] which " -"is hollow. This makes it more suitable for both detection and physics.\n" -"[b]Convex decomposition:[/b] A concave polygon can be split up into several " -"convex polygons. This allows dynamic physics bodies to have complex concave " -"collisions (at a performance cost) and can be achieved by using several " -"[ConvexPolygonShape3D] nodes or by using the [CollisionPolygon2D] node in " -"[code]BUILD_SOLIDS[/code] mode. To generate a collision polygon from a " -"sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that " -"appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].\n" -"[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions " -"against compared to [ConcavePolygonShape2D], but it is slower than primitive " -"collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use " -"should generally be limited to medium-sized objects that cannot have their " -"collision accurately represented by primitive shapes." -msgstr "" -"2D 凸多边形形状,旨在用于物理。[CollisionPolygon2D] 为 [code]BUILD_SOLIDS[/" -"code] 模式时内部会使用这个类。\n" -"[ConvexPolygonShape2D] 是[i]实心[/i]的,与空心的 [ConcavePolygonShape2D] 不" -"同,如果对象完全位于其内部,也能够检测到碰撞。因此更适于检测和物理。\n" -"[b]凸分解:[/b]凹多边形可以拆分为多个凸多边形。这样就能够让动态物理体拥有复杂" -"的凹碰撞(以消耗性能为代价),做法是使用多个 [ConvexPolygonShape3D] 节点,或者" -"使用 [code]BUILD_SOLIDS[/code] 模式的 [CollisionPolygon2D] 节点。要根据精灵生" -"成碰撞多边形,请选中 [Sprite2D] 节点,前往出现在视口上方的 [b]Sprite2D[/b] 菜" -"单,然后选择[b]创建 Polygon2D 同级[/b]。\n" -"[b]性能:[/b][ConvexPolygonShape2D] 检查碰撞的速度比 [ConcavePolygonShape2D] " -"要快,但比 [CircleShape2D]、[RectangleShape2D] 等基本碰撞形状要慢。通常应该仅" -"限于中等大小的对象,在无法使用基本形状精确表示碰撞时使用。" - msgid "" "Based on the set of points provided, this assigns the [member points] " "property using the convex hull algorithm, removing all unneeded points. See " @@ -28438,9 +26992,6 @@ msgstr "" msgid "The list of 3D points forming the convex polygon shape." msgstr "形成凸多边形的 3D 点列表。" -msgid "CPU-based 2D particle emitter." -msgstr "基于 CPU 的 2D 粒子发射器。" - msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" @@ -28623,9 +27174,6 @@ msgstr "" "[member emission_shape] 被设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的" "半径。" -msgid "If [code]true[/code], particles are being emitted." -msgstr "如果为 [code]true[/code],则正在发射粒子。" - msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle begins." @@ -28942,9 +27490,6 @@ msgstr "" msgid "Represents the size of the [enum EmissionShape] enum." msgstr "代表 [enum EmissionShape] 枚举的大小。" -msgid "CPU-based 3D particle emitter." -msgstr "基于 CPU 的 3D 粒子发射器。" - msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" @@ -28955,6 +27500,9 @@ msgstr "" "另见 [GPUParticles3D],利用硬件加速提供了相同的功能,但可能无法在较旧的设备上" "运行。" +msgid "Particle systems (3D)" +msgstr "粒子系统(3D)" + msgid "" "Sets this node's properties to match a given [GPUParticles3D] node with an " "assigned [ParticleProcessMaterial]." @@ -29677,19 +28225,6 @@ msgstr "" msgid "The [Material] used in drawing the CSG shape." msgstr "用于绘制 CSG 形状的 [Material]。" -msgid "" -"The [Mesh] resource to use as a CSG shape.\n" -"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals " -"unless a flat shader is required. By default, CSGMesh will ignore the mesh's " -"vertex normals and use a smooth shader calculated using the faces' normals. " -"If a flat shader is required, ensure that all faces' vertex normals are " -"parallel." -msgstr "" -"用来作为 CSG 形状的 [Mesh] 资源。\n" -"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶点" -"法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平整的" -"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" - msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "拉伸 2D 多边形形状以创建 3D 网格。" @@ -30101,9 +28636,6 @@ msgstr "C# 文档索引" msgid "Returns a new instance of the script." msgstr "返回该脚本的新实例。" -msgid "6-sided texture typically used in 3D rendering." -msgstr "通常用于 3D 渲染的 6 面纹理。" - msgid "" "A cubemap is made of 6 textures organized in layers. They are typically used " "for faking reflections in 3D rendering (see [ReflectionProbe]). It can be " @@ -30132,58 +28664,10 @@ msgstr "" msgid "Creates a placeholder version of this resource ([PlaceholderCubemap])." msgstr "创建该资源的占位符版本([PlaceholderCubemap])。" -msgid "" -"A single composite texture resource which consists of multiple [Cubemap]s." -msgstr "由多个 [Cubemap] 组成的单一复合纹理资源。" - -msgid "" -"[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like " -"[Cubemap]s they are made of multiple textures the amount of which must be " -"divisible by 6 (one image for each face of the cube). The primary benefit of " -"[CubemapArray]s is that they can be accessed in shader code using a single " -"texture reference. In other words, you can pass multiple [Cubemap]s into a " -"shader using a single [CubemapArray].\n" -"Generally, [CubemapArray]s provide a more efficient way for storing multiple " -"[Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.\n" -"Internally, Godot uses [CubemapArray]s for many effects including the [Sky], " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets.\n" -"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " -"backend." -msgstr "" -"[CubemapArray] 由一组 [Cubemap] 组成。因此,它们像 [Cubemap] 一样是由多个纹理" -"组成的,其纹理的数量必须能被 6 整除(立方体的每个面都有一个图像)。" -"[CubemapArray] 的主要好处是可以使用单个纹理引用在着色器代码中访问它们。换句话" -"说,可以使用单个 [CubemapArray] 将多个 [Cubemap] 传入着色器。\n" -"通常,与将多个 [Cubemap] 本身存储在数组中相比,[CubemapArray] 提供了一种更有效" -"的存储多个 [Cubemap] 的方法。\n" -"如果将 [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] 设置为 [code]true[/code],Godot 在内部会将 " -"[CubemapArray] 用于多种效果,包括 [Sky]。\n" -"要想自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文" -"件。\n" -"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。" - msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." msgstr "创建该资源的占位符版本([PlaceholderCubemapArray])。" -msgid "A mathematic curve." -msgstr "数学曲线。" - -msgid "" -"A curve that can be saved and re-used for other objects. By default, it " -"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " -"points relative to the [code]0.5[/code] Y position.\n" -"See also [Gradient] which is designed for color interpolation. See also " -"[Curve2D] and [Curve3D]." -msgstr "" -"可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/" -"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。\n" -"另请参阅为颜色插值设计的 [Gradient]。另请参阅 [Curve2D] 和 [Curve3D]。" - msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " @@ -30694,20 +29178,6 @@ msgstr "" "rotation_mode] 被设置为 [constant PathFollow3D.ROTATION_ORIENTED] 时使用。更改" "它会强制缓存被重新计算。" -msgid "A texture that shows a curve." -msgstr "显示曲线的纹理。" - -msgid "" -"Renders a given [Curve] provided to it. Simplifies the task of drawing curves " -"and/or saving them as image files.\n" -"If you need to store up to 3 curves within a single texture, use " -"[CurveXYZTexture] instead. See also [GradientTexture1D] and " -"[GradientTexture2D]." -msgstr "" -"渲染提供给它的给定 [Curve]。简化绘制曲线和/或将它们保存为图像文件的任务。\n" -"如果需要在单个纹理中,存储最多 3 条曲线,请改用 [CurveXYZTexture]。另见 " -"[GradientTexture1D] 和 [GradientTexture2D]。" - msgid "The [Curve] that is rendered onto the texture." msgstr "渲染到纹理上的 [Curve]。" @@ -30740,23 +29210,6 @@ msgid "" msgstr "" "仅将曲线存储在红色通道中。这可以节省显存,但某些自定义着色器可能无法使用它。" -msgid "" -"A texture that shows 3 different curves (stored on the red, green and blue " -"color channels)." -msgstr "显示 3 条不同曲线的纹理(存储在红色、绿色和蓝色通道上)。" - -msgid "" -"Renders 3 given [Curve]s provided to it, on the red, green and blue channels " -"respectively. Compared to using separate [CurveTexture]s, this further " -"simplifies the task of drawing curves and/or saving them as image files.\n" -"If you only need to store one curve within a single texture, use " -"[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]." -msgstr "" -"分别在红色、绿色和蓝色通道上,渲染 3 条给定的 [Curve]。与使用单独的 " -"[CurveTexture] 相比,这进一步简化了绘制曲线和/或将它们保存为图像文件的任务。\n" -"如果只需要在单个纹理中存储一条曲线,请改用 [CurveTexture]。另见 " -"[GradientTexture1D] 和 [GradientTexture2D]。" - msgid "The [Curve] that is rendered onto the texture's red channel." msgstr "渲染到该纹理红色通道上的 [Curve]。" @@ -30844,20 +29297,6 @@ msgstr "" msgid "A 3D cylinder shape used for physics collision." msgstr "用于物理碰撞的 3D 圆柱体形状。" -msgid "" -"A 2D capsule shape, intended for use in physics. Usually used to provide a " -"shape for a [CollisionShape3D].\n" -"[b]Note:[/b] There are several known bugs with cylinder collision shapes. " -"Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.\n" -"[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, " -"but it is slower than [CapsuleShape3D], [BoxShape3D], and [CylinderShape3D]." -msgstr "" -"3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" -"[b]注意:[/b]圆柱体碰撞形状有若干已知的问题。建议改用 [CapsuleShape3D] 或 " -"[BoxShape3D]。\n" -"[b]性能:[/b][CylinderShape3D] 可以快速检查碰撞,但比 [CapsuleShape3D]、" -"[BoxShape3D] 和 [CylinderShape3D] 慢。" - msgid "The cylinder's height." msgstr "圆柱体的高度。" @@ -31688,49 +30127,6 @@ msgstr "" "data.has_all([\"height\", \"width\"]) # 返回 true\n" "[/codeblock]" -msgid "" -"Returns a hashed 32-bit integer value representing the dictionary contents.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var dict1 = {\"A\": 10, \"B\": 2}\n" -"var dict2 = {\"A\": 10, \"B\": 2}\n" -"\n" -"print(dict1.hash() == dict2.hash()) # Prints true\n" -"[/gdscript]\n" -"[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" -"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Dictionaries with the same entries but in a different order will " -"not have the same hash.\n" -"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to " -"be the same, because of hash collisions. On the countrary, dictionaries with " -"different hash values are guaranteed to be different." -msgstr "" -"返回代表该字典内容的 32 位整数哈希值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var dict1 = {\"A\": 10, \"B\": 2}\n" -"var dict2 = {\"A\": 10, \"B\": 2}\n" -"\n" -"print(dict1.hash() == dict2.hash()) # 输出 true\n" -"[/gdscript]\n" -"[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"\n" -"// Godot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n" -"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 输出 true\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]如果两个字典条目相同,但顺序不同,则哈希值也不同。\n" -"[b]注意:[/b]哈希值相同的字典[i]不保证[/i]相同,因为可能存在哈希碰撞。相对地," -"哈希值不同的字典保证不同。" - msgid "" "Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/" "code]). See also [method size]." @@ -32271,8 +30667,8 @@ msgstr "" "于距离场景较远的强光,以模拟日光或月光。 DirectionalLight3D 变换的世界空间位置" "(原点)将被忽略。只有基被用于确定光线方向。" -msgid "Lights and shadows" -msgstr "灯光与阴影" +msgid "3D lights and shadows" +msgstr "3D 灯光与阴影" msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " @@ -32445,9 +30841,6 @@ msgstr "" "序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" "[b]注意:[/b]这个方法只在 Linux(X11)上实现。" -msgid "Returns [code]true[/code] if there is content on the user's clipboard." -msgstr "如果用户的剪贴板中有内容,则返回 [code]true[/code]。" - msgid "Sets the user's clipboard content to the given string." msgstr "将用户的剪贴板内容设置为给定的字符串。" @@ -32550,8 +30943,8 @@ msgid "" "return an empty array even if they do have display cutouts or notches." msgstr "" "返回 [Rect2] 的 [Array],其中每个都是显示切口或凹口的边界矩形。这些是相机和传" -"感器使用的无边框屏幕上的非功能区域。如果设备没有切口,则返回一个空数组。另请参" -"见 [method get_display_safe_area]。\n" +"感器使用的无边框屏幕上的非功能区域。如果设备没有切口,则返回一个空数组。另见 " +"[method get_display_safe_area]。\n" "[b]注意:[/b]目前仅在 Android 上实现。其他平台将返回一个空数组,即使它们确实有" "显示切口或凹口。" @@ -32559,8 +30952,7 @@ msgid "" "Returns the unobscured area of the display where interactive controls should " "be rendered. See also [method get_display_cutouts]." msgstr "" -"返回应渲染交互式控件的显示器的未遮挡区域。另请参见 [method " -"get_display_cutouts]。" +"返回应渲染交互式控件的显示器的未遮挡区域。另见 [method get_display_cutouts]。" msgid "" "Returns the index of the screen containing the window with the keyboard " @@ -32595,20 +30987,6 @@ msgstr "返回可用的显示器数量。" msgid "Returns index of the screen which contains specified rectangle." msgstr "返回包含指定矩形的屏幕的索引。" -msgid "" -"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons " -"are swapped in dialogs. This is enabled by default on Windows and UWP to " -"follow interface conventions, and be toggled by changing [member " -"ProjectSettings.gui/common/swap_cancel_ok].\n" -"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " -"[method DisplayServer.dialog_show]." -msgstr "" -"如果对话框中的[b]确定[/b]和[b]取消[/b]按钮进行了交换,则返回 [code]true[/" -"code]。在 Windows 和 UWP 上默认启用,从而遵循界面规范,可以使用 [member " -"ProjectSettings.gui/common/swap_cancel_ok] 开关。\n" -"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影" -"响。" - msgid "" "Returns the ID of the window at the specified screen [param position] (in " "pixels). On multi-monitor setups, the screen position is relative to the " @@ -33310,18 +31688,13 @@ msgstr "" "[b]注意:[/b]该方法仅在 macOS 上实现。" msgid "" -"Returns [code]true[/code] if OS is using dark mode.\n" -"[b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11)." +"Returns [code]true[/code] if touch events are available (Android or iOS), the " +"capability is detected on the Web platform or if [member ProjectSettings." +"input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]." msgstr "" -"如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]这个方法在 macOS、Windows 和 Linux(X11)上实现。" - -msgid "" -"Returns [code]true[/code] if OS supports dark mode.\n" -"[b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11)." -msgstr "" -"如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]这个方法在 macOS、Windows 和 Linux(X11)上实现。" +"如果触摸事件可用(Android 或 iOS)、在 Web 平台上检测到该功能或如果 [member " +"ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 为 " +"[code]true[/code] 时,则返回 [code]true[/code]。" msgid "" "Returns active keyboard layout index.\n" @@ -33889,7 +32262,7 @@ msgid "" "window_set_current_screen]." msgstr "" "该函数返回窗口 [param window_id] 所在的屏幕。如果屏幕跨越多个显示器,则返回窗" -"口中心所在的屏幕。另请参见 [method window_set_current_screen] 。" +"口中心所在的屏幕。另见 [method window_set_current_screen] 。" msgid "Returns the current value of the given window's [param flag]." msgstr "返回给定窗口当前的 [param flag] 值。" @@ -33930,7 +32303,7 @@ msgid "" "Returns the position of the given window on the screen including the borders " "drawn by the operating system. See also [method window_get_position]." msgstr "" -"该函数返回给定窗口在屏幕上的位置,包括操作系统绘制的边框。另请参见 [method " +"该函数返回给定窗口在屏幕上的位置,包括操作系统绘制的边框。另见 [method " "window_get_position]。" msgid "" @@ -34880,51 +33253,6 @@ msgstr "" "置或窗口进入/退出全屏模式),见 [method window_set_window_event_callback]。\n" "[b]注意:[/b]该标志仅在 macOS 上实现。" -msgid "" -"No vertical synchronization, which means the engine will display frames as " -"fast as possible (tearing may be visible). Framerate is unlimited " -"(nonwithstanding [member Engine.max_fps])." -msgstr "" -"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未" -"限制的(不考虑 [member Engine.max_fps])。" - -msgid "" -"Default vertical synchronization mode, the image is displayed only on " -"vertical blanking intervals (no tearing is visible). Framerate is limited by " -"the monitor refresh rate (nonwithstanding [member Engine.max_fps])." -msgstr "" -"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器" -"刷新率的限制(不考虑 [member Engine.max_fps])。" - -msgid "" -"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " -"screen's refresh rate to reduce stuttering (tearing may be visible). " -"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " -"limited by the monitor refresh rate (nonwithstanding [member Engine." -"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility " -"rendering method." -msgstr "" -"当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 " -"[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率" -"的限制(不考虑 [member Engine.max_fps])。使用兼容渲染方法时表现得像 " -"[constant VSYNC_ENABLED]。" - -msgid "" -"Displays the most recent image in the queue on vertical blanking intervals, " -"while rendering to the other images (no tearing is visible). Framerate is " -"unlimited (nonwithstanding [member Engine.max_fps]).\n" -"Although not guaranteed, the images can be rendered as fast as possible, " -"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant " -"VSYNC_MAILBOX] works best when at least twice as many frames as the display " -"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " -"the Compatibility rendering method." -msgstr "" -"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速" -"率是未限制的(不考虑 [member Engine.max_fps])。\n" -"虽然不能保证,但可以尽可能快地渲染图像,这可能会减少输入滞后(也称为“快速”V-" -"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效" -"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" - msgid "" "Display handle:\n" "- Linux (X11): [code]X11::Display*[/code] for the display.\n" @@ -34961,19 +33289,6 @@ msgstr "" "- macOS:窗口主视图的 [code]NSView*[/code]。\n" "- iOS:窗口主视图的 [code]UIView*[/code]。" -msgid "" -"OpenGL context (only with the GL Compatibility renderer):\n" -"- Windows: [code]HGLRC[/code] for the window.\n" -"- Linux: [code]GLXContext*[/code] for the window.\n" -"- macOS: [code]NSOpenGLContext*[/code] for the window.\n" -"- Android: [code]EGLContext[/code] for the window." -msgstr "" -"OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n" -"- Windows:窗口的 [code]HGLRC[/code]。\n" -"- Linux:窗口的 [code]GLXContext*[/code]。\n" -"- macOS:窗口的 [code]NSOpenGLContext*[/code]。\n" -"- Android:窗口的 [code]EGLContext[/code]。" - msgid "Utterance has begun to be spoken." msgstr "发言开始。" @@ -35321,54 +33636,6 @@ msgstr "" msgid "Godot editor's command palette." msgstr "Godot 编辑器的命令面板。" -msgid "" -"Object that holds all the available Commands and their shortcuts text. These " -"Commands can be accessed through [b]Editor > Command Palette[/b] menu.\n" -"Command key names use slash delimiters to distinguish sections, for example: " -"[code]\"example/command1\"[/code] then [code]example[/code] will be the " -"section name.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var command_palette = get_editor_interface().get_command_palette()\n" -"# external_command is a function that will be called with the command is " -"executed.\n" -"var command_callable = Callable(self, \"external_command\").bind(arguments)\n" -"command_palette.add_command(\"command\", \"test/command\",command_callable)\n" -"[/gdscript]\n" -"[csharp]\n" -"EditorCommandPalette commandPalette = GetEditorInterface()." -"GetCommandPalette();\n" -"// ExternalCommand is a function that will be called with the command is " -"executed.\n" -"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n" -"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_command_palette]." -msgstr "" -"该对象包含所有可用命令及其快捷方式文本。这些命令可以通过 [b]Editor > 命令面板" -"[/b] 菜单访问。\n" -"命令键名使用斜杠分隔符来区分部分,例如:[code]\"example/command1\"[/code],那" -"么 [code]example[/code] 将是部分名称。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var command_palette = get_editor_interface().get_command_palette()\n" -"# external_command 是将在命令执行时调用的函数。\n" -"var command_callable = Callable(self, \"external_command\").bind(arguments)\n" -"command_palette.add_command(\"command\", \"test/command\",command_callable)\n" -"[/gdscript]\n" -"[csharp]\n" -"EditorCommandPalette commandPalette = GetEditorInterface()." -"GetCommandPalette();\n" -"// ExternalCommand 是将在命令执行时调用的函数。\n" -"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n" -"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]不应直接实例化此类。相反,使用 [method EditorInterface." -"get_command_palette] 访问单例。" - msgid "" "Adds a custom command to EditorCommandPalette.\n" "- [param command_name]: [String] (Name of the [b]Command[/b]. This is " @@ -35882,14 +34149,6 @@ msgid "" "AccountManager." msgstr "允许应用程序在 AccountManager 中扮演 AccountAuthenticator 的角色。" -msgid "" -"Allows an application to collect battery statistics. Sett [url=https://" -"developer.android.com/reference/android/Manifest." -"permission#BATTERY_STATS]BATTERY_STATS[/url]." -msgstr "" -"允许应用程序收集电池统计信息。见 [url=https://developer.android.com/reference/" -"android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。" - msgid "" "Must be required by an AccessibilityService, to ensure that only the system " "can bind to it. See [url=https://developer.android.com/reference/android/" @@ -36893,12 +35152,6 @@ msgid "" "restore infrastructure." msgstr "如果为 [code]true[/code],则允许应用程序参与基础设施的备份与恢复。" -msgid "Machine-readable application version." -msgstr "可机读的应用程序版本号。" - -msgid "Application version visible to the user." -msgstr "用户可见的应用程序版本号。" - msgid "Exporter for iOS." msgstr "iOS 导出器。" @@ -36966,27 +35219,12 @@ msgstr "" "可以使用环境变量 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code] 覆" "盖。" -msgid "" -"Application version visible to the user, can only contain numeric characters " -"([code]0-9[/code]) and periods ([code].[/code])." -msgstr "" -"用户可见的应用程序版本,只能包含数字字符([code]0-9[/code])和句点([code].[/" -"code])。" - msgid "A four-character creator code that is specific to the bundle. Optional." msgstr "特定于该捆绑包的四字符创建者码。可选的。" msgid "Supported device family." msgstr "支持的设备家族。" -msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code])." -msgstr "" -"机器可读的应用程序版本,采用 [code]major.minor.patch[/code] 格式,只能包含数字" -"字符 ([code]0-9[/code]) 和句点 ([code].[/code])。" - msgid "" "If [code]true[/code], networking features related to Wi-Fi access are " "enabled. See [url=https://developer.apple.com/support/required-device-" @@ -37328,15 +35566,6 @@ msgstr "捆绑包的(英文)版权声明,用户可见。" msgid "Copyright notice for the bundle visible to the user (localized)." msgstr "捆绑包的(本地化)版权声明,用户可见。" -msgid "" -"Application icon file. If left empty, it will fallback to [member " -"ProjectSettings.application/config/macos_native_icon], and then to [member " -"ProjectSettings.application/config/icon]." -msgstr "" -"应用程序图标文件。如果留空,则会回退至 [member ProjectSettings.application/" -"config/macos_native_icon],继而回退至 [member ProjectSettings.application/" -"config/icon]。" - msgid "" "Minimum version of macOS required for this application to run in the " "[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only " @@ -37381,20 +35610,6 @@ msgid "" "tool." msgstr "要额外传给代码签名工具的命令行参数的数组。" -msgid "" -"Enable to allow access to contacts in the user's address book, if it's " -"enabled you should also provide usage message in the [code]privacy/" -"address_book_usage_description[/code] option.See [url=https://developer.apple." -"com/documentation/bundleresources/entitlements/com_apple_security_personal-" -"information_addressbook]com.apple.security.personal-information.addressbook[/" -"url]." -msgstr "" -"启用后允许对用户地址簿中的联系人进行访问,启用时还应在 [code]privacy/" -"address_book_usage_description[/code] 选项中提供用途信息。见 [url=https://" -"developer.apple.com/documentation/bundleresources/entitlements/" -"com_apple_security_personal-information_addressbook]com.apple.security." -"personal-information.addressbook[/url]。" - msgid "" "Allows app to use dynamic linker environment variables to inject code. If you " "are using add-ons with dynamic or self-modifying native code, enable them " @@ -37688,14 +35903,6 @@ msgstr "" "启用后,会在导出后的应用程序旁创建一个封装程序,可以用来以带命令行输出的形式运" "行该应用程序。" -msgid "" -"If [code]true[/code], the application is rendered at native display " -"resolution, otherwise it is always rendered at loHPI resolution and upscaled " -"by OS when required." -msgstr "" -"如果为 [code]true[/code],则应用程序使用原生显示器分辨率渲染,否则始终使用 " -"loHPI 分辨率渲染,必要时由操作系统放大。" - msgid "Application distribution target." msgstr "应用程序分发目标。" @@ -37897,22 +36104,6 @@ msgstr "" "展示给用户的文件说明。必填。见 [url=https://learn.microsoft.com/en-us/windows/" "win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" -msgid "" -"Version number of the file. Required. See [url=https://learn.microsoft.com/en-" -"us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." -msgstr "" -"文件的版本号。必填。见 [url=https://learn.microsoft.com/en-us/windows/win32/" -"menurc/stringfileinfo-block]StringFileInfo[/url]。" - -msgid "" -"Application icon file. If left empty, it will fallback to [member " -"ProjectSettings.application/config/windows_native_icon], and then to [member " -"ProjectSettings.application/config/icon]." -msgstr "" -"应用程序图标文件。如果留空,则回退至 [member ProjectSettings.application/" -"config/windows_native_icon],而后是 [member ProjectSettings.application/" -"config/icon]。" - msgid "" "If enabled, icon and metadata of the exported executable is set according to " "the other [code]application/*[/code] values." @@ -37927,14 +36118,6 @@ msgstr "" "应用程序的名称。必填。见 [url=https://learn.microsoft.com/en-us/windows/win32/" "menurc/stringfileinfo-block]StringFileInfo[/url]。" -msgid "" -"Application version visible to the user. Required. See [url=https://learn." -"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" -"url]." -msgstr "" -"用户可见的应用程序版本。必填。见 [url=https://learn.microsoft.com/en-us/" -"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" - msgid "" "Trademarks and registered trademarks that apply to the file. Optional. See " "[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" @@ -38085,18 +36268,6 @@ msgstr "" "如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该" "方法。" -msgid "" -"Customize a scene. If changes are made to it, return the same or a new scene. " -"Otherwise, return [code]null[/code]. If a new scene is returned, it is up to " -"you to dispose of the old one.\n" -"Implementing this method is required if [method _begin_customize_resources] " -"returns [code]true[/code]." -msgstr "" -"定制一个场景。如果对其进行了修改,则返回相同的或新的场景。否则,返回 " -"[code]null[/code] 。如果返回一个新的场景,则由你来处理旧的场景。\n" -"如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该" -"方法。" - msgid "This is called when the customization process for resources ends." msgstr "资源的自定义处理完成时调用。" @@ -38334,22 +36505,6 @@ msgstr "" "如果 [param feature] 被禁用,则返回 [code]true[/code]。当一个功能被禁用时,它" "将从编辑器中完全消失。" -msgid "" -"Loads an editor feature profile from a file. The file must follow the JSON " -"format obtained by using the feature profile manager's [b]Export[/b] button " -"or the [method save_to_file] method." -msgstr "" -"从文件中加载一个编辑器功能配置。该文件必须遵循 JSON 格式,通过使用功能配置管理" -"器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。" - -msgid "" -"Saves the editor feature profile to a file in JSON format. It can then be " -"imported using the feature profile manager's [b]Import[/b] button or the " -"[method load_from_file] method." -msgstr "" -"将编辑器的功能配置保存到 JSON 格式的文件中。然后可以使用功能配置管理器的[b]导" -"入[/b]按钮或 [method load_from_file] 方法导入它。" - msgid "" "If [param disable] is [code]true[/code], disables the class specified by " "[param class_name]. When disabled, the class won't appear in the Create New " @@ -38912,7 +37067,7 @@ msgstr "" "EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。请参见 " "[method _get_recognized_extensions] 和 [method _get_resource_type]。它们可以选" "择性地指定一些影响导入过程的导入预设。EditorImportPlugin 负责创建资源并将它们" -"保存在 [code].godot/imported[/code] 目录中(参见 [member ProjectSettings." +"保存在 [code].godot/imported[/code] 目录中(见 [member ProjectSettings." "application/config/use_hidden_project_data_directory])。\n" "下面是一个 EditorImportPlugin 的示例,它从扩展名为“.special”或“.spec”的文件中" "导入 [Mesh]:\n" @@ -39400,22 +37555,6 @@ msgstr "" msgid "Godot editor's interface." msgstr "Godot 编辑器的界面。" -msgid "" -"[EditorInterface] gives you control over Godot editor's window. It allows " -"customizing the window, saving and (re-)loading scenes, rendering mesh " -"previews, inspecting and editing resources and objects, and provides access " -"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " -"[ScriptEditor], the editor viewport, and information about scenes.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorPlugin.get_editor_interface]." -msgstr "" -"[EditorInterface] 可以让你控制 Godot 编辑器的窗口。它允许自定义窗口、保存和" -"(重新)加载场景、渲染网格预览、检查和编辑资源和对象,并且提供了对 " -"[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、" -"[ScriptEditor]、编辑器视口和场景相关信息的访问。\n" -"[b]注意:[/b]这个类不应该直接实例化。请使用 [method EditorPlugin." -"get_editor_interface] 访问单例。" - msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." @@ -39453,7 +37592,7 @@ msgid "" "editor useless and may cause a crash." msgstr "" "返回编辑器的 [EditorCommandPalette] 实例。\n" -"[b]警告:[/b] 删除和释放此节点,将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]删除和释放此节点,将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "" "Returns the current directory being viewed in the [FileSystemDock]. If a file " @@ -39477,7 +37616,7 @@ msgid "" msgstr "" "返回负责主屏幕插件和工具的编辑器控件。将其与实现了 [method EditorPlugin." "_has_main_screen] 的插件一起使用。\n" -"[b]警告:[/b] 移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "Returns the [EditorPaths] singleton." msgstr "返回 [EditorPaths] 单例。" @@ -39638,13 +37777,6 @@ msgstr "" "重启编辑器。编辑器会关闭,然后再打开相同项目。如果 [param save] 为 " "[code]true[/code],则重启前会保存项目。" -msgid "" -"Saves the scene. Returns either [constant OK] or [constant ERR_CANT_CREATE]." -msgstr "保存场景。返回 [constant OK] 或 [constant ERR_CANT_CREATE]。" - -msgid "Saves the scene as a file at [param path]." -msgstr "将场景保存为 [param path] 处的文件。" - msgid "" "Selects the file, with the path provided by [param file], in the FileSystem " "dock." @@ -40346,14 +38478,6 @@ msgstr "" msgid "Used by the editor to extend its functionality." msgstr "由编辑器使用,用于扩展其功能。" -msgid "" -"Plugins are used by the editor to extend functionality. The most common types " -"of plugins are those which edit a given node or resource type, import plugins " -"and export plugins. See also [EditorScript] to add functions to the editor." -msgstr "" -"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型的插件、导" -"入插件和导出插件。另请参阅 [EditorScript] 以向编辑器添加功能。" - msgid "Editor plugins documentation index" msgstr "编辑器插件文档索引" @@ -40758,61 +38882,6 @@ msgstr "" "该函数用于编辑基于脚本的对象的编辑器。可以返回格式为([code]script:line[/" "code])的断点的列表,例如:[code]res://path_to_script.gd:25[/code]。" -msgid "" -"Override this method in your plugin to return a [Texture2D] in order to give " -"it an icon.\n" -"For main screen plugins, this appears at the top of the screen, to the right " -"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" -"Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # You can use a custom icon:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # Or use a built-in icon:\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // You can use a custom icon:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // Or use a built-in icon:\n" -" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"在插件中覆盖该方法,以返回一个 [Texture2D] 以便为插件提供一个图标。\n" -"对于主界面插件,它出现在屏幕顶部,“2D”、“3D”、“脚本”和 “AssetLib” 按钮的右" -"侧。\n" -"理想情况下,插件图标应为透明背景的白色,大小为 16x16 像素。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get_plugin_icon():\n" -" # 你可以使用一个自定义的图标:\n" -" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # 或者使用一个内置的图标:\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Texture2D _GetPluginIcon()\n" -"{\n" -" // 你可以使用一个自定义的图标:\n" -" return ResourceLoader.Load(\"res://addons/my_plugin/" -"my_plugin_icon.svg\");\n" -" // 或者使用一个内置的图标:\n" -" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", " -"\"EditorIcons\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" @@ -40881,82 +38950,6 @@ msgstr "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" -msgid "" -"Implement this function if your plugin edits a specific type of object " -"(Resource or Node). If you return [code]true[/code], then you will get the " -"functions [method _edit] and [method _make_visible] called when the editor " -"requests them. If you have declared the methods [method " -"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " -"called too." -msgstr "" -"如果插件会编辑特定类型的对象(资源或节点),则请实现该函数。如果返回 " -"[code]true[/code],则将在编辑器请求时,调用函数 [method _edit] 和 [method " -"_make_visible]。如果已经声明了方法 [method _forward_canvas_gui_input] 和 " -"[method _forward_3d_gui_input],则它们也会被调用。" - -msgid "" -"Returns [code]true[/code] if this is a main screen editor plugin (it goes in " -"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " -"[b]AssetLib[/b]).\n" -"When the plugin's workspace is selected, other main screen plugins will be " -"hidden, but your plugin will not appear automatically. It needs to be added " -"as a child of [method EditorInterface.get_base_control] and made visible " -"inside [method _make_visible].\n" -"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the " -"plugin button's appearance.\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" get_editor_interface().get_editor_main_screen()." -"add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" -msgstr "" -"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、" -"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n" -"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它需" -"要被添加为 [method EditorInterface.get_base_control] 的子节点,并在 [method " -"_make_visible] 中使其可见。\n" -"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的外" -"观。\n" -"[codeblock]\n" -"var plugin_control\n" -"\n" -"func _enter_tree():\n" -" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n" -" get_editor_interface().get_editor_main_screen()." -"add_child(plugin_control)\n" -" plugin_control.hide()\n" -"\n" -"func _has_main_screen():\n" -" return true\n" -"\n" -"func _make_visible(visible):\n" -" plugin_control.visible = visible\n" -"\n" -"func _get_plugin_name():\n" -" return \"My Super Cool Plugin 3000\"\n" -"\n" -"func _get_plugin_icon():\n" -" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", " -"\"EditorIcons\")\n" -"[/codeblock]" - msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" @@ -41238,13 +39231,6 @@ msgstr "" "[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对" "象、修改的属性的名称、和该属性即将采用的新值。" -msgid "" -"Returns the [EditorInterface] singleton. It provides access to some parts of " -"the editor GUI as well as various inner states and tools." -msgstr "" -"返回 [EditorInterface] 单例。可以用来访问部分编辑器 GUI、各种内部状态以及工" -"具。" - msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]." msgstr "返回[b]场景 > 另存为...[/b]下的 [PopupMenu]。" @@ -41384,9 +39370,6 @@ msgstr "" "当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时发" "出。也适用于由插件定义的自定义屏幕。" -msgid "Emitted when any project setting has changed." -msgstr "项目设置发生任何改变时发出。" - msgid "Emitted when the given [param resource] was saved on disc." msgstr "给定的资源 [param resource] 保存到磁盘时发出。" @@ -41454,17 +39437,9 @@ msgid "" "dock)." msgstr "左侧停靠槽的右下(默认布局中为“文件系统”面板)。" -msgid "Dock slot, right side, upper-left (empty in default layout)." -msgstr "右侧停靠槽的左上(默认布局中为空)。" - msgid "Dock slot, right side, bottom-left (empty in default layout)." msgstr "右侧停靠槽的左下(默认布局中为空)。" -msgid "" -"Dock slot, right side, upper-right (in default layout includes Inspector, " -"Node and History docks)." -msgstr "右侧停靠槽的右上(默认布局中为“检查器”“节点”以及“历史”面板)。" - msgid "Dock slot, right side, bottom-right (empty in default layout)." msgstr "右侧停靠槽的右下(默认布局中为空)。" @@ -41790,15 +39765,6 @@ msgstr "" msgid "A node used to generate previews of resources or files." msgstr "用于生成资源或文件的预览的节点。" -msgid "" -"This node is used to generate previews for resources of files.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_resource_previewer]." -msgstr "" -"该节点用于生成文件资源的预览。\n" -"[b]注意:[/b]不应该直接实例化这个类。请使用 [method EditorInterface." -"get_resource_previewer] 访问单例。" - msgid "Create an own, custom preview generator." msgstr "创建一个自定义的预览生成器。" @@ -41871,43 +39837,6 @@ msgstr "" "_generate] 或 [method _generate_from_path]。\n" "默认情况下,它返回 [code]false[/code]。" -msgid "" -"Generate a preview from a given resource with the specified size. This must " -"always be implemented.\n" -"Returning an empty texture is an OK way to fail and let another generator " -"take care.\n" -"Care must be taken because this function is always called from a thread (not " -"the main thread).\n" -"[param metadata] dictionary can modified to store file-specific metadata that " -"can be used in [method EditorResourceTooltipPlugin._make_tooltip_for_path] " -"(like image size, sample length etc.)." -msgstr "" -"根据给定的资源生成指定大小的预览。必须始终实现。\n" -"失败时允许返回空纹理,会由其他生成器接手。\n" -"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n" -"可以修改 [param metadata] 字典,从而保存能够在 [method " -"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据" -"(例如图片大小、采样长度等)。" - -msgid "" -"Generate a preview directly from a path with the specified size. Implementing " -"this is optional, as default code will load and call [method _generate].\n" -"Returning an empty texture is an OK way to fail and let another generator " -"take care.\n" -"Care must be taken because this function is always called from a thread (not " -"the main thread).\n" -"[param metadata] dictionary can modified to store file-specific metadata that " -"can be used in [method EditorResourceTooltipPlugin._make_tooltip_for_path] " -"(like image size, sample length etc.)." -msgstr "" -"根据路径直接生成指定大小的预览。可选实现,默认代码会在加载后调用 [method " -"_generate]。\n" -"失败时允许返回空纹理,会由其他生成器接手。\n" -"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n" -"可以修改 [param metadata] 字典,从而保存能够在 [method " -"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据" -"(例如图片大小、采样长度等)。" - msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " @@ -41950,51 +39879,6 @@ msgid "" msgstr "" "如果插件要处理给定的 [Resource] 类型 [param type],则返回 [code]true[/code]。" -msgid "" -"Create and return a tooltip that will be displayed when the user hovers a " -"resource under the given [param path] in filesystem dock.\n" -"The [param metadata] dictionary is provided by preview generator (see method " -"EditorResourcePreviewGenerator._generate]).\n" -"[param base] is the base default tooltip, which is a [VBoxContainer] with a " -"file name, type and size labels. If another plugin handled the same file " -"type, [param base] will be output from the previous plugin. For best result, " -"make sure the base tooltip is part of the returned [Control].\n" -"[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially " -"with heavy resources like models or textures, because it will make the editor " -"unresponsive when creating the tooltip. You can use [method " -"request_thumbnail] if you want to display a preview in your tooltip.\n" -"[b]Note:[/b] If you decide to discard the [param base], make sure to call " -"[method Node.queue_free], because it's not freed automatically.\n" -"[codeblock]\n" -"func _make_tooltip_for_path(path, metadata, base):\n" -" var t_rect = TextureRect.new()\n" -" request_thumbnail(path, t_rect)\n" -" base.add_child(t_rect) # The TextureRect will appear at the bottom of the " -"tooltip.\n" -" return base\n" -"[/codeblock]" -msgstr "" -"创建并返回工具提示,会在用户悬停在文件系统面板上路径为 [param path] 的资源上时" -"显示。\n" -"元数据字典 [param metadata] 由预览生成器提供(见 [method " -"EditorResourcePreviewGenerator._generate])。\n" -"[param base] 是基础的默认工具提示,是一个包含文件名、类型、大小标签的 " -"[VBoxContainer]。如果其他插件也能够处理相同的文件类型,那么 [param base] 就是" -"上一个插件的输出。为了达到最佳效果,请确保基础工具提示是返回的 [Control] 的一" -"部分。\n" -"[b]注意:[/b]不建议使用 [method ResourceLoader.load],尤其是模型、纹理等开销较" -"大的资源,否则会在创建工具提示时让编辑器失去响应。如果想要在工具提示中显示预" -"览,可以使用 [method request_thumbnail]。\n" -"[b]注意:[/b]如果你决定要丢弃 [param base],请确保调用了 [method Node." -"queue_free],否则不会自动释放。\n" -"[codeblock]\n" -"func _make_tooltip_for_path(path, metadata, base):\n" -" var t_rect = TextureRect.new()\n" -" request_thumbnail(path, t_rect)\n" -" base.add_child(t_rect) # TextureRect 会出现在工具提示的底部。\n" -" return base\n" -"[/codeblock]" - msgid "" "Requests a thumbnail for the given [TextureRect]. The thumbnail is created " "asynchronously by [EditorResourcePreview] and automatically set when " @@ -42335,9 +40219,6 @@ msgstr "" "在编辑器上下文中,将 [param node] 添加为根节点的子节点。\n" "[b]警告:[/b]该方法的实现目前已被禁用。" -msgid "Returns the [EditorInterface] singleton instance." -msgstr "返回 [EditorInterface] 单例的实例。" - msgid "Returns the Editor's currently active scene." msgstr "返回编辑器的当前活动场景。" @@ -42411,71 +40292,6 @@ msgstr "更改选择时发出。" msgid "Object that holds the project-independent editor settings." msgstr "保存编辑器设置的对象,这些设置与项目无关。" -msgid "" -"Object that holds the project-independent editor settings. These settings are " -"generally visible in the [b]Editor > Editor Settings[/b] menu.\n" -"Property names use slash delimiters to distinguish sections. Setting values " -"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" -"Accessing the settings can be done using the following methods, such as:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var settings = get_editor_interface().get_editor_settings()\n" -"# `settings.set(\"some/property\", 10)` also works as this class overrides " -"`_set()` internally.\n" -"settings.set_setting(\"some/property\", 10)\n" -"# `settings.get(\"some/property\")` also works as this class overrides " -"`_get()` internally.\n" -"settings.get_setting(\"some/property\")\n" -"var list_of_settings = settings.get_property_list()\n" -"[/gdscript]\n" -"[csharp]\n" -"EditorSettings settings = GetEditorInterface().GetEditorSettings();\n" -"// `settings.set(\"some/property\", value)` also works as this class " -"overrides `_set()` internally.