i18n: Sync classref translations with Weblate (3.5 branch)
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@ -20,13 +20,14 @@
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# ywmaa <ywmaa.personal@gmail.com>, 2022.
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# TabbyDev <Mandomody25@gmail.com>, 2022.
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# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada <abdalrahmanabs2005@gmail.com>, 2022.
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# NEDAL NNEE <ASEL1234543210@gmail.com>, 2022.
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# Abdallah <azzouni2007abd@gmail.com>, 2022.
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"PO-Revision-Date: 2022-07-23 03:56+0000\n"
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"Last-Translator: عبد الرحمن أبو سعدة ||Abd Alrahman abo saada "
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"<abdalrahmanabs2005@gmail.com>\n"
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"PO-Revision-Date: 2022-11-03 11:48+0000\n"
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"Last-Translator: Abdallah <azzouni2007abd@gmail.com>\n"
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"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
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"godot-class-reference/ar/>\n"
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"Language: ar\n"
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@ -35,7 +36,7 @@ msgstr ""
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"Content-Transfer-Encoding: 8-bit\n"
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"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
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"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
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"X-Generator: Weblate 4.14-dev\n"
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"X-Generator: Weblate 4.14.2-dev\n"
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#: doc/tools/make_rst.py
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msgid "Description"
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@ -110,10 +111,9 @@ msgid "Getter"
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msgstr "جالب"
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#: doc/tools/make_rst.py
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#, fuzzy
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msgid ""
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"This method should typically be overridden by the user to have any effect."
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msgstr "يجب تجاوز هذه الطريقة من المستخدم ليكون لها أي تأثير."
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msgstr "عادة يجب تجاوز هذه الدالة من قبل المستخدم ليكون لها أي تأثير."
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#: doc/tools/make_rst.py
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msgid ""
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@ -198,7 +198,6 @@ msgstr ""
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"أسماء الألوان المدعومة هي نفس الثوابت المعرّفة في [Color]."
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#: modules/gdscript/doc_classes/@GDScript.xml
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#, fuzzy
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msgid ""
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"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
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"value).\n"
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@ -209,7 +208,7 @@ msgstr ""
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"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
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"الموجبة).\n"
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"[codeblock]\n"
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"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
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"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
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"[/codeblock]"
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#: modules/gdscript/doc_classes/@GDScript.xml
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@ -628,7 +627,8 @@ msgstr ""
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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"Returns an array of dictionaries representing the current call stack.\n"
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"Returns an array of dictionaries representing the current call stack. See "
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"also [method print_stack].\n"
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"[codeblock]\n"
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"func _ready():\n"
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" foo()\n"
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@ -643,7 +643,11 @@ msgid ""
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"[codeblock]\n"
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"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
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"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
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"[/codeblock]"
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"[/codeblock]\n"
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"[b]Note:[/b] [method get_stack] only works if the running instance is "
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"connected to a debugging server (i.e. an editor instance). [method "
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"get_stack] will not work in projects exported in release mode, or in "
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"projects exported in debug mode if not connected to a debugging server."
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msgstr ""
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#: modules/gdscript/doc_classes/@GDScript.xml
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@ -1022,12 +1026,16 @@ msgstr ""
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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"Prints a stack track at code location, only works when running with debugger "
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"turned on.\n"
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"Prints a stack trace at the current code location. See also [method "
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"get_stack].\n"
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"Output in the console would look something like this:\n"
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"[codeblock]\n"
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"Frame 0 - res://test.gd:16 in function '_process'\n"
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"[/codeblock]"
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"[/codeblock]\n"
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"[b]Note:[/b] [method print_stack] only works if the running instance is "
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"connected to a debugging server (i.e. an editor instance). [method "
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"print_stack] will not work in projects exported in release mode, or in "
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"projects exported in debug mode if not connected to a debugging server."
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msgstr ""
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#: modules/gdscript/doc_classes/@GDScript.xml
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@ -3644,6 +3652,26 @@ msgstr ""
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msgid "Hints that an image is compressed using lossless compression."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid ""
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"Hint that a property represents a particular type. If a property is "
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"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
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"need to create an [Array] to contain elements of a specific type, the "
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"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
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"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
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"[codeblock]\n"
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"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
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"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
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"of floats.\n"
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"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
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"resources.\n"
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"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
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"# Two-dimensional array of resources.\n"
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"[/codeblock]\n"
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"[b]Note:[/b] The final colon is required to specify for properly detecting "
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"built-in types."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid "The property is serialized and saved in the scene file (default)."
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msgstr ""
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@ -4329,8 +4357,7 @@ msgstr ""
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#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
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#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
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#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
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#: doc/classes/InputEventAction.xml doc/classes/Label.xml
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#: doc/classes/Particles2D.xml doc/classes/Timer.xml
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#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
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#: doc/classes/VisibilityNotifier2D.xml
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msgid "2D Dodge The Creeps Demo"
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msgstr ""
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@ -7249,7 +7276,10 @@ msgid ""
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"var array = []\n"
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"array.resize(10)\n"
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"array.fill(0) # Initialize the 10 elements to 0.\n"
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"[/codeblock]"
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"[/codeblock]\n"
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"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
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"[Array], [Dictionary], etc.) then the array is filled with the references to "
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"the same object, i.e. no duplicates are created."
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msgstr ""
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#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
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@ -7434,6 +7464,9 @@ msgstr ""
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#: doc/classes/Array.xml
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msgid ""
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"Sorts the array.\n"
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"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
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"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
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"considered equal may have their order changed when using [method sort].\n"
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"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
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"order). This may lead to unexpected behavior when sorting an array of "
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"strings ending with a sequence of numbers. Consider the following example:\n"
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@ -7453,9 +7486,13 @@ msgid ""
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"For two elements [code]a[/code] and [code]b[/code], if the given method "
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"returns [code]true[/code], element [code]b[/code] will be after element "
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"[code]a[/code] in the array.\n"
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"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
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"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
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"considered equal may have their order changed when using [method "
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"sort_custom].\n"
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"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
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"expects a deterministic result. Doing so will result in unexpected "
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"behavior.\n"
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"expects a deterministic result. Randomizing the return value will result in "
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"unexpected behavior.\n"
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"[codeblock]\n"
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"class MyCustomSorter:\n"
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" static func sort_ascending(a, b):\n"
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@ -10094,10 +10131,9 @@ msgstr ""
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#: doc/classes/AudioStreamGeneratorPlayback.xml
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msgid ""
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"Returns the number of audio data frames left to play. If this returned "
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"number reaches [code]0[/code], the audio will stop playing until frames are "
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"added again. Therefore, make sure your script can always generate and push "
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"new audio frames fast enough to avoid audio cracking."
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"Returns the number of frames that can be pushed to the audio sample data "
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"buffer without overflowing it. If the result is [code]0[/code], the buffer "
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"is full."
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msgstr ""
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#: doc/classes/AudioStreamGeneratorPlayback.xml
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@ -10629,14 +10665,14 @@ msgstr ""
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#: doc/classes/BackBufferCopy.xml
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msgid ""
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"Node for back-buffering the currently-displayed screen. The region defined "
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"in the BackBufferCopy node is buffered with the content of the screen it "
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"in the [BackBufferCopy] node is buffered with the content of the screen it "
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"covers, or the entire screen according to the copy mode set. Use the "
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"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
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"access the buffer.\n"
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"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
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"anchors and margins won't apply to child [Control]-derived nodes. This can "
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"be problematic when resizing the window. To avoid this, add [Control]-"
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"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
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"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
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"adding them as children."
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msgstr ""
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@ -10646,22 +10682,22 @@ msgstr ""
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#: doc/classes/BackBufferCopy.xml
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msgid ""
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"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
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"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
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"[constant COPY_MODE_RECT]."
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msgstr ""
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#: doc/classes/BackBufferCopy.xml
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msgid ""
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"Disables the buffering mode. This means the BackBufferCopy node will "
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"Disables the buffering mode. This means the [BackBufferCopy] node will "
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"directly use the portion of screen it covers."
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msgstr ""
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#: doc/classes/BackBufferCopy.xml
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msgid "BackBufferCopy buffers a rectangular region."
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msgid "[BackBufferCopy] buffers a rectangular region."
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msgstr ""
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#: doc/classes/BackBufferCopy.xml
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msgid "BackBufferCopy buffers the entire screen."
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msgid "[BackBufferCopy] buffers the entire screen."
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msgstr ""
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#: doc/classes/BakedLightmap.xml
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msgid "Cylinder shape for collisions."
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msgstr ""
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#: doc/classes/CylinderShape.xml
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msgid ""
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"Cylinder shape for collisions.\n"
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"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
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"engine, there are several known bugs with cylinder collision shapes. Using "
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"[CapsuleShape] or [BoxShape] instead is recommended."
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msgstr ""
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#: doc/classes/CylinderShape.xml
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msgid "The cylinder's height."
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msgstr ""
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@ -22290,7 +22334,10 @@ msgid ""
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"[/codeblock]\n"
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"[b]Note:[/b] The script is run in the Editor context, which means the output "
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"is visible in the console window started with the Editor (stdout) instead of "
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"the usual Godot [b]Output[/b] dock."
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"the usual Godot [b]Output[/b] dock.\n"
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"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
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"nothing references it. This can cause errors during asynchronous operations "
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"if there are no references to the script."
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msgstr ""
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#: doc/classes/EditorScript.xml
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@ -33021,7 +33068,9 @@ msgid ""
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"The size of the light in Godot units. Only considered in baked lightmaps and "
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"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
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"this value will make the shadows appear blurrier. This can be used to "
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"simulate area lights to an extent."
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"simulate area lights to an extent.\n"
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"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
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"(the light's scale or its parent's scale)."
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msgstr ""
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#: doc/classes/Light.xml
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"use the [method get_next_location] function once every physics frame to "
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"update the internal path logic of the NavigationAgent. The returned vector "
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"position from this function should be used as the next movement position for "
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"the agent's parent Node."
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"the agent's parent Node.\n"
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"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
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"in a thread. In HTML5 exports without thread support, they will be done on "
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"the main thread, which can lead to performance issues."
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msgstr ""
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#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
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@ -36599,7 +36651,10 @@ msgid ""
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"use the [method get_next_location] function once every physics frame to "
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"update the internal path logic of the NavigationAgent. The returned vector "
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"position from this function should be used as the next movement position for "
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"the agent's parent Node."
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"the agent's parent Node.\n"
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"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
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"in a thread. In HTML5 exports without thread support, they will be done on "
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"the main thread, which can lead to performance issues."
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msgstr ""
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#: doc/classes/NavigationAgent2D.xml
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@ -37316,6 +37371,9 @@ msgid ""
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"modified velocity as-is might lead to pushing and agent outside of a "
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"navigable area. This is a limitation of the collision avoidance system, any "
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"more complex situation may require the use of the physics engine.\n"
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"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
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"in a thread. In HTML5 exports without thread support, they will be done on "
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"the main thread, which can lead to performance issues.\n"
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"This server keeps tracks of any call and executes them during the sync "
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"phase. This means that you can request any change to the map, using any "
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"thread, without worrying."
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@ -40126,7 +40184,9 @@ msgid ""
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"The light's radius. Note that the effectively lit area may appear to be "
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"smaller depending on the [member omni_attenuation] in use. No matter the "
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"[member omni_attenuation] in use, the light will never reach anything "
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"outside this radius."
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"outside this radius.\n"
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"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
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"(the light's scale or its parent's scale)."
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msgstr ""
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#: doc/classes/OmniLight.xml
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@ -40642,11 +40702,11 @@ msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
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#: doc/classes/OS.xml
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msgid ""
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"Returns the [i]global[/i] cache data directory according to the operating "
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"system's standards. On desktop platforms, this path can be overridden by "
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"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
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"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
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"Godot projects[/url] in the documentation for more information. See also "
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"[method get_config_dir] and [method get_data_dir].\n"
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"system's standards. On Linux, this path can be overridden by setting the "
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"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
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"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
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"projects[/url] in the documentation for more information. See also [method "
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"get_config_dir] and [method get_data_dir].\n"
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"Not to be confused with [method get_user_data_dir], which returns the "
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"[i]project-specific[/i] user data path."
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msgstr ""
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@ -40680,11 +40740,11 @@ msgstr ""
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#: doc/classes/OS.xml
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msgid ""
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"Returns the [i]global[/i] user configuration directory according to the "
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"operating system's standards. On desktop platforms, this path can be "
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"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
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"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
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"html]File paths in Godot projects[/url] in the documentation for more "
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"information. See also [method get_cache_dir] and [method get_data_dir].\n"
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"operating system's standards. On Linux, this path can be overridden by "
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"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
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"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
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"paths in Godot projects[/url] in the documentation for more information. See "
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"also [method get_cache_dir] and [method get_data_dir].\n"
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"Not to be confused with [method get_user_data_dir], which returns the "
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"[i]project-specific[/i] user data path."
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msgstr ""
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@ -40706,11 +40766,11 @@ msgstr ""
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#: doc/classes/OS.xml
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msgid ""
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"Returns the [i]global[/i] user data directory according to the operating "
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"system's standards. On desktop platforms, this path can be overridden by "
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"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
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"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
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"Godot projects[/url] in the documentation for more information. See also "
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"[method get_cache_dir] and [method get_config_dir].\n"
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"system's standards. On Linux, this path can be overridden by setting the "
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"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
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"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
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"projects[/url] in the documentation for more information. See also [method "
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"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41688,31 +41748,31 @@ msgstr ""
|
|||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Sunday."
|
||||
msgstr ""
|
||||
msgstr "الأحد."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Monday."
|
||||
msgstr ""
|
||||
msgstr "الإثنين."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Tuesday."
|
||||
msgstr ""
|
||||
msgstr "الثلاثاء."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Wednesday."
|
||||
msgstr ""
|
||||
msgstr "الإربعاء."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Thursday."
|
||||
msgstr ""
|
||||
msgstr "الخميس."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Friday."
|
||||
msgstr ""
|
||||
msgstr "الجمعة."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "Saturday."
|
||||
msgstr ""
|
||||
msgstr "السبت."
|
||||
|
||||
#: doc/classes/OS.xml
|
||||
msgid "January."
|
||||
|
@ -42572,6 +42632,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50174,15 +50244,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51779,17 +51856,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51798,8 +51886,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54515,7 +54609,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56352,7 +56450,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57730,7 +57830,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57746,7 +57849,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67018,10 +67123,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67032,8 +67142,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67185,7 +67295,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67717,6 +67829,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
@ -75277,6 +75405,118 @@ msgid ""
|
|||
"a wider or narrower set of devices and input methods, or to allow more "
|
||||
"advanced interactions with more advanced devices."
