# Japanese translation of the Godot Engine editor # Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) # This file is distributed under the same license as the Godot source code. # akirakido , 2016-2017, 2018, 2019. # D_first , 2017, 2018. # Daisuke Saito , 2017, 2018. # h416 , 2017. # hopping tappy (たっぴさん) , 2016-2017, 2018. # Jun Shiozawa , 2017, 2018. # Lexi Grafen , 2017. # NoahDigital , 2017. # Shinsuke Masuda , 2018. # Tetsuji Ochiai , 2017. # Tohru Ike (rokujyouhitoma) , 2017-2018. # yu tang <0011solo@gmail.com>, 2018. # zukkun , 2018. # sugusan , 2018, 2019. # Nathan Lovato , 2018. # nyanode , 2018. # nitenook , 2018, 2019. # Rob Matych , 2018. # Hidetsugu Takahashi , 2019. # Wataru Onuki , 2019. # John Smith , 2019. # Takuya Watanabe , 2019. # Sodium11 , 2019. # leela <53352@protonmail.com>, 2019. # Tarou Yamada , 2019. # kazuma kondo , 2019. # Akihiro Ogoshi , 2019. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2019-12-21 08:37+0000\n" "Last-Translator: Akihiro Ogoshi \n" "Language-Team: Japanese \n" "Language: ja\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 3.10\n" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "convert() の引数の型が無効です。TYPE_* 定数を使ってください。" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/mono/glue/gd_glue.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "デコードバイトのバイトは足りません、または無効な形式です。" #: core/math/expression.cpp msgid "Invalid input %i (not passed) in expression" msgstr "入力された式 %i は無効です" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "インスタンスが null のため、self は使用できません" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "演算子 %s, %s, %s に対する値が無効です。" #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "基本型 %s の型 %s のインデックスが無効です" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "インデックス '%s' (%s型)は無効な名前です" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "'%s' の引数は無効です" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "'%s' への呼び出し:" #: core/ustring.cpp msgid "B" msgstr "\\ B" #: core/ustring.cpp msgid "KiB" msgstr "\\ KiB" #: core/ustring.cpp msgid "MiB" msgstr "\\ MiB" #: core/ustring.cpp msgid "GiB" msgstr "\\ GiB" #: core/ustring.cpp msgid "TiB" msgstr "\\ TiB" #: core/ustring.cpp msgid "PiB" msgstr "\\ PiB" #: core/ustring.cpp msgid "EiB" msgstr "\\ EiB" #: editor/animation_bezier_editor.cpp msgid "Free" msgstr "解放" #: editor/animation_bezier_editor.cpp msgid "Balanced" msgstr "バランス" #: editor/animation_bezier_editor.cpp msgid "Mirror" msgstr "ミラー" #: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp msgid "Time:" msgstr "時間:" #: editor/animation_bezier_editor.cpp msgid "Value:" msgstr "値:" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "ここにキーを挿入" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "選択中のキーを複製" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "選択中のキーを削除" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "ベジェポイントを追加" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "ベジェポイントを移動" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Duplicate Keys" msgstr "アニメーションのキーを複製" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Delete Keys" msgstr "アニメーションのキーを削除" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Time" msgstr "アニメーションキーフレームの時間を変更" #: editor/animation_track_editor.cpp msgid "Anim Change Transition" msgstr "アニメーションのトランジションを変更" #: editor/animation_track_editor.cpp msgid "Anim Change Transform" msgstr "アニメーションのトランスフォームを変更" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Value" msgstr "アニメーションキーフレームの値を変更" #: editor/animation_track_editor.cpp msgid "Anim Change Call" msgstr "アニメーション呼出しの変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "アニメーションキーフレームの時間を複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transition" msgstr "アニメーションのトランジションを複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transform" msgstr "アニメーションのトランスフォームを複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Value" msgstr "アニメーションキーフレームの値を複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Call" msgstr "アニメーション呼出しを複数変更" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "アニメーションの長さを変更" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "アニメーションのループを変更" #: editor/animation_track_editor.cpp msgid "Property Track" msgstr "プロパティトラック" #: editor/animation_track_editor.cpp msgid "3D Transform Track" msgstr "3Dトランスフォームトラック" #: editor/animation_track_editor.cpp msgid "Call Method Track" msgstr "メソッド呼出しトラック" #: editor/animation_track_editor.cpp msgid "Bezier Curve Track" msgstr "ベジェ曲線トラック" #: editor/animation_track_editor.cpp msgid "Audio Playback Track" msgstr "オーディオ再生トラック" #: editor/animation_track_editor.cpp msgid "Animation Playback Track" msgstr "アニメーション再生トラック" #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "アニメーションの長さ (フレーム)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "アニメーションの長さ(秒)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "トラックを追加" #: editor/animation_track_editor.cpp msgid "Animation Looping" msgstr "アニメーションループ" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Functions:" msgstr "関数:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "オーディオクリップ:" #: editor/animation_track_editor.cpp msgid "Anim Clips:" msgstr "アニメーションクリップ:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "トラックパスを変更" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "このトラックの オン/オフ を切り替え。" #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "Update モード(このプロパティの設定方法)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "補間モード" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "ループラップモード(ループの先頭で補間を終了する)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "このトラックを除去する。" #: editor/animation_track_editor.cpp msgid "Time (s): " msgstr "時間 (秒): " #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "トラックを有効にする" #: editor/animation_track_editor.cpp msgid "Continuous" msgstr "継続的" #: editor/animation_track_editor.cpp msgid "Discrete" msgstr "離散" #: editor/animation_track_editor.cpp msgid "Trigger" msgstr "トリガー" #: editor/animation_track_editor.cpp msgid "Capture" msgstr "キャプチャ" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "近傍" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp #: editor/property_editor.cpp msgid "Linear" msgstr "リニア" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "キュービック" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "ループインタプリタを抑え込み(clamp)" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "ループインタプリタをラップ(wrap)" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "キーを挿入" #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "キーを複製" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "キーを削除" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "アニメーション更新モードを変更" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "アニメーション補間モードの変更" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "アニメーションのループモードを変更" #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "アニメーショントラックを除去" #: editor/animation_track_editor.cpp msgid "Create NEW track for %s and insert key?" msgstr "%s の新規トラックを作成し、キーを挿入しますか?" #: editor/animation_track_editor.cpp msgid "Create %d NEW tracks and insert keys?" msgstr "%d 新規トラックを作成し、キーを挿入しますか?" #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/mesh_instance_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Create" msgstr "作成" #: editor/animation_track_editor.cpp msgid "Anim Insert" msgstr "アニメーション挿入" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "" "アニメーションプレイヤーは他のプレイヤーだけをアニメーション化することはでき" "ません。" #: editor/animation_track_editor.cpp msgid "Anim Create & Insert" msgstr "アニメーションの作成と挿入" #: editor/animation_track_editor.cpp msgid "Anim Insert Track & Key" msgstr "アニメーショントラック とキーを挿入" #: editor/animation_track_editor.cpp msgid "Anim Insert Key" msgstr "アニメーションキーを挿入" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "アニメーションのステップを変更" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "トラックの並べ替え" #: editor/animation_track_editor.cpp msgid "Transform tracks only apply to Spatial-based nodes." msgstr "トランスフォームトラックは空間ベースのノードにのみ適用されます。" #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "オーディオトラックは次のタイプのノードのみ指定できます:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "" "アニメーショントラックはアニメーションプレイヤーノードのみ指定できます。" #: editor/animation_track_editor.cpp msgid "An animation player can't animate itself, only other players." msgstr "" "アニメーションプレーヤーは他のプレーヤーだけにアニメーションを適用することは" "できません。" #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "root が無ければ新規トラックは追加できません" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "ベジェトラックを追加" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "トラックのパスが無効なため、キーを追加できません。" #: editor/animation_track_editor.cpp msgid "Track is not of type Spatial, can't insert key" msgstr "トラックが spatial 型ではないため、キーを挿入できません" #: editor/animation_track_editor.cpp msgid "Add Transform Track Key" msgstr "変換トラックキーを追加" #: editor/animation_track_editor.cpp msgid "Add Track Key" msgstr "トラックキーを追加" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "トラックのパスが無効なため、メソッドキーを追加できません。" #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "メソッドトラックキーの追加" #: editor/animation_track_editor.cpp msgid "Method not found in object: " msgstr "オブジェクトにメソッドが見つかりません: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "アニメーションキーの移動" #: editor/animation_track_editor.cpp msgid "Clipboard is empty" msgstr "クリップボードが空です" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "トラックを貼り付け" #: editor/animation_track_editor.cpp msgid "Anim Scale Keys" msgstr "アニメーションキーの拡縮" #: editor/animation_track_editor.cpp msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "このオプションは単一トラックでのベジェ編集では機能しません。" #: editor/animation_track_editor.cpp msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" "\n" "To enable the ability to add custom tracks, navigate to the scene's import " "settings and set\n" "\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks" "\", then re-import.\n" "Alternatively, use an import preset that imports animations to separate " "files." msgstr "" "このアニメーションはインポートされたシーンに属しているため、インポートされた" "トラックへの変更は保存されません。\n" "\n" "カスタムトラックを追加する機能を有効にするには、シーンのインポート設定に移動" "して設定します。\n" "[アニメーション]> [保存]を[ファイル]に変更し、[アニメーション]> [カスタムト" "ラックを保持]を有効にしてから、再度インポートします。\n" "または、アニメーションを別々のファイルに読み込むインポートプリセットを使用し" "ます。" #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "警告:インポートしたアニメーションを編集しています" #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "アニメーションを作って編集するために AnimationPlayer ノードへのパスを選択して" "下さい。" #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "ツリーで選択したノードのトラックのみを表示します。" #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "" "ノードごとにトラックをグループ化するか、プレーンなリストとして表示します。" #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "スナップ:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "アニメーションステップの値。" #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "秒" #: editor/animation_track_editor.cpp msgid "FPS" msgstr "フレームレート" #: editor/animation_track_editor.cpp editor/editor_properties.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Edit" msgstr "編集" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "アニメーションプロパティ。" #: editor/animation_track_editor.cpp msgid "Copy Tracks" msgstr "トラックをコピー" #: editor/animation_track_editor.cpp msgid "Scale Selection" msgstr "スケールの選択" #: editor/animation_track_editor.cpp msgid "Scale From Cursor" msgstr "カーソル基準でスケール" #: editor/animation_track_editor.cpp modules/gridmap/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "選択範囲を複製" #: editor/animation_track_editor.cpp msgid "Duplicate Transposed" msgstr "複製を転置" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "選択範囲を削除" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "次のステップへ" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "前のステップへ" #: editor/animation_track_editor.cpp msgid "Optimize Animation" msgstr "アニメーションの最適化" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation" msgstr "アニメーションをクリーンアップ" #: editor/animation_track_editor.cpp msgid "Pick the node that will be animated:" msgstr "アニメーション化されるノードを選ぶ:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "ベジェ曲線を使用" #: editor/animation_track_editor.cpp msgid "Anim. Optimizer" msgstr "アニメーションのオプティマイザー" #: editor/animation_track_editor.cpp msgid "Max. Linear Error:" msgstr "最大。線形エラー:" #: editor/animation_track_editor.cpp msgid "Max. Angular Error:" msgstr "最大。角度エラー:" #: editor/animation_track_editor.cpp msgid "Max Optimizable Angle:" msgstr "最大最適化角度:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "最適化" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "無効なキーを除去" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "未解決・空のトラックを除去" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "すべてのアニメーションをクリーンアップ" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "アニメーションをクリーンアップ (元に戻せません!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "クリーンアップ" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "スケール比:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "コピーするトラックを選択" #: editor/animation_track_editor.cpp editor/editor_log.cpp #: editor/editor_properties.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "コピー" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "全てを選択/解除" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "オーディオトラッククリップの追加" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "オーディオトラッククリップの開始オフセットを変更" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "オーディオトラッククリップの終了オフセットを変更" #: editor/array_property_edit.cpp msgid "Resize Array" msgstr "配列のサイズを変更" #: editor/array_property_edit.cpp msgid "Change Array Value Type" msgstr "配列値の型を変更" #: editor/array_property_edit.cpp msgid "Change Array Value" msgstr "配列の値を変更" #: editor/code_editor.cpp msgid "Go to Line" msgstr "行に移動" #: editor/code_editor.cpp msgid "Line Number:" msgstr "行番号:" #: editor/code_editor.cpp msgid "Replaced %d occurrence(s)." msgstr "%d 箇所を置換しました。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d match." msgstr "%d件の一致が見つかりました。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d matches." msgstr "%d件の一致が見つかりました。" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "大文字小文字を区別する" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "単語全体" #: editor/code_editor.cpp editor/rename_dialog.cpp msgid "Replace" msgstr "置換" #: editor/code_editor.cpp msgid "Replace All" msgstr "すべて置換" #: editor/code_editor.cpp msgid "Selection Only" msgstr "選択範囲のみ" #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp msgid "Standard" msgstr "標準" #: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "スクリプトパネルを切り替え" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom In" msgstr "ズームイン" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Out" msgstr "ズームアウト" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "ズームをリセット" #: editor/code_editor.cpp msgid "Warnings" msgstr "警告" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行番号と列番号。" #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "対象ノードのメソッドを指定してください。" #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" "対象のメソッドが見つかりません。有効なメソッドを指定するか、ターゲットノード" "にスクリプトをアタッチしてください。" #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "ノードへの接続:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "スクリプトに接続:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "シグナルから:" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "シーンにはスクリプトが含まれていません。" #: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp #: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp msgid "Add" msgstr "追加" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/editor_feature_profile.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp msgid "Remove" msgstr "除去" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "呼出し引数を追加:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "追加の呼出し引数:" #: editor/connections_dialog.cpp #, fuzzy msgid "Receiver Method:" msgstr "メソッドの選択" #: editor/connections_dialog.cpp msgid "Advanced" msgstr "高度な設定" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "遅延" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "シグナルを保留し、キューに格納して、アイドル時にのみ起動します。" #: editor/connections_dialog.cpp msgid "Oneshot" msgstr "単発" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "最初の放出後に信号を切断します。" #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "シグナルに接続できません" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/export_template_manager.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Close" msgstr "閉じる" #: editor/connections_dialog.cpp msgid "Connect" msgstr "接続" #: editor/connections_dialog.cpp msgid "Signal:" msgstr "シグナル:" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "'%s' を '%s' に接続" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "'%s' を '%s' から切断" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "シグナル '%s' から全てを切断" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "接続..." #: editor/connections_dialog.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Disconnect" msgstr "切断" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "メソッドにシグナルを接続する" #: editor/connections_dialog.cpp msgid "Edit Connection:" msgstr "接続を編集:" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "シグナル %s から全ての接続を除去してもよろしいですか?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "シグナル" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "このシグナルから全ての接続を除去してもよろしいですか?" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "全て切断" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "編集..." #: editor/connections_dialog.cpp msgid "Go To Method" msgstr "メソッドへ行く" #: editor/create_dialog.cpp msgid "Change %s Type" msgstr "%s 型を変更" #: editor/create_dialog.cpp editor/project_settings_editor.cpp msgid "Change" msgstr "変更" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "%s を新規作成" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp msgid "Favorites:" msgstr "お気に入り:" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp msgid "Recent:" msgstr "最近:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Search:" msgstr "検索:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Matches:" msgstr "一致:" #: editor/create_dialog.cpp editor/editor_plugin_settings.cpp #: editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Description:" msgstr "説明:" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "検索して置換:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "次の依存関係:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "シーン '%s' は現在編集中です。\n" "変更は再読込み後に反映されます。" #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "リソース '%s' は使用中です。\n" "変更は再読込み後に反映されます。" #: editor/dependency_editor.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dependencies" msgstr "依存関係" #: editor/dependency_editor.cpp msgid "Resource" msgstr "リソース" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/project_manager.cpp editor/project_settings_editor.cpp msgid "Path" msgstr "パス" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "依存関係:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "修復" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "依存関係エディタ" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "置換するリソースを検索:" #: editor/dependency_editor.cpp editor/editor_file_dialog.cpp #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp #: scene/gui/file_dialog.cpp msgid "Open" msgstr "開く" #: editor/dependency_editor.cpp msgid "Owners Of:" msgstr "次のオーナー:" #: editor/dependency_editor.cpp msgid "Remove selected files from the project? (Can't be restored)" msgstr "選択したファイルをプロジェクトから削除しますか? (元に戻せません)" #: editor/dependency_editor.cpp msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (no undo)" msgstr "" "除去しようとしているファイルは他のリソースの動作に必要です。\n" "無視して除去しますか? (元に戻せません)" #: editor/dependency_editor.cpp msgid "Cannot remove:" msgstr "除去不可:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "読込みエラー:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "依存関係が見つからないため、シーンを読込めません:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "とにかく開く" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "どのアクションを実行しますか?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "依存関係の修復" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "読み込みエラー!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "%d 個のアイテムを完全に削除しますか?(元に戻せません!)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "依存関係を表示" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "孤立リソース エクスプローラー" #: editor/dependency_editor.cpp editor/editor_audio_buses.cpp #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp msgid "Delete" msgstr "削除" #: editor/dependency_editor.cpp msgid "Owns" msgstr "所有" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "所有権が明示されていないリソース:" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Key" msgstr "Dictionary キーの変更" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Value" msgstr "Dictionary 値の変更" #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Godot コミュニティより感謝を!" #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Godot エンジンに貢献した人々" #: editor/editor_about.cpp msgid "Project Founders" msgstr "プロジェクト創始者" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "開発リーダー" #: editor/editor_about.cpp msgid "Project Manager " msgstr "プロジェクトマネージャー " #: editor/editor_about.cpp msgid "Developers" msgstr "開発者" #: editor/editor_about.cpp msgid "Authors" msgstr "作者" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "プラチナスポンサー" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "ゴールドスポンサー" #: editor/editor_about.cpp msgid "Mini Sponsors" msgstr "ミニスポンサー" #: editor/editor_about.cpp msgid "Gold Donors" msgstr "ゴールドドナー" #: editor/editor_about.cpp msgid "Silver Donors" msgstr "シルバードナー" #: editor/editor_about.cpp msgid "Bronze Donors" msgstr "ブロンズドナー" #: editor/editor_about.cpp msgid "Donors" msgstr "ドナー" #: editor/editor_about.cpp msgid "License" msgstr "ライセンス" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "サードパーティーライセンス" #: editor/editor_about.cpp #, fuzzy msgid "" "Godot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" "Godot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ" "リーおよびオープンソースライブラリを利用しています。 以下は、そのようなすべて" "のサードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅し" "たリストです。" #: editor/editor_about.cpp msgid "All Components" msgstr "全てのコンポーネント" #: editor/editor_about.cpp msgid "Components" msgstr "コンポーネント" #: editor/editor_about.cpp msgid "Licenses" msgstr "ライセンス" #: editor/editor_asset_installer.cpp editor/project_manager.cpp msgid "Error opening package file, not in ZIP format." msgstr "パッケージファイルを開けませんでした、zip 形式ではありません。" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "アセットを展開" #: editor/editor_asset_installer.cpp editor/project_manager.cpp msgid "Package installed successfully!" msgstr "パッケージのインストールに成功しました!" #: editor/editor_asset_installer.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Success!" msgstr "成功!" #: editor/editor_asset_installer.cpp editor/editor_node.cpp msgid "Install" msgstr "インストール" #: editor/editor_asset_installer.cpp msgid "Package Installer" msgstr "パッケージインストーラー" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "スピーカー" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "エフェクトを追加" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "オーディオバス名を変更" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "オーディオバスのボリュームを変更" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "オーディオバスのソロを切り替え" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "オーディオバスのミュートを切り替え" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "オーディオバスのバイパスエフェクトを切り替え" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "オーディオバスの出力先を選択" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "オーディオバスエフェクトを追加" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "バスエフェクトを移動" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "バスエフェクトを削除" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "ドラッグ・アンド・ドロップで並び替えることができます。" #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "ソロ" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "ミュート" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "バイパス" #: editor/editor_audio_buses.cpp msgid "Bus options" msgstr "バス オプション" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "複製" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "音量をリセット" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "エフェクトを削除" #: editor/editor_audio_buses.cpp msgid "Audio" msgstr "オーディオ" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "オーディオバスを追加" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "マスター バスは削除できません!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "オーディオバスの削除" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "オーディオバスを複製" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "バスボリュームをリセット" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "オーディオバスを移動" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "オーディオバスのレイアウトを別名で保存..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "新規レイアウトの場所..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "オーディオバスのレイアウトを開く" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "'%s' ファイルがありません。" #: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Layout" msgstr "レイアウト" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "無効なファイルです。オーディオバスのレイアウトではありません。" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "バスを追加" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "新規オーディオバスをこのレイアウトに追加する。" #: editor/editor_audio_buses.cpp editor/editor_properties.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp #: editor/script_create_dialog.cpp msgid "Load" msgstr "読込み" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "既存のバスレイアウトを読込む。" #: editor/editor_audio_buses.cpp msgid "Save As" msgstr "名前を付けて保存" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "このバスレイアウトをファイルに保存。" #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "デフォルトを読込む" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "デフォルトのバスレイアウトを読込みます。" #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "新規バスレイアウトを作成。" #: editor/editor_autoload_settings.cpp msgid "Invalid name." msgstr "無効な名前です。" #: editor/editor_autoload_settings.cpp msgid "Valid characters:" msgstr "有効な文字:" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "既存のエンジンクラス名と重複してはなりません。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "既存の組込み型名と重複してはいけません。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "既存のグローバル定数名と重複してはいけません。" #: editor/editor_autoload_settings.cpp msgid "Keyword cannot be used as an autoload name." msgstr "キーワードは自動ロード名として使用できません。" #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "自動読込み '%s' は既に存在します!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "自動読込みの名前変更" #: editor/editor_autoload_settings.cpp msgid "Toggle AutoLoad Globals" msgstr "グローバルの自動読込みを切り替え" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "自動読込みを移動" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "自動読込みを除去" #: editor/editor_autoload_settings.cpp msgid "Enable" msgstr "有効" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "自動読込みの並べ替え" #: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp msgid "Invalid path." msgstr "パスが無効です。" #: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp msgid "File does not exist." msgstr "ファイルが存在しません。" #: editor/editor_autoload_settings.cpp msgid "Not in resource path." msgstr "リソースパスにありません。" #: editor/editor_autoload_settings.cpp msgid "Add AutoLoad" msgstr "自動読込みを追加" #: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp msgid "Path:" msgstr "パス:" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "ノード名:" #: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp #: editor/editor_profiler.cpp editor/project_manager.cpp #: editor/settings_config_dialog.cpp msgid "Name" msgstr "名前" #: editor/editor_autoload_settings.cpp msgid "Singleton" msgstr "シングルトン" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "シーンを更新" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "ローカルの変更を保存..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "シーンを更新..." #: editor/editor_data.cpp editor/editor_properties.cpp msgid "[empty]" msgstr "[空]" #: editor/editor_data.cpp msgid "[unsaved]" msgstr "[未保存]" #: editor/editor_dir_dialog.cpp msgid "Please select a base directory first." msgstr "はじめにベースディレクトリを選択してください。" #: editor/editor_dir_dialog.cpp msgid "Choose a Directory" msgstr "ディレクトリを選択" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp #: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "フォルダーを作成" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp #: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp msgid "Name:" msgstr "名前:" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "フォルダを作成できませんでした。" #: editor/editor_dir_dialog.cpp msgid "Choose" msgstr "選ぶ" #: editor/editor_export.cpp msgid "Storing File:" msgstr "ファイルの保存:" #: editor/editor_export.cpp msgid "No export template found at the expected path:" msgstr "エクスポート テンプレートが予想されたパスに見つかりません:" #: editor/editor_export.cpp msgid "Packing" msgstr "パック中" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " "Etc' in Project Settings." msgstr "" "対象プラットフォームではGLES2のために'ETC'テクスチャ圧縮が必要です。プロジェ" "クト設定より 'Import Etc' をオンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' texture compression for GLES3. Enable " "'Import Etc 2' in Project Settings." msgstr "" "対象プラットフォームではGLES3のために'ETC2'テクスチャ圧縮が必要です。プロジェ" "クト設定より 'Import Etc 2' をオンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "対象プラットフォームではGLES2へフォールバックするために'ETC'テクスチャ圧縮が" "必要です。プロジェクト設定より 'Import Etc' をオンにするか、'Fallback To " "Gles 2' をオフにしてください。" #: editor/editor_export.cpp platform/android/export/export.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom debug template not found." msgstr "カスタム デバッグテンプレートが見つかりません。" #: editor/editor_export.cpp platform/android/export/export.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom release template not found." msgstr "カスタム リリーステンプレートが見つかりません。" #: editor/editor_export.cpp platform/javascript/export/export.cpp msgid "Template file not found:" msgstr "テンプレートファイルが見つかりません:" #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。" #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3Dエディタ" #: editor/editor_feature_profile.cpp msgid "Script Editor" msgstr "スクリプトエディタ" #: editor/editor_feature_profile.cpp msgid "Asset Library" msgstr "アセットライブラリ" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "シーンツリーの編集" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "インポートドック" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "ノードドック" #: editor/editor_feature_profile.cpp msgid "FileSystem and Import Docks" msgstr "ファイルシステムとインポートドック" #: editor/editor_feature_profile.cpp msgid "Erase profile '%s'? (no undo)" msgstr "プロファイル '%s'を消去しますか? (元に戻せません)" #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "" "プロファイルは有効なファイル名でなければならず、 '.' を含んではいけません" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "この名前のプロファイルは既に存在します。" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(エディタ無効、プロパティ無効)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(プロパティ無効)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(エディタ無効)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "クラスオプション:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "コンテキストエディタを有効にする" #: editor/editor_feature_profile.cpp msgid "Enabled Properties:" msgstr "プロパティを有効にする:" #: editor/editor_feature_profile.cpp msgid "Enabled Features:" msgstr "機能を有効にする:" #: editor/editor_feature_profile.cpp msgid "Enabled Classes:" msgstr "クラスを有効にする:" #: editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "ファイル '%s' のフォーマットが無効です。インポートが中止されました。" #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "" "プロファイル '%s' はすでに存在します。インポートする前に削除してください。イ" "ンポートは中止されました。" #: editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "指定されたパスへの保存中にエラーが発生しました: '%s'." #: editor/editor_feature_profile.cpp msgid "Unset" msgstr "未設定" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "現在のプロファイル:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "最新にする" #: editor/editor_feature_profile.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "新規" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/project_manager.cpp msgid "Import" msgstr "インポート" #: editor/editor_feature_profile.cpp editor/project_export.cpp msgid "Export" msgstr "エクスポート" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "利用可能なプロファイル:" #: editor/editor_feature_profile.cpp msgid "Class Options" msgstr "クラスオプション" #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "新しいプロファイルの名前:" #: editor/editor_feature_profile.cpp msgid "Erase Profile" msgstr "プロファイルを消去" #: editor/editor_feature_profile.cpp #, fuzzy msgid "Godot Feature Profile" msgstr "エディタ機能のプロファイルの管理" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "プロファイルのインポート" #: editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "プロファイルのエクスポート" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "エディタ機能のプロファイルの管理" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "現在のフォルダーを選択" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File Exists, Overwrite?" msgstr "ファイルが既に存在します。上書きしますか?" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select This Folder" msgstr "このフォルダーを選択" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Copy Path" msgstr "パスをコピー" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Open in File Manager" msgstr "ファイルマネージャーで開く" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp msgid "Show in File Manager" msgstr "ファイルマネージャーで表示" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "New Folder..." msgstr "新規フォルダ..." #: editor/editor_file_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Refresh" msgstr "再読込" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Recognized" msgstr "承認済みすべて" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Files (*)" msgstr "すべてのファイル (*)" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File" msgstr "ファイルを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open File(s)" msgstr "ファイルを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a Directory" msgstr "ディレクトリを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File or Directory" msgstr "ファイルまたはディレクトリを開く" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/editor_properties.cpp editor/inspector_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "Save" msgstr "保存" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "ファイルを保存" #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "戻る" #: editor/editor_file_dialog.cpp msgid "Go Forward" msgstr "進む" #: editor/editor_file_dialog.cpp msgid "Go Up" msgstr "上へ" #: editor/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "隠しファイルの切り替え" #: editor/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "お気に入りの切り替え" #: editor/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "モード切替え" #: editor/editor_file_dialog.cpp msgid "Focus Path" msgstr "フォーカスパス" #: editor/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "お気に入りを上へ" #: editor/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "お気に入りを下へ" #: editor/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "前のフォルダへ移動する。" #: editor/editor_file_dialog.cpp msgid "Go to next folder." msgstr "次のフォルダへ移動する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Go to parent folder." msgstr "親フォルダへ移動する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Refresh files." msgstr "ファイル更新。" #: editor/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "現在のフォルダをお気に入りにする/お気に入りから外す。