\n" -"settings.SetSetting(\"some/property\", Value);\n" -"// `settings.get(\"some/property\", value)` also works as this class " -"overrides `_get()` internally.\n" -"settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array listOfSettings = " -"settings.GetPropertyList();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_editor_settings]." -msgstr "" -"保存编辑器设置的对象,这些设置与项目无关,通常在[b]编辑器 > 编辑器设置[/b]菜单" -"中可见。\n" -"属性名称中使用斜线分隔符来区分不同的部分。设置的值可以是任何 [Variant] 类型。" -"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Godot 编辑器本身保持" -"一致。\n" -"可以使用以下方法访问设置,例如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var settings = get_editor_interface().get_editor_settings()\n" -"# 也可以写 `settings.set(\"some/property\", 10)`,因为这个类内部覆盖了 " -"`_set()`。\n" -"settings.set_setting(\"some/property\", 10)\n" -"# 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 " -"`_get()`。\n" -"settings.get_setting(\"some/property\")\n" -"var list_of_settings = settings.get_property_list()\n" -"[/gdscript]\n" -"[csharp]\n" -"EditorSettings settings = GetEditorInterface().GetEditorSettings();\n" -"// 也可以写 `settings.set(\"some/property\", 10)`,因为这个类内部覆盖了 " -"`_set()`。\n" -"settings.SetSetting(\"some/property\", Value);\n" -"// 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 " -"`_get()`。\n" -"settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array listOfSettings = " -"settings.GetPropertyList();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]不能直接实例化这个类。请改用 [method EditorInterface." -"get_editor_settings] 访问单例。" - msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the name of the property)\n" @@ -42778,12 +40594,6 @@ msgstr "" "2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/" "bone_selected_color]。" -msgid "" -"The outline size in the 2D skeleton editor (in pixels). See also [member " -"editors/2d/bone_width]." -msgstr "" -"2D 骨架编辑器中轮廓的大小(单位为像素)。另见 [member editors/2d/bone_width]。" - msgid "" "The color to use for selected bones in the 2D skeleton editor. See also " "[member editors/2d/bone_outline_color]." @@ -42791,13 +40601,6 @@ msgstr "" "2D 骨架编辑器中,用于已选中骨骼的颜色。另见 [member editors/2d/" "bone_outline_color]。" -msgid "" -"The bone width in the 2D skeleton editor (in pixels). See also [member " -"editors/2d/bone_outline_size]." -msgstr "" -"2D 骨架编辑器中的骨骼宽度(单位为像素)。另见 [member editors/2d/" -"bone_outline_size]。" - msgid "The grid color to use in the 2D editor." msgstr "2D 编辑器使用的栅格颜色。" @@ -42955,23 +40758,6 @@ msgstr "" "在 3D 编辑器中使用的栅格划分偏差。负值会使小的栅格划分出现得更早,而正值会使小" "的栅格划分出现得更晚。" -msgid "" -"The largest grid division to use in the 3D editor. Together with [member " -"editors/3d/primary_grid_steps], this determines how large the grid divisions " -"can be. The grid divisions will not be able to get larger than " -"[code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, " -"when [member editors/3d/primary_grid_steps] is [code]8[/code], this means " -"grid divisions cannot get larger than [code]64[/code] uints each (so primary " -"grid lines are [code]512[/code] uints apart), no matter how far away the " -"camera is from the grid." -msgstr "" -"在 3D 编辑器中使用的最大栅格划分。这个属性与 [member editors/3d/" -"primary_grid_steps] 一同决定栅格划分的大小。栅格不能大于 " -"[code]primary_grid_steps ^ grid_division_level_max[/code] 个单位。默认情况下 " -"[member editors/3d/primary_grid_steps] 为 [code]8[/code],这意味着无论相机离栅" -"格有多远,每个栅格划分都不能大于 [code]64[/code] 个单位(因此主栅格线之间相距 " -"[code]512[/code] 个单位)。" - msgid "" "The smallest grid division to use in the 3D editor. Together with [member " "editors/3d/primary_grid_steps], this determines how small the grid divisions " @@ -43214,13 +41000,6 @@ msgstr "" "如果为 [code]true[/code],则在“场景”面板中重命名节点或重设节点的父节点时,会自" "动更新动画轨道的目标路径。" -msgid "" -"If [code]true[/code], display a confirmation dialog when adding a new track " -"to an animation by pressing the \"key\" icon next to a property." -msgstr "" -"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,显示" -"确认对话框。" - msgid "" "If [code]true[/code], create a Bezier track instead of a standard track when " "pressing the \"key\" icon next to a property. Bezier tracks provide more " @@ -44770,18 +42549,6 @@ msgstr "值表单丢失焦点时发出。" msgid "Base class for [SyntaxHighlighter] used by the [ScriptEditor]." msgstr "[ScriptEditor] 所使用的 [SyntaxHighlighter] 的基类。" -msgid "" -"Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend " -"from.\n" -"Add a syntax highlighter to an individual script by calling [method " -"ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, " -"call [method ScriptEditor.register_syntax_highlighter]" -msgstr "" -"扩展了 [ScriptEditor] 的编辑器所使用的所有 [SyntaxHighlighter] 的基类。\n" -"请通过调用 [method ScriptEditorBase.add_syntax_highlighter] 为各个脚本添加语法" -"高亮器。要在打开时应用于所有脚本,请调用 [method ScriptEditor." -"register_syntax_highlighter]" - msgid "" "Virtual method which can be overridden to return the syntax highlighter name." msgstr "虚函数,可以在重写后返回语法高亮器的名称。" @@ -45447,13 +43214,6 @@ msgid "" "a file." msgstr "辅助函数,用于创建被编辑器用来读取文件状态的 [Dictionary]。" -msgid "" -"Pops up an error message in the edior which is shown as coming from the " -"underlying VCS. Use this to show VCS specific error messages." -msgstr "" -"在编辑器中弹出一条错误消息,显示为来自底层 VCS。使用它来显示 VCS 特定的错误消" -"息。" - msgid "A new file has been added." msgstr "添加了新文件。" @@ -46926,9 +44686,6 @@ msgstr "" msgid "Environment and post-processing" msgstr "环境和后期处理" -msgid "Light transport in game engines" -msgstr "游戏引擎中的光传递" - msgid "3D Material Testers Demo" msgstr "3D 材质测试演示" @@ -48076,19 +45833,6 @@ msgstr "" msgid "Generates noise using the FastNoiseLite library." msgstr "使用 FastNoiseLite 库生成噪声。" -msgid "" -"This class generates noise using the FastNoiseLite library, which is a " -"collection of several noise algorithms including Cellular, Perlin, Value, and " -"more.\n" -"Most generated noise values are in the range of [code][-1,1][/code], however " -"not always. Some of the cellular noise algorithms return results above " -"[code]1[/code]." -msgstr "" -"该类使用 FastNoiseLite 库生成噪声,该库是多种噪声算法的集合,包括 Cellular、" -"Perlin、Value 等。\n" -"大多数生成的噪声值都在 [code][-1,1][/code] 范围内,但并非总是如此。一些蜂窝噪" -"声算法返回高于 [code]1[/code] 的结果。" - msgid "" "Determines how the distance to the nearest/second-nearest point is computed. " "See [enum CellularDistanceFunction] for options." @@ -48627,14 +46371,6 @@ msgid "" "[String] on failure." msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。" -msgid "" -"Returns the last time the [param file] was modified in Unix timestamp format " -"or returns a [String] \"ERROR IN [param file]\". This Unix timestamp can be " -"converted to another format using the [Time] singleton." -msgstr "" -"以 Unix 时间戳格式返回 [param file]的最后修改时间,或者返回一个 [String] “在 " -"[param file] 中出错”。这个Unix 时间戳可以用 [Time] 单例转换为其他格式。" - msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." @@ -49307,18 +47043,6 @@ msgid "" "Returns [code]true[/code] if the integer has different value than the float." msgstr "如果整数的值与浮点数不同,则返回 [code]true[/code]。" -msgid "" -"Multiplies each component of the [Color], including the alpha, by the given " -"[float].\n" -"[codeblock]\n" -"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n" -"[/codeblock]" -msgstr "" -"将该 [Color] 的每个分量乘以给定的 [float],包括 Alpha。\n" -"[codeblock]\n" -"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n" -"[/codeblock]" - msgid "" "Multiplies each component of the [Quaternion] by the given [float]. This " "operation is not meaningful on its own, but it can be used as a part of a " @@ -49542,11 +47266,6 @@ msgstr "子节点的水平分隔量。" msgid "The vertical separation of children nodes." msgstr "子节点的垂直分隔量。" -msgid "" -"[Material] used with a [FogVolume] to draw things with the volumetric fog " -"effect." -msgstr "[FogVolume] 使用的 [Material],用于绘制具有体积雾效果的东西。" - msgid "" "A [Material] resource that can be used by [FogVolume]s to draw volumetric " "effects.\n" @@ -49616,9 +47335,6 @@ msgstr "" "渡,而低的衰减将产生更平滑的过渡。[code]0.0[/code] 的值会产生均匀密度的雾。高" "度阈值由关联的 [FogVolume] 的高度决定。" -msgid "A node used to add local fog with the volumetric fog effect." -msgstr "用于添加具有体积雾效果的局部雾的节点。" - msgid "" "[FogVolume]s are used to add localized fog into the global volumetric fog " "effect. [FogVolume]s can also remove volumetric fog from specific areas if " @@ -49822,9 +47538,6 @@ msgstr "" msgid "Returns number of faces in the TrueType / OpenType collection." msgstr "返回 TrueType / OpenType 集合中的字体数。" -msgid "Returns array of fallback [Font]s." -msgstr "返回回退 [Font] 数组。" - msgid "Returns font family name." msgstr "返回字体家族名称。" @@ -50032,9 +47745,6 @@ msgstr "" msgid "Sets LRU cache capacity for [code]draw_*[/code] methods." msgstr "为 [code]draw_*[/code] 方法设置 LRU 缓存容量。" -msgid "Sets array of fallback [Font]s." -msgstr "设置回退 [Font] 数组。" - msgid "" "Holds font source data and prerendered glyph cache, imported from a dynamic " "or a bitmap font." @@ -50164,9 +47874,6 @@ msgid "" "outlines. Negative values reduce the outline thickness." msgstr "返回加粗强度,如果不等于零,则加粗字体轮廓。负值会减小轮廓粗细。" -msgid "Recturns an active face index in the TrueType / OpenType collection." -msgstr "返回 TrueType / OpenType 集合中的活动字体索引。" - msgid "" "Returns glyph advance (offset of the next glyph).\n" "[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph " @@ -50387,9 +48094,6 @@ msgstr "字体抗锯齿模式。" msgid "Contents of the dynamic font source file." msgstr "动态字体源文件的内容。" -msgid "Array of fallback [Font]s." -msgstr "回退 [Font] 数组。" - msgid "Font size, used only for the bitmap fonts." msgstr "字体大小,仅用于位图字体。" @@ -50564,26 +48268,11 @@ msgstr "" "name_to_tag(\"custom_hght\"): 900 }\n" "[/codeblock]" -msgid "" -"Sets the spacing for [code]type[/code] (see [enum TextServer.SpacingType]) to " -"[param value] in pixels (not relative to the font size)." -msgstr "" -"将 [code]type[/code](参见 [enum TextServer.SpacingType])的间距设置为 [param " -"value] 像素(与字体大小无关)。" - msgid "" "Base font used to create a variation. If not set, default [Theme] font is " "used." msgstr "用于创建变体的基础字体。如果未设置,则使用默认的 [Theme] 字体。" -msgid "" -"Array of fallback [Font]s to use as a substitute if a glyph is not found in " -"this [FontVariation]. If not set, [member base_font]'s fallbacks are used " -"instead." -msgstr "" -"如果在该 [FontVariation] 中找不到字形,则用作替代的回退 [Font] 数组。如果没有" -"设置,则使用 [member base_font] 的回退字体。" - msgid "" "A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-" "us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." @@ -51964,13 +49653,6 @@ msgstr "" "Godot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机" "中使用,即 [member perspective] 为 false 时。" -msgid "" -"Append a glTF2 3d format from a file, buffer or scene and then write to the " -"filesystem, buffer or scene." -msgstr "" -"从文件、缓冲区、或场景,追加一个 glTF2 3d 格式,然后写入文件系统、缓冲区、或场" -"景。" - msgid "" "Takes a [PackedByteArray] defining a GLTF and imports the data to the given " "[GLTFState] object through the [param state] parameter.\n" @@ -52066,27 +49748,6 @@ msgstr "" "状态的才能正常运行。如果需要存储数据,请使用 [GLTFState] 或 [GLTFNode] 中的 " "[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。" -msgid "" -"Part of the export process. This method is run after [method " -"_export_preflight] and before [method _export_node].\n" -"Runs when converting the data from a Godot scene node. This method can be " -"used to process the Godot scene node data into a format that can be used by " -"[method _export_node]." -msgstr "" -"导出过程的一部分。该方法在 [method _export_preflight] 之后和 [method " -"_export_node] 之前运行。\n" -"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处" -"理成可以被 [method _export_node] 使用的格式。" - -msgid "" -"Part of the export process. This method is run after [method " -"_convert_scene_node] and before [method _export_post].\n" -"This method can be used to modify the final JSON of each node." -msgstr "" -"导出过程的一部分。该方法在 [method _convert_scene_node] 之后 [method " -"_export_post] 之前运行。\n" -"该方法可用于修改每个节点的最终 JSON。" - msgid "" "Part of the export process. This method is run last, after all other parts of " "the export process.\n" @@ -52108,18 +49769,6 @@ msgstr "" "文件。如果为 [constant OK],则导出将使用该 [GLTFDocumentExtension] 实例。如果" "没有被重写,则返回 [constant OK]。" -msgid "" -"Part of the import process. This method is run after [method " -"_parse_node_extensions] and before [method _import_post_parse].\n" -"Runs when generating a Godot scene node from a GLTFNode. The returned node " -"will be added to the scene tree. Multiple nodes can be generated in this step " -"if they are added as a child of the returned node." -msgstr "" -"导入过程的一部分。该方法在 [method _parse_node_extensions] 之后 [method " -"_import_post_parse] 之前运行。\n" -"当从 GLTFNode 生成一个 Godot 场景节点时运行。返回的节点将被添加到场景树中。如" -"果将多个节点添加为返回节点的子节点,则可以在该步骤中生成这些节点。" - msgid "" "Part of the import process. This method is run after [method " "_import_preflight] and before [method _parse_node_extensions].\n" @@ -52132,16 +49781,6 @@ msgstr "" "返回一组被该 GLTFDocumentExtension 类支持的 GLTF 扩展。这用于验证是否可以加载" "一个具有所需扩展名的 GLTF 文件。" -msgid "" -"Part of the import process. This method is run after [method " -"_import_post_parse] and before [method _import_post].\n" -"This method can be used to make modifications to each of the generated Godot " -"scene nodes." -msgstr "" -"导入过程的一部分。该方法在 [method _import_post_parse] 之后 [method " -"_import_post] 之前运行。\n" -"该方法可用于对每个生成的 Godot 场景节点进行修改。" - msgid "" "Part of the import process. This method is run last, after all other parts of " "the import process.\n" @@ -52151,17 +49790,6 @@ msgstr "" "导入过程的一部分。该方法在最后运行,在导入过程的所有其他部分之后。\n" "该方法可用于修改导入过程生成的最终 Godot 场景。" -msgid "" -"Part of the import process. This method is run after [method " -"_generate_scene_node] and before [method _import_node].\n" -"This method can be used to modify any of the data imported so far, including " -"any scene nodes, before running the final per-node import step." -msgstr "" -"导入过程的一部分。该方法在 [method _generate_scene_node] 之后 [method " -"_import_node] 之前运行。\n" -"在运行最终的各节点导入步骤之前,该方法可用于修改到目前为止导入的任何数据,包括" -"任何场景节点。" - msgid "" "Part of the import process. This method is run first, before all other parts " "of the import process.\n" @@ -52186,20 +49814,6 @@ msgstr "" "从 GLTF 文件中解析图像数据时运行。数据可以从单独的文件、URI 或缓冲中获取,然后" "作为字节数组传递。" -msgid "" -"Part of the import process. This method is run after [method " -"_get_supported_extensions] and before [method _generate_scene_node].\n" -"Runs when parsing the node extensions of a GLTFNode. This method can be used " -"to process the extension JSON data into a format that can be used by [method " -"_generate_scene_node]. The return value should be a member of the [enum " -"Error] enum." -msgstr "" -"导入过程的一部分。该方法在 [method _get_supported_extensions] 之后和 [method " -"_generate_scene_node] 之前运行。\n" -"在解析 GLTFNode 的节点扩展时运行。该方法可用于将扩展 JSON 数据,处理成可被 " -"[method _generate_scene_node] 使用的格式。该返回值应该是 [enum Error] 枚举中的" -"一个成员。" - msgid "" "Part of the import process. This method is run after [method " "_parse_image_data] and before [method _generate_scene_node].\n" @@ -52449,13 +50063,6 @@ msgid "" msgstr "" "该物理体的角速度,单位为弧度每秒。仅在物体类型为“rigid”或“vehicle”时使用。" -msgid "" -"The type of the body. Valid values are \"static\", \"kinematic\", " -"\"character\", \"rigid\", \"vehicle\", and \"trigger\"." -msgstr "" -"该物体的类型。有效值" -"有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。" - msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" @@ -52962,27 +50569,6 @@ msgstr "" "如果 .NET 运行时已初始化,则返回 [code]true[/code],否则返回 [code]false[/" "code]。" -msgid "2D particle emitter." -msgstr "2D 粒子发射器。" - -msgid "" -"2D particle node used to create a variety of particle systems and effects. " -"[GPUParticles2D] features an emitter that generates some number of particles " -"at a given rate.\n" -"Use the [member process_material] property to add a [ParticleProcessMaterial] " -"to configure particle appearance and behavior. Alternatively, you can add a " -"[ShaderMaterial] which will be applied to all particles.\n" -"2D particles can optionally collide with [LightOccluder2D] nodes (note: they " -"don't collide with [PhysicsBody2D] nodes)." -msgstr "" -"2D 粒子节点,用于创建各种粒子系统和效果。[GPUParticles2D] 是一个发射器,特点是" -"以给定的速度生成一定数量的粒子。\n" -"使用 [member process_material] 属性来添加一个配置粒子的外观和行为的 " -"[ParticleProcessMaterial]。或者,你可以添加一个应用于所有粒子的 " -"[ShaderMaterial]。\n" -"2D 粒子可以与 [LightOccluder2D] 节点碰撞(注意:它们不会与 [PhysicsBody2D] 节" -"点碰撞)。" - msgid "2D Particles Demo" msgstr "2D 粒子演示" @@ -52990,9 +50576,6 @@ msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)" msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)" -msgid "Returns a rectangle containing the positions of all existing particles." -msgstr "返回一个包含所有现存粒子位置的矩形。" - msgid "" "Emits a single particle. Whether [param xform], [param velocity], [param " "color] and [param custom] are applied depends on the value of [param flags]. " @@ -53102,9 +50685,6 @@ msgstr "粒子以指定的颜色开始。" msgid "Particle starts with specified [code]CUSTOM[/code] data." msgstr "粒子以指定的 [code]CUSTOM[/code] 数据开始。" -msgid "3D particle emitter." -msgstr "3D 粒子发射器。" - msgid "" "3D particle node used to create a variety of particle systems and effects. " "[GPUParticles3D] features an emitter that generates some number of particles " @@ -53225,10 +50805,6 @@ msgstr "" msgid "Maximum number of draw passes supported." msgstr "支持的最大绘制阶段数。" -msgid "" -"Abstract class for 3D particle attractors affecting [GPUParticles3D] nodes." -msgstr "3D 粒子吸引器的抽象类,会影响 [GPUParticles3D] 节点。" - msgid "" "Particle attractors can be used to attract particles towards the attractor's " "origin, or to push them away from the attractor's origin.\n" @@ -53292,41 +50868,9 @@ msgstr "" "[b]注意:[/b]如果 [member directionality] 大于 [code]0.0[/code],则可以通过旋" "转 [GPUParticlesAttractor3D] 节点,来改变粒子推送的方向。" -msgid "" -"If [member strength] is negative, particles will be pushed in the reverse " -"direction. Particles will be pushed [i]away[/i] from the attractor's origin " -"if [member directionality] is [code]0.0[/code], or towards local +Z if " -"[member directionality] is greater than [code]0.0[/code]." -msgstr "" -"如果 [member strength] 为负,则粒子将被反向推动。如果 [member directionality] " -"为 [code]0.0[/code],则粒子将被推[i]离[/i]吸引器的原点,如果 [member " -"directionality] 大于 [code]0.0[/code],则粒子将被推向局部 +Z。" - -msgid "Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes." -msgstr "盒状 3D 粒子吸引器,会影响 [GPUParticles3D] 节点。" - -msgid "" -"Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes.\n" -"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"盒状 3D 粒子吸引器,会影响 [GPUParticles3D] 节点。\n" -"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "The attractor box's size in 3D units." msgstr "吸引器盒的尺寸,使用 3D 单位。" -msgid "Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes." -msgstr "椭圆形 3D 粒子吸引器,会影响 [GPUParticles3D] 节点。" - -msgid "" -"Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes.\n" -"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"椭圆形 3D 粒子吸引器,会影响 [GPUParticles3D] 节点。\n" -"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "" "The attractor sphere's radius in 3D units.\n" "[b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling " @@ -53336,28 +50880,6 @@ msgstr "" "[b]注意:[/b]要得到拉伸椭圆形,可以对 [GPUParticlesAttractorSphere3D] 节点使用" "非统一缩放。" -msgid "" -"Box-shaped 3D particle attractor with strength varying within the box, " -"affecting [GPUParticles3D] nodes." -msgstr "盒状 3D 粒子吸引器,内部存在强度变化,会影响 [GPUParticles3D] 节点。" - -msgid "" -"Box-shaped 3D particle attractor with strength varying within the box, " -"affecting [GPUParticles3D] nodes.\n" -"Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] " -"uses a [member texture] to affect attraction strength within the box. This " -"can be used to create complex attraction scenarios where particles travel in " -"different directions depending on their location. This can be useful for " -"weather effects such as sandstorms.\n" -"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"盒状 3D 粒子吸引器,内部存在强度变化,会影响 [GPUParticles3D] 节点。\n" -"与 [GPUParticlesAttractorBox3D] 不同,[GPUParticlesAttractorVectorField3D] 使" -"用 [member texture] 来影响盒子内的吸引力强度。可用于创建复杂的吸引场景,其中粒" -"子根据其位置向不同方向移动。这对于沙尘暴等天气影响很有用。\n" -"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "The size of the vector field box in 3D units." msgstr "向量场盒子的尺寸,使用 3D 单位。" @@ -53374,42 +50896,6 @@ msgstr "" "size]。由于粒子吸引力通常是低频数据,因此可以将纹理保持在较低分辨率,例如 " "64×64×64。" -msgid "" -"Abstract class for 3D particle collision shapes affecting [GPUParticles3D] " -"nodes." -msgstr "影响 [GPUParticles3D] 节点的 3D 粒子碰撞形状的抽象类。" - -msgid "" -"Particle collision shapes can be used to make particles stop or bounce " -"against them.\n" -"Particle collision shapes in real-time and can be moved, rotated and scaled " -"during gameplay. Unlike attractors, non-uniform scaling of collision shapes " -"is [i]not[/i] supported.\n" -"Particle collision shapes can be temporarily disabled by hiding them.\n" -"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s " -"process material for collision to work.\n" -"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " -"[CPUParticles3D].\n" -"[b]Note:[/b] Particles pushed by a collider that is being moved will not be " -"interpolated, which can result in visible stuttering. This can be alleviated " -"by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value " -"that matches or exceeds the target framerate." -msgstr "" -"粒子碰撞形状可用于使粒子停止或对其反弹。\n" -"粒子碰撞形状是实时的,在游戏过程中可以移动、旋转和缩放。与吸引器不同,碰撞形状" -"的非均匀缩放[i]不[/i]受支持。\n" -"粒子碰撞形状可以通过隐藏而暂时禁用。\n" -"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " -"ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" -"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。\n" -"[b]注意:[/b]由正在移动的碰撞器推动的粒子不会被插值,这可能会导致可见的卡顿。" -"这可以通过将 [member GPUParticles3D.fixed_fps] 设置为 [code]0[/code] 或一个符" -"合或超过目标帧速率的值来缓解。" - msgid "" "The particle rendering layers ([member VisualInstance3D.layers]) that will be " "affected by the collision shape. By default, all particles that have [member " @@ -53435,64 +50921,9 @@ msgstr "" "通过在 [GPUParticles3D] 节点上设置 [member ParticleProcessMaterial." "attractor_interaction_enabled],也可以在每个进程材质的基础上禁用粒子吸引。" -msgid "Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes." -msgstr "Box-3D 粒子碰撞的形状影响 [GPUParticles3D] 节点。" - -msgid "" -"Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.\n" -"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s " -"process material for collision to work.\n" -"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"盒状3D粒子碰撞形状影响[GPUParticles3D]节点。\n" -"[b]注意:[/b][member ParticleProcessMaterial.collision_mode]必须是[constant " -"ParticleProcessMaterial.COLLISION_RIGID]或[constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT]在经过[GPUParticles3D]的材质上,碰撞才能发挥作用。\n" -"[b]注意:[/b]粒子碰撞只影响到[GPUParticles3D],而不是[CPUParticles3D]。" - msgid "The collision box's size in 3D units." msgstr "碰撞框的范围,使用 3D 单位。" -msgid "" -"Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] " -"nodes." -msgstr "实时高度图状的 3D 粒子吸引器,影响 [GPUParticles3D] 节点。" - -msgid "" -"Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] " -"nodes.\n" -"Heightmap shapes allow for efficiently representing collisions for convex and " -"concave objects with a single \"floor\" (such as terrain). This is less " -"flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking " -"step.\n" -"[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time " -"when it is moved, when the camera moves, or even continuously. This makes " -"[GPUParticlesCollisionHeightField3D] a good choice for weather effects such " -"as rain and snow and games with highly dynamic geometry. However, since " -"heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] " -"is not suited for indoor particle collision.\n" -"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[code]true[/code] on the [GPUParticles3D]'s process material for collision to " -"work.\n" -"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"实时高度图形状的 3D 粒子吸引器会影响 [GPUParticles3D] 节点。\n" -"高度图形状允许有效地表示凸面和凹面对象与单个“地板”(例如地形)的碰撞。它不如 " -"[GPUParticlesCollisionSDF3D] 灵活,但不需要烘焙步骤。\n" -"也可以在移动时、相机移动时、甚至连续时,实时重新生成 " -"[GPUParticlesCollisionHeightField3D]。这对雨雪等天气效果、以及具有高度动态几何" -"体的游戏来说,[GPUParticlesCollisionHeightField3D] 是一个不错的选择。但是,由" -"于高度图不能表示悬垂,因此 [GPUParticlesCollisionHeightField3D] 不适用于室内粒" -"子碰撞。\n" -"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " -"ParticleProcessMaterial.collision_mode] 必须为 [code]true[/code],才能使碰撞生" -"效。\n" -"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "" "If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow " "the current camera in global space. The [GPUParticlesCollisionHeightField3D] " @@ -53580,50 +51011,6 @@ msgstr "" "每帧更新高度图。这具有显著的性能成本。只有当粒子可以碰撞的几何体在游戏过程中发" "生显著变化时,才应使用该更新选项。" -msgid "" -"Baked signed distance field 3D particle attractor affecting [GPUParticles3D] " -"nodes." -msgstr "烘焙的有符号距离场 3D 粒子吸引器,影响 [GPUParticles3D] 节点。" - -msgid "" -"Baked signed distance field 3D particle attractor affecting [GPUParticles3D] " -"nodes.\n" -"Signed distance fields (SDF) allow for efficiently representing approximate " -"collision shapes for convex and concave objects of any shape. This is more " -"flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking " -"step.\n" -"[b]Baking:[/b] The signed distance field texture can be baked by selecting " -"the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake " -"SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s " -"within the [member size] will be taken into account for baking, regardless of " -"their [member GeometryInstance3D.gi_mode].\n" -"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only " -"possible within the editor, as there is no bake method exposed for use in " -"exported projects. However, it's still possible to load pre-baked " -"[Texture3D]s into its [member texture] property in an exported project.\n" -"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s " -"process material for collision to work.\n" -"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"烘焙的有符号距离场 3D 粒子吸引器,影响 [GPUParticles3D] 节点。\n" -"有符号的距离场(SDF)允许有效地表示任何形状的凸面和凹面对象的近似碰撞形状。它" -"比 [GPUParticlesCollisionHeightField3D] 更灵活,但需要一个烘焙步骤。\n" -"[b]烘焙:[/b]可以通过在编辑器中选择 [GPUParticlesCollisionSDF3D] 节点,然后点" -"击 3D 视口顶部的[b]烘焙 SDF[/b],来烘焙有符号的距离场纹理。[member size] 内的" -"任何[i]可见[/i] [MeshInstance3D],无论它们的 [member GeometryInstance3D." -"gi_mode] 如何,都将被考虑用于烘焙。\n" -"[b]注意:[/b]烘焙 [GPUParticlesCollisionSDF3D] 的 [member texture] 只能在编辑" -"器中进行,因为没有公开的烘焙方法可用于导出的游戏项目中。但是,在导出的游戏项目" -"中,仍然可以将预先烘焙的 [Texture3D] 加载到 [member texture] 属性中。\n" -"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " -"ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n" -"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "" "Returns whether or not the specified layer of the [member bake_mask] is " "enabled, given a [param layer_number] between 1 and 32." @@ -53707,54 +51094,9 @@ msgid "" "also the most precise." msgstr "烘焙 512×512×512 的有符号距离场。这是最慢的选项,但也是最精确的。" -msgid "" -"Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes." -msgstr "球状的 3D 粒子碰撞形状,影响 [GPUParticles3D] 节点。" - -msgid "" -"Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.\n" -"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " -"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s " -"process material for collision to work.\n" -"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " -"[CPUParticles3D]." -msgstr "" -"球状的 3D 粒子碰撞形状,影响 [GPUParticles3D] 节点。\n" -"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member " -"ParticleProcessMaterial.collision_mode] 必须是 [constant " -"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT] ,才能使碰撞生效。\n" -"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。" - msgid "The collision sphere's radius in 3D units." msgstr "碰撞球的半径,以 3D 单位表示。" -msgid "" -"A color interpolator resource which can be used to generate colors between " -"user-defined color points." -msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。" - -msgid "" -"Given a set of colors, this resource will interpolate them in order. This " -"means that if you have color 1, color 2 and color 3, the gradient will " -"interpolate from color 1 to color 2 and from color 2 to color 3. The gradient " -"will initially have 2 colors (black and white), one (black) at gradient lower " -"offset 0 and the other (white) at the gradient higher offset 1.\n" -"See also [Curve] which supports more complex easing methods, but does not " -"support colors." -msgstr "" -"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 " -"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑色" -"和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高的" -"偏移量 1 处。\n" -"另请参阅 [Curve],支持更多复杂的缓动函数,但不支持颜色。" - -msgid "" -"Adds the specified color to the end of the gradient, with the specified " -"offset." -msgstr "使用指定的偏移,将指定的颜色添加到该渐变的末尾。" - msgid "Returns the color of the gradient color at index [param point]." msgstr "返回渐变色在索引 [param point] 处的颜色。" @@ -53764,9 +51106,6 @@ msgstr "返回渐变色在索引 [param point] 处的偏移。" msgid "Returns the number of colors in the gradient." msgstr "返回渐变中的颜色数。" -msgid "Removes the color at the index [param point]." -msgstr "移除索引 [param point] 处的颜色。" - msgid "" "Reverses/mirrors the gradient.\n" "[b]Note:[/b] This method mirrors all points around the middle of the " @@ -53852,24 +51191,8 @@ msgstr "" "[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] 色彩空间。该色彩空间" "能够在不同颜色之间进行平滑、外观统一的过渡。" -msgid "Gradient-filled texture." -msgstr "渐变填充纹理。" - -msgid "" -"GradientTexture1D uses a [Gradient] to fill the texture data. The gradient " -"will be filled from left to right using colors obtained from the gradient. " -"This means the texture does not necessarily represent an exact copy of the " -"gradient, but instead an interpolation of samples obtained from the gradient " -"at fixed steps (see [member width]). See also [GradientTexture2D], " -"[CurveTexture] and [CurveXYZTexture]." -msgstr "" -"GradientTexture1D 使用一个 [Gradient] 来填充纹理数据。该渐变纹理将使用从渐变中" -"获得的颜色从左到右进行填充。这意味着该纹理不一定代表渐变的精确副本,而是以固定" -"步长从渐变中获得的样本的插值(参见 [member width])。另请参见 " -"[GradientTexture2D]、[CurveTexture] 和 [CurveXYZTexture]。" - -msgid "The [Gradient] that will be used to fill the texture." -msgstr "将用于填充纹理的 [Gradient]。" +msgid "The [Gradient] used to fill the texture." +msgstr "用于填充纹理的 [Gradient]。" msgid "" "If [code]true[/code], the generated texture will support high dynamic range " @@ -53886,24 +51209,6 @@ msgstr "" msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "将从 [Gradient] 中获得的颜色样本的数量。" -msgid "Gradient-filled 2D texture." -msgstr "使用渐变填充的 2D 纹理。" - -msgid "" -"The texture uses a [Gradient] to fill the texture data in 2D space. The " -"gradient is filled according to the specified [member fill] and [member " -"repeat] types using colors obtained from the gradient. The texture does not " -"necessarily represent an exact copy of the gradient, but instead an " -"interpolation of samples obtained from the gradient at fixed steps (see " -"[member width] and [member height]). See also [GradientTexture1D], " -"[CurveTexture] and [CurveXYZTexture]." -msgstr "" -"该纹理使用一个 [Gradient] 来填充 2D 空间中的纹理数据。使用从渐变中获得的颜色," -"根据指定的 [member fill] 和 [member repeat] 类型来填充该渐变纹理。该纹理不一定" -"代表渐变的精确副本,而是以固定步长从渐变获得的样本的插值(参见 [member width] " -"和 [member height])。另请参见 [GradientTexture1D]、[CurveTexture] 和 " -"[CurveXYZTexture]。" - msgid "" "The gradient fill type, one of the [enum Fill] values. The texture is filled " "by interpolating colors starting from [member fill_from] to [member fill_to] " @@ -53918,9 +51223,6 @@ msgstr "用于填充纹理的初始偏移量,使用 UV 坐标。" msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "用于填充纹理的结束偏移量,使用 UV 坐标。" -msgid "The [Gradient] used to fill the texture." -msgstr "用于填充纹理的 [Gradient]。" - msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." @@ -53971,107 +51273,10 @@ msgstr "" msgid "An editor for graph-like structures, using [GraphNode]s." msgstr "图结构编辑器,使用 [GraphNode]。" -msgid "" -"[GraphEdit] provides tools for creation, manipulation, and display of various " -"graphs. Its main purpose in the engine is to power the visual programming " -"systems, such as visual shaders, but it is also available for use in user " -"projects.\n" -"[GraphEdit] by itself is only an empty container, representing an infinite " -"grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in " -"the graph, a single unit of data in the connected scheme. [GraphEdit], in " -"turn, helps to control various interactions with nodes and between nodes. " -"When the user attempts to connect, disconnect, or close a [GraphNode], a " -"signal is emitted in the [GraphEdit], but no action is taken by default. It " -"is the responsibility of the programmer utilizing this control to implement " -"the necessary logic to determine how each request should be handled.\n" -"[b]Performance:[/b] It is greatly advised to enable low-processor usage mode " -"(see [member OS.low_processor_usage_mode]) when using GraphEdits." -msgstr "" -"[GraphEdit] 提供了用于对各种图进行创建、操作、显示的工具。它在引擎中的主要目的" -"是驱动可视化编程系统,例如可视化着色器,但也可以在用户项目中使用。\n" -"[GraphEdit] 本身只是一个空容器,表示一个可以放置 [GraphNode] 的无限栅格。每个 " -"[GraphNode] 代表图中的一个节点,是连接方案中的单个数据单元。而 [GraphEdit] 则" -"有助于控制节点和节点之间的各种交互。当用户尝试连接、断开或关闭 [GraphNode] " -"时,[GraphEdit] 中会发出对应的信号,但默认情况下不执行任何动作。使用此控件的程" -"序员负责实现必要的逻辑,来确定应如何处理每个请求。\n" -"[b]性能:[/b]强烈建议在使用 GraphEdit 时启用低处理器使用模式(见 [member OS." -"low_processor_usage_mode])。" - msgid "" "Virtual method which can be overridden to customize how connections are drawn." msgstr "可以重写的虚方法,以自定义如何绘制连接。" -msgid "" -"Returns whether the [param mouse_position] is in the input hot zone.\n" -"By default, a hot zone is a [Rect2] positioned such that its center is at " -"[param in_node].[method GraphNode.get_connection_input_position]([param " -"in_port]) (For output's case, call [method GraphNode." -"get_connection_output_position] instead). The hot zone's width is twice the " -"Theme Property [code]port_grab_distance_horizontal[/code], and its height is " -"twice the [code]port_grab_distance_vertical[/code].\n" -"Below is a sample code to help get started:\n" -"[codeblock]\n" -"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n" -" var port_size: Vector2 = " -"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), " -"get_theme_constant(\"port_grab_distance_vertical\"))\n" -" var port_pos: Vector2 = in_node.get_position() + in_node." -"get_connection_input_position(in_port) - port_size / 2\n" -" var rect = Rect2(port_pos, port_size)\n" -"\n" -" return rect.has_point(mouse_position)\n" -"[/codeblock]" -msgstr "" -"返回 [param mouse_position] 是否在输入热区。\n" -"默认情况下,热区是一个 [Rect2],其中心位于 [param in_node].[method GraphNode." -"get_connection_input_position]([param in_port])(对于输出的情况,请改为调用 " -"[method GraphNode.get_connection_output_position])。热区的宽度是主题属性 " -"[code]port_grab_distance_horizontal[/code] 的两倍,高度是 " -"[code]port_grab_distance_vertical[/code] 的两倍。\n" -"下面是一个示例代码,以帮助入门:\n" -"[codeblock]\n" -"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n" -" var port_size: Vector2 = " -"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), " -"get_theme_constant(\"port_grab_distance_vertical\"))\n" -" var port_pos: Vector2 = in_node.get_position() + in_node." -"get_connection_input_position(in_port) - port_size / 2\n" -" var rect = Rect2(port_pos, port_size)\n" -"\n" -" return rect.has_point(mouse_position)\n" -"[/codeblock]" - -msgid "" -"Returns whether the [param mouse_position] is in the output hot zone. For " -"more information on hot zones, see [method _is_in_input_hotzone].\n" -"Below is a sample code to help get started:\n" -"[codeblock]\n" -"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n" -" var port_size: Vector2 = " -"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), " -"get_theme_constant(\"port_grab_distance_vertical\"))\n" -" var port_pos: Vector2 = in_node.get_position() + in_node." -"get_connection_output_position(in_port) - port_size / 2\n" -" var rect = Rect2(port_pos, port_size)\n" -"\n" -" return rect.has_point(mouse_position)\n" -"[/codeblock]" -msgstr "" -"返回 [param mouse_position] 是否在输出热区。有关热区的更多信息,请参阅 " -"[method _is_in_input_hotzone]。\n" -"下面是一个示例代码,以帮助入门:\n" -"[codeblock]\n" -"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n" -" var port_size: Vector2 = " -"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), " -"get_theme_constant(\"port_grab_distance_vertical\"))\n" -" var port_pos: Vector2 = in_node.get_position() + in_node." -"get_connection_output_position(in_port) - port_size / 2\n" -" var rect = Rect2(port_pos, port_size)\n" -"\n" -" return rect.has_point(mouse_position)\n" -"[/codeblock]" - msgid "" "This virtual method can be used to insert additional error detection while " "the user is dragging a connection over a valid port.\n" @@ -54275,9 +51480,6 @@ msgstr "" msgid "Sets the specified [param node] as the one selected." msgstr "将指定的 [param node] 节点设置为选中的节点。" -msgid "If [code]true[/code], the Arrange Nodes button is hidden." -msgstr "如果为 [code]true[/code],则隐藏排列节点按钮。" - msgid "If [code]true[/code], the lines between nodes will use antialiasing." msgstr "如果为 [code]true[/code],节点之间的线将使用抗锯齿。" @@ -54311,15 +51513,6 @@ msgstr "" msgid "The scroll offset." msgstr "滚动偏移量。" -msgid "" -"If [code]true[/code], makes a label with the current zoom level visible. The " -"zoom value is displayed in percents." -msgstr "" -"如果为 [code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。" - -msgid "The snapping distance in pixels." -msgstr "吸附距离,单位为像素。" - msgid "If [code]true[/code], enables snapping." msgstr "如果为 [code]true[/code],启用自动吸附。" @@ -54365,14 +51558,6 @@ msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出 msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." msgstr "当用户按下 [kbd]Ctrl + C[/kbd] 时发出。" -msgid "" -"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " -"Provides a list of node names to be removed (all selected nodes, excluding " -"nodes without closing button)." -msgstr "" -"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所有" -"选中的节点,除去不包含关闭按钮的节点)。" - msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " "[param from_node] [GraphNode] and [param to_port] of [param to_node] " @@ -54434,375 +51619,39 @@ msgstr "能够抓取端口的(内侧)横向范围。" msgid "The horizontal range within which a port can be grabbed (outer side)." msgstr "能够抓取端口的(外侧)横向范围。" -msgid "The icon for the zoom out button." -msgstr "缩小按钮的图标。" - msgid "The icon for the zoom in button." msgstr "放大按钮的图标。" +msgid "The icon for the zoom out button." +msgstr "缩小按钮的图标。" + msgid "The icon for the zoom reset button." msgstr "缩放重置按钮的图标。" -msgid "The icon for the snap toggle button." -msgstr "吸附动按钮的图标。" - msgid "The background drawn under the grid." msgstr "绘制在栅格下方的背景。" msgid "A container with connection ports, representing a node in a [GraphEdit]." msgstr "带有连接端口的容器,代表 [GraphEdit] 中的一个节点。" -msgid "" -"[GraphNode] allows to create nodes for a [GraphEdit] graph with customizable " -"content based on its child controls. [GraphNode] is derived from [Container] " -"and it is responsible for placing its children on screen. This works similar " -"to [VBoxContainer]. Children, in turn, provide [GraphNode] with so-called " -"slots, each of which can have a connection port on either side.\n" -"Each [GraphNode] slot is defined by its index and can provide the node with " -"up to two ports: one on the left, and one on the right. By convention the " -"left port is also referred to as the [b]input port[/b] and the right port is " -"referred to as the [b]output port[/b]. Each port can be enabled and " -"configured individually, using different type and color. The type is an " -"arbitrary value that you can define using your own considerations. The parent " -"[GraphEdit] will receive this information on each connect and disconnect " -"request.\n" -"Slots can be configured in the Inspector dock once you add at least one child " -"[Control]. The properties are grouped by each slot's index in the \"Slot\" " -"section.\n" -"[b]Note:[/b] While GraphNode is set up using slots and slot indices, " -"connections are made between the ports which are enabled. Because of that, " -"[GraphEdit] uses the port's index and not the slot's index. You can use " -"[method get_connection_input_slot] and [method get_connection_output_slot] to " -"get the slot index from the port index." -msgstr "" -"[GraphNode] 能够在 [GraphEdit] 图中创建节点,节点会根据其子控件定制内容。" -"[GraphNode] 派生自 [Container],负责将其子节点放置在屏幕上。工作原理类似于 " -"[VBoxContainer]。而子节点为 [GraphNode] 提供所谓的插槽,每个插槽的两侧都可以有" -"一个连接端口。\n" -"[GraphNode] 的插槽由其索引定义,一个插槽可以为节点提供最多两个端口:一个在左" -"侧,一个在右侧。根据惯例,左侧端口也被称为[b]输入端口[/b],右侧端口被称为[b]输" -"出端口[/b]。