|
||||
msgstr ""
|
||||
"WebXR هو معيار مفتوح يسمح بإنشاء تطبيقات VR و AR تعمل في متصفح الويب.\n"
|
||||
"على هذا النحو ، لا تتوفر هذه الواجهة إلا عند التشغيل في تصدير HTML5.\n"
|
||||
"يدعم WebXR مجموعة واسعة من الأجهزة ، من الأجهزة ذات القدرات العالية (مثل "
|
||||
"Valve Index و HTC Vive و Oculus Rift و Quest) وصولاً إلى الأجهزة الأقل قدرة "
|
||||
"(مثل Google Cardboard أو Oculus Go أو GearVR أو الهواتف الذكية العادية).\n"
|
||||
"نظرًا لأن WebXR يعتمد على Javascript ، فإنه يستخدم بشكل مكثف عمليات "
|
||||
"الاسترجاعات ، مما يعني أن [WebXRInterface] مضطر لاستخدام الإشارات ، حيث "
|
||||
"تستخدم واجهات AR / VR الأخرى وظائف تعيد النتيجة على الفور. هذا يجعل "
|
||||
"[WebXRInterface] أكثر تعقيدًا في التهيئة من واجهات AR / VR الأخرى.\n"
|
||||
"إليك الحد الأدنى من الشفرة المطلوبة لبدء جلسة VR غامرة:\n"
|
||||
"[كودبلوك]\n"
|
||||
"يمتد المكاني\n"
|
||||
"\n"
|
||||
"var webxr_interface\n"
|
||||
"var vr_supported = خطأ\n"
|
||||
"\n"
|
||||
"func _ready ():\n"
|
||||
" # نفترض أن هذه العقدة بها زر عندما كان طفلاً.\n"
|
||||
" # هذا الزر للمستخدم للموافقة على الدخول في وضع VR الغامر.\n"
|
||||
" $ Button.connect (\"pressed\"، self، \"_on_Button_pressed\")\n"
|
||||
"\n"
|
||||
" webxr_interface = ARVRServer.find_interface (\"WebXR\")\n"
|
||||
" إذا كان webxr_interface:\n"
|
||||
" # تعيين معرّفات الزر / المحور القياسي عندما يكون ذلك ممكنًا.\n"
|
||||
" webxr_interface.xr_standard_mapping = صحيح\n"
|
||||
"\n"
|
||||
" # يستخدم WebXR الكثير من عمليات الاسترجاعات غير المتزامنة ، لذلك "
|
||||
"نتصل بمختلف\n"
|
||||
" # إشارات لتلقيها.\n"
|
||||
" webxr_interface.connect (\"session_supported\"، self، "
|
||||
"\"_webxr_session_supported\")\n"
|
||||
" webxr_interface.connect (\"Session_started\" ، self ، "
|
||||
"\"_webxr_session_started\")\n"
|
||||
" webxr_interface.connect (\"session_ended\"، self، "
|
||||
"\"_webxr_session_ended\")\n"
|
||||
" webxr_interface.connect (\"session_failed\"، self، "
|
||||
"\"_webxr_session_failed\")\n"
|
||||
"\n"
|
||||
" # يعود هذا على الفور - طريقة _webxr_session_supported ()\n"
|
||||
" # (التي ربطناها بإشارة \"session_supported\" أعلاه) سوف\n"
|
||||
" # يتم الاتصال بنا في وقت لاحق لإعلامنا إذا كان مدعومًا أم لا.\n"
|
||||
" webxr_interface.is_session_supported (\"الواقع الافتراضي الغامر\")\n"
|
||||
"\n"
|
||||
"func _webxr_session_supported (وضع الجلسة ، مدعوم):\n"
|
||||
" إذا كانت Session_mode == 'immersive-vr':\n"
|
||||
" vr_supported = مدعوم\n"
|
||||
"\n"
|
||||
"func _on_Button_pressed ():\n"
|
||||
" إذا لم يكن vr_supported:\n"
|
||||
" OS.alert (\"متصفحك لا يدعم VR\")\n"
|
||||
" إرجاع\n"
|
||||
"\n"
|
||||
" # نريد جلسة VR غامرة ، على عكس AR ('غامرة-ar') أو a\n"
|
||||
" # عارض 3DoF بسيط (\"عارض\").\n"
|
||||
" webxr_interface.session_mode = \"الواقع الافتراضي الغامر\"\n"
|
||||
" # \"الأرضية المحددة\" عبارة عن مقياس للغرفة ، أما \"الأرضية المحلية\" "
|
||||
"فهي عبارة عن مكان أو جلوس\n"
|
||||
" # تجربة (تضعك على ارتفاع 1.6 متر فوق سطح الأرض إذا كان لديك سماعة رأس "
|
||||
"3DoF) ،\n"
|
||||
" # في حين أن \"محلي\" يضعك في موقع ARVROrigin.\n"
|
||||
" # تعني هذه القائمة أنها ستحاول أولاً طلب \"أرضية محدودة\" ، بعد ذلك\n"
|
||||
" # الرجوع إلى \"local-floor\" وفي النهاية \"المحلي\" ، إذا لم يكن هناك "
|
||||
"شيء آخر\n"
|
||||
" # أيد.\n"
|
||||
" webxr_interface.requested_reference_space_types = 'bounded-floor، local-"
|
||||
"floor، local'\n"
|
||||
" # من أجل استخدام \"أرضية محلية\" أو \"أرضية محدودة\" يجب علينا أيضًا\n"
|
||||
" # ضع علامة على الميزات كما هو مطلوب أو اختياري.\n"
|
||||
" webxr_interface.required_features = \"local-floor\"\n"
|
||||
" webxr_interface.optional_features = \"bounded-floor\"\n"
|
||||
"\n"
|
||||
" # سيعود هذا خطأ إذا لم نتمكن حتى من طلب الجلسة ،\n"
|
||||
" # ومع ذلك ، لا يزال من الممكن أن تفشل بشكل غير متزامن في وقت لاحق من "
|
||||
"العملية ، لذلك نحن\n"
|
||||
" # تعرف فقط ما إذا كان قد نجح حقًا أو فشل عندما\n"
|
||||
" # _webxr_session_started () أو _webxr_session_failed () تسمى.\n"
|
||||
" إذا لم يكن webxr_interface.initialize ():\n"
|
||||
" OS.alert (\"فشل التهيئة\")\n"
|
||||
" إرجاع\n"
|
||||
"\n"
|
||||
"func _webxr_session_started ():\n"
|
||||
" $ Button.visible = false\n"
|
||||
" # هذا يخبر Godot أن يبدأ التقديم إلى سماعة الرأس.\n"
|
||||
" get_viewport (). arvr = صحيح\n"
|
||||
" # سيكون هذا هو نوع المساحة المرجعية التي حصلت عليها في النهاية ، من\n"
|
||||
" # أنواع طلبتها أعلاه. هذا مفيد إذا كنت تريد اللعبة\n"
|
||||
" # العمل بشكل مختلف قليلاً في \"الأرضية المحدودة\" مقابل \"الأرضية "
|
||||
"المحلية\".\n"
|
||||
" طباعة (\"نوع المساحة المرجعية:\" + webxr_interface."
|
||||
"reference_space_type)\n"
|
||||
"\n"
|
||||
"func _webxr_session_ended ():\n"
|
||||
" $ Button.visible = صحيح\n"
|
||||
" # إذا خرج المستخدم من الوضع المجسم ، فإننا نطلب من Godot عرضه على الويب\n"
|
||||
" # صفحة مرة أخرى.\n"
|
||||
" get_viewport (). arvr = خطأ\n"
|
||||
"\n"
|
||||
"func _webxr_session_failed (رسالة):\n"
|
||||
" OS.alert (\"فشل التهيئة:\" + رسالة)\n"
|
||||
"[/ codeblock]\n"
|
||||
"هناك عدة طرق للتعامل مع إدخال \"وحدة التحكم\":\n"
|
||||
"- استخدام عقد [ARVRController] وإشارات [إشارة ARVRController.button_pressed] "
|
||||
"و [إشارة ARVRController.button_release]. هذه هي الطريقة التي يتم بها التعامل "
|
||||
"مع وحدات التحكم عادةً في تطبيقات AR / VR في Godot ، ومع ذلك ، لن يعمل هذا إلا "
|
||||
"مع وحدات تحكم VR المتقدمة مثل Oculus Touch أو أجهزة التحكم في الفهرس ، على "
|
||||
"سبيل المثال. يتم تحديد رموز الأزرار بواسطة [url = https: //immersive-web."
|
||||
"github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping] القسم 3.3 من "
|
||||
"وحدة WebXR Gamepads Module [/ url].\n"
|
||||
"- استخدام [method Node._unhandled_input] و [InputEventJoypadButton] أو "
|
||||
"[InputEventJoypadMotion]. يعمل هذا بنفس طريقة عمل لوحات التحكم العادية ، "
|
||||
"باستثناء أن [العضو InputEvent.device] يبدأ عند 100 ، لذا فإن وحدة التحكم "
|
||||
"اليسرى هي 100 ومفتاح التحكم الأيمن."
|
||||
|
||||
#: modules/webxr/doc_classes/WebXRInterface.xml
|
||||
msgid "How to make a VR game for WebXR with Godot"
|
||||
|
|
|
@ -588,7 +588,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -603,7 +604,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -976,12 +981,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3591,6 +3600,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4276,8 +4305,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7194,7 +7222,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7379,6 +7410,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7398,9 +7432,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10038,10 +10076,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10573,14 +10610,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10590,22 +10627,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19384,6 +19421,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22217,7 +22262,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32932,7 +32980,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36230,7 +36280,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36478,7 +36531,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37188,6 +37244,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39994,7 +40053,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40505,11 +40566,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40543,11 +40604,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40569,11 +40630,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42419,6 +42480,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50012,15 +50083,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51616,17 +51694,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51635,8 +51724,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54351,7 +54446,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56188,7 +56287,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57566,7 +57667,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57582,7 +57686,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66819,10 +66925,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66833,8 +66944,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66986,7 +67097,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67518,6 +67631,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -468,7 +468,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -483,7 +484,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -856,12 +861,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3471,6 +3480,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4156,8 +4185,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7074,7 +7102,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7259,6 +7290,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7278,9 +7312,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9918,10 +9956,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10453,14 +10490,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10470,22 +10507,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19264,6 +19301,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22097,7 +22142,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32809,7 +32857,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36107,7 +36157,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36355,7 +36408,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37065,6 +37121,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39871,7 +39930,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40382,11 +40443,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40420,11 +40481,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40446,11 +40507,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42296,6 +42357,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49889,15 +49960,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51493,17 +51571,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51512,8 +51601,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54228,7 +54323,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56065,7 +56164,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57443,7 +57544,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57459,7 +57563,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66696,10 +66802,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66710,8 +66821,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66863,7 +66974,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67395,6 +67508,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
# Tomas Dostal <tomas.dostal.cz@gmail.com>, 2021.
|
||||
# JoeMoos <josephmoose13@gmail.com>, 2022.
|
||||
# Mirinek <mirek.nozicka77@gmail.com>, 2022.
|
||||
# Dominik Strnad <domi.str@seznam.cz>, 2022.
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"PO-Revision-Date: 2022-08-28 00:17+0000\n"
|
||||
"Last-Translator: Mirinek <mirek.nozicka77@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-11-13 03:28+0000\n"
|
||||
"Last-Translator: Dominik Strnad <domi.str@seznam.cz>\n"
|
||||
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
|
||||
"class-reference/cs/>\n"
|
||||
"Language: cs\n"
|
||||
|
@ -28,7 +29,7 @@ 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 4.14.1-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -682,8 +683,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -698,7 +701,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Vrátí pole slovníků, které reprezentují aktuální zásobník volání.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1248,12 +1255,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3973,6 +3984,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4303,7 +4334,7 @@ msgstr "Vektorová matematika"
|
|||
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
|
||||
#: doc/classes/Vector3.xml
|
||||
msgid "Advanced vector math"
|
||||
msgstr ""
|
||||
msgstr "Pokročilá vektorová matematika"
|
||||
|
||||
#: doc/classes/AABB.xml
|
||||
msgid "Constructs an [AABB] from a position and size."
|
||||
|
@ -4658,8 +4689,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7580,7 +7610,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7765,6 +7798,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7784,9 +7820,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10431,12 +10471,14 @@ msgid "Clears the audio sample data buffer."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
|
||||
"přiblížně rovny."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
|
@ -10967,14 +11009,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10984,22 +11026,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19827,6 +19869,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22664,7 +22714,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33412,7 +33465,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36744,7 +36799,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36996,7 +37054,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37716,6 +37777,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40529,7 +40593,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -41046,11 +41112,11 @@ msgstr "Vrátí tangens parametru."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41084,11 +41150,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41110,11 +41176,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42983,6 +43049,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50590,15 +50666,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52199,17 +52282,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52218,8 +52312,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54939,7 +55039,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56777,7 +56881,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58155,7 +58261,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58171,7 +58280,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67523,10 +67634,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67537,8 +67653,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67692,7 +67808,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68224,6 +68342,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -53,12 +53,14 @@
|
|||
# Felix Bitsch <felix.a.bitsch@gmail.com>, 2022.
|
||||
# Coxcopi <master.vogel2015@gmail.com>, 2022.
|
||||
# Harusakii <spieleok@gmail.com>, 2022.
|
||||
# GadMas <c.vavra@web.de>, 2022.
|
||||
# JodliDev <jodlidev@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: 2022-09-12 01:18+0000\n"
|
||||
"Last-Translator: Harusakii <spieleok@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-11-10 23:27+0000\n"
|
||||
"Last-Translator: JodliDev <jodlidev@gmail.com>\n"
|
||||
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/de/>\n"
|
||||
"Language: de\n"
|
||||
|
@ -66,7 +68,7 @@ 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 4.14.1-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -596,7 +598,6 @@ msgstr ""
|
|||
"zurück in eine Instanz. Nützlich für die Deserialisierung."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
|
||||
"defined with [code]curve[/code]. This easing function is based on an "
|
||||
|
@ -616,23 +617,24 @@ msgid ""
|
|||
"See also [method smoothstep]. If you need to perform more advanced "
|
||||
"transitions, use [Tween] or [AnimationPlayer]."
|
||||
msgstr ""
|
||||
"Gibt einen interpolierten Wert von [code]x[/code] basiert auf einer Funktion "
|
||||
"die durch [code]curve[/code] definiert wird. Die Funktion basiert auf einem "
|
||||
"Exponent. Die [code]curve[/code] kann jegliche Gleitkommazahl sein, von "
|
||||
"welchen diese spezifische Werte zu folgendem Verhalten führen:\n"
|
||||
"Gibt einen interpolierten Wert von [code]x[/code] basierend auf einer "
|
||||
"Übergangsfunktion die durch [code]curve[/code] definiert wird. Diese "
|
||||
"Übergangsfunktion basiert auf einem Exponenten. Die [code]curve[/code] kann "
|
||||
"eine beliebige Fließkommazahl sein, wobei bestimmte Werte zu folgendem "
|
||||
"Verhalten führen:\n"
|
||||
"[codeblock]\n"
|
||||
"- Weniger als -1.0 (exclusiv): Beschleunige in-out\n"
|
||||
"- Weniger als -1.0 (exklusiv): Ease in-out\n"
|
||||
"- 1.0: Linear\n"
|
||||
"- Zwischen -1.0 und 0.0 (exclusiv): Beschleunige out-in\n"
|
||||
"- Zwischen -1.0 und 0.0 (exklusiv): Ease out-in\n"
|
||||
"- 0.0: Konstant\n"
|
||||
"- Zwischen 0.0 und 1.0 (exclusiv): Beschleunige in\n"
|
||||
"- Zwischen 0.0 und 1.0 (exklusiv): Ease in\n"
|
||||
"- 1.0: Linear\n"
|
||||
"- Mehr als 1.0 (exclusive): Beschleunige out\n"
|
||||
"- Mehr als 1.0 (exklusive): Beschleunige out\n"
|
||||
"[/codeblock]\n"
|
||||
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
|
||||
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
|
||||
"Siehe auch [method smoothstep]. Falls du fortgeschrittene Übergänge "
|
||||
"erstellen möchtest, benutze [Tween] oder [AnimationPlayer]."
|
||||
"Siehe auch [method smoothstep]. Wenn du noch komplexere Übergänge erstellen "
|
||||
"möchtest, benutze [Tween] oder [AnimationPlayer]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -762,8 +764,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -778,7 +782,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Gibt ein Array von Wörterbüchern zurück, das den aktuellen Aufrufstapel "
|
||||
"darstellt.\n"
|
||||
|
@ -864,7 +872,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an interpolation or extrapolation factor considering the range "
|
||||
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
|
||||
|
@ -887,24 +894,25 @@ msgid ""
|
|||
"See also [method lerp] which performs the reverse of this operation, and "
|
||||
"[method range_lerp] to map a continuous series of values to another."
|
||||
msgstr ""
|
||||
"Gibt zurück einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung "
|
||||
"des Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
|
||||
"interpolierten Wert in [code]weight[/code]. Der Rückgabewert liegt zwischen "
|
||||
"[code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] zwischen "
|
||||
"[code]from[/code] und [code]to[/code] (einschließlich). Liegt [code]weight[/"
|
||||
"code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor zurückgegeben "
|
||||
"(Rückgabewert kleiner als [code]0.0[/code] oder größer als [code]1.0[/"
|
||||
"code]).\n"
|
||||
"Gibt einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung des "
|
||||
"Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
|
||||
"interpolierten Wert in [code]weight[/code] zurück. Der Rückgabewert liegt "
|
||||
"zwischen [code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] "
|
||||
"zwischen [code]from[/code] und [code]to[/code] (einschließlich). Liegt "
|
||||
"[code]weight[/code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor "
|
||||
"zurückgegeben (Rückgabewert kleiner als [code]0.0[/code] oder größer als "
|
||||
"[code]1.0[/code]).\n"
|
||||
"[codeblock]\n"
|
||||
"# Die Interpolationsratio im `lerp()`-Aufruf unten beträgt 0.75.\n"
|
||||
"# Der Interpolationsfaktor im `lerp()`-Aufruf unten beträgt 0.75.\n"
|
||||
"var middle = lerp(20, 30, 0.75)\n"
|
||||
"# `middle` beträgt nun 27.5.\n"
|
||||
"# Angenommen, die ursprüngliche Ratio ist nun nicht mehr bekannt und soll "
|
||||
"zurückerrechnet werden.\n"
|
||||
"# Angenommen, der ursprüngliche Faktor ist nun nicht mehr bekannt und soll "
|
||||
"zurück errechnet werden.\n"
|
||||
"var ratio = inverse_lerp(20, 30, 27.5)\n"
|
||||
"# `ratio` beträgt nun 0.75.\n"
|
||||
"[/codeblock]\n"
|
||||
"Siehe auch [method lerp] für die Umkehrung dieser Funktion."
|
||||
"Siehe auch [method lerp] für die Umkehrung dieser Funktion und [method "
|
||||
"range_lerp] um Zahlenbereiche aufeinander abzubilden."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -976,7 +984,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two values by the factor defined in "
|
||||
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
|
||||
|
@ -999,12 +1006,13 @@ msgid ""
|
|||
"continuous series of values to another."
