i18n: Sync classref translations with Weblate

(cherry picked from commit 6c56433997)
This commit is contained in:
Rémi Verschelde 2022-03-09 10:42:47 +01:00
parent e78f9da476
commit da4fc8d0ea
39 changed files with 14393 additions and 2866 deletions

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@ -15,12 +15,14 @@
# يزن حمزه <yznhamzeh@gmail.com>, 2021.
# HASSAN GAMER - حسن جيمر <gamerhassan55@gmail.com>, 2022.
# Spirit <i8bou3@gmail.com>, 2022.
# Mr.k <mineshtine28546271@gmail.com>, 2022.
# Hamza Kalash <mogo.gogo170@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: 2022-01-10 13:18+0000\n"
"Last-Translator: Spirit <i8bou3@gmail.com>\n"
"PO-Revision-Date: 2022-02-28 13:54+0000\n"
"Last-Translator: Mr.k <mineshtine28546271@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ar/>\n"
"Language: ar\n"
@ -29,7 +31,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 4.10.1\n"
"X-Generator: Weblate 4.11.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -41,11 +43,11 @@ msgstr "شروحات"
#: doc/tools/make_rst.py
msgid "Properties"
msgstr "خاصيات"
msgstr "خصائص"
#: doc/tools/make_rst.py
msgid "Methods"
msgstr "طرق"
msgstr "دوال"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@ -77,15 +79,16 @@ msgstr "أوصاف خاصية الثمات"
#: doc/tools/make_rst.py
msgid "Inherits:"
msgstr ""
msgstr "يرث:"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Inherited By:"
msgstr ""
msgstr "موروث من قِبَل:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
msgstr ""
msgstr "(يتجاوز s%)"
#: doc/tools/make_rst.py
msgid "Default"
@ -101,7 +104,7 @@ msgstr "قيمة"
#: doc/tools/make_rst.py
msgid "Getter"
msgstr ""
msgstr "جالب"
#: doc/tools/make_rst.py
msgid ""
@ -136,8 +139,9 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "Built-in GDScript functions."
msgstr "دوال GDScript المدمجة"
msgstr "دوال GDScript المدمجة."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@ -173,6 +177,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a color according to the standardized [code]name[/code] with "
"[code]alpha[/code] ranging from 0 to 1.\n"
@ -181,14 +186,14 @@ msgid ""
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
"لعرض لون يتوافق مع [code]name[/ code] و [code]alpha[/ code] تتراوح بين 0 "
"و1.\n"
"لعرض لون يتوافق مع [code]name[/code] و [code]alpha[/code]تتراوح بين 0 و1.\n"
"[codeblock]\n"
"(red = ColorN(\"red\", 1\n"
"[codeblock/]\n"
"[/codeblock]\n"
"أسماء الألوان المدعومة هي نفس الثوابت المعرّفة في [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@ -196,11 +201,10 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
"(a = abs(-1\n"
"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -215,15 +219,16 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
"زاوية الكوساين [code]s[/code].\n"
"تقوم هذه الدالة بارجاع arc cos للقيمة [code]s[/code] بالراديانز. يمكنك "
"استعمالها للحصول علي قيمة الزاوية cos([code]s[/code]). قيمة [code]s[/code] "
"لابد ان تكون محصورة بين [code]-1.00[/code] و [code]1.00[/code]. او ستقوم "
"الدالة بارجاع [constant NAN] \n"
"[codeblock]\n"
"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
"(c = acos(0.866025\n"
"# c هي 0.523599 أو 30 درجة إذا حُولتْ بأستخدام rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@ -234,11 +239,13 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
"زاوية الكوساين [code]s[/code].\n"
"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على "
"زاوية الكوساين [code]s[/code]. يجب أن تكون قيمة [code]s[/code] بين "
"[code]-1.0[/code] و [code]1.0[/code] (شاملةً اياها), وغيير ذلك, [الدالة asin] "
"سوف ترجع [قيمة الثابت NAN].\n"
"[codeblock]\n"
"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
"(c = acos(0.866025\n"
"# s تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
"(s = acos(0.5\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -292,6 +299,7 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Decodes a byte array back to a value. When [code]allow_objects[/code] is "
"[code]true[/code] decoding objects is allowed.\n"
@ -300,8 +308,8 @@ msgid ""
"avoid potential security threats (remote code execution)."
msgstr ""
"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة. عندما يكون [code] "
"allow_objects [/ code] هو [code] صحيح [/ code] ، اسمح بفك تشفير الكائنات.\n"
"[b] تحذير: [/ b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"allow_objects [/code] هو [code] صحيح [/code] ، اسمح بفك تشفير الكائنات.\n"
"[b] تحذير: [/b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"تعليمات برمجية. إذا جاء الكائن المتسلسل من مصدر غير موثوق به ، فلا تستخدم "
"هذا الخيار لمنع مخاطر أمنية محتملة (تنفيذ التعليمات البرمجية عن بُعد)."
@ -372,7 +380,7 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
@ -387,11 +395,10 @@ msgid ""
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
"(a = abs(-1\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1 (a = abs(-1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -881,11 +888,10 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على "
"زاوية الكوساين [code]s[/code].\n"
"[codeblock]\n"
"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
"(c = acos(0.866025\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -1253,7 +1259,7 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
@ -3412,6 +3418,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4925,8 +4940,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
#: doc/classes/AnimationNode.xml
msgid ""
@ -4950,7 +4966,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4959,7 +4975,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -5030,7 +5046,7 @@ msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
msgid "AnimationTree"
msgstr ""
msgstr "شجرة التحريك"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@ -9570,26 +9586,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9746,6 +9746,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12211,11 +12221,10 @@ msgid "Returns an array of [CameraFeed]s."
msgstr ""
#: doc/classes/CameraServer.xml
#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
msgstr "يُرجع جيب المَعلم."
msgstr "يُرجع [CameraFeed] المطابقة للكاميرا مع المؤشر [code]index[/code]."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@ -12827,6 +12836,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15665,8 +15686,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16422,6 +16444,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23102,7 +23143,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25206,8 +25262,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25477,7 +25534,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32018,7 +32080,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32398,8 +32465,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34238,6 +34309,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34251,6 +34331,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34294,6 +34386,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34346,6 +34448,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36666,6 +36780,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36836,6 +36969,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36936,6 +37084,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37186,6 +37342,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38175,8 +38337,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38969,7 +39131,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -40080,9 +40254,10 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة. عندما يكون [code] "
"allow_objects [/ code] هو [code] صحيح [/ code] ، اسمح بفك تشفير الكائنات.\n"
"[b] تحذير: [/ b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة.\n"
"عندما يكون [code] allow_objects [/code] هو [code] صحيح[/code]. اسمح بفك "
"تشفير الكائنات.\n"
"[b] تحذير: [/b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"تعليمات برمجية. إذا جاء الكائن المتسلسل من مصدر غير موثوق به ، فلا تستخدم "
"هذا الخيار لمنع مخاطر أمنية محتملة (تنفيذ التعليمات البرمجية عن بُعد)."
@ -46832,6 +47007,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46844,8 +47030,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47358,14 +47546,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47494,8 +47687,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51431,6 +51624,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52684,6 +52884,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54521,7 +54733,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54535,7 +54747,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55210,7 +55422,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55473,7 +55690,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55496,11 +55722,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55549,14 +55788,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55726,8 +55967,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57220,6 +57469,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "يُرجع القيمة المعاكسة للمَعلم."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58258,6 +58517,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58397,6 +58662,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58445,6 +58722,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58540,6 +58823,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60718,7 +61015,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60760,10 +61057,9 @@ msgid ""
msgstr "يُرجع جيب المَعلم."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "يُرجع جيب المَعلم."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3440,6 +3440,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4952,7 +4961,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4977,7 +4986,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4986,7 +4995,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9596,26 +9605,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9772,6 +9765,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12847,6 +12850,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15685,8 +15700,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16436,6 +16452,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23111,7 +23146,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25213,8 +25263,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25484,7 +25535,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32019,7 +32075,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32399,8 +32460,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34238,6 +34303,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34251,6 +34325,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34294,6 +34380,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34346,6 +34442,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36641,6 +36749,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36811,6 +36938,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36911,6 +37053,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37161,6 +37311,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38150,8 +38306,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38941,7 +39097,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46781,6 +46949,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46793,8 +46972,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47307,14 +47488,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47443,8 +47629,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51379,6 +51565,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52632,6 +52825,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54469,7 +54674,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54483,7 +54688,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55156,7 +55361,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55419,7 +55629,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55442,11 +55661,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55495,14 +55727,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55672,8 +55906,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57161,6 +57403,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58198,6 +58448,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58337,6 +58593,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58385,6 +58652,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58480,6 +58753,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60655,7 +60942,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60696,9 +60983,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3320,6 +3320,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4832,7 +4841,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4857,7 +4866,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4866,7 +4875,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9476,26 +9485,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9652,6 +9645,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12727,6 +12730,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15565,8 +15580,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16316,6 +16332,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22988,7 +23023,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25090,8 +25140,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25361,7 +25412,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31896,7 +31952,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32276,8 +32337,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34115,6 +34180,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34128,6 +34202,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34171,6 +34257,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34223,6 +34319,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36518,6 +36626,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36688,6 +36815,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36788,6 +36930,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37038,6 +37188,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38027,8 +38183,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38818,7 +38974,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46658,6 +46826,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46670,8 +46849,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47184,14 +47365,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47320,8 +47506,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51256,6 +51442,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52509,6 +52702,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54346,7 +54551,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54360,7 +54565,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55033,7 +55238,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55296,7 +55506,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55319,11 +55538,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55372,14 +55604,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55549,8 +55783,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57038,6 +57280,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58075,6 +58325,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58214,6 +58470,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58262,6 +58529,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58357,6 +58630,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60532,7 +60819,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60573,9 +60860,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