每个端口都可以单独启用和配置,使用不同的类型和颜色。类型是你按照自" -"己的需要来定义的任意值。父 [GraphEdit] 将在每个连接和断开连接请求中收到此信" -"息。\n" -"添加至少一个子 [Control] 后,就可以在“检查器”面板中配置插槽。这些属性" -"在“Slot”部分中按每个插槽的索引进行分组。\n" -"[b]注意:[/b]虽然 GraphNode 是使用插槽和插槽索引设置的,但连接是在启用的端口之" -"间建立的。因此 [GraphEdit] 使用端口的索引,而不是插槽的索引。可以使用 [method " -"get_connection_input_slot] 和 [method get_connection_output_slot] 从端口索引中" -"获取插槽索引。" - -msgid "Disables all input and output slots of the GraphNode." -msgstr "禁用 GraphNode 的所有输入和输出槽。" - -msgid "Disables input and output slot whose index is [param slot_index]." -msgstr "禁用索引为 [param slot_index] 的输入和输出插槽。" - -msgid "Returns the [Color] of the input connection [param port]." -msgstr "返回输入连接端口 [param port] 的 [Color]。" - -msgid "" -"Returns the number of enabled input slots (connections) to the GraphNode." -msgstr "返回 GraphNode 的启用输入槽(连接)的数量。" - -msgid "Returns the height of the input connection [param port]." -msgstr "返回输入连接端口 [param port] 的高度。" - -msgid "Returns the position of the input connection [param port]." -msgstr "返回输入连接端口 [param port] 的位置。" - -msgid "" -"Returns the corresponding slot index of the input connection [param port]." -msgstr "返回输入连接端口 [param port] 对应的插槽索引。" - -msgid "Returns the type of the input connection [param port]." -msgstr "返回输入连接端口 [param port] 的类型。" - -msgid "Returns the [Color] of the output connection [param port]." -msgstr "返回输出连接端口 [param port] 的 [Color]。" - -msgid "" -"Returns the number of enabled output slots (connections) of the GraphNode." -msgstr "返回 GraphNode 的启用输出槽(连接)的数量。" - -msgid "Returns the height of the output connection [param port]." -msgstr "返回输出连接端口 [param port] 的高度。" - -msgid "Returns the position of the output connection [param port]." -msgstr "返回输出连接端口 [param port] 的位置。" - -msgid "" -"Returns the corresponding slot index of the output connection [param port]." -msgstr "返回输出连接端口 [param port] 对应的插槽索引。" - -msgid "Returns the type of the output connection [param port]." -msgstr "返回输出连接端口 [param port] 的类型。" - -msgid "Returns the left (input) [Color] of the slot [param slot_index]." -msgstr "返回索引为 [param slot_index] 的插槽的左侧(输入)[Color]。" - -msgid "Returns the right (output) [Color] of the slot [param slot_index]." -msgstr "返回索引为 [param slot_index] 的插槽的右侧(输出)[Color]。" - -msgid "Returns the left (input) type of the slot [param slot_index]." -msgstr "返回索引为 [param slot_index] 的插槽的左侧(输入)类型。" - -msgid "Returns the right (output) type of the slot [param slot_index]." -msgstr "返回索引为 [param slot_index] 的插槽的右侧(输出)类型。" - -msgid "" -"Returns true if the background [StyleBox] of the slot [param slot_index] is " -"drawn." -msgstr "如果插槽 [param slot_index] 的背景 [StyleBox] 被绘制,则返回 true。" - -msgid "" -"Returns [code]true[/code] if left (input) side of the slot [param slot_index] " -"is enabled." -msgstr "" -"如果插槽 [param slot_index] 的左侧(输入)被启用,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if right (output) side of the slot [param " -"slot_index] is enabled." -msgstr "" -"如果插槽 [param slot_index] 的右侧(输出)被启用,则返回 [code]true[/code]。" - -msgid "" -"Sets properties of the slot with the [param slot_index] index.\n" -"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a " -"port will appear and the slot will be able to be connected from this side.\n" -"With [param type_left]/[param type_right] an arbitrary type can be assigned " -"to each port. Two ports can be connected if they share the same type, or if " -"the connection between their types is allowed in the parent [GraphEdit] (see " -"[method GraphEdit.add_valid_connection_type]). Keep in mind that the " -"[GraphEdit] has the final say in accepting the connection. Type compatibility " -"simply allows the [signal GraphEdit.connection_request] signal to be " -"emitted.\n" -"Ports can be further customized using [param color_left]/[param color_right] " -"and [param custom_icon_left]/[param custom_icon_right]. The color parameter " -"adds a tint to the icon. The custom icon can be used to override the default " -"port dot.\n" -"Additionally, [param draw_stylebox] can be used to enable or disable drawing " -"of the background stylebox for each slot. See [theme_item slot].\n" -"Individual properties can also be set using one of the [code]set_slot_*[/" -"code] methods.\n" -"[b]Note:[/b] This method only sets properties of the slot. To create the slot " -"itself, add a [Control]-derived child to the GraphNode." -msgstr "" -"设置具有 [param slot_index] 索引的插槽的属性。\n" -"如果 [param enable_left_port]/[param enable_right_port] 为 [code]true[/code]," -"则将出现一个端口,插槽将能够从这一侧连接。\n" -"使用 [param type_left]/[param type_right] 可以为每个端口分配一个任意类型。如果" -"两个端口具有相同的类型,或者如果它们的类型之间的连接在父 [GraphEdit] 中被允许" -"(参见 [method GraphEdit.add_valid_connection_type]),那么这两个端口就可以被" -"连接。请记住,[GraphEdit] 在接受连接上拥有最终决定权。类型兼容性只允许发出 " -"[signal GraphEdit.connection_request] 信号。\n" -"可以使用 [param color_left]/[param color_right] 和 [param custom_icon_left]/" -"[param custom_icon_right] 进一步定制端口。颜色参数为图标添加了一个色调。自定义" -"图标可以用来覆盖默认的端口点。\n" -"此外,[param draw_stylebox] 可以用来启用或禁用每个插槽的背景样式框的绘制。参" -"见 [theme_item slot]。\n" -"单个属性也可以使用 [code]set_slot_*[/code] 方法之一来设置。\n" -"[b]注意:[/b]该方法只设置插槽的属性。要创建插槽本身,请将 [Control] 派生的子节" -"点添加到该 GraphNode。" - -msgid "" -"Sets the [Color] of the left (input) side of the slot [param slot_index] to " -"[param color]." -msgstr "将插槽 [param slot_index] 左侧(输入)的 [Color] 设置为 [param color]。" - -msgid "" -"Sets the [Color] of the right (output) side of the slot [param slot_index] to " -"[param color]." -msgstr "将插槽 [param slot_index] 右侧(输出)的 [Color] 设置为 [param color]。" - -msgid "Toggles the background [StyleBox] of the slot [param slot_index]." -msgstr "切换插槽 [param slot_index] 的背景 [StyleBox]。" - -msgid "" -"Toggles the left (input) side of the slot [param slot_index]. If [param " -"enable] is [code]true[/code], a port will appear on the left side and the " -"slot will be able to be connected from this side." -msgstr "" -"切换插槽 [param slot_index] 的左侧(输入)端口。如果[param enable] 为" -"[code]true[/code],则左侧会出现一个端口,插槽可以从这一侧连接。" - -msgid "" -"Toggles the right (output) side of the slot [param slot_index]. If [param " -"enable] is [code]true[/code], a port will appear on the right side and the " -"slot will be able to be connected from this side." -msgstr "" -"切换插槽 [param slot_index] 的右侧(输出)端口。如果[param enable] 为" -"[code]true[/code],则右侧会出现一个端口,插槽可以从这一侧连接。" - -msgid "" -"Sets the left (input) type of the slot [param slot_index] to [param type]. If " -"the value is negative, all connections will be disallowed to be created via " -"user inputs." -msgstr "" -"将插槽 [param slot_index] 的左侧(输入)类型设置为 [param type]。如果值为负," -"则所有的连接将不允许通过用户输入来创建。" - -msgid "" -"Sets the right (output) type of the slot [param slot_index] to [param type]. " -"If the value is negative, all connections will be disallowed to be created " -"via user inputs." -msgstr "" -"将插槽 [param slot_index] 的右侧(输出)类型设置为 [param type]。如果值为负," -"则所有的连接将不允许通过用户输入来创建。" - -msgid "If [code]true[/code], the GraphNode is a comment node." -msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。" - -msgid "If [code]true[/code], the user can drag the GraphNode." -msgstr "如果为 [code]true[/code],则用户能够拖动该 GraphNode。" - -msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." -msgstr "设置在 GraphNode 上方显示的叠加层。见 [enum Overlay]。" - -msgid "" -"The offset of the GraphNode, relative to the scroll offset of the " -"[GraphEdit].\n" -"[b]Note:[/b] You cannot use position offset directly, as [GraphEdit] is a " -"[Container]." -msgstr "" -"GraphNode 的偏移量,相对于 [GraphEdit] 的滚动偏移量。\n" -"[b]注意:[/b]不能直接使用位置偏移,因为 [GraphEdit] 是一个 [Container]。" - -msgid "" -"If [code]true[/code], the user can resize the GraphNode.\n" -"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " -"signal, the GraphNode needs to be resized manually." -msgstr "" -"如果为 [code]true[/code],用户可以调整 GraphNode 的大小。\n" -"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手动" -"调整大小。" - -msgid "If [code]true[/code], the user can select the GraphNode." -msgstr "如果为 [code]true[/code],则用户能够选中该 GraphNode。" - -msgid "If [code]true[/code], the GraphNode is selected." -msgstr "如果为 [code]true[/code],则该 GraphNode 被选中。" - -msgid "" -"If [code]true[/code], the close button will be visible.\n" -"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " -"the GraphNode needs to be removed manually." -msgstr "" -"如果为 [code]true[/code],则关闭按钮将可见。\n" -"[b]注意:[/b]按下它只会发出 [signal close_request] 信号,需要手动删除 " -"GraphNode。" - msgid "The text displayed in the GraphNode's title bar." msgstr "显示在 GraphNode 标题栏中的文本。" -msgid "" -"Emitted when the GraphNode is requested to be closed. Happens on clicking the " -"close button (see [member show_close])." -msgstr "" -"当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member " -"show_close])。" - -msgid "Emitted when the GraphNode is dragged." -msgstr "当 GraphNode 被拖动时发出。" - -msgid "Emitted when the GraphNode is deselected." -msgstr "当 GraphNode 被取消选择时发出。" - -msgid "Emitted when the GraphNode is selected." -msgstr "当 GraphNode 被选中时发出。" - -msgid "Emitted when the GraphNode is moved." -msgstr "当 GraphNode 被移动时触发。" - -msgid "" -"Emitted when the GraphNode is requested to be displayed over other ones. " -"Happens on focusing (clicking into) the GraphNode." -msgstr "" -"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即鼠" -"标点击进入。" - -msgid "" -"Emitted when the GraphNode is requested to be resized. Happens on dragging " -"the resizer handle (see [member resizable])." -msgstr "" -"当 GraphNode 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member " -"resizable])。" - msgid "Emitted when any GraphNode's slot is updated." msgstr "当任何图形节点的插槽更新时发出。" -msgid "No overlay is shown." -msgstr "没有显示覆盖层。" - -msgid "Show overlay set in the [theme_item breakpoint] theme property." -msgstr "显示在主题属性 [theme_item breakpoint] 中设置的覆盖层。" - -msgid "Show overlay set in the [theme_item position] theme property." -msgstr "显示在主题属性 [theme_item position] 中设置的覆盖层。" - -msgid "The color modulation applied to the close button icon." -msgstr "应用于关闭按钮图标的颜色调制。" - msgid "The color modulation applied to the resizer icon." msgstr "应用于调整尺寸大小图标的颜色调制。" -msgid "Color of the title text." -msgstr "标题文字的颜色。" - -msgid "The vertical offset of the close button." -msgstr "关闭按钮的垂直偏移量。" - msgid "Horizontal offset for the ports." msgstr "端口的水平偏移量。" msgid "The vertical distance between ports." msgstr "端口之间的垂直距离。" -msgid "Horizontal offset of the title text." -msgstr "标题文本的水平偏移量。" - -msgid "Vertical offset of the title text." -msgstr "标题文本的垂直偏移量。" - -msgid "Font used for the title text." -msgstr "对标题文本应用的字体。" - -msgid "" -"The icon for the close button, visible when [member show_close] is enabled." -msgstr "关闭按钮的图标会在启用 [member show_close] 时可见。" - msgid "The icon used for representing ports." msgstr "该图标用于表示端口。" -msgid "The icon used for resizer, visible when [member resizable] is enabled." -msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。" - -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_BREAKPOINT]." -msgstr "" -"当 [member overlay] 被设置为 [constant OVERLAY_BREAKPOINT] 时使用的背景。" - -msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "当启用 [member comment] 时使用的 [StyleBox]。" - -msgid "" -"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " -"focused." -msgstr "" -"当 [member comment] 被启用,且 [GraphNode] 获得焦点时使用的 [StyleBox]。" - -msgid "The default background for [GraphNode]." -msgstr "[GraphNode] 的默认背景。" - -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_POSITION]." -msgstr "当 [member overlay] 设置为 [constant OVERLAY_POSITION] 时使用的背景。" - -msgid "The background used when the [GraphNode] is selected." -msgstr "[GraphNode] 被选中时使用的背景。" - msgid "The [StyleBox] used for each slot of the [GraphNode]." msgstr "用于 [GraphNode] 的每个插槽的 [StyleBox]。" @@ -54963,9 +51812,6 @@ msgstr "" "返回栅格单元格在 GridMap 的局部坐标空间中的位置。要将返回值转换为全局坐标,请" "使用 [method Node3D.to_global]。另请参阅 [method map_to_local]。" -msgid "Notifies the [GridMap] about changed resource and recreates octant data." -msgstr "通知 [GridMap] 资源发生了改变,需要重新创建卦限数据。" - msgid "" "Sets the mesh index for the cell referenced by its grid coordinates.\n" "A negative item index such as [constant INVALID_CELL_ITEM] will clear the " @@ -55230,9 +52076,6 @@ msgstr "" "[BoxContainer] 的变体,只会将子控件横向排列。子控件的最小尺寸发生变化时会自动" "进行重新排列。" -msgid "The horizontal space between the [HBoxContainer]'s elements." -msgstr "[HBoxContainer] 的元素之间的水平间隙。" - msgid "A 3D height map shape used for physics collision." msgstr "3D 高度图形状,用于物理碰撞。" @@ -55472,49 +52315,6 @@ msgstr "" "水平滚动条,通常用于为超出控件可见宽度的内容进行导航。这是基于 [Range] 的控" "件,从左侧(最小)滚动到右侧(最大)。" -msgid "" -"Icon used as a button to scroll the [ScrollBar] left. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"作为按钮使用的图标,它用于使 [ScrollBar] 向左滚动。滚动步长由 [member " -"ScrollBar.custom_step] 属性值自定义。" - -msgid "Displayed when the mouse cursor hovers over the decrement button." -msgstr "当鼠标指针悬停在递减按钮上时显示。" - -msgid "Displayed when the decrement button is being pressed." -msgstr "在按下递减按钮时显示。" - -msgid "" -"Icon used as a button to scroll the [ScrollBar] right. Supports custom step " -"using the [member ScrollBar.custom_step] property." -msgstr "" -"作为按钮使用的图标,它用于使 [ScrollBar] 向右滚动。滚动步长由 [member " -"ScrollBar.custom_step] 属性值自定义。" - -msgid "Displayed when the mouse cursor hovers over the increment button." -msgstr "当鼠标指针悬停在增量按钮上时显示。" - -msgid "Displayed when the increment button is being pressed." -msgstr "在按下增量按钮时显示。" - -msgid "" -"Used as texture for the grabber, the draggable element representing current " -"scroll." -msgstr "用作拖动条的纹理,表示当前的可拖动元素。" - -msgid "Used when the mouse hovers over the grabber." -msgstr "当鼠标悬停在拖动条上时使用。" - -msgid "Used when the grabber is being dragged." -msgstr "在拖动条被拖动时使用。" - -msgid "Used as background of this [ScrollBar]." -msgstr "用作此 [ScrollBar] 的背景。" - -msgid "Used as background when the [ScrollBar] has the GUI focus." -msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。" - msgid "A horizontal line used for separating other controls." msgstr "分隔其他控件的水平线。" @@ -55526,14 +52326,6 @@ msgstr "" "分隔其他[b]垂直[/b]排列的控件的水平线。[HSeparator] 只提供视觉上的分隔,通常" "用 [StyleBoxLine] 绘制。" -msgid "" -"The height of the area covered by the separator. Effectively works like a " -"minimum height." -msgstr "分隔器覆盖区域的高度。效果上和最小高度一致。" - -msgid "The style for the separator line. Works best with [StyleBoxLine]." -msgstr "分隔器的线条样式。与 [StyleBoxLine] 配合使用效果更佳。" - msgid "A horizontal slider that goes from left (min) to right (max)." msgstr "从左(最小)到右(最大)的水平滚动条。" @@ -55545,43 +52337,6 @@ msgstr "" "水平滚动条,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从" "左(最小)到右(最大)滚动。" -msgid "" -"Boolean constant. If [code]1[/code], the grabber texture size will be ignored " -"and it will fit within slider's bounds based only on its center position." -msgstr "" -"布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" -"缩放到滚动条的边界。" - -msgid "Vertical offset of the grabber." -msgstr "抓取器的垂直偏移。" - -msgid "The texture for the grabber (the draggable element)." -msgstr "用作拖动条的纹理(可拖动的元素)。" - -msgid "The texture for the grabber when it's disabled." -msgstr "抓取器禁用时的材质。" - -msgid "The texture for the grabber when it's focused." -msgstr "抓取器获得焦点时的材质。" - -msgid "" -"The texture for the ticks, visible when [member Slider.tick_count] is greater " -"than 0." -msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。" - -msgid "The background of the area to the left of the grabber." -msgstr "抓取器左侧区域的背景。" - -msgid "" -"The background of the area to the left of the grabber that displays when it's " -"being hovered or focused." -msgstr "抓取器左边区域的背景,当它被悬停或聚焦时显示。" - -msgid "" -"The background for the whole slider. Determines the height of the " -"[code]grabber_area[/code]." -msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。" - msgid "" "A container that splits two child controls horizontally and provides a " "grabber for adjusting the split ratio." @@ -55595,28 +52350,6 @@ msgstr "" "仅接受两个子控件的容器,会将这两个控件水平排列,在两者之间创建一条分隔线。分隔" "线可以拖动,从而改变两个子控件之间的大小关系。" -msgid "" -"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " -"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " -"visible." -msgstr "" -"布尔值。如果1 ([code]true[/code]),抓取器将在不在光标下时自动隐藏。如果0 " -"([code]false[/code]),抓取器总是可见。" - -msgid "" -"The minimum thickness of the area users can click on to grab the splitting " -"line. If [theme_item separation] or [theme_item grabber]'s thickness are too " -"small, this ensure that the splitting line can still be dragged." -msgstr "" -"用户可以点击的区域的最小粗细,点击该区域将抓取分割线。如果 [theme_item " -"separation] 或 [theme_item grabber] 的粗细太小,这将保证分割线仍然可以被拖动。" - -msgid "The space between sides of the container." -msgstr "容器两侧之间的空间。" - -msgid "The icon used for the grabber drawn in the middle area." -msgstr "在中间区域绘制的抓取图标。" - msgid "Low-level hyper-text transfer protocol client." msgstr "低级别的超文本传输协议客户端。" @@ -55711,16 +52444,6 @@ msgstr "" "信任的证书颁发机构,或者使用 HTTPS 时的通用名称验证。请参阅 [method " "TLSOptions.client] 和 [method TLSOptions.client_unsafe]。" -msgid "" -"Returns the response's body length.\n" -"[b]Note:[/b] Some Web servers may not send a body length. In this case, the " -"value returned will be [code]-1[/code]. If using chunked transfer encoding, " -"the body length will also be [code]-1[/code]." -msgstr "" -"返回响应体长度。\n" -"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" -"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" - msgid "Returns the response's HTTP status code." msgstr "返回响应的 HTTP 状态码。" @@ -56952,7 +53675,7 @@ msgstr "" "返回 [constant ERR_CANT_CONNECT]。\n" "[b]注意:[/b]当 [param method] 为 [constant HTTPClient.METHOD_GET] 时,通过 " "[param request_data] 发送的有效载荷可能会被服务器忽略,甚至导致服务器拒绝请求" -"(参阅 [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC " +"(见 [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC " "7231 第 4.3.1 节[/url]了解更多详情)。作为一种变通方法,可以在 URL 中将数据作" "为查询字符串发送(有关示例,请参见 [method String.uri_encode])。\n" "[b]注意:[/b]建议使用传输加密(TLS)并避免在 HTTP GET URL 参数中发送敏感信息" @@ -57295,18 +54018,6 @@ msgstr "水平翻转图像。" msgid "Flips the image vertically." msgstr "垂直翻转图像。" -msgid "" -"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " -"copies of the image that are automatically used if the image needs to be " -"scaled down when rendered. They help improve image quality and performance " -"when rendering. This method returns an error if the image is compressed, in a " -"custom format, or if the image's width/height is [code]0[/code]." -msgstr "" -"为图像生成 Mipmap。Mipmap 是预先计算好的图像的低分辨率副本,如果图像在渲染时需" -"要按比例缩小,则会自动使用这些副本。它们有助于在渲染时提高图像质量和性能。如果" -"图像被压缩,或采用自定义格式,或图像的宽度或高度为 [code]0[/code],则该方法返" -"回错误。" - msgid "Returns a copy of the image's raw data." msgstr "返回图像原始数据的副本。" @@ -57736,33 +54447,6 @@ msgstr "" "OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮" "点值。" -msgid "" -"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" -"bit \"half-precision\" floating-point value." -msgstr "" -"OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,即 16 位“半精度”浮点值。" - -msgid "" -"OpenGL texture format [code]GL_RG32F[/code] where there are two components, " -"each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"OpenGL 纹理格式 [code]GL_RG32F[/code],其中有两个部分,每个部分都是 16 位“半精" -"度”浮点值。" - -msgid "" -"OpenGL texture format [code]GL_RGB32F[/code] where there are three " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 16 位“半" -"精度”浮点值。" - -msgid "" -"OpenGL texture format [code]GL_RGBA32F[/code] where there are four " -"components, each a 16-bit \"half-precision\" floating-point value." -msgstr "" -"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个都是 16 位“半精" -"度”浮点值。" - msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." @@ -57954,30 +54638,12 @@ msgstr "" "以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/" -"url]. This implements the 4x4 (high quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自适应可伸缩纹理压缩[/url]。这实现了 4x4(高质量)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU " "know it is used for HDR." msgstr "" "与 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以让 GPU 知道它用于 HDR。" -msgid "" -"[url=https://en.wikipedia.org/wiki/" -"Adaptive_scalable_texture_compression]Adaptive Scalable Texutre Compression[/" -"url]. This implements the 8x8 (low quality) mode." -msgstr "" -"[url=https://zh.wikipedia.org/wiki/" -"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" -"自适应可伸缩纹理压缩[/url]。这实现了 8x8(低质量)模式。" - msgid "" "Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU " "know it is used for HDR." @@ -58583,22 +55249,6 @@ msgstr "" "引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件处" "理时间的高级情况下,这可能是有用的。" -msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor even " -"when your device has an accelerometer. You must export your project to a " -"supported device to read values from the accelerometer.\n" -"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other " -"platforms, it always returns [constant Vector3.ZERO]." -msgstr "" -"如果设备有加速度计传感器,则返回该设备加速度计传感器的加速度,单位为 m/s²。否" -"则,该方法返回 [constant Vector3.ZERO]。\\\n" -"请注意,即使你的设备具有一个加速度计,在从编辑器运行时,该方法也会返回一个空" -"的 [Vector3]。必须将项目导出到一个支持的设备上,才能从加速度计读取值。\n" -"[b]注意:[/b]该方法仅适用于 iOS、Android 和 UWP。在其他平台上,它总是返回 " -"[constant Vector3.ZERO]。" - msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use [method " @@ -58714,18 +55364,6 @@ msgstr "" "返回上次的鼠标速度。为了提供精确且无抖动的速度,鼠标速度仅每 0.1 秒计算一次。" "因此,鼠标速度将滞后于鼠标移动。" -msgid "" -"Returns the magnetic field strength in micro-Tesla for all axes of the " -"device's magnetometer sensor, if the device has one. Otherwise, the method " -"returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android, iOS and UWP. On other " -"platforms, it always returns [constant Vector3.ZERO]." -msgstr "" -"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方法" -"返回 [constant Vector3.ZERO]。\n" -"[b]注意:[/b]这个方法只在 Android、iOS 和 UWP 上有效。在其他平台上,总是返回 " -"[constant Vector3.ZERO]。" - msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together. Equivalent to [method " @@ -58804,30 +55442,6 @@ msgstr "" "[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" "件的方向。" -msgid "" -"Returns [code]true[/code] if you are pressing the action event. Note that if " -"an action has multiple buttons assigned and more than one of them is pressed, " -"releasing one button will release the action, even if some other button " -"assigned to this action is still pressed.\n" -"If [param exact_match] is [code]false[/code], it ignores additional input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events.\n" -"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " -"[code]false[/code] even if one of the action's keys is pressed. See " -"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " -"examples[/url] in the documentation for more information." -msgstr "" -"如果正在按下动作事件,则返回 [code]true[/code]。请注意,如果一个动作分配了多个" -"按钮,并且不止一个按钮被按下,则释放一个按钮将释放该动作,即使分配给该动作的其" -"他一些按钮仍然被按下时也是如此。\n" -"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事" -"件的方向。\n" -"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 [code]false[/" -"code],即使该动作的某个键被按下时也是如此。有关详细信息,请参阅文档中的 " -"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示" -"例》[/url]。" - msgid "" "Returns [code]true[/code] if any action, key, joypad button, or mouse button " "is being pressed. This will also return [code]true[/code] if any action is " @@ -60173,27 +56787,9 @@ msgstr "" msgid "Returns the keycode combination of modifier keys." msgstr "返回修饰键的键码组合。" -msgid "" -"On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Command[/kbd]) " -"is pressed.\n" -"On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed." -msgstr "" -"在 macOS 上,如果 [kbd]Meta[/kbd]([kbd]Command[/kbd])是按下状态,则返回 " -"[code]true[/code] 。\n" -"在其他平台上,如果 [kbd]Ctrl[/kbd] 是按下状态,则返回 [code]true[/code] 。" - msgid "State of the [kbd]Alt[/kbd] modifier." msgstr "[kbd]Alt[/kbd] 修饰键的状态。" -msgid "" -"Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and " -"[kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member " -"ctrl_pressed] and [member meta_pressed] cannot be set." -msgstr "" -"自动在 macOS 上使用 [kbd]Meta[/kbd]([kbd]Command[/kbd]),在其他平台上使用 " -"[kbd]Ctrl[/kbd]。如果为 [code]true[/code],则无法设置 [member ctrl_pressed] " -"和 [member meta_pressed]。" - msgid "State of the [kbd]Ctrl[/kbd] modifier." msgstr "[kbd]Ctrl[/kbd] 修饰键的状态。" @@ -60359,87 +56955,6 @@ msgstr "" msgid "A built-in type for integers." msgstr "整数内置类型。" -msgid "" -"Signed 64-bit integer type. This means that it can take values from " -"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " -"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " -"it exceeds these bounds, it will wrap around.\n" -"[int]s can be automatically converted to [float]s when necessary, for example " -"when passing them as arguments in functions. The [float] will be as close to " -"the original integer as possible.\n" -"Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" -"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" -"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x is 1\n" -"x = 4.2 # x is 4, because 4.2 gets truncated\n" -"var max_int = 9223372036854775807 # Biggest value an int can store\n" -"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x is 1\n" -"x = 4.2; // x is 4, because 4.2 gets truncated\n" -"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-" -"bit.\n" -"long maxLong = 9223372036854775807; // Biggest value a long can store\n" -"maxLong++; // maxLong is now -9223372036854775808, because it wrapped " -"around.\n" -"\n" -"// Alternatively with C#'s 32-bit int type, which has a smaller maximum " -"value.\n" -"int maxInt = 2147483647; // Biggest value an int can store\n" -"maxInt++; // maxInt is now -2147483648, because it wrapped around\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In GDScript, you can use the [code]0b[/code] literal for binary " -"representation, the [code]0x[/code] literal for hexadecimal representation, " -"and the [code]_[/code] symbol to separate long numbers and improve " -"readability.\n" -"[codeblock]\n" -"var x = 0b1001 # x is 9\n" -"var y = 0xF5 # y is 245\n" -"var z = 10_000_000 # z is 10000000\n" -"[/codeblock]" -msgstr "" -"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 - " -"1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 " -"[code]9223372036854775807[/code]。超出这个范围后,值会绕回到另一端。\n" -"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。[float] " -"会尽可能与原始整数接近。\n" -"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的部" -"分。\n" -"[b]注意:[/b]布尔环境中会将等于 [code]0[/code] 的 [int] 评估为 [code]false[/" -"code],其他值则为 [code]true[/code]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var x: int = 1 # x 为 1\n" -"x = 4.2 # x 为 4,因为 4.2 发生了截断\n" -"var max_int = 9223372036854775807 # int 所能存储的最大值\n" -"max_int += 1 # max_int 现在是 -9223372036854775808,因为它绕到了另一端\n" -"[/gdscript]\n" -"[csharp]\n" -"int x = 1; // x 为 1\n" -"x = 4.2; // x 为 4,因为 4.2 发生了截断\n" -"// 下面使用 long,因为 GDScript 的 int 为 64 位,而 C# 的 int 为 32 位。\n" -"long maxLong = 9223372036854775807; // long 所能存储的最大值\n" -"maxLong++; // maxLong 现在是 -9223372036854775808,因为它绕到了另一端。\n" -"\n" -"// 也可以使用 C# 的 32 位 int 类型,最大值较小。\n" -"int maxInt = 2147483647; // int 所能存储的最大值\n" -"maxInt++; // maxInt 现在是 -2147483648,因为它绕到了另一端。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在 GDScript 中,你可以使用 [code]0b[/code] 字面量书写二进制值,使用 [code]0x[/" -"code] 字面量书写十六进制值,使用 [code]_[/code] 符号分隔较长的数字,提升可读" -"性。\n" -"[codeblock]\n" -"var x = 0b1001 # x 为 9\n" -"var y = 0xF5 # y 为 245\n" -"var z = 10_000_000 # z 为 10000000\n" -"[/codeblock]" - msgid "Constructs an [int] set to [code]0[/code]." msgstr "构造设为 [code]0[/code] 的 [int]。" @@ -60720,23 +57235,6 @@ msgstr "" "flags |= 0b101 # 置第一和第三位。\n" "[/codeblock]" -msgid "" -"Performs the bitwise [code]NOT[/code] operation on the [int]. Due to " -"[url=https://en.wikipedia.org/wiki/Two%27s_complement/]2's complement[/url], " -"it's effectively equal to [code]-(int + 1)[/code].\n" -"[codeblock]\n" -"print(~4) # Prints -5\n" -"print(~(-7)) # Prints 6\n" -"[/codeblock]" -msgstr "" -"执行按位 [code]NOT[/code](反)运算。由于[url=https://zh.wikipedia.org/zh-cn/" -"%E4%BA%8C%E8%A3%9C%E6%95%B8]补码[/url],效果上与 [code]-(int + 1)[/code] 相" -"同。\n" -"[codeblock]\n" -"print(~4) # 输出 -5\n" -"print(~(-7)) # 输出 6\n" -"[/codeblock]" - msgid "Creates an idle interval in a [Tween] animation." msgstr "在 [Tween] 动画中创建空闲间隔。" @@ -62683,9 +59181,6 @@ msgstr "" "Light3D 是灯光节点的[i]抽象[/i]基类。由于无法实例化,所以不应直接使用。其他类" "型的灯光节点继承自它。Light3D 包含用于照明的常见变量和参数。" -msgid "3D lights and shadows" -msgstr "3D 灯光与阴影" - msgid "" "Returns the [Color] of an idealized blackbody at the given [member " "light_temperature]. This value is calculated internally based on the [member " @@ -63309,22 +59804,6 @@ msgstr "" "要进一步加快烘焙时间,请在导入停靠面板中减少 [member bounces]、禁用 [member " "use_denoiser]、并增加 3D 场景的光照贴图纹素大小。" -msgid "" -"If [code]true[/code], uses a CPU-based denoising algorithm on the generated " -"lightmap. This eliminates most noise within the generated lightmap at the " -"cost of longer bake times. File sizes are generally not impacted " -"significantly by the use of a denoiser, although lossless compression may do " -"a better job at compressing a denoised image.\n" -"[b]Note:[/b] The built-in denoiser (OpenImageDenoise) may crash when " -"denoising lightmaps in large scenes. If you encounter a crash at the end of " -"lightmap baking, try disabling [member use_denoiser]." -msgstr "" -"如果为 [code]true[/code],则在生成的光照贴图上,使用基于 CPU 的降噪算法。这以" -"更长的烘焙时间为代价,消除了生成的光照贴图中的大部分噪点。尽管无损压缩在压缩降" -"噪图像方面可能做得更好,但使用降噪器通常不会显著影响文件大小。\n" -"[b]注意:[/b]在大场景中对光照贴图进行降噪时,内置降噪器(OpenImageDenoise)可" -"能会崩溃。如果在光照贴图烘焙结束时遇到崩溃,请尝试禁用 [member use_denoiser]。" - msgid "" "Low bake quality (fastest bake times). The quality of this preset can be " "adjusted by changing [member ProjectSettings.rendering/lightmapping/" @@ -63588,158 +60067,9 @@ msgstr "" "LightOccluder2D 的遮挡器光照掩码。LightOccluder2D 将仅从具有相同光照掩码的 " "Light2D 投射阴影。" -msgid "A 2D line." -msgstr "2D 直线。" - -msgid "A line through several points in 2D space." -msgstr "一条经过 2D 空间中某几个点的直线。" - -msgid "" -"Adds a point with the specified [param position] relative to the line's own " -"position. Appends the new point at the end of the point list.\n" -"If [param index] is given, the new point is inserted before the existing " -"point identified by index [param index]. Every existing point starting from " -"[param index] is shifted further down the list of points. The index must be " -"greater than or equal to [code]0[/code] and must not exceed the number of " -"existing points in the line. See [method get_point_count]." -msgstr "" -"在指定的位置 [param position] 添加一个点,该位置相对于该线段自身的位置。新的点" -"会被加入到点的列表末尾。\n" -"如果给出 [param index],则将新点插入到由索引 [param index] 标识的已有点之前。" -"从 [param index] 开始的每个已有点都会进一步向下移动点列表。索引必须大于或等于 " -"[code]0[/code],并且不得超过线段中已有点的数量。请参阅 [method " -"get_point_count]。" - -msgid "Removes all points from the line." -msgstr "移除直线上的所有点。" - -msgid "Returns the number of points in the line." -msgstr "返回该直线中的点的数量。" - msgid "Returns the position of the point at index [param index]." msgstr "返回索引为 [param index] 的点的位置。" -msgid "Removes the point at index [param index] from the line." -msgstr "移除该直线中索引为 [param index] 的点。" - -msgid "" -"Overwrites the position of the point at index [param index] with the supplied " -"[param position]." -msgstr "用提供的 [param position] 覆盖索引 [param index] 处的点的位置。" - -msgid "" -"If [code]true[/code], the line's border will be anti-aliased.\n" -"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." -msgstr "" -"如果为 [code]true[/code],则线条的边界将使用抗锯齿。\n" -"[b]注意:[/b]Line2D 在使用抗锯齿时,不会通过批处理来加速。" - -msgid "" -"Controls the style of the line's first point. Use [enum LineCapMode] " -"constants." -msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。" - -msgid "The line's color. Will not be used if a gradient is set." -msgstr "线条的颜色。如果设置了渐变,则不会生效。" - -msgid "" -"Controls the style of the line's last point. Use [enum LineCapMode] constants." -msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。" - -msgid "" -"The gradient is drawn through the whole line from start to finish. The " -"default color will not be used if a gradient is set." -msgstr "从头到尾贯穿整条线的渐变色。如果设置了渐变,则不会使用默认颜色。" - -msgid "The style for the points between the start and the end." -msgstr "起点和终点之间点的样式。" - -msgid "" -"The points that form the lines. The line is drawn between every point set in " -"this array. Points are interpreted as local vectors." -msgstr "构成线条的点。在此数组中设置的每个点之间绘制线。点被解释为局部向量。" - -msgid "" -"The smoothness of the rounded joints and caps. Higher values result in " -"smoother corners, but are more demanding to render and update. This is only " -"used if a cap or joint is set as round.\n" -"[b]Note:[/b] The default value is tuned for lines with the default [member " -"width]. For thin lines, this value should be reduced to a number between " -"[code]2[/code] and [code]4[/code] to improve performance." -msgstr "" -"连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。只" -"会在端点或连接点被设为圆角时使用。\n" -"[b]注意:[/b]默认值针对的是使用默认 [member width] 的线条。针对更细的线条,应" -"该将这个值减小到 [code]2[/code] 和 [code]4[/code] 之间,提升性能。" - -msgid "" -"The direction difference in radians between vector points. This value is only " -"used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." -msgstr "" -"向量点之间的方向差,单位为弧度。仅当 [member joint_mode] 设置为 [constant " -"LINE_JOINT_SHARP] 时,才使用此值。" - -msgid "" -"The texture used for the line's texture. Uses [code]texture_mode[/code] for " -"drawing style." -msgstr "用于线条纹理的纹理。使用 [code]texture_mode[/code] 作为绘图样式。" - -msgid "" -"The style to render the [code]texture[/code] on the line. Use [enum " -"LineTextureMode] constants." -msgstr "" -"在线条上渲染 [code]texture[/code] 的样式。使用 [enum LineTextureMode] 常量。" - -msgid "The line's width." -msgstr "该线条的宽度。" - -msgid "" -"The line's width varies with the curve. The original width is simply multiply " -"by the value of the Curve." -msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。" - -msgid "" -"The line's joints will be pointy. If [code]sharp_limit[/code] is greater than " -"the rotation of a joint, it becomes a bevel joint instead." -msgstr "" -"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为倒" -"角交点。" - -msgid "The line's joints will be bevelled/chamfered." -msgstr "该线条的交点将为倒角/切角。" - -msgid "The line's joints will be rounded." -msgstr "该线条的交点将为圆角。" - -msgid "Don't draw a line cap." -msgstr "不绘制线条的端点。" - -msgid "Draws the line cap as a box." -msgstr "将线条端点绘制为矩形。" - -msgid "Draws the line cap as a circle." -msgstr "将线条端点绘制为圆形。" - -msgid "Takes the left pixels of the texture and renders it over the whole line." -msgstr "获取纹理的左侧像素并在整个线条上渲染它。" - -msgid "" -"Tiles the texture over the line. [member CanvasItem.texture_repeat] of the " -"[Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or " -"[constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly." -msgstr "" -"将纹理平铺在该线条上。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] 必" -"须为 [constant CanvasItem.TEXTURE_REPEAT_ENABLED] 或 [constant CanvasItem." -"TEXTURE_REPEAT_MIRROR],才能正常工作。" - -msgid "" -"Stretches the texture across the line. [member CanvasItem.texture_repeat] of " -"the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] for " -"best results." -msgstr "" -"沿该线条拉伸纹理。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] 必须" -"为 [constant CanvasItem.TEXTURE_REPEAT_DISABLED],以获得最佳效果。" - msgid "An input field for single-line text." msgstr "单行文本的输入字段。" @@ -64033,6 +60363,9 @@ msgid "" "If [code]true[/code], the selected text will be deselected when focus is lost." msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。" +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "如果为 [code]true[/code],则允许拖放选中的文本。" + msgid "If [code]true[/code], control characters are displayed." msgstr "如果为 [code]true[/code],则会显示控制字符。" @@ -64049,9 +60382,6 @@ msgstr "" "如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如果 " "[member text] 被缩短,它将[b]不[/b]压缩。" -msgid "If [code]true[/code], the [LineEdit] don't display decoration." -msgstr "如果为 [code]true[/code],则 [LineEdit] 不显示装饰。" - msgid "" "Maximum number of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" @@ -64878,19 +61208,6 @@ msgstr "" "full_objects] 为 [code]true[/code],则允许将对象进行编码(有可能包括代码)。\n" "内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。" -msgid "Abstract base [Resource] for coloring and shading geometry." -msgstr "用于为几何体上色(Coloring)和着色(Shading)的 [Resource] 抽象基类。" - -msgid "" -"Material is a base [Resource] used for coloring and shading geometry. All " -"materials inherit from it and almost all [VisualInstance3D] derived nodes " -"carry a Material. A few flags and parameters are shared between all material " -"types and are configured here." -msgstr "" -"材质 Material 是用于为几何体上色和着色的 [Resource] 基类。所有的材质都继承自" -"它,几乎所有的 [VisualInstance3D] 派生节点都带有材质。有几个标志和参数在所有材" -"质类型之间是共享的,并在这里进行配置。" - msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])." msgstr "创建该资源的占位符版本([PlaceholderMaterial])。" @@ -65037,22 +61354,6 @@ msgstr "菜单项文本的字体大小。" msgid "[StyleBox] used when the menu item is disabled." msgstr "菜单项处于禁用状态时使用的 [StyleBox]。" -msgid "" -"[StyleBox] used when the menu item is focused. The [code]focus[/code] " -"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " -"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " -"visible. A [StyleBox] that represents an outline or an underline works well " -"for this purpose. To disable the focus visual effect, assign a " -"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." -msgstr "" -"菜单项处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] [StyleBox] 显示在基" -"础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " -"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要" -"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会" -"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。" - msgid "[StyleBox] used when the menu item is being hovered." msgstr "菜单项处于悬停状态时使用的 [StyleBox]。" @@ -65106,70 +61407,6 @@ msgstr "" msgid "Emitted when the [PopupMenu] of this MenuButton is about to show." msgstr "该 MenuButton 的 [PopupMenu] 即将显示时发出。" -msgid "Default text [Color] of the [MenuButton]." -msgstr "该 [MenuButton] 的默认文字 [Color]。" - -msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "该 [MenuButton] 处于禁用状态时的字体 [Color]。" - -msgid "" -"Text [Color] used when the [MenuButton] is focused. Only replaces the normal " -"text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"该 [MenuButton] 处于聚焦状态时的字体 [Color]。只替换按钮的正常文本颜色。禁用、" -"悬停和按下状态优先于这个颜色。" - -msgid "Text [Color] used when the [MenuButton] is being hovered." -msgstr "该 [MenuButton] 处于悬停状态时的字体 [Color]。" - -msgid "The tint of text outline of the [MenuButton]." -msgstr "该 [MenuButton] 的文本轮廓的色调。" - -msgid "Text [Color] used when the [MenuButton] is being pressed." -msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。" - -msgid "" -"The horizontal space between [MenuButton]'s icon and text. Negative values " -"will be treated as [code]0[/code] when used." -msgstr "" -"[MenuButton] 的文字和图标之间的水平间隙。使用时会将负值当作 [code]0[/code]。" - -msgid "[Font] of the [MenuButton]'s text." -msgstr "[MenuButton] 文本的 [Font]。" - -msgid "Font size of the [MenuButton]'s text." -msgstr "该 [MenuButton] 文本的字体大小。" - -msgid "[StyleBox] used when the [MenuButton] is disabled." -msgstr "该 [MenuButton] 处于禁用状态时使用的 [StyleBox]。" - -msgid "" -"[StyleBox] used when the [MenuButton] is focused. The [code]focus[/code] " -"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " -"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " -"visible. A [StyleBox] that represents an outline or an underline works well " -"for this purpose. To disable the focus visual effect, assign a " -"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." -msgstr "" -"该 [MenuButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " -"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" -"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," -"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" -"因,不建议这样做。" - -msgid "[StyleBox] used when the [MenuButton] is being hovered." -msgstr "该 [MenuButton] 处于悬停状态时使用的 [StyleBox]。" - -msgid "Default [StyleBox] for the [MenuButton]." -msgstr "该 [MenuButton] 的默认 [StyleBox]。" - -msgid "[StyleBox] used when the [MenuButton] is being pressed." -msgstr "该 [MenuButton] 处于按下状态时使用的 [StyleBox]。" - msgid "A [Resource] that contains vertex array-based geometry." msgstr "一种包含基于顶点数组的几何资源。" @@ -65306,16 +61543,6 @@ msgid "" "vertices represent one triangle." msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。" -msgid "Returns the number of surfaces that the [Mesh] holds." -msgstr "返回该 [Mesh] 中存放的表面的个数。" - -msgid "" -"Returns the arrays for the vertices, normals, uvs, etc. that make up the " -"requested surface (see [method ArrayMesh.add_surface_from_arrays])." -msgstr "" -"返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh." -"add_surface_from_arrays])。" - msgid "Returns the blend shape arrays for the requested surface." msgstr "返回请求表面的混合形状数组。" @@ -65431,26 +61658,6 @@ msgstr "" "code] 到 [code]1.0[/code](闭区间)。