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "隠しファイルの表示/非表示を切り替えます。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a grid of thumbnails." msgstr "アイテムをサムネイルでグリッド表示する。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a list." msgstr "アイテムを一覧で表示する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Directories & Files:" msgstr "ディレクトリとファイル:" #: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp #: editor/plugins/style_box_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Preview:" msgstr "プレビュー:" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File:" msgstr "ファイル:" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "有効な拡張子を使用する必要があります。" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "スキャンソース" #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" "ファイル%sをポイントしている異なるタイプの複数のインポータがあります。イン" "ポートは中断されました" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "アセットを(再)インポート中" #: editor/editor_help.cpp editor/plugins/spatial_editor_plugin.cpp msgid "Top" msgstr "トップ" #: editor/editor_help.cpp msgid "Class:" msgstr "クラス:" #: editor/editor_help.cpp editor/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "継承元:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "継承先:" #: editor/editor_help.cpp msgid "Brief Description" msgstr "要約" #: editor/editor_help.cpp msgid "Properties" msgstr "プロパティ" #: editor/editor_help.cpp msgid "Methods" msgstr "メソッド" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "テーマプロパティ" #: editor/editor_help.cpp msgid "Enumerations" msgstr "列挙型" #: editor/editor_help.cpp msgid "enum " msgstr "列挙型 " #: editor/editor_help.cpp msgid "Constants" msgstr "定数" #: editor/editor_help.cpp msgid "Class Description" msgstr "クラスの説明" #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "オンラインチュートリアル" #: editor/editor_help.cpp msgid "" "There are currently no tutorials for this class, you can [color=$color][url=" "$url]contribute one[/url][/color] or [color=$color][url=$url2]request one[/" "url][/color]." msgstr "" "現在、このクラスのチュートリアルはありませんが、[color=$color][url=$url]貢献" "[/url][/color]、または[color=$color][url=$url2]リクエスト[/url][/color]は可能" "です。" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "プロパティの説明" #: editor/editor_help.cpp msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "現在、このプロパティの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "メソッドの説明" #: editor/editor_help.cpp msgid "" "There is currently no description for this method. Please help us by [color=" "$color][url=$url]contributing one[/url][/color]!" msgstr "" "現在、このメソッドの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "ヘルプを検索" #: editor/editor_help_search.cpp msgid "Display All" msgstr "すべて表示" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "クラスのみ" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "メソッドのみ" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "シグナルのみ" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "定数のみ" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "プロパティのみ" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "テーマプロパティのみ" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "メンバータイプ" #: editor/editor_help_search.cpp msgid "Class" msgstr "クラス" #: editor/editor_inspector.cpp editor/project_settings_editor.cpp msgid "Property:" msgstr "プロパティ:" #: editor/editor_inspector.cpp msgid "Set" msgstr "設定" #: editor/editor_inspector.cpp msgid "Set Multiple:" msgstr "複数設定:" #: editor/editor_log.cpp msgid "Output:" msgstr "出力:" #: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Copy Selection" msgstr "選択範囲をコピー" #: editor/editor_log.cpp editor/editor_network_profiler.cpp #: editor/editor_profiler.cpp editor/editor_properties.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/property_editor.cpp editor/scene_tree_dock.cpp #: editor/script_editor_debugger.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Clear" msgstr "クリア" #: editor/editor_log.cpp msgid "Clear Output" msgstr "出力をクリア" #: editor/editor_network_profiler.cpp editor/editor_node.cpp #: editor/editor_profiler.cpp msgid "Stop" msgstr "停止" #: editor/editor_network_profiler.cpp editor/editor_profiler.cpp #: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp msgid "Start" msgstr "開始" #: editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/s" #: editor/editor_network_profiler.cpp msgid "Down" msgstr "下" #: editor/editor_network_profiler.cpp msgid "Up" msgstr "上" #: editor/editor_network_profiler.cpp editor/editor_node.cpp msgid "Node" msgstr "ノード" #: editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "RPC入力" #: editor/editor_network_profiler.cpp msgid "Incoming RSET" msgstr "入力RSET" #: editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "出力RPC" #: editor/editor_network_profiler.cpp msgid "Outgoing RSET" msgstr "出力RSET" #: editor/editor_node.cpp editor/project_manager.cpp msgid "New Window" msgstr "新規ウィンドウ" #: editor/editor_node.cpp msgid "Project export failed with error code %d." msgstr "プロジェクトのエクスポートがエラーコード %d で失敗しました。" #: editor/editor_node.cpp msgid "Imported resources can't be saved." msgstr "インポートしたリソースは保存できません。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: scene/gui/dialogs.cpp msgid "OK" msgstr "OK" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Error saving resource!" msgstr "リソース保存中のエラー!" #: editor/editor_node.cpp msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" "このリソースは編集したシーンに属していないため保存できません。まず一意にしま" "す。" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Save Resource As..." msgstr "リソースを別名で保存..." #: editor/editor_node.cpp msgid "Can't open file for writing:" msgstr "書込むファイルを開けません:" #: editor/editor_node.cpp msgid "Requested file format unknown:" msgstr "ファイル形式が不明:" #: editor/editor_node.cpp msgid "Error while saving." msgstr "保存中にエラーが発生しました。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "" "'%s' を開くことができません。ファイルが移動または削除された可能性があります。" #: editor/editor_node.cpp msgid "Error while parsing '%s'." msgstr "'%s' の解析中にエラーが発生しました。" #: editor/editor_node.cpp msgid "Unexpected end of file '%s'." msgstr "ファイル '%s' が予期せず終了しました。" #: editor/editor_node.cpp msgid "Missing '%s' or its dependencies." msgstr "'%s' 、または依存関係が見つかりません。" #: editor/editor_node.cpp msgid "Error while loading '%s'." msgstr "'%s' の読込み中にエラーが発生しました。" #: editor/editor_node.cpp msgid "Saving Scene" msgstr "シーンを保存中" #: editor/editor_node.cpp msgid "Analyzing" msgstr "分析中" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "サムネイルを作成" #: editor/editor_node.cpp msgid "This operation can't be done without a tree root." msgstr "この操作は、ツリーの root なしでは実行できません。" #: editor/editor_node.cpp msgid "" "This scene can't be saved because there is a cyclic instancing inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" "このシーンにはインスタンスの循環参照が含まれているため保存できません。\n" "それをまず解消してから、また保存してみてください。" #: editor/editor_node.cpp msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" "シーンを保存できませんでした。 おそらく、依存関係(インスタンスまたは継承)を" "満たせませんでした。" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "開いているシーンを上書きすることはできません!" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "マージするメッシュライブラリーが読込めません!" #: editor/editor_node.cpp msgid "Error saving MeshLibrary!" msgstr "メッシュライブラリーの保存エラー!" #: editor/editor_node.cpp msgid "Can't load TileSet for merging!" msgstr "マージするタイルセットが読込めません!" #: editor/editor_node.cpp msgid "Error saving TileSet!" msgstr "タイルセットの保存エラー!" #: editor/editor_node.cpp msgid "Error trying to save layout!" msgstr "レイアウトの保存エラー!" #: editor/editor_node.cpp msgid "Default editor layout overridden." msgstr "デフォルトのエディタ レイアウトを上書きしました。" #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "レイアウト名が見つかりません!" #: editor/editor_node.cpp msgid "Restored default layout to base settings." msgstr "デフォルトのレイアウトを基本設定に戻しました。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "このリソースはインポートされたシーンに属しているため、編集することができませ" "ん。\n" "このワークフローをよりよく理解するために、シーンの読み込みに関連するドキュメ" "ントをお読みください。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was instanced or inherited.\n" "Changes to it won't be kept when saving the current scene." msgstr "" "このリソースは、インスタンス化または継承されたシーンに属しています。\n" "現在のシーンを保存しても、変更内容は保持されません。" #: editor/editor_node.cpp msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" "このリソースはインポートされたもので、編集できません。インポートパネルで設定" "を変更し、再度インポートしてください。" #: editor/editor_node.cpp msgid "" "This scene was imported, so changes to it won't be kept.\n" "Instancing it or inheriting will allow making changes to it.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "このシーンはインポートされたもので、変更は保持されません。\n" "インスタンス化もしくは継承すると、変更が可能になります。\n" "このワークフローをよりよく理解するために、シーンのインポートに関連するドキュ" "メントをお読みください。" #: editor/editor_node.cpp msgid "" "This is a remote object, so changes to it won't be kept.\n" "Please read the documentation relevant to debugging to better understand " "this workflow." msgstr "" "リモートオブジェクトのため、変更は保持されません。\n" "このワークフローをよりよく理解するには、デバッグに関連するドキュメントをお読" "みください。" #: editor/editor_node.cpp msgid "There is no defined scene to run." msgstr "実行するシーンが定義されていません。" #: editor/editor_node.cpp msgid "Current scene was never saved, please save it prior to running." msgstr "現在のシーンは保存されませんでした。実行する前に保存してください。" #: editor/editor_node.cpp msgid "Could not start subprocess!" msgstr "サブプロセスを開始できませんでした!" #: editor/editor_node.cpp editor/filesystem_dock.cpp msgid "Open Scene" msgstr "シーンを開く" #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "ベースのシーンを開く" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "クイックオープン..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "シーンのクイックオープン..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "スクリプトのクイックオープン..." #: editor/editor_node.cpp msgid "Save & Close" msgstr "保存して閉じる" #: editor/editor_node.cpp msgid "Save changes to '%s' before closing?" msgstr "閉じる前に、'%s' への変更を保存しますか?" #: editor/editor_node.cpp msgid "Saved %s modified resource(s)." msgstr "%s個の変更されたリソースを保存しました。" #: editor/editor_node.cpp msgid "A root node is required to save the scene." msgstr "シーンを保存するにはルートノードが必要です。" #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "名前を付けてシーンを保存..." #: editor/editor_node.cpp msgid "No" msgstr "いいえ" #: editor/editor_node.cpp msgid "Yes" msgstr "はい" #: editor/editor_node.cpp msgid "This scene has never been saved. Save before running?" msgstr "このシーンは一度も保存されていません。実行する前に保存しますか?" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "This operation can't be done without a scene." msgstr "この操作にはシーンが必要です。" #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "メッシュライブラリのエクスポート" #: editor/editor_node.cpp msgid "This operation can't be done without a root node." msgstr "この操作にはルートノードが必要です。" #: editor/editor_node.cpp msgid "Export Tile Set" msgstr "タイルセットのエクスポート" #: editor/editor_node.cpp msgid "This operation can't be done without a selected node." msgstr "この操作には選択されたノードが必要です。" #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "現在のシーンは保存されていません。それでも開きますか?" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "保存されていないシーンを読み込むことはできません。" #: editor/editor_node.cpp msgid "Revert" msgstr "元に戻す" #: editor/editor_node.cpp msgid "This action cannot be undone. Revert anyway?" msgstr "この操作は元に戻せません。それでも元に戻しますか?" #: editor/editor_node.cpp msgid "Quick Run Scene..." msgstr "シーンをクイック実行する..." #: editor/editor_node.cpp msgid "Quit" msgstr "終了" #: editor/editor_node.cpp msgid "Exit the editor?" msgstr "エディターを終了しますか?" #: editor/editor_node.cpp msgid "Open Project Manager?" msgstr "プロジェクトマネージャーを開きますか?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "保存して終了" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before quitting?" msgstr "終了する前に、以下のシーンへの変更を保存しますか?" #: editor/editor_node.cpp msgid "Save changes the following scene(s) before opening Project Manager?" msgstr "" "プロジェクトマネージャーを開く前に、以下のシーンへの変更を保存しますか?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" "このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグと" "みなされます。報告してください。" #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "メインシーンを選ぶ" #: editor/editor_node.cpp msgid "Close Scene" msgstr "シーンを閉じる" #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "閉じたシーンを再び開く" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "アドオンプラグインを有効にできません: '%s' 設定の解析に失敗しました。" #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: 'res://addons/%s'." msgstr "" "アドオンプラグインのスクリプトフィールドが 'res://addons/%s' から見つかりませ" "ん。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "パス '%s' からアドオンスクリプトを読込めません。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' There seems to be an error in " "the code, please check the syntax." msgstr "" "パス '%s' からアドオンスクリプトを読み込めません。コードにエラーがある可能性" "があります。構文を確認してください。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" "パス '%s' からアドオンスクリプトを読込めません。基本型がエディタプラグインで" "はありません。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" "パス '%s' からアドオンスクリプトを読込めません。スクリプトがツールモードでは" "ありません。" #: editor/editor_node.cpp msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "シーン '%s' は自動的にインポートされたので、変更できません。\n" "変更するためには、新たに継承されたシーンを作成してください。" #: editor/editor_node.cpp msgid "" "Error loading scene, it must be inside the project path. Use 'Import' to " "open the scene, then save it inside the project path." msgstr "" "シーン読込み中にエラーが発生しました。プロジェクトパス内にある必要がありま" "す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存して" "ください。" #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "シーン '%s' は依存関係が壊れています:" #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "最近開いたシーンの履歴をクリア" #: editor/editor_node.cpp msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "メインシーンが定義されていません。選択しますか?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" からも変更できます。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "選択したシーン '%s' は存在しません。有効なシーンを選択しますか?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "選択したシーン '%s' はシーンファイルではありません。有効なシーンを選択します" "か?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" #: editor/editor_node.cpp msgid "Save Layout" msgstr "レイアウトを保存" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "レイアウトの削除" #: editor/editor_node.cpp editor/import_dock.cpp #: editor/script_create_dialog.cpp msgid "Default" msgstr "デフォルト" #: editor/editor_node.cpp editor/editor_properties.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp msgid "Show in FileSystem" msgstr "ファイルシステム上で表示" #: editor/editor_node.cpp msgid "Play This Scene" msgstr "シーンをプレイ" #: editor/editor_node.cpp msgid "Close Tab" msgstr "タブを閉じる" #: editor/editor_node.cpp msgid "Undo Close Tab" msgstr "閉じたタブを戻す" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "他のタブを閉じる" #: editor/editor_node.cpp msgid "Close Tabs to the Right" msgstr "タブを右に閉じる" #: editor/editor_node.cpp msgid "Close All Tabs" msgstr "すべてのタブを閉じる" #: editor/editor_node.cpp msgid "Switch Scene Tab" msgstr "シーンタブを切り替え" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "%d 以上のファイルとフォルダ" #: editor/editor_node.cpp msgid "%d more folders" msgstr "%d 以上のフォルダ" #: editor/editor_node.cpp msgid "%d more files" msgstr "%d 以上のファイル" #: editor/editor_node.cpp msgid "Dock Position" msgstr "ドックの位置" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "集中モード" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "集中モードを切り替える。" #: editor/editor_node.cpp msgid "Add a new scene." msgstr "新規シーンを追加する。" #: editor/editor_node.cpp msgid "Scene" msgstr "シーン" #: editor/editor_node.cpp msgid "Go to previously opened scene." msgstr "以前に開いたシーンに移動する。" #: editor/editor_node.cpp msgid "Copy Text" msgstr "テキストをコピー" #: editor/editor_node.cpp msgid "Next tab" msgstr "次のタブ" #: editor/editor_node.cpp msgid "Previous tab" msgstr "前のタブ" #: editor/editor_node.cpp msgid "Filter Files..." msgstr "ファイルを絞り込む..." #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "シーンファイルの操作。" #: editor/editor_node.cpp msgid "New Scene" msgstr "新規シーン" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "新しい継承したシーン..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "シーンを開く..." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "最近開いたシーンを開く" #: editor/editor_node.cpp msgid "Save Scene" msgstr "シーンを保存" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "全てのシーンを保存" #: editor/editor_node.cpp msgid "Convert To..." msgstr "変換..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "メッシュライブラリ..." #: editor/editor_node.cpp msgid "TileSet..." msgstr "タイルセット..." #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Undo" msgstr "元に戻す" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Redo" msgstr "やり直す" #: editor/editor_node.cpp msgid "Revert Scene" msgstr "シーンを元に戻す" #: editor/editor_node.cpp msgid "Miscellaneous project or scene-wide tools." msgstr "その他のプロジェクトまたはシーン全体のツール。" #: editor/editor_node.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "プロジェクト" #: editor/editor_node.cpp msgid "Project Settings..." msgstr "プロジェクト設定..." #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "バージョンコントロール" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "バージョン管理のセットアップ" #: editor/editor_node.cpp msgid "Shut Down Version Control" msgstr "バージョン管理の終了" #: editor/editor_node.cpp msgid "Export..." msgstr "エクスポート..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "Androidビルドテンプレートのインストール..." #: editor/editor_node.cpp msgid "Open Project Data Folder" msgstr "プロジェクトのデータフォルダを開く" #: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "ツール" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "孤立リソースエクスプローラー..." #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "終了してプロジェクト一覧を開く" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/project_export.cpp msgid "Debug" msgstr "デバッグ" #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "リモートデバッグでデプロイ" #: editor/editor_node.cpp msgid "" "When exporting or deploying, the resulting executable will attempt to " "connect to the IP of this computer in order to be debugged." msgstr "" "エクスポートまたはデプロイを行う場合、生成された実行ファイルはデバッグのため" "に、このコンピューターのIPに接続を試みます。" #: editor/editor_node.cpp msgid "Small Deploy with Network FS" msgstr "ネットワークファイルシステムでスモールデプロイ" #: editor/editor_node.cpp msgid "" "When this option is enabled, export or deploy will produce a minimal " "executable.\n" "The filesystem will be provided from the project by the editor over the " "network.\n" "On Android, deploy will use the USB cable for faster performance. This " "option speeds up testing for games with a large footprint." msgstr "" "このオプションを有効にすると、エクスポートまたはデプロイ時に最小限の実行可能" "ファイルが生成されます。\n" "ファイルシステムは、ネットワーク上のエディタによってプロジェクトから提供され" "ます。\n" "AndroidではUSBケーブルの利用でより高速になります。このオプションは大きなゲー" "ムのテストを高速化できます。" #: editor/editor_node.cpp msgid "Visible Collision Shapes" msgstr "コリジョン形状の表示" #: editor/editor_node.cpp msgid "" "Collision shapes and raycast nodes (for 2D and 3D) will be visible on the " "running game if this option is turned on." msgstr "" "このオプションを有効にすると、コリジョン形状とレイキャストノードが、ゲーム実" "行中にも表示されるようになります。" #: editor/editor_node.cpp msgid "Visible Navigation" msgstr "ナビゲーションの表示" #: editor/editor_node.cpp msgid "" "Navigation meshes and polygons will be visible on the running game if this " "option is turned on." msgstr "" "このオプションを有効にすると、ナビゲーションメッシュが、ゲーム実行中にも表示" "されるようになります。" #: editor/editor_node.cpp msgid "Sync Scene Changes" msgstr "シーンの変更を同期" #: editor/editor_node.cpp msgid "" "When this option is turned on, any changes made to the scene in the editor " "will be replicated in the running game.\n" "When used remotely on a device, this is more efficient with network " "filesystem." msgstr "" "このオプションを有効にすると、エディタからシーンに加えられた変更が、実行中の" "ゲームに反映されるようになります。\n" "リモート実行の場合、ネットワークファイルシステムを使うとより効果的です。" #: editor/editor_node.cpp msgid "Sync Script Changes" msgstr "スクリプトの変更を同期" #: editor/editor_node.cpp msgid "" "When this option is turned on, any script that is saved will be reloaded on " "the running game.\n" "When used remotely on a device, this is more efficient with network " "filesystem." msgstr "" "このオプションを有効にすると、保存したスクリプトが、実行中のゲームに反映され" "るようになります。\n" "リモート実行の場合、ネットワークファイルシステムを使うとより効果的です。" #: editor/editor_node.cpp editor/script_create_dialog.cpp msgid "Editor" msgstr "エディタ" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "エディタ設定..." #: editor/editor_node.cpp msgid "Editor Layout" msgstr "エディタレイアウト" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "スクリーンショットを撮る" #: editor/editor_node.cpp msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "スクリーンショットはEditor Data / Settingsフォルダに保存されています。" #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "フルスクリーン切り替え" #: editor/editor_node.cpp msgid "Toggle System Console" msgstr "システムコンソールの切り替え" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "エディタのデータ・設定フォルダを開く" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "エディタのデータフォルダを開く" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "エディタ設定のフォルダを開く" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "エディタ機能の管理..." #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "エクスポートテンプレートの管理..." #: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp msgid "Help" msgstr "ヘルプ" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/rename_dialog.cpp msgid "Search" msgstr "検索" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Online Docs" msgstr "オンラインドキュメント" #: editor/editor_node.cpp msgid "Q&A" msgstr "Q&A" #: editor/editor_node.cpp msgid "Issue Tracker" msgstr "課題管理システム" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "コミュニティ" #: editor/editor_node.cpp msgid "About" msgstr "概要" #: editor/editor_node.cpp msgid "Play the project." msgstr "プロジェクトを実行。" #: editor/editor_node.cpp msgid "Play" msgstr "実行" #: editor/editor_node.cpp msgid "Pause the scene execution for debugging." msgstr "" #: editor/editor_node.cpp msgid "Pause Scene" msgstr "シーンを一時停止" #: editor/editor_node.cpp msgid "Stop the scene." msgstr "シーンを停止。" #: editor/editor_node.cpp msgid "Play the edited scene." msgstr "編集したシーンを実行。" #: editor/editor_node.cpp msgid "Play Scene" msgstr "シーンを実行" #: editor/editor_node.cpp msgid "Play custom scene" msgstr "カスタムシーンを実行" #: editor/editor_node.cpp msgid "Play Custom Scene" msgstr "カスタムシーンを実行" #: editor/editor_node.cpp msgid "Changing the video driver requires restarting the editor." msgstr "ビデオドライバの変更にはエディタの再起動が必要です。" #: editor/editor_node.cpp editor/project_settings_editor.cpp #: editor/settings_config_dialog.cpp msgid "Save & Restart" msgstr "保存して再起動" #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "エディタ ウィンドウの再描画時にスピンします。" #: editor/editor_node.cpp msgid "Update Continuously" msgstr "継続的に更新" #: editor/editor_node.cpp msgid "Update When Changed" msgstr "変更時に更新" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "アップデートスピナーを非表示" #: editor/editor_node.cpp msgid "FileSystem" msgstr "ファイルシステム" #: editor/editor_node.cpp msgid "Inspector" msgstr "インスペクタ" #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "下パネルを展開" #: editor/editor_node.cpp msgid "Output" msgstr "出力" #: editor/editor_node.cpp msgid "Don't Save" msgstr "保存しない" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "" "Androidビルドテンプレートがありません。関連するテンプレートをインストールして" "ください。" #: editor/editor_node.cpp msgid "Manage Templates" msgstr "テンプレートの管理" #: editor/editor_node.cpp msgid "" "This will set up your project for custom Android builds by installing the " "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" "Note that in order to make custom builds instead of using pre-built APKs, " "the \"Use Custom Build\" option should be enabled in the Android export " "preset." msgstr "" "この操作は \"res://android/build\" にソーステンプレートをインストールしアンド" "ロイドのカスタムビルドを設定します。\n" "後から設定に変更を加えたり、エクスポート時にカスタムAPKをビルドできます。(モ" "ジュールを追加する、AndroidManifest.xmlを変更する等)\n" "APKビルドの初期設定の代わりにカスタムビルド設定を使うためには、アンドロイドの" "エクスポート設定の「カスタムビルドを使用する」のオプションが有効化されている" "必要があることに注意してください。" #: editor/editor_node.cpp msgid "" "The Android build template is already installed in this project and it won't " "be overwritten.\n" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" "Androidビルドテンプレートはすでにインストールされており、上書きされません。\n" "この操作を再試行する前に、 \"res://android/build\" ディレクトリを手動で削除し" "てください。" #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "ZIPファイルからテンプレートをインポート" #: editor/editor_node.cpp #, fuzzy msgid "Template Package" msgstr "テンプレートのエクスポート マネージャー" #: editor/editor_node.cpp editor/project_export.cpp msgid "Export Project" msgstr "プロジェクトのエクスポート" #: editor/editor_node.cpp msgid "Export Library" msgstr "ライブラリのエクスポート" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "既存の(ライブラリを)マージ" #: editor/editor_node.cpp msgid "Password:" msgstr "パスワード:" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "スクリプトを開いて実行" #: editor/editor_node.cpp msgid "New Inherited" msgstr "新規の継承" #: editor/editor_node.cpp msgid "Load Errors" msgstr "読込みエラー" #: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Select" msgstr "選択" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "2Dエディタを開く" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "3Dエディタを開く" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "スクリプトエディタを開く" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "アセットライブラリを開く" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "次のエディタを開く" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "前のエディタを開く" #: editor/editor_node.h #, fuzzy msgid "Warning!" msgstr "警告" #: editor/editor_path.cpp msgid "No sub-resources found." msgstr "サブリソースが見つかりませんでした。" #: editor/editor_plugin.cpp msgid "Creating Mesh Previews" msgstr "メッシュプレビューを作成" #: editor/editor_plugin.cpp msgid "Thumbnail..." msgstr "サムネイル..." #: editor/editor_plugin_settings.cpp msgid "Main Script:" msgstr "メインスクリプト:" #: editor/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "プラグインの編集" #: editor/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "インストール済プラグイン:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Update" msgstr "アップデート" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Version:" msgstr "バージョン:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Author:" msgstr "作者:" #: editor/editor_plugin_settings.cpp msgid "Status:" msgstr "ステータス:" #: editor/editor_plugin_settings.cpp msgid "Edit:" msgstr "編集:" #: editor/editor_profiler.cpp msgid "Measure:" msgstr "測定:" #: editor/editor_profiler.cpp msgid "Frame Time (sec)" msgstr "フレーム時間(秒)" #: editor/editor_profiler.cpp msgid "Average Time (sec)" msgstr "平均時間(秒)" #: editor/editor_profiler.cpp msgid "Frame %" msgstr "フレーム %" #: editor/editor_profiler.cpp msgid "Physics Frame %" msgstr "物理フレーム %" #: editor/editor_profiler.cpp msgid "Inclusive" msgstr "含" #: editor/editor_profiler.cpp msgid "Self" msgstr "セルフ" #: editor/editor_profiler.cpp msgid "Frame #:" msgstr "フレーム #:" #: editor/editor_profiler.cpp msgid "Time" msgstr "時間" #: editor/editor_profiler.cpp msgid "Calls" msgstr "呼出し" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "テキストを編集:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp msgid "On" msgstr "オン" #: editor/editor_properties.cpp msgid "Layer" msgstr "レイヤ" #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "ビット %d, 値 %d" #: editor/editor_properties.cpp msgid "[Empty]" msgstr "[空]" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "割り当て.." #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "無効な RID" #: editor/editor_properties.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "" "選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していませ" "ん。" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" "ファイルとして保存されたリソースに ViewportTexture を生成できません。\n" "リソースはシーンに属している必要があります。" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on this resource because it's not set as " "local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" "このリソースはシーンに対してローカルに設定されていないため、ViewportTextureを" "作成できません。\n" "'シーンにローカル 'プロパティをオンにしてください(ノードまでを含むすべてのリ" "ソース)。" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Pick a Viewport" msgstr "ビューポートを選ぶ" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "New Script" msgstr "新規スクリプト" #: editor/editor_properties.cpp editor/scene_tree_dock.cpp msgid "Extend Script" msgstr "スクリプトを拡張" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "New %s" msgstr "新規 %s" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Make Unique" msgstr "ユニーク化" #: editor/editor_properties.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "貼り付け" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Convert To %s" msgstr "%s に変換" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Selected node is not a Viewport!" msgstr "選択したノードはビューポートではありません!" #: editor/editor_properties_array_dict.cpp msgid "Size: " msgstr "サイズ: " #: editor/editor_properties_array_dict.cpp msgid "Page: " msgstr "ページ: " #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "アイテムを除去" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "新規キー:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "新規の値:" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "キー・値のペアを追加" #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the export menu." msgstr "" "このプラットフォームで実行可能なエクスポートプリセットがありません。\n" "エクスポートメニューに実行可能なプリセットを追加してください。" #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "ロジックを _run() メソッドに記述する。" #: editor/editor_run_script.cpp msgid "There is an edited scene already." msgstr "既に編集されたシーンがあります。" #: editor/editor_run_script.cpp msgid "Couldn't instance script:" msgstr "スクリプトをインスタンス化できませんでした:" #: editor/editor_run_script.cpp msgid "Did you forget the 'tool' keyword?" msgstr "キーワード 'tool' を忘れていませんか?" #: editor/editor_run_script.cpp msgid "Couldn't run script:" msgstr "スクリプトを実行できませんでした:" #: editor/editor_run_script.cpp msgid "Did you forget the '_run' method?" msgstr "'_run' メソッドを忘れていませんか?" #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "インポートするノードを選択" #: editor/editor_sub_scene.cpp editor/project_manager.cpp msgid "Browse" msgstr "参照" #: editor/editor_sub_scene.cpp msgid "Scene Path:" msgstr "シーンのパス:" #: editor/editor_sub_scene.cpp msgid "Import From Node:" msgstr "ノードからインポート:" #: editor/export_template_manager.cpp msgid "Redownload" msgstr "再ダウンロード" #: editor/export_template_manager.cpp msgid "Uninstall" msgstr "アンインストール" #: editor/export_template_manager.cpp msgid "(Installed)" msgstr "(インストール済)" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "ダウンロード" #: editor/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "公式の書き出しテンプレートは開発用ビルドの場合は使用できません。" #: editor/export_template_manager.cpp msgid "(Missing)" msgstr "(見つかりません)" #: editor/export_template_manager.cpp msgid "(Current)" msgstr "(現在)" #: editor/export_template_manager.cpp msgid "Retrieving mirrors, please wait..." msgstr "ミラーを取得しています。しばらくお待ちください..." #: editor/export_template_manager.cpp msgid "Remove template version '%s'?" msgstr "テンプレート バージョン '%s' を除去しますか?" #: editor/export_template_manager.cpp msgid "Can't open export templates zip." msgstr "エクスポート テンプレート ZIP ファイルを開けません。" #: editor/export_template_manager.cpp msgid "Invalid version.txt format inside templates: %s." msgstr "テンプレート内の version.txt フォーマットが不正です: %s。" #: editor/export_template_manager.cpp msgid "No version.txt found inside templates." msgstr "テンプレート内に version.txt が見つかりません。" #: editor/export_template_manager.cpp msgid "Error creating path for templates:" msgstr "テンプレートのパス生成エラー:" #: editor/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "エクスポート テンプレートの展開中" #: editor/export_template_manager.cpp msgid "Importing:" msgstr "インポート中:" #: editor/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "このバージョンのダウンロードリンクが見つかりません。直接ダウンロードは公式リ" "リースのみ可能です。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "解決できません。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "接続できません。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "応答がありません。" #: editor/export_template_manager.cpp msgid "Request Failed." msgstr "リクエストは失敗しました。" #: editor/export_template_manager.cpp msgid "Redirect Loop." msgstr "リダイレクトのループ。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "失敗:" #: editor/export_template_manager.cpp msgid "Download Complete." msgstr "ダウンロードが完了しました。" #: editor/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "一時ファイルを削除できません:" #: editor/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "テンプレートのインストールに失敗しました。 問題のテンプレートのアーカイブは " "'%s' にあります。" #: editor/export_template_manager.cpp msgid "Error requesting URL:" msgstr "URL リクエストのエラー:" #: editor/export_template_manager.cpp msgid "Connecting to Mirror..." msgstr "ミラーに接続中..." #: editor/export_template_manager.cpp msgid "Disconnected" msgstr "切断されました" #: editor/export_template_manager.cpp msgid "Resolving" msgstr "解決中" #: editor/export_template_manager.cpp msgid "Can't Resolve" msgstr "解決できません" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "接続中..." #: editor/export_template_manager.cpp msgid "Can't Connect" msgstr "接続できません" #: editor/export_template_manager.cpp msgid "Connected" msgstr "接続しました" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "リクエスト中..." #: editor/export_template_manager.cpp msgid "Downloading" msgstr "ダウンロード中" #: editor/export_template_manager.cpp msgid "Connection Error" msgstr "接続エラー" #: editor/export_template_manager.cpp msgid "SSL Handshake Error" msgstr "SSL ハンドシェイクエラー" #: editor/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "Androidビルドソースの解凍" #: editor/export_template_manager.cpp msgid "Current Version:" msgstr "現在のバージョン:" #: editor/export_template_manager.cpp msgid "Installed Versions:" msgstr "インストールされたバージョン:" #: editor/export_template_manager.cpp msgid "Install From File" msgstr "ファイルからインストール" #: editor/export_template_manager.cpp msgid "Remove Template" msgstr "テンプレートを除去" #: editor/export_template_manager.cpp msgid "Select Template File" msgstr "テンプレートファイルを選択" #: editor/export_template_manager.cpp #, fuzzy msgid "Godot Export Templates" msgstr "エクスポート テンプレートの読み込み" #: editor/export_template_manager.cpp msgid "Export Template Manager" msgstr "テンプレートのエクスポート マネージャー" #: editor/export_template_manager.cpp msgid "Download Templates" msgstr "テンプレートをダウンロード" #: editor/export_template_manager.cpp msgid "Select mirror from list: (Shift+Click: Open in Browser)" msgstr "リストからミラーを選択: (Shift+クリック: ブラウザで開く)" #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "お気に入り" #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" "ステータス: ファイルのインポートに失敗しました。