|
||||
msgstr ""
|
||||
"Interpoliert linear zwischen zwei Werten mit dem in [code]weight[/code] "
|
||||
"definierten Faktor. Um eine Interpolation durchzuführen, sollte "
|
||||
"[code]Gewicht[/code] zwischen [code]0.0[/code] und [code]1.0[/code] "
|
||||
"(einschließlich) liegen. Werte außerhalb dieses Bereichs sind jedoch "
|
||||
"zulässig und können verwendet werden, um [i]Extrapolation[/i] "
|
||||
"durchzuführen.\n"
|
||||
"Wenn die Argumente [code]von[/code] und [code]bis[/code] vom Typ [int] oder "
|
||||
"definierten Faktor. Um eine Interpolation durchzuführen, sollte [code]weigh[/"
|
||||
"code] zwischen [code]0.0[/code] und [code]1.0[/code] (einschließlich) "
|
||||
"liegen. Werte außerhalb dieses Bereichs sind jedoch zulässig und können "
|
||||
"verwendet werden, um [i]Extrapolation[/i] durchzuführen. Falls dies nicht "
|
||||
"gewünscht ist, kann [method clamp] auf dem Ergebnis von [method lerp] "
|
||||
"angewendet werden.\n"
|
||||
"Wenn die Argumente [code]from[/code] und [code]to[/code] vom Typ [int] oder "
|
||||
"[float] sind, ist der Rückgabewert ein [float].\n"
|
||||
"Wenn beide vom gleichen Vektortyp sind ([Vector2], [Vector3] oder [Color]), "
|
||||
"ist der Rückgabewert vom gleichen Typ ([code]lerp[/code] ruft dann die "
|
||||
|
@ -1013,9 +1021,10 @@ msgstr ""
|
|||
"lerp(0, 4, 0.75) # Gibt 3.0 zurück\n"
|
||||
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Liefert Vector2(2, 3.5)\n"
|
||||
"[/codeblock]\n"
|
||||
"Siehe auch [method inverse_lerp], die die Umkehrung dieser Operation "
|
||||
"durchführt. Um eine Interpolation mit [method lerp] durchzuführen, "
|
||||
"kombiniere sie mit [method ease] oder [method smoothstep]."
|
||||
"Siehe auch [method inverse_lerp], welche die Umkehrung dieser Operation "
|
||||
"durchführt. Um eine \"eased Interpolation\" mit [method lerp] durchzuführen, "
|
||||
"kombiniere sie mit [method ease] oder [method smoothstep]. Siehe auch "
|
||||
"[method range_lerp] um eine Serie von Werten ineinander abzubilden."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
|
@ -1346,7 +1355,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
|
||||
"code].\n"
|
||||
|
@ -1356,7 +1364,7 @@ msgid ""
|
|||
msgstr ""
|
||||
"Liefert das Ergebnis von [code]x[/code] hoch [code]y[/code].\n"
|
||||
"[codeblock]\n"
|
||||
"pow(2, 5) # liefert 32\n"
|
||||
"pow(2, 5) # liefert 32.0\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1433,19 +1441,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das "
|
||||
"\"Ausführen mit Debugger\" aktiviert ist.\n"
|
||||
"Die Ausgabe in der Konsole würde ungefähr so aussehen:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4655,6 +4661,26 @@ msgstr ""
|
|||
"Weist darauf hin, dass ein Bild mit verlustfreier Kompression komprimiert "
|
||||
"wurde."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -5519,8 +5545,7 @@ msgstr "2D Sprite Animation"
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr "2D „Dodge The Creeps“ Demo"
|
||||
|
@ -9635,6 +9660,7 @@ msgstr ""
|
|||
"neu indiziert werden müssen."
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Assigns the given value to all elements in the array. This can typically be "
|
||||
"used together with [method resize] to create an array with a given size and "
|
||||
|
@ -9643,7 +9669,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
"Weist allen Elementen des Arrays den angegebenen Wert zu. Dies kann "
|
||||
"normalerweise zusammen mit [method resize] verwendet werden, um ein Array "
|
||||
|
@ -9935,8 +9964,12 @@ msgstr ""
|
|||
"beschreibt."
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -9958,6 +9991,7 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array using a custom method. The arguments are an object that "
|
||||
"holds the method and the name of such method. The custom method receives two "
|
||||
|
@ -9966,9 +10000,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -13374,12 +13412,14 @@ msgid "Clears the audio sample data buffer."
|
|||
msgstr "Enthält die Audio Daten in Bytes."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
|
||||
"code]angegeben ist, existiert, ansonsten [code]false[/code]."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
|
@ -13914,14 +13954,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -13931,22 +13971,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -22940,6 +22980,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -25784,7 +25832,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -36673,7 +36724,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -40028,7 +40081,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -40284,7 +40340,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -41016,6 +41075,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -43838,7 +43900,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -44358,11 +44422,11 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -44396,11 +44460,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -44422,11 +44486,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -46319,6 +46383,17 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
#, fuzzy
|
||||
msgid "2D Particles Demo"
|
||||
msgstr "2D Platformer Demo"
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -53998,15 +54073,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -55641,17 +55723,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -55660,8 +55753,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -58401,7 +58500,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -60251,7 +60354,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -61650,7 +61755,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -61666,7 +61774,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -71268,10 +71378,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -71282,8 +71397,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -71442,7 +71557,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -71985,6 +72102,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -483,7 +483,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -498,7 +499,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -871,12 +876,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3486,6 +3495,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4171,8 +4200,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7091,7 +7119,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7276,6 +7307,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7295,9 +7329,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9936,10 +9974,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10471,14 +10508,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10488,22 +10525,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19298,6 +19335,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22133,7 +22178,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32864,7 +32912,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36186,7 +36236,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36436,7 +36489,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37153,6 +37209,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39963,7 +40022,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40479,11 +40540,11 @@ msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέ
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40517,11 +40578,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40543,11 +40604,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42396,6 +42457,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49998,15 +50069,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51603,17 +51681,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51622,8 +51711,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54339,7 +54434,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56176,7 +56275,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57554,7 +57655,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57570,7 +57674,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66842,10 +66948,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66856,8 +66967,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67009,7 +67120,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67541,6 +67654,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -37,12 +37,14 @@
|
|||
# emnrx <emanuelermancia@gmail.com>, 2022.
|
||||
# BlackNoizE404 <blacknoize404@gmail.com>, 2022.
|
||||
# Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
|
||||
# Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
|
||||
# yohanger <yohangerariel@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: 2022-09-26 05:24+0000\n"
|
||||
"Last-Translator: Keyla Arroyos <keylaarroyos@protonmail.com>\n"
|
||||
"PO-Revision-Date: 2022-11-29 20:23+0000\n"
|
||||
"Last-Translator: yohanger <yohangerariel@gmail.com>\n"
|
||||
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/es/>\n"
|
||||
"Language: es\n"
|
||||
|
@ -50,7 +52,7 @@ 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 4.14.1\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -749,8 +751,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -765,7 +769,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Devuelve un conjunto de diccionarios que representan la pila de llamadas "
|
||||
"actual.\n"
|
||||
|
@ -852,7 +860,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an interpolation or extrapolation factor considering the range "
|
||||
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
|
||||
|
@ -886,7 +893,7 @@ msgstr ""
|
|||
"# La razón de interpolación en la llamada a `lerp()` de más abajo es 0.75.\n"
|
||||
"var middle = lerp(20, 30, 0.75)\n"
|
||||
"# `middle` ahora es 27.5.\n"
|
||||
"# Ahora, suponemos haber olvidado la razón original y queremos obtererla de "
|
||||
"# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de "
|
||||
"vuelta.\n"
|
||||
"var ratio = inverse_lerp(20, 30, 27.5)\n"
|
||||
"# `ratio` ahora es 0.75.\n"
|
||||
|
@ -1382,7 +1389,6 @@ msgstr ""
|
|||
"mientras muestra un trazo de cuando un error o advertencia se muestra."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Like [method print], but includes the current stack frame when running with "
|
||||
"the debugger turned on.\n"
|
||||
|
@ -1392,7 +1398,7 @@ msgid ""
|
|||
" At: res://test.gd:15:_process()\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Imprime una registro de la pila en la ubicación del código, sólo funciona "
|
||||
"Imprime una registro de la pila en la ubicación del código, solo funciona "
|
||||
"cuando se ejecuta con el depurador activado.\n"
|
||||
"La salida en la consola se vería algo así:\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1401,19 +1407,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Imprime una registro de la pila en la ubicación del código, sólo funciona "
|
||||
"cuando se ejecuta con el depurador activado.\n"
|
||||
"La salida en la consola se vería algo así:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1533,7 +1537,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns a random floating point value between [code]from[/code] and "
|
||||
"[code]to[/code] (both endpoints inclusive).\n"
|
||||
|
@ -1542,10 +1545,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
|
||||
msgstr ""
|
||||
"Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/"
|
||||
"Rango aleatorio de cualquier número real entre [code]from[/code] y [code]to[/"
|
||||
"code].\n"
|
||||
"[codeblock]\n"
|
||||
"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos numeros aleatorios\n"
|
||||
"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos números aleatorios\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -4569,6 +4572,26 @@ msgstr "Sugiere que una imagen es comprimida usando compresión con pérdida."
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr "Sugiere que una imagen se comprime usando una compresión sin pérdidas."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -5406,8 +5429,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -9212,7 +9234,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -9448,8 +9473,12 @@ msgstr ""
|
|||
"cambio entre indices mientras se trocean."
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -9480,9 +9509,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -13080,12 +13113,14 @@ msgid "Clears the audio sample data buffer."
|
|||
msgstr "Contiene los datos de audio en bytes."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
"Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
|
||||
"cull_mask] está activado, [code]false[/code] en caso contrario."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
|
@ -13699,14 +13734,14 @@ msgstr ""
|
|||
#, fuzzy
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
"Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La "
|
||||
|
@ -13725,27 +13760,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
|
|||
msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
"El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
"Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo "
|
||||
"BackBufferCopy utilizará directamente la parte de la pantalla que cubre."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr "BackBufferCopy almacena una región rectangular."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr "BackBufferCopy almacena toda la pantalla."
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -25236,6 +25275,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr "Forma de cilindro para colisiones."
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr "La altura del cilindro."
|
||||
|
@ -29140,7 +29187,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
"Los scripts que extienden esta clase e implementan su método [method _run] "
|
||||
"pueden ser ejecutados desde la opción de menú [b]File > Run[/b] del editor "
|
||||
|
@ -43439,7 +43489,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
"El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y "
|
||||
"[SpotLight]. Aumentar este valor hará que la luz se desvanezca más "
|
||||
|
@ -47664,7 +47716,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -47924,7 +47979,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -48736,6 +48794,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -50988,7 +51049,6 @@ msgstr ""
|
|||
"será renombrado automáticamente."
|
||||
|
||||
#: doc/classes/Node.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The node owner. A node can have any other node as owner (as long as it is a "
|
||||
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
|
||||
|
@ -51016,7 +51076,7 @@ msgstr ""
|
|||
"ejemplo:\n"
|
||||
"[codeblock]\n"
|
||||
"if child_node.get_parent():\n"
|
||||
" child_node.get_parent().remove_child(child_node)\n"
|
||||
" child_node.get_parent().remove_child(child_node)\n"
|
||||
"add_child(child_node)\n"
|
||||
"[/codeblock]\n"
|
||||
"Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
|
||||
|
@ -52769,11 +52829,14 @@ msgstr ""
|
|||
"curva."
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
"El radio de la luz. Tenga en cuenta que el área efectivamente iluminada "
|
||||
"puede parecer más pequeña dependiendo del [member omni_attenuation] en uso. "
|
||||
|
@ -53445,11 +53508,11 @@ msgstr "Devuelve el vértice en un índice determinado."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -53505,11 +53568,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -53538,11 +53601,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -55969,6 +56032,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -65727,15 +65800,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -67818,36 +67898,45 @@ msgstr "Devuelve si este objeto tiene asignado un patrón de búsqueda válido."
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
"Busca en el texto el patrón compilado. Devuelve un contenedor [RegExMatch] "
|
||||
"del primer resultado coincidente si se encuentra, de lo contrario "
|
||||
"[code]null[/code]. La región en la que se debe buscar puede especificarse "
|
||||
"sin modificar el lugar en el que se encuentra el anclaje de inicio y fin."
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
"Busca en el texto el patrón compilado. Devuelve un array de contenedores "
|
||||
"[RegExMatch] para cada resultado no superpuesto. Si no se encuentran "
|
||||
"resultados, se devuelve un array vacío. La región en la que se debe buscar "
|
||||
"puede ser especificada sin modificar el lugar donde se encuentran el ancla "
|
||||
"de inicio y el ancla de fin."
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern and replaces it with the "
|
||||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
"Busca en el texto el patrón compilado y lo reemplaza con la string "
|
||||
"especificada. Escapadas y retro-referencias como [code]$1[/code] y "
|
||||
|
@ -71417,9 +71506,12 @@ msgstr ""
|
|||
"reposo)."
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
"Llama a un grupo sólo una vez aunque la llamada se ejecute muchas veces."
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
#, fuzzy
|
||||
|
@ -73637,7 +73729,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -75379,8 +75473,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgstr "El ángulo del foco en grados."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angular attenuation curve."
|
||||
|
@ -75391,11 +75488,14 @@ msgid "The spotlight's light energy attenuation curve."
|
|||
msgstr "La curva de atenuación de la energía de la luz del foco."
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
"El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el "
|
||||
"área efectivamente iluminada puede parecer más pequeña dependiendo del "
|
||||
|
@ -87445,10 +87545,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -87462,8 +87567,8 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
"Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]"
|
||||
"{text}[/url][/code]."
|
||||
|
@ -87654,7 +87759,9 @@ msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -88350,6 +88457,22 @@ msgstr ""
|
|||
"Este objeto sólo será visible para [Camera] cuya máscara de selección "
|
||||
"incluya el objeto renderizado que este [VisualInstance] tiene configurado."
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr "Un script implementado en el entorno de programación de Visual Script."
|
||||
|
|
|
@ -481,7 +481,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -496,7 +497,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -869,12 +874,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3484,6 +3493,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4169,8 +4198,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7087,7 +7115,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7272,6 +7303,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7291,9 +7325,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9931,10 +9969,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10466,14 +10503,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10483,22 +10520,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19277,6 +19314,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22110,7 +22155,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32822,7 +32870,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36120,7 +36170,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36368,7 +36421,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37078,6 +37134,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39884,7 +39943,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40395,11 +40456,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40433,11 +40494,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40459,11 +40520,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42309,6 +42370,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49902,15 +49973,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51506,17 +51584,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51525,8 +51614,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54241,7 +54336,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56078,7 +56177,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57456,7 +57557,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57472,7 +57576,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66709,10 +66815,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66723,8 +66834,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66876,7 +66987,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67408,6 +67521,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -698,8 +698,10 @@ msgstr ""
|
|||
"[/ codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -714,7 +716,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"آرایه ای از فرهنگ لغت ها را نشان می دهد که پشته تماس فعلی را نشان می دهد.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1292,12 +1298,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3919,6 +3929,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4604,8 +4634,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7522,7 +7551,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7707,6 +7739,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7726,9 +7761,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10366,10 +10405,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10901,14 +10939,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10918,22 +10956,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19712,6 +19750,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22545,7 +22591,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33260,7 +33309,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36564,7 +36615,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36812,7 +36866,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37522,6 +37579,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40328,7 +40388,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40839,11 +40901,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40877,11 +40939,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40903,11 +40965,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42765,6 +42827,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50358,15 +50430,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51966,17 +52045,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51985,8 +52075,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54701,7 +54797,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56538,7 +56638,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57916,7 +58018,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57932,7 +58037,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67169,10 +67276,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67183,8 +67295,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67336,7 +67448,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67868,6 +67982,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -550,7 +550,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -565,7 +566,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -938,12 +943,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3553,6 +3562,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4238,8 +4267,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7164,7 +7192,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7349,6 +7380,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7368,9 +7402,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10009,10 +10047,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10544,14 +10581,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10561,22 +10598,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19374,6 +19411,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22209,7 +22254,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32948,7 +32996,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36271,7 +36321,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36521,7 +36574,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37238,6 +37294,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40048,7 +40107,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40564,11 +40625,11 @@ msgstr "Palauttaa kahden vektorin jäännöksen."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40602,11 +40663,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40628,11 +40689,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42481,6 +42542,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50083,15 +50154,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51688,17 +51766,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51707,8 +51796,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54424,7 +54519,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56262,7 +56361,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57640,7 +57741,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57656,7 +57760,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66944,10 +67050,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66958,8 +67069,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67111,7 +67222,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67643,6 +67756,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -484,7 +484,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -499,7 +500,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -872,12 +877,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3487,6 +3496,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4172,8 +4201,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7090,7 +7118,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7275,6 +7306,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7294,9 +7328,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9934,10 +9972,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10469,14 +10506,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10486,22 +10523,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19280,6 +19317,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22113,7 +22158,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32828,7 +32876,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36126,7 +36176,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36374,7 +36427,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37084,6 +37140,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39890,7 +39949,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40401,11 +40462,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40439,11 +40500,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40465,11 +40526,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42315,6 +42376,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49908,15 +49979,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51512,17 +51590,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51531,8 +51620,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54247,7 +54342,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56084,7 +56183,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57462,7 +57563,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57478,7 +57582,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66715,10 +66821,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66729,8 +66840,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66882,7 +66993,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67414,6 +67527,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -56,13 +56,17 @@
|
|||
# KikooDX <kikoodx@paranoici.org>, 2022.
|
||||
# Kevin Bouancheau <kevin.bouancheau@gmail.com>, 2022.
|
||||
# Maxim Lopez <maxim.lopez.02@gmail.com>, 2022.
|
||||
# Philippe Lamare <ph.lamare@free.fr>, 2022.
|
||||
# Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022.