每个顶点包含 4 个还是 8 个数字取决于是否" "存在 [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] 标志。" -msgid "" -"[PackedInt32Array] of integers used as indices referencing vertices, colors, " -"normals, tangents, and textures. All of those arrays must have the same " -"number of elements as the vertex array. No index can be beyond the vertex " -"array size. When this index array is present, it puts the function into " -"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, " -"color, UV, etc. This means if you want to have different normals or colors " -"along an edge, you have to duplicate the vertices.\n" -"For triangles, the index array is interpreted as triples, referring to the " -"vertices of each triangle. For lines, the index array is in pairs indicating " -"the start and end of each line." -msgstr "" -"整数的 [PackedInt32Array],用作引用顶点、颜色、法线、切线、和纹理的索引。所有" -"这些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。当" -"该索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 *i* 个顶点、法线、" -"切线、颜色、UV 等。这意味着,如果想要沿着一条边有不同的法线或颜色,则必须复制" -"这些顶点。\n" -"对于三角形,索引数组被解释为三元组,指代每个三角形的顶点。对于线条,索引数组成" -"对表示每条线的开始和结束。" - msgid "Represents the size of the [enum ArrayType] enum." msgstr "代表 [enum ArrayType] 枚举的大小。" @@ -65838,14 +62045,6 @@ msgstr "返回与给定面关联的元数据。" msgid "Calculates and returns the face normal of the given face." msgstr "计算并返回给定面的面法线。" -msgid "" -"Returns the specified vertex of the given face.\n" -"Vertex argument must be either 0, 1, or 2 because faces contain three " -"vertices." -msgstr "" -"返回给定面的指定顶点。\n" -"顶点参数必须是 0、1、2 之一,因为面包含 3 个顶点。" - msgid "" "Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " "flags combined together. For example, a mesh containing both vertices and " @@ -65863,9 +62062,6 @@ msgstr "" msgid "Returns the material assigned to the [Mesh]." msgstr "返回分配给该 [Mesh] 的材质。" -msgid "Returns the vertex at given index." -msgstr "返回给定索引处的顶点。" - msgid "Returns the bones of the given vertex." msgstr "返回给定顶点的骨骼。" @@ -66063,16 +62259,6 @@ msgstr "" "[code]null[/code],或在该索引处没有混合形状,则返回 [code]0.0[/code] 并产生一" "个错误。" -msgid "" -"Returns the override [Material] for the specified [param surface] of the " -"[Mesh] resource." -msgstr "返回用于 [Mesh] 资源的指定表面 [param surface] 的覆盖 [Material]。" - -msgid "" -"Returns the number of surface override materials. This is equivalent to " -"[method Mesh.get_surface_count]." -msgstr "返回表面覆盖材质的数量。相当于 [method Mesh.get_surface_count]。" - msgid "" "Sets the value of the blend shape at [param blend_shape_idx] to [param " "value]. Produces an error if [member mesh] is [code]null[/code] or doesn't " @@ -66081,14 +62267,6 @@ msgstr "" "将 [param blend_shape_idx] 处的混合形状的值设置为 [param value]。如果 [member " "mesh] 为 [code]null[/code],或在该索引处没有混合形状,则会产生一个错误。" -msgid "" -"Sets the override [param material] for the specified [param surface] of the " -"[Mesh] resource. This material is associated with this [MeshInstance3D] " -"rather than with [member mesh]." -msgstr "" -"为 [Mesh] 资源的指定表面 [param surface] 设置覆盖 [Material]。与该材质关联的是" -"这个 [MeshInstance3D],不是 [member mesh]。" - msgid "The [Mesh] resource for the instance." msgstr "该实例的 [Mesh] 资源。" @@ -66228,19 +62406,6 @@ msgid "" "Interpolates an abstract value and supplies it to a method called over time." msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。" -msgid "" -"[MethodTweener] is similar to a combination of [CallbackTweener] and " -"[PropertyTweener]. It calls a method providing an interpolated value as a " -"parameter. See [method Tween.tween_method] for more usage information.\n" -"[b]Note:[/b] [method Tween.tween_method] is the only correct way to create " -"[MethodTweener]. Any [MethodTweener] created manually will not function " -"correctly." -msgstr "" -"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插值" -"后的值作为调用方法时的参数。更多用法信息请参阅 [method Tween.tween_method]。\n" -"[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method Tween." -"tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。" - msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." @@ -66362,79 +62527,6 @@ msgstr "" msgid "Abstract class for non-real-time video recording encoders." msgstr "非实时视频录制编码器的抽象类。" -msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" -"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " -"line argument[/url], this forces the reported [code]delta[/code] in [method " -"Node._process] functions to be identical across frames, regardless of how " -"long it actually took to render the frame. This can be used to record high-" -"quality videos with perfect frame pacing regardless of your hardware's " -"capabilities.\n" -"Godot has 2 built-in [MovieWriter]s:\n" -"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" -"code] file extension). Lossy compression, medium file sizes, fast encoding. " -"The lossy compression quality can be adjusted by changing [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " -"viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " -"support transparency. AVI output is currently limited to a file of 4 GB in " -"size at most.\n" -"- PNG image sequence for video and WAV for audio ([code].png[/code] file " -"extension). Lossless compression, large file sizes, slow encoding. Designed " -"to be encoded to a video file with another tool such as [url=https://ffmpeg." -"org/]FFmpeg[/url] after recording. Transparency is currently not supported, " -"even if the root viewport is set to be transparent.\n" -"If you need to encode to a different format or pipe a stream through third-" -"party software, you can extend the [MovieWriter] class to create your own " -"movie writers. This should typically be done using GDExtension for " -"performance reasons.\n" -"[b]Editor usage:[/b] A default movie file path can be specified in [member " -"ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running " -"single scenes, a [code]movie_path[/code] metadata can be added to the root " -"node, specifying the path to a movie file that will be used when recording " -"that scene. Once a path is set, click the video reel icon in the top-right " -"corner of the editor to enable Movie Maker mode, then run any scene as usual. " -"The engine will start recording as soon as the splash screen is finished, and " -"it will only stop recording when the engine quits. Click the video reel icon " -"again to disable Movie Maker mode. Note that toggling Movie Maker mode does " -"not affect project instances that are already running.\n" -"[b]Note:[/b] MovieWriter is available for use in both the editor and exported " -"projects, but it is [i]not[/i] designed for use by end users to record videos " -"while playing. Players wishing to record gameplay videos should install tools " -"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." -"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." -msgstr "" -"Godot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] " -"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]类" -"似,会强制让 [method Node._process] 等函数每一帧都收到相同的 [code]delta[/" -"code],无论实际渲染花费了多长的时间。这个技术可用于录制高画质的视频,无论你的" -"硬件性能如何,帧率始终都是恒定的。\n" -"Godot 内置的 [MovieWriter] 有两个:\n" -"- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。有" -"损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality] 来调整。生成的文件可以使用" -"大多数视频播放器查看,但如果要在 Web 上查看或者用 Godot 的 " -"[VideoStreamPlayer] 查看,则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输出" -"的文件目前最多为 4 GB 大小。\n" -"- 视频使用 PNG 图像序列、音频使用 WAV(文件扩展名为 [code].png[/code])。无损" -"压缩、文件大小较大、编码速度较慢。旨在录制后使用 [url=https://ffmpeg." -"org/]FFmpeg[/url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设为" -"透明。\n" -"如果你需要编码为其他格式,或者将流导入到第三方软件中,你可以扩展 " -"[MovieWriter] 类,创建自己的影片写入器。出于性能考虑,一般应该使用 " -"GDExtension 实现。\n" -"[b]编辑器使用:[/b]默认影片文件路径可以在 [member ProjectSettings.editor/" -"movie_writer/movie_file] 指定。或者在运行单个场景时,也可以在根节点上添加元数" -"据 [code]movie_path[/code],可以指定录制该场景时所使用的影片文件路径。设置路径" -"后,请点击编辑器右上角的电影胶卷图标,启动 Movie Maker 模式,然后和平常一样运" -"行场景即可。引擎会在启动画面结束后开始录制,只会在引擎退出时停止录制。再次点击" -"电影胶卷图标可以禁用 Movie Maker 模式。请注意,Movie Maker 模式的开关不会影响" -"正在运行的项目实例。\n" -"[b]注意:[/b]MovieWriter 既可以在编辑器中使用,也可以在导出的项目中使用,但这" -"个功能[i]不应[/i]用来让最终用户录制游戏视频。希望录制游戏视频的玩家应该安装 " -"[url=https://obsproject.com/]OBS Studio[/url] 或 [url=https://www." -"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] 等工具。" - msgid "" "Called when the audio sample rate used for recording the audio is requested " "by the engine. The value returned must be specified in Hz. Defaults to 48000 " @@ -66556,12 +62648,15 @@ msgstr "" "接收任何光照。\n" "[b]注意:[/b]在 MultiMesh 中使用的 Blend Shape 将被忽略。" -msgid "Animating thousands of fish with MultiMeshInstance" -msgstr "使用 MultiMeshInstance 动画化数千条鱼" +msgid "Using MultiMeshInstance" +msgstr "使用 MultiMeshInstance" msgid "Optimization using MultiMeshes" msgstr "使用 MultiMesh 进行优化" +msgid "Animating thousands of fish with MultiMeshInstance" +msgstr "使用 MultiMeshInstance 动画化数千条鱼" + msgid "Returns the visibility axis-aligned bounding box in local space." msgstr "返回局部空间中的可见性轴对齐包围框。" @@ -66711,9 +62806,6 @@ msgstr "" "[GeometryInstance3D] 的节点。\n" "适用于优化大量给定网格实例的渲染(例如森林中的树木或草丛)。" -msgid "Using MultiMeshInstance" -msgstr "使用 MultiMeshInstance" - msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance3D]." @@ -67866,14 +63958,6 @@ msgid "" "Returns the path query result for the path the agent is currently following." msgstr "返回该代理目前正在使用的路径所对应的路径查询结果。" -msgid "" -"Returns the reachable final position of the current navigation path in global " -"coordinates. This can change if the navigation path is altered in any way. " -"Because of this, it would be best to check this each frame." -msgstr "" -"返回当前导航路径中可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改" -"变,这个位置也可能发生变化。因此,最好每一帧都检查一下。" - msgid "" "Returns whether or not the specified layer of the [member navigation_layers] " "bitmask is enabled, given a [param layer_number] between 1 and 32." @@ -67910,16 +63994,6 @@ msgstr "" msgid "Returns the [RID] of this agent on the [NavigationServer2D]." msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。" -msgid "Returns true if the navigation path's final position has been reached." -msgstr "如果到达了导航路径的终点位置,则返回 true。" - -msgid "" -"Returns true if [member target_position] is reachable. The target position is " -"set using [member target_position]." -msgstr "" -"如果可到达 [member target_position],则返回 true。目标位置由 [member " -"target_position] 设置。" - msgid "" "Returns true if [member target_position] is reached. It may not always be " "possible to reach the target position. It should always be possible to reach " @@ -68060,7 +64134,7 @@ msgid "" "The distance threshold before a path point is considered to be reached. This " "allows agents to not have to hit a path point on the path exactly, but only " "to reach its general area. If this value is set too high, the NavigationAgent " -"will skip points on the path, which can lead too leaving the navigation mesh. " +"will skip points on the path, which can lead to leaving the navigation mesh. " "If this value is set too low, the NavigationAgent will be stuck in a repath " "loop because it will constantly overshoot or undershoot the distance to the " "next point on each physics frame update." @@ -68117,13 +64191,6 @@ msgstr "" "标点,到达目标点的大致区域内即可。如果这个值设得太小,该 NavigationAgent 会陷" "入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到达不了最终目标点。" -msgid "" -"If set a new navigation path from the current agent position to the [member " -"target_position] is requested from the NavigationServer." -msgstr "" -"设置后,会向 NavigationServer 请求一条新的从当前代理位置到 [member " -"target_position] 的导航路径。" - msgid "" "The minimal amount of time for which this agent's velocities, that are " "computed with the collision avoidance algorithm, are safe with respect to " @@ -68187,15 +64254,6 @@ msgstr "" "- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" "个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" -msgid "Notifies when the final position is reached." -msgstr "抵达终点位置时发出通知。" - -msgid "Notifies when the navigation path changes." -msgstr "导航路径改变时发出通知。" - -msgid "Notifies when the player-defined [member target_position] is reached." -msgstr "抵达玩家定义的目标位置 [member target_position] 时发出通知。" - msgid "" "Notifies when the collision avoidance velocity is calculated. Emitted when " "[member velocity] is set. Only emitted when [member avoidance_enabled] is " @@ -68252,14 +64310,6 @@ msgid "" "[PackedVector3Array]." msgstr "返回该代理当前位于导航路径 [PackedVector3Array] 中的哪一个索引。" -msgid "" -"Returns the reachable final position of the current navigation path in global " -"coordinates. This position can change if the navigation path is altered in " -"any way. Because of this, it would be best to check this each frame." -msgstr "" -"返回当前导航路径上可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改" -"变,这个位置也可能发生变化。因此,最好每一帧都检查一下。" - msgid "Returns the [RID] of this agent on the [NavigationServer3D]." msgstr "返回这个代理在 [NavigationServer3D] 上的 [RID]。" @@ -68277,14 +64327,6 @@ msgstr "" "Vector3。注册的代理过多会为避障处理带来显著的性能开销,应该仅在需要它的代理上" "启用。" -msgid "" -"A bitfield determining the avoidance layers for this NavigationAgent. Other " -"agent's with a matching bit on the [member avoidance_mask] will avoid this " -"agent." -msgstr "" -"决定该 NavigationAgent 避障层的位域。[member avoidance_mask] 中该位域存在交集" -"的其他代理会躲避这个代理。" - msgid "" "The height of the avoidance agent. Agents will ignore other agents or " "obstacles that are above or below their current position + height in 2D " @@ -68293,21 +64335,6 @@ msgstr "" "避障代理的高度。2D 避障时,代理会忽略位于其上方或低于当前位置 + 高度的其他代理" "或障碍物。3D 避障时只使用半径球体,该设置无效。" -msgid "" -"The distance threshold before a path point is considered to be reached. This " -"allows agents to not have to hit a path point on the path exactly, but only " -"to reach its general area. If this value is set too high, the NavigationAgent " -"will skip points on the path, which can lead to leaving the navigation mesh. " -"If this value is set too low, the NavigationAgent will be stuck in a repath " -"loop because it will constantly overshoot or undershoot the distance to the " -"next point on each physics frame update." -msgstr "" -"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个路" -"径点,到达该路径点的大致区域内即可。如果这个值设得太大,该 NavigationAgent 会" -"跳过路径上的点,可能导致其离开该导航网格。如果这个值设得太小,该 " -"NavigationAgent 会陷入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到" -"达不了下一个点。" - msgid "" "The height offset is subtracted from the y-axis value of any vector path " "position for this NavigationAgent. The NavigationAgent height offset does not " @@ -68321,18 +64348,6 @@ msgstr "" "大小的代理,需要提供其他使用了带有导航网格区块的导航地图,并且开发者使用合适的" "代理半径或高度对其进行了烘焙。" -msgid "" -"The distance threshold before the final target point is considered to be " -"reached. This allows agents to not have to hit the point of the final target " -"exactly, but only to reach its general. If this value is set too low, the " -"NavigationAgent will be stuck in a repath loop because it will constantly " -"overshoot or undershoot the distance to the final target point on each " -"physics frame update." -msgstr "" -"距离阈值,用于确定是否已到达最终目标点。使用这个值,代理就不必精确地到达最终目" -"标点,到达目标点的大致区域内即可。如果这个值设得太小,该 NavigationAgent 会陷" -"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到达不了最终目标点。" - msgid "" "If [code]true[/code], the agent calculates avoidance velocities in 3D " "omnidirectionally, e.g. for games that take place in air, underwater or " @@ -68354,35 +64369,6 @@ msgstr "" "障碍物作出反应。其他使用 2D 避障的代理如果在该代理之下,或者高于该代理当前位置" "与 [member height] 之和则会被忽略。" -msgid "" -"Notifies when a navigation link has been reached.\n" -"The details dictionary may contain the following keys depending on the value " -"of [member path_metadata_flags]:\n" -"- [code]position[/code]: The start position of the link that was reached.\n" -"- [code]type[/code]: Always [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK].\n" -"- [code]rid[/code]: The [RID] of the link.\n" -"- [code]owner[/code]: The object which manages the link (usually " -"[NavigationLink3D]).\n" -"- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink2D], it will contain the global position of the " -"link's point which the agent is exiting." -msgstr "" -"当到达一个导航链接时通知。\n" -"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n" -"- [code]position[/code]:到达的链接的起始位置。\n" -"- [code]type[/code]:总是 [constant NavigationPathQueryResult3D." -"PATH_SEGMENT_TYPE_LINK]。\n" -"- [code]rid[/code]:链接的 [RID]。\n" -"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" -"个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" - msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " "routed through." @@ -68553,12 +64539,12 @@ msgstr "" "导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂的" "空间中寻路。" -msgid "3D Navmesh Demo" -msgstr "3D 导航网格演示" - msgid "Using NavigationMeshes" msgstr "使用 NavigationMesh" +msgid "3D Navmesh Demo" +msgstr "3D 导航网格演示" + msgid "" "Adds a polygon using the indices of the vertices you get when calling [method " "get_vertices]." @@ -68669,14 +64655,6 @@ msgid "" "original raw contour." msgstr "简化轮廓的边界边缘偏离原始轮廓的最大距离。" -msgid "" -"The maximum allowed length for contour edges along the border of the mesh.\n" -"[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell_size]." -msgstr "" -"沿网格边界的轮廓的最大允许长度。\n" -"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" - msgid "" "If the baking [AABB] has a volume the navigation mesh baking will be " "restricted to its enclosing area." @@ -68950,6 +64928,9 @@ msgid "" "Container for parsed source geometry data used in navigation mesh baking." msgstr "存放解析所得的源几何体数据的容器,用于导航网格的烘焙。" +msgid "Clears the internal data." +msgstr "清除内部数据。" + msgid "" "Adds an array of vertex positions to the geometry data for navigation mesh " "baking to form triangulated faces. For each face the array must have three " @@ -68985,18 +64966,12 @@ msgstr "" "[NavigationMesh] 资源本身没有变换,所有顶点位置都需要使用 [code]xform[/code] " "参数使用节点的变换进行偏移。" -msgid "Clears the internal data." -msgstr "清除内部数据。" - msgid "Returns the parsed source geometry data indices array." msgstr "返回解析得到的源几何体数据索引数据。" msgid "Returns the parsed source geometry data vertices array." msgstr "返回解析得到的源几何体数据顶点数据。" -msgid "Returns [b]true[/b] when parsed source geometry data exists." -msgstr "如果存在解析得到的源几何体数据,则返回 [b]true[/b]。" - msgid "" "Sets the parsed source geometry data indices. The indices need to be matched " "with appropriated vertices.\n" @@ -69076,11 +65051,6 @@ msgstr "" msgid "If [code]true[/code] the obstacle affects avoidance using agents." msgstr "如果为 [code]true[/code],则该障碍物会影响使用代理的避障。" -msgid "" -"A bitfield determining the avoidance layers for this obstacle. Agent's with a " -"matching bit on the their avoidance mask will avoid this obstacle." -msgstr "决定该障碍物的避障层的位域。避障掩码中存在匹配位的代理会躲避该障碍物。" - msgid "Sets the avoidance radius for the obstacle." msgstr "设置该障碍物的避障半径。" @@ -69296,122 +65266,9 @@ msgstr "" "导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数时," "与 [method NavigationServer3D.map_get_path] 返回的路径相同。" -msgid "A navigation polygon that defines traversable areas and obstacles." -msgstr "定义可达区域和障碍物的导航多边形。" - -msgid "" -"There are two ways to create polygons. Either by using the [method " -"add_outline] method, or using the [method add_polygon] method.\n" -"Using [method add_outline]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var polygon = NavigationPolygon.new()\n" -"var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " -"50), Vector2(50, 0)])\n" -"polygon.add_outline(outline)\n" -"polygon.make_polygons_from_outlines()\n" -"$NavigationRegion2D.navigation_polygon = polygon\n" -"[/gdscript]\n" -"[csharp]\n" -"var polygon = new NavigationPolygon();\n" -"var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new " -"Vector2(50, 50), new Vector2(50, 0) };\n" -"polygon.AddOutline(outline);\n" -"polygon.MakePolygonsFromOutlines();\n" -"GetNode(\"NavigationRegion2D\").NavigationPolygon = " -"polygon;\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Using [method add_polygon] and indices of the vertices array.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var polygon = NavigationPolygon.new()\n" -"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " -"50), Vector2(50, 0)])\n" -"polygon.vertices = vertices\n" -"var indices = PackedInt32Array([0, 1, 2, 3])\n" -"polygon.add_polygon(indices)\n" -"$NavigationRegion2D.navigation_polygon = polygon\n" -"[/gdscript]\n" -"[csharp]\n" -"var polygon = new NavigationPolygon();\n" -"var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new " -"Vector2(50, 50), new Vector2(50, 0) };\n" -"polygon.Vertices = vertices;\n" -"var indices = new int[] { 0, 1, 2, 3 };\n" -"polygon.AddPolygon(indices);\n" -"GetNode(\"NavigationRegion2D\").NavigationPolygon = " -"polygon;\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"创建多边形有两种方法。通过使用 [method add_outline] 方法,或使用 [method " -"add_polygon] 方法。\n" -"使用 [method add_outline] 方法:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var polygon = NavigationPolygon.new()\n" -"var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " -"50), Vector2(50, 0)])\n" -"polygon.add_outline(outline)\n" -"polygon.make_polygons_from_outlines()\n" -"$NavigationRegion2D.navigation_polygon = polygon\n" -"[/gdscript]\n" -"[csharp]\n" -"var polygon = new NavigationPolygon();\n" -"var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new " -"Vector2(50, 50), new Vector2(50, 0) };\n" -"polygon.AddOutline(outline);\n" -"polygon.MakePolygonsFromOutlines();\n" -"GetNode(\"NavigationRegion2D\").NavigationPolygon = " -"polygon;\n" -"[/csharp]\n" -"[/codeblocks]\n" -"使用 [method add_polygon] 和顶点数组的索引。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var polygon = NavigationPolygon.new()\n" -"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " -"50), Vector2(50, 0)])\n" -"polygon.vertices = vertices\n" -"var indices = PackedInt32Array([0, 1, 2, 3])\n" -"polygon.add_polygon(indices)\n" -"$NavigationRegion2D.navigation_polygon = polygon\n" -"[/gdscript]\n" -"[csharp]\n" -"var polygon = new NavigationPolygon();\n" -"var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new " -"Vector2(50, 50), new Vector2(50, 0) };\n" -"polygon.Vertices = vertices;\n" -"var indices = new int[] { 0, 1, 2, 3 };\n" -"polygon.AddPolygon(indices);\n" -"GetNode(\"NavigationRegion2D\").NavigationPolygon = " -"polygon;\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "2D Navigation Demo" msgstr "2D 导航演示" -msgid "" -"Appends a [PackedVector2Array] that contains the vertices of an outline to " -"the internal array that contains all the outlines. You have to call [method " -"make_polygons_from_outlines] in order for this array to be converted to " -"polygons that the engine will use." -msgstr "" -"将包含轮廓顶点的 [PackedVector2Array],追加到包含所有轮廓的内部数组。必须调用 " -"[method make_polygons_from_outlines] 才能将该数组转换为引擎将使用的多边形。" - -msgid "" -"Adds a [PackedVector2Array] that contains the vertices of an outline to the " -"internal array that contains all the outlines at a fixed position. You have " -"to call [method make_polygons_from_outlines] in order for this array to be " -"converted to polygons that the engine will use." -msgstr "" -"将包含轮廓顶点的 [PackedVector2Array],添加到包含位于固定位置处的所有轮廓的内" -"部数组。必须调用 [method make_polygons_from_outlines] 才能将该数组转换为引擎将" -"使用的多边形。" - msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." @@ -69450,9 +65307,6 @@ msgid "" "create the polygons." msgstr "返回一个 [PackedVector2Array],其中包含用于创建多边形的所有顶点。" -msgid "Creates polygons from the outlines added in the editor or by script." -msgstr "从编辑器或脚本中添加的轮廓创建多边形。" - msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." @@ -69742,12 +65596,6 @@ msgstr "" "SceneTree 状态进行处理。要为某个代理禁用回调的发送,请再次使用一个空的 " "[Callable] 来调用 [method agent_set_avoidance_callback]。" -msgid "" -"If [param enabled] is [code]true[/code] the specified [param agent] uses " -"avoidance." -msgstr "" -"如果 [param enabled] 为 [code]true[/code],则指定的 [param agent] 使用避障。" - msgid "Set the agent's [code]avoidance_layers[/code] bitmask." msgstr "设置该代理的 [code]avoidance_layers[/code] 位掩码。" @@ -70048,15 +65896,6 @@ msgid "" "polygons." msgstr "设置该地图用于连接链接和导航多边形的链接连接半径。" -msgid "" -"Set the navigation [param map] edge connection use. If [param enabled] the " -"navigation map allows navigation regions to use edge connections to connect " -"with other navigation regions within proximity of the navigation map edge " -"connection margin." -msgstr "" -"设置导航地图 [param map] 的边缘连接使用情况。如果 [param enabled],则导航地图" -"允许导航区块使用边缘连接与位于导航地图边缘连接边距范围内的其他导航区块相连接。" - msgid "Creates a new navigation obstacle." msgstr "新建导航障碍物。" @@ -70073,12 +65912,6 @@ msgstr "返回请求的障碍物 [param obstacle] 当前分配的导航地图 [R msgid "Returns [code]true[/code] if the specified [param obstacle] is paused." msgstr "如果指定的 [param obstacle] 被暂停,则返回 [code]true[/code]。" -msgid "" -"If [param enabled] the provided [param obstacle] affects avoidance using " -"agents." -msgstr "" -"如果 [param enabled],则提供的障碍物 [param obstacle] 会影响代理的避障。" - msgid "Set the obstacles's [code]avoidance_layers[/code] bitmask." msgstr "设置障碍物的避障层 [code]avoidance_layers[/code] 位掩码。" @@ -70221,14 +66054,6 @@ msgstr "设置该地区的全局变换。" msgid "Sets the [param travel_cost] for this [param region]." msgstr "设置 [param region] 地区的移动消耗 [param travel_cost]。" -msgid "" -"If [param enabled] the navigation [param region] will use edge connections to " -"connect with other navigation regions within proximity of the navigation map " -"edge connection margin." -msgstr "" -"如果 [param enabled],导航区块 [param region] 将使用边缘连接来与位于导航地图边" -"缘连接边距范围内的其他导航区块相连接。" - msgid "If [code]true[/code] enables debug mode on the NavigationServer." msgstr "如果为 [code]true[/code],则该 NavigationServer 启用了调试模式。" @@ -70244,53 +66069,6 @@ msgstr "当导航调试设置更改时发出。仅在调试版本中可用。" msgid "A server interface for low-level 3D navigation access." msgstr "用于访问低阶 3D 导航的服务器接口。" -msgid "" -"NavigationServer2D is the server that handles navigation maps, regions and " -"agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" -"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation-related nodes in the scene tree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer3D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer3D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." -msgstr "" -"NavigationServer3D 是负责处理导航地图、区块、代理的服务器。不负责处理 " -"[AStar3D] 的 A* 导航。\n" -"地图由区块组成,区块由导航网格组成。它们共同定义了 3D 空间中的可达区域。\n" -"[b]注意:[/b]大多数 [NavigationServer3D] 的更改都是在下一个物理帧进行的,不会" -"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作" -"出的更改,还是通过脚本作出的更改。\n" -"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点" -"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连" -"的。\n" -"可以使用 [method NavigationServer3D.region_set_navigation_layers] 为区块分配导" -"航层,使用 [method NavigationServer3D.map_get_path] 请求路径时会对导航层进行检" -"查。可用于允许或禁止某些对象进入特定的区域。\n" -"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回" -"调,提供修改后的速度。\n" -"[b]注意:[/b]碰撞躲避系统并不考虑区块。直接使用修改后的速度可能会将代理移动到" -"可达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n" -"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请" -"求对地图作出任何修改。" - msgid "" "Returns [code]true[/code] if the provided [param agent] has avoidance enabled." msgstr "如果指定代理 [param agent] 启用了避障,则返回 [code]true[/code]。" @@ -70302,9 +66080,6 @@ msgstr "" "如果指定代理 [param agent] 使用 3D 空间 Vector3(x,y,z) 的避障而不是水平 2D " "Vector2(x,y) / Vector3(x,0.0,z) 避障,则返回 [code]true[/code]。" -msgid "If [param enabled] the provided [param agent] calculates avoidance." -msgstr "如果 [param enabled],指定代理 [param agent] 会计算避障。" - msgid "Updates the provided [param agent] [param height]." msgstr "更新指定代理 [param agent] 的高度 [param height]。" @@ -70463,13 +66238,6 @@ msgstr "" "[NavigationPathQueryParameters3D] 定义。会使用路径和其他查询中请求的信息更新提" "供的 [NavigationPathQueryResult3D]。" -msgid "" -"Bakes the [param navigation_mesh] with bake source geometry collected " -"starting from the [param root_node]." -msgstr "" -"使用从 [param root_node] 开始收集的烘焙源几何体,来烘焙 [param " -"navigation_mesh]。" - msgid "" "Returns true if the navigation [param region] is set to use edge connections " "to connect with other navigation regions within proximity of the navigation " @@ -70918,89 +66686,6 @@ msgstr "" "点后,并再次添加该节点时,将不会第二次调用 [code]_ready[/code]。这时可以通过使" "用 [method request_ready],它可以在再次添加节点之前的任何地方被调用。" -msgid "" -"Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " -"by [method _input] or any GUI [Control] item. The input event propagates up " -"through the node tree until a node consumes it.\n" -"It is only called if shortcut processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_shortcut_input].\n" -"To consume the input event and stop it propagating further to other nodes, " -"[method Viewport.set_input_as_handled] can be called.\n" -"This method can be used to handle shortcuts.\n" -"[b]Note:[/b] This method is only called if the node is present in the scene " -"tree (i.e. if it's not orphan)." -msgstr "" -"当一个 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 " -"GUI [Control] 项使用时调用。输入事件通过节点树向上传播,直到一个节点消耗它。\n" -"它仅在启用快捷键处理时调用,如果此方法被覆盖,则会自动调用,并且可以使用 " -"[method set_process_shortcut_input] 进行开关。\n" -"要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport." -"set_input_as_handled]。\n" -"此方法可用于处理快捷键。\n" -"[b]注意:[/b]仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会被" -"调用。" - -msgid "" -"Called when an [InputEvent] hasn't been consumed by [method _input] or any " -"GUI [Control] item. The input event propagates up through the node tree until " -"a node consumes it.\n" -"It is only called if unhandled input processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_unhandled_input].\n" -"To consume the input event and stop it propagating further to other nodes, " -"[method Viewport.set_input_as_handled] can be called.\n" -"For gameplay input, this and [method _unhandled_key_input] are usually a " -"better fit than [method _input] as they allow the GUI to intercept the events " -"first.\n" -"[b]Note:[/b] This method is only called if the node is present in the scene " -"tree (i.e. if it's not an orphan)." -msgstr "" -"当一个 [InputEvent] 尚未被 [method _input] 或任何 GUI [Control] 项消耗时调用。" -"输入事件通过节点树向上传播,直到一个节点消耗它。\n" -"只有在未处理的输入处理被启用时,才会被调用,如果该方法被重写,则会自动被调用," -"并且可以使用 [method set_process_unhandled_input] 进行切换。\n" -"要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport." -"set_input_as_handled]。\n" -"对于游戏输入,该函数和 [method _unhandled_key_input] 通常比 [method _input] 更" -"适合,因为它们允许 GUI 首先拦截事件。\n" -"[b]注意:[/b]仅当该节点存在于场景树中(即,如果它不是一个孤儿节点)时,该方法" -"才会被调用。" - -msgid "" -"Called when an [InputEventKey] hasn't been consumed by [method _input] or any " -"GUI [Control] item. The input event propagates up through the node tree until " -"a node consumes it.\n" -"It is only called if unhandled key input processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_unhandled_key_input].\n" -"To consume the input event and stop it propagating further to other nodes, " -"[method Viewport.set_input_as_handled] can be called.\n" -"This method can be used to handle Unicode character input with [kbd]Alt[/" -"kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after " -"shortcuts were handled.\n" -"For gameplay input, this and [method _unhandled_input] are usually a better " -"fit than [method _input] as they allow the GUI to intercept the events " -"first.\n" -"This method also performs better than [method _unhandled_input], since " -"unrelated events such as [InputEventMouseMotion] are automatically filtered.\n" -"[b]Note:[/b] This method is only called if the node is present in the scene " -"tree (i.e. if it's not an orphan)." -msgstr "" -"当 [InputEventKey] 没有被 [method _input] 或任何 GUI [Control] 项目消耗时调" -"用。输入事件通过节点树向上传播,直到某个节点将其消耗。\n" -"只有在启用了未处理按键输入处理时才会被调用,如果覆盖了这个方法就会自动启用,并" -"且可以用 [method set_process_unhandled_key_input] 来开关。\n" -"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method Viewport." -"set_input_as_handled]。\n" -"在处理快捷键后,此方法可用于使用 [kbd]Alt[/kbd]、[kbd]Alt + Ctrl[/kbd] 和 " -"[kbd]Alt + Shift[/kbd] 修饰符处理 Unicode 字符输入。\n" -"对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合,因" -"为它们允许 GUI 首先拦截事件。\n" -"该方法也比 [method _unhandled_input] 执行得更好,因为 [InputEventMouseMotion] " -"等无关事件会被自动过滤。\n" -"[b]注意:[/b]只有当节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。" - msgid "" "Adds a child [param node]. Nodes can have any number of children, but every " "child must have a unique name. Child nodes are automatically deleted when the " @@ -71350,7 +67035,7 @@ msgid "" msgstr "" "返回一组对节点子节点的引用。\n" "如果 [param include_internal] 为 [code]false[/code],则返回的数组将不包含内部" -"子节点(请参阅 [method add_child] 中的 [code]internal[/code] 参数)。" +"子节点(见 [method add_child] 中的 [code]internal[/code] 参数)。" msgid "" "Returns an array listing the groups that the node is a member of.\n" @@ -71415,7 +67100,7 @@ msgstr "" "返回节点在场景树分支中的顺序。例如,如果在第一个子节点上调用,则位置为 " "[code]0[/code]。\n" "如果 [param include_internal] 为 [code]false[/code],则索引将不会考虑内部子节" -"点,即第一个非内部子节点的索引将为 0(请参阅 [method add_child] 中的 " +"点,即第一个非内部子节点的索引将为 0(见 [method add_child] 中的 " "[code]internal[/code] 参数)。" msgid "" @@ -71574,7 +67259,7 @@ msgid "" "Returns the absolute path of the current node. This only works if the current " "node is inside the scene tree (see [method is_inside_tree])." msgstr "" -"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(请参阅 [method " +"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(见 [method " "is_inside_tree])。" msgid "" @@ -71599,7 +67284,7 @@ msgid "" "processing unless the frames per second is changed via [member Engine." "physics_ticks_per_second]." msgstr "" -"返回自上一个物理绑定帧以来经过的时间(单位为秒)(参见 [method " +"返回自上一个物理绑定帧以来经过的时间(单位为秒)(见 [method " "_physics_process])。除非通过 [member Engine.physics_ticks_per_second] 更改每" "秒帧数,否则这在物理处理中始终是一个恒定值。" @@ -72012,28 +67697,6 @@ msgstr "" "设置 [param node] 相对于这个节点的可编辑子节点状态。这个方法仅适用于编辑器工" "具。" -msgid "" -"Sets the node's multiplayer authority to the peer with the given peer ID. The " -"multiplayer authority is the peer that has authority over the node on the " -"network. Useful in conjunction with [method rpc_config] and the " -"[MultiplayerAPI]. Inherited from the parent node by default, which ultimately " -"defaults to peer ID 1 (the server). If [param recursive], the given peer is " -"recursively set as the authority for all children of this node.\n" -"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new " -"authority to other peers. It is developer's responsibility to do so. You can " -"propagate the information about the new authority using [member " -"MultiplayerSpawner.spawn_function], an RPC, or using a " -"[MultiplayerSynchronizer]." -msgstr "" -"将该节点的多人游戏控制方设置为具有给定对等体 ID 的对等体。多人游戏控制方是对网" -"络上的节点具有控制权限的对等体。可以与 [method rpc_config] 和 " -"[MultiplayerAPI] 结合使用。默认从父节点继承,最终默认为对等体 ID 1(服务器)。" -"如果 [param recursive],则给定的对等体会被递归设置为该节点所有子节点的控制" -"方。\n" -"[b]警告:[/b]这样做[b]不会[/b]自动将新的控制方复制给其他对等体。开发者需要自己" -"负责。你可以使用 [member MultiplayerSpawner.spawn_function]、RPC、" -"[MultiplayerSynchronizer] 等方法将这个信息传播出去。" - msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node is " "being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at " @@ -72153,13 +67816,6 @@ msgstr "" "为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示在" "工具提示中。" -msgid "" -"The [MultiplayerAPI] instance associated with this node. See [method " -"SceneTree.get_multiplayer]." -msgstr "" -"与此节点关联的 [MultiplayerAPI] 实例。参见 [method SceneTree." -"get_multiplayer]。" - msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " @@ -72529,20 +68185,6 @@ msgstr "" "在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Godot 编辑器中发送,在" "导出的项目中不会出现。" -msgid "" -"Notification received from the OS when the mouse enters the game window.\n" -"Implemented on desktop and web platforms." -msgstr "" -"当鼠标进入游戏窗口时,从操作系统收到的通知。\n" -"在桌面和 Web 平台上实现。" - -msgid "" -"Notification received from the OS when the mouse leaves the game window.\n" -"Implemented on desktop and web platforms." -msgstr "" -"当鼠标离开游戏窗口时,从操作系统收到的通知。\n" -"在桌面和 Web 平台上实现。" - msgid "" "Notification received when the node's parent [Window] is focused. This may be " "a change of focus between two windows of the same engine instance, or from " @@ -72593,12 +68235,6 @@ msgid "" "Only implemented on macOS." msgstr "当屏幕的 DPI 发生更改时,从操作系统受到的通知。仅在 macOS 上实现。" -msgid "Notification received when the mouse enters the viewport." -msgstr "当鼠标进入视口时收到的通知。" - -msgid "Notification received when the mouse leaves the viewport." -msgstr "当鼠标离开视口时收到的通知。" - msgid "" "Inherits process mode from the node's parent. For the root node, it is " "equivalent to [constant PROCESS_MODE_PAUSABLE]. Default." @@ -72791,7 +68427,7 @@ msgid "" "[b]Note:[/b] This property is edited in the inspector in degrees. If you want " "to use degrees in a script, use [member rotation_degrees]." msgstr "" -"以弧度为单位的旋转,相对于该节点的父节点。\n" +"旋转,单位为弧度,相对于该节点的父节点。\n" "[b]注意:[/b]这个属性在检查器中是以度数编辑的。如果你想在脚本中使用度数,请使" "用 [member rotation_degrees]。" @@ -73063,9 +68699,6 @@ msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置 msgid "Updates all the [Node3DGizmo]s attached to this node." msgstr "更新附加于该节点的所有 [Node3DGizmo]。" -msgid "Direct access to the 3x3 basis of the [Transform3D] property." -msgstr "直接访问该 [Transform3D] 属性的 3x3 基。" - msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." @@ -73104,29 +68737,6 @@ msgid "" msgstr "" "以一个 [Quaternion] 的形式访问该节点的旋转。该属性非常适合补间复杂的旋转。" -msgid "" -"Rotation part of the local transformation in radians, specified in terms of " -"Euler angles. The angles construct a rotaton in the order specified by the " -"[member rotation_order] property.\n" -"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " -"vector. The three Euler angles, which are the three independent parameters of " -"the Euler-angle parametrization of the rotation matrix, are stored in a " -"[Vector3] data structure not because the rotation is a vector, but only " -"because [Vector3] exists as a convenient data-structure to store 3 floating-" -"point numbers. Therefore, applying affine operations on the rotation " -"\"vector\" is not meaningful.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " -"to use degrees in a script, use [member rotation_degrees]." -msgstr "" -"以弧度为单位的,局部变换的旋转部分,根据欧拉角指定。角度按照 [member " -"rotation_order] 属性指定的顺序,构造一个旋转。\n" -"[b]注意:[/b]在数学意义上,旋转是一个矩阵,而不是一个向量。三个欧拉角,即旋转" -"矩阵的欧拉角参数化的三个独立参数,存储在一个 [Vector3] 数据结构中,并不是因为" -"旋转是一个向量,而是因为 [Vector3] 是一个方便存储 3 个浮点数的数据结构。因此," -"对旋转“向量”,应用仿射操作是没有意义的。\n" -"[b]注意:[/b]该属性在检查器中以度为单位进行编辑。如果要在脚本中使用度数,请使" -"用 [member rotation_degrees]。" - msgid "Specify how rotation (and scale) will be presented in the editor." msgstr "指定旋转(和缩放)在编辑器中的显示方式。" @@ -73243,76 +68853,6 @@ msgstr "旋转量以 [Basis] 的形式编辑。此模式下无法单独编辑 [m msgid "A pre-parsed scene tree path." msgstr "预先解析的场景树路径。" -msgid "" -"A pre-parsed relative or absolute path in a scene tree, for use with [method " -"Node.get_node] and similar functions. It can reference a node, a resource " -"within a node, or a property of a node or resource. For example, " -"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the " -"[code]size[/code] property of the [code]texture[/code] resource on the node " -"named [code]\"Sprite2D\"[/code] which is a child of the other named nodes in " -"the path.\n" -"You will usually just pass a string to [method Node.get_node] and it will be " -"automatically converted, but you may occasionally want to parse a path ahead " -"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. " -"Exporting a [NodePath] variable will give you a node selection widget in the " -"properties panel of the editor, which can often be useful.\n" -"A [NodePath] is composed of a list of slash-separated node names (like a " -"filesystem path) and an optional colon-separated list of \"subnames\" which " -"can be resources or properties.\n" -"Some examples of NodePaths include the following:\n" -"[codeblock]\n" -"# No leading slash means it is relative to the current node.\n" -"^\"A\" # Immediate child A\n" -"^\"A/B\" # A's child B\n" -"^\".\" # The current node.\n" -"^\"..\" # The parent node.\n" -"^\"../C\" # A sibling node C.\n" -"^\"../..\" # The grandparent node.\n" -"# A leading slash means it is absolute from the SceneTree.