# Zbyněk <zbynek.fiala@gmail.com>, 2020, 2021.
# Zbyněk <zbynek.fiala@gmail.com>, 2020, 2021, 2022.
# Daniel Kříž <Daniel.kriz@protonmail.com>, 2020.
# Vojtěch Šamla <auzkok@seznam.cz>, 2020, 2021.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@ -17,7 +17,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-11-20 22:06+0000\n"
"PO-Revision-Date: 2022-03-08 06:54+0000\n"
"Last-Translator: Zbyněk <zbynek.fiala@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/cs/>\n"
@ -26,7 +26,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 4.9.1\n"
"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -3821,6 +3821,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5334,8 +5343,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Vrátí tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5359,7 +5369,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5368,7 +5378,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9985,26 +9995,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10161,6 +10155,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13248,6 +13252,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16092,8 +16108,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16873,6 +16890,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23560,7 +23596,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25664,8 +25715,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25935,7 +25987,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32482,7 +32539,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32862,8 +32924,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34703,6 +34769,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34716,6 +34791,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34759,6 +34846,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34811,6 +34908,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36700,7 +36809,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Uzly a scény"
#: doc/classes/Node.xml
msgid "All Demos"
@ -37135,6 +37244,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37305,6 +37433,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37405,6 +37548,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37655,6 +37806,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38647,8 +38804,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39442,7 +39599,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47315,6 +47484,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47327,8 +47507,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47841,14 +48023,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47977,8 +48164,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51922,6 +52109,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53176,6 +53370,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55014,7 +55220,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55028,7 +55234,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55709,7 +55915,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55972,7 +56183,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55995,11 +56215,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56048,14 +56281,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56225,8 +56460,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57721,6 +57964,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Vrátí tangens parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58773,6 +59026,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58915,6 +59174,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -58970,6 +59241,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59065,6 +59345,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61246,7 +61540,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61290,10 +61584,9 @@ msgstr ""
"přiblížně rovny."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -41,12 +41,14 @@
# Rémi Verschelde <remi@godotengine.org>, 2021.
# Antonio Noack <corperateraider@gmail.com>, 2022.
# <artism90@googlemail.com>, 2022.
# Coxcopi70f00b67b61542fe <hn_vogel@gmx.net>, 2022.
# Leon Marz <main@lmarz.org>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-02-16 09:01+0000\n"
"Last-Translator: <artism90@googlemail.com>\n"
"PO-Revision-Date: 2022-03-02 18:39+0000\n"
"Last-Translator: Leon Marz <main@lmarz.org>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@ -54,7 +56,7 @@ 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 4.11-dev\n"
"X-Generator: Weblate 4.11.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -82,7 +84,7 @@ msgstr "Signale"
#: doc/tools/make_rst.py
msgid "Enumerations"
msgstr "Aufzählungstypen"
msgstr "Aufzählungen"
#: doc/tools/make_rst.py
msgid "Constants"
@ -3691,6 +3693,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
"Die maximale Anzahl an Spielcontroller-Tasten, die unterstützt werden. Das "
"eigentliche Limit kann bei bestimmten Plattformen geringer sein:\n"
"- Android: Bis zu 36 Tasten.\n"
"- Linux: Bis zu 80 Tasten.\n"
"- Windows und macOS: Bis zu 128 Tasten."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@ -3751,7 +3758,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
msgstr ""
msgstr "Trigger-Taste eines VR Controllers."
#: doc/classes/@GlobalScope.xml
msgid ""
@ -3848,7 +3855,7 @@ msgstr "Gamecontroller linke Triggerachse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick click."
msgstr ""
msgstr "Klick auf dem linken Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@ -3862,11 +3869,11 @@ msgstr "Gamecontroller rechte Trigger-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick click."
msgstr ""
msgstr "Klick auf dem rechten Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick horizontal axis."
msgstr ""
msgstr "Horizontale Achse auf dem linken Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@ -3875,7 +3882,7 @@ msgstr "Game Controller linker Joystick x-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick horizontal axis."
msgstr ""
msgstr "Horizontale Achse auf dem rechten Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@ -3884,11 +3891,11 @@ msgstr "Game Controller rechter Joystick x-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 4."
msgstr ""
msgstr "Achse 4 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 5."
msgstr ""
msgstr "Achse 5 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@ -3902,11 +3909,11 @@ msgstr "Gamecontroller rechte Trigger-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 8."
msgstr ""
msgstr "Achse 8 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 9."
msgstr ""
msgstr "Achse 9 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Represents the maximum number of joystick axes supported."
@ -3914,11 +3921,11 @@ msgstr "Stellt die maximale Anzahl der unterstützten Joystick-Achsen dar."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left analog trigger."
msgstr ""
msgstr "Linker analoger Trigger des Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right analog trigger."
msgstr ""
msgstr "Rechter analoger Trigger des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@ -4328,6 +4335,15 @@ msgstr ""
"Hinweiszeichenkette wie [code]\"Hello,Something,Else\"[/code] angegebenen "
"Liste auszuwählen ist."
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4822,12 +4838,12 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
msgstr ""
msgstr "Vektor-Mathematik"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
msgstr ""
msgstr "Fortgeschrittene Vektor-Mathematik"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@ -6306,7 +6322,8 @@ msgstr ""
"an diesem Node anzeigen soll."
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Gibt [code]true[/code] zurück, ob ein gegebener Pfad gefiltert ist."
#: doc/classes/AnimationNode.xml
@ -6340,8 +6357,9 @@ msgid "Adds or removes a path for the filter."
msgstr "Fügt einen Pfad für den Filter hinzu oder entfernt ihn."
#: doc/classes/AnimationNode.xml
#, fuzzy
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"Setzt einen benutzerdefinierten Parameter. Diese werden als lokaler Speicher "
@ -6353,7 +6371,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "Wenn [code]true[/code], ist die Filterung aktiviert."
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
#, fuzzy
msgid "Emitted when the node was removed from the graph."
msgstr "Wird aufgerufen, wenn das Node aus dem Graphen entfernt wurde."
#: doc/classes/AnimationNode.xml
@ -7733,7 +7752,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
msgstr ""
msgstr "Verwendung des AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@ -8585,7 +8604,7 @@ msgstr ""
#: doc/classes/Area2D.xml
msgid "Using Area2D"
msgstr ""
msgstr "Verwendung von Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
@ -11504,26 +11523,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -11680,6 +11683,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -14136,7 +14149,7 @@ msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
msgstr ""
msgstr "Nicht spezifizierte Position."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
@ -14797,6 +14810,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -17758,8 +17783,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -18543,6 +18569,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -25261,7 +25306,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25717,7 +25777,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
msgstr ""
msgstr "Dateisystem"
#: doc/classes/File.xml
msgid ""
@ -27370,8 +27430,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -27641,7 +27702,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -28689,7 +28755,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
msgstr ""
msgstr "Verwendung von Gridmaps"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@ -30247,7 +30313,7 @@ msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
msgstr ""
msgstr "Importieren von Bildern"
#: doc/classes/Image.xml
msgid ""
@ -34244,7 +34310,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -34624,8 +34695,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -36466,6 +36541,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -36479,6 +36563,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -36522,6 +36618,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -36574,6 +36680,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -38493,7 +38611,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Nodes und Szenen"
#: doc/classes/Node.xml
msgid "All Demos"
@ -38931,6 +39049,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -39101,6 +39238,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -39201,6 +39353,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -39451,6 +39611,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -40443,8 +40609,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -41238,7 +41404,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -49230,6 +49408,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -49242,8 +49431,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49756,14 +49947,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49892,8 +50088,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -53880,6 +54076,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -55147,6 +55350,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -57005,7 +57220,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -57019,7 +57234,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -57720,7 +57935,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57984,7 +58204,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58007,11 +58236,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58060,14 +58302,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -58237,8 +58481,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59750,6 +60002,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Gibt die Anzahl der Dreiecke im Überblendungsbereich zurück."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -60815,6 +61077,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -60961,6 +61229,20 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
"Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] "
"zurück."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -61017,6 +61299,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der angegebene Track importiert ist. "
"Andernfalls wird [code]false[/code] zurückgegeben."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -61112,6 +61403,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -63303,7 +63608,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -63350,10 +63655,11 @@ msgstr ""
"Index [code]Dreieck[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
"Index [code]Dreieck[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@ -67854,7 +68160,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Infinity: [code]inf[/code]."
msgstr ""
msgstr "Unendlichkeit: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@ -68165,7 +68471,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "Node reference."
msgstr ""
msgstr "Node-Referenz."
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid ""
@ -68326,7 +68632,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
msgstr ""
msgstr "Bedingte Wiederholung."
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid ""
@ -74725,7 +75031,7 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "CDATA content."
msgstr ""
msgstr "CDATA Inhalt."
#: doc/classes/XMLParser.xml
msgid "Unknown node."

View File

@ -3334,6 +3334,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4847,8 +4856,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
#: doc/classes/AnimationNode.xml
msgid ""
@ -4872,7 +4882,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4881,7 +4891,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9492,26 +9502,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9668,6 +9662,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12749,6 +12753,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15587,8 +15603,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16344,6 +16361,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23024,7 +23060,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25128,8 +25179,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25399,7 +25451,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31940,7 +31997,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32320,8 +32382,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34160,6 +34226,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34173,6 +34248,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34216,6 +34303,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34268,6 +34365,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36582,6 +36691,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36752,6 +36880,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36852,6 +36995,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37102,6 +37253,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38091,8 +38248,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38885,7 +39042,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46736,6 +46905,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46748,8 +46928,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47262,14 +47444,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47398,8 +47585,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51335,6 +51522,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52588,6 +52782,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54425,7 +54631,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54439,7 +54645,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55114,7 +55320,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55377,7 +55588,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55400,11 +55620,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55453,14 +55686,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55630,8 +55865,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57124,6 +57367,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58162,6 +58415,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58301,6 +58560,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58349,6 +58620,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58444,6 +58721,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60622,7 +60913,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60664,10 +60955,9 @@ msgid ""
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -30,12 +30,14 @@
# Rémi Verschelde <remi@godotengine.org>, 2021.
# Alfonso V <alfonsov96@gmail.com>, 2022.
# Alejandro Pérez <alejandro.pr.rz@gmail.com>, 2022.
# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
# Francesco Santoro <fgsantoror20@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: 2022-02-14 22:08+0000\n"
"Last-Translator: Alejandro Pérez <alejandro.pr.rz@gmail.com>\n"
"PO-Revision-Date: 2022-03-05 03:08+0000\n"
"Last-Translator: Francesco Santoro <fgsantoror20@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -43,7 +45,7 @@ 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 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -86,9 +88,8 @@ msgid "Method Descriptions"
msgstr "Descripciones de Métodos"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Theme Property Descriptions"
msgstr "Descripciones de Propiedades"
msgstr "Descripciones de las propiedades del tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
@ -116,7 +117,6 @@ msgid "value"
msgstr "valor"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Getter"
msgstr "Método de Acceso al Valor o Getter"
@ -155,21 +155,18 @@ msgstr ""
"llamarse directamente utilizando el nombre de la clase."