|
||||
# Landry Simo <landrysimo99@gmail.com>, 2022.
|
||||
# Alexis Coudert <coudert.alex@gmail.com>, 2022.
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"POT-Creation-Date: \n"
|
||||
"PO-Revision-Date: 2022-08-19 12:56+0000\n"
|
||||
"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-12-03 00:47+0000\n"
|
||||
"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n"
|
||||
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/fr/>\n"
|
||||
"Language: fr\n"
|
||||
|
@ -70,7 +74,7 @@ msgstr ""
|
|||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"Plural-Forms: nplurals=2; plural=n > 1;\n"
|
||||
"X-Generator: Weblate 4.14-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -133,6 +137,7 @@ msgid "Default"
|
|||
msgstr "Défaut"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "Setter"
|
||||
msgstr "Setter"
|
||||
|
||||
|
@ -774,8 +779,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -790,7 +797,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -876,7 +887,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an interpolation or extrapolation factor considering the range "
|
||||
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
|
||||
|
@ -899,24 +909,26 @@ msgid ""
|
|||
"See also [method lerp] which performs the reverse of this operation, and "
|
||||
"[method range_lerp] to map a continuous series of values to another."
|
||||
msgstr ""
|
||||
"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
|
||||
"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
|
||||
"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
|
||||
"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
|
||||
"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
|
||||
"Retourne un facteur d'interpolation ou d'extrapolation suivant l'intervalle "
|
||||
"spécifié dans [code]de[/code] et [code]à[/code], et la valeur interpolée "
|
||||
"spécifiée par [code]poids[/code]. La valeur retournée sera entre [code]0.0[/"
|
||||
"code] et [code]1.0[/code] si [code]poids[/code] est entre [code]de[/code] et "
|
||||
"[code]à[/code] (inclus). Si [code]poids[/code] se trouve en dehors de cet "
|
||||
"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
|
||||
"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
|
||||
"à [code]0.0[/code] ou supérieure à [code]1.0[/code]). Utilisez [method "
|
||||
"clamp] sur le resultat de [method inverse_lerp] si cela n'est pas souhaité.\n"
|
||||
"[codeblock]\n"
|
||||
"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
|
||||
"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est de "
|
||||
"0.75.\n"
|
||||
"var middle = lerp(20, 30, 0.75)\n"
|
||||
"# `middle` est maintenant 27.5.\n"
|
||||
"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
|
||||
"original et qu'on veut le calculer.\n"
|
||||
"# `middle` vaut maintenant 27.5.\n"
|
||||
"# Admettons maintenant que l'on ait oublié le facteur d'interpolation "
|
||||
"original et que l'on veut le calculer.\n"
|
||||
"var ratio = inverse_lerp(20, 30, 27.5)\n"
|
||||
"# `ratio` est maintenant 0.75.\n"
|
||||
"# `ratio` vaut maintenant 0.75.\n"
|
||||
"[/codeblock]\n"
|
||||
"Voir aussi [method lerp] qui fait l'opération inverse."
|
||||
"Voir aussi [method lerp] qui fait l'opération inverse et [method range_lerp] "
|
||||
"qui fait correspondre une série de valeurs continues à une autre."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -988,7 +1000,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two values by the factor defined in "
|
||||
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
|
||||
|
@ -1010,12 +1021,13 @@ msgid ""
|
|||
"ease] or [method smoothstep]. See also [method range_lerp] to map a "
|
||||
"continuous series of values to another."
|
||||
msgstr ""
|
||||
"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
|
||||
"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
|
||||
"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
|
||||
"valeurs en dehors de cet intervalle sont autorisés pour faire une "
|
||||
"[i]extrapolation[/i].\n"
|
||||
"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
|
||||
"Effectue une interpolation linéaire entre deux valeurs par un facteur défini "
|
||||
"dans [code]poids[/code]. Pour effectuer l'interpolation, [code]poids[/code] "
|
||||
"se situer entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, "
|
||||
"des valeurs en dehors de cet intervalle sont autorisés pour effectuer une "
|
||||
"[i]extrapolation[/i]. Utilisez [method clamp] sur le résultat de [method "
|
||||
"lerp] si cela n'est pas souhaité.\n"
|
||||
"Si les arguments [code]de[/code] et [code]à[/code] sont de type [int] ou "
|
||||
"[float], la valeur retournée est un [float].\n"
|
||||
"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
|
||||
"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
|
||||
|
@ -1024,9 +1036,10 @@ msgstr ""
|
|||
"lerp(0, 4, 0.75) # Retourne 3.0\n"
|
||||
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
|
||||
"[/codeblock]\n"
|
||||
"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
|
||||
"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
|
||||
"ease] ou [method smoothstep]."
|
||||
"Voir aussi [method inverse_lerp] qui effectue l'opération inverse. Pour "
|
||||
"effectuer une interpolation adoucie avec [method lerp], combinez l'appel "
|
||||
"avec [method ease] ou [method smoothstep]. Voir aussi [method range_lerp] "
|
||||
"pour faire correspondre une série de valeurs continues à une autre."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1448,19 +1461,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
|
||||
"le débogueur est activé.\n"
|
||||
"La sortie dans la console ressemblerait à ceci :\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1749,6 +1760,17 @@ msgid ""
|
|||
"For complex use cases where you need multiple ranges, consider using [Curve] "
|
||||
"or [Gradient] instead."
|
||||
msgstr ""
|
||||
"Fait correspondre une [code]valeur[/code] de l'intervalle [code][idebut, "
|
||||
"ifin][/code] à [code][odebut, ofin][/code]. Voir aussi [method lerp] et "
|
||||
"[method inverse_lerp]. Si la [code]valeur[/code] est en dehors de [code]"
|
||||
"[idebut, ifin][/code], la valeur résultante sera aussi en dehors de [code]"
|
||||
"[odebut, ofin][/code]. Utilisez [method clamp] sur le résultat de [method "
|
||||
"range_lerp] si cela n'est pas souhaité.\n"
|
||||
"[codeblock]\n"
|
||||
"range_lerp(75, 0, 100, -1, 1) # Retourne 0.5\n"
|
||||
"[/codeblock]\n"
|
||||
"Pour les cas d'utilisation plus complexes avec plusieurs intervalles, "
|
||||
"favorisez plutôt [Curve] ou [Gradient]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4162,10 +4184,13 @@ msgid "MIDI stop message. Stop the current sequence."
|
|||
msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"MIDI active sensing message. This message is intended to be sent repeatedly "
|
||||
"to tell the receiver that a connection is alive."
|
||||
msgstr ""
|
||||
"Message de détection d'activité MIDI. Ce message est destiné à être envoyé à "
|
||||
"plusieurs reprises pour indiquer au récepteur qu'une connexion est active."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
|
@ -4637,6 +4662,26 @@ msgid "Hints that an image is compressed using lossless compression."
|
|||
msgstr ""
|
||||
"Indique qu'une image est comprimé en utlisant la compression sans perte."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -5489,8 +5534,7 @@ msgstr "Animation Sprite 2D"
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr "Démo 2D « Dodge The Creeps »"
|
||||
|
@ -6427,18 +6471,25 @@ msgid ""
|
|||
"When inheriting from [AnimationRootNode], implement this virtual method to "
|
||||
"override the text caption for this node."
|
||||
msgstr ""
|
||||
"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
|
||||
"virtuelle pour remplacer le texte de légende de ce nœud."
|
||||
|
||||
#: doc/classes/AnimationNode.xml
|
||||
msgid ""
|
||||
"When inheriting from [AnimationRootNode], implement this virtual method to "
|
||||
"return a child node by its [code]name[/code]."
|
||||
msgstr ""
|
||||
"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
|
||||
"virtuelle pour retourner un nœud enfant par [code]nom[/code]."
|
||||
|
||||
#: doc/classes/AnimationNode.xml
|
||||
msgid ""
|
||||
"When inheriting from [AnimationRootNode], implement this virtual method to "
|
||||
"return all children nodes in order as a [code]name: node[/code] dictionary."
|
||||
msgstr ""
|
||||
"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
|
||||
"virtuelle pour retourner tous les nœuds enfants en tant que dictionnaire "
|
||||
"[code]nom : nœud[/code]."
|
||||
|
||||
#: doc/classes/AnimationNode.xml
|
||||
msgid ""
|
||||
|
@ -6462,16 +6513,17 @@ msgstr ""
|
|||
"réutilisé dans plusieurs arbres de nœuds."
|
||||
|
||||
#: doc/classes/AnimationNode.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"When inheriting from [AnimationRootNode], implement this virtual method to "
|
||||
"return the default value of parameter \"[code]name[/code]\". Parameters are "
|
||||
"custom local memory used for your nodes, given a resource can be reused in "
|
||||
"multiple trees."
|
||||
msgstr ""
|
||||
"Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire "
|
||||
"locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource "
|
||||
"peut être réutilisé dans plusieurs arbres de nœuds."
|
||||
"Lors de l'héritage de [AnimationRootNode], implémente cette méthode "
|
||||
"virtuelle pour obtenirla valeur par défaut du paramètre \"[code]name[/"
|
||||
"code]\". Les paramètres sont de la mémoire locale personnalisée utilisée "
|
||||
"pour vos nœuds, étant donné qu'une ressource peut être réutilisée dans "
|
||||
"plusieurs arbres."
|
||||
|
||||
#: doc/classes/AnimationNode.xml
|
||||
#, fuzzy
|
||||
|
@ -9430,6 +9482,7 @@ msgstr ""
|
|||
"les éléments placés après devront tous être décalés."
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Assigns the given value to all elements in the array. This can typically be "
|
||||
"used together with [method resize] to create an array with a given size and "
|
||||
|
@ -9438,7 +9491,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
|
||||
"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
|
||||
|
@ -9725,8 +9781,12 @@ msgstr ""
|
|||
"découpage."
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -9749,6 +9809,7 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array using a custom method. The arguments are an object that "
|
||||
"holds the method and the name of such method. The custom method receives two "
|
||||
|
@ -9757,9 +9818,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9894,13 +9959,23 @@ msgstr ""
|
|||
"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
|
||||
"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
|
||||
"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
|
||||
"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
|
||||
"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
|
||||
"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
|
||||
"et d'autres tableaux deviennent les sources de données et le tableau d'index "
|
||||
"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
|
||||
"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
|
||||
"ARRAY_INDEX] s'il est utilisé."
|
||||
"l'argument [code]arrays[0]/code] est le tableau des sommets. Ce premier sous-"
|
||||
"tableau de sommets est toujours requis ; les autres sont facultatifs. "
|
||||
"L'ajout d'un tableau d'indices met cette fonction en \"mode index\" où les "
|
||||
"sommets et d'autres tableaux deviennent les sources de données et le tableau "
|
||||
"d'index définit l'ordre des vertex. Tous les sous-tableau doivent avoir la "
|
||||
"même longueur que le tableau des sommets, ou être vides, sauf pour [constant "
|
||||
"ARRAY_INDEX] s'il est utilisé.\n"
|
||||
"[code]compress_flags[/code] est un champ de bits fait de valeurs [enum Mesh."
|
||||
"ArrayFormat]. Il prend par défaut la valeur de [constant Mesh."
|
||||
"ARRAY_COMPRESS_DEFAULT].\n"
|
||||
"[b]Note:[/b] Le [code]compress_flags[/code] par défaut valide [constant Mesh."
|
||||
"ARRAY_COMPRESS_COLOR], qui rend les couleurs de sommet stockées sous forme "
|
||||
"d'entiers non signés 8 bits. Cela bloquera les couleurs de sommet trop "
|
||||
"lumineuses à [code]Color(1, 1, 1, 1)[/code] et réduira leur précision. Pour "
|
||||
"stocker des couleurs de sommet HDR, enlever le flag de compression de "
|
||||
"couleur de sommet en passant [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh."
|
||||
"ARRAY_COMPRESS_COLOR[/code] comme la valeur de [code]compress_flags[/code]."
|
||||
|
||||
#: doc/classes/ArrayMesh.xml
|
||||
msgid "Removes all blend shapes from this [ArrayMesh]."
|
||||
|
@ -13145,12 +13220,16 @@ msgid ""
|
|||
"settings."
|
||||
msgstr ""
|
||||
"Le nom du périphérique actuel pour l'entrée audio (voir [method "
|
||||
"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
|
||||
"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
|
||||
"sélectionner le périphérique d'entrée pour l'audio. La valeur "
|
||||
"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
|
||||
"du système. Si un nom de périphérique invalide est défini, la valeur sera "
|
||||
"retournée à [code]\"Defaut\"[/code]."
|
||||
"capture_get_device_list]. Sur les systèmes avec plusieurs entrées audio "
|
||||
"(comme l'analogique, l'USB et l'audio par HDMI), ceci peut être utilisé pour "
|
||||
"sélectionner le périphérique d'entrée audio. La valeur [code]\"Default\"[/"
|
||||
"code] enregistrera l'audio sur l'entrée audio par défaut du système. Si un "
|
||||
"nom de périphérique invalide est défini, la valeur sera retournée à "
|
||||
"[code]\"Default\"[/code].\n"
|
||||
"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] doit être "
|
||||
"[code]true[/code] pour que l'entrée audio fonctionne. Voir aussi la "
|
||||
"description de ce paramètre pour les avertissements liés aux autorisations "
|
||||
"et aux paramètres de confidentialité du système d'exploitation."
|
||||
|
||||
#: doc/classes/AudioServer.xml
|
||||
msgid ""
|
||||
|
@ -13317,16 +13396,10 @@ msgstr "Efface la mémoire tampon des échantillons audio."
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
|
||||
"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
|
||||
"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
|
||||
"script peut toujours générer et pousser de nouveaux frames audio assez "
|
||||
"rapidement pour éviter les craquements audio."
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
|
@ -13999,14 +14072,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -14015,23 +14088,28 @@ msgid "Buffer mode. See [enum CopyMode] constants."
|
|||
msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
|
||||
"CALL_MODE_INSTANCE]."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr "BackBufferCopy met en tampon une région rectangulaire."
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr "BackBufferCopy met en mémoire tampon tout l'écran."
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -16719,17 +16797,20 @@ msgid ""
|
|||
"antialiasing. 2D batching is also still supported with those antialiased "
|
||||
"lines."
|
||||
msgstr ""
|
||||
"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
|
||||
"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
|
||||
"segments de ligne correspondent par index entre [code]points[/code] et "
|
||||
"[code]colors[/code].\n"
|
||||
"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
|
||||
"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
|
||||
"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
|
||||
"Dessine des lignes déconnectées avec une [code]width[/code] uniforme et une "
|
||||
"coloration segment par segment. Les couleurs attribuées aux segments de "
|
||||
"ligne correspondent par index entre [code]points[/code] et [code]colors[/"
|
||||
"code]. Lorsque vous dessinez de grandes quantités de lignes, cela est plus "
|
||||
"rapide que d'utiliser des appels individuels[method draw_line]. Pour tracer "
|
||||
"des lignes interconnectées, utiliser [method draw_polyline_colors] à la "
|
||||
"place.\n"
|
||||
"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne sont pas "
|
||||
"actuellement implémentés et ne produisent aucun effet. Comme contournement, "
|
||||
"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
|
||||
"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
|
||||
"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
|
||||
"mipmap pour l'anti-crénelage."
|
||||
"mipmap pour l'anti-crénelage. Le traitement par lots 2D est également "
|
||||
"supporté avec ces lignes anti-crénelage."
|
||||
|
||||
#: doc/classes/CanvasItem.xml
|
||||
msgid ""
|
||||
|
@ -25851,6 +25932,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr "Une forme cylindrique pour les collisions."