\n" -"^\"/root\" # Equivalent to get_tree().get_root().\n" -"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n" -"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" -"[/codeblock]\n" -"See also [StringName], which is a similar concept for general-purpose string " -"interning.\n" -"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " -"when moving, renaming or deleting a node in the scene tree, but they are " -"never updated at runtime.\n" -"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" -"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " -"will always evaluate to [code]true[/code]." -msgstr "" -"场景树中预先解析的相对或绝对路径,用于 [method Node.get_node] 和类似函数。它可" -"以引用节点、节点内的资源、或节点或资源的属性。例如,[code]\"Path2D/" -"PathFollow2D/Sprite2D:texture:size\"[/code] 将引用名为 [code]\"Sprite2D\"[/" -"code] 节点上的 [code]texture[/code] 资源的 [code]size[/code] 属性,该节点是路" -"径中其他命名节点的一个子节点。\n" -"通常只需将一个字符串传递给 [method Node.get_node],它将会被自动转换,但可能偶" -"尔想要使用 [NodePath] 或文字语法 [code]^\"path\"[/code] 提前解析路径。导出 " -"[NodePath] 变量会在编辑器的属性面板中,为你提供一个节点选择小部件,这通常很有" -"用。\n" -"[NodePath] 由斜线分隔的节点名称列表(如文件系统路径)和可选的冒号分隔的“子名" -"称”列表组成,这些“子名称”可以是资源或属性。\n" -"NodePath 的一些示例包括:\n" -"[codeblock]\n" -"# 没有前导斜杠意味着它是相对于当前节点的。\n" -"^\"A\" # 直接子节点 A\n" -"^\"A/B\" # A 的子节点 B\n" -"^\".\" # 当前节点。\n" -"^\"..\" # 父节点。\n" -"^\"../C\" # 兄弟节点 C。\n" -"^\"../..\" # 祖父节点。\n" -"# 前导斜杠意味着它是来自 SceneTree 的绝对路径。\n" -"^\"/root\" # 等同于 get_tree().get_root()。\n" -"^\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n" -"^\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n" -"[/codeblock]\n" -"另见 [StringName],它是通用字符串的类似概念。\n" -"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会自" -"动更新,但它们不会在运行时更新。\n" -"[b]注意:[/b]在布尔上下文中,如果 [NodePath] 为空([code]NodePath(\"\")[/" -"code])则会得到 [code]false[/code]。否则 [NodePath] 始终为 [code]true[/code]。" - msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" @@ -73424,35 +68964,6 @@ msgid "" msgstr "" "返回所有以斜杠字符([code]/[/code])作为分隔符连接的且不带子名称的路径。" -msgid "" -"Returns all subnames concatenated with a colon character ([code]:[/code]) as " -"separator, i.e. the right side of the first colon in a node path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(nodepath.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodepath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回所有以冒号字符([code]:[/code])作为分隔符连接的子名称,即节点路径中第一个" -"冒号的右侧。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n" -"print(nodepath.get_concatenated_subnames()) # texture:load_path\n" -"[/gdscript]\n" -"[csharp]\n" -"var nodepath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" -"load_path\");\n" -"GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Gets the node name indicated by [param idx] (0 to [method get_name_count] - " "1).\n" @@ -73572,22 +69083,6 @@ msgstr "" msgid "Abstract base class for noise generators." msgstr "噪声生成器的抽象基类。" -msgid "" -"This class defines the interface for noise generation libraries to inherit " -"from.\n" -"A default get_seamless_noise() implementation is provided for libraries that " -"do not provide seamless noise. This function requests a larger image from " -"get_image(), reverses the quadrants of the image, then uses the strips of " -"extra width to blend over the seams.\n" -"Inheriting noise classes can optionally override this function to provide a " -"more optimal algorithm." -msgstr "" -"该类定义了噪声生成库要继承的接口。\n" -"为不提供无缝噪声的库提供一个默认的 get_seamless_noise() 实现。该函数从 " -"get_image() 请求更大的图像,反转该图像的象限,然后使用额外宽度的条带在接缝处混" -"合。\n" -"继承的噪声类可以选择性地覆盖该函数,以提供更优化的算法。" - msgid "" "Returns an [Image] containing 2D noise values.\n" "[b]Note:[/b] With [param normalize] set to [code]false[/code], the default " @@ -73641,37 +69136,6 @@ msgstr "" "[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成" "器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。" -msgid "A texture filled with noise generated by a [Noise] object." -msgstr "由 [Noise] 对象生成的噪声所填充的纹理。" - -msgid "" -"Uses [FastNoiseLite] or other libraries to fill the texture data of your " -"desired size. [NoiseTexture2D] can also generate normal map textures.\n" -"The class uses [Thread]s to generate the texture data internally, so [method " -"Texture2D.get_image] may return [code]null[/code] if the generation process " -"has not completed yet. In that case, you need to wait for the texture to be " -"generated before accessing the image and the generated byte data:\n" -"[codeblock]\n" -"var texture = NoiseTexture2D.new()\n" -"texture.noise = FastNoiseLite.new()\n" -"await texture.changed\n" -"var image = texture.get_image()\n" -"var data = image.get_data()\n" -"[/codeblock]" -msgstr "" -"使用 [FastNoiseLite] 或其他库来填充所需大小的纹理数据。[NoiseTexture2D] 还能生" -"成法线贴图纹理。\n" -"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method " -"Texture2D.get_image] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理" -"生成后再访问图像和生成的字节数据:\n" -"[codeblock]\n" -"var texture = NoiseTexture2D.new()\n" -"texture.noise = FastNoiseLite.new()\n" -"await texture.changed\n" -"var image = texture.get_image()\n" -"var data = image.get_data()\n" -"[/codeblock]" - msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." @@ -73767,31 +69231,6 @@ msgstr "" msgid "Width of the generated texture (in pixels)." msgstr "生成的纹理的宽度(单位为像素)。" -msgid "" -"Uses [FastNoiseLite] or other libraries to fill the texture data of your " -"desired size.\n" -"The class uses [Thread]s to generate the texture data internally, so [method " -"Texture3D.get_data] may return [code]null[/code] if the generation process " -"has not completed yet. In that case, you need to wait for the texture to be " -"generated before accessing the image:\n" -"[codeblock]\n" -"var texture = NoiseTexture3D.new()\n" -"texture.noise = FastNoiseLite.new()\n" -"await texture.changed\n" -"var data = texture.get_data()\n" -"[/codeblock]" -msgstr "" -"使用 [FastNoiseLite] 或其他库来填充所需大小的纹理数据。\n" -"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method " -"Texture2D.get_image] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理" -"生成后再访问图像和生成的字节数据:\n" -"[codeblock]\n" -"var texture = NoiseTexture3D.new()\n" -"texture.noise = FastNoiseLite.new()\n" -"await texture.changed\n" -"var data = texture.get_data()\n" -"[/codeblock]" - msgid "Depth of the generated texture (in pixels)." msgstr "生成的纹理的深度(单位为像素)。" @@ -73938,95 +69377,6 @@ msgstr "何时以及如何避免为任何事情使用节点" msgid "Object notifications" msgstr "对象通知" -msgid "" -"Override this method to customize the behavior of [method get]. Should return " -"the given [param property]'s value, or [code]null[/code] if the [param " -"property] should be handled normally.\n" -"Combined with [method _set] and [method _get_property_list], this method " -"allows defining custom properties, which is particularly useful for editor " -"plugins. Note that a property must be present in [method get_property_list], " -"otherwise this method will not be called.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get(property):\n" -" if (property == \"fake_property\"):\n" -" print(\"Getting my property!\")\n" -" return 4\n" -"\n" -"func _get_property_list():\n" -" return [\n" -" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n" -" ]\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Variant _Get(StringName property)\n" -"{\n" -" if (property == \"FakeProperty\")\n" -" {\n" -" GD.Print(\"Getting my property!\");\n" -" return 4;\n" -" }\n" -" return default;\n" -"}\n" -"\n" -"public override Godot.Collections.Array " -"_GetPropertyList()\n" -"{\n" -" return new Godot.Collections.Array()\n" -" {\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"FakeProperty\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" }\n" -" };\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"覆盖该方法以自定义 [method get] 的行为。应该返回给定的 [param property] 的值," -"或者 [param property] 应该被正常处理时返回 [code]null[/code]。\n" -"结合 [method _set] 和 [method _get_property_list],该方法允许定义自定义属性," -"这对编辑器插件特别有用。请注意,属性必须存在于 [method get_property_list] 中," -"否则该方法不会被调用。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _get(property):\n" -" if (property == \"fake_property\"):\n" -" print(\"正在获取我的属性!\")\n" -" return 4\n" -"\n" -"func _get_property_list():\n" -" return [\n" -" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n" -" ]\n" -"[/gdscript]\n" -"[csharp]\n" -"public override Variant _Get(StringName property)\n" -"{\n" -" if (property == \"FakeProperty\")\n" -" {\n" -" GD.Print(\"正在获取我的属性!\");\n" -" return 4;\n" -" }\n" -" return default;\n" -"}\n" -"\n" -"public override Godot.Collections.Array " -"_GetPropertyList()\n" -"{\n" -" return new Godot.Collections.Array()\n" -" {\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"FakeProperty\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" }\n" -" };\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Override this method to customize how script properties should be handled by " "the engine.\n" @@ -74215,12 +69565,12 @@ msgid "" "as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the " "script's initialization will fail." msgstr "" -"会在对象的脚本被实例化时调用,通常是在对象在内存中初始化之后(通过 GDScript 中" -"的 [code]Object.new()[/code],或 C# 中的 [code]new Object[/code])。它也可以被" -"定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n" -"[b]注意:[/b]如果 [method _init] 被定义了[i]必需的[/i]参数,则带脚本的 Object " -"只能被直接创建。如果使用任何其他方式(例如 [method PackedScene.instantiate] " -"或 [method Node.duplicate])创建,则该脚本的初始化将失败。" +"实例化对象的脚本时调用,通常是在对象在内存中初始化之后(通过 GDScript 中的 " +"[code]Object.new()[/code] 或 C# 中的 [code]new Object[/code])。也可以将其定义" +"为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n" +"[b]注意:[/b]如果为 [method _init] 定义了[i]必填的[/i]参数,则带脚本的 Object " +"只能直接创建。使用任何其他方式(例如 [method PackedScene.instantiate] 或 " +"[method Node.duplicate])创建时,该脚本的初始化都将失败。" msgid "" "Called when the object receives a notification, which can be identified in " @@ -74295,99 +69645,6 @@ msgstr "" "个还原图标。\n" "[b]注意:[/b][method _property_can_revert] 也必须被覆盖,该方法才能被调用。" -msgid "" -"Override this method to customize the behavior of [method set]. Should set " -"the [param property] to [param value] and return [code]true[/code], or " -"[code]false[/code] if the [param property] should be handled normally. The " -"[i]exact[/i] way to set the [param property] is up to this method's " -"implementation.\n" -"Combined with [method _get] and [method _get_property_list], this method " -"allows defining custom properties, which is particularly useful for editor " -"plugins. Note that a property [i]must[/i] be present in [method " -"get_property_list], otherwise this method will not be called.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _set(property, value):\n" -" if (property == \"fake_property\"):\n" -" print(\"Setting my property to \", value)\n" -"\n" -"func _get_property_list():\n" -" return [\n" -" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n" -" ]\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Set(StringName property, Variant value)\n" -"{\n" -" if (property == \"FakeProperty\")\n" -" {\n" -" GD.Print($\"Setting my property to {value}\");\n" -" return true;\n" -" }\n" -"\n" -" return false;\n" -"}\n" -"\n" -"public override Godot.Collections.Array " -"_GetPropertyList()\n" -"{\n" -" return new Godot.Collections.Array()\n" -" {\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"FakeProperty\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" }\n" -" };\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"覆盖该方法以自定义 [method set] 的行为。应将 [param property] 设置为 [param " -"value] 并返回 [code]true[/code],如果 [param property] 正常处理则返回 " -"[code]false[/code]。设置 [param property] 的[i]确切[/i]方式取决于该方法的实" -"现。\n" -"结合 [method _get] 和 [method _get_property_list],该方法允许定义自定义属性," -"这对编辑器插件特别有用。注意属性[i]必须[/i]在 [method get_property_list] 中存" -"在,否则该方法将不会被调用。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _set(property, value):\n" -" if (property == \"fake_property\"):\n" -" print(\"将我的属性设置为 \", value)\n" -"\n" -"func _get_property_list():\n" -" return [\n" -" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n" -" ]\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Set(StringName property, Variant value)\n" -"{\n" -" if (property == \"FakeProperty\")\n" -" {\n" -" GD.Print($\"将我的属性设置为 {value}\");\n" -" return true;\n" -" }\n" -"\n" -" return false;\n" -"}\n" -"\n" -"public override Godot.Collections.Array " -"_GetPropertyList()\n" -"{\n" -" return new Godot.Collections.Array()\n" -" {\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"FakeProperty\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" }\n" -" };\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Override this method to customize the return value of [method to_string], and " "therefore the object's representation as a [String].\n" @@ -75141,25 +70398,6 @@ msgstr "" "返回该对象的唯一实例 ID。该 ID 可以保存在 [EncodedObjectAsID] 中,并可用于 " "[method @GlobalScope.instance_from_id],来检索该对象实例。" -msgid "" -"Returns the object's metadata value for the given entry [param name]. If the " -"entry does not exist, returns [param default]. If [param default] is " -"[code]null[/code], an error is also generated.\n" -"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " -"[method StringName.is_valid_identifier] method.\n" -"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " -"([code]_[/code]) is considered editor-only. Editor-only metadata is not " -"displayed in the Inspector and should not be edited, although it can still be " -"found by this method." -msgstr "" -"返回该对象的元数据中名称为 [param name] 的条目。如果不存在该条目,则返回 " -"[param default]。如果 [param default] 为 [code]null[/code],则还会生成错误。\n" -"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." -"is_valid_identifier] 的有效标识符。\n" -"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" -"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" -"到,但是不应该进行编辑。" - msgid "Returns the object's metadata entry names as a [PackedStringArray]." msgstr "将该对象的元数据作为 [PackedStringArray] 返回。" @@ -75189,29 +70427,6 @@ msgstr "" "[b]注意:[/b][code]args[/code] 和 [code]return[/code] 的字典格式与 [method " "get_property_list] 的结果相同,但不会用到所有条目。" -msgid "" -"Returns the object's property list as an [Array] of dictionaries. Each " -"[Dictionary] contains the following entries:\n" -"- [code]name[/code] is the property's name, as a [String];\n" -"- [code]class_name[/code] is an empty [StringName], unless the property is " -"[constant TYPE_OBJECT] and it inherits from a class;\n" -"- [code]type[/code] is the property's type, as an [int] (see [enum Variant." -"Type]);\n" -"- [code]hint[/code] is [i]how[/i] the property is meant to be edited (see " -"[enum PropertyHint]);\n" -"- [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);\n" -"- [code]usage[/code] is a combination of [enum PropertyUsageFlags]." -msgstr "" -"以字典 [Array] 的形式返回该对象的属性列表。每个 [Dictionary] 中都包含如下条" -"目:\n" -"- [code]name[/code] 是该属性的名称,类型为 [String];\n" -"- [code]class_name[/code] 为空 [StringName],除非该属性为 [constant " -"TYPE_OBJECT] 并继承自某个类;\n" -"- [code]type[/code] 是该属性的类型,类型为 [int](见 [enum Variant.Type]);\n" -"- [code]hint[/code] 是应当[i]如何[/i]编辑该属性(见 [enum PropertyHint]);\n" -"- [code]hint_string[/code] 取决于 hint(见 [enum PropertyHint]);\n" -"- [code]usage[/code] 是 [enum PropertyUsageFlags] 的组合。" - msgid "" "Returns the object's [Script] instance, or [code]null[/code] if no script is " "attached." @@ -75240,25 +70455,6 @@ msgstr "" "[b]注意:[/b]由于该实现,每个 [Dictionary] 被格式为与 [method " "get_method_list] 的返回值非常相似。" -msgid "" -"Returns [code]true[/code] if a metadata entry is found with the given [param " -"name]. See also [method get_meta], [method set_meta] and [method " -"remove_meta].\n" -"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " -"[method StringName.is_valid_identifier] method.\n" -"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " -"([code]_[/code]) is considered editor-only. Editor-only metadata is not " -"displayed in the Inspector and should not be edited, although it can still be " -"found by this method." -msgstr "" -"如果找到名称为 [param name] 的元数据条目,则返回 [code]true[/code]。另请参阅 " -"[method get_meta]、[method set_meta] 和 [method remove_meta]。\n" -"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." -"is_valid_identifier] 的有效标识符。\n" -"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" -"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" -"到,但是不应该进行编辑。" - msgid "" "Returns [code]true[/code] if the given [param method] name exists in the " "object.\n" @@ -75449,24 +70645,6 @@ msgstr "" "_property_get_revert] 来自定义默认值。如果未实现 [method " "_property_get_revert],则这个方法返回 [code]null[/code]。" -msgid "" -"Removes the given entry [param name] from the object's metadata. See also " -"[method has_meta], [method get_meta] and [method set_meta].\n" -"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " -"[method StringName.is_valid_identifier] method.\n" -"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " -"([code]_[/code]) is considered editor-only. Editor-only metadata is not " -"displayed in the Inspector and should not be edited, although it can still be " -"found by this method." -msgstr "" -"从对象的元数据中移除名称为 [param name] 的条目。另请参阅 [method has_meta]、" -"[method get_meta]、和 [method set_meta]。\n" -"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." -"is_valid_identifier] 的有效标识符。\n" -"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" -"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" -"到,但是不应该进行编辑。" - msgid "" "Assigns [param value] to the given [param property]. If the property does not " "exist or the given [param value]'s type doesn't match, nothing happens.\n" @@ -75624,30 +70802,6 @@ msgstr "" "如果设置为 [code]true[/code],则允许对象使用 [method tr] 和 [method tr_n] 翻译" "消息。该属性默认启用。另请参阅 [method can_translate_messages]。" -msgid "" -"Adds or changes the entry [param name] inside the object's metadata. The " -"metadata [param value] can be any [Variant], although some types cannot be " -"serialized correctly.\n" -"If [param value] is [code]null[/code], the entry is removed. This is the " -"equivalent of using [method remove_meta]. See also [method has_meta] and " -"[method get_meta].\n" -"[b]Note:[/b] A metadata's [param name] must be a valid identifier as per " -"[method StringName.is_valid_identifier] method.\n" -"[b]Note:[/b] Metadata that has a [param name] starting with an underscore " -"([code]_[/code]) is considered editor-only. Editor-only metadata is not " -"displayed in the Inspector and should not be edited, although it can still be " -"found by this method." -msgstr "" -"添加或更改对象元数据中名称为 [param name] 的条目。元数据值 [param value] 可以" -"是任何 [Variant],尽管某些类型无法正确序列化。\n" -"如果 [param value] 为 [code]null[/code],则该条目被移除。等价于使用 [method " -"remove_meta]。另见 [method has_meta] 和 [method get_meta]。\n" -"[b]注意:[/b]元数据的名称 [param name] 必须是符合 [method StringName." -"is_valid_identifier] 的有效标识符。\n" -"[b]注意:[/b]名称 [param name] 以下划线([code]_[/code])开头的元数据仅供编辑" -"器使用。仅供编辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找" -"到,但是不应该进行编辑。" - msgid "" "Attaches [param script] to the object, and instantiates it. As a result, the " "script's [method _init] is called. A [Script] is used to extend the object's " @@ -75785,56 +70939,6 @@ msgid "" "areas." msgstr "为 3D 节点提供遮挡剔除,可以提高封闭区域的性能。" -msgid "" -"Occlusion culling can improve rendering performance in closed/semi-open areas " -"by hiding geometry that is occluded by other objects.\n" -"The occlusion culling system is mostly static. [OccluderInstance3D]s can be " -"moved or hidden at run-time, but doing so will trigger a background " -"recomputation that can take several frames. It is recommended to only move " -"[OccluderInstance3D]s sporadically (e.g. for procedural generation purposes), " -"rather than doing so every frame.\n" -"The occlusion culling system works by rendering the occluders on the CPU in " -"parallel using [url=https://www.embree.org/]Embree[/url], drawing the result " -"to a low-resolution buffer then using this to cull 3D nodes individually. In " -"the 3D editor, you can preview the occlusion culling buffer by choosing " -"[b]Perspective > Debug Advanced... > Occlusion Culling Buffer[/b] in the top-" -"left corner of the 3D viewport. The occlusion culling buffer quality can be " -"adjusted in the Project Settings.\n" -"[b]Baking:[/b] Select an [OccluderInstance3D] node, then use the [b]Bake " -"Occluders[/b] button at the top of the 3D editor. Only opaque materials will " -"be taken into account; transparent materials (alpha-blended or alpha-tested) " -"will be ignored by the occluder generation.\n" -"[b]Note:[/b] Occlusion culling is only effective if [member ProjectSettings." -"rendering/occlusion_culling/use_occlusion_culling] is [code]true[/code]. " -"Enabling occlusion culling has a cost on the CPU. Only enable occlusion " -"culling if you actually plan to use it. Large open scenes with few or no " -"objects blocking the view will generally not benefit much from occlusion " -"culling. Large open scenes generally benefit more from mesh LOD and " -"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " -"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " -"culling." -msgstr "" -"遮挡剔除可以通过隐藏被其他对象遮挡的几何体,来提高封闭/半开放区域的渲染性" -"能。\n" -"遮挡剔除系统大多是静态的。[OccluderInstance3D] 可以在运行时移动或隐藏,但这样" -"做会触发可能需要几帧的背景重新计算。建议仅偶尔移动 [OccluderInstance3D](例" -"如,出于程序生成目的),而不是每帧都这样做。\n" -"遮挡剔除系统的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 " -"CPU 上并行渲染遮挡物,将结果绘制到一个低分辨率缓冲区,然后使用它来单独剔除 3D " -"的节点。在 3D 编辑器中,可以通过选择 3D 视口左上角的[b]透视图 > 高级调试... > " -"遮挡剔除缓冲区[/b],来预览遮挡剔除缓冲区。可以在项目设置中调整遮挡剔除缓冲区的" -"质量。\n" -"[b]烘焙:[/b]选择一个 [OccluderInstance3D] 节点,然后使用 3D 编辑器顶部的[b]烘" -"焙遮挡物[/b]按钮。只考虑不透明的材质;遮挡器生成将忽略透明材质(alpha 混合或 " -"alpha 测试)。\n" -"[b]注意:[/b]遮挡剔除只有在 [member ProjectSettings.rendering/" -"occlusion_culling/use_occlusion_culling] 为 [code]true[/code] 时才有效。启用遮" -"挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用它。具有很少或没有物" -"体,将阻挡视口的大型开放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大" -"型开放场景通常从网格 LOD 和可见性范围([member GeometryInstance3D." -"visibility_range_begin] 和 [member GeometryInstance3D.visibility_range_end])" -"中受益更多。" - msgid "" "The visual layers to account for when baking for occluders. Only " "[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this " @@ -76264,20 +71368,6 @@ msgstr "最大支持的运动范围。" msgid "Suggested bindings object for OpenXR." msgstr "用于 OpenXR 的建议绑定对象。" -msgid "" -"This object stores suggested bindings for an interaction profile. Interaction " -"profiles define the meta data for a tracked XR device such as an XR " -"controller.\n" -"For more information see the [url=https://www.khronos.org/registry/OpenXR/" -"specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction " -"profiles info in the OpenXR specification[/url]." -msgstr "" -"此对象存储用于一个交互配置的建议绑定。交互配置定义了一个被跟踪的 XR 设备(例如" -"一个 XR 控制器)的元数据。\n" -"有关更多信息,请参阅[url=https://www.khronos.org/registry/OpenXR/specs/1.0/" -"html/xrspec.html#semantic-path-interaction-profiles]《OpenXR 规范中的交互配置" -"信息》[/url]。" - msgid "Retrieve the binding at this index." msgstr "检索在该索引处的绑定。" @@ -76411,38 +71501,6 @@ msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。" msgid "A button that brings up a dropdown with selectable options when pressed." msgstr "按下时弹出下拉菜单的按钮。" -msgid "" -"[OptionButton] is a type of button that brings up a dropdown with selectable " -"items when pressed. The item selected becomes the \"current\" item and is " -"displayed as the button text.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node.\n" -"[b]Note:[/b] Properties [member Button.text] and [member Button.icon] are " -"automatically set based on the selected item. They shouldn't be changed " -"manually.\n" -"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " -"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" -"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n" -"[b]Note:[/b] The ID values used for items are 32-bit, unlike [int] which is " -"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/" -"code].\n" -"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are " -"set automatically based on the selected item. They shouldn't be changed " -"manually." -msgstr "" -"[OptionButton] 是一种按下时弹出下拉菜单的按钮。选中的菜单项会成为“当前”菜单" -"项,作为按钮文本显示。\n" -"另见 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n" -"[b]注意:[/b][member Button.text] 和 [member Button.icon] 属性会根据当前所选菜" -"单项自动设置。不应该手动更改。\n" -"[b]注意:[/b]菜单项的 ID 值有 32 位的限制,并不是完整的 64 位 [int]。取值范围" -"为 [code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] " -"到 [code]2147483647[/code]。\n" -"[b]注意:[/b]用于菜单项的 ID 值有 32 位的限制,与始终为 64 位的 [int] 不同。取" -"值范围为 [code]-2147483648[/code] 到 [code]2147483647[/code]。\n" -"[b]注意:[/b][member Button.text] 和 [member Button.icon] 属性会根据当前所选菜" -"单项自动设置。不应该手动更改。" - msgid "" "Adds an item, with a [param texture] icon, text [param label] and " "(optionally) [param id]. If no [param id] is passed, the item index will be " @@ -76611,114 +71669,18 @@ msgstr "" "当用户更改当前项时触发。所选项目的索引作为参数传递。\n" "必须启用 [member allow_reselect] 才能重新选中项目。" -msgid "Default text [Color] of the [OptionButton]." -msgstr "该 [OptionButton] 的默认文本 [Color]。" - -msgid "Text [Color] used when the [OptionButton] is disabled." -msgstr "该 [OptionButton] 处于禁用状态时使用的文本 [Color]。" - -msgid "" -"Text [Color] used when the [OptionButton] is focused. Only replaces the " -"normal text color of the button. Disabled, hovered, and pressed states take " -"precedence over this color." -msgstr "" -"该 [OptionButton] 处于聚焦状态时使用的文本 [Color]。只替换按钮的正常文本颜色。" -"禁用、悬停和按下状态优先于这个颜色。" - -msgid "Text [Color] used when the [OptionButton] is being hovered." -msgstr "该 [OptionButton] 处于悬停状态时使用的文本 [Color]。" - -msgid "Text [Color] used when the [OptionButton] is being hovered and pressed." -msgstr "该 [OptionButton] 处于悬停且按下状态时使用的文本 [Color]。" - -msgid "The tint of text outline of the [OptionButton]." -msgstr "该 [OptionButton] 的文本轮廓的色调。" - -msgid "Text [Color] used when the [OptionButton] is being pressed." -msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。" - msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "箭头图标和按钮的右边缘之间的水平空间。" -msgid "" -"The horizontal space between [OptionButton]'s icon and text. Negative values " -"will be treated as [code]0[/code] when used." -msgstr "" -"[OptionButton] 图标与文本之间的水平间距。负值会被当作 [code]0[/code] 使用。" - msgid "" "If different than [code]0[/code], the arrow icon will be modulated to the " "font color." msgstr "如果不为 [code]0[/code],箭头图标会与字体颜色进行调制。" -msgid "[Font] of the [OptionButton]'s text." -msgstr "该 [OptionButton] 文本的 [Font]。" - -msgid "Font size of the [OptionButton]'s text." -msgstr "该 [OptionButton] 文本的字体大小。" - msgid "The arrow icon to be drawn on the right end of the button." msgstr "要绘制在按钮右侧的箭头图标。" -msgid "" -"[StyleBox] used when the [OptionButton] is disabled (for left-to-right " -"layouts)." -msgstr "该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从左至右布局)。" - -msgid "" -"[StyleBox] used when the [OptionButton] is disabled (for right-to-left " -"layouts)." -msgstr "该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。" - -msgid "" -"[StyleBox] used when the [OptionButton] is focused. The [code]focus[/code] " -"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " -"transparent [StyleBox] should be used to ensure the base [StyleBox] remains " -"visible. A [StyleBox] that represents an outline or an underline works well " -"for this purpose. To disable the focus visual effect, assign a " -"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." -msgstr "" -"该 [OptionButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] " -"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 " -"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很" -"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意," -"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原" -"因,不建议这样做。" - -msgid "" -"[StyleBox] used when the [OptionButton] is being hovered (for left-to-right " -"layouts)." -msgstr "该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从左至右布局)。" - -msgid "" -"[StyleBox] used when the [OptionButton] is being hovered (for right-to-left " -"layouts)." -msgstr "该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。" - -msgid "Default [StyleBox] for the [OptionButton] (for left-to-right layouts)." -msgstr "该 [OptionButton] 的默认 [StyleBox](用于从左至右布局)。" - -msgid "Default [StyleBox] for the [OptionButton] (for right-to-left layouts)." -msgstr "该 [OptionButton] 的默认 [StyleBox](用于从右至左布局)。" - -msgid "" -"[StyleBox] used when the [OptionButton] is being pressed (for left-to-right " -"layouts)." -msgstr "该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从左至右布局)。" - -msgid "" -"[StyleBox] used when the [OptionButton] is being pressed (for right-to-left " -"layouts)." -msgstr "该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。" - -msgid "" -"Physically based rendering (PBR) material that can be applied to 3D objects, " -"can use an ORM texture." -msgstr "基于物理的渲染(PBR)材质,可以应用于 3D 对象,可以使用 ORM 纹理。" - msgid "" "ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike " "[StandardMaterial3D], ORMMaterial3D uses a single texture for ambient " @@ -76727,9 +71689,6 @@ msgstr "" "ORMMaterial3D 的属性继承自 [BaseMaterial3D]。与 [StandardMaterial3D] 不同," "ORMMaterial3D 对环境光遮蔽、粗糙度和金属度贴图使用单一纹理,称为 ORM 纹理。" -msgid "Standard Material 3D and ORM Material 3D" -msgstr "标准 3D 材质与 ORM 3D 材质" - msgid "Provides access to common operating system functionalities." msgstr "提供对常见操作系统功能的访问。" @@ -77220,14 +72179,6 @@ msgstr "" "[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行" "文件的路径。" -msgid "" -"With this function, you can get the list of dangerous permissions that have " -"been granted to the Android application.\n" -"[b]Note:[/b] This method is implemented only on Android." -msgstr "" -"通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n" -"[b]注意:[/b]这个方法仅在 Android 上实现。" - msgid "" "Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/" "code], [code]\"Shift+Escape\"[/code]).\n" @@ -77333,124 +72284,6 @@ msgstr "" "[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 " "[code]\"GenericDevice\"[/code]。" -msgid "" -"Returns the name of the host OS.\n" -"On Windows, this is [code]\"Windows\"[/code] or [code]\"UWP\"[/code] if " -"exported on Universal Windows Platform.\n" -"On macOS, this is [code]\"macOS\"[/code].\n" -"On Linux-based operating systems, this is [code]\"Linux\"[/code].\n" -"On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], " -"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as " -"a fallback.\n" -"On Android, this is [code]\"Android\"[/code].\n" -"On iOS, this is [code]\"iOS\"[/code].\n" -"On the web, this is [code]\"Web\"[/code].\n" -"[b]Note:[/b] Custom builds of the engine may support additional platforms, " -"such as consoles, yielding other return values.\n" -"[codeblocks]\n" -"[gdscript]\n" -"match OS.get_name():\n" -" \"Windows\", \"UWP\":\n" -" print(\"Windows\")\n" -" \"macOS\":\n" -" print(\"macOS\")\n" -" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" -" print(\"Linux/BSD\")\n" -" \"Android\":\n" -" print(\"Android\")\n" -" \"iOS\":\n" -" print(\"iOS\")\n" -" \"Web\":\n" -" print(\"Web\")\n" -"[/gdscript]\n" -"[csharp]\n" -"switch (OS.GetName())\n" -"{\n" -" case \"Windows\":\n" -" case \"UWP\":\n" -" GD.Print(\"Windows\");\n" -" break;\n" -" case \"macOS\":\n" -" GD.Print(\"macOS\");\n" -" break;\n" -" case \"Linux\":\n" -" case \"FreeBSD\":\n" -" case \"NetBSD\":\n" -" case \"OpenBSD\"\n" -" case \"BSD\":\n" -" GD.Print(\"Linux/BSD\");\n" -" break;\n" -" case \"Android\":\n" -" GD.Print(\"Android\");\n" -" break;\n" -" case \"iOS\":\n" -" GD.Print(\"iOS\");\n" -" break;\n" -" case \"Web\":\n" -" GD.Print(\"Web\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回主机操作系统的名称。\n" -"在 Windows 上为 [code]\"Windows\"[/code],如果在通用 Windows 平台上导出则为 " -"[code]\"UWP\"[/code]。\n" -"在 macOS 上为 [code]\"macOS\"[/code]。\n" -"在基于 Linux 的操作系统上为 [code]\"Linux\"[/code]。\n" -"在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"[/code]、" -"[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。\n" -"在 Android 上为 [code]\"Android\"[/code]。\n" -"在 iOS 上为 [code]\"iOS\"[/code]。\n" -"在 Web 上为 [code]\"Web\"[/code]。\n" -"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他" -"值。\n" -"[codeblocks]\n" -"[gdscript]\n" -"match OS.get_name():\n" -" \"Windows\", \"UWP\":\n" -" print(\"Windows\")\n" -" \"macOS\":\n" -" print(\"macOS\")\n" -" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n" -" print(\"Linux/BSD\")\n" -" \"Android\":\n" -" print(\"Android\")\n" -" \"iOS\":\n" -" print(\"iOS\")\n" -" \"Web\":\n" -" print(\"Web\")\n" -"[/gdscript]\n" -"[csharp]\n" -"switch (OS.GetName())\n" -"{\n" -" case \"Windows\":\n" -" case \"UWP\":\n" -" GD.Print(\"Windows\");\n" -" break;\n" -" case \"macOS\":\n" -" GD.Print(\"macOS\");\n" -" break;\n" -" case \"Linux\":\n" -" case \"FreeBSD\":\n" -" case \"NetBSD\":\n" -" case \"OpenBSD\"\n" -" case \"BSD\":\n" -" GD.Print(\"Linux/BSD\");\n" -" break;\n" -" case \"Android\":\n" -" GD.Print(\"Android\");\n" -" break;\n" -" case \"iOS\":\n" -" GD.Print(\"iOS\");\n" -" break;\n" -" case \"Web\":\n" -" GD.Print(\"Web\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " @@ -77467,18 +72300,6 @@ msgstr "" "返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/" "i] CPU 核心数大。" -msgid "" -"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " -"Core(TM) i7-6700K CPU @ 4.00GHz\").\n" -"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " -"iOS. On Android, Web and UWP, [method get_processor_name] returns an empty " -"string." -msgstr "" -"返回主机 CPU 型号的名称(例如 \"Intel(R) Core(TM) i7-6700K CPU @ " -"4.00GHz\")。\n" -"[b]注意:[/b]这个方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android、" -"Web 和 UWP 平台,[method get_processor_name] 返回空字符串。" - msgid "" "Returns the list of command line arguments that will be used when the project " "automatically restarts using [method set_restart_on_exit]. See also [method " @@ -77568,25 +72389,6 @@ msgstr "" "返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" -msgid "" -"Returns a string that is unique to the device.\n" -"[b]Note:[/b] This string may change without notice if the user reinstalls/" -"upgrades their operating system or changes their hardware. This means it " -"should generally not be used to encrypt persistent data as the data saved " -"before an unexpected ID change would become inaccessible. The returned string " -"may also be falsified using external programs, so do not rely on the string " -"returned by [method get_unique_id] for security purposes.\n" -"[b]Note:[/b] Returns an empty string on Web and UWP, as this method isn't " -"implemented on those platforms yet." -msgstr "" -"返回特定于该设备的一个字符串。\n" -"[b]注意:[/b]如果用户重新安装/升级他们的操作系统或更改他们的硬件,该字符串可能" -"会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID 更改" -"会使之前保存的数据将变得不可访问。返回的字符串也可能会被外部程序伪造,因此出于" -"安全目的,不要依赖 [method get_unique_id] 返回的字符串。\n" -"[b]注意:[/b]在 Web 和 UWP 上返回一个空字符串,因为该方法尚未在这些平台上实" -"现。" - msgid "" "Returns the absolute directory path where user data is written ([code]user://" "[/code]).\n" @@ -77627,36 +72429,6 @@ msgstr "" "请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用户" "主目录。" -msgid "" -"Returns the exact production and build version of the operating system. This " -"is different from the branded version used in marketing. This helps to " -"distinguish between different releases of operating systems, including minor " -"versions, and insider and custom builds.\n" -"For Windows, the major and minor version are returned, as well as the build " -"number. For example, the returned string can look like [code]10.0.9926[/code] " -"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a " -"build of Windows 7 SP1.\n" -"For rolling distributions, such as Arch Linux, an empty string is returned.\n" -"For macOS and iOS, the major and minor version are returned, as well as the " -"patch number.\n" -"For UWP, the device family version is returned.\n" -"For Android, the SDK version and the incremental build number are returned. " -"If it's a custom ROM, it attempts to return its version instead.\n" -"[b]Note:[/b] This method is not supported on the web platform. It returns an " -"empty string." -msgstr "" -"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分操" -"作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" -"对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本,返回" -"的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可能看" -"起来像 [code]6.1.7601[/code]。\n" -"对于滚动发行版,例如 Arch Linux,会返回一个空字符串。\n" -"对于 macOS 和 iOS,会返回主要和次要版本,以及补丁号。\n" -"对于 UWP,会返回设备系列的版本。\n" -"对于 Android,会返回 SDK 版本和增量构建号。如果是自定义的 ROM,将会尝试返回其" -"版本。\n" -"[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" - msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card. See also [method RenderingServer." @@ -77904,8 +72676,8 @@ msgstr "" "quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启" "动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新启" "动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" -"[method set_restart_on_exit] 可用于应用需要重新启动的设置更改。另请参见 " -"[method is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n" +"[method set_restart_on_exit] 可用于应用需要重新启动的设置更改。另见 [method " +"is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n" "[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不" "会影响移动和 Web 平台,或者当项目从编辑器启动时。\n" "[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 [code]SIGKILL[/" @@ -78333,65 +73105,9 @@ msgstr "" "将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大" "小的数组并初始化元素。" -msgid "" -"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method " -"get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 " -"function this function maps every byte to a character in the array. Multibyte " -"sequences will not be interpreted correctly. For parsing user input always " -"use [method get_string_from_utf8]." -msgstr "" -"将 ASCII/Latin-1 编码的数组转换为 [String]。如果内容仅为 ASCII/Latin-1,则是" -"比 [method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,这个函数会将数" -"组中的每个字节都映射到一个字符。多字节序列无法正确解析。要解析用户的输入内容," -"请始终使用 [method get_string_from_utf8]。" - -msgid "" -"Converts UTF-8 encoded array to [String]. Slower than [method " -"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " -"you are unsure about the source of the data. For user input this function " -"should always be preferred. Returns empty string if source array is not valid " -"UTF-8 string." -msgstr "" -"将 UTF-8 编码的数组转换为 [String]。比 [method get_string_from_ascii] 慢,但支" -"持 UTF-8 编码的数据。不确定数据来源时请使用此函数。对于用户的输入内容,应始终" -"首选此函数。如果源数组不是有效的 UTF-8 字符串,则返回空字符串。" - -msgid "" -"Converts UTF-16 encoded array to [String]. If the BOM is missing, system " -"endianness is assumed. Returns empty string if source array is not valid " -"UTF-16 string." -msgstr "" -"将 UTF-16 编码的数组转换为 [String]。如果缺少 BOM,则假定为系统字节序。如果源" -"数组不是有效的 UTF-16 字符串,则返回空字符串。" - -msgid "" -"Converts UTF-32 encoded array to [String]. System endianness is assumed. " -"Returns empty string if source array is not valid UTF-32 string." -msgstr "" -"将 UTF-32 编码的数组转换为 [String]。假定为系统字节序。如果源数组不是有效的 " -"UTF-32 字符串,则返回空字符串。" - -msgid "" -"Converts wide character ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on " -"other platforms) encoded array to [String]. Returns empty string if source " -"array is not valid wide string." -msgstr "" -"将宽字符([code]wchar_t[/code],在 Windows 上为 UTF-16,在其他平台上为 " -"UTF-32)编码的数组转换为 [String]。如果源数组不是有效的宽字符串,则返回空字符" -"串。" - msgid "Returns [code]true[/code] if the array contains [param value]." msgstr "如果该数组包含 [param value],则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if a valid [Variant] value can be decoded at the " -"[param byte_offset]. Returns [code]false[/code] othewrise or when the value " -"is [Object]-derived and [param allow_objects] is [code]false[/code]." -msgstr "" -"如果可以从字节偏移量 [param byte_offset] 处解码出有效的 [Variant],则返回 " -"[code]true[/code]。其他情况,或者当该值派生自 [Object] 而 [param " -"allow_objects] 为 [code]false[/code] 时,则返回 [code]false[/code]。" - msgid "" "Returns a hexadecimal representation of this array as a [String].\n" "[codeblocks]\n" @@ -80136,28 +74852,6 @@ msgstr "保证子控件在 [StyleBox] 区域内的容器。可用来为控件提 msgid "The style of [PanelContainer]'s background." msgstr "[PanelContainer] 的背景样式。" -msgid "A [Material] used with [Sky] to draw a background texture." -msgstr "[Sky] 使用的 [Material],用于绘制背景纹理。" - -msgid "" -"A resource referenced in a [Sky] that is used to draw a background. The " -"Panorama sky material functions similar to skyboxes in other engines, except " -"it uses an equirectangular sky map instead of a cubemap.