i18n: Sync classref translations with Weblate

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Rémi Verschelde 2022-08-05 03:12:25 +02:00
parent 4e64c1f1b6
commit b671ea88fb
5 changed files with 1926 additions and 1313 deletions

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

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

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

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