#: doc/tools/make_rst.py
#, fuzzy
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
"Este método describe un operador tal que el tipo de la instancia que lo "
"llama es considerado como operando izquierdo."
"Este método describe un operador válido para usar con este tipo como "
"operando izquierdo."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "Built-in GDScript functions."
msgstr "Funciones GDScript predefinidas."
msgstr "Funciones GDScript integradas."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"List of core built-in GDScript functions. Math functions and other "
"utilities. Everything else is provided by objects. (Keywords: builtin, built "
@ -204,7 +201,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a color according to the standardized [code]name[/code] with "
"[code]alpha[/code] ranging from 0 to 1.\n"
@ -276,7 +272,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@ -4413,6 +4408,15 @@ msgstr ""
"enumerado para elegir en una lista especificada a través de una string de "
"sugerencias como [code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -6385,7 +6389,8 @@ msgstr ""
"muestre la edición del filtro en este nodo."
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Devuelve [code]true[/code] si un camino dado es filtrado."
#: doc/classes/AnimationNode.xml
@ -6419,8 +6424,9 @@ msgid "Adds or removes a path for the filter."
msgstr "Añade o elimina una ruta para el filtro."
#: doc/classes/AnimationNode.xml
#, fuzzy
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"Establece un parámetro personalizado. Estos se usan como almacenamiento "
@ -6432,7 +6438,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "Si [code]true[/code], el filtrado está activado."
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
#, fuzzy
msgid "Emitted when the node was removed from the graph."
msgstr "Llamado cuando el nodo es eliminado desde el gráfico."
#: doc/classes/AnimationNode.xml
@ -12614,31 +12621,12 @@ msgstr ""
"Añade un efecto [AudioEffect] al bus [code]bus_idx[/code] en "
"[code]at_position[/code]."
#: doc/classes/AudioServer.xml
#, fuzzy
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
"Nombre del dispositivo actual para la entrada de audio (ver [method "
"capture_get_device_list])."
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
"Devuelve los nombres de todos los dispositivos de entrada de audio "
"detectados en el sistema."
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles."
@ -12829,6 +12817,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr "Número de buses de audio disponibles."
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -16758,6 +16756,24 @@ msgstr "Capa de dibujo de canvas."
msgid "Returns the RID of the canvas used by this layer."
msgstr "Devuelve el RID del canvas usado por esta capa."
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
"[code]0[/code]."
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
"[code]0[/code]."
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -20448,8 +20464,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -21541,6 +21558,25 @@ msgstr ""
"Cambiar esta propiedad reemplaza el actual recurso [Theme] que este nodo y "
"todos sus hijos [Control] utilizan."
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Se emite cuando el nodo obtiene el foco del teclado."
@ -30536,8 +30572,23 @@ msgstr ""
"glow_hdr_threshold]."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgstr "Si [code]true[/code], se activa el efecto de brillo."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
@ -33371,8 +33422,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
"Triangula el polígono especificado por los puntos en [code]polygon[/code]. "
"Devuelve un [PackedInt32Array] donde cada triángulo consiste en tres índices "
@ -33728,7 +33780,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
"Cocina el efecto para todas las [GeometryInstance]s marcadas con [constant "
"GeometryInstance3D.GI_MODE_BAKED] y [Light]s marcadas con [constant Light3D."
@ -42444,9 +42501,13 @@ msgid "The color of shadows cast by this light."
msgstr "El color de las sombras proyectadas por esta luz."
#: doc/classes/Light.xml
#, fuzzy
msgid "Attempts to reduce [member shadow_bias] gap."
msgstr "Constante para acceder a [member shadow_bias]."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
@ -42926,11 +42987,13 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
"La suavidad de las articulaciones redondeadas y las cubiertas. Esto sólo se "
"usa si una cubierta o articulación se establece como redonda."
#: doc/classes/Line2D.xml
#, fuzzy
@ -45345,6 +45408,15 @@ msgstr "Devuelve la [Transform] de una instancia específica."
msgid "Returns the [Transform2D] of a specific instance."
msgstr "Devuelve la [Transform2D] de una instancia específica."
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -45358,6 +45430,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
#, fuzzy
msgid ""
@ -45414,6 +45498,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr "Malla para ser dibujada."
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -45469,6 +45563,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr "Nodo que instancia un [MultiMesh]."
@ -48604,6 +48710,25 @@ msgid ""
msgstr ""
"Devuelve [code]true[/code] si el sistema local es el maestro de este nodo."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -48850,6 +48975,21 @@ msgstr ""
"llamen a [code]_ready[/code] (en cuyo caso, se llamará a [code]_ready[/code] "
"en el mismo orden que normalmente)."
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -49006,6 +49146,14 @@ msgstr ""
"par dado se establece recursivamente como el maestro para todos los hijos de "
"este nodo."
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -49337,6 +49485,13 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr "Notificación recibida cuando el nodo se mueve en el padre."
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -50770,8 +50925,8 @@ msgstr "Dibuja una geometría simple desde código."
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -51803,8 +51958,20 @@ msgstr ""
"Windows."
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgstr "Devuelve el número de hilos disponibles en el host."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
@ -62196,6 +62363,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
@ -62209,8 +62387,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
"Controla cuánto se sincronizan los ticks de la física con el tiempo real. "
"Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan "
@ -62768,18 +62948,20 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
"Sobrescritura del extremo inferior para [member rendering/quality/depth/hdr] "
"en los dispositivos móviles, debido a problemas de rendimiento o de apoyo al "
"driver."
#: doc/classes/ProjectSettings.xml
msgid ""
@ -62940,13 +63122,14 @@ msgstr ""
"(también llamado \"filtrado trilíneo\")."
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
"Strategy used for framebuffer allocation. The simpler it is, the less "
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
"Estrategia utilizada para la asignación de la memoria intermedia. Cuanto más "
"simple es, menos recursos utiliza (pero menos características soporta). Si "
@ -68176,6 +68359,13 @@ msgstr ""
"- [method Node._process], [method Node._physics_process] y [method Node."
"_input] no serán llamados más en los nodos."
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -69752,6 +69942,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
#, fuzzy
msgid ""
@ -72131,7 +72333,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -72145,7 +72347,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -72963,8 +73165,13 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr "Devuelve [code]true[/code] si la string comienza con la string dada."
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgstr "Devuelve los bigramas (pares de letras consecutivas) de esta string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
@ -73322,8 +73529,17 @@ msgstr ""
"[code]: / \\ ? * \" | % < >[/code]"
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgstr "Devuelve [code]true[/code] si esta string contiene un real válido."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
@ -73350,18 +73566,32 @@ msgstr ""
"devolverán [code]false[/code]."
#: doc/classes/String.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
"Devuelve [code]true[/code] si esta string es un identificador válido. Un "
"identificador válido sólo puede contener letras, dígitos y guiones bajos "
"([code]_[/code]) y el primer carácter no puede ser un dígito."
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgstr "Devuelve [code]true[/code] si esta string contiene un entero válido."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
@ -73408,10 +73638,12 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
#, fuzzy
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
"Hace una comparación simple con expresión que distingue entre mayúsculas y "
"minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
@ -73419,10 +73651,12 @@ msgstr ""
"excepto con un punto ([code]\".\"[/code])."
#: doc/classes/String.xml
#, fuzzy
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
"Hace una simple comparación expresión insensible a las mayúsculas y "
"minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
@ -73628,11 +73862,17 @@ msgstr "Devuelve el hash SHA-256 de la string como una string."
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
"Devuelve el índice de similitud del texto comparado con esta string. 1 "
"significa totalmente similar y 0 significa totalmente diferente."
#: doc/classes/String.xml
msgid "Returns a simplified canonical path."
@ -75587,6 +75827,16 @@ msgstr "Devuelve la línea final de selección."
msgid "Returns the total width of all gutters and internal padding."
msgstr "Devuelve la lista de valores del [Dictionary]."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Devuelve el número de líneas visibles."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
@ -76902,6 +77152,12 @@ msgid ""
msgstr ""
"Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -77101,6 +77357,21 @@ msgstr ""
"para su uso en cualquiera de las funciones de [code]get_*[/code], si el tema "
"tiene [code]type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
"Devuelve el nombre de la escena que se está reproduciendo. Si no se está "
"reproduciendo ninguna escena, devuelve una string vacía."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -77175,6 +77446,15 @@ msgstr ""
"[code]type[/code].\n"
"Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Devuelve [code]true[/code] si el precargador contiene un recurso asociado a "
"[code]name[/code]."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -77312,6 +77592,20 @@ msgstr ""
"[code]type[/code].\n"
"No hace nada si el tema no tiene [code]type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -80065,7 +80359,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
"Añade un botón con [Texture2D] [code]button[/code] en la columna "
@ -80124,13 +80418,9 @@ msgstr ""
"[code]button_idx[/code] en la columna [code]column[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
"Devuelve el número de botones en la columna [code]column[/code]. Puede "
"utilizarse para obtener el índice del último botón añadido, si no se "
"especificó ningún índice."