\n" -"Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " -"([code].exr[/code]) image formats for this purpose.\n" -"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" -"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " -"equirectangular sky map." -msgstr "" -"在 [Environment] 中引用的用于绘制背景的资源。全景天空的功能类似于其他引擎的天" -"空盒,区别在于它使用的是等距圆柱投影的天空贴图而不是立方体贴图。\n" -"强烈建议使用 HDR 全景图,能够得到准确、高质量的反射。为此,Godot 支持 " -"Radiance HDR([code].hdr[/code])和 OpenEXR([code].exr[/code])图像格式。\n" -"你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" -"cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距圆柱投影的天空贴" -"图。" - msgid "" "A boolean value to determine if the background texture should be filtered or " "not." @@ -80223,8 +74917,8 @@ msgid "" "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" -"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时的" -"滚动。" +"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无相机时的滚" +"动。" msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "使用 [ParallaxBackground] 的视差滚动层。" @@ -80271,28 +74965,6 @@ msgid "" "it will not scroll." msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。" -msgid "Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes." -msgstr "[GPUParticles3D] 和 [GPUParticles2D] 节点的粒子属性。" - -msgid "" -"ParticleProcessMaterial defines particle properties and behavior. It is used " -"in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] " -"emitter nodes.\n" -"Some of this material's properties are applied to each particle when emitted, " -"while others can have a [CurveTexture] applied to vary values over the " -"lifetime of the particle.\n" -"Particle animation is available only in [GPUParticles2D]. To use it, attach a " -"[CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] " -"enabled, to the particles node." -msgstr "" -"ParticleProcessMaterial 定义了粒子的属性和行为。[GPUParticles3D] 和 " -"[GPUParticles2D] 发射器节点的 [code]process_material[/code] 会使用这个材质。\n" -"这种材质的有些属性是在粒子发射时应用的,有些则会在粒子的生命周期中不断应用按" -"照 [CurveTexture] 变化的值。\n" -"粒子动画仅在 [GPUParticles2D] 中可用。使用时请为粒子节点分配 " -"[CanvasItemMaterial] 并启用其 [member CanvasItemMaterial." -"particles_animation]。" - msgid "Returns the [Texture2D] used by the specified parameter." msgstr "返回指定参数所使用的 [Texture2D]。" @@ -80818,7 +75490,7 @@ msgid "" "[PathFollow3D]). As such, the curve should usually start with a zero vector " "[code](0, 0, 0)[/code]." msgstr "" -"可以让 [PathFollow3D] 子节点沿着 [Curve3D] 移动。有关用法的更多信息,请参见 " +"可以让 [PathFollow3D] 子节点沿着 [Curve3D] 移动。有关用法的更多信息见 " "[PathFollow3D]。\n" "注意,该路径被认为是相对于移动的节点([PathFollow3D] 的子节点)。因此,该曲线" "通常应以零向量 [code](0, 0, 0)[/code] 开始。" @@ -81410,9 +76082,6 @@ msgstr "3D 物理引擎中碰撞对的数量。[i]越低越好。[/i]" msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]" msgstr "3D 物理引擎中孤岛的数量。[i]越低越好。[/i]" -msgid "Output latency of the [AudioServer]. [i]Lower is better.[/i]" -msgstr "[AudioServer] 的输出延迟。[i]越低越好。[/i]" - msgid "" "Number of active navigation maps in the [NavigationServer3D]. This also " "includes the two empty default navigation maps created by World2D and World3D." @@ -81579,8 +76248,7 @@ msgstr "" msgid "" "Defines how [member angular_damp] is applied. See [enum DampMode] for " "possible values." -msgstr "" -"定义如何应用 [member angular_damp]。有关可能的值,请参见 [enum DampMode]。" +msgstr "定义如何应用 [member angular_damp]。可能的取值见 [enum DampMode]。" msgid "The PhysicalBone3D's rotational velocity in [i]radians[/i] per second." msgstr "该 PhysicalBone3D 的旋转速度,以每秒[i]弧度[/i]为单位。" @@ -81681,9 +76349,6 @@ msgid "" "default value." msgstr "在这种模式下,物体的阻尼值将替换掉区域中设置的任何值或默认值。" -msgid "[Sky] [Material] used for a physically based sky." -msgstr "用于基于物理的天空的 [Sky] [Material]。" - msgid "" "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a " "sky based on physical properties. This results in a substantially more " @@ -82622,33 +77287,6 @@ msgstr "" "[code]shape[/code]:碰撞形状的形状索引。\n" "可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。" -msgid "" -"Intersects a ray in a given space. Ray position and other parameters are " -"defined through [PhysicsRayQueryParameters3D]. The returned object is a " -"dictionary with the following fields:\n" -"[code]collider[/code]: The colliding object.\n" -"[code]collider_id[/code]: The colliding object's ID.\n" -"[code]normal[/code]: The object's surface normal at the intersection point, " -"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and " -"[member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code].\n" -"[code]position[/code]: The intersection point.\n" -"[code]rid[/code]: The intersecting object's [RID].\n" -"[code]shape[/code]: The shape index of the colliding shape.\n" -"If the ray did not intersect anything, then an empty dictionary is returned " -"instead." -msgstr "" -"在给定空间中检测与射线的相交情况。射线的位置和其他参数由 " -"[PhysicsRayQueryParameters3D] 定义。返回的对象是包含以下字段的字典:\n" -"[code]collider[/code]:碰撞到的对象。\n" -"[code]collider_id[/code]:碰撞到的对象的 ID。\n" -"[code]normal[/code]:该对象表面交点处的法线,如果射线中该形状的内部开始,并且 " -"[member PhysicsRayQueryParameters3D.hit_from_inside] 为 [code]true[/code],则" -"为 [code]Vector3(0, 0, 0)[/code]。\n" -"[code]position[/code]:交点。\n" -"[code]rid[/code]:相交对象的 [RID]。\n" -"[code]shape[/code]:碰撞形状的形状索引。\n" -"如果射线没有发生相交,则返回的是空字典。" - msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] object, against the space. The intersected " @@ -84464,66 +79102,6 @@ msgstr "" msgid "A server interface for low-level 3D physics access." msgstr "用于访问低阶 3D 物理的服务器接口。" -msgid "" -"PhysicsServer2D is the server responsible for all 2D physics. It can directly " -"create and manipulate all physics objects:\n" -"- A [i]space[/i] is a self-contained world for a physics simulation. It " -"contains bodies, areas, and joints. Its state can be queried for collision " -"and intersection information, and several parameters of the simulation can be " -"modified.\n" -"- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or " -"a polygon. It can be used for collision detection by adding it to a body/" -"area, possibly with an extra transformation relative to the body/area's " -"origin. Bodies/areas can have multiple (transformed) shapes added to them, " -"and a single shape can be added to bodies/areas multiple times with different " -"local transformations.\n" -"- A [i]body[/i] is a physical object which can be in static, kinematic, or " -"rigid mode. Its state (such as position and velocity) can be queried and " -"updated. A force integration callback can be set to customize the body's " -"physics.\n" -"- An [i]area[/i] is a region in space which can be used to detect bodies and " -"areas entering and exiting it. A body monitoring callback can be set to " -"report entering/exiting body shapes, and similarly an area monitoring " -"callback can be set. Gravity and damping can be overridden within the area by " -"setting area parameters.\n" -"- A [i]joint[/i] is a constraint, either between two bodies or on one body " -"relative to a point. Parameters such as the joint bias and the rest length of " -"a spring joint can be adjusted.\n" -"Physics objects in [PhysicsServer3D] may be created and manipulated " -"independently; they do not have to be tied to nodes in the scene tree.\n" -"[b]Note:[/b] All the 3D physics nodes use the physics server internally. " -"Adding a physics node to the scene tree will cause a corresponding physics " -"object to be created in the physics server. A rigid body node registers a " -"callback that updates the node's transform with the transform of the " -"respective body object in the physics server (every physics update). An area " -"node registers a callback to inform the area node about overlaps with the " -"respective area object in the physics server. The raycast node queries the " -"direct state of the relevant space in the physics server." -msgstr "" -"PhysicsServer3D 是负责所有 3D 物理的服务器。它可以直接创建和操作所有物理对" -"象:\n" -"- [i]Space(空间)[/i]是用于物理仿真的自包含世界。它包含实体、区域和关节。可以" -"对其状态进行查询,获取碰撞和相交信息,并且可以修改部分仿真参数。\n" -"- [i]Shape(形状)[/i]是球形、盒形、圆柱形、多边形等几何形状。加入到实体/区域" -"中就可以用来进行碰撞检测,还可以带有相对于实体/区域原点的额外变换。实体/区域中" -"可以添加多个(变换后的)形状,同一个形状可以使用不同的局部变换添加到实体/区域" -"中。\n" -"- [i]Body(实体)[/i]是物理对象,可以处于静态、运动学或刚性模式。可以对其状态" -"进行查询和更新(例如位置、速度等)。可以设置力的集成回调,自定义实体的物理特" -"性。\n" -"- [i]Area(区域)[/i]是空间中的区块,可用于检测进入和离开它的实体和区域。可以" -"设置实体的监视回调,报告进入/离开的实体形状,同样可以设置区域的监视回调。通过" -"设置区域参数,可以在区域内覆盖重力和阻尼。\n" -"- [i]Joint(关节)[/i]是两个实体之间或一个实体相对于某个点的约束。可以调整关节" -"偏置和弹簧关节的放松长度等参数。\n" -"[PhysicsServer3D] 中的物理对象可以独立创建和操作;不必将它们绑定到场景树中的节" -"点。\n" -"[b]注意:[/b]所有 3D 物理节点都在内部使用这个物理服务器。将物理节点添加到场景" -"树,就会导致在物理服务器中创建相应的物理对象。刚体节点会注册回调,该回调会(在" -"每次物理更新时)使用物理服务器中相应实体对象的变换更新该节点的变换。区域节点会" -"注册回调,用来通知区域节点与物理服务器中相应区域对象的重叠。射线投射节点会查询" -"物理服务器中相关空间的直接状态。" - msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." @@ -85923,14 +80501,6 @@ msgid "" "allowing them to freely rotate." msgstr "将两个 3D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。" -msgid "" -"A physics joint that attaches two 2D physics bodies at a single point, " -"allowing them to freely rotate. For example, a [RigidBody3D] can be attached " -"to a [StaticBody3D] to create a pendulum or a seesaw." -msgstr "" -"将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。例如可以将 " -"[RigidBody3D] 连接到 [StaticBody3D] 上,从而创建钟摆或跷跷板。" - msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." @@ -85946,52 +80516,6 @@ msgid "" "produces." msgstr "如果大于 0,则这个值是此 Joint3D 产生的冲量的最大值。" -msgid "Placeholder class for a cubemap texture." -msgstr "立方体贴图纹理的占位类。" - -msgid "" -"This class is used when loading a project that uses a [Cubemap] subclass in 2 " -"conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled).\n" -"[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials (for " -"example when calculating UV)." -msgstr "" -"加载使用 [Cubemap] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" -"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" -"[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" -"质中正常工作(例如对 UV 进行计算)。" - -msgid "Placeholder class for a cubemap texture array." -msgstr "立方体贴图纹理数组的占位类。" - -msgid "" -"This class is used when loading a project that uses a [CubemapArray] subclass " -"in 2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled).\n" -"[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials (for " -"example when calculating UV)." -msgstr "" -"加载使用 [CubemapArray] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理" -"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n" -"[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材" -"质中正常工作(例如对 UV 进行计算)。" - msgid "Placeholder class for a material." msgstr "材质的占位类。" @@ -86742,16 +81266,6 @@ msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。" msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。" -msgid "" -"Adds a new item and assigns the specified [Shortcut] and icon [param texture] " -"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n" -"An [param id] can optionally be provided. If no [param id] is provided, one " -"will be created from the index." -msgstr "" -"添加新的菜单项,并为其分配指定的 [Shortcut] 和图标 [param texture]。复选框的标" -"签会被设为 [Shortcut] 的名称。\n" -"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" - msgid "" "Adds a new item with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " @@ -86839,14 +81353,6 @@ msgstr "" "在菜单项之间添加分隔线。分隔线也占用索引,可以使用 [param id] 参数设置。\n" "还可以提供 [param label],会在分隔线的中间位置显示。" -msgid "" -"Adds a [Shortcut].\n" -"An [param id] can optionally be provided. If no [param id] is provided, one " -"will be created from the index." -msgstr "" -"添加 [Shortcut]。\n" -"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" - msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [param submenu] argument is the name of the child [PopupMenu] " @@ -86858,9 +81364,6 @@ msgstr "" "子 [PopupMenu] 节点的名称,会在点击菜单项时显示。\n" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" -msgid "Removes all items from the [PopupMenu]." -msgstr "从该 [PopupMenu] 中移除所有项目。" - msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." @@ -87271,12 +81774,6 @@ msgid "" "add_separator]." msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。" -msgid "Default [StyleBox] of the [PopupMenu] items." -msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。" - -msgid "[StyleBox] used when the [PopupMenu] item is disabled." -msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。" - msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。" @@ -87291,9 +81788,6 @@ msgstr "" "带有可配置面板背景的弹出窗口。添加到这个节点的子控件都会被拉伸到面板的大小(类" "似于 [PanelContainer] 的原理)。如果你制作的是窗口,请参阅 [Window]。" -msgid "The background panel style of this [PopupPanel]." -msgstr "这个 [PopupPanel] 的背景面板样式。" - msgid "" "Provides a compressed texture for disk and/or VRAM in a way that is portable." msgstr "为磁盘和/或显存提供可移植的压缩纹理。" @@ -87464,40 +81958,6 @@ msgstr "沿 Y 轴添加的边循环数。" msgid "Number of added edge loops along the X axis." msgstr "沿 X 轴添加的边循环数。" -msgid "" -"A [Material] used with [Sky] to generate a background based on user input " -"parameters." -msgstr "用于 [Sky] 的 [Material],能够根据用户输入的参数生成背景。" - -msgid "" -"ProceduralSkyMaterial provides a way to create an effective background " -"quickly by defining procedural parameters for the sun, the sky and the " -"ground. The sky and ground are very similar, they are defined by a color at " -"the horizon, another color, and finally an easing curve to interpolate " -"between these two colors. Similarly, the sun is described by a position in " -"the sky, a color, and an easing curve. However, the sun also defines a " -"minimum and maximum angle, these two values define at what distance the " -"easing curve begins and ends from the sun, and thus end up defining the size " -"of the sun in the sky.\n" -"The [ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " -"thus suited for real time updates. When you do not need a quick sky that is " -"not realistic, this is a good option. If you need a more realistic option, " -"try using [PhysicalSkyMaterial] instead.\n" -"The [ProceduralSkyMaterial] supports up to 4 suns. Each sun takes its color, " -"energy, and direction from the corresponding [DirectionalLight3D] in the " -"scene." -msgstr "" -"ProceduralSkyMaterial 提供了一种通过为太阳、天空、和地面定义程序参数,来快速创" -"建一个有效背景的方法。天空和地面非常相似,它们由地平线上的一种颜色、另一种颜" -"色、以及一条最后在这两种颜色之间插值的缓动曲线定义。类似地,太阳通过在天空中的" -"一个位置、一种颜色和一条缓动曲线来描述。然而,太阳也定义了最小和最大角度,这两" -"个值定义了缓动曲线从太阳开始和结束的距离,从而最终定义了天空中太阳的大小。\n" -"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。当不需要" -"不现实的快速天空时,这是一个不错的选择。如果需要更逼真的选项,请尝试改用 " -"[PhysicalSkyMaterial]。\n" -"[ProceduralSkyMaterial] 最多支持 4 个太阳。每个太阳都从场景中相应的 " -"[DirectionalLight3D] 获取其颜色、能量和方向。" - msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "地面底部的颜色。会与 [member ground_horizon_color] 混合。" @@ -87607,9 +82067,6 @@ msgstr "文本的颜色。" msgid "The tint of text outline of the [ProgressBar]." msgstr "[ProgressBar] 的文本轮廓的色调。" -msgid "The color of the text's shadow." -msgstr "文本阴影的颜色。" - msgid "" "Font used to draw the fill percentage if [member show_percentage] is " "[code]true[/code]." @@ -87968,75 +82425,6 @@ msgstr "" "tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有" "平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。" -msgid "" -"Adds a custom property info to a property. The dictionary must contain:\n" -"- [code]\"name\"[/code]: [String] (the property's name)\n" -"- [code]\"type\"[/code]: [int] (see [enum Variant.Type])\n" -"- optionally [code]\"hint\"[/code]: [int] (see [enum PropertyHint]) and " -"[code]\"hint_string\"[/code]: [String]\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"ProjectSettings.set(\"category/property_name\", 0)\n" -"\n" -"var property_info = {\n" -" \"name\": \"category/property_name\",\n" -" \"type\": TYPE_INT,\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"one,two,three\"\n" -"}\n" -"\n" -"ProjectSettings.add_property_info(property_info)\n" -"[/gdscript]\n" -"[csharp]\n" -"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" -"\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" -"{\n" -" {\"name\", \"category/propertyName\"},\n" -" {\"type\", Variant.Type.Int},\n" -" {\"hint\", PropertyHint.Enum},\n" -" {\"hint_string\", \"one,two,three\"},\n" -"};\n" -"\n" -"ProjectSettings.AddPropertyInfo(propertyInfo);\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"为某个属性添加自定义属性信息。字典必须包含:\n" -"- [code]\"name\"[/code]:[String](属性名称)\n" -"- [code]\"type\"[/code]:[int](见 [enum Variant.Type])\n" -"- 可选的 [code]\"hint\"[/code]:[int](见 [enum PropertyHint])和 " -"[code]\"hint_string\"[/code]:[String]\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"ProjectSettings.set(\"category/property_name\", 0)\n" -"\n" -"var property_info = {\n" -" \"name\": \"category/property_name\",\n" -" \"type\": TYPE_INT,\n" -" \"hint\": PROPERTY_HINT_ENUM,\n" -" \"hint_string\": \"one,two,three\"\n" -"}\n" -"\n" -"ProjectSettings.add_property_info(property_info)\n" -"[/gdscript]\n" -"[csharp]\n" -"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n" -"\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" -"{\n" -" {\"name\", \"category/propertyName\"},\n" -" {\"type\", Variant.Type.Int},\n" -" {\"hint\", PropertyHint.Enum},\n" -" {\"hint_string\", \"one,two,three\"},\n" -"};\n" -"\n" -"ProjectSettings.AddPropertyInfo(propertyInfo);\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Clears the whole configuration (not recommended, may break things)." msgstr "清除整个配置(不推荐,可能会弄坏东西)。" @@ -88319,16 +82707,6 @@ msgstr "" "如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保持" "长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" -msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " -"Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " -"[code]true[/code]." -msgstr "" -"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n" -"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" -"code] 时有效。" - msgid "" "Minimum boot splash display time (in milliseconds). It is not recommended to " "set too high values for this setting." @@ -88588,50 +82966,6 @@ msgstr "实现引擎主循环的类型名称。" msgid "Path to the main scene file that will be loaded when the project runs." msgstr "项目运行时将加载的主场景文件的路径。" -msgid "" -"Maximum number of frames per second allowed. A value of [code]0[/code] means " -"\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" -"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " -"monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS " -"limit a few frames lower than the monitor's refresh rate will [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " -"tearing[/url].\n" -"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], " -"limiting the FPS to a high value that can be consistently reached on the " -"system can reduce input lag compared to an uncapped framerate. Since this " -"works by ensuring the GPU load is lower than 100%, this latency reduction is " -"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " -"scenarios.\n" -"See also [member physics/common/physics_ticks_per_second].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the rendering FPS cap at runtime, set [member Engine.max_fps] instead." -msgstr "" -"每秒允许的最大帧数。[code]0[/code] 表示“不限制”。如果 CPU 或 GPU 无法满足项目" -"逻辑和渲染,则实际每秒的帧数可能仍然比这个值小。\n" -"限制 FPS 可以降低系统对电源的消耗,能够降低发热、减少噪音(延长移动设备的电池" -"寿命)。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 或 " -"[code]Adaptive[/code] 时,该设置优先生效,强制的 FPS 数无法超过显示器的刷新" -"率。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 时,在启用了" -"可变刷新率(G-Sync/FreeSync)的显示器上使用比显示器刷新率略低几帧的 FPS 限制会" -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]降低输入延迟,避免画面撕" -"裂[/url]。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Disabled[/code] 时,与不限制" -"帧率相比,将 FPS 限制设为系统所能达到的较高值能够降低输入延迟。因为原理是确保 " -"GPU 负载低于 100%,所以只有在 GPU 为瓶颈时才会降低延迟,无法缓解 CPU 瓶颈导致" -"的延迟。\n" -"另见 [member physics/common/physics_ticks_per_second]。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改渲染 FPS 上限,请改为设" -"置 [member Engine.max_fps]。" - msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " @@ -88694,25 +83028,6 @@ msgstr "" "[member audio/driver/mix_rate] 在 Web 平台上更安全的覆盖项。这里的 [code]0[/" "code] 表示“让浏览器选择”(因为有些浏览器不喜欢强制混合率)。" -msgid "" -"Specifies the preferred output latency in milliseconds for audio. Lower " -"values will result in lower audio latency at the cost of increased CPU usage. " -"Low values may result in audible cracking on slower hardware.\n" -"Audio output latency may be constrained by the host operating system and " -"audio hardware drivers. If the host can not provide the specified audio " -"output latency then Godot will attempt to use the nearest latency allowed by " -"the host. As such you should always use [method AudioServer." -"get_output_latency] to determine the actual audio output latency.\n" -"[b]Note:[/b] This setting is ignored on all versions of Windows prior to " -"Windows 10." -msgstr "" -"指定音频的首选输出延迟(以毫秒为单位)。较低的值将导致较低的音频延迟,但会增" -"加 CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。\n" -"音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指" -"定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 " -"[method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n" -"[b]注意:[/b]在 Windows 10 之前的所有 Windows 版本中,该设置都会被忽略。" - msgid "" "Safer override for [member audio/driver/output_latency] in the Web platform, " "to avoid audio issues especially on mobile devices." @@ -89734,39 +84049,6 @@ msgstr "" "[member display/window/size/viewport_width]。在 iOS、Android 和 Web 上会忽略这" "个设置。" -msgid "" -"Defines how the base size is stretched to fit the resolution of the window or " -"screen.\n" -"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds " -"to one pixel on the screen. In this mode, [member display/window/stretch/" -"aspect] has no effect. Recommended for non-game applications.\n" -"[b]\"canvas_items\"[/b]: The base size specified in width and height in the " -"project settings is stretched to cover the whole screen (taking [member " -"display/window/stretch/aspect] into account). This means that everything is " -"rendered directly at the target resolution. 3D is unaffected, while in 2D, " -"there is no longer a 1:1 correspondence between sprite pixels and screen " -"pixels, which may result in scaling artifacts. Recommended for most games " -"that don't use a pixel art aesthetic, although it is possible to use this " -"stretch mode for pixel art games too (especially in 3D).\n" -"[b]\"viewport\"[/b]: The size of the root [Viewport] is set precisely to the " -"base size specified in the Project Settings' Display section. The scene is " -"rendered to this viewport first. Finally, this viewport is scaled to fit the " -"screen (taking [member display/window/stretch/aspect] into account). " -"Recommended for games that use a pixel art aesthetic." -msgstr "" -"定义如何将基础大小进行拉伸,从而适应窗口或屏幕的分辨率。\n" -"[b]\"disabled\"[/b]:不进行拉伸。场景中的一个单位对应屏幕上的一个像素。" -"[member display/window/stretch/aspect] 在该模式下无效。推荐非游戏应用程序使" -"用。\n" -"[b]\"canvas_items\"[/b]:将项目设置中指定的基础大小拉伸至覆盖整个屏幕(会考虑 " -"[member display/window/stretch/aspect])。这样所有东西都是直接按照目标分辨率渲" -"染的。3D 不受影响,但在 2D 中精灵的像素和屏幕像素就不再是 1:1 的关系了,缩放可" -"能导致画面问题。推荐大多数非像素风的游戏使用,但像素风游戏也是可以使用该拉伸模" -"式的(尤其是 3D)。\n" -"[b]\"viewport\"[/b]:将根 [Viewport] 的大小设为项目设置中“显示”部分中指定的基" -"础大小。场景会现在这个视口中渲染。最终会将该视口缩放至适合屏幕的尺寸(会考虑 " -"[member display/window/stretch/aspect])。推荐像素风游戏使用。" - msgid "If [code]true[/code] subwindows are embedded in the main window." msgstr "如果为 [code]true[/code] 则子窗口是嵌入到主窗口中的。" @@ -89802,14 +84084,6 @@ msgstr "" "文件的名称。默认情况下,它被设置为项目的名称([member application/config/" "name]),这样将来进行修改时就不会影响 .NET 程序集。" -msgid "" -"Number of times to attempt assembly reloading after rebuilding .NET " -"assembies. Effectively also the timeout in seconds to wait for unloading of " -"script assemblies to finish." -msgstr "" -"重新构建 .NET 程序集前尝试重新加载程序集的次数。实际也是等待脚本程序集卸载完成" -"的超时秒数。" - msgid "" "Directory that contains the [code].sln[/code] file. By default, the [code]." "sln[/code] files is in the root of the project directory, next to the " @@ -90108,20 +84382,6 @@ msgstr "" "如果为 [code]true[/code],则将 [Control] 节点的顶点吸附到最近的像素,确保即便" "相机发生移动或缩放也能够保持锐利。" -msgid "" -"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on " -"Windows and UWP to follow interface conventions. [method DisplayServer." -"get_swap_cancel_ok] can be used to query whether buttons are swapped at run-" -"time.\n" -"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " -"[method DisplayServer.dialog_show]." -msgstr "" -"如果为 [code]true[/code] ,则会在 Windows 和 UWP 上交换对话框中的[b]确定[/b]和" -"[b]取消[/b]按钮,从而遵循界面规范。可以使用 [method DisplayServer." -"get_swap_cancel_ok] 查询运行时是否交换这两个按钮。\n" -"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影" -"响。" - msgid "Maximum undo/redo history size for [TextEdit] fields." msgstr "[TextEdit] 字段的最大撤销/重做历史大小。" @@ -90137,57 +84397,6 @@ msgid "" "the project." msgstr "自定义 [Font] 资源的路径,用作项目中所有 GUI 元素的默认字体。" -msgid "Font anti-aliasing mode. See [member FontFile.antialiasing]." -msgstr "字体抗锯齿模式。见 [member FontFile.antialiasing]。" - -msgid "" -"If set to [code]true[/code], the default font will have mipmaps generated. " -"This prevents text from looking grainy when a [Control] is scaled down, or " -"when a [Label3D] is viewed from a long distance (if [member Label3D." -"texture_filter] is set to a mode that displays mipmaps).\n" -"Enabling [member gui/theme/default_font_generate_mipmaps] increases font " -"generation time and memory usage. Only enable this setting if you actually " -"need it.\n" -"[b]Note:[/b] This setting does not affect custom [Font]s used within the " -"project." -msgstr "" -"如果设置为 [code]true[/code],则默认字体将生成 mipmap。这样可以防止文本在 " -"[Control] 被按比例缩小或从远距离查看 [Label3D] 时看起来有颗粒感(如果 [member " -"Label3D.texture_filter] 设置为显示 mipmap 的模式)。\n" -"启用 [member gui/theme/default_font_generate_mipmaps] 会增加字体生成时间和内存" -"使用量。请只在你确实需要时才启用此设置。\n" -"[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。" - -msgid "Default font hinting mode. See [member FontFile.hinting]." -msgstr "默认字体微调模式。见 [member FontFile.hinting]。" - -msgid "" -"If set to [code]true[/code], the default font will use multichannel signed " -"distance field (MSDF) for crisp rendering at any size. Since this approach " -"does not rely on rasterizing the font every time its size changes, this " -"allows for resizing the font in real-time without any performance penalty. " -"Text will also not look grainy for [Control]s that are scaled down (or for " -"[Label3D]s viewed from a long distance).\n" -"MSDF font rendering can be combined with [member gui/theme/" -"default_font_generate_mipmaps] to further improve font rendering quality when " -"scaled down.\n" -"[b]Note:[/b] This setting does not affect custom [Font]s used within the " -"project." -msgstr "" -"如果设置为 [code]true[/code],默认字体将使用多通道带符号距离场(MSDF),任何尺" -"寸都能够进行清晰的渲染。由于这种方法不需要在每次字体大小更改时都对字体进行光栅" -"化,因此可以实时调整字体大小,不会造成任何性能损失。对于按比例缩小的 [Control]" -"(或从远距离查看的 [Label3D]),文本也不会看起来有颗粒感。\n" -"MSDF 字体渲染可以与 [member gui/theme/default_font_generate_mipmaps] 结合使" -"用,从而进一步提高缩小时的字体渲染质量。\n" -"[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。" - -msgid "" -"Default font glyph subpixel positioning mode. See [member FontFile." -"subpixel_positioning]." -msgstr "" -"默认字体字形的次像素定位模式。见 [member FontFile.subpixel_positioning]。" - msgid "" "The default scale factor for [Control]s, when not overridden by a [Theme].\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -92484,72 +86693,6 @@ msgstr "" "physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就" "停止。" -msgid "" -"The default gravity strength in 3D (in meters per second squared).\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the default gravity at runtime, use the following code sample:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Set the default gravity strength to 9.8.\n" -"PhysicsServer3D.area_set_param(get_viewport().find_world().space, " -"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Set the default gravity strength to 9.8.\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." -"AreaParameter.Gravity, 9.8);\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"3D 默认重力强度(单位为米每平方秒)。\n" -"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力,请使用以下代" -"码示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 将默认重力强度设置为 9.8。\n" -"PhysicsServer3D.area_set_param(get_viewport().find_world().space, " -"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" -"[/gdscript]\n" -"[csharp]\n" -"// 将默认重力强度设置为 9.8。\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." -"AreaParameter.Gravity, 9.8);\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"The default gravity direction in 3D.\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the default gravity vector at runtime, use the following code sample:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n" -"PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " -"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Set the default gravity direction to `Vector3(0, -1, 0)`.\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." -"AreaParameter.GravityVector, Vector3.Down)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"3D 默认重力方向。\n" -"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力向量,请使用以" -"下代码示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n" -"PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " -"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n" -"[/gdscript]\n" -"[csharp]\n" -"// 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n" -"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D." -"AreaParameter.GravityVector, Vector3.Down)\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -92857,7 +87000,7 @@ msgid "" msgstr "" "设置用于 3D 渲染的 MSAA 采样数(为 2 的幂)。MSAA 用于减少多边形边缘周围的锯" "齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤其是显存" -"带宽比较有限的集成显卡。另请参见用于超级采样的双线性缩放 3d [member rendering/" +"带宽比较有限的集成显卡。另见用于超级采样的双线性缩放 3d [member rendering/" "scaling_3d/mode],它提供更高的质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无" "效。\n" "[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" @@ -93755,27 +87898,6 @@ msgstr "" "除射线数量,请使用 [method RenderingServer." "viewport_set_occlusion_rays_per_thread]。" -msgid "" -"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " -"culling in 3D in the root viewport. In custom viewports, [member Viewport." -"use_occlusion_culling] must be set to [code]true[/code] instead.\n" -"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable " -"occlusion culling if you actually plan to use it. Large open scenes with few " -"or no objects blocking the view will generally not benefit much from " -"occlusion culling. Large open scenes generally benefit more from mesh LOD and " -"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " -"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " -"culling." -msgstr "" -"如果为 [code]true[/code],则 [OccluderInstance3D] 节点在根视口的 3D 遮挡剔除中" -"可用。对于自定义视口,必须改为将 [member Viewport.use_occlusion_culling] 设为 " -"[code]true[/code]。\n" -"[b]注意:[/b]启用遮挡剔除会消耗 CPU 资源。请只在打算使用时启用遮挡剔除。阻挡视" -"线的对象很少或根本不存在的大型开放场景通常不会因遮挡剔除而获得什么优化。相对于" -"遮挡剔除,大型开放场景通常能够从网格 LOD 和可见范围([member " -"GeometryInstance3D.visibility_range_begin] 和 [member GeometryInstance3D." -"visibility_range_end])中获益。" - msgid "" "Number of cubemaps to store in the reflection atlas. The number of " "[ReflectionProbe]s in a scene will be limited by this amount. A higher number " @@ -94055,40 +88177,6 @@ msgstr "" "不实用,因此在 2D 中只有在它产生有意义的视觉差异时才对纹理启用它。\n" "[b]注意:[/b]只有在项目启动时该属性才会被读取。目前无法在运行时更改该设置。" -msgid "" -"Affects the final texture sharpness by reading from a lower or higher mipmap " -"(also called \"texture LOD bias\"). Negative values make mipmapped textures " -"sharper but grainier when viewed at a distance, while positive values make " -"mipmapped textures blurrier (even when up close).\n" -"Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/" -"use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, " -"while enabling FXAA ([member rendering/anti_aliasing/quality/" -"screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to " -"this value. If both TAA and FXAA are enbled at the same time, an offset of " -"[code]-0.75[/code] is applied to this value.\n" -"[b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/" -"code] (exclusive), [member rendering/textures/default_filters/" -"texture_mipmap_bias] is used to adjust the automatic mipmap bias which is " -"calculated internally based on the scale factor. The formula for this is " -"[code]log2(scaling_3d_scale) + mipmap_bias[/code].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] " -"instead." -msgstr "" -"通过从更低或更高的 mipmap 中读取数据影响最终纹理的锐度(也叫“纹理 LOD 偏" -"置”)。负值会让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 " -"mipmap 纹理更模糊(即便凑近看也一样)。\n" -"启用时间抗锯齿([member rendering/anti_aliasing/quality/use_taa])会对这个值应" -"用 [code]-0.5[/code] 的偏移量,而启用 FXAA([member rendering/anti_aliasing/" -"quality/screen_space_aa])则会对这个值应用 [code]-0.25[/code] 的偏移量。如果同" -"时启用 TAA 和 FXAA,则会对这个值应用 [code]-0.75[/code] 的偏移量。\n" -"[b]注意:[/b]如果 [member rendering/scaling_3d/scale] 比 [code]1.0[/code] 小" -"(包含),则会使用 [member rendering/textures/default_filters/" -"texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进行计算。公式为 " -"[code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 Mipmap 的 LOD 偏置,请" -"改为设置 [member Viewport.texture_mipmap_bias]。" - msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " @@ -94948,18 +89036,6 @@ msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰 msgid "Removes all collision exceptions for this ray." msgstr "删除此射线的所有碰撞例外。" -msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this " -"to work." -msgstr "" -"更新射线的碰撞信息。使用该方法立即更新碰撞信息,而不是等待下一个 " -"[code]_physics_process[/code] 调用,例如,如果射线或其父级已更改状态。\n" -"[b]注意:[/b][member enabled] 不需要为 [code]true[/code] 即可生效。" - msgid "" "Returns the first object that the ray intersects, or [code]null[/code] if no " "object is intersecting the ray (i.e. [method is_colliding] returns " @@ -95014,21 +89090,15 @@ msgid "" "specified [RID]." msgstr "移除碰撞例外,这样射线就会报告与指定的 [RID] 的碰撞。" -msgid "If [code]true[/code], collision with [Area2D]s will be reported." -msgstr "如果为 [code]true[/code],则会报告与 [Area2D] 的碰撞。" - -msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." -msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody2D] 的碰撞。" - msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多信" -"息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" +"射线的碰撞遮罩。只能检测到至少启用了一个遮罩中碰撞层的对象。详情请参阅文档中的" +"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" +"and-masks]《碰撞层与掩码》[/url]。" msgid "If [code]true[/code], collisions will be reported." msgstr "如果为 [code]true[/code],将报告碰撞。" @@ -95048,7 +89118,7 @@ msgstr "" msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." -msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" +msgstr "射线的目标点,相对于该 RayCast 的 [code]position[/code]。" msgid "" "A ray in 3D space, used to find the first [CollisionObject3D] it intersects." @@ -95099,12 +89169,6 @@ msgid "" msgstr "" "移除一个碰撞例外,以便射线确实报告与指定 [CollisionObject3D] 节点的碰撞。" -msgid "If [code]true[/code], collision with [Area3D]s will be reported." -msgstr "如果为 [code]true[/code],则会报告与 [Area3D] 的碰撞。" - -msgid "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." -msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody3D] 的碰撞。" - msgid "" "The custom color to use to draw the shape in the editor and at run-time if " "[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This " @@ -95525,14 +89589,6 @@ msgstr "" "要进行 MSAA 采样的数量(如果 [member enable_sample_shading] 为 [code]true[/" "code] 则为 SSAA 采样)。值越高,抗锯齿效果越好,但会以性能为代价。" -msgid "" -"The sampleSee the [url=https://registry.khronos.org/vulkan/specs/1.3-" -"extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan " -"documentation[/url] for more details." -msgstr "" -"样本掩码。详情见 [url=https://registry.khronos.org/vulkan/specs/1.3-" -"extensions/html/vkspec.html#fragops-samplemask]Vulkan 的样本掩码文档[/url]。" - msgid "Pipeline rasterization state (used by [RenderingDevice])." msgstr "管线栅格化状态(由 [RenderingDevice] 使用)。" @@ -95551,11 +89607,6 @@ msgid "" "its front face." msgstr "要使用的缠绕顺序,决定三角形的哪个面是正面。" -msgid "" -"THe line width to use when drawing lines (in pixels). Thick lines may not be " -"supported on all hardware." -msgstr "绘制线段时使用的线宽(单位为像素)。可能不是所有硬件都支持粗线段。" - msgid "" "The number of control points to use when drawing a patch with tessellation " "enabled. Higher values result in higher quality at the cost of performance." @@ -95796,22 +89847,6 @@ msgid "" msgstr "" "SPIR-V 中间表示,是 [RDShaderFile] 的一部分(由 [RenderingDevice] 使用)。" -msgid "" -"[RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/" -"spir/]SPIR-V[/url] code for various shader stages, as well as possible " -"compilation error messages. SPIR-V a low-level intermediate shader " -"representation. This intermediate representation is not used directly by GPUs " -"for rendering, but it can be compiled into binary shaders that GPUs can " -"understand. Unlike compiled shaders, SPIR-V is portable across GPU models and " -"driver versions.\n" -"This object is used by [RenderingDevice]." -msgstr "" -"[RDShaderSPIRV] 代表 [RDShaderFile] 不同着色器阶段的 [url=https://www.khronos." -"org/spir/]SPIR-V[/url] 代码,以及可能的编译错误消息。SPIR-V 是一种低阶着色器中" -"间表示。这种中间表示无法用于 GPU 渲染,但可以编译为 GPU 能够理解的二进制着色" -"器。与编译后的着色器不同,SPIR-V 可以在不同 GPU 型号以及驱动版本之间移植。\n" -"这个对象由 [RenderingDevice] 使用。" - msgid "" "Equivalent to getting one of [member bytecode_compute], [member " "bytecode_fragment], [member bytecode_tesselation_control], [member " @@ -95981,346 +90016,27 @@ msgstr "顶点属性(由 [RenderingDevice] 使用)。" msgid "A 2D axis-aligned bounding box using floating-point coordinates." msgstr "使用浮点数坐标的 2D 轴对齐边界框。" -msgid "" -"[Rect2] consists of a position, a size, and several utility functions. It is " -"typically used for fast overlap tests.\n" -"It uses floating-point coordinates. If you need integer coordinates, use " -"[Rect2i] instead.\n" -"The 3D counterpart to [Rect2] is [AABB].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get a Rect2 with a positive size." -msgstr "" -"[Rect2] 由一个位置、一个大小、和几个实用函数组成。它通常用于快速重叠测试。\n" -"它使用浮点坐标。如果需要整数坐标,请改用 [Rect2i]。\n" -"[Rect2] 的 3D 对应物是 [AABB]。\n" -"负值的 [member size] 不受支持,且大多数方法都无法正常工作。请使用 [method " -"abs] 得到一个正大小的 Rect2。" - -msgid "" -"Constructs a default-initialized [Rect2] with default (zero) values of " -"[member position] and [member size]." -msgstr "默认构造 [Rect2],[member position] 和 [member size] 均为默认值(零)。" - msgid "Constructs a [Rect2] as a copy of the given [Rect2]." msgstr "构造给定 [Rect2] 的副本。" msgid "Constructs a [Rect2] from a [Rect2i]." msgstr "从 [Rect2i] 构造 [Rect2]。" -msgid "Constructs a [Rect2] by position and size." -msgstr "按位置和大小构造 [Rect2]。" - -msgid "Constructs a [Rect2] by x, y, width, and height." -msgstr "按 x、y、宽度和高度构造 [Rect2]。" - -msgid "" -"Returns a [Rect2] with equivalent position and area, modified so that the top-" -"left corner is the origin and [code]width[/code] and [code]height[/code] are " -"positive." -msgstr "" -"返回具有等效位置和面积的 [Rect2],该矩形将左上角修改为原点,将 [code]width[/" -"code] 和 [code]height[/code] 修改为正数。" - -msgid "" -"Returns [code]true[/code] if this [Rect2] completely encloses another one." -msgstr "如果此 [Rect2] 完全包含另一个,则返回 [code]true[/code]。" - -msgid "" -"Returns a copy of this [Rect2] expanded to include a given point.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2), size (1, 1)\n" -"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" -"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n" -"var rect2 = rect.expand(Vector2(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2), size (1, 1)\n" -"var rect = new Rect2(new Vector2(-3, 2), new Vector2(1, 1));\n" -"// position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n" -"var rect2 = rect.Expand(new Vector2(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回该 [Rect2] 的副本,该副本扩展至包含给定点。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2),大小 (1, 1)\n" -"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" -"# 位置 (-3, -1),大小 (3, 4),所以我们同时适配 rect 和 Vector2(0, -1)\n" -"var rect2 = rect.expand(Vector2(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2),大小 (1, 1)\n" -"var rect = new Rect2(new Vector2(-3, 2), new Vector2(1, 1));\n" -"// 位置 (-3, -1),大小 (3, 4),所以我们同时适配 rect 和 Vector2(0, -1)\n" -"var rect2 = rect.Expand(new Vector2(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "Returns the area of the [Rect2]. See also [method has_area]." -msgstr "返回该 [Rect2] 的面积。