ファイルを修正して手動で再イ" "ンポートして下さい。" #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "ルートのリソースは移動・リネームできません。" #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "フォルダをフォルダ自身の中に移動することはできません。" #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "移動中のエラー:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "複製エラー:" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies:" msgstr "依存関係を更新できません:" #: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp msgid "No name provided." msgstr "名前が付いていません。" #: editor/filesystem_dock.cpp msgid "Provided name contains invalid characters." msgstr "名前に使用できない文字が含まれています。" #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "同名のファイルまたはフォルダがあります。" #: editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "名前に使用できない文字が含まれています。" #: editor/filesystem_dock.cpp msgid "Renaming file:" msgstr "ファイル名を変更:" #: editor/filesystem_dock.cpp msgid "Renaming folder:" msgstr "フォルダ名を変更:" #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "ファイルを複製:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "フォルダを複製:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "新しい継承したシーン" #: editor/filesystem_dock.cpp #, fuzzy msgid "Set As Main Scene" msgstr "メインシーン" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "シーンを開く" #: editor/filesystem_dock.cpp msgid "Instance" msgstr "インスタンス" #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "お気に入りに追加" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "お気に入りから削除" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "依存関係の編集..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "オーナーを見る..." #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "名前を変更..." #: editor/filesystem_dock.cpp msgid "Duplicate..." msgstr "複製..." #: editor/filesystem_dock.cpp msgid "Move To..." msgstr "移動..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "新規シーン..." #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "新規スクリプト..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "新規リソース..." #: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Expand All" msgstr "すべて展開" #: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Collapse All" msgstr "すべて折りたたむ" #: editor/filesystem_dock.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/project_manager.cpp editor/rename_dialog.cpp #: editor/scene_tree_dock.cpp msgid "Rename" msgstr "名前の変更" #: editor/filesystem_dock.cpp msgid "Previous Folder/File" msgstr "前のフォルダ/ファイル" #: editor/filesystem_dock.cpp msgid "Next Folder/File" msgstr "次のフォルダ/ファイル" #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "ファイルシステムを再スキャン" #: editor/filesystem_dock.cpp msgid "Toggle Split Mode" msgstr "分割モード切り替え" #: editor/filesystem_dock.cpp msgid "Search files" msgstr "ファイル検索" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "ファイルのスキャン中\n" "しばらくお待ち下さい..." #: editor/filesystem_dock.cpp msgid "Move" msgstr "移動" #: editor/filesystem_dock.cpp msgid "There is already file or folder with the same name in this location." msgstr "このパスには、既に同名のファイルかフォルダがあります。" #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "上書き" #: editor/filesystem_dock.cpp msgid "Create Scene" msgstr "シーンを生成" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "スクリプト作成" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "複数ファイル内を検索" #: editor/find_in_files.cpp msgid "Find:" msgstr "検索:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "フォルダ:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "フィルター:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" "次の拡張子を持つファイルを含めます。ProjectSettingsで追加または削除します。" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "検索..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "置換..." #: editor/find_in_files.cpp editor/progress_dialog.cpp scene/gui/dialogs.cpp msgid "Cancel" msgstr "キャンセル" #: editor/find_in_files.cpp msgid "Find: " msgstr "検索: " #: editor/find_in_files.cpp msgid "Replace: " msgstr "置換: " #: editor/find_in_files.cpp msgid "Replace all (no undo)" msgstr "すべて置換 (元に戻せません)" #: editor/find_in_files.cpp msgid "Searching..." msgstr "検索中..." #: editor/find_in_files.cpp msgid "Search complete" msgstr "検索完了" #: editor/groups_editor.cpp msgid "Add to Group" msgstr "グループに追加" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "グループから除去" #: editor/groups_editor.cpp msgid "Group name already exists." msgstr "グループ名が既にあります。" #: editor/groups_editor.cpp msgid "Invalid group name." msgstr "無効なグループ名です。" #: editor/groups_editor.cpp msgid "Rename Group" msgstr "グループの名前変更" #: editor/groups_editor.cpp msgid "Delete Group" msgstr "グループの削除" #: editor/groups_editor.cpp editor/node_dock.cpp msgid "Groups" msgstr "グループ" #: editor/groups_editor.cpp msgid "Nodes Not in Group" msgstr "グループがノードありません" #: editor/groups_editor.cpp editor/scene_tree_dock.cpp #: editor/scene_tree_editor.cpp msgid "Filter nodes" msgstr "フィルタノード" #: editor/groups_editor.cpp msgid "Nodes in Group" msgstr "グループ内ノード" #: editor/groups_editor.cpp msgid "Empty groups will be automatically removed." msgstr "空のグループは自動的に削除されます。" #: editor/groups_editor.cpp msgid "Group Editor" msgstr "グループエディタ" #: editor/groups_editor.cpp msgid "Manage Groups" msgstr "グループの管理" #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "単一のシーンとして読込む" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Animations" msgstr "アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials" msgstr "マテリアルを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects" msgstr "オブジェクトを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials" msgstr "オブジェクト+マテリアルを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Animations" msgstr "オブジェクト+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials+Animations" msgstr "マテリアル+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials+Animations" msgstr "オブジェクト+マテリアル+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes" msgstr "複数のシーンとしてインポート" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes+Materials" msgstr "複数のシーン+マテリアルとしてインポート" #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "シーンをインポート" #: editor/import/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "シーンをインポート中..." #: editor/import/resource_importer_scene.cpp msgid "Generating Lightmaps" msgstr "ライトマップの生成" #: editor/import/resource_importer_scene.cpp msgid "Generating for Mesh: " msgstr "メッシュの生成: " #: editor/import/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "カスタムスクリプトの実行中..." #: editor/import/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "インポート済のスクリプトを読込めませんでした:" #: editor/import/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "無効・壊れたインポート済スクリプト(コンソールを確認してください):" #: editor/import/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "インポート済スクリプトの実行中にエラー:" #: editor/import/resource_importer_scene.cpp msgid "Saving..." msgstr "保存中..." #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "'%s' のデフォルトとして設定" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "'%s' のデフォルトをクリア" #: editor/import_dock.cpp msgid " Files" msgstr " ファイル" #: editor/import_dock.cpp msgid "Import As:" msgstr "名前を付けてインポート:" #: editor/import_dock.cpp msgid "Preset" msgstr "プリセット" #: editor/import_dock.cpp msgid "Reimport" msgstr "再インポート" #: editor/import_dock.cpp msgid "Save scenes, re-import and restart" msgstr "シーンを保存して、再インポートして再起動してください" #: editor/import_dock.cpp msgid "Changing the type of an imported file requires editor restart." msgstr "インポートしたファイルのタイプの変更にはエディタの再起動が必要です。" #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" "警告:このリソースを使用するアセットが存在するため、正しくロードされない可能性" "があります。" #: editor/inspector_dock.cpp msgid "Failed to load resource." msgstr "リソースの読込みに失敗しました。" #: editor/inspector_dock.cpp msgid "Expand All Properties" msgstr "すべてのプロパティを展開" #: editor/inspector_dock.cpp msgid "Collapse All Properties" msgstr "すべてのプロパティを折りたたむ" #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Save As..." msgstr "名前を付けて保存..." #: editor/inspector_dock.cpp msgid "Copy Params" msgstr "パラメーターをコピー" #: editor/inspector_dock.cpp msgid "Paste Params" msgstr "パラメーターを貼り付け" #: editor/inspector_dock.cpp msgid "Edit Resource Clipboard" msgstr "リソースのクリップボードを編集" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "リソースをコピー" #: editor/inspector_dock.cpp msgid "Make Built-In" msgstr "ビルトインを作成" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "ユニークなサブリソースを生成" #: editor/inspector_dock.cpp msgid "Open in Help" msgstr "ヘルプで開く" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "新規リソースをメモリ上に作成して編集する。" #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "既存のリソースをディスクから読込み編集する。" #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "現在編集中のリソースを保存する。" #: editor/inspector_dock.cpp msgid "Go to the previous edited object in history." msgstr "履歴内の編集済オブジェクトを前へ。" #: editor/inspector_dock.cpp msgid "Go to the next edited object in history." msgstr "履歴内の編集済オブジェクトを次へ。" #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "最近編集したオブジェクトの履歴。" #: editor/inspector_dock.cpp msgid "Object properties." msgstr "オブジェクトのプロパティ。" #: editor/inspector_dock.cpp msgid "Filter properties" msgstr "フィルタプロパティ" #: editor/inspector_dock.cpp msgid "Changes may be lost!" msgstr "変更が失われるかもしれません!" #: editor/multi_node_edit.cpp msgid "MultiNode Set" msgstr "マルチノード セット" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "ノードを1つ選択してシグナルとグループを編集します。" #: editor/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "プラグインの編集" #: editor/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "プラグインの作成" #: editor/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "プラグイン名:" #: editor/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "サブフォルダ:" #: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp msgid "Language:" msgstr "言語:" #: editor/plugin_config_dialog.cpp msgid "Script Name:" msgstr "スクリプト名:" #: editor/plugin_config_dialog.cpp msgid "Activate now?" msgstr "今すぐアクティブ化?" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "ポリゴンを生成" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create points." msgstr "点を作成する。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "点を編集する。\n" "左クリック: 点を移動\n" "右クリック: 点を削除" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "点を消す。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "ポリゴンを編集" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "ポイント挿入" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "ポリゴンを編集(点を除去)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "ポリゴンと点を除去" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Animation" msgstr "アニメーションを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Load..." msgstr "読み込む.." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "ノードポイントを移動" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Limits" msgstr "BlendSpace1Dの制限を変更する" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1Dのラベルを変更する" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only root nodes are allowed." msgstr "このタイプのノードは使用できません。ルートノードのみが許可されます。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "ノードポイントを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "アニメーションポイントを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "BlendSpace1Dのポイントを削除" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "BlendSpace1Dノードポイントを移動" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" "アニメーションツリーが非アクティブです。\n" "再生を有効にするためにアクティベートします。アクティベートに失敗した場合は" "ノードの警告を確認してください。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Set the blending position within the space" msgstr "スペース内のブレンド位置を設定" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Select and move points, create points with RMB." msgstr "点を選択して移動し、右クリックで点を作成します。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp msgid "Enable snap and show grid." msgstr "スナップとグリッドの表示を有効にする。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Open Editor" msgstr "エディタで開く" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Open Animation Node" msgstr "アニメーションノードを開く" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "三角形が既に存在します。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "三角形を追加" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Limits" msgstr "BlendSpace2Dの制限を変更する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2Dのラベルを変更する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "BlendSpace2Dのポイントを削除する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D三角形を削除する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "BlendSpace2D does not belong to an AnimationTree node." msgstr "ブレンドシェイプ2Dはアニメーションツリー ノードに属しません。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "三角形が存在しないため、ブレンドできません。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "三角形の自動作成に切り替え" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "点を繋いで三角形を作成する。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "点と三角形を消す。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "自動的にブレンド三角形を生成" #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend:" msgstr "ブレンド:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed" msgstr "パラメータが変更されました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Filters" msgstr "フィルタの編集" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "出力ノードをブレンドツリーに追加することはできません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "BlendTreeにノードを追加" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Node Moved" msgstr "ノードを移動" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "接続できません。ポートが使用中か、接続が無効である可能性があります。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "ノードを接続しました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "ノードが切断されました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "アニメーションを設定" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Node" msgstr "ノードを削除" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Delete Node(s)" msgstr "ノードを削除" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "フィルターの オン/オフ を切り替え" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "フィルターを変更" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "No animation player set, so unable to retrieve track names." msgstr "" "アニメーションプレイヤーが設定されていないため、トラック名を取得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Player path set is invalid, so unable to retrieve track names." msgstr "プレイヤーのパス設定が無効なため、トラック名を取得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" "アニメーションプレーヤーに有効なルートノードのパスがないため、トラック名を取" "得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #, fuzzy msgid "Anim Clips" msgstr "アニメーションクリップ:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #, fuzzy msgid "Audio Clips" msgstr "オーディオクリップ:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "関数" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "ノードの名前が変更されました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "ノードを追加..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "フィルタリング済トラックの編集:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "フィルタリングを有効化" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "自動再生の切り替え" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "新規アニメーション名:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Anim" msgstr "新規アニメーション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "アニメーション名を変更:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "アニメーションを削除しますか?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "アニメーションを除去" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "アニメーション名が無効です!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation name already exists!" msgstr "アニメーション名は既に存在します!" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "アニメーションの名前を変更" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "次の変更をブレンド" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "ブレンド時間の変更" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Load Animation" msgstr "アニメーション読込み" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "アニメーションを複製" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to copy!" msgstr "コピーするアニメーションがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "クリップボードにアニメーションのリソースがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pasted Animation" msgstr "貼り付けたアニメーション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Paste Animation" msgstr "アニメーションを貼り付け" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to edit!" msgstr "編集するアニメーションがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "選択したアニメーションを現在の位置から逆再生する。(A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "選択したアニメーションを最後から逆再生する。(Shift+A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Stop animation playback. (S)" msgstr "アニメーションの再生を停止する。(S)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "選択したアニメーションを最初から再生する。(Shift+D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "選択したアニメーションを現在の位置から再生する。(D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "アニメーションの位置(秒)。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "ノードのアニメーション再生をグローバルにスケーリングする。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "アニメーションツール" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation" msgstr "アニメーション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "トランジションの編集..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "インスペクタで開く" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "プレーヤーのアニメーションリストを表示する。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Autoplay on Load" msgstr "読込み後、自動再生" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "オニオンスキンを有効にする" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "オニオンスキンオプション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "方向" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "過去" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "未来" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "深度" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "差分のみ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "白色調整" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "ギズモ(3D)を含む" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "アニメーションプレーヤーを固定" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "アニメーションを新規作成" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "アニメーション名:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp msgid "Error!" msgstr "エラー!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "ブレンド時間:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "次(自動キュー):" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "アニメーション間のブレンド時間" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "ノードを移動" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "トランジションを追加" #: editor/plugins/animation_state_machine_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Node" msgstr "ノードを追加" #: editor/plugins/animation_state_machine_editor.cpp msgid "End" msgstr "終り" #: editor/plugins/animation_state_machine_editor.cpp msgid "Immediate" msgstr "即座" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "同期" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "終りに" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "トラベル" #: editor/plugins/animation_state_machine_editor.cpp msgid "Start and end nodes are needed for a sub-transition." msgstr "サブトランジションには、開始ノードと終了ノードが必要です。" #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "パス( %s )に再生リソースが設定されていません。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "ノードが削除されました" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "トランジションが削除されました" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set Start Node (Autoplay)" msgstr "開始ノードの設定(自動再生)" #: editor/plugins/animation_state_machine_editor.cpp msgid "" "Select and move nodes.\n" "RMB to add new nodes.\n" "Shift+LMB to create connections." msgstr "" "ノードを選択して移動。\n" "右クリックで新規ノードを追加。\n" "Shift+左クリックで接続を作成。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "新規ノードを作成。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "ノードを接続。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "選択したノードまたはトランジションを除去。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Toggle autoplay this animation on start, restart or seek to zero." msgstr "" "このアニメーションの自動再生の開始、再起動、またはゼロへのシークを切り替えま" "す。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set the end animation. This is useful for sub-transitions." msgstr "終了アニメーションを設定する。これはサブトランジションに便利です。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition: " msgstr "トランジション: " #: editor/plugins/animation_state_machine_editor.cpp #, fuzzy msgid "Play Mode:" msgstr "パンモード" #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "AnimationTree" msgstr "アニメーションツリー" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "New name:" msgstr "新しい名前:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "スケール:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "フェードイン:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade Out (s):" msgstr "フェードアウト:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend" msgstr "ブレンド" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix" msgstr "ミックス" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "自動リスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Restart (s):" msgstr "リスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Random Restart (s):" msgstr "ランダムリスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Start!" msgstr "スタート!" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "総計:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 0:" msgstr "ブレンド 0:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 1:" msgstr "ブレンド 1:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "X-Fade Time (s):" msgstr "クロスフェード時間(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Current:" msgstr "現在:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Input" msgstr "入力を追加" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Clear Auto-Advance" msgstr "自動アドバンスの解除" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Set Auto-Advance" msgstr "自動アドバンスを設定" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Delete Input" msgstr "入力を削除" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is valid." msgstr "アニメーションツリーは有効です。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is invalid." msgstr "アニメーションツリーが無効です。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation Node" msgstr "アニメーション ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "OneShot Node" msgstr "ワンショット ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix Node" msgstr "ミックス ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend2 Node" msgstr "ブレンド2 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend3 Node" msgstr "ブレンド3 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend4 Node" msgstr "ブレンド4 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeScale Node" msgstr "タイムスケール ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeSeek Node" msgstr "タイムシーク ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Transition Node" msgstr "トランジション ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Import Animations..." msgstr "アニメーションをインポート..." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Node Filters" msgstr "ノードフィルタの編集" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Filters..." msgstr "フィルタ..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "コンテンツ:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "ファイルを表示" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "接続エラー。再試行してください。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "ホストに接続できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "ホストから応答がありません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "ホスト名を解決できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "リクエスト失敗。リターンコード:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "リクエストは失敗しました。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "レスポンスを保存できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "エラーを書いてください。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "リクエスト失敗。リダイレクト過多" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "リダイレクトのループ。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "リクエスト失敗、時間切れ" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "時間切れ。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "" "ダウンロードハッシュが不正です。ファイルが改ざん されているかもしれません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Expected:" msgstr "予測:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "取得:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed sha256 hash check" msgstr "sha256 ハッシュチェック失敗" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "アセットのダウンロードエラー:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "ダウンロード中 (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "ダウンロード中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "解決中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "リクエスト発行エラー" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "待機" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "インストール..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "再試行" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "ダウンロードエラー" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "このアセットのダウンロードは既に進行中!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp #, fuzzy msgid "License (A-Z)" msgstr "ライセンス" #: editor/plugins/asset_library_editor_plugin.cpp #, fuzzy msgid "License (Z-A)" msgstr "ライセンス" #: editor/plugins/asset_library_editor_plugin.cpp msgid "First" msgstr "最初" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Previous" msgstr "前" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Next" msgstr "次" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Last" msgstr "最後" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "すべて" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\"." msgstr "\"%s\" の結果はありません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "インポート..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "プラグイン..." #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "ソート:" #: editor/plugins/asset_library_editor_plugin.cpp #: editor/project_settings_editor.cpp msgid "Category:" msgstr "カテゴリー:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "サイト:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "サポート" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Official" msgstr "公式" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "テスト中" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "読み込み中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "アセットのzipファイル" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene (for images to be saved in the same dir), or pick a save " "path from the BakedLightmap properties." msgstr "" "ライトマップ画像の保存パスを確定できません。\n" "シーンを保存する (画像が同じディレクトリに保存される) か、BakedLightmapプロパ" "ティから保存パスを選択してください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" "ベイクするメッシュがありません。メッシュに UV2チャンネルが含まれてお" "り、'Bake Light' フラグがオンになっていることを確認してください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "" "ライトマップ画像の生成に失敗しました。パスが書き込み可能であることを確認して" "ください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "ライトマップを焼き込む" #: editor/plugins/camera_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/rename_dialog.cpp msgid "Preview" msgstr "プレビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "スナップの設定" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "グリッドのオフセット:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "グリッドのステップ:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "steps" msgstr "2ステップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "回転のオフセット:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "回転のステップ:" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Scale Step:" msgstr "スケール:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "垂直ガイドを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "垂直ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "垂直ガイドを削除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "水平ガイドを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "水平ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "水平ガイドを削除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "水平垂直ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move pivot" msgstr "ピボットを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem" msgstr "CanvasItemを回転" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move anchor" msgstr "アンカーを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize CanvasItem" msgstr "CanvasItemをリサイズ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem" msgstr "キャンバスアイテムの拡大/縮小" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem" msgstr "CanvasItemを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of containers have their anchors and margins values overridden by " "their parent." msgstr "" "コンテナの子は、アンカーとマージンの値が親によってオーバーライドされます。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Presets for the anchors and margins values of a Control node." msgstr "コントロールノードのアンカーおよびマージンの値のプリセット。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "margins." msgstr "" "オンの場合、コントロールノードを移動すると、マージンの代わりにアンカーが変更" "されます。" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Top Left" msgstr "左側面" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Top Right" msgstr "右側面" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Bottom Right" msgstr "右に回転" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Bottom Left" msgstr "下面図" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Center Left" msgstr "左インデント" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Center Top" msgstr "センター選択" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Center Right" msgstr "右インデント" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Center Bottom" msgstr "下面" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center" msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Left Wide" msgstr "左側面図" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Top Wide" msgstr "上面図" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Right Wide" msgstr "右側面図" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Bottom Wide" msgstr "下面図" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "VCenter Wide" msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "HCenter Wide" msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Full Rect" msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Keep Ratio" msgstr "スケール比:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Anchors only" msgstr "アンカーのみ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors and Margins" msgstr "アンカーとマージンを変更する" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors" msgstr "アンカーを変更" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Game Camera Override\n" "Overrides game camera with editor viewport camera." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Game Camera Override\n" "No game instance running." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock Selected" msgstr "選択をロック" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock Selected" msgstr "選択を解除" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Group Selected" msgstr "選択したグループ" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Ungroup Selected" msgstr "グループ解除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "ポーズを貼り付け" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "ガイドをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone(s) from Node(s)" msgstr "ノードからカスタムボーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Bones" msgstr "ボーンをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make IK Chain" msgstr "IKチェーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear IK Chain" msgstr "IKチェーンをクリア" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Warning: Children of a container get their position and size determined only " "by their parent." msgstr "警告:コンテナの子の位置とサイズは、親によってのみ決定されます。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Reset" msgstr "ズームをリセット" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Select Mode" msgstr "選択モード" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Drag: Rotate" msgstr "ドラッグ:回転" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move" msgstr "Alt+ドラッグ: 移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)." msgstr "" "ピボットを変更するには 'v' 、ピボットをドラッグするには 'Shift+v' を押します" "(移動中)。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+RMB: Depth list selection" msgstr "Alt+右クリック: 奥行き(被写界深度)リストの選択" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Move Mode" msgstr "移動モード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Mode" msgstr "回転モード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Mode" msgstr "スケールモード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Show a list of all objects at the position clicked\n" "(same as Alt+RMB in select mode)." msgstr "" "クリックした位置にあるオブジェクトのリストを表示\n" "(選択モードでのAlt+右クリックと同じ)。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "クリックでオブジェクトの回転ピボットを変更する。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "パンモード" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Ruler Mode" msgstr "実行モード:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "スマートスナッピングを切り替える。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "スマートスナップを使う" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "グリッドスナッピングを切り替える。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "グリッドスナップを使う" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "スナッピングオプション" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "回転スナップを使う" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Use Scale Snap" msgstr "スマートスナップを使う" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "相対スナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "ピクセルスナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "スマートスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Configure Snap..." msgstr "スナップの設定..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "親にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "ノードアンカーにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "ノード側面にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "ノードの中心にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "他のノードにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "ガイドにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock the selected object in place (can't be moved)." msgstr "選択したオブジェクトをその場でロック (移動不可能にする)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock the selected object (can be moved)." msgstr "選択したオブジェクトをアンロック (移動可能にする)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Makes sure the object's children are not selectable." msgstr "オブジェクトの子を選択不可にする。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Restores the object's children's ability to be selected." msgstr "オブジェクトの子を選択可能に戻す。