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Devuelve el color personalizado de la columna [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3759,6 +3759,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5271,7 +5280,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -5296,7 +5305,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5305,7 +5314,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9915,26 +9924,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10091,6 +10084,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13166,6 +13169,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16004,8 +16019,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16755,6 +16771,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23430,7 +23465,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25532,8 +25582,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25803,7 +25854,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32338,7 +32394,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32718,8 +32779,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34557,6 +34622,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34570,6 +34644,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34613,6 +34699,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34665,6 +34761,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36966,6 +37074,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37136,6 +37263,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37236,6 +37378,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37486,6 +37636,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38475,8 +38631,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39266,7 +39422,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47118,6 +47286,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47130,8 +47309,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47644,14 +47825,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47780,8 +47966,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51720,6 +51906,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52973,6 +53166,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54810,7 +55015,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54824,7 +55029,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55497,7 +55702,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55760,7 +55970,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55783,11 +56002,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55836,14 +56068,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56013,8 +56247,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57502,6 +57744,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58539,6 +58789,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58678,6 +58934,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58726,6 +58993,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58821,6 +59094,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60996,7 +61283,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61037,9 +61324,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3346,6 +3346,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4859,8 +4868,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Palauttaa parametrin tangentin."
#: doc/classes/AnimationNode.xml
msgid ""
@ -4884,7 +4894,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4893,7 +4903,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9510,26 +9520,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9686,6 +9680,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12769,6 +12773,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15608,8 +15624,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16365,6 +16382,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23045,7 +23081,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25149,8 +25200,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25420,7 +25472,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31969,7 +32026,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32349,8 +32411,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34189,6 +34255,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34202,6 +34277,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34245,6 +34332,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34297,6 +34394,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36612,6 +36721,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36782,6 +36910,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36882,6 +37025,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37132,6 +37283,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38121,8 +38278,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38915,7 +39072,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46766,6 +46935,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46778,8 +46958,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47292,14 +47474,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47428,8 +47615,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51365,6 +51552,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52619,6 +52813,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54457,7 +54663,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54471,7 +54677,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55146,7 +55352,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55409,7 +55620,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55432,11 +55652,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55485,14 +55718,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55662,8 +55897,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57157,6 +57400,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Palauttaa parametrin vasta-arvon."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58195,6 +58448,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58335,6 +58594,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58383,6 +58654,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58478,6 +58756,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60656,7 +60948,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60698,10 +60990,9 @@ msgid ""
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3327,6 +3327,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4839,7 +4848,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4864,7 +4873,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4873,7 +4882,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9483,26 +9492,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9659,6 +9652,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12734,6 +12737,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15572,8 +15587,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16323,6 +16339,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22998,7 +23033,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25100,8 +25150,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25371,7 +25422,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31906,7 +31962,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32286,8 +32347,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34125,6 +34190,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34138,6 +34212,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34181,6 +34267,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34233,6 +34329,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36528,6 +36636,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36698,6 +36825,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36798,6 +36940,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37048,6 +37198,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38037,8 +38193,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38828,7 +38984,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46668,6 +46836,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46680,8 +46859,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47194,14 +47375,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47330,8 +47516,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51266,6 +51452,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52519,6 +52712,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54356,7 +54561,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54370,7 +54575,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55043,7 +55248,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55306,7 +55516,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55329,11 +55548,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55382,14 +55614,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55559,8 +55793,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57048,6 +57290,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58085,6 +58335,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58224,6 +58480,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58272,6 +58539,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58367,6 +58640,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60542,7 +60829,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60583,9 +60870,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

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@ -3328,6 +3328,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4840,7 +4849,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4865,7 +4874,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4874,7 +4883,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9484,26 +9493,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9660,6 +9653,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12735,6 +12738,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15573,8 +15588,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16324,6 +16340,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22996,7 +23031,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25098,8 +25148,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25369,7 +25420,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31904,7 +31960,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32284,8 +32345,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34123,6 +34188,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34136,6 +34210,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34179,6 +34265,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34231,6 +34327,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36526,6 +36634,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36696,6 +36823,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36796,6 +36938,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37046,6 +37196,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38035,8 +38191,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38826,7 +38982,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46666,6 +46834,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46678,8 +46857,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47192,14 +47373,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47328,8 +47514,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51264,6 +51450,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52517,6 +52710,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54354,7 +54559,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54368,7 +54573,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55041,7 +55246,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55304,7 +55514,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55327,11 +55546,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55380,14 +55612,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55557,8 +55791,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57046,6 +57288,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58083,6 +58333,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58222,6 +58478,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58270,6 +58537,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58365,6 +58638,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60540,7 +60827,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60581,9 +60868,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3327,6 +3327,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4839,7 +4848,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4864,7 +4873,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4873,7 +4882,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9483,26 +9492,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9659,6 +9652,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12734,6 +12737,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15572,8 +15587,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16323,6 +16339,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22995,7 +23030,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25097,8 +25147,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25368,7 +25419,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31903,7 +31959,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32283,8 +32344,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34122,6 +34187,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34135,6 +34209,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34178,6 +34264,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34230,6 +34326,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36525,6 +36633,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36695,6 +36822,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36795,6 +36937,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37045,6 +37195,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38034,8 +38190,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38825,7 +38981,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46665,6 +46833,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46677,8 +46856,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47191,14 +47372,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47327,8 +47513,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51263,6 +51449,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52516,6 +52709,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54353,7 +54558,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54367,7 +54572,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55040,7 +55245,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55303,7 +55513,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55326,11 +55545,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55379,14 +55611,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55556,8 +55790,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57045,6 +57287,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58082,6 +58332,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58221,6 +58477,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58269,6 +58536,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58364,6 +58637,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60539,7 +60826,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60580,9 +60867,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3345,6 +3345,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4857,7 +4866,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4882,7 +4891,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4891,7 +4900,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9501,26 +9510,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9677,6 +9670,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12752,6 +12755,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15590,8 +15605,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16341,6 +16357,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23013,7 +23048,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25115,8 +25165,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25386,7 +25437,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31921,7 +31977,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32301,8 +32362,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34140,6 +34205,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34153,6 +34227,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34196,6 +34282,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34248,6 +34344,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36543,6 +36651,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36713,6 +36840,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36813,6 +36955,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37063,6 +37213,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38052,8 +38208,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38843,7 +38999,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46683,6 +46851,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46695,8 +46874,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47209,14 +47390,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47345,8 +47531,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51281,6 +51467,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52534,6 +52727,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54371,7 +54576,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54385,7 +54590,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55058,7 +55263,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55321,7 +55531,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55344,11 +55563,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55397,14 +55629,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55574,8 +55808,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57063,6 +57305,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58100,6 +58350,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58239,6 +58495,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58287,6 +58554,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58382,6 +58655,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60557,7 +60844,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60598,9 +60885,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -11,12 +11,13 @@
# Hilman Hazazi <hafizd.muhammad.kren.403@gmail.com>, 2021.
# Stephen Gunawan Susilo <gunawanstephen@yahoo.com>, 2021.
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021.
# zephyroths <ridho.hikaru@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: 2021-11-30 04:38+0000\n"
"Last-Translator: Azizkhasyi 11 <azizkhasyi11@gmail.com>\n"
"PO-Revision-Date: 2022-02-22 15:52+0000\n"
"Last-Translator: zephyroths <ridho.hikaru@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@ -24,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.10-dev\n"
"X-Generator: Weblate 4.11-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -85,7 +86,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
msgstr ""
msgstr "Bawaan"
#: doc/tools/make_rst.py
msgid "Setter"
@ -3532,6 +3533,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5044,8 +5054,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5069,7 +5080,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5078,7 +5089,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9688,26 +9699,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9864,6 +9859,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12940,6 +12945,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15778,8 +15795,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16529,6 +16547,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23205,7 +23242,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25309,8 +25361,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25580,7 +25633,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32116,7 +32174,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32496,8 +32559,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34335,6 +34402,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34348,6 +34424,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34391,6 +34479,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34443,6 +34541,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36752,6 +36862,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36922,6 +37051,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37022,6 +37166,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37272,6 +37424,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38261,8 +38419,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39052,7 +39210,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46909,6 +47079,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46921,8 +47102,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47435,14 +47618,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47571,8 +47759,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51507,6 +51695,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52760,6 +52955,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54597,7 +54804,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54611,7 +54818,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55286,7 +55493,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55549,7 +55761,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55572,11 +55793,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55625,14 +55859,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55802,8 +56038,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57293,6 +57537,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58330,6 +58584,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58469,6 +58729,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58517,6 +58788,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58612,6 +58889,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60788,7 +61079,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60829,9 +61120,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3327,6 +3327,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4839,7 +4848,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4864,7 +4873,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4873,7 +4882,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9483,26 +9492,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9659,6 +9652,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12734,6 +12737,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15572,8 +15587,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16323,6 +16339,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22995,7 +23030,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25097,8 +25147,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25368,7 +25419,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31903,7 +31959,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32283,8 +32344,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34122,6 +34187,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34135,6 +34209,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34178,6 +34264,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34230,6 +34326,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36525,6 +36633,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36695,6 +36822,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36795,6 +36937,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37045,6 +37195,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38034,8 +38190,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38825,7 +38981,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46665,6 +46833,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46677,8 +46856,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47191,14 +47372,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47327,8 +47513,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51263,6 +51449,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52516,6 +52709,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54353,7 +54558,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54367,7 +54572,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55040,7 +55245,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55303,7 +55513,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55326,11 +55545,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55379,14 +55611,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55556,8 +55790,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57045,6 +57287,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58082,6 +58332,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58221,6 +58477,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58269,6 +58536,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58364,6 +58637,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60539,7 +60826,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60580,9 +60867,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -23,11 +23,12 @@
# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021.
# Andrea Montagna <fullmontis@gmail.com>, 2021.
# Andrea Leganza <neogene@gmail.com>, 2021.
# Federico Caprini <caprinifede@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: 2022-01-31 08:55+0000\n"
"PO-Revision-Date: 2022-02-22 15:52+0000\n"
"Last-Translator: Mirko <miknsop@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
@ -85,11 +86,12 @@ msgstr "Descrizioni delle proprietà"
#: doc/tools/make_rst.py
msgid "Inherits:"
msgstr ""
msgstr "Eredita:"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Inherited By:"
msgstr ""
msgstr "Ereditato da:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
@ -105,7 +107,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "value"
msgstr ""
msgstr "valore"
#: doc/tools/make_rst.py
msgid "Getter"
@ -115,6 +117,8 @@ msgstr ""
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"Questo metodo di solito dovrebbe essere riscritto dall'utente per aver "
"qualche effetto."
