diff --git a/doc/translations/de.po b/doc/translations/de.po index d6aad893bb85..50eb470db14e 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -73,16 +73,17 @@ # Wuzzy , 2023. # Björn Reißig , 2023. # Cerno_b , 2023. -# Cerno_b , 2023. +# Cerno_b , 2023, 2024. # Janosch Lion , 2023. # Tobias Mohr , 2023. # Florian Schaupp , 2023. +# Eric Brändli , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-02 19:36+0000\n" -"Last-Translator: Florian Schaupp \n" +"PO-Revision-Date: 2024-01-19 08:19+0000\n" +"Last-Translator: Cerno_b \n" "Language-Team: German \n" "Language: de\n" @@ -90,17 +91,29 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "All classes" msgstr "Alle Klassen" +msgid "Globals" +msgstr "Globale Klassen" + msgid "Nodes" msgstr "Nodes" msgid "Resources" msgstr "Ressourcen" +msgid "Editor-only" +msgstr "Editor-intern" + +msgid "Other objects" +msgstr "Andere Objekte" + +msgid "Variant types" +msgstr "Varianten" + msgid "Description" msgstr "Beschreibung" @@ -131,6 +144,9 @@ msgstr "Enumerationen" msgid "Constants" msgstr "Konstanten" +msgid "Annotations" +msgstr "Annotationen" + msgid "Property Descriptions" msgstr "Eigenschaften-Beschreibung" @@ -1564,6 +1580,35 @@ msgstr "" "nur eine zusätzliche Ebene. Genauso wie die nächste Gruppe die vorherige " "Gruppe abschließt, tun dies auch die nachfolgenden Untergruppen." +msgid "" +"Add a custom icon to the current script. The icon specified at [param " +"icon_path] is displayed in the Scene dock for every node of that class, as " +"well as in various editor dialogs.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " +"supported.\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " +"annotation must be placed before the class definition and inheritance.\n" +"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " +"annotation must be a string literal (constant expressions are not supported)." +msgstr "" +"Fügt dem aktuellen Skript ein benutzerdefiniertes Icon hinzu. Das unter " +"[param icon_path] angegebene Icon wird im Szenendock für jeden Knoten dieser " +"Klasse sowie in verschiedenen Editor-Dialogen angezeigt.\n" +"[codeblock]\n" +"@icon(\"res://pfad/zu/klasse/icon.svg\")\n" +"[/codeblock]\n" +"[b]Hinweis:[/b] Nur das Skript kann ein eigenes Icon haben. Innere Klassen " +"werden nicht unterstützt.\n" +"[b]Hinweis:[/b] Da Annotationen ihren Gegenstand beschreiben, muss die " +"Annotation [annotation @icon] vor der Klassendefinition und der Vererbung " +"platziert werden.\n" +"[b]Hinweis:[/b] Im Gegensatz zu anderen Annotationen muss das Argument der " +"Annotation [annotation @icon] ein Stringliteral sein (konstante Ausdrücke " +"werden nicht unterstützt)." + msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " @@ -1897,6 +1942,28 @@ msgstr "" "sinh(a) # Gibt 0.9 zurück\n" "[/codeblock]" +msgid "" +"Returns the arc tangent of [param x] in radians. Use it to get the angle from " +"an angle's tangent in trigonometry.\n" +"The method cannot know in which quadrant the angle should fall. See [method " +"atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" +"[codeblock]\n" +"var a = atan(0.5) # a is 0.463648\n" +"[/codeblock]\n" +"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " +"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." +msgstr "" +"Gibt den Arcustangens von [param x] im Bogenmaß zurück. Damit kann der Winkel " +"aus dem Tangens eines Winkels trigonometrisch ermittelt werden.\n" +"Die Methode kann nicht wissen, in welchen Quadranten der Winkel fallen soll. " +"Siehe [method atan2], wenn sowohl [code]y[/code] als auch [code skip-lint]x[/" +"code] bekannt sind.\n" +"[codeblock]\n" +"var a = atan(0.5) # a ist 0.463648\n" +"[/codeblock]\n" +"Wenn [param x] zwischen [code]-PI / 2[/code] und [code]PI / 2[/code] " +"(inklusive) liegt, ist [code]atan(tan(x))[/code] gleich [param x]." + msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " @@ -1995,6 +2062,31 @@ msgstr "" "nicht vertrauenswürdigen Quellen stammt, um potenzielle " "Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)." +msgid "" +"Rounds [param x] upward (towards positive infinity), returning the smallest " +"whole number that is not less than [param x]. Supported types: [int], " +"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " +"[Vector4i].\n" +"[codeblock]\n" +"var i = ceil(1.45) # i is 2.0\n" +"i = ceil(1.001) # i is 2.0\n" +"[/codeblock]\n" +"See also [method floor], [method round], and [method snapped].\n" +"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " +"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." +msgstr "" +"Rundet [param x] nach oben auf und gibt die kleinste ganze Zahl zurück, die " +"nicht geringer ist als [param x]. Unterstützte Typen: [int], [float], " +"[Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"var i = ceil(1.45) # i ist 2.0\n" +"i = ceil(1.001) # i ist 2.0\n" +"[/codeblock]\n" +"Siehe auch [method floor], [method round] und [method snapped].\n" +"[b]Hinweis:[/b] Für besser Typsicherheit können [method ceilf], [method " +"ceili], [method Vector2.ceil], [method Vector3.ceil], oder [method Vector4." +"ceil] verwendet werden." + msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" @@ -2013,66 +2105,6 @@ msgstr "" "kleinste ganze Zahl zurück, die nicht kleiner als [param x] ist.\n" "Eine typsichere Version von [method ceil], die einen [int] zurückgibt." -msgid "" -"Clamps the [param value], returning a [Variant] not less than [param min] and " -"not more than [param max]. Any values that can be compared with the less than " -"and greater than operators will work.\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a is -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b is 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c is (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d is (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e is (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f is (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " -"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " -"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " -"[method Color.clamp]." -msgstr "" -"Klemmt den [param value] und gibt eine [Variant] zurück, die nicht kleiner " -"als [param min] und nicht größer als [param max] ist. Alle Werte, die mit den " -"Operatoren kleiner als und größer als verglichen werden können, " -"funktionieren.\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a is -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b ist 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c ist (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d ist (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e ist (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f ist (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Für eine bessere Typsicherheit verwenden Sie [method clampf], " -"[method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method " -"Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method " -"Vector4i.clamp] oder [method Color.clamp]." - msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -2157,6 +2189,19 @@ msgstr "" "in [param weight] definierten Faktor mit [param pre] und [param post] Werten. " "Siehe auch [method lerp_angle]." +msgid "" +"Cubic interpolates between two rotation values with shortest path by the " +"factor defined in [param weight] with [param pre] and [param post] values. " +"See also [method lerp_angle].\n" +"It can perform smoother interpolation than [method cubic_interpolate] by the " +"time values." +msgstr "" +"\"Cubic\" interpoliert zwischen zwei Rotationswerten mit kürzestem Weg mit " +"Hilfe des in [param weight] definierten Faktors mit [param pre] und [param " +"post] Werten. Siehe auch [method lerp_angle].\n" +"Sie kann eine glattere Interpolation als [code]cubic_interpolate()[/code] " +"durch die Zeitwerte durchführen." + msgid "" "Cubic interpolates between two values by the factor defined in [param weight] " "with [param pre] and [param post] values.\n" @@ -3875,27 +3920,6 @@ msgstr "" "[/codeblock]\n" "Siehe auch [method type_string]." -msgid "" -"Encodes a [Variant] value to a byte array, without encoding objects. " -"Deserialization can be done with [method bytes_to_var].\n" -"[b]Note:[/b] If you need object serialization, see [method " -"var_to_bytes_with_objects]." -msgstr "" -"Kodiert einen [Variant]-Wert in ein Byte-Array, ohne Objekte zu kodieren. Die " -"Deserialisierung kann mit der [Methode bytes_to_var] durchgeführt werden.\n" -"[b]Hinweis:[/b] Wenn Sie eine Objektserialisierung benötigen, siehe [Methode " -"var_to_bytes_with_objects]." - -msgid "" -"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " -"can potentially include executable code). Deserialization can be done with " -"[method bytes_to_var_with_objects]." -msgstr "" -"Kodiert einen [Variant]-Wert in ein Byte-Array. Die Kodierung von Objekten " -"ist erlaubt (und kann potentiell ausführbaren Code enthalten). Die " -"Deserialisierung kann mit der [Methode bytes_to_var_with_objects] " -"durchgeführt werden." - msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" @@ -5990,7 +6014,7 @@ msgid "" "[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " "future." msgstr "" -"[i]Obsolet.[/i] Dieser Hinweis ist nicht mehr in Verwendung und wird in " +"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in " "Zukunft entfernt." msgid "Hints that an object is too big to be sent via the debugger." @@ -6005,6 +6029,15 @@ msgstr "" "Weist darauf hin, dass der Hinweis-String bestimmt, welche Node-Typen für " "[NodePath]-Eigenschaften gültig sind." +msgid "" +"Hints that an [int] property is an object ID.\n" +"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " +"future." +msgstr "" +"Deutet darauf hin, dass eine [int]-Eigenschaft eine Object-ID ist.\n" +"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in " +"Zukunft gelöscht." + msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." @@ -6443,212 +6476,15 @@ msgstr "Stellt die Größe dar des [enum Variant.Operator] enum." msgid "A 3D axis-aligned bounding box." msgstr "Ein an den 3D-Achsen ausgerichtetes Begrenzungsrechteck." -msgid "" -"[AABB] consists of a position, a size, and several utility functions. It is " -"typically used for fast overlap tests.\n" -"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get an AABB with a positive size.\n" -"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer " -"coordinates." -msgstr "" -"[AABB] besteht aus einer Position, einer Größe und mehreren Hilfsfunktionen. " -"Es wird normalerweise für schnelle Überlappungstests verwendet.\n" -"Es verwendet Fließkomma-Koordinaten. Das 2D-Gegenstück zu [AABB] ist " -"[Rect2].\n" -"Negative Werte für [member size] werden nicht unterstützt und funktionieren " -"bei den meisten Methoden nicht. Verwenden Sie [method abs], um ein AABB mit " -"einer positiven Größe zu erhalten.\n" -"[b]Hinweis:[/b] Anders als [Rect2] hat [AABB] keine Variante, die ganzzahlige " -"Koordinaten verwendet." - msgid "Vector math" msgstr "Vektor-Mathematik" msgid "Advanced vector math" msgstr "Fortgeschrittene Vektor-Mathematik" -msgid "" -"Constructs a default-initialized [AABB] with default (zero) values of [member " -"position] and [member size]." -msgstr "" -"Konstruiert eine standardmäßig initialisierte [AABB] mit den Standardwerten " -"(Null) von [member position] und [member size]." - msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]." -msgid "Constructs an [AABB] from a position and size." -msgstr "Konstruiert einen [AABB] aus einer Position und einer Größe." - -msgid "" -"Returns an AABB with equivalent position and size, modified so that the most-" -"negative corner is the origin and the size is positive." -msgstr "" -"Gibt ein AABB mit entsprechender Position und Größe zurück, das so " -"modifiziert wurde, dass die negativste Ecke der Ursprung ist und die Größe " -"positiv ist." - -msgid "" -"Returns [code]true[/code] if this [AABB] completely encloses another one." -msgstr "" -"Gibt [code]true[/code] zurück, wenn dieses [AABB] ein anderes vollständig " -"umschließt." - -msgid "" -"Returns a copy of this [AABB] expanded to include a given point.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2, 0), size (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2, 0), size (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt eine Kopie dieses [AABB] zurück, erweitert um einen bestimmten Punkt.\n" -"[b]Beispiel:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Position (-3, 2, 0), Größe (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# Position (-3, -1, 0), Größe (3, 4, 2), so dass sowohl das ursprüngliche " -"AABB als auch Vector3(0, -1, 2) passen\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// Position (-3, 2, 0), Größe (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// Position (-3, -1, 0), Größe (3, 4, 2), so dass sowohl das ursprüngliche " -"AABB als auch Vector3(0, -1, 2) passen\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the center of the [AABB], which is equal to [member position] + " -"([member size] / 2)." -msgstr "" -"Gibt den Mittelwert von [AABB] zurück, welcher gleich ist wie [member " -"position] + ([member size] / 2)." - -msgid "Gets the position of the 8 endpoints of the [AABB] in space." -msgstr "Liefert die Position der 8 Endpunkte des [AABB] im Raum." - -msgid "Returns the normalized longest axis of the [AABB]." -msgstr "Liefert die normierte längste Achse des [AABB]." - -msgid "" -"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " -"[code]AXIS_*[/code] constants)." -msgstr "" -"Liefert den Index der längsten Achse des [AABB] (gemäß den [code]AXIS_*[/" -"code]-Konstanten von [Vector3])." - -msgid "Returns the scalar length of the longest axis of the [AABB]." -msgstr "Liefert die skalare Länge der längsten Achse des [AABB]." - -msgid "Returns the normalized shortest axis of the [AABB]." -msgstr "Liefert die normierte kürzeste Achse des [AABB]." - -msgid "" -"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" -"AXIS* enum)." -msgstr "" -"Liefert den Index der kürzesten Achse des [AABB] (gemäß [Vector3]::AXIS* " -"enum)." - -msgid "Returns the scalar length of the shortest axis of the [AABB]." -msgstr "Liefert die skalare Länge der kürzesten Achse des [AABB]." - -msgid "Returns the volume of the [AABB]." -msgstr "Gibt die Lautstärke des [AABB] zurück." - -msgid "" -"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces " -"of the AABB are considered included, though float-point precision errors may " -"impact the accuracy of such checks.\n" -"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/" -"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for " -"contained points." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die [AABB] einen Punkt enthält. Punkte " -"auf den Flächen des [AABB] werden als enthalten angesehen, obwohl Fließkomma-" -"Präzisionsfehler die Genauigkeit solcher Überprüfungen beeinträchtigen " -"können.\n" -"[b]Hinweis:[/b] Diese Methode ist nicht zuverlässig für [AABB] mit einer " -"[i]negativen Größe[/i]. Verwenden Sie [method abs], um ein [AABB]-Äquivalent " -"mit positiver Größe zu erhalten, um auf enthaltene Punkte zu prüfen." - -msgid "" -"Returns [code]true[/code] if the [AABB] has a surface or a length, and " -"[code]false[/code] if the [AABB] is empty (all components of [member size] " -"are zero or negative)." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der [AABB] eine Fläche oder eine Länge " -"hat, und [code]false[/code], wenn der [AABB] leer ist (alle Komponenten von " -"[member size] sind null oder negativ)." - -msgid "" -"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, " -"0)[/code]) is returned on failure." -msgstr "" -"Gibt die Schnittmenge zwischen zwei [AABB] zurück. Im Fehlerfall wird ein " -"leerer AABB (Größe [code](0, 0, 0)[/code]) zurückgegeben." - -msgid "Returns [code]true[/code] if the [AABB] overlaps with another." -msgstr "" -"Gibt [code]true[/code] zurück, wenn sich das [AABB] mit einem anderen " -"überschneidet." - -msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der [AABB] auf beiden Seiten einer Ebene " -"liegt." - -msgid "" -"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately " -"equal, by calling [method @GlobalScope.is_equal_approx] on each component." -msgstr "" -"Gibt [code]true[/code] zurück, wenn dieses [AABB] und [param aabb] annähernd " -"gleich sind, indem [method @GlobalScope.is_equal_approx] für jede Komponente " -"aufgerufen wird." - -msgid "" -"Returns [code]true[/code] if this [AABB] is finite, by calling [method " -"@GlobalScope.is_finite] on each component." -msgstr "" -"Gibt [code]true[/code] zurück, wenn dieser [AABB] endlich ist, indem er " -"[Methode @GlobalScope.is_finite] für jede Komponente aufruft." - -msgid "" -"Ending corner. This is calculated as [code]position + size[/code]. Setting " -"this value will change the size." -msgstr "" -"Endende Ecke. Dies wird berechnet als [code]Position + Größe[/code]. Wenn Sie " -"diesen Wert einstellen, wird die Größe geändert." - -msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "Beginnende Ecke. Hat typischerweise niedrigere Werte als [member end]." - -msgid "" -"Returns [code]true[/code] if the AABBs are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die AABBs nicht gleich sind.\n" -"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " -"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." - msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " @@ -6669,15 +6505,6 @@ msgstr "" "mit Skalierung) kann stattdessen [code]transform.affine_inverse() * aabb[/" "code] verwendet werden. Siehe [Methode Transform3D.affine_inverse]." -msgid "" -"Returns [code]true[/code] if the AABBs are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"Gibt [code]true[/code] zurück, wenn die AABBs genau gleich sind.\n" -"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " -"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." - msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " @@ -7344,79 +7171,6 @@ msgstr "" "wird an der Stelle fortgesetzt, an der sie angehalten wurde, wenn Sie diese " "Eigenschaft auf [code]false[/code] ändern." -msgid "" -"This resource holds data that can be used to animate anything in the engine. " -"Animations are divided into tracks and each track must be linked to a node. " -"The state of that node can be changed through time, by adding timed keys " -"(events) to the track.\n" -"[codeblocks]\n" -"[gdscript]\n" -"# This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"# 100 pixels in 0.5 seconds.\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"// This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"// 100 pixels in 0.5 seconds.\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Animations are just data containers, and must be added to nodes such as an " -"[AnimationPlayer] to be played back. Animation tracks have different types, " -"each with its own set of dedicated methods. Check [enum TrackType] to see " -"available types.\n" -"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " -"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " -"track types instead of [constant TYPE_VALUE] is recommended for performance " -"reasons." -msgstr "" -"Diese Ressource enthält Daten, die verwendet werden können, um irgendetwas in " -"der Engine zu animieren. Animationen sind in Spuren unterteilt und jede Spur " -"muss mit einem Knoten verbunden sein. Der Zustand dieses Knotens kann im " -"Laufe der Zeit geändert werden, indem zeitlich festgelegte Schlüssel " -"(Ereignisse) zur Spur hinzugefügt werden.\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Dies erzeugt eine Animation, die den Knoten (Node) \"Feind\" nach rechts " -"um\n" -"# 100 Pixel in 0,5 Sekunden.\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Dies erzeugt eine Animation, die den Knoten (Node) \"Feind\" nach rechts " -"um\n" -"// 100 Pixel in 0,5 Sekunden.\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Animationen sind lediglich Datencontainer und müssen zu Knoten (Node) wie " -"einem [AnimationPlayer] hinzugefügt werden, um abgespielt werden zu können. " -"Animationsspuren haben verschiedene Typen, jeder mit seinem eigenen Satz von " -"speziellen Methoden. Prüfen Sie [enum TrackType], um die verfügbaren Typen zu " -"sehen.\n" -"[b]Hinweis:[/b] Für 3D-Position/Drehung/Skalierung wird die Verwendung der " -"dedizierten [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] und " -"[constant TYPE_SCALE_3D] Spurtypen anstelle von [constant TYPE_VALUE] aus " -"Leistungsgründen empfohlen." - msgid "Animation documentation index" msgstr "Index der Animationsdokumentation" @@ -7793,10 +7547,9 @@ msgid "" msgstr "" "Basisklasse für [AnimationPlayer] und [AnimationTree] zur Verwaltung von " "Animationslisten. Sie verfügt auch über allgemeine Eigenschaften und Methoden " -"für die Wiedergabe und Überblendung.\n" +"für die Wiedergabe und Blending.