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr "La hauteur du cylindre."
|
||||
|
@ -30031,6 +30120,7 @@ msgid "Base script that can be used to add extension functions to the editor."
|
|||
msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Scripts extending this class and implementing its [method _run] method can "
|
||||
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
|
||||
|
@ -30048,7 +30138,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
"Les scripts héritant de cette classe et implémentant la méthode [method "
|
||||
"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
|
||||
|
@ -42766,7 +42859,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -47014,6 +47109,7 @@ msgid "3D agent used in navigation for collision avoidance."
|
|||
msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
|
||||
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"3D agent that is used in navigation to reach a location while avoiding "
|
||||
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
|
||||
|
@ -47027,7 +47123,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
|
||||
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
|
||||
|
@ -47386,6 +47485,7 @@ msgid "2D agent used in navigation for collision avoidance."
|
|||
msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"2D agent that is used in navigation to reach a location while avoiding "
|
||||
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
|
||||
|
@ -47399,7 +47499,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
|
||||
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
|
||||
|
@ -48399,6 +48502,7 @@ msgid "Server interface for low-level 3D navigation access."
|
|||
msgstr "Interface serveur pour un accès de navigation 3D de bas niveau."
|
||||
|
||||
#: doc/classes/NavigationServer.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"NavigationServer is the server responsible for all 3D navigation. It handles "
|
||||
"several objects, namely maps, regions and agents.\n"
|
||||
|
@ -48419,6 +48523,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -52507,7 +52614,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -53164,11 +53273,11 @@ msgstr "Retourne le nom du pilote audio à l'index donné."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -53202,11 +53311,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -53234,11 +53343,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -55599,6 +55708,17 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
#, fuzzy
|
||||
msgid "2D Particles Demo"
|
||||
msgstr "Démo 2D isométrique"
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -64195,15 +64315,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -66153,17 +66280,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -66172,8 +66310,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -69059,9 +69203,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "No stretching."
|
||||
|
@ -69139,8 +69286,8 @@ msgstr ""
|
|||
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
|
||||
" print(\"Minuteur terminé.\")\n"
|
||||
"[/codeblock]\n"
|
||||
"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
|
||||
"vous pouvez maintenir une référence vers lui. Voir [Reference]."
|
||||
"Le minuteur sera automatiquement déréférencé une fois terminé. Pour garder "
|
||||
"le minuteur, vous pouvez maintenir une référence vers lui. Voir [Reference]."
|
||||
|
||||
#: doc/classes/SceneTreeTimer.xml
|
||||
msgid "The time remaining (in seconds)."
|
||||
|
@ -71188,7 +71335,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -72764,8 +72913,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgstr "L’angle du projecteur en degrés."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angular attenuation curve."
|
||||
|
@ -72780,7 +72932,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -74278,7 +74432,7 @@ msgid ""
|
|||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Échappe (code) une chaine de caractères dans un format compatible avec les "
|
||||
"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
|
||||
"URL. Aussi appelé 'encodage d'URL' ('URL encode').\n"
|
||||
"[codeblock]\n"
|
||||
"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
|
||||
"http_escape())\n"
|
||||
|
@ -83997,10 +84151,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -84012,9 +84171,10 @@ msgstr ""
|
|||
"débogage."
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
"Si [code]true[/code], le viewport désactivera le rendu 3D. Pour le "
|
||||
"désactiver réellement, utilisez [code]usage[/code]."
|
||||
|
@ -84198,7 +84358,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -84784,6 +84946,22 @@ msgstr ""
|
|||
"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
|
||||
"l'objet de rendu auquel [VisualInstance] est défini."
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -476,7 +476,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -491,7 +492,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -864,12 +869,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3479,6 +3488,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4164,8 +4193,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7082,7 +7110,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7267,6 +7298,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7286,9 +7320,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9926,10 +9964,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10461,14 +10498,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10478,22 +10515,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19272,6 +19309,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22105,7 +22150,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32817,7 +32865,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36115,7 +36165,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36363,7 +36416,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37073,6 +37129,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39879,7 +39938,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40390,11 +40451,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40428,11 +40489,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40454,11 +40515,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42304,6 +42365,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49897,15 +49968,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51501,17 +51579,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51520,8 +51609,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54236,7 +54331,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56073,7 +56172,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57451,7 +57552,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57467,7 +57571,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66704,10 +66810,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66718,8 +66829,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66871,7 +66982,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67403,6 +67516,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -475,7 +475,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -490,7 +491,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -863,12 +868,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3478,6 +3487,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4163,8 +4192,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7081,7 +7109,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7266,6 +7297,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7285,9 +7319,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9925,10 +9963,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10460,14 +10497,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10477,22 +10514,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19271,6 +19308,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22104,7 +22149,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32816,7 +32864,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36114,7 +36164,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36362,7 +36415,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37072,6 +37128,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39878,7 +39937,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40389,11 +40450,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40427,11 +40488,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40453,11 +40514,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42303,6 +42364,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49896,15 +49967,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51500,17 +51578,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51519,8 +51608,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54235,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56072,7 +56171,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57450,7 +57551,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57466,7 +57570,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66703,10 +66809,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66717,8 +66828,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66870,7 +66981,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67402,6 +67515,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -495,7 +495,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -510,7 +511,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -883,12 +888,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3498,6 +3507,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4183,8 +4212,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7101,7 +7129,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7286,6 +7317,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7305,9 +7339,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9945,10 +9983,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10480,14 +10517,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10497,22 +10534,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19291,6 +19328,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22124,7 +22169,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32836,7 +32884,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36134,7 +36184,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36382,7 +36435,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37092,6 +37148,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39898,7 +39957,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40409,11 +40470,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40447,11 +40508,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40473,11 +40534,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42323,6 +42384,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49916,15 +49987,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51520,17 +51598,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51539,8 +51628,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54255,7 +54350,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56092,7 +56191,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57470,7 +57571,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57486,7 +57590,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66723,10 +66829,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66737,8 +66848,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66890,7 +67001,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67422,6 +67535,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -695,7 +695,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -710,7 +711,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1220,21 +1225,18 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Mencetak trek tumpukan di lokasi kode, hanya berfungsi saat dijalankan "
|
||||
"dengan debugger dihidupkan.\n"
|
||||
"Output di konsol akan terlihat seperti ini:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 dalam fungsi '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
|
@ -3888,6 +3890,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4573,8 +4595,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7492,7 +7513,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7677,6 +7701,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7696,9 +7723,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10336,10 +10367,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10871,14 +10901,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10888,22 +10918,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19684,6 +19714,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22517,7 +22555,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33240,7 +33281,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36561,7 +36604,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36810,7 +36856,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37521,6 +37570,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40329,7 +40381,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40842,11 +40896,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40880,11 +40934,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40906,11 +40960,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42769,6 +42823,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50367,15 +50431,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51971,17 +52042,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51990,8 +52072,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54707,7 +54795,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56544,7 +56636,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57922,7 +58016,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57938,7 +58035,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67192,10 +67291,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67206,8 +67310,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67359,7 +67463,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67891,6 +67997,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -475,7 +475,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -490,7 +491,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -863,12 +868,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3478,6 +3487,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4163,8 +4192,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7081,7 +7109,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7266,6 +7297,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7285,9 +7319,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9925,10 +9963,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10460,14 +10497,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10477,22 +10514,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19271,6 +19308,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22104,7 +22149,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32816,7 +32864,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36114,7 +36164,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36362,7 +36415,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37072,6 +37128,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39878,7 +39937,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40389,11 +40450,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40427,11 +40488,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40453,11 +40514,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42303,6 +42364,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49896,15 +49967,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51500,17 +51578,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51519,8 +51608,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54235,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56072,7 +56171,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57450,7 +57551,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57466,7 +57570,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66703,10 +66809,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66717,8 +66828,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66870,7 +66981,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67402,6 +67515,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -12,12 +12,13 @@
|
|||
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2021.
|
||||
# sugusan <sugusan.development@gmail.com>, 2022.
|
||||
# Juto <mvobujd237@gmail.com>, 2022.
|
||||
# ta ko <neji.cion@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: Wataru Onuki <bettawat@yahoo.co.jp>\n"
|
||||
"PO-Revision-Date: 2022-11-21 00:47+0000\n"
|
||||
"Last-Translator: ta ko <neji.cion@gmail.com>\n"
|
||||
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/ja/>\n"
|
||||
"Language: ja\n"
|
||||
|
@ -25,7 +26,7 @@ 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 4.11-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -713,8 +714,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -729,7 +732,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"現在のコールスタックを辞書の配列として返します。\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1358,19 +1365,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"コード位置のスタックトラックを表示します。デバッガを有効にして実行した時にの"
|
||||
"み動作します。\n"
|
||||
"コンソール内での出力はこのようになります:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1600,6 +1605,41 @@ msgid ""
|
|||
"3\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
":指定された範囲の配列を返します。[method range] は3つの方法で呼び出すことがで"
|
||||
"きます。\n"
|
||||
"[code]range(n: int)[/code]:0から始まり、1ずつ増加し、[code]n[/code]の[i]前 [/"
|
||||
"i] で停止し、引数[code]n[/code]は[b]含まれません[/b]。[i]\n"
|
||||
"[code]range(b: int, n: int)[/code]:[code]b[/code]から始まり、1ずつ増加し、"
|
||||
"[code]n[/code]の [i] 前 [/i] で停止します。引数 [code]b[/code] は [b] 含まれ"
|
||||
"ます[/b] が、 [code]n[/code] は [b]含まれません[/b] 。\n"
|
||||
"[code]range(b: int, n: int, s: int)[/code]:[code]b[/code]から始まり、"
|
||||
"[code]s[/code]のステップで増加/減少し、[code]n[/code]の[i]前 [/i] で停止しま"
|
||||
"す。引数 [code]b[/code] は [b] 含まれます[/b] が、 [code]n[/code] は [b]含ま"
|
||||
"れません[/b] 。。引数 [code]s[/code] [b]can[/b] は負の値を指定できますが、"
|
||||
"[code]0[/code] は指定できません。[code]s[/code] が [code]0[/code] の場合、エ"
|
||||
"ラーメッセージが出力されます。\n"
|
||||
"[method range]は、処理前にすべての引数を[int]に変換します\n"
|
||||
"[b]注:[/b] 値の制約を満たす値がない場合、空の配列を返します。(例:"
|
||||
"[code]range(2, 5, -1)[/code] または [code]range(5, 5, 1)[/code])\n"
|
||||
"Examples:\n"
|
||||
"[codeblock]\n"
|
||||
"print(range(4)) # [0, 1, 2, 3]と出力する\n"
|
||||
"print(range(2, 5)) # [2, 3, 4]と出力する\n"
|
||||
"print(range(0, 6, 2)) # [0, 2, 4]と出力する\n"
|
||||
"print(range(4, 1, -1)) # [4, 3, 2]と出力する\n"
|
||||
"[/codeblock]\n"
|
||||
"[Array]を後方から参照するには\n"
|
||||
"[codeblock]\n"
|
||||
"var array = [3, 6, 9]\n"
|
||||
"for i in range(array.size(), 0, -1):\n"
|
||||
" print(array[i - 1])\n"
|
||||
"[/codeblock]\n"
|
||||
"Output:\n"
|
||||
"[codeblock]\n"
|
||||
"9\n"
|
||||
"6\n"
|
||||
"3\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4464,6 +4504,26 @@ msgstr "画像が非可逆圧縮を使用して圧縮されているというヒ
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr "画像はロスレス圧縮により圧縮されているというヒント。"
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -5298,8 +5358,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -9145,7 +9204,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -9370,8 +9432,12 @@ msgstr ""
|
|||
"[code]step[/code]はスライス中のインデックス間の変化を表します。"
|
||||
|
||||
#: doc/classes/Array.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -9401,9 +9467,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -12624,12 +12694,14 @@ msgid "Clears the audio sample data buffer."
|
|||
msgstr "byteで格納されたオーディオデータです。"
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
|
||||
"code]、そうでない場合は [code]false[/code] を返します。"
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
|
@ -13234,14 +13306,14 @@ msgstr ""
|
|||
#, fuzzy
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
"現在表示されている画面をバックバッファリングするためのノード。BackBufferCopy "
|
||||
|
@ -13260,27 +13332,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
|
|||
msgstr "バッファモード。 [enum CopyMode]定数を参照してください。"
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
"BackBufferCopyでカバーされる領域。 [member copy_mode]が[constant "
|
||||
"COPY_MODE_RECT]の場合にのみ使用されます。"
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
"バッファリング モードを無効にします。つまり、BackBufferCopy ノードは、カバー"
|
||||
"する画面の部分を直接使用します。"
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr "BackBufferCopyは矩形領域をバッファリングします。"
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
#, fuzzy
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr "BackBufferCopy は画面全体をバッファリングします。"
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -22402,6 +22478,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -25251,7 +25335,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -36132,7 +36219,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -39500,7 +39589,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -39757,7 +39849,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -40489,6 +40584,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -43312,7 +43410,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -43832,11 +43932,11 @@ msgstr "指定された名前のアニメーションノードを返します。
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43870,11 +43970,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43896,11 +43996,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -45791,6 +45891,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -53439,15 +53549,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -55065,17 +55182,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -55084,8 +55212,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -57829,7 +57963,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -59676,7 +59814,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -61322,7 +61462,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -61338,7 +61481,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -70808,10 +70953,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -70822,8 +70972,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -70980,7 +71130,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -71521,6 +71673,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -18,12 +18,13 @@
|
|||
# 김태우 <ogosengi3@gmail.com>, 2022.
|
||||
# 이지민 <jiminaleejung@gmail.com>, 2022.
|
||||
# nulltable <un5450@naver.com>, 2022.
|
||||
# Godoto <aicompose@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: 2022-09-26 05:24+0000\n"
|
||||
"Last-Translator: nulltable <un5450@naver.com>\n"
|
||||
"PO-Revision-Date: 2022-10-18 18:00+0000\n"
|
||||
"Last-Translator: Godoto <aicompose@gmail.com>\n"
|
||||
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/ko/>\n"
|
||||
"Language: ko\n"
|
||||
|
@ -31,7 +32,7 @@ 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 4.14.1\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -47,7 +48,7 @@ msgstr "속성"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Methods"
|
||||
msgstr "메서드"
|
||||
msgstr "방법"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Theme Properties"
|
||||
|
@ -55,11 +56,11 @@ msgstr "테마 속성들"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Signals"
|
||||
msgstr "시그널"
|
||||
msgstr "신호"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Enumerations"
|
||||
msgstr "열거형"
|
||||
msgstr "목록"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Constants"
|
||||
|
@ -626,7 +627,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -641,7 +643,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1028,12 +1034,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3658,6 +3668,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4343,8 +4373,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7264,7 +7293,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7449,6 +7481,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7468,9 +7503,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10109,10 +10148,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10644,14 +10682,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10661,22 +10699,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19512,6 +19550,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22408,7 +22454,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33147,7 +33196,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36475,7 +36526,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36725,7 +36779,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37442,6 +37499,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40378,7 +40438,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40894,11 +40956,11 @@ msgstr "매개변수의 아크사인 값을 반환합니다."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40932,11 +40994,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40958,11 +41020,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42823,6 +42885,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50425,15 +50497,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52030,17 +52109,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52049,8 +52139,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54766,7 +54862,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56603,7 +56703,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57981,7 +58083,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57997,7 +58102,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67281,10 +67388,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67295,8 +67407,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67448,7 +67560,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67980,6 +68094,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -485,7 +485,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -500,7 +501,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -873,12 +878,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3488,6 +3497,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4173,8 +4202,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7091,7 +7119,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7276,6 +7307,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7295,9 +7329,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9935,10 +9973,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10470,14 +10507,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10487,22 +10524,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19281,6 +19318,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22114,7 +22159,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32826,7 +32874,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36124,7 +36174,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36372,7 +36425,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37082,6 +37138,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39888,7 +39947,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40399,11 +40460,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40437,11 +40498,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40463,11 +40524,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42313,6 +42374,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49906,15 +49977,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51510,17 +51588,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51529,8 +51618,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54245,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56082,7 +56181,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57460,7 +57561,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57476,7 +57580,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66713,10 +66819,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66727,8 +66838,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66880,7 +66991,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67412,6 +67525,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -490,7 +490,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -505,7 +506,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -878,12 +883,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3493,6 +3502,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4178,8 +4207,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7096,7 +7124,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7281,6 +7312,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7300,9 +7334,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9940,10 +9978,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10475,14 +10512,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10492,22 +10529,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19286,6 +19323,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22119,7 +22164,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32834,7 +32882,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36132,7 +36182,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36380,7 +36433,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37090,6 +37146,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39896,7 +39955,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40407,11 +40468,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40445,11 +40506,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40471,11 +40532,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42321,6 +42382,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49914,15 +49985,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51518,17 +51596,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51537,8 +51626,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54253,7 +54348,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56090,7 +56189,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57468,7 +57569,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57484,7 +57588,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66721,10 +66827,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66735,8 +66846,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66888,7 +66999,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67420,6 +67533,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -473,7 +473,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -488,7 +489,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -861,12 +866,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3476,6 +3485,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4161,8 +4190,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7079,7 +7107,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7264,6 +7295,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7283,9 +7317,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9923,10 +9961,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10458,14 +10495,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10475,22 +10512,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19269,6 +19306,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22102,7 +22147,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32814,7 +32862,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36112,7 +36162,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36360,7 +36413,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37070,6 +37126,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39876,7 +39935,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40387,11 +40448,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40425,11 +40486,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40451,11 +40512,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42301,6 +42362,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49894,15 +49965,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51498,17 +51576,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51517,8 +51606,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54233,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56070,7 +56169,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57448,7 +57549,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57464,7 +57568,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66701,10 +66807,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66715,8 +66826,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66868,7 +66979,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67400,6 +67513,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -485,7 +485,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -500,7 +501,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -873,12 +878,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3488,6 +3497,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4173,8 +4202,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7091,7 +7119,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7276,6 +7307,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7295,9 +7329,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9935,10 +9973,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10470,14 +10507,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10487,22 +10524,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19281,6 +19318,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22114,7 +22159,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32826,7 +32874,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36124,7 +36174,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36372,7 +36425,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37082,6 +37138,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39888,7 +39947,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40399,11 +40460,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40437,11 +40498,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40463,11 +40524,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42313,6 +42374,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49906,15 +49977,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51510,17 +51588,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51529,8 +51618,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54245,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56082,7 +56181,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57460,7 +57561,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57476,7 +57580,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66713,10 +66819,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66727,8 +66838,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66880,7 +66991,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67412,6 +67525,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -473,7 +473,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -488,7 +489,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -861,12 +866,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3476,6 +3485,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4161,8 +4190,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7079,7 +7107,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7264,6 +7295,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7283,9 +7317,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9923,10 +9961,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10458,14 +10495,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10475,22 +10512,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19269,6 +19306,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22102,7 +22147,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32814,7 +32862,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36112,7 +36162,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36360,7 +36413,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37070,6 +37126,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39876,7 +39935,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40387,11 +40448,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40425,11 +40486,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40451,11 +40512,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42301,6 +42362,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49894,15 +49965,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51498,17 +51576,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51517,8 +51606,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54233,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56070,7 +56169,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57448,7 +57549,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57464,7 +57568,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66701,10 +66807,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66715,8 +66826,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66868,7 +66979,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67400,6 +67513,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -535,7 +535,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -550,7 +551,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -923,12 +928,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3546,6 +3555,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4231,8 +4260,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7149,7 +7177,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7334,6 +7365,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7353,9 +7387,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9993,10 +10031,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10528,14 +10565,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10545,22 +10582,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19339,6 +19376,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22172,7 +22217,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32887,7 +32935,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36185,7 +36235,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36433,7 +36486,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37143,6 +37199,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39949,7 +40008,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40460,11 +40521,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40498,11 +40559,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40524,11 +40585,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42374,6 +42435,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49967,15 +50038,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51571,17 +51649,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51590,8 +51679,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54307,7 +54402,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56144,7 +56243,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57522,7 +57623,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57538,7 +57642,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66775,10 +66881,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66789,8 +66900,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66942,7 +67053,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67474,6 +67587,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -23,13 +23,14 @@
|
|||
# Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022.