#: doc/tools/make_rst.py
msgid ""
@ -136,6 +140,8 @@ msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
"Questo metodo non necessita di alcun'istanza per essere chiamato, quindi può "
"essere chiamato direttamente usando il nome della classe."
#: doc/tools/make_rst.py
msgid ""
@ -4258,6 +4264,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5774,8 +5789,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Restituisce la tangente del parametro."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5799,7 +5815,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5808,7 +5824,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -10441,26 +10457,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10617,6 +10617,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13707,6 +13717,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16610,8 +16632,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -17391,6 +17414,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -24080,7 +24122,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -26187,8 +26244,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -26458,7 +26516,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -33028,7 +33091,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -33408,8 +33476,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -35249,6 +35321,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -35262,6 +35343,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -35305,6 +35398,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -35357,6 +35460,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -37253,7 +37368,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Nodi e scene"
#: doc/classes/Node.xml
msgid "All Demos"
@ -37688,6 +37803,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37858,6 +37992,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37958,6 +38107,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -38208,6 +38365,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -39204,8 +39367,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39999,7 +40162,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47882,6 +48057,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47894,8 +48080,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48408,14 +48596,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48544,8 +48737,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52490,6 +52683,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53745,6 +53945,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55587,7 +55799,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55601,7 +55813,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -56278,7 +56490,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56542,7 +56759,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56565,11 +56791,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56618,14 +56857,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56795,8 +57036,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58293,6 +58542,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Restituisce l'angolo al vettore dato, in radianti."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Restituisce il valore opposto del parametro."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Restituisce il resto dei due vettori."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -59345,6 +59604,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -59487,6 +59752,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -59542,6 +59819,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
"esiste, [code]false[/code] altrimenti."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59637,6 +59923,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61819,7 +62119,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61862,10 +62162,9 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -4303,6 +4303,15 @@ msgstr ""
"code]のような、ヒント文字列で指定されたリストの中で選択するための列挙値である"
"というヒント。"
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -6246,7 +6255,8 @@ msgstr ""
"は [code]true[/code] を返すようにします。"
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr ""
"指定したパスがフィルタリングされていれば [code]true[/code] を返します。"
@ -6280,8 +6290,9 @@ msgid "Adds or removes a path for the filter."
msgstr "このフィルタのパスを追加あるいは除去します。"
#: doc/classes/AnimationNode.xml
#, fuzzy
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"カスタムパラメータを設定します。リソースはツリーやシーン全体で再利用できるた"
@ -6292,7 +6303,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。"
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
#, fuzzy
msgid "Emitted when the node was removed from the graph."
msgstr "グラフからノードが除去された際に発信されます。"
#: doc/classes/AnimationNode.xml
@ -12162,29 +12174,10 @@ msgstr ""
"バス [code]bus_idx[/code] の位置 [code]at_position[/code] に [AudioEffect] エ"
"フェクトを追加します。"
#: doc/classes/AudioServer.xml
#, fuzzy
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
"現在のオーディオ入力用デバイスの名前です ([method capture_get_device_list] を"
"参照)。"
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr "システム上で検出されたすべてのオーディオ入力デバイスの名前を返します。"
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "利用可能なバスとエフェクトを使用して [AudioBusLayout] を生成します。"
@ -12372,6 +12365,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr "利用可能なオーディオバスの数。"
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -15739,6 +15742,24 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する"
"のと同じです。"
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する"
"のと同じです。"
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -18634,8 +18655,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -19415,6 +19437,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -26178,7 +26219,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -28287,8 +28343,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -28568,7 +28625,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -35187,7 +35249,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -35576,8 +35643,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -37425,6 +37496,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -37438,6 +37518,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -37481,6 +37573,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -37533,6 +37635,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -39887,6 +40001,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -40057,6 +40190,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -40157,6 +40305,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -40407,6 +40563,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -41402,8 +41564,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -42199,7 +42361,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -50133,6 +50307,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -50145,8 +50330,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50659,14 +50846,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50795,8 +50987,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -54768,6 +54960,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -56032,6 +56231,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -58150,7 +58361,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -58164,7 +58375,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -58855,7 +59066,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59122,7 +59338,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59145,11 +59370,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59198,14 +59436,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -59375,8 +59615,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -60885,6 +61133,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "アニメーションのトラック数を返します。"
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "指定したトラックのキー数を返します。"
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "ブレンド空間内の三角形の数を返します。"
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -61949,6 +62207,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -62095,6 +62359,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。"
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -62151,6 +62427,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ"
"うでなければ、 [code]false[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -62246,6 +62531,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -64436,7 +64735,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -64483,10 +64782,9 @@ msgstr ""
"定します。"
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。"
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3454,6 +3454,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4967,8 +4976,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/AnimationNode.xml
msgid ""
@ -4992,7 +5002,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5001,7 +5011,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9613,26 +9623,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9789,6 +9783,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12870,6 +12874,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15737,8 +15753,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16494,6 +16511,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23235,7 +23271,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25340,8 +25391,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25611,7 +25663,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32159,7 +32216,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32539,8 +32601,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34379,6 +34445,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34392,6 +34467,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34435,6 +34522,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34487,6 +34584,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36932,6 +37041,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37102,6 +37230,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37202,6 +37345,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37452,6 +37603,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38442,8 +38599,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39236,7 +39393,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47099,6 +47268,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47111,8 +47291,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47625,14 +47807,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47761,8 +47948,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51698,6 +51885,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52951,6 +53145,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54788,7 +54994,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54802,7 +55008,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55477,7 +55683,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55740,7 +55951,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55763,11 +55983,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55816,14 +56049,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55993,8 +56228,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57487,6 +57730,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "매개변수의 코사인 값을 반환합니다."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "매개변수의 반대 값을 반환합니다."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58525,6 +58778,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58664,6 +58923,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58712,6 +58983,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58807,6 +59084,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60985,7 +61276,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61027,10 +61318,9 @@ msgid ""
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3342,6 +3342,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4854,7 +4863,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4879,7 +4888,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4888,7 +4897,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9498,26 +9507,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9674,6 +9667,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12749,6 +12752,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15587,8 +15602,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16338,6 +16354,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23013,7 +23048,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25115,8 +25165,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25386,7 +25437,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31921,7 +31977,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32301,8 +32362,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34140,6 +34205,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34153,6 +34227,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34196,6 +34282,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34248,6 +34344,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36543,6 +36651,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36713,6 +36840,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36813,6 +36955,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37063,6 +37213,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38052,8 +38208,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38843,7 +38999,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46683,6 +46851,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46695,8 +46874,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47209,14 +47390,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47345,8 +47531,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51281,6 +51467,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52534,6 +52727,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54371,7 +54576,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54385,7 +54590,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55058,7 +55263,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55321,7 +55531,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55344,11 +55563,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55397,14 +55629,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55574,8 +55808,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57063,6 +57305,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58100,6 +58350,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58239,6 +58495,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58287,6 +58554,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58382,6 +58655,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60557,7 +60844,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60598,9 +60885,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3325,6 +3325,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4837,7 +4846,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4862,7 +4871,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4871,7 +4880,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9481,26 +9490,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9657,6 +9650,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12732,6 +12735,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15570,8 +15585,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16321,6 +16337,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22993,7 +23028,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25095,8 +25145,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25366,7 +25417,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31901,7 +31957,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32281,8 +32342,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34120,6 +34185,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34133,6 +34207,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34176,6 +34262,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34228,6 +34324,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36523,6 +36631,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36693,6 +36820,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36793,6 +36935,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37043,6 +37193,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38032,8 +38188,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38823,7 +38979,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46663,6 +46831,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46675,8 +46854,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47189,14 +47370,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47325,8 +47511,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51261,6 +51447,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52514,6 +52707,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54351,7 +54556,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54365,7 +54570,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55038,7 +55243,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55301,7 +55511,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55324,11 +55543,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55377,14 +55609,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55554,8 +55788,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57043,6 +57285,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58080,6 +58330,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58219,6 +58475,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58267,6 +58534,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58362,6 +58635,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60537,7 +60824,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60578,9 +60865,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3337,6 +3337,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4849,7 +4858,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4874,7 +4883,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4883,7 +4892,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9493,26 +9502,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9669,6 +9662,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12744,6 +12747,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15582,8 +15597,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16333,6 +16349,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23005,7 +23040,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25107,8 +25157,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25378,7 +25429,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31913,7 +31969,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32293,8 +32354,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34132,6 +34197,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34145,6 +34219,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34188,6 +34274,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34240,6 +34336,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36535,6 +36643,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36705,6 +36832,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36805,6 +36947,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37055,6 +37205,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38044,8 +38200,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38835,7 +38991,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46675,6 +46843,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46687,8 +46866,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47201,14 +47382,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47337,8 +47523,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51273,6 +51459,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52526,6 +52719,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54363,7 +54568,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54377,7 +54582,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55050,7 +55255,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55313,7 +55523,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55336,11 +55555,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55389,14 +55621,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55566,8 +55800,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57055,6 +57297,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58092,6 +58342,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58231,6 +58487,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58279,6 +58546,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58374,6 +58647,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60549,7 +60836,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60590,9 +60877,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3325,6 +3325,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4837,7 +4846,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4862,7 +4871,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4871,7 +4880,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9481,26 +9490,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9657,6 +9650,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12732,6 +12735,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15570,8 +15585,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16321,6 +16337,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22993,7 +23028,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25095,8 +25145,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25366,7 +25417,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31901,7 +31957,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32281,8 +32342,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34120,6 +34185,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34133,6 +34207,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34176,6 +34262,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34228,6 +34324,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36523,6 +36631,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36693,6 +36820,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36793,6 +36935,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37043,6 +37193,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38032,8 +38188,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38823,7 +38979,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46663,6 +46831,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46675,8 +46854,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47189,14 +47370,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47325,8 +47511,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51261,6 +51447,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52514,6 +52707,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54351,7 +54556,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54365,7 +54570,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55038,7 +55243,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55301,7 +55511,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55324,11 +55543,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55377,14 +55609,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55554,8 +55788,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57043,6 +57285,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58080,6 +58330,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58219,6 +58475,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58267,6 +58534,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58362,6 +58635,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60537,7 +60824,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60578,9 +60865,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3376,6 +3376,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4888,7 +4897,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4913,7 +4922,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4922,7 +4931,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9532,26 +9541,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9708,6 +9701,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12783,6 +12786,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15621,8 +15636,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16372,6 +16388,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23047,7 +23082,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25149,8 +25199,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25420,7 +25471,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31955,7 +32011,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32335,8 +32396,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34174,6 +34239,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34187,6 +34261,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34230,6 +34316,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34282,6 +34378,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36577,6 +36685,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36747,6 +36874,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36847,6 +36989,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37097,6 +37247,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38086,8 +38242,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38877,7 +39033,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46717,6 +46885,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46729,8 +46908,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47243,14 +47424,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47379,8 +47565,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51316,6 +51502,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52569,6 +52762,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54406,7 +54611,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54420,7 +54625,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55093,7 +55298,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55356,7 +55566,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55379,11 +55598,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55432,14 +55664,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55609,8 +55843,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57098,6 +57340,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58135,6 +58385,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58274,6 +58530,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58322,6 +58589,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58417,6 +58690,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60592,7 +60879,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60633,9 +60920,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -11,7 +11,7 @@