\n" "Nach der Instanziierung der Wiedergabeinformationsdaten innerhalb der " -"erweiterten Klasse wird die Überblendung durch den [AnimationMixer] " -"verarbeitet." +"erweiterten Klasse wird Blending durch den [AnimationMixer] verarbeitet." msgid "A virtual function for processing after key getting during playback." msgstr "" @@ -9046,18 +8799,6 @@ msgstr "" "Übergängen in jedem Zustand wird als Verlassen des Zustandsautomaten " "behandelt." -msgid "" -"This is a grouped state machine that can be controlled from a parent state " -"machine. It does not work on standalone. There must be a state machine with " -"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " -"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." -msgstr "" -"Dies ist ein gruppierter Zustandsautomat, der von einem übergeordneten " -"Zustandsautomaten gesteuert werden kann. Er funktioniert nicht im Standalone-" -"Betrieb. Es muss ein Zustandsautomat mit [member state_machine_type] der " -"[Konstante STATE_MACHINE_TYPE_ROOT] oder [Konstante " -"STATE_MACHINE_TYPE_NESTED] im Eltern- oder Vorgängerprozess vorhanden sein." - msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." @@ -11133,29 +10874,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Removes and returns the element of the array at index [param position]. If " -"negative, [param position] is considered relative to the end of the array. " -"Leaves the array untouched and returns [code]null[/code] if the array is " -"empty or if it's accessed out of bounds. An error message is printed when the " -"array is accessed out of bounds, but not when the array is empty.\n" -"[b]Note:[/b] On large arrays, this method can be slower than [method " -"pop_back] as it will reindex the array's elements that are located after the " -"removed element. The larger the array and the lower the index of the removed " -"element, the slower [method pop_at] will be." -msgstr "" -"Entfernt das Element des Arrays am Index [param position] und gibt es zurück. " -"Falls negativ, wird [param position] relativ zum Ende des Arrays betrachtet. " -"Lässt das Array unangetastet und gibt [code]null[/code] zurück, wenn das " -"Array leer ist oder wenn der Zugriff außerhalb der Grenzen erfolgt. Es wird " -"eine Fehlermeldung ausgegeben, wenn der Zugriff auf das Array außerhalb der " -"Grenzen erfolgt, aber nicht, wenn das Array leer ist.\n" -"[b]Hinweis:[/b] Bei großen Arrays kann diese Methode langsamer sein als " -"[method pop_back], da sie die Elemente des Arrays, die sich nach dem " -"entfernten Element befinden, neu indizieren wird. Je größer das Array und je " -"niedriger der Index des entfernten Elements ist, desto langsamer wird die " -"[method pop_at] sein." - msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " @@ -11255,21 +10973,6 @@ msgstr "" "zu entfernen, ohne den Wert zurückzugeben, verwenden Sie [code]arr.resize(arr." "size() - 1)[/code]." -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]. Returns [constant OK] on success, or one of the other " -"[enum Error] values if the operation failed.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a modified array." -msgstr "" -"Ändert die Größe des Arrays, damit es eine andere Anzahl von Elementen " -"enthält. Ist die Größe des Arrays kleiner, werden die Elemente gelöscht, ist " -"sie größer, sind die neuen Elemente [code]null[/code]. Gibt bei Erfolg " -"[Konstante OK] zurück, oder einen der anderen [enum Error]-Werte, wenn der " -"Vorgang fehlgeschlagen ist.\n" -"[b]Hinweis:[/b] Diese Methode arbeitet an Ort und Stelle und gibt kein " -"verändertes Array zurück." - msgid "Reverses the order of the elements in the array." msgstr "Kehrt die Reihenfolge der Elemente des Arrays um." @@ -13560,17 +13263,6 @@ msgstr "" "Qualität, sind aber anspruchsvoller für die CPU und können zu Audio-Knacks " "führen, wenn die CPU nicht mithalten kann." -msgid "" -"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " -"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " -"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " -"the initial pitch)." -msgstr "" -"Die zu verwendende Tonhöhenskala. [code]1.0[/code] ist die Standardtonhöhe " -"und spielt Töne unverändert ab. [member pitch_scale] kann von [code]0.0[/" -"code] (unendlich tiefe Tonhöhe, unhörbar) bis [code]16[/code] (16-mal höher " -"als die Ausgangstonhöhe) reichen." - msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." @@ -14444,6 +14136,9 @@ msgstr "" "und anderen Wiedergabeeigenschaften. Diese Klasse ist Teil des AudioStream-" "Systems, das auch WAV-Dateien über die Klasse [AudioStreamWAV] unterstützt." +msgid "Runtime file loading and saving" +msgstr "Laden und Speichern von Dateien zur Laufzeit" + msgid "" "Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer " "must contain Ogg Vorbis data." @@ -16206,6 +15901,37 @@ msgstr "" "Textur, die verwendet wird, um metallische Eigenschaften für ein Objekt " "anzugeben. Dies wird mit [member Metallic] multipliziert." +msgid "" +"Specifies the channel of the [member metallic_texture] in which the metallic " +"information is stored. This is useful when you store the information for " +"multiple effects in a single texture. For example if you stored metallic in " +"the red channel, roughness in the blue, and ambient occlusion in the green " +"you could reduce the number of textures you use." +msgstr "" +"Gibt den Kanal des [member metallic_texture] an, in dem die Metallic-" +"Informationen gespeichert werden. Dies ist nützlich, wenn Sie die " +"Informationen für mehrere Effekte in einer einzigen Textur speichern. Wenn " +"Sie z. B. Metallic im roten Kanal, Rauheit im blauen und Ambient Occlusion im " +"grünen Kanal gespeichert haben, können Sie die Anzahl der verwendeten " +"Texturen reduzieren." + +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" +"Wenn [code]true[/code], ist die Tiefenprüfung deaktiviert und das Objekt wird " +"in Renderreihenfolge gezeichnet." + +msgid "" +"If [code]true[/code], normal mapping is enabled. This has a slight " +"performance cost, especially on mobile GPUs." +msgstr "" +"Bei [code]true[/code] ist das Normal Mapping aktiviert. Dies hat geringe " +"Performanceeinbußen zur Folge, insbesondere auf mobilen GPUs." + +msgid "The strength of the normal map's effect." +msgstr "Die Stärke des Effekts der Normal Map." + msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." @@ -18149,12 +17875,6 @@ msgstr "Reichweitenbasierte Sichtbarkeit (HLOD)" msgid "Cubic interpolation." msgstr "Kubische Interpolation." -msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." -msgstr "Wird ausgegeben, wenn der Benutzer [kbd]Strg + C[/kbd] drückt." - -msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]." -msgstr "Wird ausgegeben, wenn der Benutzer [kbd]Strg + V[/kbd] drückt." - msgid "" "Returns [code]true[/code] if left (input) side of the slot with the given " "[param slot_index] is enabled." @@ -18674,14 +18394,6 @@ msgstr "" msgid "Sets the global transformation for the region." msgstr "Legt die globale Transformation für die Region fest." -msgid "" -"Returns [code]true[/code] if the node is folded (collapsed) in the Scene " -"dock. This method is only intended for use with editor tooling." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der Knoten (Node) im Szenendock " -"eingeklappt (eingeklappt) ist. Diese Methode ist nur für die Verwendung mit " -"Editorwerkzeugen vorgesehen." - msgid "" "Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree " "and all its children are initialized.\n" @@ -18775,14 +18487,6 @@ msgstr "Fügt ein Element am Ende des Arrays hinzu." msgid "Removes an element from the array by index." msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde." -msgid "" -"Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new size." -msgstr "" -"Legt die Größe des Arrays fest. Sollte das Array dadurch wachsen, werden neue " -"Elemente am Ende des Arrays reserviert. Sollte es schrumpfen, werden Elemente " -"am Ende entsprechend weggeschnitten." - msgid "Constructs an empty [PackedColorArray]." msgstr "Konstruiert ein leeres [PackedColorArray]." diff --git a/doc/translations/es.po b/doc/translations/es.po index 2ef586679c49..10adfb9527fc 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -67,12 +67,16 @@ # simomi 073 , 2023. # Alejandro Ruiz Esclapez , 2023. # Carlos Cortes Garcia , 2023. +# Victor Gimenez , 2024. +# Santiago Fagúndez , 2024. +# el erok , 2024. +# Miguel de Dios Matias , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-11 21:00+0000\n" -"Last-Translator: Carlos Cortes Garcia \n" +"PO-Revision-Date: 2024-02-02 09:32+0000\n" +"Last-Translator: Miguel de Dios Matias \n" "Language-Team: Spanish \n" "Language: es\n" @@ -80,7 +84,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "All classes" msgstr "Todas las clases" @@ -172,7 +176,7 @@ msgstr "Método de Acceso al Valor o Getter" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" -"Normalmente, este método debería ser sobrescrito por el usuario para que " +"Normalmente, este método debería ser sobreescrito por el usuario para que " "tenga algún efecto." msgid "" @@ -853,6 +857,81 @@ msgstr "" "resultará en [constante NAN] y en su lugar arrojará un error en tiempo de " "ejecución." +msgid "" +"Mark the following property as exported (editable in the Inspector dock and " +"saved to disk). To control the type of the exported property, use the type " +"hint notation.\n" +"[codeblock]\n" +"extends Node\n" +"\n" +"enum Direction {LEFT, RIGHT, UP, DOWN}\n" +"\n" +"# Built-in types.\n" +"@export var string = \"\"\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"\n" +"# Enums.\n" +"@export var type: Variant.Type\n" +"@export var format: Image.Format\n" +"@export var direction: Direction\n" +"\n" +"# Resources.\n" +"@export var image: Image\n" +"@export var custom_resource: CustomResource\n" +"\n" +"# Nodes.\n" +"@export var node: Node\n" +"@export var custom_node: CustomNode\n" +"\n" +"# Typed arrays.\n" +"@export var int_array: Array[int]\n" +"@export var direction_array: Array[Direction]\n" +"@export var image_array: Array[Image]\n" +"@export var node_array: Array[Node]\n" +"[/codeblock]\n" +"[b]Note:[/b] Custom resources and nodes must be registered as global classes " +"using [code]class_name[/code].\n" +"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " +"a number of other limitations." +msgstr "" +"Marque la siguiente propiedad como exportada (editable en el Inspector y " +"guardada en disco). Para controlar el tipo de la propiedad exportada, utilice " +"la notación de sugerencia de tipo.\n" +"[codeblock]\n" +"extends Node\n" +"\n" +"enum Direction {LEFT, RIGHT, UP, DOWN}\n" +"\n" +"# Built-in types.\n" +"@export var string = \"\"\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"\n" +"# Enums.\n" +"@export var type: Variant.Type\n" +"@export var format: Image.Format\n" +"@export var direction: Direction\n" +"\n" +"# Resources.\n" +"@export var image: Image\n" +"@export var custom_resource: CustomResource\n" +"\n" +"# Nodes.\n" +"@export var node: Node\n" +"@export var custom_node: CustomNode\n" +"\n" +"# Typed arrays.\n" +"@export var int_array: Array[int]\n" +"@export var direction_array: Array[Direction]\n" +"@export var image_array: Array[Image]\n" +"@export var node_array: Array[Node]\n" +"[/codeblock]\n" +"[b]Nota:[/b] Los recursos y nodos personalizados deben registrarse como " +"clases globales utilizando [code]class_name[/code].\n" +"[b]Nota:[/b] La exportación de nodos sólo se admite en clases derivadas de " +"[Node] y tiene otras limitaciones." + msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" @@ -1246,6 +1325,24 @@ msgstr "" "@export_multiline var character_biography\n" "[/codeblock]" +msgid "" +"Export a [NodePath] property with a filter for allowed node types.\n" +"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" +"[codeblock]\n" +"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" +"[/codeblock]\n" +"[b]Note:[/b] The type must be a native class or a globally registered script " +"(using the [code]class_name[/code] keyword) that inherits [Node]." +msgstr "" +"Exportar una propiedad [NodePath] con un filtro para los tipos de nodo " +"permitidos.\n" +"Ver también [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" +"[codeblock]\n" +"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" +"[/codeblock]\n" +"[b]Note:[/b] The type must be a native class or a globally registered script " +"(using the [code]class_name[/code] keyword) that inherits [Node]." + msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" @@ -1365,6 +1462,51 @@ msgstr "" "de profundidad. Así como el siguiente grupo finaliza el anterior, también lo " "hacen los consiguientes subgrupos." +msgid "" +"Add a custom icon to the current script. The icon specified at [param " +"icon_path] is displayed in the Scene dock for every node of that class, as " +"well as in various editor dialogs.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " +"supported.\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " +"annotation must be placed before the class definition and inheritance.\n" +"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " +"annotation must be a string literal (constant expressions are not supported)." +msgstr "" +"Añade un icono personalizado al script actual. El icono especificado en " +"[param icon_path] se muestra en el panel de la Escena por cada nodo de esa " +"clase, así como en varios diálogos de edición.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Nota:[/b] Solo el script puede tener un icono personalizado. Las clases " +"internas no están soportadas.\n" +"[b]Nota:[/b] Como las anotaciones describen su tema, la anotación " +"[code]@icon[/code] se debe poner antes de definir la clase y su herencia.\n" +"[b]Nota:[/b] A diferencia de otras anotaciones, el argumento de la anotación " +"[code]@icon[/code] debe ser un literal de cadena (las expresiones constantes " +"no están soportadas)." + +msgid "" +"Mark the following property as assigned when the [Node] is ready. Values for " +"these properties are not assigned immediately when the node is initialized " +"([method Object._init]), and instead are computed and stored right before " +"[method Node._ready].\n" +"[codeblock]\n" +"@onready var character_name: Label = $Label\n" +"[/codeblock]" +msgstr "" +"Marcar la siguiente propiedad como asignada cuando el [Node] esté listo. Los " +"valores para esas propiedades no son asignadas inmediatamente cuando el nodo " +"([method Object._init]) es inicializado, y en su lugar son computadas y " +"almacenadas justo antes de [method Node._ready].\n" +"[codeblock]\n" +"@onready var character_name: Label = $Label\n" +"[/codeblock]" + msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " @@ -1421,6 +1563,25 @@ msgstr "" msgid "Random number generation" msgstr "Generación de números aleatorios" +msgid "" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method acos] from " +"returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" +msgstr "" +"Devuelve el arco coseno de [param x] en radianes. Se usa para obtener el " +"ángulo del coseno de [param x]. [param x] debe estar entre [code]-1.0[/code] " +"y [code]1.0[/code] (incluyéndolos); en otro caso, [method acos] devolverá " +"[constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n" +"c = acos(0.866025)\n" +"[/codeblock]" + msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" @@ -1431,9 +1592,37 @@ msgstr "" "Cuando [param from] y [param to] son contrarios, devuelve [code]-PI[/code] si " "[param from] es menor que [param to], o [code]PI[/code] si no lo es." +msgid "" +"Returns the derivative at the given [param t] on a one-dimensional " +"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " +"defined by the given [param control_1], [param control_2], and [param end] " +"points." +msgstr "" +"Devuelve el derivado que se le dio a [param t] en un unidimensional " +"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]curva de Bézier [/url] " +"definida dados los puntos [param control_1], [param control_2], y [param end]." + msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibeles a energía lineal (audio)." +msgid "" +"Returns a human-readable name for the given [enum Error] code.\n" +"[codeblock]\n" +"print(OK) # Prints 0\n" +"print(error_string(OK)) # Prints OK\n" +"print(error_string(ERR_BUSY)) # Prints Busy\n" +"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n" +"[/codeblock]" +msgstr "" +"Devuelve un nombre entendible para los humanos para el siguiente código [enum " +"Error].\n" +"[codeblock]\n" +"print(OK) # Prints 0\n" +"print(error_string(OK)) # Prints OK\n" +"print(error_string(ERR_BUSY)) # Prints Busy\n" +"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n" +"[/codeblock]" + msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." @@ -2327,69 +2516,6 @@ msgstr "Operador lógico In ([code]in[/code])." msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Representa el tamaño del enum [enum Variant.Operator]." -msgid "Constructs an [AABB] from a position and size." -msgstr "Construye un [AABB] a partir de una posición y un tamaño." - -msgid "" -"Returns an AABB with equivalent position and size, modified so that the most-" -"negative corner is the origin and the size is positive." -msgstr "" -"Devuelve un AABB con posición y tamaño equivalentes, modificado para que la " -"esquina más negativa sea el origen y el tamaño sea positivo." - -msgid "" -"Returns [code]true[/code] if this [AABB] completely encloses another one." -msgstr "" -"Devuelve [code]true[/code] si este [AABB] contiene completamente a otro." - -msgid "Gets the position of the 8 endpoints of the [AABB] in space." -msgstr "Obtiene la posición de los 8 puntos finales del [AABB] en el espacio." - -msgid "Returns the normalized longest axis of the [AABB]." -msgstr "Devuelve el eje más largo normalizado del [AABB]." - -msgid "" -"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " -"[code]AXIS_*[/code] constants)." -msgstr "" -"Devuelve el indice del eje mas grande de [AABB] (segun la constante [Vector3] " -"[code]AXIS_*[/code])." - -msgid "Returns the scalar length of the longest axis of the [AABB]." -msgstr "Devuelve la longitud escalar del eje más largo del [AABB]." - -msgid "Returns the normalized shortest axis of the [AABB]." -msgstr "Devuelve el eje más corto normalizado de la [AABB]." - -msgid "" -"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" -"AXIS* enum)." -msgstr "" -"Devuelve el índice del eje más corto del [AABB] (según el enumerado " -"[Vector3]::AXIS* )." - -msgid "Returns the scalar length of the shortest axis of the [AABB]." -msgstr "Devuelve la longitud escalar del eje más corto del [AABB]." - -msgid "Returns the volume of the [AABB]." -msgstr "Devuelve el volumen del [AABB]." - -msgid "Returns [code]true[/code] if the [AABB] overlaps with another." -msgstr "Devuelve [code]true[/code] si el [AABB] se solapa con otro." - -msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano." - -msgid "" -"Ending corner. This is calculated as [code]position + size[/code]. Setting " -"this value will change the size." -msgstr "" -"Esquina final. Esto se calcula como [code]position + size[/code]. Cambiar " -"esta propiedad cambia el tamaño." - -msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "Esquina de inicio. Normalmente tiene valores inferiores a [member end]." - msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " @@ -7320,6 +7446,9 @@ msgstr "Hace que el cursor del ratón se oculte si es visible." msgid "Helper class to implement a DTLS server." msgstr "Clase de ayuda para implementar un servidor DTLS." +msgid "Deprecated." +msgstr "Obsoleto." + msgid "Exporting for iOS" msgstr "Exportando para iOS" @@ -9272,15 +9401,6 @@ msgstr "El número de muestras de color que se obtendrán del [Gradient]." msgid "Removes all connections between nodes." msgstr "Elimina todas las conexiones entre los nodos." -msgid "" -"Returns an Array containing the list of connections. A connection consists in " -"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " -"to_port: 1, to: \"GraphNode name 1\" }[/code]." -msgstr "" -"Devuelve un Array que contiene la lista de conexiones. Una conexión consiste " -"en una estructura de la forma [code]{ from_port: 0, from: \"GraphNode name " -"0\", to_port: 1, to: \"GraphNode name 1\" }[/code]." - msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." @@ -9297,18 +9417,6 @@ msgstr "Si [code]true[/code], habilita el snapping." msgid "The current zoom value." msgstr "El valor de zoom actual." -msgid "Emitted at the beginning of a GraphNode movement." -msgstr "Emitido al principio de un movimiento de GraphNode." - -msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." -msgstr "Emitido cuando se intenta duplicar un GraphNode en el GraphEdit." - -msgid "Emitted at the end of a GraphNode movement." -msgstr "Emitido al principio de un GraphNode." - -msgid "Emitted when a GraphNode is selected." -msgstr "Emitido cuando se selecciona un GraphNode." - msgid "" "Emitted when the scroll offset is changed by the user. It will not be emitted " "when changed in code." @@ -10748,14 +10856,6 @@ msgstr "" "borrosa. Este modo a menudo da mejores resultados en comparación con " "[constant INTERPOLATE_BILINEAR], a costa de ser más lento." -msgid "" -"Performs Lanczos interpolation. This is the slowest image resizing mode, but " -"it typically gives the best results, especially when downscalng images." -msgstr "" -"Realiza la interpolación de Lanczos. Es el modo de redimensionamiento de " -"imágenes más lento, pero suele dar los mejores resultados, especialmente " -"cuando se reducen las imágenes." - msgid "Image does not have alpha." msgstr "La imagen no tiene alfa." @@ -12592,21 +12692,6 @@ msgstr "El recurso de textura del nodo." msgid "Emitted when the node's texture changes." msgstr "Emitido cuando la textura del nodo cambia." -msgid "" -"Called when the node enters the [SceneTree] (e.g. upon instancing, scene " -"changing, or after calling [method add_child] in a script). If the node has " -"children, its [method _enter_tree] callback will be called first, and then " -"that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " -"Object._notification]." -msgstr "" -"Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, " -"al cambiar de escena o después de llamar a [method add_child] en un script). " -"Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará primero, " -"y luego la de los hijos.