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "スケルトンのオプション" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "ボーンを表示する" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Custom Bone(s) from Node(s)" msgstr "ノードからカスタムボーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Custom Bones" msgstr "カスタム ボーンをクリア" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "ビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Always Show Grid" msgstr "常にグリッドを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "ヘルパーを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "ルーラーを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "ガイドを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "原点を表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "ビューポートを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Group And Lock Icons" msgstr "グループアイコンとロックアイコンを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "センター選択" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "フレーム選択" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "キャンバススケールのプレビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "キーを挿入するための変換マスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "キーを挿入するための回転マスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "キーを挿入するためのスケールマスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "(マスクに基づいて)キーを挿入。" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" "スケール時にオブジェクトを移動、回転すると、自動的にキーが挿入されます(マスク" "に基づく)。\n" "キーは既存のトラックにのみ追加され、新しいトラックは作成されません。\n" "初めてキーを手動で挿入する必要があります。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "自動挿入キー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "(既存のトラックに)キーを挿入" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "ポーズをコピー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "ポーズをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "グリッドステップを2倍にする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "グリッドステップを半分にする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan View" msgstr "ビューをパン" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add %s" msgstr "%s を追加" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s を追加中..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Cannot instantiate multiple nodes without root." msgstr "ルートの存在しない状態で、複数ノードをインスタンス化できません。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "ノードを生成" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Error instancing scene from %s" msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "デフォルトの型を変更" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Drag & drop + Shift : Add node as sibling\n" "Drag & drop + Alt : Change node type" msgstr "" "ドラッグ&ドロップ + Shift : 兄弟ノードとして加える \n" "ドラッグ&ドロップ + Alt : ノードのタイプを変更する" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Create Polygon3D" msgstr "Polygon3Dを生成" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly" msgstr "ポリゴンを編集" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "ポリゴンを編集(点を除去)" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "ハンドルを設定する" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "発光(Emission)マスクを読み込む" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Restart" msgstr "再起動" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Clear Emission Mask" msgstr "発光(Emission)マスクをクリア" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Particles" msgstr "パーティクル" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generated Point Count:" msgstr "生成したポイントの数:" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "放出マスク" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Capture from Pixel" msgstr "ピクセルからキャプチャ" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Colors" msgstr "放出時の色" #: editor/plugins/cpu_particles_editor_plugin.cpp msgid "CPUParticles" msgstr "CPUパーティクル" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Mesh" msgstr "メッシュから放出点を生成" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "ノードから放出点を生成" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 0" msgstr "フラット0" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 1" msgstr "フラット1" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease In" msgstr "イージング(Ease In)" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease Out" msgstr "イージング(Ease Out)" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "スムーズステップ" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "カーブポイントを修正" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Tangent" msgstr "カーブ接線を修正" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "カーブのプリセットを読み込む" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Point" msgstr "ポイントを追加" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Point" msgstr "ポイントを削除" #: editor/plugins/curve_editor_plugin.cpp msgid "Left Linear" msgstr "左線形文法" #: editor/plugins/curve_editor_plugin.cpp msgid "Right Linear" msgstr "右線形文法" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Preset" msgstr "プリセットを読み込む" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "カーブポイントを除去" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Curve Linear Tangent" msgstr "直線曲線を切り替える" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "接線を個別に編集するにはシフトを押す" #: editor/plugins/curve_editor_plugin.cpp msgid "Right click to add point" msgstr "右クリックで点を追加" #: editor/plugins/gi_probe_editor_plugin.cpp msgid "Bake GI Probe" msgstr "グローバルイルミネーションの事前計算" #: editor/plugins/gradient_editor_plugin.cpp msgid "Gradient Edited" msgstr "グラデーション編集" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "アイテム%d" #: editor/plugins/item_list_editor_plugin.cpp msgid "Items" msgstr "アイテム" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item List Editor" msgstr "アイテムリストのエディタ" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "オクルーダーポリゴンを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh is empty!" msgstr "メッシュがありません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Trimesh Body" msgstr "静的三角形メッシュ ボディを作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Convex Body" msgstr "静的凸状ボディを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "This doesn't work on scene root!" msgstr "シーンのルートでは無効です!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Shape" msgstr "静的三角形メッシュ シェイプを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Failed creating shapes!" msgstr "図形の作成に失敗しました!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Convex Shape(s)" msgstr "凸状シェイプを作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "ナビゲーションメッシュを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "含まれているメッシュがArrayMesh型ではありません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV展開に失敗しました。メッシュが非多様体ではありませんか?" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "No mesh to debug." msgstr "デバッグするメッシュがありません。" #: editor/plugins/mesh_instance_editor_plugin.cpp #: editor/plugins/sprite_editor_plugin.cpp msgid "Model has no UV in this layer" msgstr "モデルにはこのレイヤーにUVがありません" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "MeshInstance lacks a Mesh!" msgstr "メッシュインスタンスにメッシュが不足しています!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has not surface to create outlines from!" msgstr "メッシュにアウトラインを作成するためのサーフェスが存在しません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!" msgstr "メッシュのプリミティブ型が PRIMITIVE_TRIANGLES ではありません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Could not create outline!" msgstr "アウトラインを生成できませんでした!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline" msgstr "アウトラインを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh" msgstr "メッシュ" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Body" msgstr "静的三角形メッシュボディを作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Collision Sibling" msgstr "三角形メッシュ兄弟コリジョンを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Convex Collision Sibling(s)" msgstr "凸型兄弟関係コリジョンを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "アウトラインメッシュを生成..." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV1" msgstr "UV1を表示" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV2" msgstr "UV2を表示" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "Lightmap/AO のUV2を展開" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "アウトラインメッシュを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Outline Size:" msgstr "アウトラインのサイズ:" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "アイテム%dを取り除きますか?" #: editor/plugins/mesh_library_editor_plugin.cpp #, fuzzy msgid "Mesh Library" msgstr "メッシュライブラリ..." #: editor/plugins/mesh_library_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item" msgstr "アイテムを追加" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "選択したアイテムを取り除く" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene" msgstr "シーンからインポート" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "シーンからアップデート" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" "メッシュのソースが指定されていません(ノードにMultiMeshが設定されていませ" "ん)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "" "メッシュのソースが指定されていません(そしてMultiMeshにはメッシュが含まれてい" "ません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "無効なメッシュソースです (無効なパス)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance)." msgstr "無効なメッシュソースです (MeshInstanceではありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "無効なメッシュソースです (メッシュリソースが含まれていません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "サーフェスのソースが指定されていません。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "無効なサーフェスのソースです (無効なパス)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "無効なサーフェスのソースです (ジオメトリがありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "無効なサーフェスソースです (面がありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "ソースメッシュを選択:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "ターゲットサーフェスを選択:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "サーフェスを満たす" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "マルチメッシュの設定" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "ターゲットサーフェス:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "ソースメッシュ:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "メッシュの上軸:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "ランダムな回転:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "ランダムな傾き:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "ランダムな縮尺:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "データの投入" #: editor/plugins/navigation_polygon_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "ナビゲーションポリゴンを生成" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Convert to CPUParticles" msgstr "CPUパーティクルに変換" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect" msgstr "矩形の可視性を生成中" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "可視性の矩形を生成" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticlesMaterial process material" msgstr "ParticlesMaterialプロセスマテリアルにのみ点を設定できます" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "生成時間 (秒):" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "ジオメトリの面は面積を持ちません。" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "ジオメトリーは面を含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Spatial." msgstr "\"%s\" はSpatialを継承していません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\" はジオメトリーを含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "\"%s\" はフェイスジオメトリーを含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emitter" msgstr "放出器を作成" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Points:" msgstr "放出点:" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points" msgstr "表面の点" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "サーフェスポイント+Normal(指向性)" #: editor/plugins/particles_editor_plugin.cpp msgid "Volume" msgstr "ボリューム" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Source: " msgstr "放出源: " #: editor/plugins/particles_editor_plugin.cpp msgid "A processor material of type 'ParticlesMaterial' is required." msgstr "パーティクルマテリアルが必要です." #: editor/plugins/particles_editor_plugin.cpp msgid "Generating AABB" msgstr "AABBを生成中" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "軸平行境界ボックスの可視性を生成する" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate AABB" msgstr "軸平行境界ボックス(AABB)を生成" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "曲線からポイントを除去" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "曲線からOut-Controlを削除" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "曲線からIn-Controlを削除" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point to Curve" msgstr "点を曲線に追加" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "曲線を分割する" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "曲線内のポイントを移動" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "曲線内のIn-Controlを移動する" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "曲線内のOut-Controlを移動する" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Select Points" msgstr "点を選択" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Shift+Drag: Select Control Points" msgstr "Shift + ドラッグ:コントロールポイントを選択" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Click: Add Point" msgstr "クリック: 点を追加" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Left Click: Split Segment (in curve)" msgstr "左クリック:セグメントを分割する(曲線内)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "右クリック: 点を削除" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "コントロールポイントを選ぶ (Shift+Drag)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point (in empty space)" msgstr "点を空きスペースに追加" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Delete Point" msgstr "点を削除" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Close Curve" msgstr "曲線を閉じる" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp editor/plugins/theme_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp msgid "Options" msgstr "オプション" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "ミラーハンドル角度" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "ミラーハンドルの長さ" #: editor/plugins/path_editor_plugin.cpp msgid "Curve Point #" msgstr "カーブポイント #" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "カーブポイントの位置を設定" #: editor/plugins/path_editor_plugin.cpp #, fuzzy msgid "Set Curve In Position" msgstr "曲線の位置を設定" #: editor/plugins/path_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" msgstr "曲線のOut-ハンドルの位置を指定" #: editor/plugins/path_editor_plugin.cpp msgid "Split Path" msgstr "パスを分割" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Path Point" msgstr "パスのポイントを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Out-Control Point" msgstr "曲線のOut-ハンドルを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Remove In-Control Point" msgstr "曲線のIn-ハンドルを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "セグメントを分割する(曲線内)" #: editor/plugins/physical_bone_plugin.cpp msgid "Move Joint" msgstr "ジョイントを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2DのskeletonプロパティがSkeleton2Dノードを指していません" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "ボーンを同期" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "このポリゴンにはテクスチャがありません。\n" "UVを編集するにはテクスチャを設定します。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "UVマップを生成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "ポリゴン2Dには内部頂点があるため、ビューポートで編集できません。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "ポリゴンとUVを生成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "内部頂点を作成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "内部頂点を除去" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "無効なポリゴン (3つの異なる頂点が必要です)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "カスタム ポリゴンを追加" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "カスタム ポリゴンを除去" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "UVマップをトランスフォーム" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "ポリゴンの変換" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "ボーンウェイトをペイント" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "Polygon 2D UV エディタを開く。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "Polygon 2D UV エディタ" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "ポリゴン" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "ボーン" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Points" msgstr "ポイントを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Ctrl: Rotate" msgstr "Ctrl: 回転" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Move All" msgstr "Shift: すべて移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Ctrl: Scale" msgstr "Shift+Ctrl: スケール" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "ポリゴンを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "ポリゴンを回転" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "ポリゴンの縮尺を変更" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "カスタムポリゴンを生成し、カスタムポリゴンの描画を有効にする。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "" "カスタムポリゴンを削除する。他に残っていない場合、カスタムポリゴンの描画は無" "効になります。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "指定した強度でウェイトをペイントします。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "指定した強度でウェイトのペイントを解除します。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "半径:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon->UV" msgstr "ポリゴン->UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV->Polygon" msgstr "UV->ポリゴン" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "UVをクリア" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "スナップの設定" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "スナップ" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "スナップを有効にする" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "グリッド" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "グリッドを表示" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "グリッドの設定:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "グリッドのオフセット X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "グリッドのオフセット Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "グリッドのステップ X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "グリッドのステップ Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "ボーンをポリゴンに同期させる" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "エラー: リソースを読み込めませんでした!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "リソースを追加" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "リソース名を変更" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "リソースを削除" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "リソースクリップボードが空です!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "リソースの貼り付け" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_editor.cpp msgid "Instance:" msgstr "インスタンス:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp #: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Type:" msgstr "型:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" msgstr "エディタで開く" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "リソースを読み込む" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ResourcePreloader" msgstr "リソースプリローダー" #: editor/plugins/root_motion_editor_plugin.cpp msgid "AnimationTree has no path set to an AnimationPlayer" msgstr "AnimationTreeにはAnimationPlayerへのパスが設定されていません" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationPlayer is invalid" msgstr "AnimationPlayer へのパスが無効です" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Files" msgstr "最近開いたファイルの履歴をクリア" #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "変更を保存して閉じますか?" #: editor/plugins/script_editor_plugin.cpp msgid "Error writing TextFile:" msgstr "テキストファイルの書き込みエラー:" #: editor/plugins/script_editor_plugin.cpp msgid "Could not load file at:" msgstr "ファイルが読み込めませんでした:" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving file!" msgstr "ファイルの保存エラー!" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme." msgstr "テーマを保存中にエラーが発生しました。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "保存中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "Error importing theme." msgstr "テーマをインポート中にエラーが発生しました。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "インポート中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "新規テキストファイル..." #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "ファイルを開く" #: editor/plugins/script_editor_plugin.cpp msgid "Save File As..." msgstr "名前を付けて保存..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for running." msgstr "" #: editor/plugins/script_editor_plugin.cpp msgid "Script failed reloading, check console for errors." msgstr "" #: editor/plugins/script_editor_plugin.cpp msgid "Script is not in tool mode, will not be able to run." msgstr "" #: editor/plugins/script_editor_plugin.cpp msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "テーマのインポート" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme" msgstr "テーマの保存中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "保存エラー" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "テーマを名前をつけて保存..." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s クラスリファレンス" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "次を検索" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "前を検索" #: editor/plugins/script_editor_plugin.cpp msgid "Filter scripts" msgstr "フィルタスクリプト" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "メソッドリストのアルファベット順ソートを切り替える。" #: editor/plugins/script_editor_plugin.cpp msgid "Filter methods" msgstr "フィルタメソッド" #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "ソート" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Up" msgstr "上に移動" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Down" msgstr "下に移動" #: editor/plugins/script_editor_plugin.cpp msgid "Next script" msgstr "次のスクリプト" #: editor/plugins/script_editor_plugin.cpp msgid "Previous script" msgstr "直前のスクリプト" #: editor/plugins/script_editor_plugin.cpp msgid "File" msgstr "ファイル" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "開く..." #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "閉じたスクリプトを再び開く" #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "すべて保存" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Script" msgstr "スクリプトをソフトリロード" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "スクリプトのパスをコピー" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "前の履歴" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "次の履歴" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "テーマ" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "テーマのインポート..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "テーマを再読み込み" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "テーマを保存" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "すべて閉じる" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "ドキュメントを閉じる" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp msgid "Run" msgstr "実行" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Into" msgstr "ステップイン" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Over" msgstr "ステップオーバー" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Break" msgstr "ブレーク" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: editor/script_editor_debugger.cpp msgid "Continue" msgstr "実行を継続" #: editor/plugins/script_editor_plugin.cpp msgid "Keep Debugger Open" msgstr "デバッガを開いたままに" #: editor/plugins/script_editor_plugin.cpp msgid "Debug with External Editor" msgstr "外部エディタでデバッグ" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "Godotのオンラインドキュメントを開く。" #: editor/plugins/script_editor_plugin.cpp msgid "Request Docs" msgstr "ドキュメントを要求" #: editor/plugins/script_editor_plugin.cpp msgid "Help improve the Godot documentation by giving feedback." msgstr "" "フィードバックを提供して、Godotのドキュメントの改善に役立ててください。" #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "リファレンス文書を探す." #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "前の編集したドキュメントへ移動。" #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "次の編集したドキュメントへ移動。" #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "破棄" #: editor/plugins/script_editor_plugin.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" "以下のファイルより新しいものがディスク上に存在します。\n" "どうしますか?:" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Reload" msgstr "再読込" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Resave" msgstr "再保存" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Debugger" msgstr "デバッガ" #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "検索結果" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "最近開いたスクリプトの履歴をクリア" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "メソッドへの接続:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp msgid "Source" msgstr "ソース" #: editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "シグナル" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "ターゲット" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" "ノード'%s'からノード'%s'へ送るシグナル'%s'のメソッド'%s'への接続が見つか" "りません。" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "ライン" #: editor/plugins/script_text_editor.cpp msgid "(ignore)" msgstr "(無視)" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "関数に移動" #: editor/plugins/script_text_editor.cpp msgid "Only resources from filesystem can be dropped." msgstr "ファイルシステムのリソースのみドロップできます." #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "シンボルを検索" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "色を取得" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "大文字と小文字を変換" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大文字" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Lowercase" msgstr "小文字" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Capitalize" msgstr "単語の先頭文字を大文字に" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "シンタックスハイライト" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Go To" msgstr "参照" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Bookmarks" msgstr "ブックマーク" #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "ブレークポイント" #: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Cut" msgstr "切り取り" #: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Select All" msgstr "すべて選択" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "行を削除" #: editor/plugins/script_text_editor.cpp msgid "Indent Left" msgstr "左インデント" #: editor/plugins/script_text_editor.cpp msgid "Indent Right" msgstr "右インデント" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "コメントの切り替え" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "行を折りたたむ/展開する" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "すべての行を折りたたむ" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "すべての行を展開する" #: editor/plugins/script_text_editor.cpp msgid "Clone Down" msgstr "下に複写" #: editor/plugins/script_text_editor.cpp msgid "Complete Symbol" msgstr "シンボルを補完" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "選択したものを評価する" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "末尾の空白を取り除く" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "インデントをスペースに変換" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "インデントをタブに変換" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "自動インデント" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "複数ファイル内を検索..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "コンテキストヘルプ" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "ブックマークの切り替え" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "次のブックマークに移動" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "前のブックマークに移動" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "すべてのブックマークを削除" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "関数に移動..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "行に移動..." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Toggle Breakpoint" msgstr "ブレークポイントを切り替え" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "すべてのブレークポイントを消去" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "次のブレークポイントに移動" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "前のブレークポイントに移動" #: editor/plugins/shader_editor_plugin.cpp msgid "" "This shader has been modified on on disk.\n" "What action should be taken?" msgstr "" "このシェーダはディスク上で修正されています。\n" "どうしますか?" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader" msgstr "シェーダー" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "このskeletonにはボーンがありません。子Bone2Dノードを追加してください。" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "ボーンからレストポーズを作成" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "ボーンへレスト・ポーズを設定する" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "スケルトン2D" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Make Rest Pose (From Bones)" msgstr "レスト・ポーズの作成(ボーンから)" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Bones to Rest Pose" msgstr "レスト・ポーズへボーンを設定する" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical bones" msgstr "物理ボーンを作成する" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Skeleton" msgstr "スケルトン" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical skeleton" msgstr "物理スケルトンを作成する" #: editor/plugins/skeleton_ik_editor_plugin.cpp msgid "Play IK" msgstr "IK(Inverse kinematics)を実行する" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orthogonal" msgstr "平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective" msgstr "透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Aborted." msgstr "変換は中止されました." #: editor/plugins/spatial_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X軸トランスフォーム." #: editor/plugins/spatial_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y軸トランスフォーム." #: editor/plugins/spatial_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z軸トランスフォーム." #: editor/plugins/spatial_editor_plugin.cpp msgid "View Plane Transform." msgstr "ビュー平面トランスフォーム." #: editor/plugins/spatial_editor_plugin.cpp msgid "Scaling: " msgstr "縮尺: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Translating: " msgstr "位置の変更: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "%s 度回転." #: editor/plugins/spatial_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "キーは無効化されています(キーは挿入されていません)." #: editor/plugins/spatial_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "アニメーションキーが挿入されました。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pitch" msgstr "ピッチ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Yaw" msgstr "ヨー" #: editor/plugins/spatial_editor_plugin.cpp msgid "Objects Drawn" msgstr "描画されたオブジェクト" #: editor/plugins/spatial_editor_plugin.cpp msgid "Material Changes" msgstr "マテリアルの変更" #: editor/plugins/spatial_editor_plugin.cpp msgid "Shader Changes" msgstr "シェーダーの変更" #: editor/plugins/spatial_editor_plugin.cpp msgid "Surface Changes" msgstr "サーフェスの変更" #: editor/plugins/spatial_editor_plugin.cpp msgid "Draw Calls" msgstr "ドローコール" #: editor/plugins/spatial_editor_plugin.cpp msgid "Vertices" msgstr "頂点" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View." msgstr "上面図." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View." msgstr "下面図." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom" msgstr "下面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View." msgstr "左側面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left" msgstr "左側面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View." msgstr "右側面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right" msgstr "右側面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View." msgstr "前面図." #: editor/plugins/spatial_editor_plugin.cpp msgid "Front" msgstr "前面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View." msgstr "後面図." #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear" msgstr "後面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Transform with View" msgstr "変換をビューに合わせる" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Rotation with View" msgstr "回転をビューに合わせる" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "No parent to instance a child at." msgstr "子インスタンスを生成するための親が見つかりません。" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "単一の選択されたノードがないと、この操作は行えません。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock View Rotation" msgstr "ビューの回転を固定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Normal" msgstr "通常表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Wireframe" msgstr "ワイヤーフレーム表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Overdraw" msgstr "オーバードローを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Unshaded" msgstr "シェーディングなしで表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Environment" msgstr "環境表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Gizmos" msgstr "ギズモ(Gizmo)を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Information" msgstr "情報を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View FPS" msgstr "フレームレートを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Half Resolution" msgstr "半解像度" #: editor/plugins/spatial_editor_plugin.cpp msgid "Audio Listener" msgstr "オーディオリスナー" #: editor/plugins/spatial_editor_plugin.cpp msgid "Enable Doppler" msgstr "ドップラー効果を有効化する" #: editor/plugins/spatial_editor_plugin.cpp msgid "Cinematic Preview" msgstr "シネマティックプレビュー" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Left" msgstr "フリールック左" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Right" msgstr "フリールック右" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Forward" msgstr "前方をフリールックで見る" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Backwards" msgstr "フリールック後方" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Up" msgstr "フリールック上" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Down" msgstr "フリールック下" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "フリールックの速度を調整" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Freelook Slow Modifier" msgstr "フリールックの速度を調整" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Note: The FPS value displayed is the editor's framerate.\n" "It cannot be used as a reliable indication of in-game performance." msgstr "" "注意:表示されるFPS値は、エディタのフレームレートです。\n" "ゲーム内のパフォーマンスを確実に示すものとして使用することはできません。" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "View Rotation Locked" msgstr "情報を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "XForm Dialog" msgstr "Xformダイアログ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Nodes To Floor" msgstr "ノードを底面にスナップさせる" #: editor/plugins/spatial_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "選択をスナップする剛体の床を見つけれません。" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Drag: Rotate\n" "Alt+Drag: Move\n" "Alt+RMB: Depth list selection" msgstr "" "ドラッグ:回転\n" "Alt+ドラッグ:移動\n" "Alt+右クリック: 奥行きリストの選択" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Use Local Space" msgstr "ローカル空間モード (%s)" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Snap" msgstr "スナップを使う" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View" msgstr "下面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View" msgstr "上面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View" msgstr "後面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View" msgstr "前面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View" msgstr "左側面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View" msgstr "右側面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "透視図/正投影図の切り替え" #: editor/plugins/spatial_editor_plugin.cpp msgid "Insert Animation Key" msgstr "アニメーションキーを挿入" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Origin" msgstr "原点にフォーカス" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Selection" msgstr "選択にフォーカス" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Freelook" msgstr "フリールックの切り替え" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "変形" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "オブジェクトを底面にスナップ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Dialog..." msgstr "変換のダイアログ..." #: editor/plugins/spatial_editor_plugin.cpp msgid "1 Viewport" msgstr "1 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports" msgstr "2 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "2 ビューポート(Alt)" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports" msgstr "3 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "3 ビューポート(Alt)" #: editor/plugins/spatial_editor_plugin.cpp msgid "4 Viewports" msgstr "4 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "Gizmos" msgstr "ギズモ" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Origin" msgstr "原点の表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Grid" msgstr "ビューのグリッド" #: editor/plugins/spatial_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "設定..." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Settings" msgstr "スナップの設定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate Snap:" msgstr "スナップを移動:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "スナップの回転(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "スナップの拡大/縮小(%):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Viewport Settings" msgstr "ビューポートの設定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective FOV (deg.):" msgstr "視野角(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Near:" msgstr "Z-Nearを表示:" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Far:" msgstr "Z-Farを表示:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Change" msgstr "変換の変更" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate:" msgstr "移動:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "回転(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale (ratio):" msgstr "縮尺(比):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Type" msgstr "変換タイプ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pre" msgstr "前" #: editor/plugins/spatial_editor_plugin.cpp msgid "Post" msgstr "後" #: editor/plugins/spatial_editor_plugin.cpp msgid "Nameless gizmo" msgstr "無名のギズモ" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Mesh2D" msgstr "メッシュ2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Polygon2D" msgstr "Polygon2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "CollisionPolygon2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "LightOccluder2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite is empty!" msgstr "スプライトは空です!" #: editor/plugins/sprite_editor_plugin.cpp msgid "Can't convert a sprite using animation frames to mesh." msgstr "アニメーションフレームを使用してスプライトをメッシュに変換できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "ジオメトリが無効です。メッシュに置き換えることはできません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Mesh2D" msgstr "メッシュ2Dに変換" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "ジオメトリが無効です。ポリゴンを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "Polygon2Dに変換" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "ジオメトリが無効です。衝突ポリゴンを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "CollisionPolygon2Dの兄弟を作成する" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "ジオメトリが無効です。ライトオクールダーを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "LightOccluder2Dの兄弟を作成する" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite" msgstr "スプライト" #: editor/plugins/sprite_editor_plugin.cpp msgid "Simplification: " msgstr "簡略化: " #: editor/plugins/sprite_editor_plugin.cpp #, fuzzy msgid "Shrink (Pixels): " msgstr "拡大(ピクセル): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Grow (Pixels): " msgstr "拡大(ピクセル): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Update Preview" msgstr "プレビューを更新" #: editor/plugins/sprite_editor_plugin.cpp msgid "Settings:" msgstr "設定:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "フレームが選択されていません" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "%dフレームを追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "フレームを追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "エラー:フレームリソースを読み込めませんでした!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Resource clipboard is empty or not a texture!" msgstr "リソースクリップボードは空か、テクスチャ以外のものです!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame" msgstr "フレームを貼り付け" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "空を追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "アニメーションのFPSを変更" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(空)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "フレームの移動" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "アニメーション:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "New Animation" msgstr "新規アニメーション" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed (FPS):" msgstr "速度(FPS):" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Loop" msgstr "ループ" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "アニメーション フレーム:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add a Texture from File" msgstr "ファイルからテクスチャを追加する" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frames from a Sprite Sheet" msgstr "スプライトシートからフレームを追加する" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before)" msgstr "空を挿入 (前)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After)" msgstr "空を挿入 (後)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (Before)" msgstr "移動(前)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (After)" msgstr "移動(後)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "フレームを選択" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal:" msgstr "水平:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical:" msgstr "垂直:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "すべてのフレームを選択/消去" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "スプライトシートからフレームを作成" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "SpriteFrames" msgstr "スプライトフレーム" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "矩形の領域を設定" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "マージンを設定する" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "Snapモード:" #: editor/plugins/texture_region_editor_plugin.cpp #: scene/resources/visual_shader.cpp msgid "None" msgstr "None" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "ピクセルスナップ" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Grid Snap" msgstr "グリッドスナップ" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "自動スライス" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "オフセット:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "ステップ:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Sep.:" msgstr "分類:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "テクスチャ領域" #: editor/plugins/theme_editor_plugin.cpp msgid "Add All Items" msgstr "すべてのアイテムを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Add All" msgstr "すべてを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "すべてのアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Remove All" msgstr "すべて除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Theme" msgstr "テーマを編集" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme editing menu." msgstr "テーマ編集メニュー." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Class Items" msgstr "クラスアイテム追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "クラスアイテム削除" #: editor/plugins/theme_editor_plugin.cpp msgid "Create Empty Template" msgstr "空のテンプレートを生成" #: editor/plugins/theme_editor_plugin.cpp msgid "Create Empty Editor Template" msgstr "空のエディタテンプレートを生成" #: editor/plugins/theme_editor_plugin.cpp msgid "Create From Current Editor Theme" msgstr "現在のエディタテーマから作成" #: editor/plugins/theme_editor_plugin.cpp msgid "Toggle Button" msgstr "ボタンの切り替え" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled Button" msgstr "ボタンを無効にする" #: editor/plugins/theme_editor_plugin.cpp msgid "Item" msgstr "アイテム" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled Item" msgstr "アイテムを無効にする" #: editor/plugins/theme_editor_plugin.cpp msgid "Check Item" msgstr "アイテムをチェック" #: editor/plugins/theme_editor_plugin.cpp msgid "Checked Item" msgstr "チェック済みアイテム" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Radio Item" msgstr "アイテムを追加" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Checked Radio Item" msgstr "チェック済みアイテム" #: editor/plugins/theme_editor_plugin.cpp msgid "Named Sep." msgstr "名前付き分類。" #: editor/plugins/theme_editor_plugin.cpp msgid "Submenu" msgstr "サブメニュー" #: editor/plugins/theme_editor_plugin.cpp msgid "Subitem 1" msgstr "サブアイテム 1" #: editor/plugins/theme_editor_plugin.cpp msgid "Subitem 2" msgstr "サブアイテム 2" #: editor/plugins/theme_editor_plugin.cpp msgid "Has" msgstr "含んでいる" #: editor/plugins/theme_editor_plugin.cpp msgid "Many" msgstr "多くの" #: editor/plugins/theme_editor_plugin.cpp msgid "Disabled LineEdit" msgstr "ライン編集を無効にする" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 1" msgstr "タブ1" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 2" msgstr "タブ2" #: editor/plugins/theme_editor_plugin.cpp msgid "Tab 3" msgstr "タブ3" #: editor/plugins/theme_editor_plugin.cpp msgid "Editable Item" msgstr "編集可能なアイテム" #: editor/plugins/theme_editor_plugin.cpp msgid "Subtree" msgstr "サブツリー" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Has,Many,Options" msgstr "オプション" #: editor/plugins/theme_editor_plugin.cpp msgid "Data Type:" msgstr "データの型:" #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon" msgstr "アイコン" #: editor/plugins/theme_editor_plugin.cpp editor/rename_dialog.cpp msgid "Style" msgstr "スタイル" #: editor/plugins/theme_editor_plugin.cpp msgid "Font" msgstr "フォント" #: editor/plugins/theme_editor_plugin.cpp msgid "Color" msgstr "色" #: editor/plugins/theme_editor_plugin.cpp msgid "Constant" msgstr "コンスタント" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Theme File" msgstr "テーマ" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase Selection" msgstr "選択対象を消去" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Fix Invalid Tiles" msgstr "無効なタイルを修正" #: editor/plugins/tile_map_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "選択対象を切り取り" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint TileMap" msgstr "タイルマップを塗る" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Line Draw" msgstr "直線を描画" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rectangle Paint" msgstr "矩形ペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Bucket Fill" msgstr "塗りつぶし" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase TileMap" msgstr "タイルマップを消去" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Find Tile" msgstr "タイルを検索する" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Transpose" msgstr "行列(縦横)入れ替え" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Disable Autotile" msgstr "オートタイルを無効にする" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Enable Priority" msgstr "優先順位を有効化" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Filter tiles" msgstr "タイルを絞り込む" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Give a TileSet resource to this TileMap to use its tiles." msgstr "" "タイルチップを使うにはこのタイルマップにタイルセットリソースを設定してくださ" "い。" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint Tile" msgstr "タイルを塗る" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Ctrl+LMB: Rectangle Paint" msgstr "" "Shift+左マウスボタン:線の描画\n" "Shift+Ctrl+左マウスボタン:矩形ペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Pick Tile" msgstr "タイルを選択" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Left" msgstr "左に回転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Right" msgstr "右に回転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Horizontally" msgstr "左右反転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Vertically" msgstr "上下反転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Clear Transform" msgstr "変換をクリア" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "テクスチャをタイルセットに追加する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected Texture from TileSet." msgstr "選択したテクスチャをタイルセットから削除する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from Scene" msgstr "シーンから生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from Scene" msgstr "シーンからマージ" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Single Tile" msgstr "" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "New Autotile" msgstr "オートタイルを無効にする" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "New Atlas" msgstr "新規 %s" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Next Coordinate" msgstr "次の座標" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the next shape, subtile, or Tile." msgstr "次のシェイプ、サブタイル、またはタイルを選択します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Previous Coordinate" msgstr "前の座標" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the previous shape, subtile, or Tile." msgstr "前のシェイプ、サブタイル、またはタイルを選択します。" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Region" msgstr "領域モード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Collision" msgstr "コリジョンモード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Occlusion" msgstr "オクルージョンモード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Navigation" msgstr "ナビゲーションモード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Bitmask" msgstr "ビットマスクモード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Priority" msgstr "優先モード" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Z Index" msgstr "インデックス:" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region Mode" msgstr "領域モード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision Mode" msgstr "コリジョンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion Mode" msgstr "オクルージョンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation Mode" msgstr "ナビゲーションモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask Mode" msgstr "ビットマスクモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority Mode" msgstr "優先モード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon Mode" msgstr "アイコンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index Mode" msgstr "Zインデックスモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Copy bitmask." msgstr "ビットマスクをコピー。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste bitmask." msgstr "ビットマスクを貼り付け。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Erase bitmask." msgstr "ビットマスクを消去。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new rectangle." msgstr "新規矩形を作成。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new polygon." msgstr "新規ポリゴンを生成。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Keep polygon inside region Rect." msgstr "領域Rect内にポリゴンを保持します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Enable snap and show grid (configurable via the Inspector)." msgstr "スナップとグリッドの表示を有効にする (インスペクタから設定可能)。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Display Tile Names (Hold Alt Key)" msgstr "タイル名を表示 (Altキーを長押し)" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Add or select a texture on the left panel to edit the tiles bound to it." msgstr "" "設定されたタイルを編集するには、左のパネルからテクスチャを追加するか、選択し" "てください。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected texture? This will remove all tiles which use it." msgstr "" "選択したテクスチャを除去しますか? これを使用しているすべてのタイルは除去され" "ます。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "You haven't selected a texture to remove." msgstr "除去するテクスチャが選択されていません。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from scene? This will overwrite all current tiles." msgstr "" "シーンから作成しますか?これにより、現在のすべてのタイルが上書きされます。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from scene?" msgstr "シーンからマージしますか?" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Texture" msgstr "テクスチャを削除" #: editor/plugins/tile_set_editor_plugin.cpp msgid "%s file(s) were not added because was already on the list." msgstr "%s ファイル はすでにリストに含まれているため追加されませんでした。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Drag handles to edit Rect.\n" "Click on another Tile to edit it." msgstr "" "四角形を編集するためハンドルをドラッグします。編集のため別のタイルをクリック" "します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete selected Rect." msgstr "選択した矩形を削除する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select current edited sub-tile.\n" "Click on another Tile to edit it." msgstr "" "現在編集中のサブタイルを選択します。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete polygon." msgstr "ポリゴンを削除。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "LMB: Set bit on.\n" "RMB: Set bit off.\n" "Shift+LMB: Set wildcard bit.\n" "Click on another Tile to edit it." msgstr "" "左クリック:ビットをオンに設定します。\n" "右クリック:ビットをオフにします。\n" "Shift+左クリック:ワイルドカード・ビットを設定します。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to use as icon, this will be also used on invalid autotile " "bindings.\n" "Click on another Tile to edit it." msgstr "" "アイコンとして使用するサブタイルを選択してください。これは無効な自動タイルバ" "インドにも使用されます。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its priority.\n" "Click on another Tile to edit it." msgstr "" "優先度を変更するサブタイルを選択します。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its z index.\n" "Click on another Tile to edit it." msgstr "" "Zインデックスを変更するには、サブタイルを選択します。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Region" msgstr "タイル領域の設定" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Tile" msgstr "タイルを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Icon" msgstr "タイル アイコンを設定" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Bitmask" msgstr "タイル ビットマスクを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Collision Polygon" msgstr "コリジョンポリゴンの編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Occlusion Polygon" msgstr "オクルージョン ポリゴンを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Navigation Polygon" msgstr "ナビゲーション ポリゴンを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste Tile Bitmask" msgstr "タイル ビットマスクを貼り付け" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Clear Tile Bitmask" msgstr "タイル ビットマスクをクリア" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Make Polygon Concave" msgstr "ポリゴンを移動" #: editor/plugins/tile_set_editor_plugin.cpp #, fuzzy msgid "Make Polygon Convex" msgstr "ポリゴンを移動" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Tile" msgstr "タイルを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Collision Polygon" msgstr "コリジョンポリゴンを削除" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Occlusion Polygon" msgstr "オクルージョン ポリゴンを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Navigation Polygon" msgstr "ナビゲーション ポリゴンを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Priority" msgstr "タイル プロパティを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Z Index" msgstr "タイルのZインデックスを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Collision Polygon" msgstr "コリジョン ポリゴンを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Occlusion Polygon" msgstr "オクルージョン ポリゴンを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "This property can't be changed." msgstr "このプロパティは変更できません。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "タイルセット" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No VCS addons are available." msgstr "ノードの親の名前 (使用可能な場合)" #: editor/plugins/version_control_editor_plugin.cpp editor/rename_dialog.cpp msgid "Error" msgstr "エラー" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No commit message was provided" msgstr "名前が付いていません" #: editor/plugins/version_control_editor_plugin.cpp msgid "No files added to stage" msgstr "ステージに追加されているファイルがありません" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "委託" #: editor/plugins/version_control_editor_plugin.cpp msgid "VCS Addon is not initialized" msgstr "VCSアドオンは初期化されていません" #: editor/plugins/version_control_editor_plugin.cpp msgid "Version Control System" msgstr "バージョン管理システム" #: editor/plugins/version_control_editor_plugin.cpp msgid "Initialize" msgstr "初期化" #: editor/plugins/version_control_editor_plugin.cpp msgid "Staging area" msgstr "ステージングエリア" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" msgstr "新しい変更点を検出" #: editor/plugins/version_control_editor_plugin.cpp msgid "Changes" msgstr "変更点" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "変更された箇所" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "名前の変更された" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "削除された" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Typechange" msgstr "変更" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage Selected" msgstr "選択されたものを公開する" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage All" msgstr "すべてを公開する" #: editor/plugins/version_control_editor_plugin.cpp msgid "Add a commit message" msgstr "コミットメッセージを追加する" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit Changes" msgstr "スクリプトの変更を同期" #: editor/plugins/version_control_editor_plugin.cpp #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Status" msgstr "ステータス" #: editor/plugins/version_control_editor_plugin.cpp msgid "View file diffs before committing them to the latest version" msgstr "最新のバージョンにコミットする前にファイルの差分を見る" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No file diff is active" msgstr "ファイルが選択されていません!" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect changes in file diff" msgstr "ファイルの差分に変更を確認" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(GLES3 only)" msgstr "(GLES3のみ)" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Add Output" msgstr "出力を追加+" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar" msgstr "スカラー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector" msgstr "\\ Vector" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean" msgstr "ブール" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Sampler" msgstr "サンプルを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add input port" msgstr "入力ポートの追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add output port" msgstr "出力ポートを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port type" msgstr "入力ポートのタイプを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port type" msgstr "出力ポートのタイプを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port name" msgstr "入力ポート名の変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port name" msgstr "出力ポート名の変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove input port" msgstr "入力ポートの削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove output port" msgstr "出力ポートの削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set expression" msgstr "式の設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader node" msgstr "ビジュアルシェーダーノードのサイズを変更する" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Uniform Name" msgstr "統一名を設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "入力デフォルトポートの設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "ビジュアルシェーダにノードを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate Nodes" msgstr "ノードを複製" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Paste Nodes" msgstr "ノードを貼り付け" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Nodes" msgstr "ノードを削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "ビジュアルシェーダの入力タイプが変更されました" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "頂点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "フラグメント" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Light" msgstr "右側面" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show resulted shader code." msgstr "シェーダーコードの結果を表示。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "シェーダーノードの作成" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "カラー関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "Color演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "グレースケール関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "HSVベクトルをRGBベクトルに変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "RGBベクトルをHSVベクトルに変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "セピア関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "Burn演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "Darken演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "差分演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "Dodge演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "HardLight operator." msgstr "HardLight演算子" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "Lighten演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "オーバーレイ処理。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "Screen演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "SoftLight演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "カラー定数。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Color uniform." msgstr "トランスフォーム" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "2つのパラメータ間の %s 比較のブール結果を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "等しい(==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "より大きい(>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "より大きいか等しい(>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" "指定されたスカラーが等しいか、より大きいか、またはより小さい場合、関連付けら" "れたベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "INFとスカラパラメータの比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "NaNとスカラパラメータの比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "より小さい(<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "それ以下(<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "等しくない(!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided boolean value is true or false." msgstr "" "指定されたブール値がtrueまたはfalseの場合、関連付けられたベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated scalar if the provided boolean value is true or false." msgstr "" "指定されたブール値がtrueまたはfalseの場合、関連付けられたスカラーを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "2つのパラメータ間の比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "INF(またはNaN)とスカラパラメータとの比較のブール結果を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "ブール定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean uniform." msgstr "真偽値のuniform変数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "すべてのシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "入力パラメータ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "" "'%s' は頂点シェーダーとフラグメントシェーダーのためのパラメータを入力します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "フラグメントモードとライトシェーダモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "フラグメントシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "ライトシェーダーモードの '%s' 入力パラメータ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "頂点シェーダモードの '%s' 入力パラメータ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader mode." msgstr "" "頂点シェーダーモード、フラグメントシェーダーモードの '%s' 入力パラメータ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar function." msgstr "スカラー関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar operator." msgstr "スカラー演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "ネイピア数(2.718282)。自然対数のベースを表します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "Υ(イプシロン)定数(0.00001)。可能な最小のスカラー数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "Φ(ファイ)定数 (1.618034)。黄金比。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "Π(パイ)/4定数 (0.785398) または45度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "Π(パイ)/2 定数(1.570796)または90度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "Π(パイ)定数(3.141593)または180度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "Τ(タウ)定数(6.283185)または360度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Sqrt2定数(1.414214)。2の平方根。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "パラメータの絶対値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "パラメータの逆コサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "パラメータの逆双曲線余弦を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "パラメータの逆サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "パラメータの双曲線逆サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "パラメータの逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "複数パラメータの逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "パラメータの双曲線逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "パラメータ以上の最も近い整数を検索します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "値をさらに2つの値の間にあるように制約します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "パラメータのコサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "パラメータの双曲線コサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "ラジアン単位の数量を度に変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "ベースe指数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "2を底とする指数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer less than or equal to the parameter." msgstr "パラメータ以下の最も近い整数を検索します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "引数の小数部を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "パラメータの平方根の逆数を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "自然対数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "2を底とする対数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "2つの値のうち大きい方を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "2つの値のうち小さい方を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "2つのスカラ間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "パラメータの反対の値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - スカラー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "最初のパラメータの値を2のべき乗で返した値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "度単位の量をラジアンに変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / スカラー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "パラメータに最も近い整数を検索します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "パラメータに最も近い偶数の整数を検索します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "値を0.0から1.0の間に固定します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "パラメータの符号を抽出します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "パラメータの符号を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "パラメータの双曲サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "パラメータの平方根を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数(scalar(エッジ0)、scalar(エッジ1)、scalar (x))。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返" "します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" "されます。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( scalar(edge)、scalar(x))。\n" "\n" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "パラメータのタンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "パラメータの双曲タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "パラメータのトランケートされた値を検索します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds scalar to scalar." msgstr "スカラーにスカラーを追加します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides scalar by scalar." msgstr "スカラーをスカラーで除算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies scalar by scalar." msgstr "スカラーをスカラーで乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two scalars." msgstr "2つのスカラーの残りを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts scalar from scalar." msgstr "スカラーからスカラーを減算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar constant." msgstr "スカラー定数。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Scalar uniform." msgstr "スカラUniformを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "立体テクスチャ・ルックアップを実行します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the texture lookup." msgstr "テクスチャ・ルックアップを実行します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Cubic texture uniform lookup." msgstr "テクスチャUniformを変更" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "2D texture uniform lookup." msgstr "テクスチャUniformを変更" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "2D texture uniform lookup with triplanar." msgstr "テクスチャUniformを変更" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Transform function." msgstr "トランスフォームのダイアログ..." #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" "OuterProduct treats the first parameter 'c' as a column vector (matrix with " "one column) and the second parameter 'r' as a row vector (matrix with one " "row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix " "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" "(GLES3のみ)ベクトルのペアの外積を計算します。\n" "\n" "OuterProductは、最初のパラメータ 'c' を列ベクトル(1列の行列)として、2番目のパ" "ラメータ 'r' を行ベクトル(1行の行列)として処理し、線形代数行列乗算 'c * r' を" "実行して、行の数が 'c' のコンポーネントの数で、列の数が 'r' のコンポーネント" "の数である行列を生成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "4つのベクトルから変換を作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "変換を4つのベクトルに分解します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "変換の行列式を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "変換の逆行列を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "変換の転置を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies transform by transform." msgstr "変換で変換を乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "変換でベクトルを乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Transform constant." msgstr "トランスフォームは中止されました." #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Transform uniform." msgstr "トランスフォームは中止されました." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "ベクトル関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "ベクトル演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from three scalars." msgstr "3つのスカラーからベクトルを作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to three scalars." msgstr "ベクトルから3つのスカラーを作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "2つのベクトルの外積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "2点間の距離を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "2つのベクトルの内積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Returns the vector that points in the same direction as a reference vector. " "The function has three vector parameters : N, the vector to orient, I, the " "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "参照ベクトルと同じ方向を指すベクトルを返します。 この関数には3つのベクトルパ" "ラメータがあります。Nは配向するベクトル、Iは入射ベクトル、Nrefは参照ベクトル" "です。 IとNrefの内積が0より小さい場合、戻り値はNです。それ以外の場合、-Nが返" "されます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "ベクトルの長さを計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "2つのベクトル間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "スカラーを使った、2つのベクトル間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "ベクトルの正規化積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - ベクトル" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / ベクトル" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "反射の方向(a:入射ベクトル、b:法線ベクトル)を指すベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "屈折の方向を指すベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数(vector(エッジ0)、vector(エッジ1)、vector (x))。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返" "します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" "されます。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数(scalar(エッジ0)、scalar(エッジ1)、vector (x))。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返" "します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" "されます。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( vector(edge)、vector(x))。\n" "\n" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( scalar(edge)、vector(x))。\n" "\n" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds vector to vector." msgstr "ベクトルにベクトルを加算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides vector by vector." msgstr "ベクトルでベクトルを除算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by vector." msgstr "ベクトルでベクトルを乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two vectors." msgstr "2つのベクトルの残りを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts vector from vector." msgstr "ベクトルにベクトルを減算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector constant." msgstr "ベクトル定数。