|
||||
# Mateusz Zdrzałek <matjozohd@gmail.com>, 2022.
|
||||
# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022.
|
||||
# Filip Gliszczyński <filipgliszczynski@gmail.com>, 2022.
|
||||
# Piotr Ślusarz <piotrekslusarz@outlook.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: 2022-05-15 20:00+0000\n"
|
||||
"Last-Translator: Pixel Zone - Godot Engine Tutorials "
|
||||
"<karoltomaszewskimusic@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-10-30 01:15+0000\n"
|
||||
"Last-Translator: Piotr Ślusarz <piotrekslusarz@outlook.com>\n"
|
||||
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/pl/>\n"
|
||||
"Language: pl\n"
|
||||
|
@ -38,7 +39,7 @@ 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 4.13-dev\n"
|
||||
"X-Generator: Weblate 4.14.2-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -500,7 +501,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Compares two values by checking their actual contents, recursing into any "
|
||||
"[Array] or [Dictionary] up to its deepest level.\n"
|
||||
|
@ -523,17 +523,17 @@ msgstr ""
|
|||
"Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc "
|
||||
"do dowolnej „tablicy” lub „słownika” aż do najgłębszego poziomu.\n"
|
||||
"Można to porównać do [code]==[/code] na kilka sposobów:\n"
|
||||
"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/"
|
||||
"— Dla [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
|
||||
"code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/"
|
||||
"code], jak i [code]==[/code] działają tak samo.\n"
|
||||
"— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy "
|
||||
"i tylko wtedy, gdy obie zmienne wskazują ten sam [code]Słownik[/code], bez "
|
||||
"rekurencji lub świadomości zawartość w ogóle.\n"
|
||||
"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i "
|
||||
"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy "
|
||||
"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/"
|
||||
"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], "
|
||||
"ale nie w [code]Słowniku[/code].\n"
|
||||
"— W przypadku [code]Tablica[/code] [code]==[/code] uwzględnia równość wtedy "
|
||||
"i tylko wtedy, gdy każdy element w pierwszej [code]Tablica[/code] jest równy "
|
||||
"swojemu odpowiednikowi w drugiej [code]Tablica[/code], jak mówi sam "
|
||||
"[code]==[/code]. Oznacza to, że [code]==[/code] jest rekursywny w "
|
||||
"[code]Tablicy[/code], ale nie w [code]Słowniku[/code].\n"
|
||||
"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest "
|
||||
"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego "
|
||||
"zawartość, musisz użyć [code]deep_equal[/code]."
|
||||
|
@ -619,7 +619,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
|
||||
"largest whole number that is not more than [code]s[/code].\n"
|
||||
|
@ -633,13 +632,12 @@ msgid ""
|
|||
"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
|
||||
"directly."
|
||||
msgstr ""
|
||||
"Zaokrągla [code]s[/code] w dół (do nieskończoności ujemnej), zwraca "
|
||||
"Zaokrągla [code]s[/code] w dół (do ujemnej nieskończoności), zwraca "
|
||||
"najwyższą liczbę całkowitą która jest nie większa niż [code]s[/code].\n"
|
||||
"[codeblock]\n"
|
||||
"# a to 2.0\n"
|
||||
"a = floor(2.99)\n"
|
||||
"# a to-3.0\n"
|
||||
"a = floor(-2.99)\n"
|
||||
"a = floor(2.45) # a to 2.0\n"
|
||||
"a = floor(2.99) # a to 2.0\n"
|
||||
"a = floor(-2.99) # a to-3.0\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Informacja:[/b] Ta metoda zwraca liczbę zmiennoprzecinkową, jeżeli chcesz "
|
||||
"liczby całkowitej użyj bezpośrednio metody [code]int(s)[/code]."
|
||||
|
@ -725,8 +723,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -741,7 +741,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Zwraca tablicę słowników reprezentującą obecny stos wykonywanych funkcji.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -849,6 +853,26 @@ msgid ""
|
|||
"See also [method lerp] which performs the reverse of this operation, and "
|
||||
"[method range_lerp] to map a continuous series of values to another."
|
||||
msgstr ""
|
||||
"Zwraca współczynnik interpolacji lub ekstrapolacji w zależności od zakresu "
|
||||
"zdefiniowanego w [code]from[/code] i [code]to[/code] oraz wartość "
|
||||
"interopolowaną zdefiniowaną w [code]weight[/code]. Zwrócona wartość znajduje "
|
||||
"się pomiędzy [code]0.0[/code] i [code]1.0[/code] jeśli [code]weight[/code] "
|
||||
"jest pomiędzy [code]from[/code] i [code]to[/code] (włącznie). Jeśli "
|
||||
"[code]weight[/code] znajduje się poza zakresem, współczynnik ekstrapolacji "
|
||||
"zostanie zwrócony (zwraca wartość mniejszą od [code]0.0[/code] lub większą "
|
||||
"od [code]1.0[/code]). Użyj [method clamp] na wyniku [method inverse_lerp] "
|
||||
"jeśli chcesz tego uniknąć. \n"
|
||||
"[codeblock] \n"
|
||||
"# Stosunek interpolacji w zawołaniu `lerp()` poniżej to 0.75. \n"
|
||||
"var middle = lerp(20, 30, 0.75) \n"
|
||||
"# `middle` ma teraz wartość 27.5. \n"
|
||||
"# Teraz udajemy że zapomnieliśmy oryginalnego stosunku i chcemy go "
|
||||
"spowrotem. \n"
|
||||
"var ratio = inverse_lerp(20,30,27.5) \n"
|
||||
"# `ratio` ma teraz wartość 0.75.\n"
|
||||
"[/codeblock]\n"
|
||||
"Zobacz również [method lerp] która powoduje odwrócenie tej operacji i "
|
||||
"[method range_lerp] aby zmapować ciągłą serie wartości do następnej."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1150,6 +1174,22 @@ msgid ""
|
|||
"[code]0[/code] rather than [code]1[/code] for non-positive values of "
|
||||
"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
|
||||
msgstr ""
|
||||
"Zwraca najbliższą wartość całkowitą [code]value[/code] równą lub wyższą "
|
||||
"potędze dwójki.\n"
|
||||
"Innymi słowy, zwraca najmniejszą wartość [code]a[/code] gdzie [code]a = "
|
||||
"pow(2, n)[/code] wtedy i tylko wtedy gdy [code]value <= a[/code] dla jakiejś "
|
||||
"dodatniej liczby całkowitej [code]n[/code].\n"
|
||||
"[codeblock]\n"
|
||||
"nearest_po2(3) # zwraca 4\n"
|
||||
"nearest_po2(4) # zwraca 4\n"
|
||||
"nearest_po2(5) # zwraca 8\n"
|
||||
"\n"
|
||||
"nearest_po2(0) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
|
||||
"nearest_po2(-1) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]UWAGA:[/b] Z powodu sposobu implementacji, ta funkcja zwraca [code]0[/"
|
||||
"code] w przeciwieństwie do [code]1[/code] dla ujemnych wartości [code]value[/"
|
||||
"code] (w rzeczywistości, 1 jest najmniejszą liczbą całkowitą dla potęgi z 2)."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1162,6 +1202,13 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"This is the inverse of [method char]."
|
||||
msgstr ""
|
||||
"Zwraca liczbę całkowitą reprezentującą punkt kodu Unicode danego znaku "
|
||||
"Unicode [code]char[/code]. [codeblock]\n"
|
||||
"a = ord(\"A\") # a wynosi 65\n"
|
||||
"a = ord(\"a\") # a wynosi 97\n"
|
||||
"a = ord(\"€\") # a wynosi 8364\n"
|
||||
"[/codeblock]\n"
|
||||
"To jest odwrotność [metody char]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1302,19 +1349,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Wypisuje zrzut stosu w miejscu kodu, działa tylko przy uruchamianiu z "
|
||||
"włączonym debuggerem.\n"
|
||||
"Wynik w konsoli wyglądać może tak:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -3980,6 +4025,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4665,8 +4730,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7593,7 +7657,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7778,6 +7845,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7797,9 +7867,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10438,10 +10512,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10973,14 +11046,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10990,22 +11063,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19813,6 +19886,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22656,7 +22737,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33427,7 +33511,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36767,7 +36853,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37023,7 +37112,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37745,6 +37837,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40555,7 +40650,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -41074,11 +41171,11 @@ msgstr "Zwraca kąt w radianach danego wektora."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41112,11 +41209,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41138,11 +41235,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43020,6 +43117,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50624,15 +50731,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52237,17 +52351,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52256,8 +52381,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54976,7 +55107,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56814,7 +56949,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58195,7 +58332,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58211,7 +58351,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67513,10 +67655,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67527,8 +67674,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67686,7 +67833,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68218,6 +68367,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -18,8 +18,8 @@ msgid ""
|
|||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"PO-Revision-Date: 2022-08-25 13:04+0000\n"
|
||||
"Last-Translator: Baiterson <baiter160@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-11-18 16:48+0000\n"
|
||||
"Last-Translator: ssantos <ssantos@web.de>\n"
|
||||
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/pt/>\n"
|
||||
"Language: pt\n"
|
||||
|
@ -27,7 +27,7 @@ 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 4.14-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -95,7 +95,7 @@ msgstr "Setter"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "value"
|
||||
msgstr "valor"
|
||||
msgstr "Valor"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Getter"
|
||||
|
@ -721,8 +721,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -737,7 +739,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1386,19 +1392,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
|
||||
"ativado.\n"
|
||||
"Saída no console vai parecer assim:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4470,6 +4474,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -5159,8 +5183,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -8090,7 +8113,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -8275,6 +8301,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -8294,9 +8323,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10934,10 +10967,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -11469,14 +11501,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -11486,22 +11518,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -20331,6 +20363,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr "A altura do cilindro."
|
||||
|
@ -23167,7 +23207,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -24995,7 +25038,7 @@ msgstr ""
|
|||
|
||||
#: doc/classes/File.xml
|
||||
msgid "File system"
|
||||
msgstr ""
|
||||
msgstr "Sistema de arquivos"
|
||||
|
||||
#: doc/classes/File.xml
|
||||
msgid ""
|
||||
|
@ -33909,7 +33952,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -37237,7 +37282,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37488,7 +37536,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -38205,6 +38256,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -38878,9 +38932,8 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Node.xml
|
||||
#, fuzzy
|
||||
msgid "Nodes and Scenes"
|
||||
msgstr "Nós e Cenas"
|
||||
msgstr "Nós e cenas"
|
||||
|
||||
#: doc/classes/Node.xml
|
||||
msgid "All Demos"
|
||||
|
@ -41015,7 +41068,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -41528,11 +41583,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41566,11 +41621,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41592,11 +41647,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43445,6 +43500,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -51104,15 +51169,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52708,17 +52780,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52727,8 +52810,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -55446,7 +55535,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -57285,7 +57378,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58681,7 +58776,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58697,7 +58795,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67998,10 +68098,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -68012,8 +68117,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -68165,7 +68270,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68697,6 +68804,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -43,12 +43,14 @@
|
|||
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
|
||||
# Felipe Kinoshita <kinofhek@gmail.com>, 2022.
|
||||
# Mr.Albino <ricmorsoleto@gmail.com>, 2022.
|
||||
# Zer0-Zer0 <dankmemerson@tutanota.com>, 2022.
|
||||
# Julio Yagami <juliohenrique31501234@hotmail.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: 2022-08-21 06:02+0000\n"
|
||||
"Last-Translator: Jaide Alonso Ambrosio <jaide.sp@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-12-09 19:48+0000\n"
|
||||
"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
|
||||
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
|
||||
"godot-engine/godot-class-reference/pt_BR/>\n"
|
||||
"Language: pt_BR\n"
|
||||
|
@ -56,7 +58,7 @@ 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 4.14-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -527,7 +529,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Compares two values by checking their actual contents, recursing into any "
|
||||
"[Array] or [Dictionary] up to its deepest level.\n"
|
||||
|
@ -548,13 +549,13 @@ msgid ""
|
|||
"code]."
|
||||
msgstr ""
|
||||
"Compara dois valores, verificando seu conteúdo real, recorrendo a qualquer "
|
||||
"`Array` ou `Dicionário` até o seu nível mais profundo.\n"
|
||||
"[Array] ou [Dictionary] até o seu nível mais profundo.\n"
|
||||
"Isso se compara a [code]==[/code] de várias maneiras:\n"
|
||||
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
|
||||
"[code]String[/code], [code]Object[/code] e [code]RID[/code] tanto "
|
||||
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma maneira.\n"
|
||||
"- Para [code]Dictionary[/code], [code]==[code] considera igualdade se, e "
|
||||
"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
|
||||
"somente se, ambas as variáveis apontaram para o mesmo [code]Dictionary[/"
|
||||
"code], sem nenhuma recorrência ou consciência do conteúdo.\n"
|
||||
"- Para [code]Array[/code], [code]==[/code] considera igualdade se, e somente "
|
||||
"se, cada item no primeiro [code]Array[/code] for igual a sua contraparte no "
|
||||
|
@ -586,7 +587,6 @@ msgstr ""
|
|||
"inst2dict]), de volta em uma instância. Útil para desserialização."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
|
||||
"defined with [code]curve[/code]. This easing function is based on an "
|
||||
|
@ -615,7 +615,7 @@ msgstr ""
|
|||
"- Menor que -1.0 (exclusivo): Ease in-out\n"
|
||||
"- 1.0: Linear\n"
|
||||
"- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n"
|
||||
"- 0.0: Constant\n"
|
||||
"- 0.0: Constante\n"
|
||||
"- Entre 0.0 e 1.0 (exclusivo): Ease in\n"
|
||||
"- 1.0: Linear\n"
|
||||
"- Maior que 1.0 (exclusivo): Ease out\n"
|
||||
|
@ -752,8 +752,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -768,7 +770,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -949,7 +955,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two values by the factor defined in "
|
||||
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
|
||||
|
@ -973,24 +978,25 @@ msgid ""
|
|||
msgstr ""
|
||||
"Interpola linearmente entre dois valores pelo fator definido em "
|
||||
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
|
||||
"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
|
||||
"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusivo). No entanto, "
|
||||
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
|
||||
"[i]extrapolação[/i].\n"
|
||||
"[i]extrapolação[/i]. Use [method clamp] no resultado de [method lerp] se "
|
||||
"isso não é desejado.\n"
|
||||
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
|
||||
"[float], o valor de retorno será um [float].\n"
|
||||
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
|
||||
"valor de retorno será do mesmo tipo([code]lerp[/code] então chama o método "
|
||||
"[code]linear_interpolate[/code] do tipo de vetor).\n"
|
||||
"[codeblock]\n"
|
||||
"lerp(0, 4, 0,75) # Retorna 3,0\n"
|
||||
"lerp(0, 4, 0,75) # Retorna 3.0\n"
|
||||
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
|
||||
"[/codeblock]\n"
|
||||
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
|
||||
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
|
||||
"ease] ou [method smoothstep]."