另请参阅 [method has_area]。" - -msgid "" -"Returns the center of the [Rect2], which is equal to [member position] + " -"([member size] / 2)." -msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。" - -msgid "" -"Returns a copy of the [Rect2] grown by the specified [param amount] on all " -"sides." -msgstr "返回该 [Rect2] 的副本,该副本的所有边都增长了指定的量 [param amount]。" - -msgid "" -"Returns a copy of the [Rect2] grown by the specified amount on each side " -"individually." -msgstr "返回该 [Rect2] 的副本,该副本的各个边都增长了指定的量。" - -msgid "" -"Returns a copy of the [Rect2] grown by the specified [param amount] on the " -"specified [enum Side]." -msgstr "" -"返回该 [Rect2] 的副本,该副本的指定边 [enum Side] 增长了指定的量 [param " -"amount]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if " -"the [Rect2] is linear, empty, or has a negative [member size]. See also " -"[method get_area]." -msgstr "" -"如果该 [Rect2] 有面积,则返回 [code]true[/code] ;如果该 [Rect2] 是线性的、空" -"的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [method " -"get_area]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2] contains a point. By convention, the " -"right and bottom edges of the [Rect2] are considered exclusive, so points on " -"these edges are [b]not[/b] included.\n" -"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative size[/" -"i]. Use [method abs] to get a positive sized equivalent rectangle to check " -"for contained points." -msgstr "" -"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和下" -"边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" -"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " -"abs] 获取等价的正数大小矩形再检查是否包含某个点。" - -msgid "" -"Returns the intersection of this [Rect2] and [param b].\n" -"If the rectangles do not intersect, an empty [Rect2] is returned." -msgstr "" -"返回该 [Rect2] 和 [param b] 的交集。\n" -"如果矩形不相交,将返回空的 [Rect2]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2] overlaps with [param b] (i.e. they " -"have at least one point in common).\n" -"If [param include_borders] is [code]true[/code], they will also be considered " -"overlapping if their borders touch, even without intersection." -msgstr "" -"如果该 [Rect2] 与 [param b] 重叠(即它们至少有一个共同点),则返回 " -"[code]true[/code]。\n" -"如果 [param include_borders] 为 [code]true[/code],如果它们的边界接触,即使没" -"有交点,它们也将被视为重叠。" - -msgid "" -"Returns [code]true[/code] if this [Rect2] and [param rect] are approximately " -"equal, by calling [code]is_equal_approx[/code] on each component." -msgstr "" -"如果该 [Rect2] 和 [param rect] 近似相等,则返回 [code]true[/code],判断方法是" -"通过在每个分量上调用 [code]is_equal_approx[/code]。" - -msgid "" -"Returns [code]true[/code] if this [Rect2] is finite, by calling [method " -"@GlobalScope.is_finite] on each component." -msgstr "" -"如果该 [Rect2] 是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 " -"[method @GlobalScope.is_finite]。" - -msgid "Returns a larger [Rect2] that contains this [Rect2] and [param b]." -msgstr "返回包含这个 [Rect2] 和 [param b] 的更大的 [Rect2]。" - -msgid "" -"Returns [code]true[/code] if the rectangles are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果矩形不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - msgid "" "Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] " "transformation matrix." msgstr "使用给定的 [Transform2D] 变换矩阵对该 [Rect2] 进行逆变换(相乘)。" -msgid "" -"Returns [code]true[/code] if the rectangles are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果矩形完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - msgid "A 2D axis-aligned bounding box using integer coordinates." msgstr "使用整数坐标的 2D 轴对齐边界框。" -msgid "" -"[Rect2i] consists of a position, a size, and several utility functions. It is " -"typically used for fast overlap tests.\n" -"It uses integer coordinates. If you need floating-point coordinates, use " -"[Rect2] instead.\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get a Rect2i with a positive size." -msgstr "" -"[Rect2i] 由一个位置、一个大小和几个实用函数组成。它通常用于快速重叠测试。\n" -"它使用整数坐标。如果需要浮点坐标,请改用 [Rect2]。\n" -"负值的 [member size] 不受支持,且大多数方法都无法正常工作。请使用 [method " -"abs] 得到一个正大小的 Rect2i。" - -msgid "" -"Constructs a default-initialized [Rect2i] with default (zero) values of " -"[member position] and [member size]." -msgstr "" -"默认构造 [Rect2i],[member position] 和 [member size] 均为默认值(零)。" - msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]." msgstr "构造给定 [Rect2i] 的副本。" -msgid "" -"Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will " -"be truncated." -msgstr "从 [Rect2] 构造新的 [Rect2i]。浮点数坐标将被截断。" - -msgid "Constructs a [Rect2i] by position and size." -msgstr "按位置和大小构造 [Rect2i]。" - -msgid "Constructs a [Rect2i] by x, y, width, and height." -msgstr "按 x、y、宽度和高度构造 [Rect2i]。" - -msgid "" -"Returns a [Rect2i] with equivalent position and area, modified so that the " -"top-left corner is the origin and [code]width[/code] and [code]height[/code] " -"are positive." -msgstr "" -"返回具有等效位置和面积的 [Rect2i],该矩形将左上角修改为原点,将 [code]width[/" -"code] 和 [code]height[/code] 修改为正数。" - msgid "" "Returns [code]true[/code] if this [Rect2i] completely encloses another one." msgstr "如果该 [Rect2i] 完全包含另一个,则返回 [code]true[/code]。" -msgid "" -"Returns a copy of this [Rect2i] expanded so that the borders align with the " -"given point.\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2), size (1, 1)\n" -"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n" -"# position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1)\n" -"var rect2 = rect.expand(Vector2i(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2), size (1, 1)\n" -"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n" -"// position (-3, -1), size (3, 4), so we fit both rect and Vector2I(0, -1)\n" -"var rect2 = rect.Expand(new Vector2I(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回该 [Rect2i] 的副本,该副本扩展至包含给定点。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2),大小 (1, 1)\n" -"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n" -"# 位置 (-3, -1),大小 (3, 4),所以我们同时适配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.expand(Vector2i(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2),大小 (1, 1)\n" -"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n" -"// 位置 (-3, -1),大小 (3, 4),所以我们同时适配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.Expand(new Vector2I(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "Returns the area of the [Rect2i]. See also [method has_area]." -msgstr "返回该 [Rect2i] 的面积。另请参阅 [method has_area]。" - -msgid "" -"Returns the center of the [Rect2i], which is equal to [member position] + " -"([member size] / 2).\n" -"If [member size] is an odd number, the returned center value will be rounded " -"towards [member position]." -msgstr "" -"返回该 [Rect2i] 的中心,等于 [member position] + ([member size] / 2)。\n" -"如果 [member size] 为奇数,则返回的中心值将向 [member position] 四舍五入。" - -msgid "" -"Returns a copy of the [Rect2i] grown by the specified [param amount] on all " -"sides." -msgstr "返回 [Rect2i] 的副本,该副本向所有边增长了给定量 [param amount]。" - -msgid "" -"Returns a copy of the [Rect2i] grown by the specified amount on each side " -"individually." -msgstr "返回 [Rect2i] 的副本,该副本向各边增长了给定量。" - -msgid "" -"Returns a copy of the [Rect2i] grown by the specified [param amount] on the " -"specified [enum Side]." -msgstr "" -"返回 [Rect2i] 的副本,该副本向指定的边 [enum Side] 增长了给定量 [param " -"amount]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] if " -"the [Rect2i] is linear, empty, or has a negative [member size]. See also " -"[method get_area]." -msgstr "" -"如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、" -"空的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [method " -"get_area]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2i] contains a point. By convention, " -"the right and bottom edges of the [Rect2i] are considered exclusive, so " -"points on these edges are [b]not[/b] included.\n" -"[b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative " -"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " -"check for contained points." -msgstr "" -"如果该 [Rect2i] 包含某个点,则返回 [code]true[/code]。按照惯例,[Rect2i] 的右" -"边缘和下边缘不属于矩形的范围,所以在这两条边上的点[b]不[/b]包含在矩形内。\n" -"[b]注意:[/b]这个方法对于[i]大小为负数[/i]的 [Rect2i] 不可靠。请使用 [method " -"abs] 得到等价的正数大小矩形,再检查是否包含某个点。" - -msgid "" -"Returns the intersection of this [Rect2i] and [param b].\n" -"If the rectangles do not intersect, an empty [Rect2i] is returned." -msgstr "" -"返回该 [Rect2i] 和 [param b] 的交集。\n" -"如果矩形不相交,将返回空的 [Rect2i]。" - -msgid "" -"Returns [code]true[/code] if the [Rect2i] overlaps with [param b] (i.e. they " -"have at least one point in common)." -msgstr "" -"如果该 [Rect2i] 与 [param b] 重叠(即至少包含一个共同的点),则返回 " -"[code]true[/code]。" - -msgid "Returns a larger [Rect2i] that contains this [Rect2i] and [param b]." -msgstr "返回包含这个 [Rect2i] 和 [param b] 的更大的 [Rect2i]。" - -msgid "Returns [code]true[/code] if the rectangles are not equal." -msgstr "如果矩形不相等,则返回 [code]true[/code]。" - -msgid "Returns [code]true[/code] if the rectangles are equal." -msgstr "如果矩形相等,则返回 [code]true[/code]。" - msgid "A 2D rectangle shape used for physics collision." msgstr "2D 矩形,旨在用于物理学。" @@ -96652,130 +90368,6 @@ msgstr "" msgid "Class for searching text for patterns using regular expressions." msgstr "使用正则表达式搜索文本的类。" -msgid "" -"A regular expression (or regex) is a compact language that can be used to " -"recognize strings that follow a specific pattern, such as URLs, email " -"addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/" -"code] would find any string that is [code]ab[/code] followed by any number " -"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " -"easily find various tutorials and detailed explanations on the Internet.\n" -"To begin, the RegEx object needs to be compiled with the search pattern using " -"[method compile] before it can be used.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"The search pattern must be escaped first for GDScript before it is escaped " -"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " -"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" -"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" -"code].\n" -"Using [method search], you can find the pattern within the given text. If a " -"pattern is found, [RegExMatch] is returned and you can retrieve details of " -"the results using methods such as [method RegExMatch.get_string] and [method " -"RegExMatch.get_start].\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var result = regex.search(\"abc n-0123\")\n" -"if result:\n" -" print(result.get_string()) # Would print n-0123\n" -"[/codeblock]\n" -"The results of capturing groups [code]()[/code] can be retrieved by passing " -"the group number to the various methods in [RegExMatch]. Group 0 is the " -"default and will always refer to the entire pattern. In the above example, " -"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" -"This version of RegEx also supports named capturing groups, and the names can " -"be used to retrieve the results. If two or more groups have the same name, " -"the name would only refer to the first one with a match.\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var result = regex.search(\"the number is x2f\")\n" -"if result:\n" -" print(result.get_string(\"digit\")) # Would print 2f\n" -"[/codeblock]\n" -"If you need to process multiple results, [method search_all] generates a list " -"of all non-overlapping results. This can be combined with a [code]for[/code] " -"loop for convenience.\n" -"[codeblock]\n" -"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" -" print(result.get_string(\"digit\"))\n" -"# Would print 01 03 0 3f 42\n" -"[/codeblock]\n" -"[b]Example of splitting a string using a RegEx:[/b]\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" -"var results = []\n" -"for result in regex.search_all(\"One Two \\n\\tThree\"):\n" -" results.push_back(result.get_string())\n" -"# The `results` array now contains \"One\", \"Two\", \"Three\".\n" -"[/codeblock]\n" -"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." -"pcre.org/]PCRE2[/url] library. You can view the full pattern reference " -"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" -"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " -"expressions online." -msgstr "" -"正则表达式(或称 regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如 " -"URL、电子邮件地址、完整句子等。例如正则表达式 [code]ab[0-9][/code] 可以找到 " -"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符串。" -"要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n" -"首先,在使用 RegEx 对象之前,需要用 [method compile] 对其进行搜索模式的编" -"译。\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"[/codeblock]\n" -"在为表达式转义之前,必须先为 GDScript 转义搜索模式。例如,[code]compile(\"\\" -"\\d+\")[/code] 会被 RegEx 读成 [code]\\d+[/code]。同样,[code]compile(\"\\" -"\"(?:\\\\\\\\.|[^\\\"])*\\\")[/code] 会被读作 [code]\"(?:\\.|[^\"])*\"[/" -"code]。\n" -"使用 [method search],你可以在给定的文本中匹配模式。如果匹配到一个模式,将返" -"回 [RegExMatch],你可以使用 [method RegExMatch.get_string] 和 [method " -"RegExMatch.get_start] 等方法检索结果的细节。\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\w-(\\\\d+)\")\n" -"var result = regex.search(\"abc n-0123\")\n" -"if result:\n" -" print(result.get_string()) # 会输出 n-0123\n" -"[/codeblock]\n" -"捕获组的结果 [code]()[/code] 可以通过向 [RegExMatch] 中的各种方法传递组号来检" -"索。默认是组 0,并且将总是指整个模式。在上面的例子中,调用 [code]result." -"get_string(1)[/code] 会得到 [code]0123[/code]。\n" -"这个版本的 RegEx 也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组" -"有相同的名称,那么这个名称将只指第一个有匹配的组。\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" -"var result = regex.search(\"数字是 x2f\")\n" -"if result:\n" -" print(result.get_string(\"digit\")) # 会输出 2f\n" -"[/codeblock]\n" -"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。为" -"了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n" -"[codeblock]\n" -"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" -" print(result.get_string(\"digit\"))\n" -"# 会输出 01 03 0 3f 42\n" -"[/codeblock]\n" -"[b]使用 RegEx 分割字符串的例子:[/b]\n" -"[codeblock]\n" -"var regex = RegEx.new()\n" -"regex.compile(\"\\\\S+\") # 非空白字符类。\n" -"var results = []\n" -"for result in regex.search_all(\"One Two \\n\\tThree\"):\n" -" results.push_back(result.get_string())\n" -"# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n" -"[/codeblock]\n" -"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/" -"url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" -"pcre2pattern.html]这里[/url]。\n" -"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则表" -"达式。" - msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." @@ -97283,20 +90875,6 @@ msgstr "" "rd.draw_list_end()\n" "[/codeblock]" -msgid "" -"High-level variant of [method draw_list_begin], with the parameters " -"automtaically being adjusted for drawing onto the window specified by the " -"[param screen] ID.\n" -"[b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have " -"a screen. If called on a local RenderingDevice, [method " -"draw_list_begin_for_screen] returns [constant INVALID_ID]." -msgstr "" -"[method draw_list_begin] 的高阶变体,会针对绘制到 [param screen] ID 指定的窗口" -"上自动调整参数。\n" -"[b]注意:[/b]局部 RenderingDevice 没有屏幕,所以无法使用。如果对局部 " -"RenderingDevice 调用,[method draw_list_begin_for_screen] 会返回 [constant " -"INVALID_ID]。" - msgid "" "Variant of [method draw_list_begin] with support for multiple splits. The " "[param splits] parameter determines how many splits are created." @@ -98034,6 +91612,13 @@ msgstr "" "[b]注意:[/b][param texture] 纹理需要获取 [constant " "TEXTURE_USAGE_CAN_UPDATE_BIT]。" +msgid "" +"Creates a vertex array based on the specified buffers. Optionally, [param " +"offsets] (in bytes) may be defined for each buffer." +msgstr "" +"根据给定的缓冲区创建顶点数组。还可以为各个缓冲区定义偏移量 [param offsets](单" +"位为字节)。" + msgid "" "It can be accessed with the RID that is returned.\n" "Once finished with your RID, you will want to free the RID using the " @@ -98042,13 +91627,6 @@ msgstr "" "可以通过返回的 RID 进行访问。\n" "RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。" -msgid "" -"Creates a vertex array based on the specified buffers. Optionally, [param " -"offsets] (in bytes) may be defined for each buffer." -msgstr "" -"根据给定的缓冲区创建顶点数组。还可以为各个缓冲区定义偏移量 [param offsets](单" -"位为字节)。" - msgid "" "Creates a new vertex format with the specified [param vertex_descriptions]. " "Returns a unique vertex format ID corresponding to the newly created vertex " @@ -100006,23 +93584,12 @@ msgstr "" msgid "Represents the size of the [enum DataFormat] enum." msgstr "代表 [enum DataFormat] 枚举的大小。" -msgid "Raster barrier mask." -msgstr "栅格化屏障掩码。" - msgid "Compute barrier mask." msgstr "计算屏障掩码。" msgid "Transfer barrier mask." msgstr "传输屏障掩码。" -msgid "" -"Barrier mask for all types (raster, compute, transfer). Equivalent to " -"[code]BARRIER_MASK_RASTER | BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER[/" -"code]." -msgstr "" -"所有类型的屏障掩码(栅格化、计算、传输)。等价于 [code]BARRIER_MASK_RASTER | " -"BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER[/code]。" - msgid "No barrier for any type." msgstr "没有任何类型的屏障。" @@ -100287,32 +93854,12 @@ msgstr "" "32 位无符号整数格式的索引缓冲。对可指定索引最大值的限制为 [code]4294967295[/" "code]。" -msgid "Sampler uniform. TODO: Difference between sampler and texture uniform" -msgstr "采样器 uniform。TODO:采样器和纹理 uniform 之间的区别" - msgid "Sampler uniform with a texture." msgstr "带有纹理的采样器 uniform。" msgid "Texture uniform." msgstr "纹理 uniform。" -msgid "Image uniform. TODO: Difference between texture and image uniform" -msgstr "图像 uniform。TODO:纹理和图像 uniform 之间的区别" - -msgid "" -"Texture buffer uniform. TODO: Difference between texture and texture buffe " -"uniformr" -msgstr "纹理缓冲区 uniform。TODO:纹理和纹理缓冲区 uniform 之间的区别" - -msgid "" -"Sampler uniform with a texture buffer. TODO: Difference between texture and " -"texture buffer uniform" -msgstr "带有纹理缓冲区的采样器 uniform。TODO:纹理和纹理缓冲区之间的区别" - -msgid "" -"Image buffer uniform. TODO: Difference between texture and image uniforms" -msgstr "图像缓冲区 uniform。TODO:纹理和图像 uniform 之间的区别" - msgid "Uniform buffer uniform." msgstr "Uniform 缓冲区 uniform。" @@ -102162,14 +95709,6 @@ msgstr "" "强制在 CPU 和 GPU 之间进行同步,某些情况下是必须的。请只在需要时调用,因为 " "CPU-GPU 同步对性能有影响。" -msgid "" -"Tries to free an object in the RenderingServer. To avoid memory leaks, this " -"should be called after using an object as memory management does not occur " -"automatically when using RendeeringServer directly." -msgstr "" -"尝试释放 RenderingServer 中的某个对象。为了避免内存泄漏,应该在使用完对象后调" -"用,因为直接使用 RenderingServer 时不会自动进行内存管理。" - msgid "" "Returns the default clear color which is used when a specific clear color has " "not been selected. See also [method set_default_clear_color]." @@ -102282,14 +95821,6 @@ msgstr "" "get_video_adapter_driver_info]。\n" "[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。" -msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" -"[b]Note:[/b] When running a headless or server binary, this function returns " -"an empty string." -msgstr "" -"返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。\n" -"[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。" - msgid "" "Returns the type of the video adapter. Since dedicated graphics cards from a " "given generation will [i]usually[/i] be significantly faster than integrated " @@ -104828,9 +98359,6 @@ msgstr "用于标记重量数组的标记。" msgid "Flag used to mark an index array." msgstr "用于标记索引数组的标志。" -msgid "Flag used to mark that the array uses 8 bone weighs instead of 4." -msgstr "用于标记数组使用 8 个骨骼权重而不是 4 个的标志。" - msgid "Primitive to draw consists of points." msgstr "绘制的图元由点组成。" @@ -105559,12 +99087,6 @@ msgstr "" "在 [Viewport] 的左上象限中绘制存储来自 [OmniLight3D] 和 [SpotLight3D] 的阴影的" "阴影图集。" -msgid "" -"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the " -"upper left quadrant of the [Viewport]." -msgstr "" -"在 [Viewport] 的左上象限中绘制存储来自 [DirectionalLight3D] 的阴影的阴影图集。" - msgid "" "Draws the estimated scene luminance. This is a 1×1 texture that is generated " "when autoexposure is enabled to control the scene's exposure." @@ -106526,32 +100048,6 @@ msgstr "" "[b]注意:[/b]对于自定义资源,如果定义 [method Object._init] 时使用了必填的参" "数,则此方法会失败。" -msgid "" -"Emits the [signal changed] signal. This method is called automatically for " -"built-in resources.\n" -"[b]Note:[/b] For custom resources, it's recommended to call this method " -"whenever a meaningful change occurs, such as a modified property. This " -"ensures that custom [Object]s depending on the resource are properly " -"updated.\n" -"[codeblock]\n" -"var damage:\n" -" set(new_value):\n" -" if damage != new_value:\n" -" damage = new_value\n" -" emit_changed()\n" -"[/codeblock]" -msgstr "" -"发出 [signal changed] 更改信号。内置资源会自动调用此方法。\n" -"[b]注意:[/b]对于自定义资源,推荐在发生任何有意义的变化时都调用此方法,例如修" -"改属性时。这样能够保证依赖于此资源的自定义 [Object] 能够正确更新其属性。\n" -"[codeblock]\n" -"var damage:\n" -" set(new_value):\n" -" if damage != new_value:\n" -" damage = new_value\n" -" emit_changed()\n" -"[/codeblock]" - msgid "" "If [member resource_local_to_scene] is set to [code]true[/code] and the " "resource has been loaded from a [PackedScene] instantiation, returns the root " @@ -106572,48 +100068,6 @@ msgstr "" "储在服务器([DisplayServer]、[RenderingServer] 等)中的资源的高级抽象,所以这" "个函数将返回原始的 [RID]。" -msgid "" -"Emits the [signal setup_local_to_scene_requested] signal. If [member " -"resource_local_to_scene] is set to [code]true[/code], this method is called " -"from [method PackedScene.instantiate] by the newly duplicated resource within " -"the scene instance.\n" -"For most resources, this method performs no logic of its own. Custom behavior " -"can be defined by connecting [signal setup_local_to_scene_requested] from a " -"script, [b]not[/b] by overriding this method.\n" -"[b]Example:[/b] Assign a random value to [code]health[/code] for every " -"duplicated Resource from an instantiated scene, excluding the original.\n" -"[codeblock]\n" -"extends Resource\n" -"\n" -"var health = 0\n" -"\n" -"func _init():\n" -" setup_local_to_scene_requested.connect(randomize_health)\n" -"\n" -"func randomize_health():\n" -" health = randi_range(10, 40)\n" -"[/codeblock]" -msgstr "" -"发射 [signal setup_local_to_scene_requested] 信号。如果 [member " -"resource_local_to_scene] 为 [code]true[/code],则会在 [method PackedScene." -"instantiate] 中由该场景实例中新制作的资源副本调用这个方法。\n" -"对于大多数资源,这个方法本身不执行任何逻辑。可以在脚本中连接 [signal " -"setup_local_to_scene_requested] 信号来实现自定义行为,[b]不要[/b]覆盖这个方" -"法。\n" -"[b]示例:[/b]为实例化的场景中的每一个 Resource 副本的 [code]health[/code] 分配" -"随机值,不包括原始版本。\n" -"[codeblock]\n" -"extends Resource\n" -"\n" -"var health = 0\n" -"\n" -"func _init():\n" -" setup_local_to_scene_requested.connect(randomize_health)\n" -"\n" -"func randomize_health():\n" -" health = randi_range(10, 40)\n" -"[/codeblock]" - msgid "" "Sets the [member resource_path] to [param path], potentially overriding an " "existing cache entry for this path. Further attempts to load an overridden " @@ -106668,15 +100122,6 @@ msgstr "" "[b]注意:[/b]自定义资源的属性不会自动发出此信号。如有必要,需要创建一个 " "setter 来触发。" -msgid "" -"Emitted when [method setup_local_to_scene] is called, usually by a newly " -"duplicated resource with [member resource_local_to_scene] set to [code]true[/" -"code]. Custom behavior can be defined by connecting this signal." -msgstr "" -"当调用 [method setup_local_to_scene] 时发出信号,通常是由将 [member " -"resource_local_to_scene] 设置为 [code]true[/code] 的新复制资源调用。可以通过连" -"接此信号来定义自定义行为。" - msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" @@ -106820,7 +100265,7 @@ msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method _recognize])." msgstr "" -"返回可用于保存资源对象的扩展名列表,前提是该资源对象已被识别(请参见[method " +"返回可用于保存资源对象的扩展名列表,前提是该资源对象已被识别(见 [method " "_recognize])。" msgid "Returns whether the given resource object can be saved by this saver." @@ -106904,10 +100349,10 @@ msgid "" "This method is performed implicitly for ResourceFormatLoaders written in " "GDScript (see [ResourceFormatLoader] for more information)." msgstr "" -"注册一个新的[ResourceFormatLoader]。ResourceLoader将会按照[method load]中的描" -"述使用ResourceFormatLoader。\n" -"对于用GDScript编写的ResourceFormatLoader,此方法将隐式执行(有关详细信息,请参" -"见[ResourceFormatLoader])。" +"注册一个新的 [ResourceFormatLoader]。ResourceLoader 将会按照 [method load] 中" +"的描述使用 ResourceFormatLoader。\n" +"对于用 GDScript 编写的 ResourceFormatLoader,此方法将隐式执行(详见 " +"[ResourceFormatLoader])。" msgid "" "Returns whether a recognized resource exists for the given [param path].\n" @@ -106990,8 +100435,8 @@ msgstr "" "可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " "[Resource] 类型。任何继承自 [Resource] 的东西都可以用作类型提示,例如 " "[Image]。\n" -"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。有关详细信" -"息,请参见 [enum CacheMode]。\n" +"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。详情见 " +"[enum CacheMode]。\n" "如果没有 [ResourceFormatLoader] 可以处理该文件,则返回空资源。\n" "GDScript 具有一个简化的 [method @GDScript.load] 内置方法,可在大多数情况下使" "用,而 [ResourceLoader] 供更高级的情况使用。\n" @@ -107020,7 +100465,7 @@ msgid "" "threaded loading." msgstr "" "返回使用 [method load_threaded_request] 在 [param path] 处启动的线程加载操作的" -"状态。有关可能的返回值,请参见 [enum ThreadLoadStatus]。\n" +"状态。可能的返回值见 [enum ThreadLoadStatus]。\n" "可以通过 [param progress] 可选地传递一个数组变量,并返回一个包含线程加载完成百" "分比的单元素的数组。" @@ -107034,8 +100479,8 @@ msgid "" msgstr "" "使用线程加载资源。如果 [param use_sub_threads] 为 [code]true[/code],将使用多" "个线程来加载资源,这会使加载更快,但可能会影响主线程(从而导致游戏降速)。\n" -"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。有关详细信" -"息,请参见 [enum CacheMode]。" +"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。详情见 " +"[enum CacheMode]。" msgid "Unregisters the given [ResourceFormatLoader]." msgstr "取消注册给定的 [ResourceFormatLoader]。" @@ -107130,8 +100575,8 @@ msgid "" msgstr "" "注册一个新的 [ResourceFormatSaver]。 ResourceSaver 将使用 " "ResourceFormatSaver,如 [method save] 中所述。\n" -"对于用 GDScript 编写的 ResourceFormatSaver,此方法将隐式执行(有关详细信息,请" -"参见 [ResourceFormatSaver])。" +"对于用 GDScript 编写的 ResourceFormatSaver,此方法将隐式执行(详情见 " +"[ResourceFormatSaver])。" msgid "" "Returns the list of extensions available for saving a resource of a given " @@ -107287,9 +100732,6 @@ msgstr "" msgid "3D Particle trails" msgstr "3D 粒子拖尾" -msgid "Particle systems (3D)" -msgstr "粒子系统(3D)" - msgid "" "Determines the size of the ribbon along its length. The size of a particular " "section segment is obtained by multiplying the baseline [member size] by the " @@ -107421,24 +100863,6 @@ msgstr "" msgid "GUI Rich Text/BBcode Demo" msgstr "GUI 富文本/BBcode 演示" -msgid "" -"Adds an image's opening and closing tags to the tag stack, optionally " -"providing a [param width] and [param height] to resize the image, a [param " -"color] to tint the image and a [param region] to only use parts of the " -"image.\n" -"If [param width] or [param height] is set to 0, the image size will be " -"adjusted in order to keep the original aspect ratio.\n" -"If [param width] and [param height] are not set, but [param region] is, the " -"region's rect will be used." -msgstr "" -"将图像的开始和结束标签添加到标签栈中,可选择提供 [param width] 和 [param " -"height] 来调整图像大小,提供 [param color] 来给图像混色, [param region] 只使" -"用图像的一部分。\n" -"如果 [param width] 或 [param height] 被设置为 0,图像的大小将被调整以保持原始" -"长宽比。\n" -"如果未设置 [param width] 和 [param height],但设置了 [param region],则将使用" -"该区域的矩形。" - msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "将非 BBCode 解析的原始文本添加到标签栈中。" @@ -107755,11 +101179,6 @@ msgstr "" msgid "Adds a [code][fgcolor][/code] tag to the tag stack." msgstr "向标签栈中添加 [code][fgcolor][/code] 标签。" -msgid "" -"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " -"its duration." -msgstr "在标签栈中添加 [code][font][/code] 标签。在其有效期内覆盖默认字体。" - msgid "" "Adds a [code][font_size][/code] tag to the tag stack. Overrides default font " "size for its duration." @@ -108294,8 +101713,8 @@ msgid "" "[b]Note:[/b] To retrieve the colliding bodies, use [method " "get_colliding_bodies]." msgstr "" -"返回此物体与其他物体的接触数。默认情况下,除非配置监视接触的物体(请参见 " -"[member contact_monitor]),否则返回 0。\n" +"返回此物体与其他物体的接触数。默认情况下,除非配置监视接触的物体(见 [member " +"contact_monitor]),否则返回 0。\n" "[b]注意:[/b]要获取正在碰撞的物体,请使用 [method get_colliding_bodies]。" msgid "" @@ -108326,7 +101745,7 @@ msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping]." msgstr "" -"如果[code]true[/code],当未运动时,物体可以进入睡眠模式。请参见 [member " +"如果为 [code]true[/code],则物体未运动时可以进入睡眠模式。见 [member " "sleeping] 。" msgid "" @@ -108348,7 +101767,7 @@ msgstr "" msgid "" "Defines the way the body's center of mass is set. See [enum CenterOfMassMode] " "for possible values." -msgstr "定义设置物体质心的方式。请参见 [enum CenterOfMassMode] 以获取可能的值。" +msgstr "定义设置物体质心的方式。可能的取值见 [enum CenterOfMassMode]。" msgid "" "The body's total constant positional forces applied during each physics " @@ -108356,7 +101775,7 @@ msgid "" "See [method add_constant_force] and [method add_constant_central_force]." msgstr "" "在每个物理更新期间施加到物体的总恒定位置的力。\n" -"请参见 [method add_constant_force] 和 [method add_constant_central_force] 。" +"见 [method add_constant_force] 和 [method add_constant_central_force] 。" msgid "" "The body's total constant rotational forces applied during each physics " @@ -108364,7 +101783,7 @@ msgid "" "See [method add_constant_torque]." msgstr "" "在每个物理更新期间施加的物体的总恒定旋转力。\n" -"请参见 [method add_constant_torque] 。" +"见 [method add_constant_torque] 。" msgid "" "If [code]true[/code], the RigidBody2D will emit signals when it collides with " @@ -108497,10 +101916,10 @@ msgid "" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" -"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > Physics > 2d[/b] " -"中的 [b]默认线性阻尼(Default Linear Damp)[/b]、或物体所在的 [Area2D] 设置的" -"任何值覆盖。取决于 [member linear_damp_mode],你可以将 [member linear_damp] 设" -"置为添加或替换物体的阻尼值。\n" +"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 2D[/b] 中" +"的 [b]默认线性阻尼[/b]或物体所在的 [Area2D] 设置的任何值覆盖。取决于 [member " +"linear_damp_mode],你可以将 [member linear_damp] 设置为添加或替换物体的阻尼" +"值。\n" "有关阻尼的更多详细信息,请参见 [member ProjectSettings.physics/2d/" "default_linear_damp]。" @@ -108822,8 +102241,8 @@ msgid "" "For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] " "instead." msgstr "" -"物体的冻结模式。可用于设置当 [member freeze] 启用时,物体的行为。有关可能的" -"值,请参见 [enum FreezeMode] 。\n" +"物体的冻结模式。可用于设置启用 [member freeze] 时物体的行为。可能的取值见 " +"[enum FreezeMode] 。\n" "对于始终冻结的物体,请使用 [StaticBody3D] 或 [AnimatableBody3D]。" msgid "" @@ -108997,31 +102416,9 @@ msgstr "" "[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]self." "shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。" -msgid "Editor-only helper for setting up root motion in [AnimationTree]." -msgstr "在 [AnimationTree] 中设置根运动的仅编辑器可用的辅助工具。" - -msgid "" -"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " -"is used to give impulse to a character. When working with 3D animations, a " -"popular technique is for animators to use the root skeleton bone to give " -"motion to the rest of the skeleton. This allows animating characters in a way " -"where steps actually match the floor below. It also allows precise " -"interaction with objects during cinematics. See also [AnimationTree].\n" -"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " -"hidden automatically in the running project." -msgstr "" -"[i]根运动[/i](Root Motion)是一种动画技术,通过使用网格的骨架为角色提供冲量。" -"在处理 3D 动画时,动画师通常使用根骨骼来为其余的骨骼提供动作,从而使得角色的动" -"画能够准确地匹配地面,并实现在电影中与物体的精确交互。另请参阅 " -"[AnimationTree]。\n" -"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中将自动隐藏。" - msgid "Using AnimationTree - Root motion" msgstr "使用 AnimationTree - 根运动" -msgid "Path to an [AnimationTree] node to use as a basis for root motion." -msgstr "用作根运动的基的 [AnimationTree] 节点的路径。" - msgid "The grid's cell size in 3D units." msgstr "以 3D 单位表示的网格单元大小。" @@ -109279,35 +102676,11 @@ msgid "" "configured to be synchronized on spawn." msgstr "返回属性是否配置为在出生时同步,该属性由 [param path] 指定。" -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be synchronized on process." -msgstr "返回属性是否配置为在处理时同步,该属性由[param path] 指定。" - -msgid "" -"Returns whether the property identified by the given [param path] is " -"configured to be reliably synchronized when changes are detected on process." -msgstr "" -"返回属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指" -"定。" - msgid "" "Sets whether the property identified by the given [param path] is configured " "to be synchronized on spawn." msgstr "设置属性是否配置为在出生时同步,该属性由 [param path] 指定。" -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be synchronized on process." -msgstr "设置属性是否配置为在处理时同步,该属性由 [param path] 指定。" - -msgid "" -"Sets whether the property identified by the given [param path] is configured " -"to be reliably synchronized when changes are detected on process." -msgstr "" -"设置属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指" -"定。" - msgid "" "Removes the property identified by the given [param path] from the " "configuration." @@ -109514,9 +102887,6 @@ msgstr "" msgid "SceneTree" msgstr "SceneTree" -msgid "Multiple resolutions" -msgstr "多分辨率" - msgid "" "Calls [param method] on each member of the given group. You can pass " "arguments to [param method] by specifying them at the end of the method call. " @@ -109563,45 +102933,6 @@ msgstr "" "GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object." "set_deferred] 类似。" -msgid "" -"Changes the running scene to the one at the given [param path], after loading " -"it into a [PackedScene] and creating a new instance.\n" -"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " -"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if " -"that scene cannot be instantiated.\n" -"[b]Note:[/b] The scene change is deferred, which means that the new scene " -"node is added to the tree at the end of the frame. This ensures that both " -"scenes aren't running at the same time, while still freeing the previous " -"scene in a safe way similar to [method Node.queue_free]. As such, you won't " -"be able to access the loaded scene immediately after the [method " -"change_scene_to_file] call." -msgstr "" -"将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后" -"将正在运行的场景修改为这个场景。\n" -"成功时返回 [constant OK],如果 [param path] 不能被加载到一个 [PackedScene] " -"中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 [constant " -"ERR_CANT_CREATE]。\n" -"[b]注意:[/b]场景改变是延迟的,即新的场景节点是在该帧的末尾添加的。这确保了两" -"个场景永远不会同时加载,如果场景太大或在内存受限的环境中运行,这会耗尽系统资" -"源。因此,无法在 [method change_scene_to_file] 调用后,立即访问到被加载的场" -"景。" - -msgid "" -"Changes the running scene to a new instance of the given [PackedScene] (which " -"must be valid).\n" -"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " -"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " -"invalid.\n" -"[b]Note:[/b] The scene change is deferred, which means that the new scene " -"node is added to the tree at the end of the frame. You won't be able to " -"access it immediately after the [method change_scene_to_packed] call." -msgstr "" -"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n" -"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场" -"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n" -"[b]注意:[/b]场景改变是延迟的,即新的场景节点会在当前帧的末尾添加到场景树中。" -"无法在调用 [method change_scene_to_packed] 后立即访问到它。" - msgid "" "Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " "after the given time in seconds elapsed in this [SceneTree].\n" @@ -109668,14 +102999,6 @@ msgstr "" "_process] 方法比计时器先调用([param process_in_physics] 为 [code]true[/code] " "时为 [method Node._physics_process])。" -msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode])." -msgstr "" -"创建并返回新的 [Tween]。该 Tween 会在下一个处理帧或物理帧中自动开始(取决于 " -"[enum Tween.TweenProcessMode])。" - msgid "" "Returns the first node in the specified group, or [code]null[/code] if the " "group is empty or does not exist." @@ -109687,21 +103010,6 @@ msgid "" "application started." msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" -msgid "" -"Return the [MultiplayerAPI] configured for the given path, or the default one " -"if [param for_path] is empty.\n" -"[b]Note:[/b] Only one [MultiplayerAPI] may be configured for any subpath. If " -"one is configured for [code]\"/root/Foo\"[/code] then calling this for " -"[code]\"/root/Foo/Bar\"[/code] will return the one configured for [code]\"/" -"root/Foo\"[/code], regardless if one is configured for that path." -msgstr "" -"返回给定路径所配置的 [MultiplayerAPI],如果 [param for_path] 为空则返回默认版" -"本。\n" -"[b]注意:[/b]一个子路径只能配置一个 [MultiplayerAPI]。如果先为 [code]\"/root/" -"Foo\"[/code] 进行了配置,再针对 [code]\"/root/Foo/Bar\"[/code] 调用这个方法," -"则无论是否对该路径进行了配置,都会返回为 [code]\"/root/Foo\"[/code] 配置的版" -"本。" - msgid "Returns the number of nodes in this [SceneTree]." msgstr "返回此 [SceneTree] 中的节点数。" @@ -109714,9 +103022,6 @@ msgid "" msgstr "" "返回在 [SceneTree] 中当前存在的 [Tween] 的数组(包括正在运行的和已暂停的)。" -msgid "Returns [code]true[/code] if the given group exists." -msgstr "如果给定的组存在,返回 [code]true[/code]。" - msgid "" "Sends the given notification to all members of the [param group].\n" "[b]Note:[/b] [method notify_group] will immediately notify all members at " @@ -109809,20 +103114,6 @@ msgstr "" "[constant GROUP_CALL_DEFERRED] 标志,则属性将在该帧的末尾再设置,类似于 " "[method Object.call_deferred]。" -msgid "" -"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " -"also the relative subpaths), or override the default one if [param root_path] " -"is empty.\n" -"[b]Note:[/b] Only one [MultiplayerAPI] may be configured for any subpath. If " -"one is configured for [code]\"/root/Foo\"[/code] setting one for [code]\"/" -"root/Foo/Bar\"[/code] will be ignored. See [method get_multiplayer]." -msgstr "" -"用给定的 [param root_path] 设置自定义的 [MultiplayerAPI](同时控制相对的子路" -"径),如果 [param root_path] 为空,则会覆盖默认值。\n" -"[b]注意:[/b]一个子路径只能配置一个 [MultiplayerAPI]。如果先为 [code]\"/root/" -"Foo\"[/code] 进行了配置,再针对 [code]\"/root/Foo/Bar\"[/code] 设置就会被忽" -"略。见 [method get_multiplayer]。" - msgid "If a current scene is loaded, calling this method will unload it." msgstr "如果当前场景已加载,调用此方法将进行卸载。" @@ -109834,9 +103125,6 @@ msgstr "" "如果为 [code]true[/code],则应用程序会自动接受退出请求。\n" "移动平台见 [member quit_on_go_back]。" -msgid "The current scene." -msgstr "当前场景。" - msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" @@ -110307,6 +103595,35 @@ msgstr "" msgid "Emitted when the scrollbar is being scrolled." msgstr "当滚动条滚动时发出。" +msgid "Displayed when the mouse cursor hovers over the decrement button." +msgstr "当鼠标指针悬停在递减按钮上时显示。" + +msgid "Displayed when the decrement button is being pressed." +msgstr "在按下递减按钮时显示。" + +msgid "Displayed when the mouse cursor hovers over the increment button." +msgstr "当鼠标指针悬停在增量按钮上时显示。" + +msgid "Displayed when the increment button is being pressed." +msgstr "在按下增量按钮时显示。" + +msgid "" +"Used as texture for the grabber, the draggable element representing current " +"scroll." +msgstr "用作拖动条的纹理,表示当前的可拖动元素。" + +msgid "Used when the mouse hovers over the grabber." +msgstr "当鼠标悬停在拖动条上时使用。" + +msgid "Used when the grabber is being dragged." +msgstr "在拖动条被拖动时使用。" + +msgid "Used as background of this [ScrollBar]." +msgstr "用作此 [ScrollBar] 的背景。" + +msgid "Used as background when the [ScrollBar] has the GUI focus." +msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。" + msgid "A container used to provide scrollbars to a child control when needed." msgstr "需要时能够为子控件提供滚动条的容器。" @@ -110383,26 +103700,6 @@ msgid "" "sensitive." msgstr "触摸滚动的死区。较低的死区使滚动更加敏感。" -msgid "" -"The current horizontal scroll value. \n" -"[b]Note:[/b] If you are setting this value in the [method Node._ready] " -"function or earlier, it needs to be wrapped with [method Object." -"set_deferred], since scroll bar's [member Range.max_value] is not initialized " -"yet.\n" -"[codeblock]\n" -"func _ready():\n" -" set_deferred(\"scroll_horizontal\", 600)\n" -"[/codeblock]" -msgstr "" -"当前的水平滚动值。\n" -"[b]注意:[/b]如果在 [method Node._ready] 函数或之前设置该值,则需要用 [method " -"Object.set_deferred] 包裹,因为滚动条的 [member Range.max_value] 此时尚未初始" -"化。\n" -"[codeblock]\n" -"func _ready():\n" -" set_deferred(\"scroll_horizontal\", 600)\n" -"[/codeblock]" - msgid "" "Overrides the [member ScrollBar.custom_step] used when clicking the internal " "scroll bar's horizontal increment and decrement buttons or when using arrow " @@ -110440,12 +103737,6 @@ msgid "" "visible. See [enum ScrollMode] for options." msgstr "控制垂直滚动条是否可用、应该何时可见。选项见 [enum ScrollMode]。" -msgid "Emitted when scrolling stops." -msgstr "滚动停止时发出。" - -msgid "Emitted when scrolling is started." -msgstr "滚动开始时发出。" - msgid "Scrolling disabled, scrollbar will be invisible." msgstr "禁用滚动,滚动条不可见。" @@ -110550,16 +103841,6 @@ msgid "" "any collider." msgstr "用于物理碰撞的 3D 射线形状,会尝试将自己与其他碰撞体分开。" -msgid "" -"A 3D ray shape, intended for use in physics. Usually used to provide a shape " -"for a [CollisionShape2D]. When a [SeparationRayShape3D] collides with an " -"object, it tries to separate itself from it by moving its endpoint to the " -"collision point. It can for example be used for spears falling from the sky." -msgstr "" -"3D 射线形状,旨在用于物理。通常用来为 [CollisionShape2D] 提供形状。" -"[SeparationRayShape3D] 与某个对象发生碰撞时,会尝试将其端点移动至碰撞点,将自" -"己与该对象分离。示例用法是充当从天上落下的长矛。" - msgid "Abstract base class for separators." msgstr "分隔线的抽象基类。" @@ -110654,9 +103935,6 @@ msgstr "用于绘制天空的模式。