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Vector uniform." msgstr "uniform への割り当て。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" "カスタムのGodotシェーダ言語式。カスタムの量の入出力ポートを持ちます。 これは" "vertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書くた" "めにそれを使用しないでください。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を" "返します。" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, uniforms and " "constants." msgstr "" "カスタムGodotシェーダー言語の表現は、シェーディング結果の最後に位置します。" "様々な関数をその中で定義し、表現の中で呼び出すことができます。またvarying変" "数、uniform変数、定数を宣言することができます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Scalar derivative function." msgstr "(フラグメント/ライトモードのみ)スカラー導関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Vector derivative function." msgstr "(フラグメント/ライトモードのみ)ベクトル導関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'x' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'x' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'y' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'y' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル) 'x' と 'y' の絶対導関数の合計。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(フラグメント/ライトモードのみ)(スカラー) 'x' と 'y' の絶対導関数の合計。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "VisualShader" msgstr "ビジュアルシェーダー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property" msgstr "ビジュアルプロパティの編集" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "ビジュアルシェーダモードが変更されました" #: editor/project_export.cpp msgid "Runnable" msgstr "実行可能" #: editor/project_export.cpp #, fuzzy msgid "Add initial export..." msgstr "入力ポートの追加" #: editor/project_export.cpp msgid "Add previous patches..." msgstr "" #: editor/project_export.cpp msgid "Delete patch '%s' from list?" msgstr "パッチ '%s' をリストから削除しますか?" #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "プリセット '%s' を削除しますか?" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "Export templates seem to be missing or invalid." msgstr "" "プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n" "エクスポート用テンプレートが存在しないか、あるいは異常であるようです。" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "This might be due to a configuration issue in the export preset or your " "export settings." msgstr "" "プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n" "エクスポート用プリセットあるいはエクスポート設定に問題がある可能性がありま" "す。" #: editor/project_export.cpp #, fuzzy msgid "Release" msgstr "離した" #: editor/project_export.cpp msgid "Exporting All" msgstr "すべてエクスポート" #: editor/project_export.cpp msgid "The given export path doesn't exist:" msgstr "指定されたエクスポートパスが存在しません:" #: editor/project_export.cpp msgid "Export templates for this platform are missing/corrupted:" msgstr "" "このプラットフォームに対するエクスポート テンプレートが見つからないか、破損し" "ています:" #: editor/project_export.cpp msgid "Presets" msgstr "初期設定値" #: editor/project_export.cpp editor/project_settings_editor.cpp msgid "Add..." msgstr "追加..." #: editor/project_export.cpp msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" #: editor/project_export.cpp msgid "Export Path" msgstr "エクスポート先のパス" #: editor/project_export.cpp msgid "Resources" msgstr "リソース" #: editor/project_export.cpp msgid "Export all resources in the project" msgstr "プロジェクト内のリソースをすべてエクスポート" #: editor/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "選択したシーン(と依存関係にあるもの)をエクスポート" #: editor/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "選択したリソース(と依存関係にあるもの)をエクスポート" #: editor/project_export.cpp msgid "Export Mode:" msgstr "エクスポートモード:" #: editor/project_export.cpp msgid "Resources to export:" msgstr "エクスポートするリソース:" #: editor/project_export.cpp #, fuzzy msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "エクスポートする非リソースファイルのフィルタ (コンマ区切り, 例*.json, *.txt)" #: editor/project_export.cpp #, fuzzy msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "プロジェクトから除外するファイルのフィルタ (コンマ区切り, 例*.json, *.txt)" #: editor/project_export.cpp msgid "Patches" msgstr "パッチ" #: editor/project_export.cpp msgid "Make Patch" msgstr "パッチ生成" #: editor/project_export.cpp #, fuzzy msgid "Pack File" msgstr " ファイル" #: editor/project_export.cpp msgid "Features" msgstr "特徴" #: editor/project_export.cpp msgid "Custom (comma-separated):" msgstr "カスタム (コンマ区切り):" #: editor/project_export.cpp #, fuzzy msgid "Feature List:" msgstr "メソッド一覧:" #: editor/project_export.cpp msgid "Script" msgstr "スクリプト" #: editor/project_export.cpp msgid "Script Export Mode:" msgstr "スクリプトのエクスポートモード:" #: editor/project_export.cpp msgid "Text" msgstr "テキスト" #: editor/project_export.cpp msgid "Compiled" msgstr "コンパイル" #: editor/project_export.cpp msgid "Encrypted (Provide Key Below)" msgstr "暗号化(下にキーを入力)" #: editor/project_export.cpp msgid "Invalid Encryption Key (must be 64 characters long)" msgstr "無効な暗号化キー(64文字である必要があります)" #: editor/project_export.cpp msgid "Script Encryption Key (256-bits as hex):" msgstr "スクリプト暗号化キー(16進数で256ビット):" #: editor/project_export.cpp msgid "Export PCK/Zip" msgstr "PCK/Zipのエクスポート" #: editor/project_export.cpp msgid "Export mode?" msgstr "エクスポート モード?" #: editor/project_export.cpp msgid "Export All" msgstr "すべてエクスポート" #: editor/project_export.cpp editor/project_manager.cpp #, fuzzy msgid "ZIP File" msgstr " ファイル" #: editor/project_export.cpp msgid "Godot Game Pack" msgstr "" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "このプラットフォームに対するエクスポート テンプレートが見つかりません:" #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "エクスポートテンプレートの管理" #: editor/project_export.cpp msgid "Export With Debug" msgstr "デバッグ付きエクスポート" #: editor/project_manager.cpp msgid "The path does not exist." msgstr "存在しないパスです。" #: editor/project_manager.cpp msgid "Invalid '.zip' project file, does not contain a 'project.godot' file." msgstr "" "無効な '.zip' プロジェクトファイルです。'project.godot' ファイルが含まれてい" "ません。" #: editor/project_manager.cpp msgid "Please choose an empty folder." msgstr "空のフォルダーを選択してください。" #: editor/project_manager.cpp msgid "Please choose a 'project.godot' or '.zip' file." msgstr "'project.godot' もしくは '.zip' ファイルを選択してください." #: editor/project_manager.cpp msgid "Directory already contains a Godot project." msgstr "ディレクトリにはGodotプロジェクトがすでに含まれています。" #: editor/project_manager.cpp msgid "New Game Project" msgstr "新しいゲームプロジェクト" #: editor/project_manager.cpp msgid "Imported Project" msgstr "インポートされたプロジェクト" #: editor/project_manager.cpp msgid "Invalid Project Name." msgstr "無効なプロジェクト名です。" #: editor/project_manager.cpp msgid "Couldn't create folder." msgstr "フォルダを作成できませんでした。" #: editor/project_manager.cpp msgid "There is already a folder in this path with the specified name." msgstr "このパスには、指定された名前のフォルダーが既に存在します。" #: editor/project_manager.cpp msgid "It would be a good idea to name your project." msgstr "プロジェクトに名前を付けてください." #: editor/project_manager.cpp msgid "Invalid project path (changed anything?)." msgstr "プロジェクトパスが無効です(何かを変更しましたか?)。" #: editor/project_manager.cpp msgid "" "Couldn't load project.godot in project path (error %d). It may be missing or " "corrupted." msgstr "" "プロジェクトパスの project.godot を読み込めませんでした。 (エラー %d)。見つか" "らないか破損している可能性があります。" #: editor/project_manager.cpp msgid "Couldn't edit project.godot in project path." msgstr "プロジェクトパスの project.godot を編集できませんでした。" #: editor/project_manager.cpp msgid "Couldn't create project.godot in project path." msgstr "project.godot をプロジェクトパスに生成できませんでした。" #: editor/project_manager.cpp msgid "The following files failed extraction from package:" msgstr "次のファイルをパッケージから抽出できませんでした:" #: editor/project_manager.cpp msgid "Rename Project" msgstr "プロジェクト名の変更" #: editor/project_manager.cpp msgid "Import Existing Project" msgstr "既存のプロジェクトをインポート" #: editor/project_manager.cpp msgid "Import & Edit" msgstr "インポートして編集" #: editor/project_manager.cpp msgid "Create New Project" msgstr "新規プロジェクトを作成" #: editor/project_manager.cpp msgid "Create & Edit" msgstr "作成して編集" #: editor/project_manager.cpp msgid "Install Project:" msgstr "プロジェクトをインストール:" #: editor/project_manager.cpp msgid "Install & Edit" msgstr "インストールして編集" #: editor/project_manager.cpp msgid "Project Name:" msgstr "プロジェクト名:" #: editor/project_manager.cpp msgid "Project Path:" msgstr "プロジェクトパス:" #: editor/project_manager.cpp msgid "Project Installation Path:" msgstr "プロジェクトのインストールパス:" #: editor/project_manager.cpp msgid "Renderer:" msgstr "レンダラー:" #: editor/project_manager.cpp msgid "OpenGL ES 3.0" msgstr "OpenGL ES 3.0" #: editor/project_manager.cpp msgid "" "Higher visual quality\n" "All features available\n" "Incompatible with older hardware\n" "Not recommended for web games" msgstr "" "高いビジュアルクオリティ\n" "すべての機能を利用可能\n" "古いハードウェアとの互換性なし\n" "Webゲームには非推奨" #: editor/project_manager.cpp msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: editor/project_manager.cpp msgid "" "Lower visual quality\n" "Some features not available\n" "Works on most hardware\n" "Recommended for web games" msgstr "" "低いビジュアルクオリティ\n" "一部機能は利用不可\n" "ほとんどのハードウェアで動作\n" "Webゲームに推奨" #: editor/project_manager.cpp msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "" "レンダラーは後で変更できますが、シーンの調整が必要となる場合があります。" #: editor/project_manager.cpp msgid "Unnamed Project" msgstr "名無しのプロジェクト" #: editor/project_manager.cpp #, fuzzy msgid "Missing Project" msgstr "既存のプロジェクトをインポート" #: editor/project_manager.cpp msgid "Error: Project is missing on the filesystem." msgstr "エラー: プロジェクトはファイルシステムを見つけられません。" #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "次の場所のプロジェクトを開けません '%s'。" #: editor/project_manager.cpp msgid "Are you sure to open more than one project?" msgstr "複数のプロジェクトを開いてもよろしいですか?" #: editor/project_manager.cpp msgid "" "The following project settings file does not specify the version of Godot " "through which it was created.\n" "\n" "%s\n" "\n" "If you proceed with opening it, it will be converted to Godot's current " "configuration file format.\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "次のプロジェクト設定ファイルには、作成に使用したGodotのバージョンは指定されて" "いません。\n" "\n" "%s\n" "\n" "ファイルを開くと、Godotの現在の設定ファイル形式に変換されます。\n" "警告:以前のバージョンのエンジンではプロジェクトを開けません。" #: editor/project_manager.cpp msgid "" "The following project settings file was generated by an older engine " "version, and needs to be converted for this version:\n" "\n" "%s\n" "\n" "Do you want to convert it?\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "以下のプロジェクト設定ファイルは、古いバージョンのエンジンにより生成されてお" "り、現在のバージョン用に変換が必要です:\n" "\n" "%s\n" "\n" "変換しますか?\n" "警告: プロジェクトは旧バージョンのエンジンで開くことができなくなります。" #: editor/project_manager.cpp msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" "プロジェクト設定は、このバージョンと互換性のない新しいバージョンのエンジンで" "作成されています。" #: editor/project_manager.cpp msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" "プロジェクトを実行できません:メインシーンが定義されていません\n" "プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」で" "メインシーンを設定してください。" #: editor/project_manager.cpp msgid "" "Can't run project: Assets need to be imported.\n" "Please edit the project to trigger the initial import." msgstr "" "プロジェクトを実行できません:アセットをインポートする必要があります。\n" "プロジェクトを編集して初期インポートを開始してください。" #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?" #: editor/project_manager.cpp msgid "" "Remove %d projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "%d プロジェクトを一覧から削除しますか?\n" "プロジェクトフォルダの内容は変更されません。" #: editor/project_manager.cpp msgid "" "Remove this project from the list?\n" "The project folder's contents won't be modified." msgstr "" "このプロジェクトを一覧から削除しますか?\n" "プロジェクトフォルダの内容は変更されません。" #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "見つからないすべてのプロジェクトを一覧から削除しますか?\n" "プロジェクトフォルダの内容は変更されません。" #: editor/project_manager.cpp msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" "言語が変更されました。\n" "エディタまたはプロジェクトマネージャーの再起動後にインターフェースが更新され" "ます。" #: editor/project_manager.cpp msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "既存のGodotプロジェクトの%sフォルダをスキャンしますか?\n" "これにはしばらく時間がかかります。" #: editor/project_manager.cpp msgid "Project Manager" msgstr "プロジェクトマネージャー" #: editor/project_manager.cpp msgid "Projects" msgstr "プロジェクト" #: editor/project_manager.cpp #, fuzzy msgid "Last Modified" msgstr "変更された箇所" #: editor/project_manager.cpp msgid "Scan" msgstr "スキャン" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "スキャンするフォルダーを選択" #: editor/project_manager.cpp msgid "New Project" msgstr "新規プロジェクト" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "存在しないものを削除" #: editor/project_manager.cpp msgid "Templates" msgstr "テンプレート" #: editor/project_manager.cpp msgid "Restart Now" msgstr "今すぐ再起動" #: editor/project_manager.cpp msgid "Can't run project" msgstr "プロジェクトを実行できません" #: editor/project_manager.cpp msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" "プロジェクトが何も登録されていません。\n" "アセットライブラリで公式のサンプルプロジェクトをチェックしますか?" #: editor/project_settings_editor.cpp msgid "Key " msgstr "キー " #: editor/project_settings_editor.cpp msgid "Joy Button" msgstr "ゲームパッドのボタン" #: editor/project_settings_editor.cpp msgid "Joy Axis" msgstr "ゲームパッドの方向キー/スティック" #: editor/project_settings_editor.cpp msgid "Mouse Button" msgstr "マウスボタン" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. it cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "アクション名が無効です。空にしたり、「/ 」、「: 」、「= 」、「\\ 」を含めるこ" "とはできません" #: editor/project_settings_editor.cpp msgid "An action with the name '%s' already exists." msgstr "'%s' という名前のアクションが既に存在します。" #: editor/project_settings_editor.cpp msgid "Rename Input Action Event" msgstr "入力アクションイベントの名前を変更する" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "アクションデッドゾーンの変更" #: editor/project_settings_editor.cpp msgid "Add Input Action Event" msgstr "入力アクションイベントを追加" #: editor/project_settings_editor.cpp msgid "All Devices" msgstr "すべてのデバイス" #: editor/project_settings_editor.cpp msgid "Device" msgstr "デバイス" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Press a Key..." msgstr "キーを押してください..." #: editor/project_settings_editor.cpp msgid "Mouse Button Index:" msgstr "マウスボタンインデックス:" #: editor/project_settings_editor.cpp msgid "Left Button" msgstr "左ボタン" #: editor/project_settings_editor.cpp msgid "Right Button" msgstr "右ボタン" #: editor/project_settings_editor.cpp msgid "Middle Button" msgstr "中央ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Up Button" msgstr "ホイール上ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Down Button" msgstr "ホイール下ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Left Button" msgstr "ホイール左ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Right Button" msgstr "ホイール右ボタン" #: editor/project_settings_editor.cpp msgid "X Button 1" msgstr "Xボタン1" #: editor/project_settings_editor.cpp msgid "X Button 2" msgstr "Xボタン2" #: editor/project_settings_editor.cpp msgid "Joypad Axis Index:" msgstr "ジョイパッドの方向キー/スティックのインデックス:" #: editor/project_settings_editor.cpp msgid "Axis" msgstr "アナログ" #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "ジョイパッドのボタンのインデックス:" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "入力アクションを消去" #: editor/project_settings_editor.cpp msgid "Erase Input Action Event" msgstr "入力アクションイベントを消去" #: editor/project_settings_editor.cpp msgid "Add Event" msgstr "イベントを追加" #: editor/project_settings_editor.cpp msgid "Button" msgstr "ボタン" #: editor/project_settings_editor.cpp msgid "Left Button." msgstr "左クリック" #: editor/project_settings_editor.cpp msgid "Right Button." msgstr "右クリック" #: editor/project_settings_editor.cpp msgid "Middle Button." msgstr "中クリック" #: editor/project_settings_editor.cpp msgid "Wheel Up." msgstr "マウスホイールを上." #: editor/project_settings_editor.cpp msgid "Wheel Down." msgstr "マウスホイールを下." #: editor/project_settings_editor.cpp msgid "Add Global Property" msgstr "グローバルプロパティの追加" #: editor/project_settings_editor.cpp msgid "Select a setting item first!" msgstr "設定項目を選択してください!" #: editor/project_settings_editor.cpp msgid "No property '%s' exists." msgstr "プロパティ '%s' は存在しません。" #: editor/project_settings_editor.cpp msgid "Setting '%s' is internal, and it can't be deleted." msgstr "設定 '%s'は内部的なものであり、削除することはできません。" #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "アイテムを削除" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'." msgstr "" "無効なアクション名です。空もしくは'/', ':', '=', '\\' や '\"'を含めることはで" "きません。" #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "入力アクションの追加" #: editor/project_settings_editor.cpp msgid "Error saving settings." msgstr "設定を保存できませんでした." #: editor/project_settings_editor.cpp msgid "Settings saved OK." msgstr "設定の保存に成功しました." #: editor/project_settings_editor.cpp #, fuzzy msgid "Moved Input Action Event" msgstr "入力アクションイベントを追加" #: editor/project_settings_editor.cpp msgid "Override for Feature" msgstr "機能のオーバーライド" #: editor/project_settings_editor.cpp msgid "Add Translation" msgstr "翻訳を追加" #: editor/project_settings_editor.cpp msgid "Remove Translation" msgstr "翻訳を除去" #: editor/project_settings_editor.cpp msgid "Add Remapped Path" msgstr "再マップされたパスを追加" #: editor/project_settings_editor.cpp msgid "Resource Remap Add Remap" msgstr "リソース再マップが再マップを追加" #: editor/project_settings_editor.cpp msgid "Change Resource Remap Language" msgstr "リソースリマップ言語を変更" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap" msgstr "リソースのリマップを削除" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap Option" msgstr "リソース再マップオプションを削除" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter" msgstr "ロケールフィルタの変更" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter Mode" msgstr "ロケールフィルタモードの変更" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "プロジェクト設定 (project.godot)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "General" msgstr "一般" #: editor/project_settings_editor.cpp msgid "Override For..." msgstr "上書きします..." #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "変更を有効にするには、エディタを再起動する必要があります。" #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "インプットマップ" #: editor/project_settings_editor.cpp msgid "Action:" msgstr "アクション:" #: editor/project_settings_editor.cpp msgid "Action" msgstr "アクション" #: editor/project_settings_editor.cpp msgid "Deadzone" msgstr "デッドゾーン" #: editor/project_settings_editor.cpp msgid "Device:" msgstr "デバイス:" #: editor/project_settings_editor.cpp msgid "Index:" msgstr "インデックス:" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "ローカライズ" #: editor/project_settings_editor.cpp msgid "Translations" msgstr "翻訳" #: editor/project_settings_editor.cpp msgid "Translations:" msgstr "翻訳:" #: editor/project_settings_editor.cpp msgid "Remaps" msgstr "リマップ" #: editor/project_settings_editor.cpp msgid "Resources:" msgstr "リソース:" #: editor/project_settings_editor.cpp msgid "Remaps by Locale:" msgstr "ロケールに従いリマップ:" #: editor/project_settings_editor.cpp msgid "Locale" msgstr "ロケール" #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "ロケールフィルター" #: editor/project_settings_editor.cpp msgid "Show All Locales" msgstr "すべてのロケールを表示する" #: editor/project_settings_editor.cpp msgid "Show Selected Locales Only" msgstr "選択したロケールのみ表示" #: editor/project_settings_editor.cpp msgid "Filter mode:" msgstr "フィルターモード:" #: editor/project_settings_editor.cpp msgid "Locales:" msgstr "ロケール:" #: editor/project_settings_editor.cpp msgid "AutoLoad" msgstr "自動読み込み" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "プラグイン" #: editor/property_editor.cpp msgid "Preset..." msgstr "プリセット..." #: editor/property_editor.cpp msgid "Zero" msgstr "無し" #: editor/property_editor.cpp msgid "Easing In-Out" msgstr "イージング(In-Out)" #: editor/property_editor.cpp msgid "Easing Out-In" msgstr "イージング(Out-In)" #: editor/property_editor.cpp msgid "File..." msgstr "ファイル..." #: editor/property_editor.cpp msgid "Dir..." msgstr "ディレクトリ..." #: editor/property_editor.cpp msgid "Assign" msgstr "アサインする" #: editor/property_editor.cpp msgid "Select Node" msgstr "ノードを選択" #: editor/property_editor.cpp msgid "Error loading file: Not a resource!" msgstr "ファイル読み込みエラー: リソースではありません!" #: editor/property_editor.cpp msgid "Pick a Node" msgstr "ノードを選択する" #: editor/property_editor.cpp msgid "Bit %d, val %d." msgstr "ビット %d, 値 %d." #: editor/property_selector.cpp msgid "Select Property" msgstr "プロパティの選択" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "Virtualメソッドを選択" #: editor/property_selector.cpp msgid "Select Method" msgstr "メソッドの選択" #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp #, fuzzy msgid "Batch Rename" msgstr "名前の変更" #: editor/rename_dialog.cpp msgid "Prefix" msgstr "プレフィックス" #: editor/rename_dialog.cpp msgid "Suffix" msgstr "サフィックス" #: editor/rename_dialog.cpp msgid "Advanced Options" msgstr "高度なオプション" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "代替" #: editor/rename_dialog.cpp msgid "Node name" msgstr "ノード名" #: editor/rename_dialog.cpp msgid "Node's parent name, if available" msgstr "ノードの親の名前 (使用可能な場合)" #: editor/rename_dialog.cpp msgid "Node type" msgstr "ノードタイプ" #: editor/rename_dialog.cpp msgid "Current scene name" msgstr "現在のシーン名" #: editor/rename_dialog.cpp msgid "Root node name" msgstr "ルートノード名" #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "シーケンシャル整数カウンタ。\n" "カウンタオプションを比較します。" #: editor/rename_dialog.cpp msgid "Per Level counter" msgstr "レベルごとのカウンタ" #: editor/rename_dialog.cpp msgid "If set the counter restarts for each group of child nodes" msgstr "設定すると、子ノードのグループごとにカウンタが再起動します" #: editor/rename_dialog.cpp msgid "Initial value for the counter" msgstr "カウンタの初期値" #: editor/rename_dialog.cpp msgid "Step" msgstr "ステップ" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "各ノードのカウンタの増分量" #: editor/rename_dialog.cpp msgid "Padding" msgstr "パディング" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "カウンタの最小桁数。\n" "欠落した数字は、先頭にゼロが埋め込まれます。" #: editor/rename_dialog.cpp msgid "Regular Expressions" msgstr "正規表現" #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "ポストプロセス" #: editor/rename_dialog.cpp msgid "Keep" msgstr "保持" #: editor/rename_dialog.cpp msgid "CamelCase to under_scored" msgstr "キャメルケースをアンダースコアに" #: editor/rename_dialog.cpp msgid "under_scored to CamelCase" msgstr "アンダースコアをキャメルケースに" #: editor/rename_dialog.cpp msgid "Case" msgstr "ケース" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "小文字に" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "大文字に" #: editor/rename_dialog.cpp msgid "Reset" msgstr "リセット" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "親ノードを変更" #: editor/reparent_dialog.cpp msgid "Reparent Location (Select new Parent):" msgstr "親を変更(新しい親を選択):" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "グローバル変換を保持" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent" msgstr "親を変更" #: editor/run_settings_dialog.cpp msgid "Run Mode:" msgstr "実行モード:" #: editor/run_settings_dialog.cpp msgid "Current Scene" msgstr "現在のシーン" #: editor/run_settings_dialog.cpp msgid "Main Scene" msgstr "メインシーン" #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "メインシーンの引数:" #: editor/run_settings_dialog.cpp msgid "Scene Run Settings" msgstr "シーン実行の設定" #: editor/scene_tree_dock.cpp msgid "No parent to instance the scenes at." msgstr "シーンをインスタンス化する親がありません。" #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "シーンを%sから読み込む際にエラーが生じました" #: editor/scene_tree_dock.cpp msgid "" "Cannot instance the scene '%s' because the current scene exists within one " "of its nodes." msgstr "" "このシーンは自身のノードのうちの一つの内にあるため、 '%s'シーンをインスタンス" "化できません。" #: editor/scene_tree_dock.cpp msgid "Instance Scene(s)" msgstr "シーンのインスタンス化" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Replace with Branch Scene" msgstr "ブランチをシーンとして保存" #: editor/scene_tree_dock.cpp msgid "Instance Child Scene" msgstr "子シーンをインスタンス化" #: editor/scene_tree_dock.cpp msgid "Clear Script" msgstr "スクリプトをクリア" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "この処理はツリーのルートでは実行できません。" #: editor/scene_tree_dock.cpp msgid "Move Node In Parent" msgstr "ノードを親に移動" #: editor/scene_tree_dock.cpp msgid "Move Nodes In Parent" msgstr "複数のノードを親に移動" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "ノードを複製" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" "継承シーンのノードを親にすることはできません。ノードの順序は変更できません。" #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "ルートにするには、ノードが編集されたシーンに属している必要があります。" #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "インスタンス化されたシーンはルートにできません" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "ノードをルートにする" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "%d ノードを削除しますか?" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Delete the root node \"%s\"?" msgstr "シェーダーグラフノードを消去" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "\"%s\" ノードとその子ノードを削除しますか?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "\"%s\" ノードを削除しますか?" #: editor/scene_tree_dock.cpp msgid "Can not perform with the root node." msgstr "ルートノードでは実行できません。" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instanced scenes." msgstr "この処理はインスタンス化されたシーンでは実行できません。" #: editor/scene_tree_dock.cpp msgid "Save New Scene As..." msgstr "新規シーンに名前を付けて保存..." #: editor/scene_tree_dock.cpp msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" "\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルト" "に戻ります。" #: editor/scene_tree_dock.cpp #, fuzzy msgid "" "Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " "cause all properties of the node to be reverted to their default." msgstr "" "\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルト" "に戻ります。" #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "ローカルにする" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "新しいシーンのルート" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "ルートノードを生成:" #: editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D シーン" #: editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D シーン" #: editor/scene_tree_dock.cpp msgid "User Interface" msgstr "ユーザーインターフェース" #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "その他のノード" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "別のシーンからノードを操作することはできません!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "現在のシーンが継承しているノードを操作することはできません!" #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "スクリプトをアタッチ" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "ノードを除去" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Change type of node(s)" msgstr "出力ポート名の変更" #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" "新しいシーンを保存できませんでした。 おそらく依存関係(インスタンス)を満たすこ" "とができませんでした。" #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "シーンを保存する際にエラーが発生しました." #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "保存のためシーンを複製する際にエラーが発生しました。" #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "サブリソース" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "継承をクリア" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "編集可能な子" #: editor/scene_tree_dock.cpp msgid "Load As Placeholder" msgstr "プレースホルダーとしてロード" #: editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "ドキュメントを開く" #: editor/scene_tree_dock.cpp msgid "Add Child Node" msgstr "子ノードを追加" #: editor/scene_tree_dock.cpp msgid "Expand/Collapse All" msgstr "すべて展開/折りたたみ" #: editor/scene_tree_dock.cpp msgid "Change Type" msgstr "型を変更" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Reparent to New Node" msgstr "親ノードを変更" #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "シーンをルートにする" #: editor/scene_tree_dock.cpp msgid "Merge From Scene" msgstr "シーンからマージ" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Save Branch as Scene" msgstr "ブランチをシーンとして保存" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Copy Node Path" msgstr "ノードのパスをコピー" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "削除 (確認なし)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "新しいノードを追加/作成する。" #: editor/scene_tree_dock.cpp msgid "" "Instance a scene file as a Node. Creates an inherited scene if no root node " "exists." msgstr "" "シーンファイルをノードとしてインスタンスにします。ルートノードが存在しない場" "合は、継承されたシーンを作成します。" #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script for the selected node." msgstr "選択したノードに新規または既存のスクリプトをアタッチする。" #: editor/scene_tree_dock.cpp msgid "Clear a script for the selected node." msgstr "選択したノードのスクリプトをクリアする。" #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "リモート" #: editor/scene_tree_dock.cpp msgid "Local" msgstr "ローカル" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "継承をクリアしますか? (元に戻せません!)" #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "表示の切り替え" #: editor/scene_tree_editor.cpp msgid "Unlock Node" msgstr "ノードのロック解除" #: editor/scene_tree_editor.cpp msgid "Button Group" msgstr "ボタングループ" #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(接続元)" #: editor/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "ノードの設定に関する警告:" #: editor/scene_tree_editor.cpp #, fuzzy msgid "" "Node has %s connection(s) and %s group(s).\n" "Click to show signals dock." msgstr "" "ノードに接続とグループがあります。\n" "クリックでシグナル ドックを表示。" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s).\n" "Click to show signals dock." msgstr "" "ノードに %s 個接続があります。\n" "クリックでシグナル ドックを表示。" #: editor/scene_tree_editor.cpp msgid "" "Node is in %s group(s).\n" "Click to show groups dock." msgstr "" "ノードは %s グループに属しています。\n" "クリックしてグループドックを表示。" #: editor/scene_tree_editor.cpp msgid "Open Script:" msgstr "スクリプトを開く:" #: editor/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "ノードはロックされています。\n" "クリックしてロックを外してください。" #: editor/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make selectable." msgstr "" "子を選択できません.\n" "クリックして選択可能にしてください。" #: editor/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "可視性の切り替え" #: editor/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "AnimationPlayerが固定されます。\n" "クリックして固定を解除します。" #: editor/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "不正なノード名.以下の文字は使えません:" #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "ノードの名前を変更" #: editor/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "シーンツリー(ノード):" #: editor/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "ノードの設定に関する警告!" #: editor/scene_tree_editor.cpp msgid "Select a Node" msgstr "ノードを選択" #: editor/script_create_dialog.cpp msgid "Path is empty." msgstr "パスが空です。" #: editor/script_create_dialog.cpp msgid "Filename is empty." msgstr "ファイル名が空です。" #: editor/script_create_dialog.cpp msgid "Path is not local." msgstr "パスはローカルではありません。" #: editor/script_create_dialog.cpp msgid "Invalid base path." msgstr "無効なベースパスです。" #: editor/script_create_dialog.cpp msgid "A directory with the same name exists." msgstr "同名のフォルダが存在します。" #: editor/script_create_dialog.cpp msgid "Invalid extension." msgstr "無効な拡張子です。" #: editor/script_create_dialog.cpp msgid "Wrong extension chosen." msgstr "間違った拡張子が選択されました。" #: editor/script_create_dialog.cpp msgid "Error loading template '%s'" msgstr "テンプレート %s 読み込みエラー" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "エラー - ファイルシステムにスクリプトを作成できませんでした。" #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "%s からのスクリプトの読み込み中にエラーが発生しました" #: editor/script_create_dialog.cpp #, fuzzy msgid "Overrides" msgstr "上書き" #: editor/script_create_dialog.cpp msgid "N/A" msgstr "N/A" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "スクリプトを開く/場所を選択する" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "スクリプトを開く" #: editor/script_create_dialog.cpp msgid "File exists, it will be reused." msgstr "ファイルは存在します。