|
||||
"ease] ou [method smoothstep]. Seja também [method range_lerp] para mapear "
|
||||
"uma serie contínua de valores um para o outro."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two angles (in radians) by a normalized "
|
||||
"value.\n"
|
||||
|
@ -1013,19 +1019,30 @@ msgid ""
|
|||
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
|
||||
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
|
||||
msgstr ""
|
||||
"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
|
||||
"Interpola linearmente entre dois ângulos (em radianos) por um valor "
|
||||
"normalizado.\n"
|
||||
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
|
||||
"ângulos passam através de [constant @GDScript.TAU].\n"
|
||||
"ângulos passam através de [constant @GDScript.TAU]. Para realizar "
|
||||
"interpolação facilitada com [method lerp_angle], combine com [method ease] "
|
||||
"ou [method smoothstep].\n"
|
||||
"[codeblock]\n"
|
||||
"extends Sprite\n"
|
||||
"var elapsed = 0.0\n"
|
||||
"var tempo_decorrido = 0.0\n"
|
||||
"func _process(delta):\n"
|
||||
" var min_angle = deg2rad(0.0)\n"
|
||||
" var max_angle = deg2rad(90.0)\n"
|
||||
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
|
||||
" elapsed += delta\n"
|
||||
"[/codeblock]"
|
||||
" var ângulo_mínimo = deg2rad(0.0)\n"
|
||||
" var ângulo_máximo = deg2rad(90.0)\n"
|
||||
" rotação = ângulo_interpolação(ângulo_mínimo, ângulo_máximo, "
|
||||
"tempo_decorrido)\n"
|
||||
" tempo_decorrido += delta\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Nota:[/b] Esse método interpola linearmente através do caminho mais curto "
|
||||
"entre [code]from[/code] e [code]to[/code]. Entretanto, quando esses dois "
|
||||
"ângulos estão aproximadamente [code]PI + k * TAU[/code] aparte para qualquer "
|
||||
"inteiro [code]k[/code], não é óbvio para qual lado eles interpolam devido à "
|
||||
"erros de precisão de pontos flutuantes. Por exemplo, "
|
||||
"[code]ângulo_interpolação(0, PI, weight)[/code] interpola no sentido anti-"
|
||||
"horário, enquanto [code]ângulo_interpolação(0, PI + 5 * TAU, weight)[/code] "
|
||||
"interpola no sentido horário."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1395,19 +1412,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
|
||||
"habilitado.\n"
|
||||
"Saída no console vai parecer assim:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1645,8 +1660,46 @@ msgid ""
|
|||
"3\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Retorna um [i]array[/i] com o alcance dado. [method range] pode ser chamado "
|
||||
"de três maneiras:\n"
|
||||
"[code]range(n: int)[/code]: Começa do 0, aumenta em passos de 1, e para "
|
||||
"[i]antes[/i] do [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/"
|
||||
"b].\n"
|
||||
"[code]range(b: int, n: int)[/code]: Começa do [code]b[/code], aumenta em "
|
||||
"passos de 1, e para [i]antes[/i] do [code]n[/code]. Os argumentos [code]b[/"
|
||||
"code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], "
|
||||
"respectivamente.\n"
|
||||
"[code]range(b: int, n: int, s: int)[/code]: Começa do [code]b[/code], "
|
||||
"aumenta/diminui em passos de [code]s[/code], e para [i]antes[/i] do [code]n[/"
|
||||
"code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e "
|
||||
"[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] "
|
||||
"ser negativo, mas não [code]0[/code]. Se [code]s[/code] é [code]0[/code], "
|
||||
"uma mensagem de erro é mostrada.\n"
|
||||
"[method range] converte todos os argumentos para [int] antes de processar.\n"
|
||||
"[b]Nota:[/b] Retorna um [i]array[/i] vazio se nenhum valor satisfaz o valor "
|
||||
"exigido (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/code]).\n"
|
||||
"Exemplos:\n"
|
||||
"[codeblock]\n"
|
||||
"print(range(4)) # Imprime [0, 1, 2, 3]\n"
|
||||
"print(range(2, 5)) # Imprime [2, 3, 4]\n"
|
||||
"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n"
|
||||
"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n"
|
||||
"[/codeblock]\n"
|
||||
"Para repetir sobre um [Array] ao contrário, use:\n"
|
||||
"[codeblock]\n"
|
||||
"var array = [3, 6, 9]\n"
|
||||
"for i in range(array.size(), 0, -1):\n"
|
||||
" print(array[i - 1])\n"
|
||||
"[/codeblock]\n"
|
||||
"Saída:\n"
|
||||
"[codeblock]\n"
|
||||
"9\n"
|
||||
"6\n"
|
||||
"3\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
|
||||
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
|
||||
|
@ -1659,6 +1712,17 @@ msgid ""
|
|||
"For complex use cases where you need multiple ranges, consider using [Curve] "
|
||||
"or [Gradient] instead."
|
||||
msgstr ""
|
||||
"Mapeia um [code]value[/code] do intervalo [code][istart, istop][/code] para "
|
||||
"[code][ostart, ostop][/code]. Veja também [method lerp] e [method "
|
||||
"inverse_lerp]. Se [code]value[/code] estiver fora de [code][istart, istop][/"
|
||||
"code], então o valor resultante também será fora de [code][ostart, ostop][/"
|
||||
"code]. Use [method clamp] no resultado de [method range-lerp] se não for "
|
||||
"desejado.\n"
|
||||
"[codeblock]\n"
|
||||
"range_lerp(75, 0, 100, -1, 1) # Retorna 0.5\n"
|
||||
"[/codeblock]\n"
|
||||
"Para casos de uso complexos em que você precise de múltiplos intervalos, "
|
||||
"considere usar [Curve] ou [Gradient]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -3956,34 +4020,49 @@ msgstr ""
|
|||
"Windows MR)."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
|
||||
"information of how to use MIDI inputs."
|
||||
msgstr ""
|
||||
"Mensagem de nota MIDI OFF. Veja a documentação sobre [InputEventMIDI] para "
|
||||
"mais informações sobre como usar entradas MIDI."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
|
||||
"information of how to use MIDI inputs."
|
||||
msgstr ""
|
||||
"Mensagem ON da nota MIDI. Veja a documentação do [InputEventMIDI] para mais "
|
||||
"informações sobre como usar entradas MIDI."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"MIDI aftertouch message. This message is most often sent by pressing down on "
|
||||
"the key after it \"bottoms out\"."
|
||||
msgstr ""
|
||||
"Mensagem MIDI de toque posterior. Esta mensagem é geralmente enviada ao "
|
||||
"pressionar a tecla após ela \"ir de fundo pra fora\"."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"MIDI control change message. This message is sent when a controller value "
|
||||
"changes. Controllers include devices such as pedals and levers."
|
||||
msgstr ""
|
||||
"Mensagem de alteração do controlador MIDI. Esta mensagem é enviada quando o "
|
||||
"valor de um controlador muda. Controladores incluem dispositivos como pedais "
|
||||
"e alavancas."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"MIDI program change message. This message sent when the program patch number "
|
||||
"changes."
|
||||
msgstr ""
|
||||
"Mensagem de alteração do programa MIDI. Esta mensagem é enviada quando o "
|
||||
"número de patch do programa muda."
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
|
@ -4497,6 +4576,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr "A propriedade é serializada e salva no arquivo de cena (padrão)."
|
||||
|
@ -5195,8 +5294,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -8144,7 +8242,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -8329,6 +8430,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -8348,9 +8452,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10990,10 +11098,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -11525,14 +11632,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -11542,22 +11649,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -15656,7 +15763,7 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Color.xml
|
||||
msgid "Chocolate color."
|
||||
msgstr "Cor chocolate"
|
||||
msgstr "Cor chocolate."
|
||||
|
||||
#: doc/classes/Color.xml
|
||||
msgid "Coral color."
|
||||
|
@ -20441,6 +20548,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr "A altura do cilindro."
|
||||
|
@ -23280,7 +23395,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -34072,7 +34190,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -37411,7 +37531,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37664,7 +37787,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -38389,6 +38515,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -41199,7 +41328,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -41716,11 +41847,11 @@ msgstr "Retorna o ângulo para o vetor dado, em radianos."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41754,11 +41885,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41780,11 +41911,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43665,6 +43796,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -51274,15 +51415,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52886,17 +53034,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52905,8 +53064,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -55625,7 +55790,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -57467,7 +57636,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58866,7 +59037,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58882,7 +59056,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -68220,10 +68396,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -68234,8 +68415,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -68393,7 +68574,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68926,6 +69109,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
@ -77080,10 +77279,10 @@ msgstr ""
|
|||
"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
|
||||
"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
|
||||
"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
|
||||
"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
|
||||
"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
|
||||
"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
|
||||
"manter a classificação única."
|
||||
"que têm uma posição Y mais baixa.\n"
|
||||
"O aninhamento de nós YSort é possível.Os nós YSort filhos serão "
|
||||
"classificados no mesmo espaço que o YSort pai, permitindo organizar melhor "
|
||||
"uma cena ou dividi-la em várias outras, mas manter a classificação única."
|
||||
|
||||
#: doc/classes/YSort.xml
|
||||
msgid ""
|
||||
|
|
|
@ -501,7 +501,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -516,7 +517,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -889,12 +894,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3508,6 +3517,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4193,8 +4222,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7111,7 +7139,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7296,6 +7327,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7315,9 +7349,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9955,10 +9993,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10490,14 +10527,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10507,22 +10544,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19301,6 +19338,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22134,7 +22179,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32849,7 +32897,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36147,7 +36197,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36395,7 +36448,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37106,6 +37162,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39912,7 +39971,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40423,11 +40484,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40461,11 +40522,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40487,11 +40548,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42337,6 +42398,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49930,15 +50001,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51534,17 +51612,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51553,8 +51642,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54269,7 +54364,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56106,7 +56205,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57484,7 +57585,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57500,7 +57604,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66737,10 +66843,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66751,8 +66862,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66904,7 +67015,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67436,6 +67549,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -476,7 +476,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -491,7 +492,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -864,12 +869,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3479,6 +3488,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4164,8 +4193,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7082,7 +7110,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7267,6 +7298,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7286,9 +7320,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9926,10 +9964,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10461,14 +10498,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10478,22 +10515,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19272,6 +19309,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22105,7 +22150,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32820,7 +32868,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36118,7 +36168,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36366,7 +36419,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37076,6 +37132,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39882,7 +39941,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40393,11 +40454,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40431,11 +40492,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40457,11 +40518,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42307,6 +42368,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49900,15 +49971,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51504,17 +51582,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51523,8 +51612,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54239,7 +54334,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56076,7 +56175,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57454,7 +57555,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57470,7 +57574,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66707,10 +66813,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66721,8 +66832,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66874,7 +66985,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67406,6 +67519,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -487,7 +487,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -502,7 +503,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -875,12 +880,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3490,6 +3499,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4175,8 +4204,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7093,7 +7121,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7278,6 +7309,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7297,9 +7331,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9937,10 +9975,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10472,14 +10509,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10489,22 +10526,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19283,6 +19320,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22116,7 +22161,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32831,7 +32879,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36129,7 +36179,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36377,7 +36430,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37087,6 +37143,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39893,7 +39952,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40404,11 +40465,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40442,11 +40503,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40468,11 +40529,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42318,6 +42379,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49911,15 +49982,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51515,17 +51593,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51534,8 +51623,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54250,7 +54345,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56087,7 +56186,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57465,7 +57566,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57481,7 +57585,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66718,10 +66824,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66732,8 +66843,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66885,7 +66996,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67417,6 +67530,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -477,7 +477,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -492,7 +493,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -865,12 +870,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3480,6 +3489,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4165,8 +4194,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7083,7 +7111,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7268,6 +7299,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7287,9 +7321,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -9927,10 +9965,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10462,14 +10499,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10479,22 +10516,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19273,6 +19310,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22106,7 +22151,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32818,7 +32866,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36116,7 +36166,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36364,7 +36417,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37074,6 +37130,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39880,7 +39939,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40391,11 +40452,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40429,11 +40490,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40455,11 +40516,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42305,6 +42366,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -49898,15 +49969,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51502,17 +51580,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51521,8 +51610,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54237,7 +54332,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56074,7 +56173,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57452,7 +57553,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57468,7 +57572,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66705,10 +66811,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66719,8 +66830,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66872,7 +66983,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67404,6 +67517,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -554,7 +554,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -569,7 +570,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -949,12 +954,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3573,6 +3582,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4265,8 +4294,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7187,7 +7215,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7372,6 +7403,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7391,9 +7425,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10032,10 +10070,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10567,14 +10604,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10584,22 +10621,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19382,6 +19419,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22215,7 +22260,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32990,7 +33038,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36306,7 +36356,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36555,7 +36608,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37266,6 +37322,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40125,7 +40184,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40638,11 +40699,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40676,11 +40737,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40702,11 +40763,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42555,6 +42616,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50159,15 +50230,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51765,17 +51843,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51784,8 +51873,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54501,7 +54596,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56338,7 +56437,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57716,7 +57817,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57732,7 +57836,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66999,10 +67105,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67013,8 +67124,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67166,7 +67277,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67698,6 +67811,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -548,7 +548,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -563,7 +564,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -940,12 +945,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3555,6 +3564,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4240,8 +4269,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7158,7 +7186,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7343,6 +7374,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7362,9 +7396,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10006,10 +10044,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10541,14 +10578,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10558,22 +10595,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19355,6 +19392,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22191,7 +22236,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32915,7 +32963,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36231,7 +36281,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36479,7 +36532,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37189,6 +37245,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -39995,7 +40054,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40506,11 +40567,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40544,11 +40605,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40570,11 +40631,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42423,6 +42484,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50016,15 +50087,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51620,17 +51698,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51639,8 +51728,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54355,7 +54450,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56192,7 +56291,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57570,7 +57671,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57586,7 +57690,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66859,10 +66965,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -66873,8 +66984,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67026,7 +67137,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67558,6 +67671,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -701,8 +701,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -717,7 +719,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"işlev yığınını temsil eden sözlük dizisi döndürür.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1338,19 +1344,17 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Kod içindeki istiflenme konumunu yazdırır ve yanlızca hata ayıklayıcı "
|
||||
"(debugger) açıkken çalışır.\n"
|
||||
"Konsoldaki çıktı aşağıdaki gibi bir şey olacaktır.\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4261,6 +4265,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4946,8 +4970,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7866,7 +7889,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -8051,6 +8077,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -8070,9 +8099,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10711,10 +10744,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -11246,14 +11278,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -11263,22 +11295,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -20082,6 +20114,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22920,7 +22960,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33670,7 +33713,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -37004,7 +37049,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37254,7 +37302,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37975,6 +38026,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40785,7 +40839,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -41301,11 +41357,11 @@ msgstr "Verilen bir değerin ark-sinüsünü döndürür."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41339,11 +41395,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41365,11 +41421,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -43239,6 +43295,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50843,15 +50909,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52455,17 +52528,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52474,8 +52558,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -55191,7 +55281,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -57028,7 +57122,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58408,7 +58504,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58424,7 +58523,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67701,10 +67802,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67715,8 +67821,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67872,7 +67978,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68404,6 +68512,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
# Гліб Соколов <ramithes@i.ua>, 2022.
|
||||
# Yan Chen <cyan97087@gmail.com>, 2022.
|
||||
# Богдан Матвіїв <bomtvv@gmail.com>, 2022.
|
||||
# Лев Дворский <ne3r0n@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: 2022-08-23 03:39+0000\n"
|
||||
"Last-Translator: Богдан Матвіїв <bomtvv@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-11-25 12:13+0000\n"
|
||||
"Last-Translator: Лев Дворский <ne3r0n@gmail.com>\n"
|
||||
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/uk/>\n"
|
||||
"Language: uk\n"
|
||||
|
@ -29,7 +30,7 @@ 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 4.14-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -85,7 +86,6 @@ msgid "Inherited By:"
|
|||
msgstr "Успадковано:"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "(overrides %s)"
|
||||
msgstr "(перевизначає %s)"
|
||||
|
||||
|
@ -94,17 +94,14 @@ msgid "Default"
|
|||
msgstr "Типовий"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "Setter"
|
||||
msgstr "Встановлювач"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "value"
|
||||
msgstr "значення"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "Getter"
|
||||
msgstr "Отримувач"
|
||||
|
||||
|
@ -609,7 +606,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -624,7 +622,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1001,12 +1003,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3623,6 +3629,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4308,8 +4334,7 @@ msgstr "Анімація 2D спрайтів"
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7234,7 +7259,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7419,6 +7447,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7438,9 +7469,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10079,10 +10114,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10614,14 +10648,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10631,22 +10665,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19444,6 +19478,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22279,7 +22321,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33015,7 +33060,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36345,7 +36392,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36595,7 +36645,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37312,6 +37365,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40122,7 +40178,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40638,11 +40696,11 @@ msgstr "Повертає кут до заданого вектора у раді
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40676,11 +40734,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40702,11 +40760,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42570,6 +42628,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50172,15 +50240,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51777,17 +51852,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51796,8 +51882,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54513,7 +54605,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56351,7 +56447,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57729,7 +57827,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57745,7 +57846,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67031,10 +67134,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67045,8 +67153,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67198,7 +67306,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67730,6 +67840,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
|
@ -689,8 +689,10 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -705,7 +707,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
"Trả về một mảng từ điển đại diện cho chồng đệ quy hiện tại.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1219,12 +1225,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3907,6 +3917,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4601,8 +4631,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7539,7 +7568,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7724,6 +7756,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7743,9 +7778,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10384,10 +10423,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10919,14 +10957,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10936,22 +10974,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19753,6 +19791,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22589,7 +22635,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -33325,7 +33374,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36655,7 +36706,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36906,7 +36960,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37626,6 +37683,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40436,7 +40496,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40952,11 +41014,11 @@ msgstr "Trả về sin nghịch đảo của tham số."