\n" -"Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method " -"Object._notification]." - msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " @@ -12626,72 +12711,6 @@ msgstr "" "cuando el nodo ya ha dejado el árbol activo, conéctese al [signal " "tree_exited]." -msgid "" -"Returns the absolute path of the current node. This only works if the current " -"node is inside the scene tree (see [method is_inside_tree])." -msgstr "" -"Devuelve la ruta absoluta del nodo actual. Esto sólo funciona si el nodo " -"actual está dentro del árbol de la escena (ver [method is_inside_tree])." - -msgid "" -"Returns the time elapsed (in seconds) since the last process callback. This " -"value may vary from frame to frame." -msgstr "" -"Devuelve el tiempo transcurrido (en segundos) desde la última llamada del " -"proceso. Este valor puede variar de un fotograma a otro." - -msgid "" -"Returns [code]true[/code] if this is an instance load placeholder. See " -"[InstancePlaceholder]." -msgstr "" -"Devuelve [code]true[/code] si se trata de un marcador de posición de carga de " -"instancia. Ver [InstancePlaceholder]." - -msgid "Returns the node's [Viewport]." -msgstr "Devuelve el [Viewport] del nodo." - -msgid "" -"Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "Devuelve [code]true[/code] si el nodo al que apunta [NodePath] existe." - -msgid "" -"Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" -"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " -"types) are not considered resources." -msgstr "" -"Devuelve [code]true[/code] si el [NodePath] apunta a un nodo válido y su " -"subnombre apunta a un recurso válido, por ejemplo, [code]Area2D/" -"CollisionShape2D:shape[/code]. Las propiedades que no son de tipo [Resource] " -"(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran recursos." - -msgid "" -"Returns [code]true[/code] if the given node is a direct or indirect child of " -"the current node." -msgstr "" -"Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto del " -"nodo actual." - -msgid "" -"Returns [code]true[/code] if the given node occurs later in the scene " -"hierarchy than the current node." -msgstr "" -"Devuelve [code]true[/code] si el nodo dado se produce más tarde en la " -"jerarquía de la escena que el nodo actual." - -msgid "" -"Returns [code]true[/code] if this node is in the specified group. See notes " -"in the description, and the group methods in [SceneTree]." -msgstr "" -"Devuelve [code]true[/code] si este nodo está en el grupo especificado. Vea " -"las notas en la descripción, y los métodos de grupo en [SceneTree]." - -msgid "" -"Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "" -"Devuelve [code]true[/code] si este nodo está actualmente dentro de un " -"[SceneTree]." - msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." @@ -12740,186 +12759,12 @@ msgstr "" "Devuelve [code]true[/code] si el nodo está procesando una entrada de clave no " "manejada (ver [method set_process_unhandled_key_input])." -msgid "" -"Prints the tree to stdout. Used mainly for debugging purposes. This version " -"displays the path relative to the current node, and is good for copy/pasting " -"into the [method get_node] function.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" -msgstr "" -"Imprime el árbol a stdout. Se utiliza principalmente para fines de " -"depuración. Esta versión muestra la ruta relativa al nodo actual, y es buena " -"para copiar/pegar en la función [method get_node].\n" -"[b]Ejemplo de salida:[/b]\n" -"[codeblock]\n" -"ElJuego\n" -"ElJuego/Menu\n" -"ElJuego/Menu/Label\n" -"ElJuego/Menu/Camera2D\n" -"ElJuego/PantallaInicial\n" -"ElJuego/PantallaInicial/Camera2D\n" -"[/codeblock]" - -msgid "" -"Notifies the current node and all its children recursively by calling [method " -"Object.notification] on all of them." -msgstr "" -"Notifica al nodo actual y a todos sus hijos de forma recursiva llamando al " -"[method Object.notification] en todos ellos." - -msgid "" -"Enables or disables processing. When a node is being processed, it will " -"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " -"[method _process] callback will be called if exists). Enabled automatically " -"if [method _process] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"Habilita o deshabilita el procesamiento. Cuando un nodo está siendo " -"procesado, recibirá una [constant NOTIFICATION_PROCESS] en cada fotograma " -"dibujado (y se llamará a la devolución de llamada [method _process] si " -"existe). Se habilita automáticamente si se anula [method _process]. Cualquier " -"llamada a esto antes de [method _ready] será ignorada." - -msgid "" -"Enables or disables input processing. This is not required for GUI controls! " -"Enabled automatically if [method _input] is overridden. Any calls to this " -"before [method _ready] will be ignored." -msgstr "" -"Habilita o deshabilita el procesamiento de la entrada. ¡Esto no es necesario " -"para los controles GUI! Se activa automáticamente si se anula [method " -"_input]. Cualquier llamada a esto antes de [method _ready] será ignorada." - -msgid "" -"Enables unhandled input processing. This is not required for GUI controls! It " -"enables the node to receive all input that was not previously handled " -"(usually by a [Control]). Enabled automatically if [method _unhandled_input] " -"is overridden. Any calls to this before [method _ready] will be ignored." -msgstr "" -"Permite el procesamiento de entradas sin manejar. ¡Esto no es necesario para " -"los controles GUI! Permite que el nodo reciba todas las entradas que no hayan " -"sido manejadas previamente (normalmente por un [Control]). Se habilita " -"automáticamente si se anula [method _unhandled_input]. Cualquier llamada a " -"esto antes de [method _ready] será ignorada." - -msgid "" -"Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"Permite el procesamiento de entradas de claves sin manejar. Se activa " -"automáticamente si se anula [method _unhandled_key_input]. Cualquier llamada " -"a esto antes de [method _ready] será ignorada." - -msgid "" -"Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "" -"Establece si se trata de un marcador de posición de carga de instancia. Ver " -"[InstancePlaceholder]." - -msgid "" -"The node's priority in the execution order of the enabled processing " -"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " -"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " -"process priority value is [i]lower[/i] will have their processing callbacks " -"executed first." -msgstr "" -"La prioridad del nodo en el orden de ejecución de las llamadas de " -"procesamiento habilitadas (es decir, [constant NOTIFICATION_PROCESS], " -"[constant NOTIFICATION_PHYSICS_PROCESS] y sus contrapartes internas). Los " -"nodos cuyo valor de prioridad de proceso sea [i]lower[/i] tendrán sus " -"devoluciones de procesamiento ejecutadas primero." - -msgid "Emitted when the node is renamed." -msgstr "Emitido cuando el nodo es renombrado." - -msgid "Emitted after the node exits the tree and is no longer active." -msgstr "Emitido después de que el nodo sale del árbol y ya no está activo." - msgid "Notification received when the node is ready. See [method _ready]." msgstr "Notificación recibida cuando el nodo esté listo. Véase [method _ready]." -msgid "Notification received when the node is paused." -msgstr "Notificación recibida cuando el nodo está en pausa." - -msgid "Notification received when the node is unpaused." -msgstr "Notificación recibida cuando el nodo no está en pausa." - -msgid "" -"Notification received every frame when the physics process flag is set (see " -"[method set_physics_process])." -msgstr "" -"Notificación recibida en cada fotograma cuando se fija el indicador de " -"proceso físico (ver [method set_physics_process])." - -msgid "" -"Notification received every frame when the process flag is set (see [method " -"set_process])." -msgstr "" -"Notificación recibida en cada fotograma cuando se fija el indicador de " -"proceso (véase [method set_process])." - -msgid "" -"Notification received when a node is set as a child of another node.\n" -"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." -msgstr "" -"Notificación recibida cuando un nodo se establece como hijo de otro nodo.\n" -"[b]Nota:[/b] Esto no significa que un nodo haya entrado en el [SceneTree]." - -msgid "" -"Notification received when a node is unparented (parent removed it from the " -"list of children)." -msgstr "" -"Notificación recibida cuando un nodo no tiene padre (el padre o la madre lo " -"ha eliminado de la lista de hijos)." - -msgid "" -"Notification received every frame when the internal process flag is set (see " -"[method set_process_internal])." -msgstr "" -"Notificación recibida en cada fotograma cuando se fija el indicador de " -"proceso interno (véase [method set_process_internal])." - -msgid "" -"Notification received every frame when the internal physics process flag is " -"set (see [method set_physics_process_internal])." -msgstr "" -"Notificación recibida en cada fotograma cuando se fija el flag de proceso de " -"física interna (véase [method set_physics_process_internal])." - -msgid "" -"Notification received from the OS when a go back request is sent (e.g. " -"pressing the \"Back\" button on Android).\n" -"Specific to the Android platform." -msgstr "" -"Notificación recibida del sistema operativo cuando se envía una solicitud de " -"retroceso (por ejemplo, pulsando el botón \"Back\" en Android).\n" -"Específico de la plataforma Android." - -msgid "Duplicate the node's signals." -msgstr "Duplica las señales del nodo." - msgid "Duplicate the node's groups." msgstr "Duplica los grupos del nodo." -msgid "Duplicate the node's scripts." -msgstr "Duplica los scripts del nodo." - -msgid "" -"Duplicate using instancing.\n" -"An instance stays linked to the original so when the original changes, the " -"instance changes too." -msgstr "" -"Duplicar usando instancias.\n" -"Una instancia permanece ligado al original, así que cuando el original " -"cambia, la instancia también cambia." - msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -13344,13 +13189,6 @@ msgstr "Concatena un elemen al final del array." msgid "Removes an element from the array by index." msgstr "Elimina un elemento del array por indice." -msgid "" -"Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new size." -msgstr "" -"Establece el tamaño del conjunto. Si el array crece, reserva elementos al " -"final del array. Si el array se reduce, trunca el array al nuevo tamaño." - msgid "Changes the byte at the given index." msgstr "Cambia el byte en el índice dado." @@ -15113,13 +14951,6 @@ msgstr "" "Archivo de recursos [AudioBusLayout] por defecto para usar en el proyecto, a " "menos que sea sobreescrito por la escena." -msgid "" -"Setting to hardcode audio delay when playing video. Best to leave this " -"untouched unless you know what you are doing." -msgstr "" -"Ajustar el retardo de audio hardcode cuando se reproduce el video. Es mejor " -"dejar esto intacto a menos que sepas lo que estás haciendo." - msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -15667,14 +15498,6 @@ msgstr "" "[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, " "[method is_colliding] devuelve [code]false[/code])." -msgid "" -"Returns the collision point at which the ray intersects the closest object.\n" -"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." -msgstr "" -"Devuelve el punto de colisión en el que el rayo intersecta el objeto más " -"cercano.\n" -"[b]Nota:[/b] Este punto está en el sistema de coordenadas [b]global[/b]." - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -17574,9 +17397,6 @@ msgstr "" msgid "If [code]true[/code], texture is centered." msgstr "Si [code]true[/code], la textura se centra." -msgid "The number of columns in the sprite sheet." -msgstr "El número de columnas en la hoja de sprites." - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -17591,9 +17411,6 @@ msgstr "" "La región de la textura del atlas a mostrar. [member region_enabled] debe ser " "[code]true[/code]." -msgid "The number of rows in the sprite sheet." -msgstr "El número de filas en la hoja de sprites." - msgid "Emitted when the [member frame] changes." msgstr "Emitido cuando el [member frame] cambia." @@ -17758,12 +17575,6 @@ msgstr "" "Devuelve una copia de la string con caracteres especiales escapados usando el " "estándar del lenguaje C." -msgid "Returns the string converted to lowercase." -msgstr "Devuelve la string convertida en minúsculas." - -msgid "Returns the string converted to uppercase." -msgstr "Devuelve la string convertida en mayúsculas." - msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." @@ -20004,15 +19815,6 @@ msgstr "" "hacia abajo a la posición en la que debería estar cuando el auto esté en " "reposo." -msgid "" -"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " -"your vehicle will be prone to rolling over, while a value of 0.0 will resist " -"body roll." -msgstr "" -"Este valor afecta al balanceo de su vehículo. Si se establece en 1,0 para " -"todas las ruedas, tu vehículo será propenso a volcarse, mientras que un valor " -"de 0.0 resistirá el balanceo de la carrocería." - msgid "Base resource for video streams." msgstr "Recurso base para los streams de video." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 3d97e832b53f..f4b35d0ba27f 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -88,13 +88,19 @@ # Rertsyd , 2023. # Calimelo , 2023. # Roskai , 2023. +# Elfège , 2023. +# peperoni , 2024. +# Octano , 2024. +# Mat , 2024. +# Mileeam , 2024. +# Pandores , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-14 03:37+0000\n" -"Last-Translator: Rertsyd \n" +"PO-Revision-Date: 2024-02-01 17:01+0000\n" +"Last-Translator: Pandores \n" "Language-Team: French \n" "Language: fr\n" @@ -102,11 +108,26 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2-dev\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "All classes" +msgstr "Toutes les classes" + +msgid "Globals" +msgstr "L'échelle globale" + +msgid "Nodes" +msgstr "Nœuds" msgid "Resources" msgstr "Ressources" +msgid "Editor-only" +msgstr "Éditeur-uniquement" + +msgid "Other objects" +msgstr "Autres objets" + msgid "Description" msgstr "Description" @@ -1144,24 +1165,6 @@ msgstr "" "@export_flags_2d_navigation var navigation_layers : int\n" "[/codeblock]" -msgid "" -"Export an integer property as a bit flag field for 2D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_2d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété entière en un champ de bit flag pour les calques de " -"physique 2D. Le widget dans la barre d'outils de l'Inspecteur utilisera les " -"noms des calques définis dans [member ProjectSettings.layer_names/2d_physics/" -"layer_1].\n" -"Voir également [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_2d_physics var physics_layers: int\n" -"[/codeblock]" - msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " @@ -1342,6 +1345,35 @@ msgstr "" "@export_placeholder(\"Nom en minuscule\") var id_personnage: String\n" "[/codeblock]" +msgid "" +"Add a custom icon to the current script. The icon specified at [param " +"icon_path] is displayed in the Scene dock for every node of that class, as " +"well as in various editor dialogs.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " +"supported.\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " +"annotation must be placed before the class definition and inheritance.\n" +"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " +"annotation must be a string literal (constant expressions are not supported)." +msgstr "" +"Ajouter un icône personalisé à ce script. L'icône spécifié à [param " +"icon_path] est montré dans le Scene dock pour chaque nœud de cette class, et " +"dans divers fenêtres de l'éditeur.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Seulement le script peut avoid un icône personalisé. Les classes " +"internes ne sont pas supportées.\n" +"[b]Note:[/b] Comme les annotations décrivent leur sujet, l'[annotation " +"@icon] annotation doit être placée avant la définition de la classes et de " +"son héritage.\n" +"[b]Note:[/b] Contrairement aux autres annotations, le paramètre de " +"l' [annotation @icon] annotation doit être un string litéral (expressions " +"constantes ne sont pas supportées)." + msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " @@ -1377,6 +1409,24 @@ msgstr "" msgid "Global scope constants and functions." msgstr "Constantes et fonction à portée globale." +msgid "" +"A list of global scope enumerated constants and built-in functions. This is " +"all that resides in the globals, constants regarding error codes, keycodes, " +"property hints, etc.\n" +"Singletons are also documented here, since they can be accessed from " +"anywhere.\n" +"For the entries related to GDScript which can be accessed in any script see " +"[@GDScript]." +msgstr "" +"Constantes et variables globales. Ceci concerne tout ce qui est contenu dans " +"le registre global (accessible depuis n'importe quel script) : constantes de " +"codes d'erreur, codes des touches du clavier, indices de configuration des " +"propriétés, etc.\n" +"Comme ils peuvent être accessibles de partout, les singletons sont aussi " +"documentés ici.\n" +"Pour les entrées liées à GDScript accessibles dans n'importe quel script, " +"voir [@GDScript]." + msgid "Random number generation" msgstr "Génération de nombres aléatoires" @@ -1566,6 +1616,19 @@ msgstr "" "Alignement horizontal général, généralement utilisé pour les [Separator], " "[ScrollBar], [Slider], etc." +msgid "" +"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." +msgstr "" +"Rotation horaire. Utilisée par certaines methodes (e.g. [method Image." +"rotate_90])." + +msgid "" +"Counter-clockwise rotation. Used by some methods (e.g. [method Image." +"rotate_90])." +msgstr "" +"Rotation anti-horaire. Utilisée par certaines methodes (e.g. [method Image." +"rotate_90])." + msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" "Alignement horizontal à gauche, généralement pour des classes dérivées de " @@ -2096,6 +2159,19 @@ msgstr "Masque du bouton 1 de la souris supplémentaire." msgid "Extra mouse button 2 mask." msgstr "Masque du bouton de souris supplémentaire 2." +msgid "" +"The maximum number of game controller buttons supported by the engine. The " +"actual limit may be lower on specific platforms:\n" +"- [b]Android:[/b] Up to 36 buttons.\n" +"- [b]Linux:[/b] Up to 80 buttons.\n" +"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." +msgstr "" +"Le nombre maximum de boutons de contrôleurs de jeu supporté par le moteur. La " +"limite réelle peut être plus basse sur des plateformes spécifiques.\n" +"- [b]Android : [/b]Jusqu'à 36 boutons.\n" +"- [b]Linux : [/b]Jusqu'à 80 boutons.\n" +"- [b]Window et macOS : [/b]Jusqu'à 128 boutons." + msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." @@ -2521,127 +2597,6 @@ msgstr "Mathématiques des vecteurs" msgid "Advanced vector math" msgstr "Mathématiques avancées des vecteurs" -msgid "Constructs an [AABB] from a position and size." -msgstr "Construit une [AABB] a partir d'une position et d'une taille." - -msgid "" -"Returns an AABB with equivalent position and size, modified so that the most-" -"negative corner is the origin and the size is positive." -msgstr "" -"Retourne une AABB avec une position et taille équivalentes, modifiée de telle " -"sorte que le coin le plus négatif devienne l'origine et la taille soit " -"positive." - -msgid "" -"Returns [code]true[/code] if this [AABB] completely encloses another one." -msgstr "" -"Retourne [code]true[/code] si cette [AABB] en recouvre complètement une autre." - -msgid "" -"Returns a copy of this [AABB] expanded to include a given point.