# Larix_45 <milarczek2004@gmail.com>, 2020.
# Mateusz Grzonka <alpinus4@gmail.com>, 2020.
# Michał Borowiec <hello@michal-borowiec.pl>, 2021.
# Suchy Talerz <kacperkubis06@gmail.com>, 2021.
# Suchy Talerz <kacperkubis06@gmail.com>, 2021, 2022.
# Seppo Day <piszczatowskis@gmail.com>, 2021.
# cerkiewny <mstarzycki@gmail.com>, 2021.
# Dominik Mielcarek <fogbpl@gmail.com>, 2021.
@ -19,12 +19,14 @@
# Tomasz Piechocki <t.piechocki@yahoo.com>, 2021.
# DeiranZ <jwabik322@gmail.com>, 2022.
# Piotr <promantix@gmail.com>, 2022.
# lewando54 <lewando54@gmail.com>, 2022.
# Katarzyna Twardowska <katarina.twardowska@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: 2022-01-19 22:07+0000\n"
"Last-Translator: Piotr <promantix@gmail.com>\n"
"PO-Revision-Date: 2022-03-08 06:54+0000\n"
"Last-Translator: Katarzyna Twardowska <katarina.twardowska@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pl/>\n"
"Language: pl\n"
@ -33,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -98,7 +100,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Setter"
msgstr ""
msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@ -3798,6 +3800,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5311,8 +5322,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Zwraca tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5336,7 +5348,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5345,7 +5357,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -5415,9 +5427,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
#, fuzzy
msgid "AnimationTree"
msgstr "Węzeł Kinematic body 2D."
msgstr "DrzewoAnimacji"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@ -9965,26 +9976,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10141,6 +10136,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13230,6 +13235,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16073,8 +16090,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16830,6 +16848,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23516,7 +23553,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25620,8 +25672,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25891,7 +25944,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32457,7 +32515,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32837,8 +32900,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34677,6 +34744,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34690,6 +34766,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34733,6 +34821,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34785,6 +34883,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36687,7 +36797,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Węzły i Sceny"
#: doc/classes/Node.xml
msgid "All Demos"
@ -37122,6 +37232,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37292,6 +37421,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37392,6 +37536,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37642,6 +37794,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38631,8 +38789,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39428,7 +39586,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47310,6 +47480,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47322,8 +47503,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47836,14 +48019,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47972,8 +48160,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50077,7 +50265,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
msgstr ""
msgstr "BBCode w RichTextLabel"
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
@ -51920,6 +52108,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53174,6 +53369,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55014,7 +55221,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55028,7 +55235,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55703,7 +55910,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55966,7 +56178,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55989,11 +56210,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56042,14 +56276,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56219,8 +56455,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57714,6 +57958,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Zwraca kąt w radianach danego wektora."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Zwraca przeciwieństwo parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Zwraca resztę z dwóch wektorów."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58757,6 +59011,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58897,6 +59157,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58948,6 +59220,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59043,6 +59322,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -59090,7 +59383,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
msgstr ""
msgstr "Użyj wielowątkowości"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@ -61221,7 +61514,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61263,10 +61556,9 @@ msgid ""
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -4090,6 +4090,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5610,8 +5619,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5635,7 +5645,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5644,8 +5654,9 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgstr ""
#, fuzzy
msgid "Emitted when the node was removed from the graph."
msgstr "Emitido cada vez que um nó é removido da [SceneTree]."
#: doc/classes/AnimationNode.xml
msgid ""
@ -10262,26 +10273,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10438,6 +10433,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13535,6 +13540,18 @@ msgstr "Camada para desenhar no ecrã."
msgid "Returns the RID of the canvas used by this layer."
msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16393,8 +16410,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -17152,6 +17170,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Emitido quando o nó ganha foco do teclado."
@ -23836,7 +23873,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25940,8 +25992,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -26211,7 +26264,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32751,7 +32809,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -33131,8 +33194,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34970,6 +35037,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34983,6 +35059,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -35026,6 +35114,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -35078,6 +35176,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -37396,6 +37506,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37566,6 +37695,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37666,6 +37810,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37916,6 +38068,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38905,8 +39063,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39696,7 +39854,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47540,6 +47710,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47552,8 +47733,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48066,14 +48249,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48202,8 +48390,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52138,6 +52326,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53395,6 +53590,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55250,7 +55457,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55264,7 +55471,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55939,7 +56146,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56202,7 +56414,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56225,11 +56446,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56278,14 +56512,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56455,8 +56691,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57946,6 +58190,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Retorna o comprimento atual do braço da mola."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Retorna o número de nós nesta [SceneTree]."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58984,6 +59238,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -59123,6 +59383,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -59171,6 +59443,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
"caso contrário."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59266,6 +59547,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61444,7 +61739,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61485,10 +61780,9 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -4301,6 +4301,15 @@ msgstr ""
"para ser selecionado em uma lista especificada por uma string de dica como "
"[code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5868,8 +5877,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Retorna a tangente do parâmetro."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5893,7 +5903,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5902,8 +5912,9 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgstr ""
#, fuzzy
msgid "Emitted when the node was removed from the graph."
msgstr "Emitido cada vez que um nó é removido da [SceneTree]."
#: doc/classes/AnimationNode.xml
msgid ""
@ -10537,26 +10548,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10713,6 +10708,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13818,6 +13823,18 @@ msgstr "Camada para desenhar na tela."
msgid "Returns the RID of the canvas used by this layer."
msgstr "Retorna o RID da tela usada por essa camada."
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16710,8 +16727,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -17469,6 +17487,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Emitido quando o nó ganha foco do teclado."
@ -24165,7 +24202,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -26270,8 +26322,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -26541,7 +26594,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -33120,7 +33178,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -33500,8 +33563,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -35341,6 +35408,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -35354,6 +35430,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -35397,6 +35485,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -35449,6 +35547,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -37786,6 +37896,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37956,6 +38085,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -38056,6 +38200,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -38306,6 +38458,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -39295,8 +39453,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -40090,7 +40248,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47978,6 +48148,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47990,8 +48171,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48504,14 +48687,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48640,8 +48828,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52585,6 +52773,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53846,6 +54041,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55704,7 +55911,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55718,7 +55925,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -56393,7 +56600,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56656,7 +56868,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56679,11 +56900,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56732,14 +56966,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56909,8 +57145,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -58407,6 +58651,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Retorna o ângulo para o vetor dado, em radianos."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Retorna o valor oposto do parâmetro."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Retorna o número de nós nesta [SceneTree]."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -59458,6 +59712,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -59601,6 +59861,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -59650,6 +59922,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59745,6 +60024,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61925,7 +62218,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61968,10 +62261,9 @@ msgstr ""
"Retorna a largura em píxeis de [code]wrap_index[/code] em [code]line[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3345,6 +3345,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4857,7 +4866,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4882,7 +4891,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4891,7 +4900,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9501,26 +9510,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9677,6 +9670,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12752,6 +12755,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15590,8 +15605,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16341,6 +16357,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23016,7 +23051,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25118,8 +25168,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25389,7 +25440,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31924,7 +31980,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32304,8 +32365,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34143,6 +34208,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34156,6 +34230,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34199,6 +34285,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34251,6 +34347,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36546,6 +36654,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36716,6 +36843,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36816,6 +36958,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37066,6 +37216,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38055,8 +38211,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38846,7 +39002,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46686,6 +46854,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46698,8 +46877,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47212,14 +47393,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47348,8 +47534,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51284,6 +51470,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52537,6 +52730,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54374,7 +54579,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54388,7 +54593,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55061,7 +55266,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55324,7 +55534,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55347,11 +55566,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55400,14 +55632,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55577,8 +55811,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57066,6 +57308,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58103,6 +58353,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58242,6 +58498,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58290,6 +58557,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58385,6 +58658,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60560,7 +60847,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60601,9 +60888,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -26,7 +26,7 @@
# Сергей Волков <zerosar4@gmail.com>, 2021.
# Alexander Sinitsyn <almoig747@gmail.com>, 2021.
# Толя Богомолов <tolya.bogomolov2004@gmail.com>, 2021.
# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021.
# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021, 2022.
# Vladimir Svity <development.openworld@gmail.com>, 2021.
# SuperProCoolName <minzatov.2004@mail.ru>, 2021.
# GameOverCode <thefguyplayeriwbt@gmail.com>, 2021.
@ -38,12 +38,13 @@
# Алексей Зотов <ancrad@yandex.ru>, 2022.
# Russkikh Michail <summersay415@gmail.com>, 2022.
# Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>, 2022.