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40990,11 +41052,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -41016,11 +41078,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42887,6 +42949,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50497,15 +50569,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -52107,17 +52186,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -52126,8 +52216,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54843,7 +54939,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56682,7 +56782,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -58062,7 +58164,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -58078,7 +58183,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -67357,10 +67464,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67371,8 +67483,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67527,7 +67639,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -68063,6 +68177,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -4,7 +4,7 @@
|
|||
# This file is distributed under the same license as the Godot source code.
|
||||
#
|
||||
# binotaliu <binota@protonmail.ch>, 2020.
|
||||
# BinotaLIU <me@binota.org>, 2020.
|
||||
# BinotaLIU <me@binota.org>, 2020, 2022.
|
||||
# Eric K <eric900601@gmail.com>, 2020.
|
||||
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
|
||||
# Lihan Zhu <lihan@proctorio.com>, 2021.
|
||||
|
@ -19,8 +19,8 @@ msgid ""
|
|||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"PO-Revision-Date: 2022-08-25 13:04+0000\n"
|
||||
"Last-Translator: Hugel <qihu@nfschina.com>\n"
|
||||
"PO-Revision-Date: 2022-10-12 06:50+0000\n"
|
||||
"Last-Translator: BinotaLIU <me@binota.org>\n"
|
||||
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
|
||||
"godot-engine/godot-class-reference/zh_Hant/>\n"
|
||||
"Language: zh_TW\n"
|
||||
|
@ -28,7 +28,7 @@ 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 4.14-dev\n"
|
||||
"X-Generator: Weblate 4.15-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -88,7 +88,7 @@ msgstr ""
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Default"
|
||||
msgstr "默認"
|
||||
msgstr "預設"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Setter"
|
||||
|
@ -120,7 +120,7 @@ msgstr ""
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "This method is used to construct a type."
|
||||
msgstr "此方法用於構造類型。"
|
||||
msgstr "此方法用於建構型別。"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
|
@ -570,7 +570,8 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Returns an array of dictionaries representing the current call stack.\n"
|
||||
"Returns an array of dictionaries representing the current call stack. See "
|
||||
"also [method print_stack].\n"
|
||||
"[codeblock]\n"
|
||||
"func _ready():\n"
|
||||
" foo()\n"
|
||||
|
@ -585,7 +586,11 @@ msgid ""
|
|||
"[codeblock]\n"
|
||||
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
|
||||
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method get_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"get_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -965,12 +970,16 @@ msgstr ""
|
|||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
"Prints a stack track at code location, only works when running with debugger "
|
||||
"turned on.\n"
|
||||
"Prints a stack trace at the current code location. See also [method "
|
||||
"get_stack].\n"
|
||||
"Output in the console would look something like this:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] [method print_stack] only works if the running instance is "
|
||||
"connected to a debugging server (i.e. an editor instance). [method "
|
||||
"print_stack] will not work in projects exported in release mode, or in "
|
||||
"projects exported in debug mode if not connected to a debugging server."
|
||||
msgstr ""
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -3588,6 +3597,26 @@ msgstr ""
|
|||
msgid "Hints that an image is compressed using lossless compression."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid ""
|
||||
"Hint that a property represents a particular type. If a property is "
|
||||
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
|
||||
"need to create an [Array] to contain elements of a specific type, the "
|
||||
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
|
||||
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
|
||||
"[codeblock]\n"
|
||||
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
|
||||
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
|
||||
"of floats.\n"
|
||||
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
|
||||
"resources.\n"
|
||||
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
|
||||
"# Two-dimensional array of resources.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The final colon is required to specify for properly detecting "
|
||||
"built-in types."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/@GlobalScope.xml
|
||||
msgid "The property is serialized and saved in the scene file (default)."
|
||||
msgstr ""
|
||||
|
@ -4273,8 +4302,7 @@ msgstr ""
|
|||
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
|
||||
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
|
||||
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
|
||||
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
|
||||
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
|
||||
#: doc/classes/VisibilityNotifier2D.xml
|
||||
msgid "2D Dodge The Creeps Demo"
|
||||
msgstr ""
|
||||
|
@ -7196,7 +7224,10 @@ msgid ""
|
|||
"var array = []\n"
|
||||
"array.resize(10)\n"
|
||||
"array.fill(0) # Initialize the 10 elements to 0.\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
|
||||
"[Array], [Dictionary], etc.) then the array is filled with the references to "
|
||||
"the same object, i.e. no duplicates are created."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
|
||||
|
@ -7381,6 +7412,9 @@ msgstr ""
|
|||
#: doc/classes/Array.xml
|
||||
msgid ""
|
||||
"Sorts the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method sort].\n"
|
||||
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
|
||||
"order). This may lead to unexpected behavior when sorting an array of "
|
||||
"strings ending with a sequence of numbers. Consider the following example:\n"
|
||||
|
@ -7400,9 +7434,13 @@ msgid ""
|
|||
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
||||
"returns [code]true[/code], element [code]b[/code] will be after element "
|
||||
"[code]a[/code] in the array.\n"
|
||||
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
||||
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
||||
"considered equal may have their order changed when using [method "
|
||||
"sort_custom].\n"
|
||||
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
||||
"expects a deterministic result. Doing so will result in unexpected "
|
||||
"behavior.\n"
|
||||
"expects a deterministic result. Randomizing the return value will result in "
|
||||
"unexpected behavior.\n"
|
||||
"[codeblock]\n"
|
||||
"class MyCustomSorter:\n"
|
||||
" static func sort_ascending(a, b):\n"
|
||||
|
@ -10041,10 +10079,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
msgid ""
|
||||
"Returns the number of audio data frames left to play. If this returned "
|
||||
"number reaches [code]0[/code], the audio will stop playing until frames are "
|
||||
"added again. Therefore, make sure your script can always generate and push "
|
||||
"new audio frames fast enough to avoid audio cracking."
|
||||
"Returns the number of frames that can be pushed to the audio sample data "
|
||||
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
||||
"is full."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
||||
|
@ -10576,14 +10613,14 @@ msgstr ""
|
|||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Node for back-buffering the currently-displayed screen. The region defined "
|
||||
"in the BackBufferCopy node is buffered with the content of the screen it "
|
||||
"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
||||
"covers, or the entire screen according to the copy mode set. Use the "
|
||||
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
||||
"access the buffer.\n"
|
||||
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
||||
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
||||
"be problematic when resizing the window. To avoid this, add [Control]-"
|
||||
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
||||
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
||||
"adding them as children."
|
||||
msgstr ""
|
||||
|
||||
|
@ -10593,22 +10630,22 @@ msgstr ""
|
|||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
||||
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
||||
"[constant COPY_MODE_RECT]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid ""
|
||||
"Disables the buffering mode. This means the BackBufferCopy node will "
|
||||
"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
||||
"directly use the portion of screen it covers."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers a rectangular region."
|
||||
msgid "[BackBufferCopy] buffers a rectangular region."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BackBufferCopy.xml
|
||||
msgid "BackBufferCopy buffers the entire screen."
|
||||
msgid "[BackBufferCopy] buffers the entire screen."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/BakedLightmap.xml
|
||||
|
@ -19406,6 +19443,14 @@ msgstr ""
|
|||
msgid "Cylinder shape for collisions."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid ""
|
||||
"Cylinder shape for collisions.\n"
|
||||
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
||||
"engine, there are several known bugs with cylinder collision shapes. Using "
|
||||
"[CapsuleShape] or [BoxShape] instead is recommended."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/CylinderShape.xml
|
||||
msgid "The cylinder's height."
|
||||
msgstr ""
|
||||
|
@ -22241,7 +22286,10 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
||||
"is visible in the console window started with the Editor (stdout) instead of "
|
||||
"the usual Godot [b]Output[/b] dock."
|
||||
"the usual Godot [b]Output[/b] dock.\n"
|
||||
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
||||
"nothing references it. This can cause errors during asynchronous operations "
|
||||
"if there are no references to the script."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/EditorScript.xml
|
||||
|
@ -32980,7 +33028,9 @@ msgid ""
|
|||
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
||||
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
||||
"this value will make the shadows appear blurrier. This can be used to "
|
||||
"simulate area lights to an extent."
|
||||
"simulate area lights to an extent.\n"
|
||||
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Light.xml
|
||||
|
@ -36309,7 +36359,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
|
@ -36559,7 +36612,10 @@ msgid ""
|
|||
"use the [method get_next_location] function once every physics frame to "
|
||||
"update the internal path logic of the NavigationAgent. The returned vector "
|
||||
"position from this function should be used as the next movement position for "
|
||||
"the agent's parent Node."
|
||||
"the agent's parent Node.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
|
@ -37276,6 +37332,9 @@ msgid ""
|
|||
"modified velocity as-is might lead to pushing and agent outside of a "
|
||||
"navigable area. This is a limitation of the collision avoidance system, any "
|
||||
"more complex situation may require the use of the physics engine.\n"
|
||||
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
||||
"in a thread. In HTML5 exports without thread support, they will be done on "
|
||||
"the main thread, which can lead to performance issues.\n"
|
||||
"This server keeps tracks of any call and executes them during the sync "
|
||||
"phase. This means that you can request any change to the map, using any "
|
||||
"thread, without worrying."
|
||||
|
@ -40086,7 +40145,9 @@ msgid ""
|
|||
"The light's radius. Note that the effectively lit area may appear to be "
|
||||
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
||||
"[member omni_attenuation] in use, the light will never reach anything "
|
||||
"outside this radius."
|
||||
"outside this radius.\n"
|
||||
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/OmniLight.xml
|
||||
|
@ -40602,11 +40663,11 @@ msgstr "回傳參數的正切值。"
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] cache data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_config_dir] and [method get_data_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
||||
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_config_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40640,11 +40701,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user configuration directory according to the "
|
||||
"operating system's standards. On desktop platforms, this path can be "
|
||||
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
||||
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
||||
"html]File paths in Godot projects[/url] in the documentation for more "
|
||||
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"operating system's standards. On Linux, this path can be overridden by "
|
||||
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
||||
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
||||
"paths in Godot projects[/url] in the documentation for more information. See "
|
||||
"also [method get_cache_dir] and [method get_data_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -40666,11 +40727,11 @@ msgstr ""
|
|||
#: doc/classes/OS.xml
|
||||
msgid ""
|
||||
"Returns the [i]global[/i] user data directory according to the operating "
|
||||
"system's standards. On desktop platforms, this path can be overridden by "
|
||||
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
||||
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
||||
"Godot projects[/url] in the documentation for more information. See also "
|
||||
"[method get_cache_dir] and [method get_config_dir].\n"
|
||||
"system's standards. On Linux, this path can be overridden by setting the "
|
||||
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
||||
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
||||
"projects[/url] in the documentation for more information. See also [method "
|
||||
"get_cache_dir] and [method get_config_dir].\n"
|
||||
"Not to be confused with [method get_user_data_dir], which returns the "
|
||||
"[i]project-specific[/i] user data path."
|
||||
msgstr ""
|
||||
|
@ -42531,6 +42592,16 @@ msgstr ""
|
|||
msgid "Particle systems (2D)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "2D Particles Demo"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid ""
|
||||
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
||||
"player)"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Particles2D.xml
|
||||
msgid "Returns a rectangle containing the positions of all existing particles."
|
||||
msgstr ""
|
||||
|
@ -50133,15 +50204,22 @@ msgstr ""
|
|||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
||||
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
||||
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
||||
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
||||
"mobile platforms. Due to this, it is recommended to leave this option "
|
||||
"disabled when targeting mobile platforms."
|
||||
"disabled when targeting mobile platforms.\n"
|
||||
"[b]Note:[/b] This property is only read when the project starts. To set "
|
||||
"debanding at run-time, set [member Viewport.debanding] on the root "
|
||||
"[Viewport] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -51738,17 +51816,28 @@ msgstr ""
|
|||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
||||
"of the first matching result if found, otherwise [code]null[/code]. The "
|
||||
"region to search within can be specified without modifying where the start "
|
||||
"and end anchor would be."
|
||||
"of the first matching result if found, otherwise [code]null[/code].\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
msgid ""
|
||||
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
||||
"containers for each non-overlapping result. If no results were found, an "
|
||||
"empty array is returned instead. The region to search within can be "
|
||||
"specified without modifying where the start and end anchor would be."
|
||||
"empty array is returned instead.\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegEx.xml
|
||||
|
@ -51757,8 +51846,14 @@ msgid ""
|
|||
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
||||
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
||||
"instance is replaced, but it can be changed for all instances (global "
|
||||
"replacement). The region to search within can be specified without modifying "
|
||||
"where the start and end anchor would be."
|
||||
"replacement).\n"
|
||||
"The region to search within can be specified with [code]offset[/code] and "
|
||||
"[code]end[/code]. This is useful when searching for another match in the "
|
||||
"same [code]subject[/code] by calling this method again after a previous "
|
||||
"success. Setting these parameters differs from passing over a shortened "
|
||||
"string. For example, the start anchor [code]^[/code] is not affected by "
|
||||
"[code]offset[/code], and the character before [code]offset[/code] will be "
|
||||
"checked for the word boundary [code]\\b[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/regex/doc_classes/RegExMatch.xml
|
||||
|
@ -54474,7 +54569,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
msgid "Call a group only once even if the call is executed many times."
|
||||
msgid ""
|
||||
"Call a group only once even if the call is executed many times.\n"
|
||||
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
||||
"call is unique or not. Therefore when the same method is called with "
|
||||
"different arguments, only the first call will be performed."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTree.xml
|
||||
|
@ -56312,7 +56411,9 @@ msgid ""
|
|||
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
||||
"transformation matrix. Due to the way scale is represented with "
|
||||
"transformation matrices in Godot, the scale values will either be all "
|
||||
"positive or all negative."
|
||||
"positive or all negative.\n"
|
||||
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
||||
"property. For example, [Light]s are not visually affected by [member scale]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
|
@ -57690,7 +57791,10 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
msgid "The spotlight's angle in degrees."
|
||||
msgid ""
|
||||
"The spotlight's angle in degrees.\n"
|
||||
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpotLight.xml
|
||||
|
@ -57706,7 +57810,9 @@ msgid ""
|
|||
"The maximal range that can be reached by the spotlight. Note that the "
|
||||
"effectively lit area may appear to be smaller depending on the [member "
|
||||
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
||||
"the light will never reach anything outside this range."
|
||||
"the light will never reach anything outside this range.\n"
|
||||
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
||||
"(the light's scale or its parent's scale)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SpringArm.xml
|
||||
|
@ -66994,10 +67100,15 @@ msgstr ""
|
|||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
||||
"significantly less visible. In some cases, debanding may introduce a "
|
||||
"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
||||
"only when actually needed since the dithering pattern will make lossless-"
|
||||
"compressed screenshots larger.\n"
|
||||
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
||||
"debanding unless the [member Environment.background_mode] is [constant "
|
||||
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
||||
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
||||
"filters/use_debanding].\n"
|
||||
"In some cases, debanding may introduce a slightly noticeable dithering "
|
||||
"pattern. It's recommended to enable debanding only when actually needed "
|
||||
"since the dithering pattern will make lossless-compressed screenshots "
|
||||
"larger.\n"
|
||||
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
||||
"[code]true[/code] for debanding to be effective."
|
||||
msgstr ""
|
||||
|
@ -67008,8 +67119,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
||||
"disabling use [code]usage[/code]."
|
||||
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
||||
"disable allocation of 3D buffers, set [member usage] instead."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67161,7 +67272,9 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"The viewport's rendering mode. This controls which buffers are allocated for "
|
||||
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
||||
"and improve performance slightly, especially on low-end devices.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
|
@ -67693,6 +67806,22 @@ msgid ""
|
|||
"render object this [VisualInstance] is set to."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
||||
"value will make the [VisualInstance] reliably draw on top of other "
|
||||
"[VisualInstance]s that are otherwise positioned at the same spot."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/VisualInstance.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
||||
"Sorted based on the global position otherwise.\n"
|
||||
"The [AABB] center based sorting is generally more accurate for 3D models. "
|
||||
"The position based sorting instead allows to better control the drawing "
|
||||
"order when working with [Particles] and [CPUParticles]."
|
||||
msgstr ""
|
||||
|
||||
#: modules/visual_script/doc_classes/VisualScript.xml
|
||||
msgid "A script implemented in the Visual Script programming environment."
|
||||
msgstr ""
|
||||
|
|
Loading…
Reference in New Issue