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2, 0), size (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2, 0), size (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Retourne une copie de ce [AABB] élargi afin d'inclure un point donné.\n" -"[b]Exemple :[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure " -"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure " -"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the center of the [AABB], which is equal to [member position] + " -"([member size] / 2)." -msgstr "" -"Retourne le centre du [AABB], qui est égal à [member position] + ([member " -"size] / 2)." - -msgid "Gets the position of the 8 endpoints of the [AABB] in space." -msgstr "Récupère la position des 8 extrémités de l'[AABB] dans l'espace." - -msgid "Returns the normalized longest axis of the [AABB]." -msgstr "Retourne normalisé l'axe le plus long de l'[AABB]." - -msgid "" -"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " -"[code]AXIS_*[/code] constants)." -msgstr "" -"Retourne l'index de l'axe le plus long de l'AABB] (d'après les constantes de " -"[code]AXIS_*[/code] de [Vector3])." - -msgid "Returns the scalar length of the longest axis of the [AABB]." -msgstr "Retourne la longueur scalaire de l'axe le plus long de l'[AABB]." - -msgid "Returns the normalized shortest axis of the [AABB]." -msgstr "Retourne l'axe le plus court normalisé de l'[AABB]." - -msgid "" -"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" -"AXIS* enum)." -msgstr "" -"Retourne l'index de l'axe le plus court de l'[AABB] (d'après l'énumération " -"[Vector3]::AXIS*)." - -msgid "Returns the scalar length of the shortest axis of the [AABB]." -msgstr "Retourne la longueur scalaire de l’axe le plus court de l’[AABB]." - -msgid "Returns the volume of the [AABB]." -msgstr "Retourne le volume de l'[AABB]." - -msgid "Returns [code]true[/code] if the [AABB] overlaps with another." -msgstr "Retourne [code]true[/code] si l'[AABB] chevauche une autre." - -msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "" -"Retourne [code]true[/code] si l'[AABB] est sur les deux côtés d'un plan." - -msgid "" -"Ending corner. This is calculated as [code]position + size[/code]. Setting " -"this value will change the size." -msgstr "" -"Coin de fin. Calculé par [code]position + size[/code]. Changer cette valeur " -"changera aussi la taille." - -msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "Coin de départ. A généralement des valeurs inférieures à [member end]." - -msgid "" -"Size from [member position] to [member end]. Typically, all components are " -"positive.\n" -"If the size is negative, you can use [method abs] to fix it." -msgstr "" -"La taille depuis [member position] jusqu'à [member end]. Généralement toutes " -"les composantes sont positives.\n" -"Si cette taille est négative, vous pouvez utiliser [method abs] pour la " -"rendre positive." - msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " @@ -4199,17 +4154,6 @@ msgstr "" "et peuvent provoquer des craquements audibles si le CPU n'est pas assez " "puissant." -msgid "" -"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " -"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " -"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " -"the initial pitch)." -msgstr "" -"L'échelle de pitch à utiliser. [code]1.0[/code] est le pitch par défaut et " -"joue des sons non modifiés. [member pitch_scale] peut aller de [code]0.0[/" -"code] (une hauteur infiniment basse, inaudible) à [code]16[/code] (16 fois " -"supérieur à la hauteur initiale)." - msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." @@ -6195,17 +6139,6 @@ msgstr "" "plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour les " "objets entrant en collision quand ils vont à une vitesse élevée." -msgid "" -"The polygon's list of vertices. Each point will be connected to the next, and " -"the final point will be connected to the first.\n" -"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " -"not a reference." -msgstr "" -"La liste des sommets du polygone. Chaque point sera connecté au suivant et le " -"dernier point sera relié au premier.\n" -"[b]Attention :[/b] La valeur retournée est une copie du [PackedVector2Array], " -"et non une référence." - msgid "If [code]true[/code], no collision will be produced." msgstr "Si [code]true[/code], aucune collision ne sera produite." @@ -10395,15 +10328,6 @@ msgstr "" msgid "Removes all connections between nodes." msgstr "Supprime toutes les connexions entre les nœuds." -msgid "" -"Returns an Array containing the list of connections. A connection consists in " -"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " -"to_port: 1, to: \"GraphNode name 1\" }[/code]." -msgstr "" -"Retourne un Array contenant la liste des connexions. Une connexion se compose " -"d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode name 0\", " -"to_port: 1, to: \"GraphNode name 1\" }[/code]." - msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " @@ -10459,18 +10383,6 @@ msgstr "La valeur minimale du zoom." msgid "The step of each zoom level." msgstr "La différence entre chaque niveau de zoom." -msgid "Emitted at the beginning of a GraphNode movement." -msgstr "Émis au début d'un mouvement d'un GraphNode." - -msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." -msgstr "Émis quand un GraphNode serait dupliqué d'un GraphEdit." - -msgid "Emitted at the end of a GraphNode movement." -msgstr "Émis à la fin d'un mouvement d'un GraphNode." - -msgid "Emitted when a GraphNode is selected." -msgstr "Émis lorsqu’un GraphNode est sélectionné." - msgid "Color of major grid lines." msgstr "La couleur des lignes principales de la grille." @@ -13343,21 +13255,6 @@ msgstr "" msgid "All Demos" msgstr "Toutes les démos" -msgid "" -"Called when the node enters the [SceneTree] (e.g. upon instancing, scene " -"changing, or after calling [method add_child] in a script). If the node has " -"children, its [method _enter_tree] callback will be called first, and then " -"that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " -"Object._notification]." -msgstr "" -"Appelé lorsque le nœud entre dans la [SceneTree] (par exemple en étant " -"instancié, au changement de scène, ou après avoir appelé [method add_child] " -"dans un script). Si le nœud a des enfants, sa méthode [méthod enter_tree] " -"sera appelée d'abord, puis ensuite celle de ses enfants.\n" -"Correspond à la notification [constant NOTIFICATION_ENTER_TREE] dans [method " -"Object._notification]." - msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " @@ -13378,81 +13275,6 @@ msgstr "" "lorsque le nœud a déjà quitté l'arborescence active, connectez-vous à [signal " "tree_exited]." -msgid "" -"Returns the parent node of the current node, or [code]null[/code] if the node " -"lacks a parent." -msgstr "" -"Retourne le nœud parent du nœud actuel, ou [code]null[/code] si le nœud n'a " -"pas de parent." - -msgid "" -"Returns the absolute path of the current node. This only works if the current " -"node is inside the scene tree (see [method is_inside_tree])." -msgstr "" -"Retourne le chemin absolu du nœud actuel. Cela ne fonctionne que si le nœud " -"actuel est à l'intérieur de l'arborescence de la scène (voir [method " -"is_inside_tree)]." - -msgid "" -"Returns the time elapsed (in seconds) since the last process callback. This " -"value may vary from frame to frame." -msgstr "" -"Retourne le temps écoulé (en secondes) depuis le dernier rappel de process. " -"Cette valeur peut varier d'une trame à l'autre." - -msgid "" -"Returns [code]true[/code] if this is an instance load placeholder. See " -"[InstancePlaceholder]." -msgstr "" -"Retourne [code]true[/code] si c'est une instance fictive pour charger un " -"scène. Voir [InstancePlaceholder]." - -msgid "Returns the node's [Viewport]." -msgstr "Retourne le [Viewport] du nœud." - -msgid "" -"Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "" -"Retourne [code]true[/code] si le nœud à l'emplacement [NodePath] existe." - -msgid "" -"Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" -"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " -"types) are not considered resources." -msgstr "" -"Retourne [code]true[/code] si le [NodePath] désigne un nœud valide et son " -"sous-nom désigne une ressource valide, par exemple [code]Area2D/" -"CollisionShape2D:shape[/code]. Les propriétés avec un type qui n'est pas une " -"[Resource] (par exemple les nœuds ou les types mathématiques primitifs) ne " -"sont pas considérées comme des ressources." - -msgid "" -"Returns [code]true[/code] if the given node is a direct or indirect child of " -"the current node." -msgstr "" -"Retourne [code]true[/code] si le nœud donné est un enfant direct ou indirect " -"du nœud actuel." - -msgid "" -"Returns [code]true[/code] if the given node occurs later in the scene " -"hierarchy than the current node." -msgstr "" -"Retourne [code]true[/code] si le nœud donné apparait plus tard dans la " -"hiérarchie de la scène que le nœud actuel." - -msgid "" -"Returns [code]true[/code] if this node is in the specified group. See notes " -"in the description, and the group methods in [SceneTree]." -msgstr "" -"Retourne [code]true[/code] si ce nœud est dans le groupe spécifié. Voir les " -"notes dans la description, et les méthodes de groupe dans [SceneTree]." - -msgid "" -"Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "" -"Retourne [code]true[/code] si le nœud est actuellement dans le [SceneTree]." - msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." @@ -13501,94 +13323,6 @@ msgstr "" "Retourne [code]true[/code] si le nœud gère l'entrée de touche non traitée " "(voir [method set_process_unhandled_key_input)]." -msgid "" -"Prints the tree to stdout. Used mainly for debugging purposes. This version " -"displays the path relative to the current node, and is good for copy/pasting " -"into the [method get_node] function.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" -msgstr "" -"Imprime l'arborescence dans la console. Utilisé principalement à des fins de " -"débogage. Cette version affiche le chemin par rapport au nœud actuel, ce qui " -"est utile pour le copier/coller dans la fonction [method get_node].\n" -"[b]Exemple de sortie:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" - -msgid "" -"Notifies the current node and all its children recursively by calling [method " -"Object.notification] on all of them." -msgstr "" -"Notifie le nœud actuel et tous ses enfants de façon récursive en les appelant " -"[method Object.notification] sur tous." - -msgid "" -"Removes a child node. The node is NOT deleted and must be deleted manually.\n" -"[b]Note:[/b] This function may set the [member owner] of the removed Node (or " -"its descendants) to be [code]null[/code], if that [member owner] is no longer " -"a parent or ancestor." -msgstr "" -"Retire un nœud d'enfant. Le nœud n'est PAS supprimé et doit être supprimé " -"manuellement.\n" -"[b]Note :[/b] Cette fonction peut définir le [member owner] du nœud enlevé " -"(ou ses descendants) comme [code]null[/code], si ce [member owner] n'est plus " -"un parent." - -msgid "" -"Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"Permet un traitement des touches d'entrée non traitées. Activé " -"automatiquement si [method unhandled_key_input] est surchargé. Tout appel à " -"cela avant [method _ready] sera ignoré." - -msgid "" -"Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "" -"Définit s'il s'agit d'un chargeur fictif d'instance. Voir " -"[InstancePlaceholder]." - -msgid "" -"The node's priority in the execution order of the enabled processing " -"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " -"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " -"process priority value is [i]lower[/i] will have their processing callbacks " -"executed first." -msgstr "" -"La priorité du nœud dans l'ordre d'exécution des appels de traitement activés " -"(c'est-à-dire [constant NOTIFICATION_PROCESS], [constant " -"NOTIFICATION_PHYSICS_PROCESS] et leurs homologues internes). Les nœuds dont " -"la valeur de priorité d'exécution est [i]plus basse[/i] auront leurs appels " -"de traitement exécutés en premier." - -msgid "" -"Emitted when a child node enters the scene tree, either because it entered on " -"its own or because this node entered with it.\n" -"This signal is emitted [i]after[/i] the child node's own [constant " -"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." -msgstr "" -"Émis lorsqu'un nœud enfant entre dans l'arborescence, soit parce qu'il est " -"entré seul ou parce que ce nœud est entré avec lui.\n" -"Ce signal est émis [i]après[/i] [constant NOTIFICATION_ENTER_TREE] et [signal " -"tree_entered] de cet enfant." - -msgid "Emitted when the node is renamed." -msgstr "Émis quand le nœud est renommé." - msgid "" "Emitted when the node enters the tree.\n" "This signal is emitted [i]after[/i] the related [constant " @@ -13598,75 +13332,9 @@ msgstr "" "Ce signal est émis [i]après[/i] la notification correspondante [constant " "NOTIFICATION_ENTER_TREE]." -msgid "Emitted after the node exits the tree and is no longer active." -msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif." - -msgid "" -"Emitted when the node is still active but about to exit the tree. This is the " -"right place for de-initialization (or a \"destructor\", if you will).\n" -"This signal is emitted [i]before[/i] the related [constant " -"NOTIFICATION_EXIT_TREE] notification." -msgstr "" -"Émis quand le nœud est encore actif mais sur le point de quitter " -"l'arborescence. C'est le bon endroit pour la de-initialisation (ou d'appel au " -"\"destructeur\").\n" -"Ce signal est émis [i]avant[/i] la notification correspondante [constant " -"NOTIFICATION_EXIT_TREE]." - -msgid "" -"Notification received when the node enters a [SceneTree].\n" -"This notification is emitted [i]before[/i] the related [signal tree_entered]." -msgstr "" -"La notification reçue lorsque le nœud entre dans un [SceneTree].\n" -"Cette notification est émise [i]avant[/i] la [signal tree_entered]." - -msgid "" -"Notification received when the node is about to exit a [SceneTree].\n" -"This notification is emitted [i]after[/i] the related [signal tree_exiting]." -msgstr "" -"La notification reçue quand le nœud va quitter le [SceneTree].\n" -"Cette notification est émise [i]après[/i] le signal [signal tree_exiting] " -"correspondant." - msgid "Notification received when the node is ready. See [method _ready]." msgstr "La notification reçue quand le nœud est prêt. Voir [method _ready]." -msgid "Notification received when the node is paused." -msgstr "La notification reçue quand ce nœud est en pause." - -msgid "Notification received when the node is unpaused." -msgstr "La notification reçue quand le nœud n'est plus en pause." - -msgid "" -"Notification received every frame when the physics process flag is set (see " -"[method set_physics_process])." -msgstr "" -"La notification reçue chaque trame lorsque le drapeau du processus de " -"physique est défini (voir [method set_physics_process])." - -msgid "" -"Notification received every frame when the process flag is set (see [method " -"set_process])." -msgstr "" -"La notification a reçu chaque trame lorsque le drapeau de processus est " -"défini (voir [method set_process])." - -msgid "" -"Notification received when a node is set as a child of another node.\n" -"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." -msgstr "" -"La notification reçue lorsqu'un nœud est défini comme un enfant d'un autre " -"nœud.\n" -"[b]Note :[/b] Cela ne signifie pas que le nœud est nécessairement entré dans " -"le [SceneTree]." - -msgid "" -"Notification received when a node is unparented (parent removed it from the " -"list of children)." -msgstr "" -"La notification reçue lorsqu'un nœud n'a plus de parent (le parent l'a retiré " -"de sa liste d'enfants)." - msgid "" "Notification received when a drag operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." @@ -13675,38 +13343,9 @@ msgstr "" "Utilisez [method Viewport.gui_is_drag_successful] pour vérifier si " "l'opération a réussi." -msgid "" -"Notification received every frame when the internal process flag is set (see " -"[method set_process_internal])." -msgstr "" -"La notification a reçu chaque trame lorsque le drapeau interne du processus " -"est défini (voir [method set_process_internal])." - -msgid "" -"Notification received every frame when the internal physics process flag is " -"set (see [method set_physics_process_internal])." -msgstr "" -"La notification a reçu chaque trame lorsque le drapeau du processus physique " -"interne est défini (voir [method set_physics_process_internal])." - -msgid "Duplicate the node's signals." -msgstr "Dupliquer les signaux du nœud." - msgid "Duplicate the node's groups." msgstr "Dupliquer les groupes du nœud." -msgid "Duplicate the node's scripts." -msgstr "Dupliquer les scripts du nœud." - -msgid "" -"Duplicate using instancing.\n" -"An instance stays linked to the original so when the original changes, the " -"instance changes too." -msgstr "" -"Duplique via instanciation.\n" -"Une instance reste liée à l'original de sorte que lorsque l'original change, " -"l'instance change aussi." - msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -16014,14 +15653,6 @@ msgstr "" "[code]0[/code] si aucun objet n'intersecte le rayon (c'est-à-dire [method " "is_colliding] renvoie [code]false[/code])." -msgid "" -"Returns the collision point at which the ray intersects the closest object.\n" -"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." -msgstr "" -"Retourne le point de collision où le rayon intersecte l'objet le plus " -"proche.\n" -"[b]Note :[/b] Ce point se trouve dans le système de coordonnées [b]global[/b]." - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -17162,13 +16793,6 @@ msgstr "" msgid "If [code]true[/code], texture is centered." msgstr "Si [code]true[/code], la texture est centrée." -msgid "" -"Current frame to display from sprite sheet. [member hframes] or [member " -"vframes] must be greater than 1." -msgstr "" -"La trame actuelle à afficher dans la feuille de sprite. [membres hframes] ou " -"[membres vframes] doivent être supérieurs à 1." - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -17178,9 +16802,6 @@ msgstr "" "d'un raccourci de la propriété [member frame]. [membres hframes] ou [membres " "vframes] doivent être supérieurs à 1." -msgid "The number of columns in the sprite sheet." -msgstr "Nombre de colonnes dans la feuille de sprite." - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -17195,9 +16816,6 @@ msgstr "" "La région de la texture atlas à afficher. [member region_enabled] doit être " "[code]true[/code]." -msgid "The number of rows in the sprite sheet." -msgstr "Le nombre de lignes dans la feuille de sprites." - msgid "Emitted when the [member frame] changes." msgstr "Émis quand une [member frame] changes." @@ -17428,12 +17046,6 @@ msgstr "" "tabulations et les espaces) retirée. Voir aussi [method indent] pour ajouter " "une indentation." -msgid "Returns the string converted to lowercase." -msgstr "Retourne la chaîne de caractères convertie en minuscules." - -msgid "Returns the string converted to uppercase." -msgstr "Retourne la chaîne de caractères convertie en majuscules." - msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." @@ -19555,15 +19167,6 @@ msgstr "" msgid "The radius of the wheel in meters." msgstr "La rayon de la roue en mètres." -msgid "" -"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " -"your vehicle will be prone to rolling over, while a value of 0.0 will resist " -"body roll." -msgstr "" -"Cette valeur affecte le roulade de votre véhicule. Si définit à 1.0 pour " -"toutes les roues, votre véhicule sera sujet aux roulades, tandis qu'une " -"valeur de 0.0 résistera au roulade du corps." - msgid "Base resource for video streams." msgstr "Ressource de base pour les flux vidéo." @@ -20873,3 +20476,15 @@ msgid "" msgstr "" "Ne réinitialise pas l'orientation du visiocasque, centre seulement la " "position du joueur." + +msgid "" +"Append a new zip archive to the end of the already existing file at the given " +"path." +msgstr "" +"Ajoute une nouvelle archive zip à la fin du fichier existant à l'emplacement " +"donné." + +msgid "Add new files to the existing zip archive at the given path." +msgstr "" +"Ajoute de nouveaux fichiers à l'archive zip existante à l'emplacement " +"spécifié." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 0b5e9239a1a2..8ad8d33ff2cf 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -3,7 +3,7 @@ # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # -# Haoyu Qiu , 2020, 2021, 2022, 2023. +# Haoyu Qiu , 2020, 2021, 2022, 2023, 2024. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty , 2020, 2021. @@ -37,7 +37,7 @@ # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang , 2021. # zeng haochen , 2021. -# suplife <2634557184@qq.com>, 2021, 2023. +# suplife <2634557184@qq.com>, 2021, 2023, 2024. # Magian , 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 , 2021. @@ -52,7 +52,7 @@ # 有趣极了 <2944595791@qq.com>, 2021. # 刘亚西 , 2021. # 诗鸷Temsys , 2021. -# Sam Sun , 2021, 2023. +# Sam Sun , 2021, 2023, 2024. # sudo-behappy <3216539984@qq.com>, 2021, 2023. # Cc <2590090025@qq.com>, 2021. # 苏轼 , 2021. @@ -60,7 +60,7 @@ # 烧风 , 2022. # Yan Chen , 2022. # Caten , 2022. -# 风青山 , 2023. +# 风青山 , 2023, 2024. # zehuai wu , 2023. # matrixant , 2023. # Pencil Core , 2023. @@ -86,8 +86,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-07 14:59+0000\n" -"Last-Translator: 风青山 \n" +"PO-Revision-Date: 2024-02-01 17:01+0000\n" +"Last-Translator: suplife <2634557184@qq.com>\n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -95,7 +95,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "All classes" msgstr "所有类" @@ -1948,63 +1948,6 @@ msgstr "" "向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n" "[method ceil] 的类型安全版本,返回一个 [int]。" -msgid "" -"Clamps the [param value], returning a [Variant] not less than [param min] and " -"not more than [param max]. Any values that can be compared with the less than " -"and greater than operators will work.\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a is -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b is 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c is (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d is (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e is (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f is (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " -"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " -"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " -"[method Color.clamp]." -msgstr "" -"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。" -"可以使用任何能够用小于和大于运算符进行比较的值。\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a 是 -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b 是 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c 是 (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d 是 (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e 是 (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f 是 (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、" -"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" -"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。" - msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -3861,24 +3804,6 @@ msgstr "" "[/codeblock]\n" "另见 [method type_string]。" -msgid "" -"Encodes a [Variant] value to a byte array, without encoding objects. " -"Deserialization can be done with [method bytes_to_var].\n" -"[b]Note:[/b] If you need object serialization, see [method " -"var_to_bytes_with_objects]." -msgstr "" -"将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method " -"bytes_to_var] 来完成。\n" -"[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。" - -msgid "" -"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " -"can potentially include executable code). Deserialization can be done with " -"[method bytes_to_var_with_objects]." -msgstr "" -"将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。" -"反序列化可以使用 [method bytes_to_var_with_objects] 来完成。" - msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" @@ -6296,21 +6221,6 @@ msgstr "代表 [enum Variant.Operator] 枚举的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 轴对齐边界框。" -msgid "" -"[AABB] consists of a position, a size, and several utility functions. It is " -"typically used for fast overlap tests.\n" -"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get an AABB with a positive size.\n" -"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer " -"coordinates." -msgstr "" -"[AABB] 由一个位置、一个大小和若干实用函数组成。通常用于快速重叠测试。\n" -"它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\n" -"不支持负的 [member size],并且不适用于大多数方法。使用 [method abs] 获得具有正" -"尺寸的 AABB。\n" -"[b]注意:[/b]与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。" - msgid "Math documentation index" msgstr "数学文档索引" @@ -6320,206 +6230,9 @@ msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" -msgid "" -"Constructs a default-initialized [AABB] with default (zero) values of [member " -"position] and [member size]." -msgstr "默认构造 [AABB],[member position] 和 [member size] 均为默认值(零)。" - msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "构造给定 [AABB] 的副本。" -msgid "Constructs an [AABB] from a position and size." -msgstr "从一个位置和大小构造 [AABB] 。" - -msgid "" -"Returns an AABB with equivalent position and size, modified so that the most-" -"negative corner is the origin and the size is positive." -msgstr "返回等价的 AABB,其原点被修正至最负数的角落,大小被修正为正数。" - -msgid "" -"Returns [code]true[/code] if this [AABB] completely encloses another one." -msgstr "该 [AABB] 完全包含另一个时,返回 [code]true[/code]。" - -msgid "" -"Returns a copy of this [AABB] expanded to include a given point.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2, 0), size (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2, 0), size (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回该 [AABB] 的副本,该副本扩展至包含给出的点。\n" -"[b]例子:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2, 0),大小 (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2, 0),大小 (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the center of the [AABB], which is equal to [member position] + " -"([member size] / 2)." -msgstr "返回该 [AABB] 的中心点,等于 [member position] + ([member size] / 2)。" - -msgid "Gets the position of the 8 endpoints of the [AABB] in space." -msgstr "获取该 [AABB] 的 8 个端点的位置。" - -msgid "Returns the normalized longest axis of the [AABB]." -msgstr "返回该 [AABB] 归一化后的最长轴。" - -msgid "" -"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " -"[code]AXIS_*[/code] constants)." -msgstr "" -"返回该 [AABB] 最长轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。" - -msgid "Returns the scalar length of the longest axis of the [AABB]." -msgstr "返回该 [AABB] 最长轴的标量长度。" - -msgid "Returns the normalized shortest axis of the [AABB]." -msgstr "返回该 [AABB] 归一化后的最短轴。" - -msgid "" -"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" -"AXIS* enum)." -msgstr "返回该 [AABB] 最短轴的索引(根据 [Vector3]::AXIS* 常量)。" - -msgid "Returns the scalar length of the shortest axis of the [AABB]." -msgstr "返回该 [AABB] 最短轴的标量长度。" - -msgid "" -"Returns the vertex of the AABB that's the farthest in a given direction. This " -"point is commonly known as the support point in collision detection " -"algorithms." -msgstr "返回指定方向上最远的 AABB 顶点。该点通常称为碰撞检测算法的支撑点。" - -msgid "Returns the volume of the [AABB]." -msgstr "返回该 [AABB] 的体积。" - -msgid "" -"Returns a copy of the [AABB] grown a given number of units towards all the " -"sides." -msgstr "返回 [AABB] 的副本,该副本向所有方向增长了给定数量的单位。" - -msgid "" -"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces " -"of the AABB are considered included, though float-point precision errors may " -"impact the accuracy of such checks.\n" -"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/" -"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for " -"contained points." -msgstr "" -"如果 [AABB] 包含点,则返回 [code]true[/code]。AABB 表面上的点被视为包括在内," -"但浮点精度误差可能会影响此类检测的准确性。\n" -"[b]注意:[/b]这种方法对于具有[i]负尺寸[/i]的 [AABB] 是不可靠的。使用 [method " -"abs] 获得一个正尺寸的等效 [AABB] 在检查是否包含点。" - -msgid "" -"Returns [code]true[/code] if the [AABB] has a surface or a length, and " -"[code]false[/code] if the [AABB] is empty (all components of [member size] " -"are zero or negative)." -msgstr "" -"如果 [AABB] 具有表面或长度,则返回 [code]true[/code];如果 [AABB] 为空" -"([member size] 的所有分量为零或负),则返回 [code]false[/code]。" - -msgid "" -"Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] " -"if the [AABB] is flat, empty, or has a negative [member size]." -msgstr "" -"如果 [AABB] 有体积,则返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具有" -"负的 [member size],则返回 [code]false[/code]。" - -msgid "" -"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, " -"0)[/code]) is returned on failure." -msgstr "" -"返回两个 [AABB] 的交叠区域。失败时返回空的 AABB(大小为 [code](0, 0, 0)[/" -"code])。" - -msgid "Returns [code]true[/code] if the [AABB] overlaps with another." -msgstr "该 [AABB] 与另一个交叠时,返回 [code]true[/code]。" - -msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "该 [AABB] 同时位于指定平面的两边时,返回 [code]true[/code]。" - -msgid "" -"Returns the point of intersection of the given ray with this [AABB] or " -"[code]null[/code] if there is no intersection. Ray length is infinite." -msgstr "" -"返回给定的射线与该 [AABB] 的交点,如果不相交则返回 [code]null[/code]。射线无限" -"长。" - -msgid "" -"Returns the point of intersection between [param from] and [param to] with " -"this [AABB] or [code]null[/code] if there is no intersection." -msgstr "" -"如果没有交点,则返回 [code]null[/code],否则返回 [param from] 和 [param to] 与" -"此 [AABB] 的交点。" - -msgid "" -"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately " -"equal, by calling [method @GlobalScope.is_equal_approx] on each component." -msgstr "" -"如果该 [AABB] 和 [param aabb] 近似相等,则返回 [code]true[/code],通过在每个分" -"量上调用 [method @GlobalScope.is_equal_approx]。" - -msgid "" -"Returns [code]true[/code] if this [AABB] is finite, by calling [method " -"@GlobalScope.is_finite] on each component." -msgstr "" -"如果该 [AABB] 是有限的,则返回 [code]true[/code],方法是在每个分量上调用 " -"[method @GlobalScope.is_finite]。" - -msgid "Returns a larger [AABB] that contains both this [AABB] and [param with]." -msgstr "返回同时包含该 [AABB] 和 [param with] 的更大的 [AABB]。" - -msgid "" -"Ending corner. This is calculated as [code]position + size[/code]. Setting " -"this value will change the size." -msgstr "" -"终点角。通过 [code]position + size[/code] 计算而来。设置该值会修改大小。" - -msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "起点角。通常比 [member end] 小。" - -msgid "" -"Size from [member position] to [member end]. Typically, all components are " -"positive.\n" -"If the size is negative, you can use [method abs] to fix it." -msgstr "" -"从 [member position] 到 [member end] 的大小。通常所有分量都是正数。\n" -"如果大小为负,可以用 [method abs] 修正。" - -msgid "" -"Returns [code]true[/code] if the AABBs are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 AABB 不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " @@ -6537,15 +6250,6 @@ msgstr "" "对于通过仿射变换的逆进行的变换(例如,缩放),可以使用 [code]transform." "affine_inverse() * aabb[/code] 代替。见 [method Transform3D.affine_inverse]。" -msgid "" -"Returns [code]true[/code] if the AABBs are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 AABB 完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" -"靠。" - msgid "A base dialog used for user notification." msgstr "用于用户通知的基本对话框。" @@ -7288,71 +6992,6 @@ msgstr "" msgid "Holds data that can be used to animate anything in the engine." msgstr "存放的是用于对引擎中的任何对象进行动画处理的数据。" -msgid "" -"This resource holds data that can be used to animate anything in the engine. " -"Animations are divided into tracks and each track must be linked to a node. " -"The state of that node can be changed through time, by adding timed keys " -"(events) to the track.\n" -"[codeblocks]\n" -"[gdscript]\n" -"# This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"# 100 pixels in 0.5 seconds.\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"// This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"// 100 pixels in 0.5 seconds.\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Animations are just data containers, and must be added to nodes such as an " -"[AnimationPlayer] to be played back. Animation tracks have different types, " -"each with its own set of dedicated methods. Check [enum TrackType] to see " -"available types.\n" -"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " -"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " -"track types instead of [constant TYPE_VALUE] is recommended for performance " -"reasons." -msgstr "" -"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必" -"须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 创建动画,让“Enemy”节点在 0.5 秒内\n" -"# 向右移动 100 像素。\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"# 创建动画,让“Enemy”节点在 0.5 秒内\n" -"# 向右移动 100 像素。\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道" -"分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum " -"TrackType]。\n" -"[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant " -"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道" -"类型,不要使用 [constant TYPE_VALUE],性能更高。" - msgid "Animation documentation index" msgstr "动画教程索引" @@ -9455,16 +9094,6 @@ msgstr "" "寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡" "都缺失,被视为退出状态机。" -msgid "" -"This is a grouped state machine that can be controlled from a parent state " -"machine. It does not work on standalone. There must be a state machine with " -"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " -"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." -msgstr "" -"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一" -"个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " -"[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" - msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "为 [AnimationNodeStateMachine] 提供播放控制。" @@ -11622,24 +11251,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Removes and returns the element of the array at index [param position]. If " -"negative, [param position] is considered relative to the end of the array. " -"Leaves the array untouched and returns [code]null[/code] if the array is " -"empty or if it's accessed out of bounds. An error message is printed when the " -"array is accessed out of bounds, but not when the array is empty.\n" -"[b]Note:[/b] On large arrays, this method can be slower than [method " -"pop_back] as it will reindex the array's elements that are located after the " -"removed element. The larger the array and the lower the index of the removed " -"element, the slower [method pop_at] will be." -msgstr "" -"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负" -"数,则认为是相对于该数组末尾的值。如果该数组为空,则返回 [code]null[/code],不" -"会改动数组。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" -"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元" -"素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] " -"就越慢。" - msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " @@ -11731,18 +11342,6 @@ msgstr "" "[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" "值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]. Returns [constant OK] on success, or one of the other " -"[enum Error] values if the operation failed.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a modified array." -msgstr "" -"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" -"元素为 [code]null[/code]。成功时返回 [constant OK],操作失败时返回其他 [enum " -"Error] 值。\n" -"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。" - msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" @@ -14251,16 +13850,6 @@ msgstr "" "要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU 跟" "不上,可能会导致音频破裂。" -msgid "" -"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " -"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " -"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " -"the initial pitch)." -msgstr "" -"要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member " -"pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/" -"code](比初始音高要高 16 倍)。" - msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." @@ -16947,15 +16536,6 @@ msgstr "" "subsurf_scatter_enabled] 为 [code]true[/code] 时有效。另请参见 [member " "backlight_enabled]。" -msgid "" -"The texture to use for multiplying the intensity of the subsurface scattering " -"transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored " -"if [member subsurf_scatter_skin_mode] is [code]true[/code]." -msgstr "" -"用于乘以次表面散射透射率强度的纹理。另请参见 [member " -"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/" -"code] 时忽略。" - msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " @@ -17670,25 +17250,6 @@ msgstr "" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。" -msgid "" -"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an " -"orthogonal basis for a [Transform3D].\n" -"Contains 3 vector fields X, Y and Z as its columns, which are typically " -"interpreted as the local basis vectors of a transformation. For such use, it " -"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" -"Basis can also be accessed as an array of 3D vectors. These vectors are " -"usually orthogonal to each other, but are not necessarily normalized (due to " -"scaling).\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用于表示 3D 旋转和缩放的 3×3 矩阵。通常用作 [Transform3D] 的正交基。\n" -"包含 3 个向量字段 X、Y 和 Z 作为其列,它们通常被解释为变换的局部基向量。对于这" -"种用途,它由缩放和旋转矩阵组成,顺序为 (M = R.S)。\n" -"基也可以作为 3D 向量的数组访问。这些向量通常彼此正交,但(由于缩放)不一定是归" -"一化的。\n" -"更多信息请阅读文档文章《矩阵与变换》。" - msgid "Matrices and transforms" msgstr "矩阵与变换" @@ -20253,15 +19814,6 @@ msgstr "" "少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" "黑暗的一个截止点。" -msgid "" -"Sets the maximum amount of blur. When using physically-based blur amounts, " -"will instead act as a multiplier. High values lead to an increased amount of " -"bluriness, but can be much more expensive to calculate. It is best to keep " -"this as low as possible for a given art style." -msgstr "" -"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度" -"增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。" - msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." @@ -21144,16 +20696,6 @@ msgid "" "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its ancestors are also " -"visible. If any ancestor is hidden, this node will not be visible in the " -"scene tree, and is consequently not drawn (see [method _draw])." -msgstr "" -"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" -"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" -"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" - msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" @@ -21744,21 +21286,6 @@ msgstr "要应用的色调颜色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。" -msgid "" -"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " -"allows using normal maps and specular maps in any node that inherits from " -"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " -"repeat mode independently of the node's properties (or the project " -"settings).\n" -"[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-" -"based materials in 3D, use [BaseMaterial3D] instead." -msgstr "" -"[CanvasTexture] 是用于 2D 渲染的 [ImageTexture] 的替代品。它允许在任何继承自 " -"[CanvasItem] 的节点中使用法线贴图和镜面贴图。[CanvasTexture] 还允许独立于节点" -"的属性(或项目设置)覆盖纹理的过滤模式和重复模式。\n" -"[b]注意:[/b][CanvasTexture] 不能用于 3D 渲染。对于 3D 中基于物理的材质,请使" -"用 [BaseMaterial3D] 来代替。" - msgid "2D Lights and Shadows" msgstr "2D 灯光和阴影" @@ -24130,15 +23657,6 @@ msgstr "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入多" "边形的对撞机来说效果更好。" -msgid "" -"The polygon's list of vertices. Each point will be connected to the next, and " -"the final point will be connected to the first.\n" -"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " -"not a reference." -msgstr "" -"该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。\n" -"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。" - msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " @@ -25883,84 +25401,9 @@ msgstr "该矩形的填充颜色。" msgid "An optionally compressed [Cubemap]." msgstr "可选压缩的 [Cubemap] 。" -msgid "" -"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " -"internal to Godot; it is created by importing other image formats with the " -"import system. [CompressedCubemap] can use one of 4 compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [Cubemap] for a general description of cubemaps." -msgstr "" -"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" -"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" -"压缩方法中的一种:\n" -"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" -"- 有损(WebP,在 GPU 上不压缩)\n" -"- VRAM 压缩(在 GPU 上压缩)\n" -"- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" -"质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" -"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" -"经压缩地被发送到 GPU。\n" -"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" -"染,而不是 2D。\n" -"有关立方体贴图的一般描述,请参阅 [Cubemap]。" - msgid "An optionally compressed [CubemapArray]." msgstr "一个可选压缩的 [CubemapArray] 。" -msgid "" -"A cubemap array that is loaded from a [code].ccubearray[/code] file. This " -"file format is internal to Godot; it is created by importing other image " -"formats with the import system. [CompressedCubemapArray] can use one of 4 " -"compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [CubemapArray] for a general description of cubemap arrays." -msgstr "" -"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " -"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" -"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" -"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" -"- 有损(WebP,在 GPU 上不压缩)\n" -"- VRAM 压缩(在 GPU 上压缩)\n" -"- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" -"质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" -"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" -"经压缩地被发送到 GPU。