# Иван Гай <yfrde615@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: 2022-02-14 22:08+0000\n"
"Last-Translator: Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>\n"
"PO-Revision-Date: 2022-03-02 18:39+0000\n"
"Last-Translator: Rustam Alieskerov <rustam.aleskerov7@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@ -52,7 +53,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.11.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -163,6 +164,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
"Этот метод описывает подходящий оператор, который необходимо использовать с "
"этим типом, как левый операнд."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@ -263,13 +266,12 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"Возвращает арккосинус числа [code]s[/code] в радианах. Используется для "
"получения угла, косинус которого равен [code]s[/code]. Число [code]s[/code] "
"должно быть между [code]-1.0[/code] и [code]1.0[/code] (включительно), в "
"противном случае [method asin] вернет [constant NAN].\n"
"Возвращает арксинус числа [code]s[/code] в радианах. Используется для "
"получения угла, синус которого равен [code]s[/code]. Число [code]s[/code] "
"должно быть в промежутке между [code]-1.0[/code] и [code]1.0[/code] "
"(включительно), иначе [method asin] вернет [constant NAN].\n"
"[codeblock]\n"
"# s равно 0.523599, или 30 градусов, если конвертировать с помощью "
"rad2deg(s)\n"
"# s равно 0.523599, или 30 градусов, если конвертировать с помощью rad2deg\n"
"s = asin(0.5)\n"
"[/codeblock]"
@ -436,16 +438,12 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
"Ограничивает [code]value[/code], возвращая значение не меньше [code]min[/"
"Ограничивает [code]value[/code], и возвращает значение не меньше [code]min[/"
"code] и не больше [code]max[/code].\n"
"[codeblock]\n"
"speed = 1000\n"
"# a будет 20\n"
"a = clamp(speed, 1, 20)\n"
"\n"
"speed = -10\n"
"# a будет 1\n"
"a = clamp(speed, 1, 20)\n"
"a = clamp(1000, 1, 20) # a будет 20\n"
"a = clamp(-10, 1, 20) # a будет 1\n"
"a = clamp(15, 1, 20) # a будет 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -566,7 +564,6 @@ msgstr ""
"использовать [code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
@ -575,8 +572,7 @@ msgid ""
msgstr ""
"Преобразует угол, выраженный в градусах, в радианы.\n"
"[codeblock]\n"
"# r равно 3.141593\n"
"r = deg2rad(180)\n"
"r = deg2rad(180) # r = 3.141593\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@ -4415,6 +4411,15 @@ msgstr ""
"перечислимым значением для выбора из списка, заданного строкой подсказки, "
"такой как [code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
#, fuzzy
msgid ""
@ -6270,8 +6275,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/AnimationNode.xml
msgid ""
@ -6295,7 +6301,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -6304,7 +6310,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -11120,26 +11126,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -11296,6 +11286,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -14399,6 +14399,24 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"Очищает массив. Это эквивалентно использованию [method resize] с размером "
"[code]0[/code]."
#: doc/classes/CanvasLayer.xml
#, fuzzy
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"Очищает массив. Это эквивалентно использованию [method resize] с размером "
"[code]0[/code]."
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -17324,8 +17342,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -18105,6 +18124,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -24813,7 +24851,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -26920,8 +26973,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -27191,7 +27245,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -33778,7 +33837,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -34158,8 +34222,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -36001,6 +36069,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -36014,6 +36091,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -36057,6 +36146,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -36109,6 +36208,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -38448,6 +38559,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -38618,6 +38748,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -38718,6 +38863,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -38968,6 +39121,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -39962,8 +40121,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -40761,7 +40920,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -48677,6 +48848,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -48689,8 +48871,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49203,14 +49387,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49339,8 +49528,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -53334,6 +53523,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -54594,6 +54790,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -56436,7 +56644,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -56450,7 +56658,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -57147,7 +57355,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57414,7 +57627,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57437,11 +57659,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57490,14 +57725,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -57667,8 +57904,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -59166,6 +59411,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Возвращает минимальный угол указанного вектора."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Возвращает количество ключей в данной дорожке."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Возвращает количество раз когда элемент встречается в массиве."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -60226,6 +60481,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -60368,6 +60629,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
@ -60423,6 +60696,15 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Возвращает [code]true[/code], если в [AnimationPlayer] хранится [Animation] "
"с ключом [code]name[/code]."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -60518,6 +60800,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -62702,7 +62998,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -62746,10 +63042,9 @@ msgstr ""
"приблизительно равны друг другу."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -3328,6 +3328,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4840,7 +4849,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4865,7 +4874,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4874,7 +4883,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9484,26 +9493,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9660,6 +9653,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12735,6 +12738,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15573,8 +15588,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16324,6 +16340,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22999,7 +23034,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25101,8 +25151,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25372,7 +25423,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31907,7 +31963,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32287,8 +32348,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34126,6 +34191,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34139,6 +34213,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34182,6 +34268,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34234,6 +34330,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36529,6 +36637,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36699,6 +36826,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36799,6 +36941,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37049,6 +37199,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38038,8 +38194,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38829,7 +38985,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46669,6 +46837,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46681,8 +46860,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47195,14 +47376,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47331,8 +47517,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51267,6 +51453,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52520,6 +52713,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54357,7 +54562,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54371,7 +54576,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55044,7 +55249,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55307,7 +55517,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55330,11 +55549,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55383,14 +55615,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55560,8 +55794,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57049,6 +57291,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58086,6 +58336,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58225,6 +58481,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58273,6 +58540,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58368,6 +58641,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60543,7 +60830,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60584,9 +60871,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3339,6 +3339,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4851,7 +4860,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4876,7 +4885,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4885,7 +4894,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9495,26 +9504,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9671,6 +9664,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12746,6 +12749,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15584,8 +15599,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16335,6 +16351,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23010,7 +23045,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25112,8 +25162,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25383,7 +25434,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31918,7 +31974,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32298,8 +32359,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34137,6 +34202,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34150,6 +34224,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34193,6 +34279,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34245,6 +34341,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36540,6 +36648,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36710,6 +36837,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36810,6 +36952,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37060,6 +37210,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38049,8 +38205,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38840,7 +38996,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46680,6 +46848,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46692,8 +46871,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47206,14 +47387,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47342,8 +47528,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51278,6 +51464,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52531,6 +52724,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54368,7 +54573,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54382,7 +54587,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55055,7 +55260,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55318,7 +55528,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55341,11 +55560,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55394,14 +55626,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55571,8 +55805,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57060,6 +57302,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58097,6 +58347,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58236,6 +58492,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58284,6 +58551,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58379,6 +58652,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60554,7 +60841,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60595,9 +60882,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3328,6 +3328,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4840,7 +4849,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4865,7 +4874,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4874,7 +4883,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9484,26 +9493,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9660,6 +9653,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12735,6 +12738,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15573,8 +15588,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16324,6 +16340,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -22996,7 +23031,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25098,8 +25148,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25369,7 +25420,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31904,7 +31960,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32284,8 +32345,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34123,6 +34188,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34136,6 +34210,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34179,6 +34265,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34231,6 +34327,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36526,6 +36634,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36696,6 +36823,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36796,6 +36938,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37046,6 +37196,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38035,8 +38191,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38826,7 +38982,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46666,6 +46834,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46678,8 +46857,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47192,14 +47373,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47328,8 +47514,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51264,6 +51450,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52517,6 +52710,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54354,7 +54559,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54368,7 +54573,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55041,7 +55246,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55304,7 +55514,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55327,11 +55546,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55380,14 +55612,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55557,8 +55791,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57046,6 +57288,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58083,6 +58333,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58222,6 +58478,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58270,6 +58537,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58365,6 +58638,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60540,7 +60827,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60581,9 +60868,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3421,6 +3421,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4940,8 +4949,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
#: doc/classes/AnimationNode.xml
msgid ""
@ -4965,7 +4975,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4974,7 +4984,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9588,26 +9598,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9764,6 +9758,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12841,6 +12845,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15680,8 +15696,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16431,6 +16448,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23107,7 +23143,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25210,8 +25261,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25481,7 +25533,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32039,7 +32096,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32419,8 +32481,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34258,6 +34324,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34271,6 +34346,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34314,6 +34401,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34366,6 +34463,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36721,6 +36830,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36891,6 +37019,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36991,6 +37134,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37241,6 +37392,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38230,8 +38387,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39021,7 +39178,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46874,6 +47043,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46886,8 +47066,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47400,14 +47582,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47536,8 +47723,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51473,6 +51660,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52726,6 +52920,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54564,7 +54770,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54578,7 +54784,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55253,7 +55459,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55516,7 +55727,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55539,11 +55759,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55592,14 +55825,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55769,8 +56004,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57260,6 +57503,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58297,6 +58550,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58436,6 +58695,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58484,6 +58754,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58579,6 +58855,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60755,7 +61045,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60796,9 +61086,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -3,12 +3,12 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Napstaguy04 <brokenscreen3@gmail.com>, 2021.