再利用されます。" #: editor/script_create_dialog.cpp msgid "Invalid class name." msgstr "クラス名が無効です。" #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "継承された親の名前またはパスが無効です。" #: editor/script_create_dialog.cpp msgid "Script is valid." msgstr "スクリプトは有効です。" #: editor/script_create_dialog.cpp msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "使用可能: a-z, A-Z, 0-9 と ." #: editor/script_create_dialog.cpp #, fuzzy msgid "Built-in script (into scene file)." msgstr "組み込みスクリプト(シーンファイルの)" #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "新規スクリプトファイルを作成。" #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "既存のスクリプトファイルを読み込む。" #: editor/script_create_dialog.cpp #, fuzzy msgid "Class Name:" msgstr "クラス名" #: editor/script_create_dialog.cpp #, fuzzy msgid "Template:" msgstr "テンプレート" #: editor/script_create_dialog.cpp #, fuzzy msgid "Built-in Script:" msgstr "組み込みスクリプト" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "ノードスクリプトを添付する" #: editor/script_editor_debugger.cpp msgid "Remote " msgstr "リモート " #: editor/script_editor_debugger.cpp msgid "Bytes:" msgstr "バイト:" #: editor/script_editor_debugger.cpp msgid "Warning:" msgstr "警告:" #: editor/script_editor_debugger.cpp msgid "Error:" msgstr "エラー:" #: editor/script_editor_debugger.cpp msgid "C++ Error" msgstr "C++ エラー" #: editor/script_editor_debugger.cpp msgid "C++ Error:" msgstr "C++ エラー:" #: editor/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++ ソース" #: editor/script_editor_debugger.cpp msgid "Source:" msgstr "ソース:" #: editor/script_editor_debugger.cpp msgid "C++ Source:" msgstr "C++ ソース:" #: editor/script_editor_debugger.cpp msgid "Stack Trace" msgstr "スタックトレース" #: editor/script_editor_debugger.cpp msgid "Errors" msgstr "エラー" #: editor/script_editor_debugger.cpp msgid "Child process connected." msgstr "子プロセスが接続された。" #: editor/script_editor_debugger.cpp msgid "Copy Error" msgstr "エラーをコピー" #: editor/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "ブレークポイントをスキップする" #: editor/script_editor_debugger.cpp msgid "Inspect Previous Instance" msgstr "前のインスタンスを調べる" #: editor/script_editor_debugger.cpp msgid "Inspect Next Instance" msgstr "次のインスタンスを確認する" #: editor/script_editor_debugger.cpp msgid "Stack Frames" msgstr "スタックフレーム" #: editor/script_editor_debugger.cpp msgid "Profiler" msgstr "プロファイラー" #: editor/script_editor_debugger.cpp msgid "Network Profiler" msgstr "ネットワークプロファイラー" #: editor/script_editor_debugger.cpp msgid "Monitor" msgstr "モニター" #: editor/script_editor_debugger.cpp msgid "Value" msgstr "値" #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "モニター" #: editor/script_editor_debugger.cpp msgid "Pick one or more items from the list to display the graph." msgstr "グラフを表示するには、リストからアイテムを1つ以上選んでください。" #: editor/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "リソースによるビデオメモリーの使用一覧:" #: editor/script_editor_debugger.cpp msgid "Total:" msgstr "合計:" #: editor/script_editor_debugger.cpp msgid "Video Mem" msgstr "ビデオメモリー" #: editor/script_editor_debugger.cpp msgid "Resource Path" msgstr "リソースのパス" #: editor/script_editor_debugger.cpp msgid "Type" msgstr "タイプ(型)" #: editor/script_editor_debugger.cpp msgid "Format" msgstr "フォーマット" #: editor/script_editor_debugger.cpp msgid "Usage" msgstr "使用" #: editor/script_editor_debugger.cpp msgid "Misc" msgstr "その他" #: editor/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "クリックされたコントロール:" #: editor/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "クリックされたコントロールのタイプ:" #: editor/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "ルートのライブ編集:" #: editor/script_editor_debugger.cpp msgid "Set From Tree" msgstr "ツリーから設定" #: editor/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "数値データをCSVとしてエクスポート" #: editor/settings_config_dialog.cpp msgid "Erase Shortcut" msgstr "ショートカットの消去" #: editor/settings_config_dialog.cpp msgid "Restore Shortcut" msgstr "ショートカットの復元" #: editor/settings_config_dialog.cpp msgid "Change Shortcut" msgstr "ショートカットを変更" #: editor/settings_config_dialog.cpp msgid "Editor Settings" msgstr "エディタ設定" #: editor/settings_config_dialog.cpp msgid "Shortcuts" msgstr "ショートカット" #: editor/settings_config_dialog.cpp msgid "Binding" msgstr "バインド" #: editor/spatial_editor_gizmos.cpp msgid "Change Light Radius" msgstr "光源の半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "AudioStreamPlayer3Dの放射角度を変更する" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "カメラのFOVを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera Size" msgstr "カメラのサイズを変更" #: editor/spatial_editor_gizmos.cpp #, fuzzy msgid "Change Notifier AABB" msgstr "パーティクルの軸平行境界ボックスを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Particles AABB" msgstr "パーティクルの軸平行境界ボックスを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "プローブの範囲を変更" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "球形の半径を変更" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Box Shape Extents" msgstr "ボックスシェイプ範囲の変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Radius" msgstr "カプセルシェイプの半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Height" msgstr "カプセル形状の高さを変更する" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Radius" msgstr "円柱シェイプの半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Height" msgstr "円柱シェイプの高さを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Ray Shape Length" msgstr "レイシェイプの長さを変更" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "円柱の半径を変更" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "円柱の高さを変更" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "トーラスの内径を変更" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "トーラスの外径を変更" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "このエントリのダイナミックライブラリを選択してください" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select dependencies of the library for this entry" msgstr "このエントリのライブラリの依存関係を選択してください" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Remove current entry" msgstr "現在のエントリを削除する" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Double click to create a new entry" msgstr "ダブルクリックで新規エントリを生成" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform:" msgstr "プラットフォーム:" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform" msgstr "プラットフォーム" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dynamic Library" msgstr "ダイナミック ライブラリ" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Add an architecture entry" msgstr "アーキテクチャエントリを追加する" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "GDNativeLibrary" msgstr "GDNative ライブラリ" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Enabled GDNative Singleton" msgstr "有効なGDNativeシングルトン" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Disabled GDNative Singleton" msgstr "無効なGDNativeシングルトン" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Library" msgstr "ライブラリ" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Libraries: " msgstr "ライブラリ: " #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "GDNative" #: modules/gdscript/gdscript_functions.cpp msgid "Expected a string of length 1 (a character)." msgstr "長さが1の文字列(文字)を予期しました。" #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "ステップ引数はゼロです!" #: modules/gdscript/gdscript_functions.cpp msgid "Not a script with an instance" msgstr "インスタンスを使用していないスクリプトです" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a script" msgstr "スクリプトに基づいていません" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a resource file" msgstr "リソースファイルに基づいていません" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "無効なインスタンス辞書形式です(@pathが見つかりません)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "無効なインスタンス辞書形式です(@path でスクリプトを読み込めません)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "無効なインスタンス辞書形式です(@path で無効なスクリプト)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "無効なインスタンス辞書です(無効なサブクラス)" #: modules/gdscript/gdscript_functions.cpp msgid "Object can't provide a length." msgstr "オブジェクトに長さがありません." #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "次の平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "前の平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "平面:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "次の床面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "前の床面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "床面:" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "GridMap Delete Selection" msgstr "選択範囲を消去" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "GridMap Fill Selection" msgstr "選択範囲を消去" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "GridMap Paste Selection" msgstr "選択範囲を消去" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "GridMap Paint" msgstr "グリッドマップの設定" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "グリッドマップ" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "Snap View" msgstr "上面図" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "Clip Disabled" msgstr "無効" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Above" msgstr "上クリップ" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Below" msgstr "下クリップ" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "X軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "Y軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "Z軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "X軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "Y軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "Z軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "X軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "Y軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "Z軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "カーソル回転をクリア" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "選択をクリア" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "Fill Selection" msgstr "すべて選択" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "グリッドマップの設定" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "Pick Distance:" msgstr "インスタンス:" #: modules/gridmap/grid_map_editor_plugin.cpp #, fuzzy msgid "Filter meshes" msgstr "フィルタメソッド" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "" "メッシュを使うにはメッシュライブラリリソースをこのグリッドマップに設定してく" "ださい。" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "クラス名を予約キーワードにすることはできません" #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "内部例外スタックトレースの終了" #: modules/recast/navigation_mesh_editor_plugin.cpp msgid "Bake NavMesh" msgstr "NavMeshを焼き込む" #: modules/recast/navigation_mesh_editor_plugin.cpp msgid "Clear the navigation mesh." msgstr "ナビメッシュ(ナビゲーションメッシュ)の消去." #: modules/recast/navigation_mesh_generator.cpp msgid "Setting up Configuration..." msgstr "設定中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Calculating grid size..." msgstr "グリッドサイズ計算中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating heightfield..." msgstr "ハイトフィールド生成中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Marking walkable triangles..." msgstr "移動可能なポリゴンを記録中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Constructing compact heightfield..." msgstr "ハイトフィールド圧縮中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Eroding walkable area..." msgstr "移動可能な領域を作成中..." #: modules/recast/navigation_mesh_generator.cpp msgid "Partitioning..." msgstr "パーティションを作成しています..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating contours..." msgstr "輪郭を作成しています..." #: modules/recast/navigation_mesh_generator.cpp msgid "Creating polymesh..." msgstr "ポリメッシュを作成しています..." #: modules/recast/navigation_mesh_generator.cpp msgid "Converting to native navigation mesh..." msgstr "ネイティブナビゲーションメッシュに変換しています..." #: modules/recast/navigation_mesh_generator.cpp msgid "Navigation Mesh Generator Setup:" msgstr "ナビメッシュ(ナビゲーションメッシュ)生成設定:" #: modules/recast/navigation_mesh_generator.cpp msgid "Parsing Geometry..." msgstr "ジオメトリを解析しています..." #: modules/recast/navigation_mesh_generator.cpp msgid "Done!" msgstr "完了!" #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " "properly!" msgstr "" "作業メモリなしでノードが生成されました。正しく生成する方法については、ドキュ" "メントを参照してください!" #: modules/visual_script/visual_script.cpp msgid "" "Node yielded, but did not return a function state in the first working " "memory." msgstr "" "ノードは生成しましたが、最初の作業メモリーに関数状態を返しませんでした。" #: modules/visual_script/visual_script.cpp msgid "" "Return value must be assigned to first element of node working memory! Fix " "your node please." msgstr "" "戻り値はノードの作業用メモリの最初の要素に割り当てなければなりません!ノードを" "修正してください。" #: modules/visual_script/visual_script.cpp msgid "Node returned an invalid sequence output: " msgstr "ノードは無効なシークエンス出力を返しました: " #: modules/visual_script/visual_script.cpp msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "" "スタックにシークエンスビットを見つけましたが、ノードではありません。バグ報告" "を!" #: modules/visual_script/visual_script.cpp msgid "Stack overflow with stack depth: " msgstr "スタックオーバーフロー スタックの深さ: " #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "シグナルの引数を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument Type" msgstr "引数の型の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument name" msgstr "引数名の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Default Value" msgstr "変数のデフォルト値を設定する" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Type" msgstr "変数の型を設定" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Add Input Port" msgstr "入力ポートの追加" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Add Output Port" msgstr "出力ポートを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Override an existing built-in function." msgstr "既存の組込み関数をオーバーライド。" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new function." msgstr "新規関数を作成。" #: modules/visual_script/visual_script_editor.cpp msgid "Variables:" msgstr "変数を作成:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new variable." msgstr "新規変数を作成。" #: modules/visual_script/visual_script_editor.cpp msgid "Signals:" msgstr "シグナル:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new signal." msgstr "新規シグナルを生成。" #: modules/visual_script/visual_script_editor.cpp msgid "Name is not a valid identifier:" msgstr "この名前は無効な識別子です:" #: modules/visual_script/visual_script_editor.cpp msgid "Name already in use by another func/var/signal:" msgstr "他の関数/変数/シグナルにより既に使われている名前:" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Function" msgstr "関数名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Variable" msgstr "変数名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Signal" msgstr "シグナルの名前を変える" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function" msgstr "関数を追加" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Delete input port" msgstr "入力ポートの削除" #: modules/visual_script/visual_script_editor.cpp msgid "Add Variable" msgstr "変数を追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Signal" msgstr "シグナルを追加" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Remove Input Port" msgstr "入力ポートの削除" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Remove Output Port" msgstr "出力ポートの削除" #: modules/visual_script/visual_script_editor.cpp msgid "Change Expression" msgstr "式を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "VisualScriptノードを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Duplicate VisualScript Nodes" msgstr "VisualScriptノードを複製" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "メタキーを保持してgetterを落とす.Shiftキーを保持してジェネリックを指示する." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "Ctrlを押したままGetterを(ドラッグ&)ドロップする。Shiftを押したまま汎用シグ" "ネチャを(ドラッグ&)ドロップする." #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Hold %s to drop a simple reference to the node." msgstr "メタキーを保持して単純参照(simple reference)を落とす." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a simple reference to the node." msgstr "" "Ctrlを押したままノードへ単純参照(simple reference)を(ドラッグ&)ドロップす" "る。" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Hold %s to drop a Variable Setter." msgstr "メタキーを保持して変数のsetterを落とす" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Variable Setter." msgstr "Ctrlを押したまま変数のSetterを(ドラッグ&)ドロップする。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Preload Node" msgstr "プリロードノードを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" "スクリプト '%s' はこのシーンで使われていないため、ノードを(ドラッグ&)ドロッ" "プすることができません。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s) From Tree" msgstr "ツリーからノードを追加" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "" "Can't drop properties because script '%s' is not used in this scene.\n" "Drop holding 'Shift' to just copy the signature." msgstr "" "スクリプト '%s' はこのシーンで使われていないため、ノードを落とすことができま" "せん。\n" "'shift' キーを押しながらドロップすることでシグネチャをコピーすることができま" "す。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Getter Property" msgstr "Getterプロパティを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Setter Property" msgstr "setterプロパティを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type" msgstr "基本の型を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Move Node(s)" msgstr "ノードを移動" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Node" msgstr "VisualScriptノードを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Nodes" msgstr "ノードに接続" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Disconnect Nodes" msgstr "グラフノードを切断" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Data" msgstr "ノードデータに接続" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Sequence" msgstr "ノードシーケンスに接続" #: modules/visual_script/visual_script_editor.cpp msgid "Script already has function '%s'" msgstr "スクリプトに関数 '%s'が既にあります" #: modules/visual_script/visual_script_editor.cpp msgid "Change Input Value" msgstr "入力値の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Resize Comment" msgstr "コメントのサイズを変更する" #: modules/visual_script/visual_script_editor.cpp msgid "Can't copy the function node." msgstr "ファンクションノードをコピーできません。" #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" msgstr "クリップボードは空です!" #: modules/visual_script/visual_script_editor.cpp msgid "Paste VisualScript Nodes" msgstr "VisualScriptノードを貼り付け" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Can't create function with a function node." msgstr "ファンクションノードをコピーできません。" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function of nodes from nodes of multiple functions." msgstr "複数の関数を持つノードから、ノードの関数を作ることができません。" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Select at least one node with sequence port." msgstr "シーケンスポートでは最低でも一つのノードを選択してください。" #: modules/visual_script/visual_script_editor.cpp msgid "Try to only have one sequence input in selection." msgstr "セクションでは唯一つのシーケンス入力を持つようにしてください。" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Create Function" msgstr "関数名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Function" msgstr "関数を除去" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Variable" msgstr "変数を削除" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Variable:" msgstr "編集中の変数:" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Signal" msgstr "シグナルを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Signal:" msgstr "シグナルを接続:" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Make Tool:" msgstr "ローカルにする" #: modules/visual_script/visual_script_editor.cpp msgid "Members:" msgstr "メンバー:" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Change Base Type:" msgstr "基本の型を変更" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Add Nodes..." msgstr "ノードを追加..." #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Add Function..." msgstr "関数を追加" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "function_name" msgstr "関数:" #: modules/visual_script/visual_script_editor.cpp msgid "Select or create a function to edit its graph." msgstr "グラフを編集する関数を選択または作成します。" #: modules/visual_script/visual_script_editor.cpp msgid "Delete Selected" msgstr "選択済みを削除" #: modules/visual_script/visual_script_editor.cpp msgid "Find Node Type" msgstr "ノードタイプを探す" #: modules/visual_script/visual_script_editor.cpp msgid "Copy Nodes" msgstr "ノードをコピー" #: modules/visual_script/visual_script_editor.cpp msgid "Cut Nodes" msgstr "ノードを切り取る" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Make Function" msgstr "関数名を変更" #: modules/visual_script/visual_script_editor.cpp #, fuzzy msgid "Refresh Graph" msgstr "再読込" #: modules/visual_script/visual_script_editor.cpp msgid "Edit Member" msgstr "メンバーを編集" #: modules/visual_script/visual_script_flow_control.cpp msgid "Input type not iterable: " msgstr "入力タイプを反復できません: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid" msgstr "イテレータが無効になりました" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid: " msgstr "イテレーターが無効になりました: " #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name." msgstr "インデックスプロパティ名が無効です。" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Base object is not a Node!" msgstr "ベースオブジェクトはノードではありません!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Path does not lead Node!" msgstr "パスがノードに達しません!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name '%s' in node %s." msgstr "ノード%sの不正なインデックスのプロパティ名'%s' ." #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid argument of type: " msgstr ":無効な引数 引数の型: " #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid arguments: " msgstr ": 無効な引数: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableGet not found in script: " msgstr "VariableGetがスクリプト内にありません: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableSet not found in script: " msgstr "VariableSetがスクリプト内にありません: " #: modules/visual_script/visual_script_nodes.cpp msgid "Custom node has no _step() method, can't process graph." msgstr "カスタムノードに_step() メソッドが無いため、グラフを処理できません。" #: modules/visual_script/visual_script_nodes.cpp msgid "" "Invalid return value from _step(), must be integer (seq out), or string " "(error)." msgstr "" "_step()の無効な戻り値 integer (seq out)またはstring (error)でないといけませ" "ん。" #: modules/visual_script/visual_script_property_selector.cpp msgid "Search VisualScript" msgstr "VisualScriptを検索" #: modules/visual_script/visual_script_property_selector.cpp msgid "Get %s" msgstr "%s を取得" #: modules/visual_script/visual_script_property_selector.cpp msgid "Set %s" msgstr "%s を設定" #: platform/android/export/export.cpp msgid "Package name is missing." msgstr "パッケージ名がありません。" #: platform/android/export/export.cpp msgid "Package segments must be of non-zero length." msgstr "パッケージセグメントの長さは0以外でなければなりません。" #: platform/android/export/export.cpp msgid "The character '%s' is not allowed in Android application package names." msgstr "文字 '%s' はAndroidアプリケーション パッケージ名に使用できません。" #: platform/android/export/export.cpp msgid "A digit cannot be the first character in a package segment." msgstr "数字をパッケージセグメントの先頭に使用できません。" #: platform/android/export/export.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "文字 '%s' はパッケージ セグメントの先頭に使用できません。" #: platform/android/export/export.cpp msgid "The package must have at least one '.' separator." msgstr "パッケージには一つ以上の区切り文字 '.' が必要です。" #: platform/android/export/export.cpp msgid "Select device from the list" msgstr "一覧からデバイスを選択" #: platform/android/export/export.cpp msgid "ADB executable not configured in the Editor Settings." msgstr "ADB実行可能ファイルがエディタ設定で設定されていません。" #: platform/android/export/export.cpp msgid "OpenJDK jarsigner not configured in the Editor Settings." msgstr "OpenJDK jarsignerがエディター設定で設定されていません。" #: platform/android/export/export.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "デバッグキーストアがエディタ設定にもプリセットにも設定されていません。" #: platform/android/export/export.cpp msgid "Custom build requires a valid Android SDK path in Editor Settings." msgstr "カスタムビルドにはエディタ設定で有効なAndroid SDKパスが必要です。" #: platform/android/export/export.cpp msgid "Invalid Android SDK path for custom build in Editor Settings." msgstr "エディタ設定のカスタムビルドのAndroid SDKパスが無効です。" #: platform/android/export/export.cpp #, fuzzy msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" "Androidプロジェクトはコンパイル用にインストールされていません。 エディタメ" "ニューからインストールします。" #: platform/android/export/export.cpp msgid "Invalid public key for APK expansion." msgstr "APK expansion の公開鍵が無効です。" #: platform/android/export/export.cpp msgid "Invalid package name:" msgstr "無効なパッケージ名:" #: platform/android/export/export.cpp msgid "" "Trying to build from a custom built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" "カスタムビルドされたテンプレートからビルドしようとしましたが、そのバージョン" "情報が存在しません。 「プロジェクト」メニューから再インストールしてください。" #: platform/android/export/export.cpp msgid "" "Android build version mismatch:\n" " Template installed: %s\n" " Godot Version: %s\n" "Please reinstall Android build template from 'Project' menu." msgstr "" "Androidビルドバージョンの不一致:\n" "インストールされたテンプレート:%s\n" "ゴドーバージョン:%s\n" "「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてく" "ださい。" #: platform/android/export/export.cpp msgid "Building Android Project (gradle)" msgstr "Androidプロジェクトの構築(gradle)" #: platform/android/export/export.cpp msgid "" "Building of Android project failed, check output for the error.\n" "Alternatively visit docs.godotengine.org for Android build documentation." msgstr "" "Androidプロジェクトのビルドに失敗しました。エラーの出力を確認してください。\n" "あるいは、Androidビルドドキュメントについてはdocs.godotengine.orgをご覧くださ" "い。" #: platform/android/export/export.cpp msgid "No build apk generated at: " msgstr "ビルドAPKは生成されていません: " #: platform/iphone/export/export.cpp msgid "Identifier is missing." msgstr "識別子がありません。" #: platform/iphone/export/export.cpp msgid "The character '%s' is not allowed in Identifier." msgstr "文字 '%s' は識別子に使用できません。" #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "App Store チームID が未指定 - プロジェクトを構成できません。" #: platform/iphone/export/export.cpp msgid "Invalid Identifier:" msgstr "無効な識別子:" #: platform/iphone/export/export.cpp msgid "Required icon is not specified in the preset." msgstr "必須アイコンがプリセットに指定されていません。" #: platform/javascript/export/export.cpp msgid "Stop HTTP Server" msgstr "HTTPサーバーを止める" #: platform/javascript/export/export.cpp msgid "Run in Browser" msgstr "ブラウザで実行" #: platform/javascript/export/export.cpp msgid "Run exported HTML in the system's default browser." msgstr "エクスポートしたHTMLをシステム既定のブラウザで実行する。" #: platform/javascript/export/export.cpp msgid "Could not write file:" msgstr "ファイルを書き込めませんでした:" #: platform/javascript/export/export.cpp msgid "Could not open template for export:" msgstr "エクスポート用のテンプレートを開けませんでした:" #: platform/javascript/export/export.cpp msgid "Invalid export template:" msgstr "無効なエクスポート テンプレート:" #: platform/javascript/export/export.cpp msgid "Could not read custom HTML shell:" msgstr "カスタムHTMLシェルを読み取ることができませんでした:" #: platform/javascript/export/export.cpp msgid "Could not read boot splash image file:" msgstr "ブートスプラッシュ画像ファイルを読み込めませんでした:" #: platform/javascript/export/export.cpp msgid "Using default boot splash image." msgstr "デフォルトのブートスプラッシュ画像を使用します。" #: platform/uwp/export/export.cpp #, fuzzy msgid "Invalid package short name." msgstr "無効なパッケージ名:" #: platform/uwp/export/export.cpp msgid "Invalid package unique name." msgstr "パッケージの一意の名前が無効です。" #: platform/uwp/export/export.cpp #, fuzzy msgid "Invalid package publisher display name." msgstr "パッケージの一意の名前が無効です。" #: platform/uwp/export/export.cpp msgid "Invalid product GUID." msgstr "無効なプロダクト GUIDです。" #: platform/uwp/export/export.cpp msgid "Invalid publisher GUID." msgstr "無効なパブリッシャー GUIDです。" #: platform/uwp/export/export.cpp msgid "Invalid background color." msgstr "無効な背景色です。" #: platform/uwp/export/export.cpp #, fuzzy msgid "Invalid Store Logo image dimensions (should be 50x50)." msgstr "不正なStoreロゴイメージ(縦横50x50でないといけません)" #: platform/uwp/export/export.cpp msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "無効な44X44四角ロゴイメージ(縦横44x44でないといけません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "無効な71x71四角ロゴイメージ(縦横71x71でないといけません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "無効な150X150四角ロゴイメージ(縦横150x150でないといけません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "無効な310X310四角ロゴイメージ(縦横310x310でないといけません)。" #: platform/uwp/export/export.cpp msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "無効な310X150ワイドロゴイメージ(縦横310x150でないといけません)。" #: platform/uwp/export/export.cpp msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "" "無効なスプラッシュスクリーンイメージ(縦横620x300でないといけません)。" #: scene/2d/animated_sprite.cpp #, fuzzy msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite to display frames." msgstr "" "SpriteFrames リソースを作成または AnimatedSprite フレームを表示するためには " "'Frames' プロパティに設定する必要があります。" #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instanced " "scenes). The first created one will work, while the rest will be ignored." msgstr "" "1 つだけ表示されている CanvasModulate は、シーン (またはインスタンス化された" "シーンのセット) ごとに許可されます。最初に作成された 1 つが動作する一方、残り" "の部分は無視されます。" #: scene/2d/collision_object_2d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " "define its shape." msgstr "" "このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" "とはできません。\n" "CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す" "ることを検討してください。" #: scene/2d/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionPolygon2D は、CollisionObject2D 派生ノードに衝突シェイプを提供するた" "めにのみ機能します。2Dの形状(シェイプ)を付与するためには Area2D、" "StaticBody2D、RigidBody2D、KinematicBody2D などの子オブジェクトとして利用して" "ください。" #: scene/2d/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。" #: scene/2d/collision_shape_2d.cpp msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionShape2D は、CollisionObject2D派生ノードに衝突シェイプを提供する場合" "にのみ機能します。Area2D、staticBody2D、RigidBody2D、KinematicBody2Dなどの子" "として使用してください。" #: scene/2d/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" "関数に対して CollisionShape2D の形状(シェイプ)を指定する必要があります。そ" "のためのシェイプリソースを作成してください!" #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2Dアニメーションでは、 \"Particles Animation\" を有効にした" "CanvasItemMaterialを使用する必要があります。" #: scene/2d/light_2d.cpp #, fuzzy msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "光の形状とテクスチャは、'texture'プロパティに指定します。" #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" "この遮蔽を有効にして、オクルーダ ポリゴンを設定 (または描画) する必要がありま" "す。" #: scene/2d/light_occluder_2d.cpp #, fuzzy msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "この遮蔽のオクルーダ ポリゴンが空です。多角形を描画してください!" #: scene/2d/navigation_polygon.cpp msgid "" "A NavigationPolygon resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" "NavigationPolygon リソースを設定または動作するようにこのノード用に作成する必" "要があります。プロパティを設定するか、ポリゴンを描画してください。" #: scene/2d/navigation_polygon.cpp msgid "" "NavigationPolygonInstance must be a child or grandchild to a Navigation2D " "node. It only provides navigation data." msgstr "" "NavigationPolygonInstance は、子または孫 Navigation2D ノードにある必要があり" "ます。ナビゲーション データのみ提供します。" #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "ParallaxLayer ノードは、ParallaxBackground ノードの子として設定されている場合" "のみ動作します。" #: scene/2d/particles_2d.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles2D node instead. You can use the \"Convert to " "CPUParticles\" option for this purpose." msgstr "" "GPUベースのパーティクルは、GLES2ビデオドライバではサポートされていません。\n" "代わりにCPUParticles2Dノードを使用してください。 この目的のために \"Convert " "to CPUParticles\" オプションを使用することができます。" #: scene/2d/particles_2d.cpp scene/3d/particles.cpp msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" "パーティクルを処理するマテリアルは割り当てられていないため、動作はインプリン" "トされません。" #: scene/2d/particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2Dアニメーションでは、 \"Particles Animation\"が有効になっている" "CanvasItemMaterialを使用する必要があります。" #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" #: scene/2d/physics_body_2d.cpp msgid "" "Size changes to RigidBody2D (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "RigidBody2D(キャラクタモードまたはリジッドモード)に対するサイズ変更は、実行時" "に物理エンジンによってオーバーライドされます。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "このBone2DチェインはSkeleton2Dノードで終了する必要があります。" #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" "Bone2Dは、Skeleton2Dまたは別のBone2Dを親ノードとして使用している場合にのみ機" "能します。" #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" "このボーンには適切なRESTポーズがありません。 Skeleton2Dノードに移動して設定し" "ます。" #: scene/2d/tile_map.cpp msgid "" "TileMap with Use Parent on needs a parent CollisionObject2D to give shapes " "to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D, etc. to give them a shape." msgstr "" "親を使用するタイルマップには、シェイプを指定するには親CollisionObjectObject2D" "が必要です。Area2D、StaticBody2D、RigidBody2D、 KinematicBody2Dなどの子として" "使用してください。" #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "" "VisibilityEnable2D は、親として直接編集されたシーンのルートを使用する場合に最" "適です。" #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "ARVRCameraはARVROriginノードを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "ARVRControllerはARVROriginノードを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "" "The controller ID must not be 0 or this controller won't be bound to an " "actual controller." msgstr "" "コントローラIDを0にすることはできません。0にすると、このコントローラは実際の" "コントローラにバインドされません。" #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "ARVRAnchorはARVROriginを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "" "The anchor ID must not be 0 or this anchor won't be bound to an actual " "anchor." msgstr "" "アンカーIDを0にすることはできません。0にすると、このアンカーは実際のアンカー" "にバインドされません。" #: scene/3d/arvr_nodes.cpp msgid "ARVROrigin requires an ARVRCamera child node." msgstr "ARVROriginはARVRCamera子ノードが必要です。" #: scene/3d/baked_lightmap.cpp msgid "%d%%" msgstr "%d%%" #: scene/3d/baked_lightmap.cpp msgid "(Time Left: %d:%02d s)" msgstr "(Time Left: %d分%02d秒)" #: scene/3d/baked_lightmap.cpp msgid "Plotting Meshes: " msgstr "メッシュを描画中: " #: scene/3d/baked_lightmap.cpp msgid "Plotting Lights:" msgstr "光源を描画中:" #: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp msgid "Finishing Plot" msgstr "描画完了" #: scene/3d/baked_lightmap.cpp msgid "Lighting Meshes: " msgstr "ライティングメッシュ: " #: scene/3d/collision_object.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape or CollisionPolygon as a child to define " "its shape." msgstr "" "このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" "とはできません。\n" "CollisionShapeまたはCollisionPolygonを子として追加して、そのシェイプを定義す" "ることを検討してください。" #: scene/3d/collision_polygon.cpp msgid "" "CollisionPolygon only serves to provide a collision shape to a " "CollisionObject derived node. Please only use it as a child of Area, " "StaticBody, RigidBody, KinematicBody, etc. to give them a shape." msgstr "" "CollisionPolygonは、CollisionObject派生ノードに衝突シェイプを提供する場合にの" "み機能します。Area、StaticBody、RigidBody、KinematicBodyなどの子として使用し" "てください。" #: scene/3d/collision_polygon.cpp msgid "An empty CollisionPolygon has no effect on collision." msgstr "空の CollisionPolygon は、衝突判定を持ちません。" #: scene/3d/collision_shape.cpp msgid "" "CollisionShape only serves to provide a collision shape to a CollisionObject " "derived node. Please only use it as a child of Area, StaticBody, RigidBody, " "KinematicBody, etc. to give them a shape." msgstr "" "CollisionShapeは、CollisionObject派生ノードに衝突シェイプを提供する場合にのみ" "機能します。Area、StaticBody、RigidBody、KinematicBodyなどの子として使用して" "ください。" #: scene/3d/collision_shape.cpp #, fuzzy msgid "" "A shape must be provided for CollisionShape to function. Please create a " "shape resource for it." msgstr "" "関数の CollisionShape の形状を指定する必要があります。それのためのシェイプリ" "ソースを作成してください!" #: scene/3d/collision_shape.cpp msgid "" "Plane shapes don't work well and will be removed in future versions. Please " "don't use them." msgstr "" "平面シェイプはうまく機能せず、将来のバージョンでは削除される予定です。使わな" "いでください。" #: scene/3d/cpu_particles.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "メッシュが割り当てられていないため、何も表示されません。" #: scene/3d/cpu_particles.cpp msgid "" "CPUParticles animation requires the usage of a SpatialMaterial whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticlesアニメーションでは、Billboard Modeが \"Particle Billboard\" に設" "定されているSpatialMaterialを使用する必要があります。" #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "メッシュのプロット" #: scene/3d/gi_probe.cpp msgid "" "GIProbes are not supported by the GLES2 video driver.\n" "Use a BakedLightmap instead." msgstr "" "GIProbesはGLES2ビデオドライバではサポートされていません。\n" "代わりにBakedLightmapを使用してください。" #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "90度を超える角度のスポットライトは、シャドウを投影できません。" #: scene/3d/navigation_mesh.cpp msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "このノードを動かすために NavigationMesh リソースを設定または作成する必要があ" "ります。" #: scene/3d/navigation_mesh.cpp msgid "" "NavigationMeshInstance must be a child or grandchild to a Navigation node. " "It only provides navigation data." msgstr "" "NavigationMeshInstance は、ナビゲーションノードの子や孫である必要があります。" "これはナビゲーションデータのみ提供します。" #: scene/3d/particles.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles node instead. You can use the \"Convert to CPUParticles" "\" option for this purpose." msgstr "" "GPUベースのパーティクルは、GLES2ビデオドライバではサポートされていません。\n" "代わりにCPUParticlesノードを使用してください。 この目的のために \"Convert to " "CPUParticles\"オプションを使用することができます。" #: scene/3d/particles.cpp msgid "" "Nothing is visible because meshes have not been assigned to draw passes." msgstr "描画パスにメッシュが割り当てられていないため、何も表示されません。" #: scene/3d/particles.cpp msgid "" "Particles animation requires the usage of a SpatialMaterial whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "パーティクルアニメーションでは、Billboard Modeが \"Particle Billboard\" に設" "定されているSpatialMaterialを使用する必要があります。" #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "PathFollow は、Path ノードの子として設定されている場合のみ動作します。" #: scene/3d/path.cpp #, fuzzy msgid "" "PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path's Curve resource." msgstr "" "PathFollow ROTATION_ORIENTEDでは、親パスのCurveリソースで \"Up Vector\"を有効" "にする必要があります。" #: scene/3d/physics_body.cpp msgid "" "Size changes to RigidBody (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "RigidBody(キャラクタモードまたはリジッドモード)に対するサイズ変更は、実行時に" "物理エンジンによってオーバーライドされます。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" #: scene/3d/remote_transform.cpp #, fuzzy msgid "" "The \"Remote Path\" property must point to a valid Spatial or Spatial-" "derived node to work." msgstr "" "Path プロパティは、動作するように有効な Particles2D ノードを示す必要がありま" "す。" #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "このボディは、メッシュを設定するまで無視されます。" #: scene/3d/soft_body.cpp msgid "" "Size changes to SoftBody will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" "SoftBodyへのサイズ変更は、実行時に物理エンジンによってオーバーライドされま" "す。