\n" -"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" -"染,而不是 2D。\n" -"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" - msgid "Texture with 2 dimensions, optionally compressed." msgstr "二维纹理,可选择压缩。" @@ -26009,44 +25452,6 @@ msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" -msgid "" -"A texture array that is loaded from a [code].ctexarray[/code] file. This file " -"format is internal to Godot; it is created by importing other image formats " -"with the import system. [CompressedTexture2DArray] can use one of 4 " -"compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [Texture2DArray] for a general description of texture arrays." -msgstr "" -"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" -"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" -"使用 4 种压缩方法中的一种:\n" -"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" -"- 有损(WebP,在 GPU 上不压缩)\n" -"- VRAM 压缩(在 GPU 上压缩)\n" -"- VRAM 未压缩(在 GPU 上不压缩)\n" -"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" -"质量更低)\n" -"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" -"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" -"经压缩地被发送到 GPU。\n" -"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," -"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" -"染,而不是 2D。\n" -"有关纹理数组的一般描述,请参阅 [Texture2DArray]。" - msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" @@ -33356,9 +32761,10 @@ msgid "" "Reducing the pancake size can help. Setting the size to [code]0[/code] turns " "off the pancaking effect." msgstr "" -"设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点,为阴影提供更高的有" -"效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现伪" -"影。减少该圆斑的大小会有所帮助。将大小设置为 [code]0[/code] 会关闭该圆斑效果。" +"设置定向阴影压平区域的大小。压平区域会偏移阴影相机视锥体的起点,为阴影提供更高" +"的有效深度分辨率。但是,较大的压平区大小会导致靠近视锥体边缘的大型物体的阴影出" +"现伪影。减少压平区大小会有所帮助。将大小设置为 [code]0[/code] 会关闭该压平效" +"果。" msgid "" "The distance from camera to shadow split 1. Relative to [member " @@ -35646,13 +35052,6 @@ msgid "" msgstr "" "主窗口的 ID,可以传给需要 [code]window_id[/code] 的方法,该窗口由引擎生成。" -msgid "" -"The ID that refers to a nonexisting window. This is be returned by some " -"[DisplayServer] methods if no window matches the requested result." -msgstr "" -"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 [DisplayServer] " -"方法将返回这个 ID。" - msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -36046,51 +35445,6 @@ msgstr "" "置或窗口进入/退出全屏模式)。\n" "[b]注意:[/b]该标志仅在 macOS 上实现。" -msgid "" -"No vertical synchronization, which means the engine will display frames as " -"fast as possible (tearing may be visible). Framerate is unlimited " -"(notwithstanding [member Engine.max_fps])." -msgstr "" -"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未" -"限制的(不考虑 [member Engine.max_fps])。" - -msgid "" -"Default vertical synchronization mode, the image is displayed only on " -"vertical blanking intervals (no tearing is visible). Framerate is limited by " -"the monitor refresh rate (notwithstanding [member Engine.max_fps])." -msgstr "" -"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器" -"刷新率的限制(不考虑 [member Engine.max_fps])。" - -msgid "" -"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " -"screen's refresh rate to reduce stuttering (tearing may be visible). " -"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " -"limited by the monitor refresh rate (notwithstanding [member Engine." -"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility " -"rendering method." -msgstr "" -"当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 " -"[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率" -"的限制(不考虑 [member Engine.max_fps])。使用兼容渲染方法时表现得像 " -"[constant VSYNC_ENABLED]。" - -msgid "" -"Displays the most recent image in the queue on vertical blanking intervals, " -"while rendering to the other images (no tearing is visible). Framerate is " -"unlimited (notwithstanding [member Engine.max_fps]).\n" -"Although not guaranteed, the images can be rendered as fast as possible, " -"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant " -"VSYNC_MAILBOX] works best when at least twice as many frames as the display " -"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " -"the Compatibility rendering method." -msgstr "" -"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速" -"率是未限制的(不考虑 [member Engine.max_fps])。\n" -"虽然不能保证,但可以尽可能快地渲染图像,这可能会减少输入滞后(也称为“快速”V-" -"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效" -"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" - msgid "" "Display handle:\n" "- Linux (X11): [code]X11::Display*[/code] for the display.\n" @@ -42431,24 +41785,6 @@ msgstr "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" -msgid "" -"Implement this function if your plugin edits a specific type of object " -"(Resource or Node). If you return [code]true[/code], then you will get the " -"functions [method _edit] and [method _make_visible] called when the editor " -"requests them. If you have declared the methods [method " -"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " -"called too.\n" -"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " -"a plugin handes more types of objects and they are edited at the same time, " -"it will result in errors." -msgstr "" -"如果插件会编辑特定类型的对象(资源或节点),则请实现该函数。如果返回 " -"[code]true[/code],则将在编辑器请求时,调用函数 [method _edit] 和 [method " -"_make_visible]。如果已经声明了方法 [method _forward_canvas_gui_input] 和 " -"[method _forward_3d_gui_input],则它们也会被调用。\n" -"[b]注意:[/b]每个插件一次只应处理一种类型的对象。如果一个插件处理多种类型的对" -"象并且同时编辑这些对象,则会导致错误。" - msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " @@ -48371,25 +47707,6 @@ msgstr "" "要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于默认" "值,那么建议将 [member max_physics_steps_per_frame] 也调大。" -msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be fine for most; values above 2 " -"could cause the game to react to dropped frames with a noticeable delay and " -"are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." -msgstr "" -"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议" -"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间" -"的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;超过2" -"的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" -"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " -"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" - msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -53385,26 +52702,6 @@ msgid "" "possible values." msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" -msgid "" -"Overrides the bounding box of this node with a custom one. This can be used " -"to avoid the expensive [AABB] recalculation that happens when a skeleton is " -"used with a [MeshInstance3D] or to have fine control over the " -"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an " -"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set " -"[member custom_aabb] to a very large AABB that covers your entire game world " -"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To " -"disable all forms of culling (including occlusion culling), call [method " -"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s " -"[RID]." -msgstr "" -"使用自定义边界框覆盖该节点的边界框。骨架使用 [MeshInstance3D] 时可以避免重新计" -"算 [AABB] 节省性能,也可以用来对 [MeshInstance3D] 的边界框进行精确控制。要使用" -"默认的 AABB,请将其设为所有字段均为 [code]0.0[/code] 的 [AABB]。要避免视锥剔" -"除,请将 [member custom_aabb] 设为大到能够覆盖整个游戏世界的 AABB,例如 " -"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式" -"的剔除(包括遮挡剔除),请使用该 [GeometryInstance3D] 的 [RID] 调用 [method " -"RenderingServer.instance_set_ignore_culling]。" - msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " "increase its cull box." @@ -56422,15 +55719,6 @@ msgid "" "and [param to_node]." msgstr "返回构成 [param from_node] 和 [param to_node] 之间的连接的点。" -msgid "" -"Returns an Array containing the list of connections. A connection consists in " -"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " -"to_port: 1, to: \"GraphNode name 1\" }[/code]." -msgstr "" -"返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]" -"{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name " -"1\" }[/code]。" - msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " @@ -56591,9 +55879,6 @@ msgstr "缩放下限。" msgid "The step of each zoom level." msgstr "每个缩放级别的步长。" -msgid "Emitted at the beginning of a GraphNode movement." -msgstr "在 GraphNode 移动开始时发出。" - msgid "Emitted at the end of a connection drag." msgstr "在连接拖动结束时发出。" @@ -56618,17 +55903,6 @@ msgid "" "of the graph." msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出。" -msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." -msgstr "当用户按下 [kbd]Ctrl + C[/kbd] 时发出。" - -msgid "" -"Emitted when attempting to remove a GraphNode from the GraphEdit. Provides a " -"list of node names to be removed (all selected nodes, excluding nodes without " -"closing button)." -msgstr "" -"当尝试从该 GraphEdit 中移除一个 GraphNode 时触发。提供要移除的节点名称列表(所" -"有选中的节点,除去不包含关闭按钮的节点)。" - msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " "[param from_node] [GraphNode] and [param to_port] of [param to_node] " @@ -56637,18 +55911,6 @@ msgstr "" "当试图移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param " "to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。" -msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." -msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。" - -msgid "Emitted at the end of a GraphNode movement." -msgstr "在 GraphNode 移动结束时发出。" - -msgid "Emitted when a GraphNode is selected." -msgstr "当 GraphNode 被选择时发出。" - -msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]." -msgstr "当用户按下 [kbd]Ctrl + V[/kbd] 时发出。" - msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [param position] is the position of the mouse pointer when the " @@ -60254,13 +59516,6 @@ msgstr "" "另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" "组。" -msgid "" -"Performs Lanczos interpolation. This is the slowest image resizing mode, but " -"it typically gives the best results, especially when downscalng images." -msgstr "" -"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是" -"在缩小图像时。" - msgid "Image does not have alpha." msgstr "图片没有 Alpha 通道。" @@ -62196,16 +61451,6 @@ msgstr "" "如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器值,否则为零。" "控制器包含踏板、推杆等设备。" -msgid "" -"The instrument of this input event. This value ranges from 0 to 127. Refer to " -"the instrument list on the General MIDI wikipedia article to see a list of " -"instruments, except that this value is 0-index, so subtract one from every " -"number on that chart. A standard piano will have an instrument number of 0." -msgstr "" -"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 General " -"MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减一。标" -"准钢琴的乐器号为 0。" - msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum MIDIMessage] enum.\n" @@ -64606,20 +63851,6 @@ msgstr "文本阴影效果的颜色 [Color]。" msgid "Vertical space between lines in multiline [Label]." msgstr "多行 [Label] 中,行与行之间的垂直间距。" -msgid "" -"Text outline size.\n" -"[b]Note:[/b] If using a font with [member FontFile." -"multichannel_signed_distance_field] enabled, its [member FontFile." -"msdf_pixel_range] must be set to at least [i]twice[/i] the value of " -"[theme_item outline_size] for outline rendering to look correct. Otherwise, " -"the outline may appear to be cut off earlier than intended." -msgstr "" -"文字轮廓的大小。\n" -"[b]注意:[/b]如果使用启用了 [member FontFile." -"multichannel_signed_distance_field] 的字体,其 [member FontFile." -"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" -"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" - msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" @@ -66983,127 +66214,6 @@ msgstr "" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" -msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " -"inherited by [SceneTree], which is the default game loop implementation used " -"in Godot projects, though it is also possible to write and use one's own " -"[MainLoop] subclass instead of the scene tree.\n" -"Upon the application start, a [MainLoop] implementation must be provided to " -"the OS; otherwise, the application will exit. This happens automatically (and " -"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " -"command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main Loop " -"Type\" project setting is overwritten.\n" -"Here is an example script implementing a simple [MainLoop]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # Return true to end the main loop.\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // Return true to end the main loop.\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," -"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" -"的 [MainLoop] 子类,来代替场景树。\n" -"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" -"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] " -"[Script](例如 [code]godot -s my_loop.gd[/code],或“主循环类型(Main Loop " -"Type)”项目设置被覆盖。\n" -"有一个实现简单 [MainLoop] 的示例脚本:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # 返回 true 结束主循环。\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // 返回 true 结束主循环。\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Called before the program exits." msgstr "在程序退出前调用。" @@ -67468,14 +66578,14 @@ msgstr "[member render_priority] 参数的最小值。" msgid "" "A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child." -msgstr "水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。" +msgstr "水平菜单栏,会为每个 [PopupMenu] 类型的子节点创建一个 [MenuButton]。" msgid "" "A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child. " "New items are created by adding [PopupMenu]s to this node." msgstr "" -"水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。向这个节点添加 " -"[PopupMenu] 就会创建新的项目。" +"水平菜单栏,会为每个 [PopupMenu] 类型的子节点创建一个 [MenuButton]。通过添加 " +"[PopupMenu] 节点来创建新的菜单选项。" msgid "Returns number of menu items." msgstr "返回菜单项的数量。" @@ -72694,48 +71804,6 @@ msgstr "设置 [param link] 的移动消耗 [param travel_cost]。" msgid "Create a new map." msgstr "创建一张新地图。" -msgid "" -"This function immediately forces synchronization of the specified navigation " -"[param map] [RID]. By default navigation maps are only synchronized at the " -"end of each physics frame. This function can be used to immediately " -"(re)calculate all the navigation meshes and region connections of the " -"navigation map. This makes it possible to query a navigation path for a " -"changed map immediately and in the same frame (multiple times if needed).\n" -"Due to technical restrictions the current NavigationServer command queue will " -"be flushed. This means all already queued update commands for this physics " -"frame will be executed, even those intended for other maps, regions and " -"agents not part of the specified map. The expensive computation of the " -"navigation meshes and region connections of a map will only be done for the " -"specified map. Other maps will receive the normal synchronization at the end " -"of the physics frame. Should the specified map receive changes after the " -"forced update it will update again as well when the other maps receive their " -"update.\n" -"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " -"is untouched by this function and continues to happen for all maps and agents " -"at the end of the physics frame.\n" -"[b]Note:[/b] With great power comes great responsibility. This function " -"should only be used by users that really know what they are doing and have a " -"good reason for it. Forcing an immediate update of a navigation map requires " -"locking the NavigationServer and flushing the entire NavigationServer command " -"queue. Not only can this severely impact the performance of a game but it can " -"also introduce bugs if used inappropriately without much foresight." -msgstr "" -"该函数将立即强制指定的导航 [param map] [RID] 的同步。默认情况下,导航地图仅在" -"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和区" -"块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需要,可" -"以执行多次)。\n" -"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在当" -"前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图的区" -"块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进行。" -"其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了修改," -"则它将在其他地图收到更新时再次更新。\n" -"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在物" -"理帧结束时的所有地图和代理上。\n" -"[b]注意:[/b]能力越大,责任越大。该函数仅该用于用户真正知道自己在做什么并且有" -"充分理由的情况。强制立即更新导航地图需要锁定 NavigationServer 并冲刷整个 " -"NavigationServer 命令队列。这不仅会严重影响游戏的性能,而且如果缺乏远见且使用" -"不当,还会引入 bug。" - msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [param map]." @@ -73119,35 +72187,6 @@ msgstr "" msgid "Updates the provided [param agent] [param height]." msgstr "更新指定代理 [param agent] 的高度 [param height]。" -msgid "" -"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance " -"is enabled.\n" -"If [code]true[/code] the agent calculates avoidance velocities in 3D for the " -"xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D " -"using agent only avoids other 3D avoidance using agent's. The 3D using agent " -"only reacts to radius based avoidance obstacles. The 3D using agent ignores " -"any vertices based obstacles. The 3D using agent only avoids other 3D using " -"agent's.\n" -"If [code]false[/code] the agent calculates avoidance velocities in 2D along " -"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D " -"avoidance using agent's. The 2D using agent reacts to radius avoidance " -"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. " -"The 2D using agent only avoids other 2D using agent's. 2D using agents will " -"ignore other 2D using agents or obstacles that are below their current " -"position or above their current position including the agents height in 2D " -"avoidance." -msgstr "" -"设置该代理在启用避障时使用 2D 避障还是 3D 避障。\n" -"如果为 [code]true[/code],则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水" -"中、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的" -"代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 " -"3D 的代理只会躲避其他使用 3D 的代理。\n" -"如果为 [code]false[/code],则代理会沿 XZ 轴计算 2D 避障速度,忽略 Y 轴。使用 " -"2D 的代理只会躲避其他使用 2D 避障的代理。使用 2D 的代理会响应基于半径的避障障" -"碍物。使用 2D 的代理会响应基于顶点的避障障碍物。使用 2D 的代理只会躲避其他使" -"用 2D 的代理。在 2D 避障时,使用 2D 的代理会忽略它们位于当前位置之下或者位于当" -"前位置与代理高度之和之上的其他使用 2D 的代理和障碍物。" - msgid "" "Sets [param velocity] as the new wanted velocity for the specified [param " "agent]. The avoidance simulation will try to fulfill this velocity if " @@ -73487,132 +72526,12 @@ msgstr "" msgid "Base class for all scene objects." msgstr "所有场景对象的基类。" -msgid "" -"Nodes are Godot's building blocks. They can be assigned as the child of " -"another node, resulting in a tree arrangement. A given node can contain any " -"number of nodes as children with the requirement that all siblings (direct " -"children of a node) should have unique names.\n" -"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " -"then instantiated into other scenes. This allows for very high flexibility in " -"the architecture and data model of Godot projects.\n" -"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " -"node is added to the scene tree, it receives the [constant " -"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " -"is triggered. Child nodes are always added [i]after[/i] their parent node, i." -"e. the [method _enter_tree] callback of a parent node will be triggered " -"before its child's.\n" -"Once all nodes have been added in the scene tree, they receive the [constant " -"NOTIFICATION_READY] notification and their respective [method _ready] " -"callbacks are triggered. For groups of nodes, the [method _ready] callback is " -"called in reverse order, starting with the children and moving up to the " -"parent nodes.\n" -"This means that when adding a node to the scene tree, the following order " -"will be used for the callbacks: [method _enter_tree] of the parent, [method " -"_enter_tree] of the children, [method _ready] of the children and finally " -"[method _ready] of the parent (recursively for the entire scene tree).\n" -"[b]Processing:[/b] Nodes can override the \"process\" state, so that they " -"receive a callback on each frame requesting them to process (do something). " -"Normal processing (callback [method _process], toggled with [method " -"set_process]) happens as fast as possible and is dependent on the frame rate, " -"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " -"Physics processing (callback [method _physics_process], toggled with [method " -"set_physics_process]) happens a fixed number of times per second (60 by " -"default) and is useful for code related to the physics engine.\n" -"Nodes can also process input events. When present, the [method _input] " -"function will be called for each input that the program receives. In many " -"cases, this can be overkill (unless used for simple projects), and the " -"[method _unhandled_input] function might be preferred; it is called when the " -"input event was not handled by anyone else (typically, GUI [Control] nodes), " -"ensuring that the node only receives the events that were meant for it.