# Napstaguy04 <brokenscreen3@gmail.com>, 2021, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-11-15 21:14+0000\n"
"PO-Revision-Date: 2022-02-26 10:27+0000\n"
"Last-Translator: Napstaguy04 <brokenscreen3@gmail.com>\n"
"Language-Team: Tagalog <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tl/>\n"
@ -18,7 +18,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
"X-Generator: Weblate 4.9.1-dev\n"
"X-Generator: Weblate 4.11.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -3400,6 +3400,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4912,7 +4921,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -4937,7 +4946,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4946,7 +4955,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9431,6 +9440,10 @@ msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr ""
"Nagdadagdag ng pagaalingayngay o reverberasyon na audio effect sa isang "
"Audio bus.\n"
"Ginagaya ang tunog ng mga akustikong kapaligiran gaya ng mga silid, concert "
"halls, kweba o malawak na lugar."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@ -9556,26 +9569,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9732,6 +9729,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12810,6 +12817,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15648,8 +15667,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16399,6 +16419,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23071,7 +23110,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25173,8 +25227,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25444,7 +25499,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -31979,7 +32039,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32359,8 +32424,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34198,6 +34267,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34211,6 +34289,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34254,6 +34344,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34306,6 +34406,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36607,6 +36719,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36777,6 +36908,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36877,6 +37023,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37127,6 +37281,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38116,8 +38276,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -38907,7 +39067,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46750,6 +46922,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46762,8 +46945,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47276,14 +47461,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47412,8 +47602,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51348,6 +51538,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52601,6 +52798,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54438,7 +54647,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54452,7 +54661,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55125,7 +55334,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55388,7 +55602,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55411,11 +55634,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55464,14 +55700,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55641,8 +55879,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57130,6 +57376,14 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58170,6 +58424,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58309,6 +58569,17 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58357,6 +58628,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58452,6 +58729,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60627,7 +60918,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60668,9 +60959,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml

View File

@ -4099,6 +4099,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5612,8 +5621,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Verilen değerin tanjantını döndürür."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5637,7 +5647,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5646,7 +5656,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -10257,26 +10267,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10433,6 +10427,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13521,6 +13525,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16361,8 +16377,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -17118,6 +17135,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23800,7 +23836,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25908,8 +25959,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -26179,7 +26231,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32726,7 +32783,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -33106,8 +33168,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34946,6 +35012,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34959,6 +35034,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -35002,6 +35089,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -35054,6 +35151,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -37380,6 +37489,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37550,6 +37678,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37650,6 +37793,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37900,6 +38051,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38889,8 +39046,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39683,7 +39840,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47557,6 +47726,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47569,8 +47749,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48083,14 +48265,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -48219,8 +48406,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52163,6 +52350,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53416,6 +53610,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55255,7 +55461,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55269,7 +55475,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55944,7 +56150,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56207,7 +56418,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56230,11 +56450,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56283,14 +56516,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56460,8 +56695,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57954,6 +58197,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Parametrenin kosinüsünü döndürür."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Verilen değerin zıt değerini döndürür."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "İki vektörün kalanını döndürür."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58994,6 +59247,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -59133,6 +59392,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -59181,6 +59452,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59276,6 +59553,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61454,7 +61745,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61496,10 +61787,9 @@ msgid ""
msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -15,8 +15,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-01-29 12:53+0000\n"
"Last-Translator: Vladyslav Anisimov <uniss@ua.fm>\n"
"PO-Revision-Date: 2022-02-16 16:37+0000\n"
"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@ -73,7 +73,6 @@ msgid "Theme Property Descriptions"
msgstr "Описи Властивостей Теми"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Inherits:"
msgstr "Успадковує:"
@ -88,9 +87,8 @@ msgid "(overrides %s)"
msgstr "(перевизначає %s)"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Default"
msgstr "За замовчуванням"
msgstr "Типовий"
#: doc/tools/make_rst.py
#, fuzzy
@ -3478,6 +3476,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4991,8 +4998,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Повертає тангенс параметра."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5016,7 +5024,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5025,7 +5033,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9642,26 +9650,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9818,6 +9810,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12901,6 +12903,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15740,8 +15754,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16497,6 +16512,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23177,7 +23211,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25281,8 +25330,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25552,7 +25602,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32101,7 +32156,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32481,8 +32541,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34321,6 +34385,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34334,6 +34407,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34377,6 +34462,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34429,6 +34524,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36751,6 +36858,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36921,6 +37047,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37021,6 +37162,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37271,6 +37420,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38260,8 +38415,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39054,7 +39209,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46919,6 +47086,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46931,8 +47109,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47445,14 +47625,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47581,8 +47766,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51518,6 +51703,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52772,6 +52964,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54610,7 +54814,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54624,7 +54828,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55299,7 +55503,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55562,7 +55771,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55585,11 +55803,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55638,14 +55869,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55815,8 +56048,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57310,6 +57551,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Повертає кут до заданого вектора у радіанах."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Повертає значення, яке є протилежним до значення параметра."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Повертає лишок за двома векторами."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58348,6 +58599,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58488,6 +58745,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58536,6 +58805,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58631,6 +58907,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60809,7 +61099,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60851,10 +61141,9 @@ msgid ""
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy

View File

@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Rev <revolnoom7801@gmail.com>, 2021.
# IoeCmcomc <hopdaigia2004@gmail.com>, 2021.
# IoeCmcomc <hopdaigia2004@gmail.com>, 2021, 2022.
# Hung <hungthitkhia@gmail.com>, 2021.
# Giacat Buile <hatconan20024@gmail.com>, 2021.
# Quinn Le <quinnsgn@gmail.com>, 2021.
@ -12,8 +12,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2021-11-12 13:49+0000\n"
"Last-Translator: Quinn Le <quinnsgn@gmail.com>\n"
"PO-Revision-Date: 2022-02-26 10:27+0000\n"
"Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/vi/>\n"
"Language: vi\n"
@ -21,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.9.1-dev\n"
"X-Generator: Weblate 4.11.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -53,7 +53,7 @@ msgstr "Liệt kê"
#: doc/tools/make_rst.py
msgid "Constants"
msgstr "Hằng số"
msgstr "Hằng"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
@ -64,25 +64,24 @@ msgid "Method Descriptions"
msgstr "Mô tả phương thức"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Theme Property Descriptions"
msgstr "Nội dung Thuộc tính"
msgstr "Mô tả thuộc tính chủ đề"
#: doc/tools/make_rst.py
msgid "Inherits:"
msgstr ""
msgstr "Kế thừa:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
msgstr ""
msgstr "Được kế thừa bởi:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
msgstr ""
msgstr "(ghi đè %s)"
#: doc/tools/make_rst.py
msgid "Default"
msgstr ""
msgstr "Mặc định"
#: doc/tools/make_rst.py
msgid "Setter"
@ -90,7 +89,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "value"
msgstr ""
msgstr "giá trị"
#: doc/tools/make_rst.py
msgid "Getter"
@ -99,22 +98,26 @@ msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
msgstr "Phương thức này nên được người dùng ghi đè để có tác dụng."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
"Phương thức này không có tác dụng phụ. Nó không sửa đổi bất cứ biến thành "
"viên nào của hiện thể cả."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
"Phương thức này chấp nhận bất kì số đối số nào sau những cái đã được mô tả ở "
"đây."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr ""
msgstr "Phương thức này được dùng để tạo một kiểu."
#: doc/tools/make_rst.py
msgid ""
@ -181,7 +184,6 @@ msgstr ""
"Những tên mày được hỗ trợ giống với các hằng số ở trong [Màu]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@ -189,8 +191,7 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
"Trả về giá trị tuyệt đối của tham số [code]s[/code] (nghĩa là giá trị "
"dương).\n"
"Trả về giá trị tuyệt đối của tham số [code]s[/code] (v.d. giá trị dương).\n"
"[codeblock]\n"
"# a là 1\n"
"a = abs(-1)\n"
@ -3754,6 +3755,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5290,8 +5300,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Trả về [Texture2D] của khung hình được cho."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5315,7 +5326,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5324,7 +5335,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9936,26 +9947,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10112,6 +10107,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13196,6 +13201,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16037,8 +16054,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16794,6 +16812,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23475,7 +23512,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25579,8 +25631,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25850,7 +25903,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32394,7 +32452,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32774,8 +32837,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34614,6 +34681,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34627,6 +34703,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34670,6 +34758,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34722,6 +34820,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -37046,6 +37156,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37216,6 +37345,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37316,6 +37460,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37566,6 +37718,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38555,8 +38713,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39349,7 +39507,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47225,6 +47395,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47237,8 +47418,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47751,14 +47934,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47887,8 +48075,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51829,6 +52017,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53084,6 +53279,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54923,7 +55130,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54937,7 +55144,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55612,7 +55819,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55875,7 +56087,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55898,11 +56119,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55951,14 +56185,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56128,8 +56364,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57622,6 +57866,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Trả về côsin của tham số."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Trả về giá trị đối của tham số."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Trả về phần dư của hai vector."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58662,6 +58916,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58801,6 +59061,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58849,6 +59121,12 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58944,6 +59222,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -61122,7 +61414,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61164,10 +61456,9 @@ msgid ""
msgstr "Trả về sin của tham số."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Trả về sin của tham số."
#: doc/classes/TreeItem.xml
#, fuzzy
@ -70556,11 +70847,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
msgstr "Chuyển vector màu RGB sang HSV tương ứng."
msgstr "Chuyển véc tơ màu RGB sang HSV tương ứng."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts HSV vector to RGB equivalent."
msgstr "Chuyển vector màu HSV sang RGB tương ứng."
msgstr "Chuyển véc tơ màu HSV sang RGB tương ứng."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the absolute value of the parameter."

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@ -3433,6 +3433,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -4946,8 +4955,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "回傳參數的正切值。"
#: doc/classes/AnimationNode.xml
msgid ""
@ -4971,7 +4981,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -4980,7 +4990,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -9594,26 +9604,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -9770,6 +9764,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -12853,6 +12857,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -15692,8 +15708,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16449,6 +16466,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23129,7 +23165,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25233,8 +25284,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25504,7 +25556,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32053,7 +32110,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32433,8 +32495,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"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 ""
#: doc/classes/Line2D.xml
@ -34273,6 +34339,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34286,6 +34361,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34329,6 +34416,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34381,6 +34478,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36702,6 +36811,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -36872,6 +37000,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -36972,6 +37115,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37222,6 +37373,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38211,8 +38368,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39005,7 +39162,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
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, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -46868,6 +47037,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -46880,8 +47060,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47394,14 +47576,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47530,8 +47717,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51467,6 +51654,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -52721,6 +52915,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -54559,7 +54765,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -54573,7 +54779,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55248,7 +55454,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55511,7 +55722,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55534,11 +55754,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55587,14 +55820,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -55764,8 +55999,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57259,6 +57502,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "回傳參數的正切值。"
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "回傳參數的相反值。"
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "回傳參數的正弦值。"
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58297,6 +58550,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58437,6 +58696,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58485,6 +58756,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -58580,6 +58858,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -60758,7 +61050,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -60800,10 +61092,9 @@ msgid ""
msgstr "計算兩個向量的外積。"
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "計算兩個向量的外積。"
#: doc/classes/TreeItem.xml
#, fuzzy