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" #: scene/3d/sprite_3d.cpp #, fuzzy msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" "SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するために" "は 'Frames' プロパティに設定する必要があります。" #: scene/3d/vehicle_body.cpp msgid "" "VehicleWheel serves to provide a wheel system to a VehicleBody. Please use " "it as a child of a VehicleBody." msgstr "" "VehicleWheelは、車輪システムをVehicleBodyに提供するためのものです。" "VehicleBodyの子として使用してください。" #: scene/3d/world_environment.cpp msgid "" "WorldEnvironment requires its \"Environment\" property to contain an " "Environment to have a visible effect." msgstr "" "Environmentが可視エフェクトを持つために、WorldEnvironmentの「Environment」プ" "ロパティが必要です。" #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." msgstr "" "シーン(またはインスタンス化されたシーンのセット)ごとに許可される" "WorldEnvironmentは1つだけです。" #: scene/3d/world_environment.cpp msgid "" "This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" "このWorldEnvironmentは無視されました。カメラを追加するか(3Dシーンの場合)、こ" "のEnvironmentの Backgroundモード を Canvas に設定します(2Dシーンの場合)。" #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTreeノード '%s' では、アニメーションが見つかりません: '%s'" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "見つからないアニメーション: '%s'" #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "ノード '%s', 無効なアニメーション: '%s'。" #: scene/animation/animation_tree.cpp msgid "Invalid animation: '%s'." msgstr "無効なアニメーション: '%s'。" #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "ノード '%s'の入力 '%s'に接続されているものがありません。" #: scene/animation/animation_tree.cpp #, fuzzy msgid "No root AnimationNode for the graph is set." msgstr "グラフのルートAnimationNodeが設定されていません。" #: scene/animation/animation_tree.cpp msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "" "アニメーションを含んだ AnimationPlayer ノードへのパスが設定されていません。" #: scene/animation/animation_tree.cpp msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "AnimationPlayerに設定されたパスからAnimationPlayerノードが辿れません。" #: scene/animation/animation_tree.cpp msgid "The AnimationPlayer root node is not a valid node." msgstr "AnimationPlayerルートノードが有効なノードではありません。" #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "" "このノードは非推奨になりました。代わりにAnimationTreeを使用してください。" #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "スクリーンから色を選択してください。" #: scene/gui/color_picker.cpp msgid "HSV" msgstr "HSV" #: scene/gui/color_picker.cpp msgid "Raw" msgstr "ロー" #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "16進数とコード値を切り替えます。" #: scene/gui/color_picker.cpp msgid "Add current color as a preset." msgstr "現在の色をプリセットとして追加します。" #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " "children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "コンテナ自体は、スクリプトで子の配置動作を設定しない限り、何の役割も果たしま" "せん。\n" "スクリプトを追加しない場合は、代わりに普通の「コントロール 」ノードを使用して" "ください。" #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "コントロールのマウスフィルタが「無視」に設定されているため、ヒントツールチッ" "プは表示されません。これを解決するには、マウスフィルタを「停止」または「パ" "ス」に設定します。" #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "警告!" #: scene/gui/dialogs.cpp msgid "Please Confirm..." msgstr "確認..." #: scene/gui/popup.cpp msgid "" "Popups will hide by default unless you call popup() or any of the popup*() " "functions. Making them visible for editing is fine, but they will hide upon " "running." msgstr "" "デフォルトでは、popup()またはpopup*()関数を呼び出さない限り、ポップアップは非" "表示になります。編集用に表示しても問題ありませんが、実行時には非表示になりま" "す。" #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "「Exp Edit」がtrueの場合、「Min Value」は0より大きい必要があります。" #: scene/gui/scroll_container.cpp #, fuzzy msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" "ScrollContainerは単一の子コントロールで動作するように意図されています。コンテ" "ナ(VBox, HBoxなど)を子として使用するか、コントロールを使用してカスタム最小サ" "イズを手動で設定してください。" #: scene/gui/tree.cpp msgid "(Other)" msgstr "(その他)" #: scene/main/scene_tree.cpp msgid "" "Default Environment as specified in Project Settings (Rendering -> " "Environment -> Default Environment) could not be loaded." msgstr "" "プロジェクト設定で指定されている既定の環境 (レンダリング -> 環境 -> 既定の環" "境) を読み込めませんでした。" #: scene/main/viewport.cpp #, fuzzy msgid "" "This viewport is not set as render target. If you intend for it to display " "its contents directly to the screen, make it a child of a Control so it can " "obtain a size. Otherwise, make it a RenderTarget and assign its internal " "texture to some node for display." msgstr "" "このビューポートは、レンダー ターゲットとして設定されていません。その内容を画" "面に直接表示する場合は、サイズを得ることができるように、コントロールの子をつ" "くります。それ以外の場合、レンダー ターゲットし、その内部のテクスチャ表示のい" "くつかのノードに割り当てます。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "プレビューのソースが無効です。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "無効なシェーダーのソースです。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "そのタイプの比較関数は無効です。" #: servers/visual/shader_language.cpp msgid "Assignment to function." msgstr "関数への割り当て。" #: servers/visual/shader_language.cpp msgid "Assignment to uniform." msgstr "uniform への割り当て。" #: servers/visual/shader_language.cpp #, fuzzy msgid "Varyings can only be assigned in vertex function." msgstr "Varyingは頂点関数にのみ割り当てることができます。" #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "定数は変更できません。" #~ msgid "Identifier segments must be of non-zero length." #~ msgstr "識別子セグメントはゼロ以外の長さでなければなりません。" #~ msgid "A digit cannot be the first character in a Identifier segment." #~ msgstr "数字を識別子セグメントの先頭に使用できません。" #~ msgid "" #~ "The character '%s' cannot be the first character in a Identifier segment." #~ msgstr "文字 '%s' は識別子 セグメントの先頭に使用できません。" #~ msgid "The Identifier must have at least one '.' separator." #~ msgstr "識別子には一つ以上の区切り文字 '.' が必要です。" #~ msgid "Pause the scene" #~ msgstr "シーンを一時停止" #~ msgid "Shift+" #~ msgstr "Shift+" #~ msgid "Alt+" #~ msgstr "Alt+" #~ msgid "Control+" #~ msgstr "Control+" #~ msgid "Snap to Grid" #~ msgstr "グリッドにスナップ" #~ msgid "Add input +" #~ msgstr "入力を追加+" #~ msgid "Language" #~ msgstr "言語" #~ msgid "Inherits" #~ msgstr "継承" #~ msgid "Base Type:" #~ msgstr "基本タイプ:" #~ msgid "Available Nodes:" #~ msgstr "利用可能なノード:" #~ msgid "Input" #~ msgstr "入力" #~ msgid "Properties:" #~ msgstr "プロパティ:" #~ msgid "Methods:" #~ msgstr "メソッド:" #~ msgid "Theme Properties:" #~ msgstr "テーマプロパティ:" #~ msgid "Enumerations:" #~ msgstr "列挙型:" #~ msgid "Constants:" #~ msgstr "定数:" #~ msgid "Class Description:" #~ msgstr "クラスの説明:" #~ msgid "Property Descriptions:" #~ msgstr "プロパティの説明:" #~ msgid "Method Descriptions:" #~ msgstr "メソッドの説明:" #~ msgid "" #~ "This will install the Android project for custom builds.\n" #~ "Note that, in order to use it, it needs to be enabled per export preset." #~ msgstr "" #~ "これにより、カスタムビルド用のAndroidプロジェクトがインストールされま" #~ "す。\n" #~ "使用するには、エクスポートプリセットごとに有効にする必要があります。" #~ msgid "Reverse sorting." #~ msgstr "逆順ソート。" #~ msgid "Delete Node(s)?" #~ msgstr "ノードを削除しますか?" #~ msgid "No Matches" #~ msgstr "一致なし" #~ msgid "" #~ "Can't open file_type_cache.cch for writing, not saving file type cache!" #~ msgstr "" #~ "書き出し時にfile_type_cache.cchを確認できません。ファイルタイプのキャッ" #~ "シュを保存できません!\n" #~ "ファイルタイプキャッシュを保存せずに file_type_cache.cch を書込み用に開く" #~ "ことはできません!" #~ msgid "Cannot navigate to '%s' as it has not been found in the file system!" #~ msgstr "ファイルシステム上で '%s' を見つけられないため移動できません!" #~ msgid "Error loading image:" #~ msgstr "画像読み込みエラー:" #~ msgid "No pixels with transparency > 128 in image..." #~ msgstr "画像内に透明度が128以上のピクセルがありません..." #, fuzzy #~ msgid "Parent has no solid faces to populate." #~ msgstr "初期値を設定する塗りつぶし面が、親にありません." #~ msgid "Couldn't map area." #~ msgstr "エリアをマッピングできませんでした。" #~ msgid "Faces contain no area!" #~ msgstr "面にエリアが含まれていません!" #~ msgid "No faces!" #~ msgstr "面がありません!" #~ msgid "Error: could not load file." #~ msgstr "エラー: ファイルを読み込めませんでした。" #~ msgid "Error could not load file." #~ msgstr "エラー:ファイルを読み込めませんでした。" #~ msgid "Doppler Enable" #~ msgstr "ドップラーを有効にする" #~ msgid "Select Mode (Q)" #~ msgstr "選択モード (Q)" #~ msgid "Move Mode (W)" #~ msgstr "移動モード (W)" #~ msgid "Rotate Mode (E)" #~ msgstr "回転モード (E)" #~ msgid "Scale Mode (R)" #~ msgstr "スケールモード (R)" #~ msgid "Local Coords" #~ msgstr "ローカル座標系" #~ msgid "Snap Mode (%s)" #~ msgstr "スナップモード (%s)" #~ msgid "Tool Select" #~ msgstr "選択ツール" #~ msgid "Tool Move" #~ msgstr "移動ツール" #~ msgid "Tool Rotate" #~ msgstr "回転ツール" #~ msgid "Tool Scale" #~ msgstr "スケールツール" #~ msgid "" #~ "Remove all missing projects from the list? (Folders contents will not be " #~ "modified)" #~ msgstr "" #~ "一覧にないプロジェクトをすべて削除しますか?(フォルダの内容は変更されませ" #~ "ん)" #~ msgid "Project List" #~ msgstr "プロジェクト一覧" #~ msgid "Exit" #~ msgstr "終了" #~ msgid "Could not execute PVRTC tool:" #~ msgstr "PVRTCツールを実行できませんでした:" #~ msgid "Can't load back converted image using PVRTC tool:" #~ msgstr "PVRTCツールを使用して変換されたイメージを元に戻すことができません:" #~ msgid "Error initializing FreeType." #~ msgstr "FreeType の初期化エラー。" #~ msgid "Unknown font format." #~ msgstr "不明なフォント形式です。" #~ msgid "Error loading font." #~ msgstr "フォント読み込みエラー。" #~ msgid "Invalid font size." #~ msgstr "無効なフォント サイズです。" #~ msgid "Previous Folder" #~ msgstr "前のフォルダ" #, fuzzy #~ msgid "Next Folder" #~ msgstr "次の床面" #~ msgid "Automatically Open Screenshots" #~ msgstr "スクリーンショットを自動的に開く" #~ msgid "Open in an external image editor." #~ msgstr "外部のイメージエディタで開きます。" #~ msgid "Reverse" #~ msgstr "逆" #~ msgid "Mirror X" #~ msgstr "ミラーX" #~ msgid "Mirror Y" #~ msgstr "ミラーY" #, fuzzy #~ msgid "Generating solution..." #~ msgstr "八分木テクスチャを生成" #~ msgid "Generating C# project..." #~ msgstr "C#プロジェクトを生成しています…" #, fuzzy #~ msgid "Failed to create solution." #~ msgstr "アウトラインを生成できませんでした!" #~ msgid "Failed to save solution." #~ msgstr "ソリューションの保存に失敗しました。" #~ msgid "Done" #~ msgstr "完了" #~ msgid "Failed to create C# project." #~ msgstr "C#プロジェクトの生成に失敗しました。" #~ msgid "Mono" #~ msgstr "Mono" #~ msgid "About C# support" #~ msgstr "C#のサポートについて" #~ msgid "Create C# solution" #~ msgstr "C#ソリューションを生成" #~ msgid "Builds" #~ msgstr "ビルド" #~ msgid "Build Project" #~ msgstr "プロジェクトをビルド" #~ msgid "View log" #~ msgstr "ログを表示" #~ msgid "WorldEnvironment needs an Environment resource." #~ msgstr "WorldEnvironmentにはEnvironmentリソースが必要です。" #, fuzzy #~ msgid "Enabled Classes" #~ msgstr "クラスの検索" #~ msgid "Update Always" #~ msgstr "常に更新" #, fuzzy #~ msgid "Raw Mode" #~ msgstr "パン・モード" #~ msgid "Path to Node:" #~ msgstr "ノードへのパス:" #~ msgid "Delete selected files?" #~ msgstr "選択したファイルを削除しますか?" #~ msgid "There is no 'res://default_bus_layout.tres' file." #~ msgstr "'res://default_bus_layout.tres' ファイルがありません。" #~ msgid "Go to parent folder" #~ msgstr "親フォルダへ" #~ msgid "Open Scene(s)" #~ msgstr "シーンを開く" #~ msgid "Previous Directory" #~ msgstr "前のディレクトリ" #~ msgid "Next Directory" #~ msgstr "次のディレクトリ" #, fuzzy #~ msgid "Ease in" #~ msgstr "イージング(Ease In)" #, fuzzy #~ msgid "Ease out" #~ msgstr "イージング(Ease Out)" #~ msgid "Create Convex Static Body" #~ msgstr "スタティック(不変)凸状ボディを生成" #, fuzzy #~ msgid "CheckBox Radio1" #~ msgstr "チェックボックス Radio1" #, fuzzy #~ msgid "CheckBox Radio2" #~ msgstr "チェックボックス Radio2" #~ msgid "Create folder" #~ msgstr "フォルダを作成" #~ msgid "Already existing" #~ msgstr "既に存在します" #~ msgid "Custom Node" #~ msgstr "カスタムノード" #~ msgid "Invalid Path" #~ msgstr "無効なパス" #, fuzzy #~ msgid "GridMap Duplicate Selection" #~ msgstr "選択範囲を複製" #, fuzzy #~ msgid "Create Area" #~ msgstr "新規に生成" #, fuzzy #~ msgid "Create Exterior Connector" #~ msgstr "新しいプロジェクトを作る" #~ msgid "Edit Signal Arguments:" #~ msgstr "シグナルの引数を編集:" #~ msgid "Edit Variable:" #~ msgstr "変数を編集:" #~ msgid "Snap (s): " #~ msgstr "スナップ (秒): " #~ msgid "Insert keys." #~ msgstr "キーを挿入する。" #~ msgid "Instance the selected scene(s) as child of the selected node." #~ msgstr "選択したシーンを選択したノードの子としてインスタンス化します。" #~ msgid "Font Size:" #~ msgstr "フォントサイズ:" #~ msgid "Line:" #~ msgstr "行:" #~ msgid "Col:" #~ msgstr "列:" #, fuzzy #~ msgid "OrientedPathFollow only works when set as a child of a Path node." #~ msgstr "" #~ "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" #, fuzzy #~ msgid "Split already exists." #~ msgstr "アクション'%s'は既にあります!" #~ msgid "Add Split" #~ msgstr "分割を追加" #, fuzzy #~ msgid "Invalid Split: " #~ msgstr "無効なフォント サイズです。" #, fuzzy #~ msgid "Remove Split" #~ msgstr "選択しているポイント=点を削除" #, fuzzy #~ msgid "Poly" #~ msgstr "ポリゴンを編集" #, fuzzy #~ msgid "Splits" #~ msgstr "パスを分割" #, fuzzy #~ msgid "Select a split to erase it." #~ msgstr "設定項目を設定してください!" #~ msgid "Add Node.." #~ msgstr "ノードを追加.." #, fuzzy #~ msgid "Create from scene?" #~ msgstr "シーンから生成しますか?" #~ msgid "Create Poly" #~ msgstr "ポリゴンを作成" #~ msgid "Create a new polygon from scratch" #~ msgstr "新規にポリゴンを作成" #, fuzzy #~ msgid "Zoom out" #~ msgstr "ズームアウト" #, fuzzy #~ msgid "Zoom in" #~ msgstr "ズームイン" #~ msgid "Create Poly3D" #~ msgstr "3Dポリゴンを生成する" #~ msgid "" #~ "No OccluderPolygon2D resource on this node.\n" #~ "Create and assign one?" #~ msgstr "" #~ "このノードにOccluderPolygon2Dリソースがありません。\n" #~ "作成して、割り当てますか ?" #~ msgid "LMB: Move Point." #~ msgstr "LMB: 点を移動する。" #, fuzzy #~ msgid "Ctrl+LMB: Split Segment." #~ msgstr "Ctrl+マウス左ボタン: セグメントを分割" #~ msgid "RMB: Erase Point." #~ msgstr "右クリック: 点を消す。" #, fuzzy #~ msgid "New TextFile" #~ msgstr "ビューファイル:" #~ msgid "Save Theme As" #~ msgstr "テーマに名前を付けて保存" #~ msgid "" #~ msgstr "" #~ msgid "Zoom:" #~ msgstr "ズーム:" #~ msgid "Are you sure you want to remove all connections from the \"" #~ msgstr "\" から全ての接続を除去してもよろしいですか" #~ msgid "Class List:" #~ msgstr "クラス一覧:" #~ msgid "Public Methods" #~ msgstr "パブリックメソッド" #~ msgid "Public Methods:" #~ msgstr "パブリックメソッド:" #~ msgid "GUI Theme Items" #~ msgstr "GUIテーマのアイテム" #~ msgid "GUI Theme Items:" #~ msgstr "GUIテーマのアイテム:" #~ msgid "Property: " #~ msgstr "プロパティ: " #~ msgid "Toggle folder status as Favorite." #~ msgstr "フォルダの状態をお気に入りに切替える。" #~ msgid "Show current scene file." #~ msgstr "現在のシーンファイルを表示する。" #~ msgid "Enter tree-view." #~ msgstr "ツリービューに入る。" #~ msgid "Whole words" #~ msgstr "単語全体" #~ msgid "Match case" #~ msgstr "大文字小文字を区別" #~ msgid "Filter: " #~ msgstr "フィルタ: " #~ msgid "Ok" #~ msgstr "OK" #, fuzzy #~ msgid "Show In File System" #~ msgstr "ファイルシステム上で表示" #, fuzzy #~ msgid "Search the class hierarchy." #~ msgstr "クラス階層を検索." #, fuzzy #~ msgid "Search in files" #~ msgstr "クラスの検索" #, fuzzy #~ msgid "" #~ "Built-in scripts can only be edited when the scene they belong to is " #~ "loaded" #~ msgstr "" #~ "組み込まれたスクリプトは所属するシーンが読み込まれていないと編集できません" #~ msgid "Convert To Uppercase" #~ msgstr "大文字に変換" #~ msgid "Convert To Lowercase" #~ msgstr "小文字に変換" #~ msgid "Rotate 0 degrees" #~ msgstr "0度回転" #~ msgid "Rotate 90 degrees" #~ msgstr "90度回転" #~ msgid "Rotate 180 degrees" #~ msgstr "180度回転" #~ msgid "Rotate 270 degrees" #~ msgstr "270度回転" #~ msgid "Variable" #~ msgstr "変数" #~ msgid "Errors:" #~ msgstr "エラー:" #~ msgid "Stack Trace (if applicable):" #~ msgstr "スタックトレース(可能なら):" #~ msgid "Bake!" #~ msgstr "ベイク!" #, fuzzy #~ msgid "Bake the navigation mesh." #~ msgstr "ナビメッシュ(ナビゲーションメッシュ)の生成" #, fuzzy #~ msgid "Get" #~ msgstr "Getメソッド" #, fuzzy #~ msgid "Change RGB Constant" #~ msgstr "RGB定数を変更" #, fuzzy #~ msgid "Change Vec Scalar Operator" #~ msgstr "ベクトル・スカラ演算子を変更" #, fuzzy #~ msgid "Change RGB Operator" #~ msgstr "RGB演算子を変更" #~ msgid "Toggle Rot Only" #~ msgstr "回転のみ変更" #, fuzzy #~ msgid "Change Vec Function" #~ msgstr "ベクトル関数を変更" #~ msgid "Change Vec Uniform" #~ msgstr "ベクトルUniformを変更" #~ msgid "Change RGB Uniform" #~ msgstr "RGB Uniformを変更" #~ msgid "Change Default Value" #~ msgstr "規定値を変更" #~ msgid "Change XForm Uniform" #~ msgstr "XForm Uniformを変更" #~ msgid "Change Cubemap Uniform" #~ msgstr "キューブマップUniformを変更" #~ msgid "Change Comment" #~ msgstr "コメントを変更" #, fuzzy #~ msgid "Add/Remove to Color Ramp" #~ msgstr "色の傾斜を付加/消去" #~ msgid "Modify Color Ramp" #~ msgstr "色変化の傾斜を修正" #, fuzzy #~ msgid "Add/Remove to Curve Map" #~ msgstr "カーブマップを加える/除去" #~ msgid "Modify Curve Map" #~ msgstr "カーブマップを修正" #, fuzzy #~ msgid "Connect Graph Nodes" #~ msgstr "グラフノードを接続" #, fuzzy #~ msgid "Remove Shader Graph Node" #~ msgstr "シェーダーグラフノードを除去" #, fuzzy #~ msgid "Move Shader Graph Node" #~ msgstr "シェーダーグラフノードを移動" #~ msgid "Duplicate Graph Node(s)" #~ msgstr "グラフノードを複製" #~ msgid "Error: Cyclic Connection Link" #~ msgstr "エラー:循環結合リンク" #, fuzzy #~ msgid "Error: Missing Input Connections" #~ msgstr "エラー:入力コネクションが失われています" #~ msgid "Add Shader Graph Node" #~ msgstr "シェーダーグラフノードを追加" #~ msgid "Move Anim Track Up" #~ msgstr "Anim トラックを上に移動" #~ msgid "Move Anim Track Down" #~ msgstr "Anim トラックを下に移動" #~ msgid "Set Transitions to:" #~ msgstr "トランジションを設定:" #~ msgid "Anim Track Rename" #~ msgstr "Anim トラック名の変更" #~ msgid "Anim Track Change Interpolation" #~ msgstr "Anim トラック補間の変更" #, fuzzy #~ msgid "Anim Track Change Value Mode" #~ msgstr "Anim トラック 値モードの変更" #, fuzzy #~ msgid "Anim Track Change Wrap Mode" #~ msgstr "Anim トラック ラップモードの変更" #~ msgid "Edit Node Curve" #~ msgstr "ノード カーブを編集" #~ msgid "Edit Selection Curve" #~ msgstr "選択曲線を編集" #~ msgid "Anim Add Key" #~ msgstr "Anim キーを追加" #~ msgid "In" #~ msgstr "イン" #~ msgid "Out" #~ msgstr "アウト" #~ msgid "In-Out" #~ msgstr "イン - アウト" #~ msgid "Out-In" #~ msgstr "アウト - イン" #~ msgid "Change Anim Len" #~ msgstr "Anim Len を変更" #~ msgid "Change Anim Loop" #~ msgstr "Anim Loop を変更" #~ msgid "Anim Create Typed Value Key" #~ msgstr "Anim は、型指定された値のキーを作成" #~ msgid "Anim Add Call Track" #~ msgstr "Anim コールトラックを追加" #~ msgid "Length (s):" #~ msgstr "長さ:" #~ msgid "Step (s):" #~ msgstr "ステップ:" #~ msgid "Cursor step snap (in seconds)." #~ msgstr "カーソル ステップ スナップ (単位は秒)。" #~ msgid "Enable/Disable looping in animation." #~ msgstr "アニメーションのループを有効/無効。" #~ msgid "Add new tracks." #~ msgstr "新しいトラックを追加。" #~ msgid "Move current track up." #~ msgstr "現在のトラックに移動します。" #~ msgid "Move current track down." #~ msgstr "現在のトラックを下へ移動します。" #~ msgid "Track tools" #~ msgstr "トラック ツール" #~ msgid "Enable editing of individual keys by clicking them." #~ msgstr "それらをクリックすることで、個々のキーの編集を有効にします。" #~ msgid "Key" #~ msgstr "キー" #~ msgid "Call Functions in Which Node?" #~ msgstr "ノード内の関数を呼び出しますか?" #, fuzzy #~ msgid "Thanks!" #~ msgstr "ありがとう!" #, fuzzy #~ msgid "I see..." #~ msgstr "わかった..." #, fuzzy #~ msgid "Can't open '%s'." #~ msgstr "'..'を処理できません" #, fuzzy #~ msgid "Ugh" #~ msgstr "うぇ" #, fuzzy #~ msgid "Run Script" #~ msgstr "スクリプトの実行" #~ msgid "Stop Profiling" #~ msgstr "プロファイリング停止" #~ msgid "Start Profiling" #~ msgstr "プロファイリング開始" #~ msgid "Default (Same as Editor)" #~ msgstr "既定(エディタと同じ)" #, fuzzy #~ msgid "Create new animation in player." #~ msgstr "アニメーションをプレイヤー内に新しく作成する" #, fuzzy #~ msgid "Load animation from disk." #~ msgstr "ディスクからアニメーションを読み込む" #, fuzzy #~ msgid "Load an animation from disk." #~ msgstr "ディスクからアニメーションを一つ読み込む" #, fuzzy #~ msgid "Save the current animation" #~ msgstr "現在のアニメーションを保存する" #, fuzzy #~ msgid "Edit Target Blend Times" #~ msgstr "ターゲットのブレンドの回数を変更する" #, fuzzy #~ msgid "Copy Animation" #~ msgstr "アニメーションを複製する" #, fuzzy #~ msgid "Fetching:" #~ msgstr "取得中:" #~ msgid "prev" #~ msgstr "前" #~ msgid "next" #~ msgstr "次" #~ msgid "last" #~ msgstr "最後" #~ msgid "Edit IK Chain" #~ msgstr "IK(インバース キネマティクス)チェーンの編集" #~ msgid "Drag pivot from mouse position" #~ msgstr "マウス位置からピボットをドラッグ" #, fuzzy #~ msgid "Set pivot at mouse position" #~ msgstr "曲線のOut-ハンドルの位置を指定" #~ msgid "Add/Remove Color Ramp Point" #~ msgstr "色変化の傾斜に、ポイント=点を追加または除去する" #~ msgid "OK :(" #~ msgstr "おーけー :(" #~ msgid "StyleBox Preview:" #~ msgstr "スタイルボックス プレビュー:" #, fuzzy #~ msgid "StyleBox" #~ msgstr "スタイル" #~ msgid "Separation:" #~ msgstr "分離:" #~ msgid "Texture Region Editor" #~ msgstr "テクスチャリージョン エディタ" #~ msgid "Erase selection" #~ msgstr "選択を消去" #, fuzzy #~ msgid "Item name or ID:" #~ msgstr "アイテムの名前かID:" #, fuzzy #~ msgid "Export templates for this platform are missing/corrupted: " #~ msgstr "" #~ "このプラットフォームに向けてのエクスポートのテンプレートが見つかりません:" #~ msgid "Button 8" #~ msgstr "ボタン8" #~ msgid "Button 9" #~ msgstr "ボタン9" #, fuzzy #~ msgid "Discard Instancing" #~ msgstr "インスタンス化の無効化" #~ msgid "Clear!" #~ msgstr "クリア!" #, fuzzy #~ msgid "Condition" #~ msgstr "条件(conditon)" #, fuzzy #~ msgid "Sequence" #~ msgstr "シークエンス" #, fuzzy #~ msgid "Switch" #~ msgstr "Switch文" #, fuzzy #~ msgid "Iterator" #~ msgstr "イテレーター" #, fuzzy #~ msgid "While" #~ msgstr "While文" #~ msgid "Return" #~ msgstr "戻り値" #, fuzzy #~ msgid "Call" #~ msgstr "呼び出し" #, fuzzy #~ msgid "Edit Variable" #~ msgstr "変数を編集:" #, fuzzy #~ msgid "Edit Signal" #~ msgstr "信号を接続:" #~ msgid "Invalid action (anything goes but '/' or ':')." #~ msgstr "不正なアクション( '/' と':'は不可です)." #, fuzzy #~ msgid "Can't contain '/' or ':'" #~ msgstr "ホストに接続できません:" #~ msgid "" #~ "Invalid version.txt format inside templates. Revision is not a valid " #~ "identifier." #~ msgstr "" #~ "テンプレート内のversion.txt フォーマットが不正です. Revisionは有効な識別子" #~ "ではありません." #~ msgid "Can't write file." #~ msgstr "ファイルに書き込みできませんでした." #, fuzzy #~ msgid "Couldn't get project.godot in project path." #~ msgstr "project.godotをプロジェクトパスに生成できませんでした" #, fuzzy #~ msgid "Couldn't get project.godot in the project path." #~ msgstr "project.godotをプロジェクトパスに生成できませんでした" #~ msgid "Not found!" #~ msgstr "見つかりません!" #~ msgid "Replace By" #~ msgstr "で置換する" #~ msgid "Case Sensitive" #~ msgstr "大文字小文字を区別" #, fuzzy #~ msgid "Backwards" #~ msgstr "後方" #, fuzzy #~ msgid "Prompt On Replace" #~ msgstr "置換時に確認" #, fuzzy #~ msgid "Skip" #~ msgstr "スキップ" #~ msgid "" #~ "Your project will be created in a non empty folder (you might want to " #~ "create a new folder)." #~ msgstr "" #~ "空でないフォルダにプロジェクトが作成されます(新しいフォルダを作成すること" #~ "ができます)." #~ msgid "That's a BINGO!" #~ msgstr "当たり!" #, fuzzy #~ msgid "preview" #~ msgstr "プレビュー" #~ msgid "Move Add Key" #~ msgstr "追加したキーを移動" #, fuzzy #~ msgid "Create Subscription" #~ msgstr "サブスクリプションの生成" #, fuzzy #~ msgid "List:" #~ msgstr "リスト:" #, fuzzy #~ msgid "Set Emission Mask" #~ msgstr "発光(Emission)マスクを設定" #, fuzzy #~ msgid "Clear Emitter" #~ msgstr "発光物をクリア" #~ msgid " " #~ msgstr " " #, fuzzy #~ msgid "Sections:" #~ msgstr "セクション:" #, fuzzy #~ msgid "Cannot navigate to '" #~ msgstr "~に移動できません" #, fuzzy #~ msgid "" #~ "\n" #~ "Source: " #~ msgstr "ソース:" #, fuzzy #~ msgid "Remove Point from Line2D" #~ msgstr "Line2Dからポイント=点を除去" #~ msgid "Add Point to Line2D" #~ msgstr "Line2Dにポイント=点を追加" #~ msgid "Move Point in Line2D" #~ msgstr "Line2D のポイント=点を移動" #~ msgid "Split Segment (in line)" #~ msgstr "セグメント分割(線分内で)" #~ msgid "Meta+" #~ msgstr "Meta+" #, fuzzy #~ msgid "Setting '" #~ msgstr "設定" #~ msgid "Remote Inspector" #~ msgstr "リモートインスペクター" #~ msgid "Remote Object Properties: " #~ msgstr "リモートオブジェクトのプロパティ: " #, fuzzy #~ msgid "Selection -> Duplicate" #~ msgstr "選択範囲のみ" #, fuzzy #~ msgid "Selection -> Clear" #~ msgstr "選択範囲のみ" #~ msgid "" #~ "Path property must point to a valid Viewport node to work. Such Viewport " #~ "must be set to 'render target' mode." #~ msgstr "" #~ "Path プロパティは、動作するように有効なビューポート ノードをポイントする必" #~ "要があります。このようなビューポートは、'render target' モードに設定する必" #~ "要があります。" #~ msgid "" #~ "The Viewport set in the path property must be set as 'render target' in " #~ "order for this sprite to work." #~ msgstr "" #~ "Path プロパティに設定したビューポートは、このスプライトの動作する順序で " #~ "'render target' として設定する必要があります。" #, fuzzy #~ msgid "Method List For '%s':" #~ msgstr "'%s' のメソッド一覧:" #, fuzzy #~ msgid "Return:" #~ msgstr "戻り値:" #, fuzzy #~ msgid "Added:" #~ msgstr "加えたのは:" #, fuzzy #~ msgid "Could not save atlas subtexture:" #~ msgstr "アトラスの要素であるテクスチャの保存ができません:" #, fuzzy #~ msgid "Setting Up..." #~ msgstr "セットアップ中..." #, fuzzy #~ msgid "Error loading scene." #~ msgstr "シーンの読み込みエラー" #~ msgid "Re-Import" #~ msgstr "再インポート" #, fuzzy #~ msgid "Please wait for scan to complete." #~ msgstr "走査完了をお待ちください" #, fuzzy #~ msgid "Current scene must be saved to re-import." #~ msgstr "再インポートするためには現在のシーンを保存する必要があります" #, fuzzy #~ msgid "Re-Importing" #~ msgstr "再インポート" #, fuzzy #~ msgid "Re-Import Changed Resources" #~ msgstr "変更したリソースを再インポート" #, fuzzy #~ msgid "" #~ "\n" #~ "Status: Needs Re-Import" #~ msgstr "保存して再インポート" #, fuzzy #~ msgid "Same source and destination files, doing nothing." #~ msgstr "同じファイルが指定されているので、何も行いません." #, fuzzy #~ msgid "Same source and destination paths, doing nothing." #~ msgstr "同じパスが指定されているので、何も行いません" #, fuzzy #~ msgid "Can't move directories to within themselves." #~ msgstr "ディレクトリを自身の内部には移動できません" #, fuzzy #~ msgid "Pick New Name and Location For:" #~ msgstr "新しい名前とロケーションを選択:" #, fuzzy #~ msgid "Info" #~ msgstr "インフォーメーション" #, fuzzy #~ msgid "No bit masks to import!" #~ msgstr "インポートするビットマスクが見つかりません!" #, fuzzy #~ msgid "Target path is empty." #~ msgstr "ターゲットのパスに何もありません" #, fuzzy #~ msgid "Target path must be a complete resource path." #~ msgstr "ターゲットのパスはリソースの完全なパスでなければいけません." #, fuzzy #~ msgid "Target path must exist." #~ msgstr "ターゲットのパスが存在しません" #, fuzzy #~ msgid "Import BitMasks" #~ msgstr "ビットマスクをインポート" #, fuzzy #~ msgid "Source Texture(s):" #~ msgstr "ソースのテクスチャ:" #, fuzzy #~ msgid "Accept" #~ msgstr "受取OK" #~ msgid "Bit Mask" #~ msgstr "ビットマスク" #, fuzzy #~ msgid "No source font file!" #~ msgstr "ソースのフォントファイルが見つかりません!" #, fuzzy #~ msgid "No target font resource!" #~ msgstr "ターゲットのフォントリソースが見つかりません!" #, fuzzy #~ msgid "" #~ "Invalid file extension.\n" #~ "Please use .font." #~ msgstr "" #~ "ファイル拡張子が不正です.\n" #~ " .fontを使ってください." #, fuzzy #~ msgid "Couldn't save font." #~ msgstr "フォントを保存できませんでした" #, fuzzy #~ msgid "Source Font:" #~ msgstr "ソース フォント:" #, fuzzy #~ msgid "Dest Resource:" #~ msgstr "送り先のリソース:" #, fuzzy #~ msgid "The quick brown fox jumps over the lazy dog." #~ msgstr "いろはにほへと~." #~ msgid "Test:" #~ msgstr "テスト:" #~ msgid "Options:" #~ msgstr "オプション:" #, fuzzy #~ msgid "Font Import" #~ msgstr "フォントのインポート" #, fuzzy #~ msgid "" #~ "This file is already a Godot font file, please supply a BMFont type file " #~ "instead." #~ msgstr "" #~ "このファイルはもうGodotのフォントファイルです. BMFont type のファイルを代" #~ "わりに利用してください." #, fuzzy #~ msgid "Failed opening as BMFont file." #~ msgstr "BMFont ファイルを開けませんでした" #, fuzzy #~ msgid "Invalid font custom source." #~ msgstr "不正なフォントカスタムソース" #, fuzzy #~ msgid "No meshes to import!" #~ msgstr "インポートするメッシュがありません" #, fuzzy #~ msgid "Single Mesh Import" #~ msgstr "シングルメッシュをインポート" #, fuzzy #~ msgid "Source Mesh(es):" #~ msgstr "ソース メッシュ:" #, fuzzy #~ msgid "Surface %d" #~ msgstr "サーフェース %d" #, fuzzy #~ msgid "No samples to import!" #~ msgstr "インポートするサンプルがありません!" #, fuzzy #~ msgid "Import Audio Samples" #~ msgstr "オーディオサンプルをインポート" #, fuzzy #~ msgid "Source Sample(s):" #~ msgstr "ソースのサンプル:" #~ msgid "Audio Sample" #~ msgstr "オーディオサンプル" #, fuzzy #~ msgid "New Clip" #~ msgstr "新しいクリップ" #, fuzzy #~ msgid "Flags" #~ msgstr "フラグ" #, fuzzy #~ msgid "Bake FPS:" #~ msgstr "FPSを焼き込み(ベイク):" #~ msgid "Optimizer" #~ msgstr "オプティマイザ" #, fuzzy #~ msgid "Max Linear Error" #~ msgstr "最大位置エラー" #, fuzzy #~ msgid "Max Angular Error" #~ msgstr "最大角度エラー" #, fuzzy #~ msgid "Max Angle" #~ msgstr "最大角度" #~ msgid "Start(s)" #~ msgstr "開始" #, fuzzy #~ msgid "Source path is empty." #~ msgstr "ソースのパスは空です" #, fuzzy #~ msgid "Couldn't load post-import script." #~ msgstr "インポート済みのスクリプトを読み込みませんでした" #, fuzzy #~ msgid "Invalid/broken script for post-import." #~ msgstr "インポート済みのスクリプトは不正な/壊れたスクリプトです" #, fuzzy #~ msgid "Error importing scene." #~ msgstr "シーン インポートのエラー" #, fuzzy #~ msgid "Import 3D Scene" #~ msgstr "3Dシーンをインポート" #~ msgid "Source Scene:" #~ msgstr "ソース シーン:" #, fuzzy #~ msgid "Same as Target Scene" #~ msgstr "ターゲットシーンと同じ" #~ msgid "Shared" #~ msgstr "共有されている" #, fuzzy #~ msgid "Target Texture Folder:" #~ msgstr "ターゲットテクスチャのフォルダ:" #, fuzzy #~ msgid "Custom Root Node Type:" #~ msgstr "ルートノードのカスタムタイプ:" #~ msgid "Auto" #~ msgstr "自動" #, fuzzy #~ msgid "The Following Files are Missing:" #~ msgstr "以下のファイルが見つかりません:" #, fuzzy #~ msgid "Import Anyway" #~ msgstr "とりあえずインポート" #, fuzzy #~ msgid "Edited scene has not been saved, open imported scene anyway?" #~ msgstr "" #~ "編集したシーンは保存されていませんが、それでもインポートしたシーンを開きま" #~ "すか?" #, fuzzy #~ msgid "Import Image:" #~ msgstr "イメージをインポート:" #, fuzzy #~ msgid "Couldn't localize path: %s (already local)" #~ msgstr "パスをローカライズできません: %s (すでにローカル)" #, fuzzy #~ msgid "3D Scene Animation" #~ msgstr "3Dシーンアニメーション" #~ msgid "Uncompressed" #~ msgstr "非圧縮" #, fuzzy #~ msgid "Compress Lossless (PNG)" #~ msgstr "ロスレス圧縮(PNG)" #, fuzzy #~ msgid "Compress Lossy (WebP)" #~ msgstr "非可逆圧縮(WebP)" #, fuzzy #~ msgid "Compress (VRAM)" #~ msgstr "圧縮 (VRAM)" #~ msgid "Texture Format" #~ msgstr "テクスチャフォーマット" #, fuzzy #~ msgid "Texture Compression Quality (WebP):" #~ msgstr "テクスチャ圧縮品質 (WebP):" #, fuzzy #~ msgid "Texture Options" #~ msgstr "テクスチャ オプション" #, fuzzy #~ msgid "Please specify some files!" #~ msgstr "なにかファイルを指定してください!" #, fuzzy #~ msgid "At least one file needed for Atlas." #~ msgstr "アトラスに最低一つのファイルを指定してください" #, fuzzy #~ msgid "Error importing:" #~ msgstr "エラーをインポート中:" #, fuzzy #~ msgid "Max Texture Size:" #~ msgstr "最大テクスチャサイズ:" #, fuzzy #~ msgid "Import Textures for Atlas (2D)" #~ msgstr "アトラスのテクスチャをインポート (2D)" #, fuzzy #~ msgid "Large Texture" #~ msgstr "大きなテクスチャ" #, fuzzy #~ msgid "Import Large Textures (2D)" #~ msgstr "大きなテクスチャをインポート (2D)" #, fuzzy #~ msgid "Source Texture" #~ msgstr "ソーステクスチャ" #, fuzzy #~ msgid "Base Atlas Texture" #~ msgstr "基本アトラステクスチャ" #, fuzzy #~ msgid "Source Texture(s)" #~ msgstr "ソース テクスチャ" #, fuzzy #~ msgid "Import Textures for 2D" #~ msgstr "2Dテクスチャをインポート" #, fuzzy #~ msgid "Import Textures for 3D" #~ msgstr "3Dテクスチャをインポート" #, fuzzy #~ msgid "Import Textures" #~ msgstr "テクスチャをインポート" #~ msgid "2D Texture" #~ msgstr "2Dテクスチャ" #~ msgid "3D Texture" #~ msgstr "3Dテクスチャ" #~ msgid "Atlas Texture" #~ msgstr "アトラステクスチャ" #, fuzzy #~ msgid "" #~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files " #~ "to the project." #~ msgstr "" #~ "注意:2Dテクスチャのインポートは必須ではありません. png/jpgファイルをプロ" #~ "ジェクトにコピーしてください." #, fuzzy #~ msgid "Crop empty space." #~ msgstr "空白を刈り込む" #, fuzzy #~ msgid "Import Large Texture" #~ msgstr "大きなテクスチャをインポート" #, fuzzy #~ msgid "Load Source Image" #~ msgstr "ソースイメージを読み込む" #~ msgid "Slicing" #~ msgstr "スライシング" #~ msgid "Saving" #~ msgstr "保存中" #~ msgid "Couldn't save large texture:" #~ msgstr "大きなテクスチャが保存できませんでした:" #, fuzzy #~ msgid "Build Atlas For:" #~ msgstr "~のアトラスをビルド:" #, fuzzy #~ msgid "Loading Image:" #~ msgstr "イメージを読み込み中:" #, fuzzy #~ msgid "Couldn't load image:" #~ msgstr "イメージを読み込めませんでした:" #, fuzzy #~ msgid "Converting Images" #~ msgstr "イメージを変換中" #, fuzzy #~ msgid "Cropping Images" #~ msgstr "イメージをクロッピング(トリミング)" #, fuzzy #~ msgid "Couldn't save atlas image:" #~ msgstr "アトラスイメージを保存できませんでした:" #, fuzzy #~ msgid "Couldn't save converted texture:" #~ msgstr "変換したテクスチャを保存できませんでした:" #~ msgid "Invalid translation source!" #~ msgstr "不正な翻訳ソース!" #, fuzzy #~ msgid "Column" #~ msgstr "カラム" #, fuzzy #~ msgid "No items to import!" #~ msgstr "インポートするものがありません!" #, fuzzy #~ msgid "No target path!" #~ msgstr "ターゲットのパスがありません!" #, fuzzy #~ msgid "Import Translations" #~ msgstr "翻訳をインポート" #, fuzzy #~ msgid "Couldn't import!" #~ msgstr "インポートできませんでした!" #, fuzzy #~ msgid "Import Translation" #~ msgstr "翻訳をインポート" #, fuzzy #~ msgid "Source CSV:" #~ msgstr "ソースCSVファイル:" #, fuzzy #~ msgid "Ignore First Row" #~ msgstr "最初の行を無視" #, fuzzy #~ msgid "Add to Project (project.godot)" #~ msgstr "プロジェクトに追加 (project.godot)" #, fuzzy #~ msgid "Import Languages:" #~ msgstr "言語をインポート:" #~ msgid "Translation" #~ msgstr "翻訳" #~ msgid "Triangle #" #~ msgstr "三角形 #" #, fuzzy #~ msgid "Light Baker Setup:" #~ msgstr "ライティング(照明)ベイク設定:" #, fuzzy #~ msgid "Fixing Lights" #~ msgstr "照明(ライティング)の修復" #, fuzzy #~ msgid "Making BVH" #~ msgstr "BVHデータを生成" #, fuzzy #~ msgid "Allocating Texture #" #~ msgstr "テクスチャを(メモリ上で)確保#" #, fuzzy #~ msgid "Baking Triangle #" #~ msgstr "三角形をベイク#" #, fuzzy #~ msgid "Post-Processing Texture #" #~ msgstr "後処理のテクスチャ#" #, fuzzy #~ msgid "Reset the lightmap octree baking process (start over)." #~ msgstr "ライトマップ八分木ベイクのプロセスをリセット(やり直し)." #, fuzzy #~ msgid "Zoom Set..." #~ msgstr "ズームをセットする..." #~ msgid "Set a Value" #~ msgstr "値を設定する" #, fuzzy #~ msgid "Parse BBCode" #~ msgstr "BBコードをパースする" #, fuzzy #~ msgid "Length:" #~ msgstr "長さ:" #, fuzzy #~ msgid "Open Sample File(s)" #~ msgstr "サンプルファイルを開ける" #, fuzzy #~ msgid "ERROR: Couldn't load sample!" #~ msgstr "エラー:サンプルを読み込めません!" #~ msgid "Rename Sample" #~ msgstr "サンプルの名前を変える" #~ msgid "Delete Sample" #~ msgstr "サンプルを消去する" #~ msgid "16 Bits" #~ msgstr "16ビット" #~ msgid "8 Bits" #~ msgstr "8ビット" #~ msgid "Stereo" #~ msgstr "ステレオ音声" #, fuzzy #~ msgid "Scaling to %s%%." #~ msgstr "拡大縮小比率%s%%." #, fuzzy #~ msgid "Invalid project path, the path must exist!" #~ msgstr "パスが不正です.パスが存在しないといけません." #, fuzzy #~ msgid "Invalid project path, project.godot must not exist." #~ msgstr "プロジェクトのパスが不正です.project.godotは存在しません." #, fuzzy #~ msgid "Invalid project path, project.godot must exist." #~ msgstr "" #~ "プロジェクトのパスが不正です.project.godotは存在する必要があります。" #, fuzzy #~ msgid "Project Path (Must Exist):" #~ msgstr "プロジェクトパス(存在する必要があります)" #~ msgid "Create New Resource" #~ msgstr "新しいリソースを生成" #~ msgid "Open Resource" #~ msgstr "リソースを開ける" #~ msgid "Save Resource" #~ msgstr "リソースを保存" #, fuzzy #~ msgid "Resource Tools" #~ msgstr "リソースのツール" #, fuzzy #~ msgid "Tiles" #~ msgstr "ファイル:" #~ msgid "Ctrl+" #~ msgstr "Ctrl+" #, fuzzy #~ msgid "Close scene? (Unsaved changes will be lost)" #~ msgstr "シーンを閉じますか?(セーブしていない変更は失われます)" #, fuzzy #~ msgid "" #~ "Open Project Manager? \n" #~ "(Unsaved changes will be lost)" #~ msgstr "" #~ "プロジェクトマネージャーを開きますか?\n" #~ "(保存していない変更は失われます)" #, fuzzy #~ msgid "Close Goto Prev. Scene" #~ msgstr "閉じて過去開いたシーンに移動" #~ msgid "Del" #~ msgstr "deleteキー" #, fuzzy #~ msgid "just pressed" #~ msgstr "押した" #, fuzzy #~ msgid "" #~ "Couldn't read the certificate file. Are the path and password both " #~ "correct?" #~ msgstr "証明書ファイルが読めません. パスかパスワードが間違っていませんか?" #, fuzzy #~ msgid "Error creating the signature object." #~ msgstr "署名オブジェクトの生成エラー" #, fuzzy #~ msgid "Error creating the package signature." #~ msgstr "パッケージ署名生成エラー" #~ msgid "RAW Mode" #~ msgstr "RAWモード" #, fuzzy #~ msgid "Node From Scene" #~ msgstr "シーンからのノード" #~ msgid "Path property must point to a valid Particles2D node to work." #~ msgstr "" #~ "Path プロパティは、動作するように有効な Particles2D ノードを示す必要があり" #~ "ます。" #~ msgid "" #~ "A SampleLibrary resource must be created or set in the 'samples' property " #~ "in order for SamplePlayer to play sound." #~ msgstr "" #~ "SampleLibrary リソースは SamplePlayer がサウンドを再生するために作成また" #~ "は 'samples' プロパティで設定する必要があります。" #~ msgid "" #~ "A SampleLibrary resource must be created or set in the 'samples' property " #~ "in order for SpatialSamplePlayer to play sound." #~ msgstr "" #~ "SpatialSamplePlayer でサウンドを再生するためには SampleLibrary リソースを" #~ "作成または 'samples' プロパティで設定する必要があります。" #~ msgid "Replaced %d Ocurrence(s)." #~ msgstr "%d 箇所を置換しました。" #, fuzzy #~ msgid "Create Android keystore" #~ msgstr "フォルダを作成" #, fuzzy #~ msgid "Organization" #~ msgstr "遷移" #, fuzzy #~ msgid "" #~ "Paths cannot start with '/', absolute paths must start with 'res://', " #~ "'user://', or 'local://'" #~ msgstr "" #~ "パスは「/」で始めることができません。絶対パスは必ず「res://」「user://」" #~ "「local://」 で始まる必要があります。"