\n" -"To keep track of the scene hierarchy (especially when instancing scenes into " -"other scenes), an \"owner\" can be set for the node with the [member owner] " -"property. This keeps track of who instantiated what. This is mostly useful " -"when writing editors and tools, though.\n" -"Finally, when a node is freed with [method Object.free] or [method " -"queue_free], it will also free all its children.\n" -"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " -"manage, you could create groups like \"enemies\" or \"collectables\" for " -"example, depending on your game. See [method add_to_group], [method " -"is_in_group] and [method remove_from_group]. You can then retrieve all nodes " -"in these groups, iterate them and even call methods on groups via the methods " -"on [SceneTree].\n" -"[b]Networking with nodes:[/b] After connecting to a server (or making one, " -"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " -"procedure call) system to communicate over the network. By calling [method " -"rpc] with a method name, it will be called locally and in all connected peers " -"(peers = clients and the server that accepts connections). To identify which " -"node receives the RPC call, Godot will use its [NodePath] (make sure node " -"names are the same on all peers). Also, take a look at the high-level " -"networking tutorial and corresponding demos.\n" -"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " -"not [Node]. It isn't exposed like most properties but does have a setter and " -"getter ([code]set_script()[/code] and [code]get_script()[/code])." -msgstr "" -"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" -"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节" -"点的直接子节点)的名字唯一。\n" -"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" -"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" -"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" -"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] " -"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] " -"回调将在其子节点的之前被触发。\n" -"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通" -"知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是" -"按相反的顺序调用的,从子节点开始,向上移动到父节点。\n" -"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 " -"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method " -"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n" -"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进" -"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " -"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/i]" -"(单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以使" -"用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理引" -"擎相关的代码很有用。\n" -"节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去" -"调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method " -"_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI " -"[Control] 节点)处理时,才会调用这个函数,可以确保节点只接收到它该收到的事" -"件。\n" -"为了记录场景的层次结构(尤其是在将场景实例化到其他场景时)可以用 [member " -"owner] 属性为节点设置一个“所有者”。它记录的是谁实例化了什么。这在编写编辑器和" -"工具时非常有用。\n" -"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将" -"释放它的所有子节点。\n" -"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要" -"来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method " -"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所有" -"节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" -"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 " -"[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进" -"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对" -"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用," -"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" -"高级网络教程和相应的演示。\n" -"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这" -"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter([code]set_script()" -"[/code] 和 [code]get_script()[/code])。" - msgid "Nodes and scenes" msgstr "节点与场景" msgid "All Demos" msgstr "所有演示" -msgid "" -"Called when the node enters the [SceneTree] (e.g. upon instancing, scene " -"changing, or after calling [method add_child] in a script). If the node has " -"children, its [method _enter_tree] callback will be called first, and then " -"that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " -"Object._notification]." -msgstr "" -"当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 " -"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " -"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n" -"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " -"通知。" - msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " @@ -73709,7 +72628,7 @@ msgstr "" "对应于 [method Object._notification] 中的 [constant " "NOTIFICATION_PHYSICS_PROCESS] 通知。\n" "[b]注意:[/b]这个方法只有在当节点存在于场景树中时才会被调用(也就是说,如果它" -"不是“孤儿”)。" +"不是孤立节点)。" msgid "" "Called during the processing step of the main loop. Processing happens at " @@ -73729,33 +72648,7 @@ msgstr "" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_PROCESS] 通" "知。\n" "[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" -"是“孤儿”)。" - -msgid "" -"Called when the node is \"ready\", i.e. when both the node and its children " -"have entered the scene tree. If the node has children, their [method _ready] " -"callbacks get triggered first, and the parent node will receive the ready " -"notification afterwards.\n" -"Corresponds to the [constant NOTIFICATION_READY] notification in [method " -"Object._notification]. See also the [code]@onready[/code] annotation for " -"variables.\n" -"Usually used for initialization. For even earlier initialization, [method " -"Object._init] may be used. See also [method _enter_tree].\n" -"[b]Note:[/b] [method _ready] may be called only once for each node. After " -"removing a node from the scene tree and adding it again, [method _ready] will " -"not be called a second time. This can be bypassed by requesting another call " -"with [method request_ready], which may be called anywhere before adding the " -"node again." -msgstr "" -"当节点“就绪”时被调用,即当节点及其子节点都已经进入场景树时。如果该节点有子节" -"点,将首先触发子节点的 [method _ready] 回调,稍后父节点将收到就绪通知。\n" -"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。另" -"请参阅用于变量的 [code]@onready[/code] 注解。\n" -"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。另见 " -"[method _enter_tree]。\n" -"[b]注意:[/b]对于每个节点可能仅调用一次 [method _ready]。从场景树中移除一个节" -"点后,并再次添加该节点时,将不会第二次调用 [method _ready]。这时可以通过使用 " -"[method request_ready],它可以在再次添加节点之前的任何地方被调用。" +"是孤立节点)。" msgid "" "Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " @@ -73784,7 +72677,7 @@ msgstr "" "此方法可用于处理快捷键。如果是常规的 GUI 事件,请改用 [method _input]。游戏事" "件通常应该使用 [method _unhandled_input] 或 [method _unhandled_key_input] 处" "理。\n" -"[b]注意:[/b]仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会被" +"[b]注意:[/b]仅当该节点存在于场景树中(即它不是一个孤立节点)时,此方法才会被" "调用。" msgid "" @@ -73816,7 +72709,7 @@ msgstr "" "先级。对于键盘快捷键,请考虑改用 [method _shortcut_input],因为是在这个方法之" "前调用的。最后,如果要处理键盘事件,那么出于性能方面的原因请考虑使用 [method " "_unhandled_key_input]。\n" -"[b]注意:[/b]仅当该节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。" +"[b]注意:[/b]仅当该节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。" msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or any " @@ -73851,141 +72744,7 @@ msgstr "" "对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合,因" "为应该先处理 GUI 事件。该方法的性能也比 [method _unhandled_input] 更好,因为 " "[InputEventMouseMotion] 等无关事件会被自动过滤。\n" -"[b]注意:[/b]只有当节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。" - -msgid "" -"Adds a child [param node]. Nodes can have any number of children, but every " -"child must have a unique name. Child nodes are automatically deleted when the " -"parent node is deleted, so an entire scene can be removed by deleting its " -"topmost node.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param node]. If not named, the [param node] is renamed to its " -"type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" -"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " -"child will be added as internal node. Such nodes are ignored by methods like " -"[method get_children], unless their parameter [code]include_internal[/code] " -"is [code]true[/code]. The intended usage is to hide the internal nodes from " -"the user, so the user won't accidentally delete or modify them. Used by some " -"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n" -"[b]Note:[/b] If the child node already has a parent, the function will fail. " -"Use [method remove_child] first to remove the node from its current parent. " -"For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var child_node = get_child(0)\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/gdscript]\n" -"[csharp]\n" -"Node childNode = GetChild(0);\n" -"if (childNode.GetParent() != null)\n" -"{\n" -" childNode.GetParent().RemoveChild(childNode);\n" -"}\n" -"AddChild(childNode);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you need the child node to be added below a specific node in the list of " -"children, use [method add_sibling] instead of this method.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " -"set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " -"add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the 2D/3D " -"view." -msgstr "" -"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯" -"一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场" -"景。\n" -"如果 [param force_readable_name] 为 [code]true[/code],则将提高所添加的 " -"[param node] 的可读性。如果尚未命名,[param node] 将重命名为它的类型,如果存" -"在 [member name] 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此," -"建议将其保留为 [code]false[/code],在这两种情况下会分配包含 [code]@[/code] 的" -"虚拟名称。\n" -"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将被" -"添加为内部节点。[method get_children] 等方法会忽略这种节点,除非它们的参数 " -"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用户" -"隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功" -"能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n" -"[b]注意:[/b]如果子节点已经有父节点,则该函数会失败。请先使用 [method " -"remove_child] 将节点从当前父节点中移除。例如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var child_node = get_child(0)\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/gdscript]\n" -"[csharp]\n" -"Node childNode = GetChild(0);\n" -"if (childNode.GetParent() != null)\n" -"{\n" -" childNode.GetParent().RemoveChild(childNode);\n" -"}\n" -"AddChild(childNode);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果你需要将子节点添加到子节点列表中特定节点的下方,请使用 [method " -"add_sibling] 而不是该方法。\n" -"[b]注意:[/b]如果想让子节点持久化到某个 [PackedScene] 的,除了调用 [method " -"add_child] 之外,还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果在没有设置 " -"[member owner],只调用了 [method add_child],则新添加的 [Node] 在场景树中将不" -"可见,但在 2D/3D 视图中却是可见的。" - -msgid "" -"Adds a [param sibling] node to current's node parent, at the same level as " -"that node, right below it.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param sibling]. If not named, the [param sibling] is renamed to " -"its type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" -"Use [method add_child] instead of this method if you don't need the child " -"node to be added below a specific node in the list of children.\n" -"[b]Note:[/b] If this node is internal, the new sibling will be internal too " -"(see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"将一个 [param sibling] 节点添加到当前节点的父节点,与该节点处于同一级别,就在" -"它的正下方。\n" -"如果 [param force_readable_name] 为 [code]true[/code],则提高添加的 [param " -"sibling] 的可读性。如果没有命名,[param sibling] 将被重命名为它的类型,如果它" -"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。因" -"此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/" -"code] 为特色的虚拟名称。\n" -"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] 而" -"不是该方法。\n" -"[b]注意:[/b]如果这个节点是内部的,则新的同级节点也将是内部的(参见 [method " -"add_child] 中的 [code]internal[/code] 参数)。" - -msgid "" -"Adds the node to a group. Groups are helpers to name and organize a subset of " -"nodes, for example \"enemies\" or \"collectables\". A node can be in any " -"number of groups. Nodes can be assigned a group at any time, but will not be " -"added until they are inside the scene tree (see [method is_inside_tree]). See " -"notes in the description, and the group methods in [SceneTree].\n" -"The [param persistent] option is used when packing node to [PackedScene] and " -"saving to file. Non-persistent groups aren't stored.\n" -"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can vary " -"across project runs." -msgstr "" -"将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如“敌人”或“收集" -"品”等。一个节点可以在任意数量的组中。节点可以随时被分配到一个组中,但在它们进" -"入场景树之前不会添加(参见 [method is_inside_tree])。参阅描述中的注释,以及 " -"[SceneTree] 中的分组方法。\n" -"[param persistent] 选项在将节点打包到 [PackedScene] 并保存到文件时使用。非持久" -"化的组不会被存储。\n" -"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点组的顺序。不应依赖节点组的顺序,因" -"为它可能因项目运行而异。" +"[b]注意:[/b]只有当节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。" msgid "" "This function is similar to [method Object.call_deferred] except that the " @@ -74009,267 +72768,6 @@ msgstr "" "这个函数能够确保调用成功,无论是否从线程中调用。如果是从不允许调用该函数的线程" "中调用的,那么调用就会变成延迟调用。否则就会直接调用。" -msgid "" -"Returns [code]true[/code] if the node can process while the scene tree is " -"paused (see [member process_mode]). Always returns [code]true[/code] if the " -"scene tree is not paused, and [code]false[/code] if the node is not in the " -"tree." -msgstr "" -"如果场景树暂停时节点可以处理(请参阅 [member process_mode]),则返回 " -"[code]true[/code]。如果场景树未被暂停,则始终返回 [code]true[/code],如果该节" -"点不在树中,则始终返回 [code]false[/code]。" - -msgid "" -"Creates a new [Tween] and binds it to this node. This is equivalent of " -"doing:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_tree().create_tween().bind_node(self)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetTree().CreateTween().BindNode(this);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The Tween will start automatically on the next process frame or physics frame " -"(depending on [enum Tween.TweenProcessMode])." -msgstr "" -"新建 [Tween] 并将其绑定到这个节点。与如下操作等价:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_tree().create_tween().bind_node(self)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetTree().CreateTween().BindNode(this);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"该 Tween 将在下一个处理帧或物理处理帧时自动开始(取决于 [enum Tween." -"TweenProcessMode])。" - -msgid "" -"Duplicates the node, returning a new node.\n" -"You can fine-tune the behavior using the [param flags] (see [enum " -"DuplicateFlags]).\n" -"[b]Note:[/b] It will not work properly if the node contains a script with " -"constructor arguments (i.e. needs to supply arguments to [method Object." -"_init] method). In that case, the node will be duplicated without a script." -msgstr "" -"复制该节点,返回一个新的节点。\n" -"可以使用 [param flags] 微调该行为(请参阅 [enum DuplicateFlags])。\n" -"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向 [method Object." -"_init] 方法提供参数),它将无法正常工作。在这种情况下,节点将在没有脚本的情况" -"下被复制。" - -msgid "" -"Finds the first descendant of this node whose name matches [param pattern] as " -"in [method String.match]. Internal children are also searched over (see " -"[code]internal[/code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"If [param recursive] is [code]true[/code], all child nodes are included, even " -"if deeply nested. Nodes are checked in tree order, so this node's first " -"direct child is checked first, then its own direct children, etc., before " -"moving to the second direct child, and so on. If [param recursive] is " -"[code]false[/code], only this node's direct children are matched.\n" -"If [param owned] is [code]true[/code], this method only finds nodes who have " -"an assigned [member Node.owner]. This is especially important for scenes " -"instantiated through a script, because those scenes don't have an owner.\n" -"Returns [code]null[/code] if no matching [Node] is found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, it " -"is the slowest way to get a reference to another node. Whenever possible, " -"consider using [method get_node] with unique names instead (see [member " -"unique_name_in_owner]), or caching the node references into variable.\n" -"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " -"see [method find_children]." -msgstr "" -"查找此节点的后代中,其名称与 [method String.match] 中的 [param pattern] 匹配的" -"第一个节点。也会查找内部子节点(见 [method add_child] 的 [code]internal[/" -"code] 参数)。\n" -"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" -"code] 之外的任意单个字符。\n" -"如果 [param recursive] 为 [code]true[/code],则查找范围包括所有子节点,即使嵌" -"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子" -"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " -"recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n" -"如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node." -"owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n" -"如果找不到匹配的 [Node],则返回 [code]null[/code]。\n" -"[b]注意:[/b]由于该方法会遍历节点的所有后代,因此它是获取对另一个节点的引用的" -"最慢方法。只要有可能,请考虑改用使用唯一名称的 [method get_node](请参阅 " -"[member unique_name_in_owner]),或将该节点引用缓存到变量中。\n" -"[b]注意:[/b]要查找匹配一个模式或类类型的所有后代节点,请参阅 [method " -"find_children]。" - -msgid "" -"Finds descendants of this node whose name matches [param pattern] as in " -"[method String.match], and/or type matches [param type] as in [method Object." -"is_class]. Internal children are also searched over (see [code]internal[/" -"code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"[param type] will check equality or inheritance, and is case-sensitive. " -"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/code] " -"but not the other way around.\n" -"If [param recursive] is [code]true[/code], all child nodes are included, even " -"if deeply nested. Nodes are checked in tree order, so this node's first " -"direct child is checked first, then its own direct children, etc., before " -"moving to the second direct child, and so on. If [param recursive] is " -"[code]false[/code], only this node's direct children are matched.\n" -"If [param owned] is [code]true[/code], this method only finds nodes who have " -"an assigned [member Node.owner]. This is especially important for scenes " -"instantiated through a script, because those scenes don't have an owner.\n" -"Returns an empty array if no matching nodes are found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, it " -"is the slowest way to get references to other nodes. Whenever possible, " -"consider caching the node references into variables.\n" -"[b]Note:[/b] If you only want to find the first descendant node that matches " -"a pattern, see [method find_child]." -msgstr "" -"查找该节点的后代节点,其名称与 [method String.match] 中的 [param pattern] 匹" -"配,和/或类型与 [method Object.is_class] 中的 [param type] 匹配。也会查找内部" -"子节点(见 [method add_child] 的 [code]internal[/code] 参数)。\n" -"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" -"code] 之外的任意单个字符。\n" -"[param type] 将检查相等性或继承关系,并且区分大小写。[code]\"Object\"[/code] " -"会匹配类型为 [code]\"Node\"[/code] 的节点,但反之则不然。\n" -"如果 [param recursive] 为 [code]true[/code],则匹配范围包括所有子节点,即使嵌" -"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子" -"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param " -"recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n" -"如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node." -"owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n" -"如果找不到匹配的节点,则返回空数组。\n" -"[b]注意:[/b]由于该方法会遍历节点的所有后代,因此它是获取对其他节点的引用的最" -"慢方法。只要有可能,请考虑将节点引用缓存到变量中。\n" -"[b]注意:[/b]如果只想查找匹配模式的第一个后代节点,请参阅 [method " -"find_child]。" - -msgid "" -"Finds the first parent of the current node whose name matches [param pattern] " -"as in [method String.match].\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " -"in large, deeply nested scene trees. Whenever possible, consider using " -"[method get_node] with unique names instead (see [member " -"unique_name_in_owner]), or caching the node references into variable." -msgstr "" -"查找当前节点的第一个父节点,其名称与 [method String.match] 中的 [param " -"pattern] 匹配。\n" -"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写," -"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/" -"code] 之外的任意单个字符。\n" -"[b]注意:[/b]由于该方法在场景树中向上遍历,因此在大型、深度嵌套的场景树中可能" -"会很慢。只要有可能,请考虑使用具有唯一名称的 [method get_node](请参阅 " -"[member unique_name_in_owner]),或将该节点引用缓存到变量中。" - -msgid "" -"Returns a child node by its index (see [method get_child_count]). This method " -"is often used for iterating all children of a node.\n" -"Negative indices access the children from the last one.\n" -"If [param include_internal] is [code]false[/code], internal children are " -"skipped (see [code]internal[/code] parameter in [method add_child]).\n" -"To access a child node via its name, use [method get_node]." -msgstr "" -"按索引返回一个子节点(见 [method get_child_count])。这个方法经常被用于遍历一" -"个节点的所有子节点。\n" -"负索引将从最后一个开始访问子节点。\n" -"如果 [param include_internal] 为 [code]false[/code],则跳过内部子节点(见 " -"[method add_child] 中的 [code]internal[/code] 参数)。\n" -"要通过名称访问一个子节点,请使用 [method get_node]。" - -msgid "" -"Returns the number of child nodes.