仅适用于附加到 [Sky] 对象的着 msgid "Mode used for setting the color and density of volumetric fog effect." msgstr "用于设置体积雾效果的颜色和密度的模式。" -msgid "Overrides global shader parameters' values in a specific scene." -msgstr "针对指定场景覆盖全局着色器参数的取值。" - msgid "" "Similar to how a [WorldEnvironment] node can be used to override the " "environment while a specific scene is loaded, [ShaderGlobalsOverride] can be " @@ -110712,17 +103990,6 @@ msgstr "" "返回着色器头文件的代码。返回的文本是用户所编写的内容,不是内部使用的完整生成的" "代码。" -msgid "A material that uses a custom [Shader] program." -msgstr "使用自定义 [Shader] 程序的材质。" - -msgid "" -"A material that uses a custom [Shader] program to render either items to " -"screen or process particles. You can create multiple materials for the same " -"shader but configure different values for the uniforms defined in the shader." -msgstr "" -"一种使用自定义 [Shader] 程序的材质,可将项目渲染到屏幕或者处理粒子。你可以为同" -"一个着色器创建多种材质,并为着色器中定义的 uniform 配置不同的值。" - msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "返回在着色器中此 uniform 材质的当前值。" @@ -111029,6 +104296,12 @@ msgid "" "specified [RID]." msgstr "移除碰撞例外,使该形状能够汇报与指定 [RID] 的碰撞。" +msgid "If [code]true[/code], collision with [Area2D]s will be reported." +msgstr "如果为 [code]true[/code],则会报告与 [Area2D] 的碰撞。" + +msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." +msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody2D] 的碰撞。" + msgid "" "The shape's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected." @@ -111114,13 +104387,11 @@ msgid "" "specified [CollisionObject3D] node." msgstr "移除碰撞例外,让该形状汇报与指定 [CollisionObject3D] 节点的碰撞。" -msgid "" -"This method is used internally to update the debug gizmo in the editor. Any " -"code placed in this function will be called whenever the [member shape] " -"resource is modified." -msgstr "" -"该方法在内部被用于更新编辑器中的调试小工具。每当修改 [member shape] 资源时,都" -"会调用该函数中放置的任何代码。" +msgid "If [code]true[/code], collision with [Area3D]s will be reported." +msgstr "如果为 [code]true[/code],则会报告与 [Area3D] 的碰撞。" + +msgid "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." +msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody3D] 的碰撞。" msgid "" "The shape's collision mask. Only objects in at least one collision layer " @@ -112874,14 +106145,6 @@ msgstr "" "针对人体优化的 [SkeletonProfile] 预设。存在的意义是进行标准化,所以所有参数都" "是只读的。" -msgid "Background that uses a [Material] to draw a sky." -msgstr "使用 [Material] 绘制天空的背景。" - -msgid "" -"The [Sky] class uses a [Material] to draw the background and update the " -"reflection/radiance cubemaps." -msgstr "[Sky] 类使用 [Material] 来绘制背景,会更新反射/辐照度立方体贴图。" - msgid "" "Sets the method for generating the radiance map from the sky. The radiance " "map is a cubemap with increasingly blurry versions of the sky corresponding " @@ -113036,6 +106299,27 @@ msgstr "" msgid "Emitted when dragging is started." msgstr "拖拽开始时触发。" +msgid "" +"Boolean constant. If [code]1[/code], the grabber texture size will be ignored " +"and it will fit within slider's bounds based only on its center position." +msgstr "" +"布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" +"缩放到滚动条的边界。" + +msgid "The texture for the grabber (the draggable element)." +msgstr "用作拖动条的纹理(可拖动的元素)。" + +msgid "The texture for the grabber when it's disabled." +msgstr "抓取器禁用时的材质。" + +msgid "The texture for the grabber when it's focused." +msgstr "抓取器获得焦点时的材质。" + +msgid "" +"The texture for the ticks, visible when [member Slider.tick_count] is greater " +"than 0." +msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。" + msgid "" "A physics joint that restricts the movement of a 3D physics body along an " "axis relative to another physics body." @@ -113405,6 +106689,14 @@ msgstr "拆分拖动器永远不可见。" msgid "The split dragger is never visible and its space collapsed." msgstr "拆分拖动器永远不可见,其空间也被折叠。" +msgid "" +"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " +"when it isn't under the cursor. If 0 ([code]false[/code]), it's always " +"visible." +msgstr "" +"布尔值。如果1 ([code]true[/code]),抓取器将在不在光标下时自动隐藏。如果0 " +"([code]false[/code]),抓取器总是可见。" + msgid "" "The minimum thickness of the area users can click on to grab the splitting " "line. If [theme_item separation] or [theme_item h_grabber] / [theme_item " @@ -113415,6 +106707,12 @@ msgstr "" "[theme_item h_grabber] / [theme_item v_grabber] 的厚度太小,这样可以确保拆分线" "仍然可以被拖动。" +msgid "The space between sides of the container." +msgstr "容器两侧之间的空间。" + +msgid "The icon used for the grabber drawn in the middle area." +msgstr "在中间区域绘制的抓取图标。" + msgid "" "The icon used for the grabber drawn in the middle area when [member vertical] " "is [code]false[/code]." @@ -113512,17 +106810,6 @@ msgid "" "A 3D raycast that dynamically moves its children near the collision point." msgstr "能够动态地将子节点朝碰撞点移动的 3D 射线投射。" -msgid "" -"[SpringArm3D] casts a ray or a shape along its Z axis and moves all its " -"direct children to the collision point, with an optional margin. This is " -"useful for 3rd person cameras that move closer to the player when inside a " -"tight space (you may need to exclude the player's collider from the " -"[SpringArm3D]'s collision check." -msgstr "" -"[SpringArm3D] 会朝它的 Z 轴投射射线或形状,并将所有直接子节点朝碰撞点移动,可" -"以保留一定的边距。可用于第三人称相机,让其在狭窄空间中朝玩家移动(你可能需要" -"在 [SpringArm3D] 的碰撞检查中排除玩家的碰撞体)。" - msgid "" "Adds the [PhysicsBody3D] object with the given [RID] to the list of " "[PhysicsBody3D] objects excluded from the collision check." @@ -113986,10 +107273,6 @@ msgstr "" "设置 [param anim] 动画中索引为 [param idx] 的帧的纹理 [param texture] 和持续时" "间 [param duration]。" -msgid "" -"Physically based rendering (PBR) material that can be applied to 3D objects." -msgstr "基于物理的渲染(PBR)材质,可以对 3D 对象应用。" - msgid "" "[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. " "[StandardMaterial3D] uses separate textures for ambient occlusion, roughness " @@ -114005,29 +107288,6 @@ msgid "" "manually, it doesn't affect other bodies in its path." msgstr "无法被外力移动的 2D 物理物体。手动移动时不会影响路径上的其他物体。" -msgid "" -"A static 2D physics body. It can't be moved by external forces or contacts, " -"but can be moved manually by other means such as code, [AnimationPlayer]s " -"(with [member AnimationPlayer.playback_process_mode] set to " -"[code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].\n" -"When [StaticBody2D] is moved, it is teleported to its new position without " -"affecting other physics bodies in its path. If this is not desired, use " -"[AnimatableBody2D] instead.\n" -"[StaticBody2D] is useful for completely static objects like floors and walls, " -"as well as moving surfaces like conveyor belts and circular revolving " -"platforms (by using [member constant_linear_velocity] and [member " -"constant_angular_velocity])." -msgstr "" -"静态 2D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationPlayer]" -"([member AnimationPlayer.playback_process_mode] 设为 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手动移" -"动。\n" -"[StaticBody2D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如" -"果不想要这样的行为,请改用 [AnimatableBody2D]。\n" -"[StaticBody2D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平" -"台等移动的表面(使用 [member constant_linear_velocity] 和 [member " -"constant_angular_velocity])。" - msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects touching bodies, as if it were rotating." @@ -114047,29 +107307,6 @@ msgid "" "manually, it doesn't affect other bodies in its path." msgstr "无法被外力移动的 3D 物理物体。手动移动时不会影响路径上的其他物体。" -msgid "" -"A static 3D physics body. It can't be moved by external forces or contacts, " -"but can be moved manually by other means such as code, [AnimationPlayer]s " -"(with [member AnimationPlayer.playback_process_mode] set to " -"[code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].\n" -"When [StaticBody3D] is moved, it is teleported to its new position without " -"affecting other physics bodies in its path. If this is not desired, use " -"[AnimatableBody3D] instead.\n" -"[StaticBody3D] is useful for completely static objects like floors and walls, " -"as well as moving surfaces like conveyor belts and circular revolving " -"platforms (by using [member constant_linear_velocity] and [member " -"constant_angular_velocity])." -msgstr "" -"静态 3D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationPlayer]" -"([member AnimationPlayer.playback_process_mode] 设为 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手动移" -"动。\n" -"[StaticBody3D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如" -"果不想要这样的行为,请改用 [AnimatableBody3D]。\n" -"[StaticBody3D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平" -"台等移动的表面(使用 [member constant_linear_velocity] 和 [member " -"constant_angular_velocity])。" - msgid "Abstract base class for interacting with streams." msgstr "与流交互的抽象基类。" @@ -115963,15 +109200,6 @@ msgstr "" "返回该字符串中的某一部分,位置从 [param from] 开始,长度为 [param len]。如果 " "[param len] 为 [code]-1[/code](默认值),将返回开给定位置开始的剩余字符。" -msgid "" -"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/" -"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than " -"[method to_utf8_buffer], but replaces all unsupported characters with spaces." -msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 " -"编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但会把不支" -"持的字符都替换为空格。" - msgid "Returns the string converted to [code]camelCase[/code]." msgstr "返回将该字符串转换为小驼峰命名 [code]camelCase[/code] 的结果。" @@ -116031,39 +109259,6 @@ msgstr "返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的 msgid "Returns the string converted to uppercase." msgstr "返回将该字符串转换为大写的结果。" -msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " -"encoded [PackedByteArray]. This method is slightly slower than [method " -"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " -"using this method." -msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 " -"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 UTF-8 " -"字符。大多数情况下请优先使用这个方法。" - -msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/" -"url] encoded [PackedByteArray]." -msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 编码" -"的 [PackedByteArray]。" - -msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/" -"url] encoded [PackedByteArray]." -msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 编码" -"的 [PackedByteArray]。" - -msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/" -"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, " -"UTF-32 on other platforms) encoded [PackedByteArray]." -msgstr "" -"将该字符串转换为 [url=https://zh.wikipedia.org/zh-cn/" -"%E5%AF%AC%E5%AD%97%E5%85%83]宽字符[/url]([code]wchat_t[/code],Windows 上为 " -"UTF-16,其他平台上为 UTF-32)编码的 [PackedByteArray]。" - msgid "" "Removes the given [param prefix] from the start of the string, or returns the " "string unchanged." @@ -116360,6 +109555,15 @@ msgstr "" "print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n" "[/codeblock]" +msgid "" +"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/" +"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than " +"[method to_utf8_buffer], but replaces all unsupported characters with spaces." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 " +"编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但会把不支" +"持的字符都替换为空格。" + msgid "" "Converts the string representing a decimal number into a [float]. This method " "stops on the first non-number character, except the first decimal point " @@ -116384,6 +109588,39 @@ msgstr "" "var e = \"Hello!\".to_int() # e 为 0.0\n" "[/codeblock]" +msgid "" +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " +"encoded [PackedByteArray]. This method is slightly slower than [method " +"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " +"using this method." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 " +"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 UTF-8 " +"字符。大多数情况下请优先使用这个方法。" + +msgid "" +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/" +"url] encoded [PackedByteArray]." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 编码" +"的 [PackedByteArray]。" + +msgid "" +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/" +"url] encoded [PackedByteArray]." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 编码" +"的 [PackedByteArray]。" + +msgid "" +"Converts the string to a [url=https://en.wikipedia.org/wiki/" +"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, " +"UTF-32 on other platforms) encoded [PackedByteArray]." +msgstr "" +"将该字符串转换为 [url=https://zh.wikipedia.org/zh-cn/" +"%E5%AF%AC%E5%AD%97%E5%85%83]宽字符[/url]([code]wchat_t[/code],Windows 上为 " +"UTF-16,其他平台上为 UTF-32)编码的 [PackedByteArray]。" + msgid "" "Decodes the string from its URL-encoded format. This method is meant to " "properly decode the parameters in a URL when receiving an HTTP request.\n" @@ -116622,35 +109859,6 @@ msgstr "将所有边的默认边距设置为 [param offset] 像素。" msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "测试矩形中的一个位置,返回它是否通过掩码测试。" -msgid "" -"The bottom margin for the contents of this style box. Increasing this value " -"reduces the space available to the contents from the bottom.\n" -"If this value is negative, it is ignored and a child-specific margin is used " -"instead. For example for [StyleBoxFlat] the border thickness (if any) is used " -"instead.\n" -"It is up to the code using this style box to decide what these contents are: " -"for example, a [Button] respects this content margin for the textual contents " -"of the button.\n" -"[method get_margin] should be used to fetch this value as consumer instead of " -"reading these properties directly. This is because it correctly respects " -"negative values and the fallback mentioned above." -msgstr "" -"此样式盒内容的底边距。增加此值会从底部减少内容的可用空间。\n" -"如果此值为负,则将其忽略并改为使用特定于该子类型的边距。例如,对于 " -"[StyleBoxFlat],(如果有厚度的话)将使用边框厚度。\n" -"内容是什么由使用此样式盒的代码决定:例如 [Button] 会为其文本内容设置此内容边" -"距。\n" -"使用者应该通过 [method get_margin] 获取边距,而不是直接读取单独方向上的属性。" -"这是因为这个函数会正确处理负值和上述备用逻辑。" - -msgid "" -"The left margin for the contents of this style box.Increasing this value " -"reduces the space available to the contents from the left.\n" -"Refer to [member content_margin_bottom] for extra considerations." -msgstr "" -"此样式盒内容的左边距。增加此值会从左侧减少内容的可用空间。\n" -"额外的注意事项请参阅 [member content_margin_bottom]。" - msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" @@ -118198,10 +111406,6 @@ msgstr "选项卡和关闭按钮的背景,处于按下状态时使用。" msgid "The style of disabled tabs." msgstr "选项卡处于禁用状态时的样式。" -msgid "" -"The style of the currently hovered tab. Does not apply to the selected tab." -msgstr "当前悬停的选项卡的样式。不会应用于选中的选项卡。" - msgid "The style of the currently selected tab." msgstr "当前选中的选项卡的样式。" @@ -118389,9 +111593,6 @@ msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。" msgid "The style for the background fill." msgstr "背景填充的样式。" -msgid "The style of the currently hovered tab." -msgstr "当前悬停的选项卡的样式。" - msgid "The style for the background fill of the [TabBar] area." msgstr "[TabBar] 区域的背景填充样式。" @@ -119260,9 +112461,6 @@ msgstr "设置是否允许使用多个文本光标。" msgid "Set the type of caret to draw." msgstr "设置要绘制的文本光标的类型。" -msgid "If [code]true[/code], allow drag and drop of selected text." -msgstr "如果为 [code]true[/code],则允许拖放选中的文本。" - msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -119355,6 +112553,15 @@ msgstr "点击边栏时发出。" msgid "Emitted when a gutter is removed." msgstr "移除边栏时发出。" +msgid "" +"Emitted immediately when the text changes.\n" +"When text is added [param from_line] will be less than [param to_line]. On a " +"remove [param to_line] will be less than [param from_line]." +msgstr "" +"文本改变时立即发出。\n" +"添加文本时 [param from_line] 小于 [param to_line]。移除文本时 [param to_line] " +"小于 [param from_line]。" + msgid "Emitted when [method clear] is called or [member text] is set." msgstr "[method clear] 被调用,或 [member text] 被设置时发出。" @@ -119442,12 +112649,34 @@ msgid "" "the caret entirely." msgstr "光标的 [Color]。可以设为完全透明的颜色,从而完全隐藏光标。" +msgid "Background [Color] of the line containing the caret." +msgstr "光标所在行的背景 [Color]。" + +msgid "Sets the font [Color]." +msgstr "设置字体颜色 [Color]。" + msgid "The tint of text outline of the [TextEdit]." msgstr "该 [TextEdit] 的文本轮廓的色调。" msgid "Sets the font [Color] when [member editable] is disabled." msgstr "设置禁用 [member editable] 时的字体 [Color]。" +msgid "" +"Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/" +"code], it will be ignored." +msgstr "" +"设置所选文本的 [Color]。如果等于 [code]Color(0, 0, 0, 0)[/code],则该属性将被" +"忽略。" + +msgid "[Color] of the border around text that matches the search query." +msgstr "与搜索查询匹配的文本周围的边框的 [Color]。" + +msgid "[Color] behind the text that matches the search query." +msgstr "与搜索查询匹配的文本背景的 [Color]。" + +msgid "Sets the highlight [Color] of text selections." +msgstr "设置文本选择的高亮 [Color] 颜色。" + msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." @@ -119465,6 +112694,37 @@ msgstr "" "致,从而提高可访问性。如果设置为 [code]0[/code] 或更低,光标的宽度将被自动设置" "为 1 像素,并乘以显示缩放系数。" +msgid "Sets the spacing between the lines." +msgstr "设置行间距。" + +msgid "Sets the default [Font]." +msgstr "设置默认的字体 [Font]。" + +msgid "Sets default font size." +msgstr "设置默认的字体大小。" + +msgid "Sets a custom [Texture2D] for space text characters." +msgstr "为空格文本字符,设置一个自定义 [Texture2D]。" + +msgid "Sets a custom [Texture2D] for tab text characters." +msgstr "为制表符文本字符,设置一个自定义 [Texture2D]。" + +msgid "" +"Sets the [StyleBox] when in focus. The [code]focus[/code] [StyleBox] is " +"displayed [i]over[/i] the base [StyleBox], so a partially transparent " +"[StyleBox] should be used to ensure the base [StyleBox] remains visible. A " +"[StyleBox] that represents an outline or an underline works well for this " +"purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " +"resource. Note that disabling the focus visual effect will harm keyboard/" +"controller navigation usability, so this is not recommended for accessibility " +"reasons." +msgstr "" +"设置当获得焦点时的 [StyleBox]。该 [code]focus[/code] [StyleBox] 显示在基础 " +"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 [StyleBox] " +"保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点视觉效果,请" +"指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键盘 / 控制器导航" +"的可用性,出于可访问性原因,不建议这样做。" + msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "设置这个 [TextEdit] 的 [StyleBox]。" @@ -119871,6 +113131,9 @@ msgstr "" msgid "Returns font embolden strength." msgstr "返回字体的加粗力度。" +msgid "Recturns an active face index in the TrueType / OpenType collection." +msgstr "返回 TrueType / OpenType 集合中的活动字体索引。" + msgid "Returns bitmap font fixed size." msgstr "返回位图字体的固定大小。" @@ -119900,13 +113163,6 @@ msgstr "" "[code]orientation[/code] - [bool],轮廓方向。如果为 [code]true[/code],则顺" "时针轮廓必须被填充。" -msgid "" -"Returns the glyph index of a [param char], optionally modified by the [param " -"variation_selector]. See [method font_get_char_from_glyph_index]." -msgstr "" -"返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。见 " -"[method font_get_char_from_glyph_index]。" - msgid "Returns size of the glyph." msgstr "返回该字形的大小。" @@ -120453,10 +113709,6 @@ msgstr "" "将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪些" "字符会被用于分解(见 [enum GraphemeFlag])。" -msgid "" -"Returns [code]true[/code], if text buffer contents any visible characters." -msgstr "如果文本缓冲区存在可显示字符,则返回 [code]true[/code]。" - msgid "" "Returns grapheme index at the specified pixel offset at the baseline, or " "[code]-1[/code] if none is found." @@ -122610,31 +115862,6 @@ msgstr "任意回退值发生改变时发出。可用于刷新依赖于回退主 msgid "A unit of execution in a process." msgstr "进程中的执行单元。" -msgid "" -"A unit of execution in a process. Can run methods on [Object]s " -"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " -"advised if working with shared objects.\n" -"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " -"This is a current limitation of the GDScript debugger.\n" -"[b]Warning:[/b]\n" -"To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s " -"reference count reaches zero and it is therefore destroyed, the following " -"conditions must be met:\n" -"- It must not have any [Mutex] objects locked.\n" -"- It must not be waiting on any [Semaphore] objects.\n" -"- [method wait_to_finish] should have been called on it." -msgstr "" -"进程中的执行单元。可以同时运行不同 [Object] 上的方法。如果使用共享对象,建议通" -"过 [Mutex] 或 [Semaphore] 进行同步。\n" -"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限" -"制。\n" -"[b]警告:[/b]\n" -"为了确保能够正确清理,避免崩溃和死锁,[Thread] 的引用计数变为零进行销毁时,必" -"须满足以下条件:\n" -"- 必须没有任何上锁的 [Mutex] 对象。\n" -"- 必须没有在任何 [Semaphore] 对象上等待。\n" -"- 必须已调用过它的 [method wait_to_finish]。" - msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all threads. " "If the [Thread] has not started running or if [method wait_to_finish] has " @@ -122926,52 +116153,12 @@ msgstr "任何属性发生变化时发出。" msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other." -msgstr "" -"基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列" -"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之上。" - msgid "Using Tilemaps" msgstr "使用 Tilemap" msgid "2D Hexagonal Demo" msgstr "2D 六边形演示" -msgid "" -"Called with a TileData object about to be used internally by the TileMap, " -"allowing its modification at runtime.\n" -"This method is only called if [method _use_tile_data_runtime_update] is " -"implemented and returns [code]true[/code] for the given tile [param coords] " -"and [param layer].\n" -"[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as " -"the one in the TileSet. Modifying them might impact the whole TileSet. " -"Instead, make sure to duplicate those resources.\n" -"[b]Note:[/b] If the properties of [param tile_data] object should change over " -"time, use [method force_update] to trigger a TileMap update." -msgstr "" -"会使用 TileMap 内部即将使用的 TileData 对象来调用,从而实现运行时修改。\n" -"这个方法被调用的前提是:实现了 [method _use_tile_data_runtime_update],并且对" -"给定的图块坐标 [param coords] 和层 [param layer] 返回 [code]true[/code] 。\n" -"[b]警告:[/b]该 [param tile_data] 对象的子资源和 TileSet 中的子资源是一样的。" -"对它们进行修改可能会影响整个 TileSet。请确保制作这些资源的副本再进行修改。\n" -"[b]注意:[/b]如果 [param tile_data] 对象的属性要随时间变化,请使用 [method " -"force_update] 来触发 TileMap 更新。" - -msgid "" -"Should return [code]true[/code] if the tile at coordinates [param coords] on " -"layer [param layer] requires a runtime update.\n" -"[b]Warning:[/b] Make sure this function only return [code]true[/code] when " -"needed. Any tile processed at runtime without a need for it will imply a " -"significant performance penalty." -msgstr "" -"如果位于层 [param layer] 坐标 [param coords] 的图块需要运行时更新,则应返回 " -"[code]true[/code]。\n" -"[b]警告:[/b]请确保这个函数只在需要时返回 [code]true[/code]。任何在没有需要的" -"情况下在运行时处理的图块都将导致显著的性能损失。" - msgid "" "Adds a layer at the given position [param to_position] in the array. If " "[param to_position] is negative, the position is counted from the end, with " @@ -122983,96 +116170,9 @@ msgstr "" msgid "Clears all cells." msgstr "清除所有单元格。" -msgid "Clears all cells on the given layer." -msgstr "清除给定图层中的所有单元格。" - -msgid "Erases the cell on layer [param layer] at coordinates [param coords]." -msgstr "擦除图层 [param layer] 上位于坐标 [param coords] 处的单元格。" - msgid "Clears cells that do not exist in the tileset." msgstr "清除图块集中不存在的单元格。" -msgid "" -"Triggers an update of the TileMap. If [param layer] is provided, only updates " -"the given layer.\n" -"[b]Note:[/b] The TileMap node updates automatically when one of its " -"properties is modified. A manual update is only needed if runtime " -"modifications (implemented in [method _tile_data_runtime_update]) need to be " -"applied.\n" -"[b]Warning:[/b] Updating the TileMap is computationally expensive and may " -"impact performance. Try to limit the number of updates and the tiles they " -"impact (by placing frequently updated tiles in a dedicated layer for example)." -msgstr "" -"触发 TileMap 的更新。如果提供了 [param layer],则只更新给定的层。\n" -"[b]注意:[/b]TileMap 节点的属性被修改时,该节点会自动更新。只有在需要应用运行" -"时修改(在 [method _tile_data_runtime_update] 中实现)时才需要手动更新。\n" -"[b]警告:[/b]更新 TileMap 的计算量很大,可能会影响性能。请尽量限制更新的次数和" -"受影响的图块(例如,将经常更新的图块放在专门的层中)。" - -msgid "" -"Returns the tile alternative ID of the cell on layer [param layer] at [param " -"coords]. If [param use_proxies] is [code]false[/code], ignores the " -"[TileSet]'s tile proxies, returning the raw alternative identifier. See " -"[method TileSet.map_tile_proxy]." -msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块备选 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" -"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the tile atlas coordinates ID of the cell on layer [param layer] at " -"coordinates [param coords]. If [param use_proxies] is [code]false[/code], " -"ignores the [TileSet]'s tile proxies, returning the raw alternative " -"identifier. See [method TileSet.map_tile_proxy]." -msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块图集坐标 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" -"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the tile source ID of the cell on layer [param layer] at coordinates " -"[param coords]. Returns [code]-1[/code] if the cell does not exist.\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy]." -msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块源 ID。如果该单元格" -"不存在,则返回 [code]-1[/code]。\n" -"如果 [param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代" -"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the [TileData] object associated with the given cell, or [code]null[/" -"code] if the cell does not exist or is not a [TileSetAtlasSource].\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy].\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" -msgstr "" -"返回与给定单元格关联的 [TileData] 对象,如果单元格不存在或者不是 " -"[TileSetAtlasSource] 则返回 [code]null[/code]。\n" -"如果 [param use_proxies] 为 [code]false[/code],则会忽略 [TileSet] 的图块代" -"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" - msgid "" "Returns the coordinates of the tile for given physics body RID. Such RID can " "be retrieved from [method KinematicCollision2D.get_collider_rid], when " @@ -123089,39 +116189,9 @@ msgstr "" "返回给定物理物体 RID 对应图块的 TileMap 图层。与图块发生碰撞时,可以通过 " "[method KinematicCollision2D.get_collider_rid] 获取该 RID。" -msgid "Returns a TileMap layer's modulate." -msgstr "返回 TileMap 图层的调制颜色。" - -msgid "Returns a TileMap layer's name." -msgstr "返回 TileMap 图层的名称。" - -msgid "Returns a TileMap layer's Y sort origin." -msgstr "返回 TileMap 图层的 Y 排序原点。" - -msgid "Returns a TileMap layer's Z-index value." -msgstr "返回 TileMap 图层的 Z 索引值。" - msgid "Returns the number of layers in the TileMap." msgstr "返回 TileMap 图层的数量。" -msgid "" -"Returns the [NavigationServer2D] navigation map [RID] currently assigned to " -"the specified TileMap [param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_navigation_map]." -msgstr "" -"返回当前分配给指定 TileMap [param layer] 的 [NavigationServer2D] 导航地图 " -"[RID]。\n" -"默认情况下,TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于每" -"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" -"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " -"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" -"导航地图。" - msgid "" "Returns the neighboring cell to the one at coordinates [param coords], " "identified by the [param neighbor] direction. This method takes into account " @@ -123130,54 +116200,15 @@ msgstr "" "返回与位于坐标 [param coords] 的单元格相邻的单元格,方向由 [param neighbor] 表" "示。这个方法会考虑 TileMap 的不同布局。" -msgid "Creates a new [TileMapPattern] from the given layer and set of cells." -msgstr "从给定的层和一组单元格,新建 [TileMapPattern]。" - msgid "" "Returns the list of all neighbourings cells to the one at [param coords]." msgstr "返回与 [param coords] 处的单元格相邻的所有单元格的列表。" -msgid "" -"Returns a [Vector2i] array with the positions of all cells containing a tile " -"in the given layer. A cell is considered empty if its source identifier " -"equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] " -"and its alternative identifier is -1." -msgstr "" -"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。空单元" -"格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选标识符" -"为 -1。" - -msgid "" -"Returns a [Vector2i] array with the positions of all cells containing a tile " -"in the given layer. Tiles may be filtered according to their source ([param " -"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id " -"([param alternative_tile]).\n" -"If a parameter has it's value set to the default one, this parameter is not " -"used to filter a cell. Thus, if all parameters have their respective default " -"value, this method returns the same result as [method get_used_cells].\n" -"A cell is considered empty if its source identifier equals -1, its atlas " -"coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative " -"identifier is -1." -msgstr "" -"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。可以根" -"据源([param source_id])、图集坐标([param atlas_coords])、备选 ID([param " -"alternative_tile])进行过滤。\n" -"如果某个参数为默认值,则该参数不会用于单元格的过滤。因此,如果所有参数都使用默" -"认值,则返回的结果与 [method get_used_cells] 相同。\n" -"空单元格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选" -"标识符为 -1。" - msgid "" "Returns a rectangle enclosing the used (non-empty) tiles of the map, " "including all layers." msgstr "返回该地图的包围矩形,包围所有图层中的已使用(非空)的图块。" -msgid "Returns if a layer is enabled." -msgstr "返回图层是否被启用。" - -msgid "Returns if a layer Y-sorts its tiles." -msgstr "返回图层是否对其图块进行 Y 排序。" - msgid "" "Returns the map coordinates of the cell containing the given [param " "local_position]. If [param local_position] is in global coordinates, consider " @@ -123221,80 +116252,6 @@ msgstr "" msgid "Removes the layer at index [param layer]." msgstr "移除索引为 [param layer] 的层。" -msgid "" -"Sets the tile indentifiers for the cell on layer [param layer] at coordinates " -"[param coords]. Each tile of the [TileSet] is identified using three parts:\n" -"- The source identifier [param source_id] identifies a [TileSetSource] " -"identifier. See [method TileSet.set_source_id],\n" -"- The atlas coordinates identifier [param atlas_coords] identifies a tile " -"coordinates in the atlas (if the source is a [TileSetAtlasSource]). For " -"[TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/" -"code]),\n" -"- The alternative tile identifier [param alternative_tile] identifies a tile " -"alternative in the atlas (if the source is a [TileSetAtlasSource]), and the " -"scene for a [TileSetScenesCollectionSource].\n" -"If [param source_id] is set to [code]-1[/code], [param atlas_coords] to " -"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], " -"the cell will be erased. An erased cell gets [b]all[/b] its identifiers " -"automatically set to their respective invalid values, namely [code]-1[/code], " -"[code]Vector2i(-1, -1)[/code] and [code]-1[/code]." -msgstr "" -"设置位于层 [param layer] 坐标为 [param coords] 的单元格的图块标识符。" -"[TileSet] 中的每个图块都由三部分进行标识:\n" -"- 源标识符 [param source_id] 标识的是 [TileSetSource] 标识符。见 [method " -"TileSet.set_source_id],\n" -"- 图集坐标标识符 [param atlas_coords] 标识的是图集中的图块坐标(如果使用的是 " -"[TileSetAtlasSource] 源)。如果使用的是 [TileSetScenesCollectionSource],应该" -"始终为 [code]Vector2i(0, 0)[/code],\n" -"- 备选图块标识符 [param alternative_tile] 标识的是图集中的图块备选项(如果使用" -"的是 [TileSetAtlasSource] 源),如果使用的是 [TileSetScenesCollectionSource] " -"则标识的是场景。\n" -"如果 [param source_id] 为 [code]-1[/code]、[param atlas_coords] 为 " -"[code]Vector2i(-1, -1)[/code] 或 [param alternative_tile] 为 [code]-1[/code]," -"则会擦除该单元格。擦除后的单元格中,[b]所有[/b]标识符都会自动设为对应的无效" -"值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/code]。" - -msgid "" -"Update all the cells in the [param cells] coordinates array so that they use " -"the given [param terrain] for the given [param terrain_set]. If an updated " -"cell has the same terrain as one of its neighboring cells, this function " -"tries to join the two. This function might update neighboring tiles if needed " -"to create correct terrain transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " -"trying to find the best fitting tile for the given terrain constraints.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " -"have terrains set up with all required terrain combinations. Otherwise, it " -"may produce unexpected results." -msgstr "" -"更新 [param cells] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用" -"于给定的 [param terrain_set]。如果一个更新的单元格与其相邻单元格之一具有相同的" -"地形,则该函数会尝试将两者连接起来。如果需要创建正确的地形过渡,该函数可能会更" -"新相邻的图块。\n" -"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图" -"块时,空地形将被忽略。\n" -"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" -"形组合的地形。否则,可能会产生意想不到的结果。" - -msgid "" -"Update all the cells in the [param path] coordinates array so that they use " -"the given [param terrain] for the given [param terrain_set]. The function " -"will also connect two successive cell in the path with the same terrain. This " -"function might update neighboring tiles if needed to create correct terrain " -"transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " -"trying to find the best fitting tile for the given terrain constraints.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " -"have terrains set up with all required terrain combinations. Otherwise, it " -"may produce unexpected results." -msgstr "" -"更新 [param path] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用" -"于给定的 [param terrain_set]。该函数还将连接路径中具有相同地形的两个连续单元" -"格。如果需要创建正确的地形过渡,该函数可能会更新相邻的图块。\n" -"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图" -"块时将忽略空地形。\n" -"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" -"形组合的地形。否则,可能会产生意想不到的结果。" - msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " "processed at all (no rendering, no physics, etc...).\n" @@ -123352,35 +116309,6 @@ msgstr "" "设置图层的 Z 索引值。各个图块的 Z 索引值都会加上这个 Z 索引。\n" "如果 [param layer] 为负,则逆序访问图层。" -msgid "" -"Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap " -"[param layer].\n" -"By default the TileMap uses the default [World2D] navigation map for the " -"first TileMap layer. For each additional TileMap layer a new navigation map " -"is created for the additional layer.\n" -"In order to make [NavigationAgent2D] switch between TileMap layer navigation " -"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " -"map received from [method get_navigation_map]." -msgstr "" -"将 [NavigationServer2D] 导航地图 [RID] 分配给指定的 TileMap [param layer]。\n" -"默认情况下,TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每个" -"附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" -"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " -"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" -"导航地图。" - -msgid "" -"Paste the given [TileMapPattern] at the given [param position] and [param " -"layer] in the tile map." -msgstr "" -"将给定的 [TileMapPattern] 粘贴到图块地图中的 [param position] 位置和 [param " -"layer] 层。" - -msgid "" -"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " -"this size." -msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。" - msgid "" "If enabled, the TileMap will see its collisions synced to the physics tick " "and change its collision type from static to kinematic. This is required to " @@ -123458,45 +116386,12 @@ msgstr "返回该图案是否为空。" msgid "Remove the cell at the given coordinates." msgstr "移除给定坐标的单元格。" -msgid "" -"Sets the tile indentifiers for the cell at coordinates [param coords]. See " -"[method TileMap.set_cell]." -msgstr "" -"设置位于 [param coords] 的单元格的图块标识符。见 [method TileMap.set_cell]。" - msgid "Sets the size of the pattern." msgstr "设置图案的大小。" msgid "Tile library for tilemaps." msgstr "Tilemap 的图块库。" -msgid "" -"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of " -"[TileSetSource], each of them storing a set of tiles.\n" -"Tiles can either be from a [TileSetAtlasSource], that render tiles out of a " -"texture with support for physics, navigation, etc... or from a " -"[TileSetScenesCollectionSource] which exposes scene-based tiles.\n" -"Tiles are referenced by using three IDs: their source ID, their atlas " -"coordinates ID and their alternative tile ID.\n" -"A TileSet can be configured so that its tiles expose more or less properties. " -"To do so, the TileSet resources uses property layers, that you can add or " -"remove depending on your needs.\n" -"For example, adding a physics layer allows giving collision shapes to your " -"tiles. Each layer having dedicated properties (physics layer and mask), you " -"may add several TileSet physics layers for each type of collision you need.\n" -"See the functions to add new layers for more information." -msgstr "" -"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存储" -"一组图块。\n" -"图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功" -"能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n" -"图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n" -"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层,你" -"可以根据需要进行添加和删除。\n" -"例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮" -"罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n" -"更多信息请参阅添加新层的函数。" - msgid "" "Adds a custom data layer to the TileSet at the given position [param " "to_position] in the array. If [param to_position] is -1, adds it at the end " @@ -123710,20 +116605,6 @@ msgstr "返回该 TileSet 中是否存在给定源 ID 的源。" msgid "Returns if there is a source-level proxy for the given source ID." msgstr "返回给定的源 ID 是否存在源级别的代理。" -msgid "" -"According to the configured proxies, maps the provided indentifiers to a new " -"set of identifiers. The source ID, atlas coordinates ID and alternative tile " -"ID are returned as a 3 elements Array.\n" -"This function first look for matching alternative-level proxies, then " -"coordinates-level proxies, then source-level proxies.\n" -"If no proxy corresponding to provided identifiers are found, returns the same " -"values the ones used as arguments." -msgstr "" -"根据配置的代理,将提供的标识符映射到一组新的标识符。返回的是由源 ID、图集坐标 " -"ID 和备选图块 ID 这三个元素构成的 Array。\n" -"这个函数首先查找匹配的备选级代理,然后是坐标级代理,然后是源级代理。\n" -"如果未找到与提供的标识符对应的代理,则返回与用作参数的值相同的值。" - msgid "" "Moves the custom data layer at index [param layer_index] to the given " "position [param to_position] in the array. Also updates the atlas tiles " @@ -126360,11 +119241,6 @@ msgid "" "right margin." msgstr "滚动条的右侧边距。为负数时会使用 [theme_item panel] 的右侧边距。" -msgid "" -"The right margin of the vertical scrollbar. When negative, uses [theme_item " -"panel] top margin." -msgstr "垂直滚动条的右侧边距。为负数时会使用 [theme_item panel] 的顶部边距。" - msgid "The vertical separation of tree content and scrollbar." msgstr "树中内容与滚动条的垂直间距。" @@ -127252,10 +120128,6 @@ msgstr "" "该示例中的所有 [Tweener] 都会同时执行。\n" "你可以通过使用 [method set_parallel] 让该 [Tween] 默认并行。" -msgid "" -"Pauses the tweening. The animation can be resumed by using [method play]." -msgstr "暂停补间。可以使用 [method play] 恢复动画。" - msgid "Resumes a paused or stopped [Tween]." msgstr "恢复已暂停或已停止的 [Tween]。" @@ -127328,11 +120200,6 @@ msgstr "" "型。\n" "如果未指定,则默认值为 [constant TRANS_LINEAR]。" -msgid "" -"Stops the tweening and resets the [Tween] to its initial state. This will not " -"remove any appended [Tweener]s." -msgstr "停止补间,并将该 [Tween] 重置为初始状态。不会移除已追加的 [Tweener]。" - msgid "" "Creates and appends a [CallbackTweener]. This method can be used to call an " "arbitrary method in any object. Use [method Callable.bind] to bind additional " @@ -127480,104 +120347,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Creates and appends a [MethodTweener]. This method is similar to a " -"combination of [method tween_callback] and [method tween_property]. It calls " -"a method over time with a tweened value provided as an argument. The value is " -"tweened between [param from] and [param to] over the time specified by [param " -"duration], in seconds. Use [method Callable.bind] to bind additional " -"arguments for the call. You can use [method MethodTweener.set_ease] and " -"[method MethodTweener.set_trans] to tweak the easing and transition of the " -"value or [method MethodTweener.set_delay] to delay the tweening.\n" -"[b]Example:[/b] Making a 3D object look from one point to another point:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, " -"0, -1), 1) # The look_at() method takes up vector as second argument.\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, " -"0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method " -"takes up vector as second argument.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Example:[/b] Setting the text of a [Label], using an intermediate method " -"and after a delay:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" var tween = create_tween()\n" -" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n" -"\n" -"func set_label_text(value: int):\n" -" $Label.text = \"Counting \" + str(value)\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" base._Ready();\n" -"\n" -" Tween tween = CreateTween();\n" -" tween.TweenMethod(Callable.From(SetLabelText), 0.0f, 10.0f, 1.0f)." -"SetDelay(1.0f);\n" -"}\n" -"\n" -"private void SetLabelText(int value)\n" -"{\n" -" GetNode