\n" -"If [param include_internal] is [code]false[/code], internal children aren't " -"counted (see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"返回子节点的数量。\n" -"如果 [param include_internal] 为 [code]false[/code] ,则不计算内部子节点(见 " -"[method add_child] 的 [code]internal[/code] 参数)。" - -msgid "" -"Returns an array of references to node's children.\n" -"If [param include_internal] is [code]false[/code], the returned array won't " -"include internal children (see [code]internal[/code] parameter in [method " -"add_child])." -msgstr "" -"返回一组对节点子节点的引用。\n" -"如果 [param include_internal] 为 [code]false[/code],则返回的数组将不包含内部" -"子节点(见 [method add_child] 中的 [code]internal[/code] 参数)。" - -msgid "" -"Returns an array listing the groups that the node is a member of.\n" -"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can vary " -"across project runs.\n" -"[b]Note:[/b] The engine uses some group names internally (all starting with " -"an underscore). To avoid conflicts with internal groups, do not add custom " -"groups whose name starts with an underscore. To exclude internal groups while " -"looping over [method get_groups], use the following snippet:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Stores the node's non-internal groups only (as an array of Strings).\n" -"var non_internal_groups = []\n" -"for group in get_groups():\n" -" if not group.begins_with(\"_\"):\n" -" non_internal_groups.push_back(group)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Stores the node's non-internal groups only (as a List of strings).\n" -"List nonInternalGroups = new List();\n" -"foreach (string group in GetGroups())\n" -"{\n" -" if (!group.BeginsWith(\"_\"))\n" -" nonInternalGroups.Add(group);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回一个列出该节点所属的分组的数组。\n" -"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点分组的顺序。 不应依赖节点分组的顺" -"序,因为它可能因项目运行而异。\n" -"[b]注意:[/b]引擎在内部使用了一些分组名称(全部以下划线开头)。为避免与内部分" -"组冲突,请勿添加名称以下划线开头的自定义分组。要在遍历 [method get_groups] 时" -"排除内部分组,请使用以下代码段:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 仅存储节点的非内部分组(作为一个字符串数组)。\n" -"var non_internal_groups = []\n" -"for group in get_groups():\n" -" if not group.begins_with(\"_\"):\n" -" non_internal_groups.push_back(group)\n" -"[/gdscript]\n" -"[csharp]\n" -"// 仅存储节点的非内部分组(作为一个字符串列表)。\n" -"List nonInternalGroups = new List();\n" -"foreach (string group in GetGroups())\n" -"{\n" -" if (!group.BeginsWith(\"_\"))\n" -" nonInternalGroups.Add(group);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the node's order in the scene tree branch. For example, if called on " -"the first child node the position is [code]0[/code].\n" -"If [param include_internal] is [code]false[/code], the index won't take " -"internal children into account, i.e. first non-internal child will have index " -"of 0 (see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"返回节点在场景树分支中的顺序。例如,如果在第一个子节点上调用,则位置为 " -"[code]0[/code]。\n" -"如果 [param include_internal] 为 [code]false[/code],则索引将不会考虑内部子节" -"点,即第一个非内部子节点的索引将为 0(见 [method add_child] 中的 " -"[code]internal[/code] 参数)。" - msgid "" "Returns the [Window] that contains this node, or the last exclusive child in " "a chain of windows starting with the one that contains this node." @@ -74283,198 +72781,6 @@ msgid "" msgstr "" "返回这个节点多人游戏控制者的对等体 ID。见 [method set_multiplayer_authority]。" -msgid "" -"Fetches a node. The [NodePath] can be either a relative path (from the " -"current node) or an absolute path (in the scene tree) to a node. If the path " -"does not exist, [code]null[/code] is returned and an error is logged. " -"Attempts to access methods on the return value will result in an \"Attempt to " -"call on a null instance.\" error.\n" -"[b]Note:[/b] Fetching absolute paths only works when the node is inside the " -"scene tree (see [method is_inside_tree]).\n" -"[b]Example:[/b] Assume your current node is Character and the following " -"tree:\n" -"[codeblock]\n" -"/root\n" -"/root/Character\n" -"/root/Character/Sword\n" -"/root/Character/Backpack/Dagger\n" -"/root/MyGame\n" -"/root/Swamp/Alligator\n" -"/root/Swamp/Mosquito\n" -"/root/Swamp/Goblin\n" -"[/codeblock]\n" -"Possible paths are:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_node(\"Sword\")\n" -"get_node(\"Backpack/Dagger\")\n" -"get_node(\"../Swamp/Alligator\")\n" -"get_node(\"/root/MyGame\")\n" -"[/gdscript]\n" -"[csharp]\n" -"GetNode(\"Sword\");\n" -"GetNode(\"Backpack/Dagger\");\n" -"GetNode(\"../Swamp/Alligator\");\n" -"GetNode(\"/root/MyGame\");\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"获取一个节点。[NodePath] 可以是到一个节点的相对路径(从当前节点)或绝对路径" -"(在场景树中)。如果该路径不存在,则返回 [code]null[/code] 并记录一个错误。尝" -"试访问该返回值上的方法,将产生一个“尝试在一个 null 实例上调用 。”错" -"误。\n" -"[b]注意:[/b]获取绝对路径,仅在节点位于场景树内部时有效(参见 [method " -"is_inside_tree])。\n" -"[b]示例:[/b]假设你当前的节点是 Character 和以下树:\n" -"[codeblock]\n" -"/root\n" -"/root/Character\n" -"/root/Character/Sword\n" -"/root/Character/Backpack/Dagger\n" -"/root/MyGame\n" -"/root/Swamp/Alligator\n" -"/root/Swamp/Mosquito\n" -"/root/Swamp/Goblin\n" -"[/codeblock]\n" -"可能的路径有:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_node(\"Sword\")\n" -"get_node(\"Backpack/Dagger\")\n" -"get_node(\"../Swamp/Alligator\")\n" -"get_node(\"/root/MyGame\")\n" -"[/gdscript]\n" -"[csharp]\n" -"GetNode(\"Sword\");\n" -"GetNode(\"Backpack/Dagger\");\n" -"GetNode(\"../Swamp/Alligator\");\n" -"GetNode(\"/root/MyGame\");\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Fetches a node and one of its resources as specified by the [NodePath]'s " -"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " -"resources are specified in the [NodePath], the last one will be fetched.\n" -"The return value is an array of size 3: the first index points to the [Node] " -"(or [code]null[/code] if not found), the second index points to the " -"[Resource] (or [code]null[/code] if not found), and the third index is the " -"remaining [NodePath], if any.\n" -"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid " -"node and that its [code]shape[/code] property has been assigned a " -"[RectangleShape2D] resource, one could have this kind of output:\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " -"[[CollisionShape2D:1161], Null, ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // " -"[[CollisionShape2D:1161], Null, ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"按照 [NodePath] 的子名称(例如 [code]Area2D/CollisionShape2D:shape[/code])指" -"定的方式,获取节点及其一个资源。如果在 [NodePath] 中指定了多个嵌套资源,则将获" -"取最后一个。\n" -"返回值是一个大小为 3 的数组:第一个索引指向该 [Node](如果未找到,则为 " -"[code]null[/code]),第二个索引指向 [Resource](或者未找到时为 [code]null[/" -"code]),第三个索引是剩余的 [NodePath],如果有的话。\n" -"例如,假设 [code]Area2D/CollisionShape2D[/code] 是一个有效的节点,并且它的 " -"[code]shape[/code] 属性已被分配了一个 [RectangleShape2D] 资源,那么可以得到这" -"样的输出:\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " -"[[CollisionShape2D:1161], Null, ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // " -"[[CollisionShape2D:1161], Null, ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Similar to [method get_node], but does not log an error if [param path] does " -"not point to a valid [Node]." -msgstr "" -"类似于 [method get_node],但在 [param path] 没有指向有效的 [Node] 时不会记录错" -"误。" - -msgid "" -"Returns the parent node of the current node, or [code]null[/code] if the node " -"lacks a parent." -msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。" - -msgid "" -"Returns the absolute path of the current node. This only works if the current " -"node is inside the scene tree (see [method is_inside_tree])." -msgstr "" -"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(见 [method " -"is_inside_tree])。" - -msgid "" -"Returns the relative [NodePath] from this node to the specified [param node]. " -"Both nodes must be in the same scene or the function will fail.\n" -"If [param use_unique_path] is [code]true[/code], returns the shortest path " -"considering unique node.\n" -"[b]Note:[/b] If you get a relative path which starts from a unique node, the " -"path may be longer than a normal relative path due to the addition of the " -"unique node's name." -msgstr "" -"返回从该节点到指定节点 [param node] 的相对 [NodePath]。这两个节点都必须在同一" -"个场景中,否则函数会失败。\n" -"如果 [param use_unique_path] 为 [code]true[/code],则会返回考虑唯一节点的最短" -"路径。\n" -"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则该路径可能由于唯一节点的" -"名称长度而比普通的相对路径长。" - -msgid "" -"Returns the time elapsed (in seconds) since the last physics-bound frame (see " -"[method _physics_process]). This is always a constant value in physics " -"processing unless the frames per second is changed via [member Engine." -"physics_ticks_per_second]." -msgstr "" -"返回自上一个物理绑定帧以来经过的时间(单位为秒)(见 [method " -"_physics_process])。除非通过 [member Engine.physics_ticks_per_second] 更改每" -"秒帧数,否则这在物理处理中始终是一个恒定值。" - -msgid "" -"Returns the time elapsed (in seconds) since the last process callback. This " -"value may vary from frame to frame." -msgstr "返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。" - -msgid "" -"Returns [code]true[/code] if this is an instance load placeholder. See " -"[InstancePlaceholder]." -msgstr "" -"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 " -"[InstancePlaceholder]。" - -msgid "" -"Returns the [SceneTree] that contains this node. Returns [code]null[/code] " -"and prints an error if this node is not inside the scene tree. See also " -"[method is_inside_tree]." -msgstr "" -"返回包含该节点的 [SceneTree]。如果该节点不在场景树内,则返回 [code]null[/" -"code] 并打印错误。另见 [method is_inside_tree]。" - msgid "" "Returns the tree as a [String]. Used mainly for debugging purposes. This " "version displays the path relative to the current node, and is good for copy/" @@ -74529,9 +72835,6 @@ msgstr "" " ┖╴Camera2D\n" "[/codeblock]" -msgid "Returns the node's [Viewport]." -msgstr "返回节点的 [Viewport]。" - msgid "" "Returns the [Window] that contains this node. If the node is in the main " "window, this is equivalent to getting the root node ([code]get_tree()." @@ -74540,57 +72843,6 @@ msgstr "" "返回包含该节点的 [Window]。如果该节点在主窗口中,则相当于获取根节点" "([code]get_tree().get_root()[/code])。" -msgid "" -"Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" -"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " -"types) are not considered resources." -msgstr "" -"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 " -"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 " -"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。" - -msgid "" -"Returns [code]true[/code] if the given node is a direct or indirect child of " -"the current node." -msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the node is folded (collapsed) in the Scene " -"dock. This method is only intended for use with editor tooling." -msgstr "" -"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法仅适用于编辑器" -"工具。" - -msgid "" -"Returns [code]true[/code] if [param node] has editable children enabled " -"relative to this node. This method is only intended for use with editor " -"tooling." -msgstr "" -"如果 [param node] 有与相对于此节点的可编辑子节点,则返回 [code]true[/code]。该" -"方法仅适用于编辑器工具。" - -msgid "" -"Returns [code]true[/code] if the given node occurs later in the scene " -"hierarchy than the current node." -msgstr "" -"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if this node is in the specified group. See notes " -"in the description, and the group methods in [SceneTree]." -msgstr "" -"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 " -"[SceneTree] 中的组方法。" - -msgid "" -"Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。" - msgid "" "Returns [code]true[/code] if the local system is the multiplayer authority of " "this node." @@ -74658,146 +72910,12 @@ msgstr "" "如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method " "set_process_unhandled_key_input])。" -msgid "" -"Moves a child node to a different index (order) among the other children. " -"Since calls, signals, etc. are performed by tree order, changing the order of " -"children nodes may be useful. If [param to_index] is negative, the index will " -"be counted from the end.\n" -"[b]Note:[/b] Internal children can only be moved within their expected " -"\"internal range\" (see [code]internal[/code] parameter in [method " -"add_child])." -msgstr "" -"在其他子节点中将子节点移动到不同的索引(顺序)。由于调用、信号等是按树顺序执行" -"的,因此更改子节点的顺序可能会很有用。如果 [param to_index] 为负数,索引将从末" -"尾开始计算。\n" -"[b]注意:[/b]内部子节点只能在其期望的“内部范围”内移动(参见 [method " -"add_child] 中的 [code]internal[/code] 参数)。" - msgid "Similar to [method call_deferred_thread_group], but for notifications." msgstr "类似于 [method call_deferred_thread_group],但针对的是通知。" msgid "Similar to [method call_thread_safe], but for notifications." msgstr "类似于 [method call_thread_safe],但针对的是通知。" -msgid "" -"Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.\n" -"[b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When " -"called in a project exported in release mode, [method print_orphan_nodes] " -"will not print anything." -msgstr "" -"输出所有孤立节点([SceneTree] 之外的节点)。用于调试。\n" -"[b]注意:[/b][method print_orphan_nodes] 只在调试版本中有效。在以发布模式导出" -"的项目中调用时,[method print_orphan_nodes] 不会输出任何内容。" - -msgid "" -"Prints the tree to stdout. Used mainly for debugging purposes. This version " -"displays the path relative to the current node, and is good for copy/pasting " -"into the [method get_node] function.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" -msgstr "" -"将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/" -"粘贴到 [method get_node] 函数中。\n" -"[b]示例输出:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" - -msgid "" -"Similar to [method print_tree], this prints the tree to stdout. This version " -"displays a more graphical representation similar to what is displayed in the " -"Scene Dock. It is useful for inspecting larger trees.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -" ┖╴TheGame\n" -" ┠╴Menu\n" -" ┃ ┠╴Label\n" -" ┃ ┖╴Camera2D\n" -" ┖╴SplashScreen\n" -" ┖╴Camera2D\n" -"[/codeblock]" -msgstr "" -"类似于 [method print_tree],会将树打印到标准输出。这个版本显示了一种更加图形化" -"的表示方式,类似于在场景面板中显示的内容。非常适合检查较大的树。\n" -"[b]输出示例:[/b]\n" -"[codeblock]\n" -" ┖╴TheGame\n" -" ┠╴Menu\n" -" ┃ ┠╴Label\n" -" ┃ ┖╴Camera2D\n" -" ┖╴SplashScreen\n" -" ┖╴Camera2D\n" -"[/codeblock]" - -msgid "" -"Calls the given method (if present) with the arguments given in [param args] " -"on this node and recursively on all its children. If the [param parent_first] " -"argument is [code]true[/code], the method will be called on the current node " -"first, then on all its children. If [param parent_first] is [code]false[/" -"code], the children will be called first." -msgstr "" -"在该节点上并递归地在其所有子节点上,使用 [param args] 中给出的参数调用给定方法" -"(如果存在)。如果 [param parent_first] 参数为 [code]true[/code],则该方法将首" -"先在当前节点上调用,然后在其所有子节点上调用。如果 [param parent_first] 为 " -"[code]false[/code],则子节点上的方法将首先被调用。" - -msgid "" -"Notifies the current node and all its children recursively by calling [method " -"Object.notification] on all of them." -msgstr "" -"通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有" -"子节点。" - -msgid "" -"Queues a node for deletion at the end of the current frame. When deleted, all " -"of its child nodes will be deleted as well, and all references to the node " -"and its children will become invalid, see [method Object.free].\n" -"It is safe to call [method queue_free] multiple times per frame on a node, " -"and to [method Object.free] a node that is currently queued for deletion. Use " -"[method Object.is_queued_for_deletion] to check whether a node will be " -"deleted at the end of the frame.\n" -"The node will only be freed after all other deferred calls are finished, so " -"using [method queue_free] is not always the same as calling [method Object." -"free] through [method Object.call_deferred]." -msgstr "" -"将节点加入队列,在当前帧结束时删除。节点被删除时,它的所有子节点也将被删除,对" -"该节点及其子节点的引用也会失效,见 [method Object.free]。\n" -"同一帧可以对同一个节点调用多次 [method queue_free],也可以 [method Object." -"free] 已经排队删除的节点。请使用 [method Object.is_queued_for_deletion] 检查节" -"点是否将在帧结束时被删除。\n" -"该节点会在所有其他已延迟的调用结束后释放,所以使用 [method queue_free] 并不总" -"是和通过 [method Object.call_deferred] 调用 [method Object.free] 相同。" - -msgid "" -"Removes a child node. The node is NOT deleted and must be deleted manually.\n" -"[b]Note:[/b] This function may set the [member owner] of the removed Node (or " -"its descendants) to be [code]null[/code], if that [member owner] is no longer " -"a parent or ancestor." -msgstr "" -"删除一个子节点。该节点不会被删除,必须手动删除。\n" -"[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节" -"点(或其后代)的 [member owner] 设置为 [code]null[/code]。" - -msgid "" -"Removes a node from the [param group]. Does nothing if the node is not in the " -"[param group]. See notes in the description, and the group methods in " -"[SceneTree]." -msgstr "" -"从 [param group] 中移除一个节点。如果该节点不在 [param group] 中,则不执行任何" -"操作。见描述中的注意项,以及 [SceneTree] 中的分组方法。" - msgid "" "Changes the parent of this [Node] to the [param new_parent]. The node needs " "to already have a parent.\n" @@ -74810,260 +72928,13 @@ msgstr "" "点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保" "留位置)。" -msgid "" -"Replaces a node in a scene by the given one. Subscriptions that pass through " -"this node will be lost.\n" -"If [param keep_groups] is [code]true[/code], the [param node] is added to the " -"same groups that the replaced node is in.\n" -"[b]Note:[/b] The given node will become the new parent of any child nodes " -"that the replaced node had.\n" -"[b]Note:[/b] The replaced node is not automatically freed, so you either need " -"to keep it in a variable for later use or free it using [method Object.free]." -msgstr "" -"将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。\n" -"如果 [param keep_groups] 为 [code]true[/code],则 [param node] 被添加到被替换" -"节点所在的相同分组中。\n" -"[b]注意:[/b]给定的节点将成为被替换节点的所有子节点的新的父节点。\n" -"[b]注意:[/b]被替换的节点不会被自动释放,因此需要将其保存在变量中以备后用,或" -"者使用 [method Object.free] 释放它。" - -msgid "" -"Requests that [method _ready] be called again. Note that the method won't be " -"called immediately, but is scheduled for when the node is added to the scene " -"tree again. [method _ready] is called only for the node which requested it, " -"which means that you need to request ready for each child if you want them to " -"call [method _ready] too (in which case, [method _ready] will be called in " -"the same order as it would normally)." -msgstr "" -"请求再次调用 [method _ready]。注意,该方法不会被立即调用,而是被安排在该节点再" -"次被添加到场景树时。只会为进行了请求的节点调用 [method _ready],也就是说,如果" -"你想让每个子节点都调用 [method _ready],就需要为它们分别进行就绪请求(在这种情" -"况下,[method _ready] 的调用顺序与正常情况下相同)。" - -msgid "" -"Sends a remote procedure call request for the given [param method] to peers " -"on the network (and locally), optionally sending all additional arguments as " -"arguments to the method called by the RPC. The call request will only be " -"received by nodes with the same [NodePath], including the exact same node " -"name. Behavior depends on the RPC configuration for the given method, see " -"[method rpc_config] and [annotation @GDScript.@rpc]. Methods are not exposed " -"to RPCs by default. Returns [code]null[/code].\n" -"[b]Note:[/b] You can only safely use RPCs on clients after you received the " -"[code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also " -"need to keep track of the connection state, either by the [MultiplayerAPI] " -"signals like [code]server_disconnected[/code] or by checking " -"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" -"code]." -msgstr "" -"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,可选择" -"将所有其他参数作为参数发送给 RPC 调用的方法。调用请求只会被具有相同 " -"[NodePath] 的节点接收,该节点包括完全相同的节点名称。行为取决于给定方法的 RPC " -"配置,请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc]。默认情况下," -"方法不会暴露给 RPC。返回 [code]null[/code]。\n" -"[b]注意:[/b]只有在收到来自 [MultiplayerAPI] 的 [code]connected_to_server[/" -"code] 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状态,可通过 " -"[MultiplayerAPI] 信号(例如 [code]server_disconnected[/code])或检查 " -"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" -"code] 来跟踪。" - -msgid "" -"Changes the RPC mode for the given [param method] with the given [param " -"config] which should be [code]null[/code] (to disable) or a [Dictionary] in " -"the form:\n" -"[codeblock]\n" -"{\n" -" rpc_mode = MultiplayerAPI.RPCMode,\n" -" transfer_mode = MultiplayerPeer.TransferMode,\n" -" call_local = false,\n" -" channel = 0,\n" -"}\n" -"[/codeblock]\n" -"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An " -"alternative is annotating methods and properties with the corresponding " -"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], " -"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to " -"networking (and RPCs)." -msgstr "" -"将给定方法 [param method] 的 RPC 模式更改为给定的配置 [param config],该配置应" -"该是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]:\n" -"[codeblock]\n" -"{\n" -" rpc_mode = MultiplayerAPI.RPCMode,\n" -" transfer_mode = MultiplayerPeer.TransferMode,\n" -" call_local = false,\n" -" channel = 0,\n" -"}\n" -"[/codeblock]\n" -"见 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一" -"种选择是使用相应的 [annotation @GDScript.@rpc] 注解对方法和属性进行注解(例如 " -"[code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。默认情况" -"下,方法不会被暴露给网络(和 RPC)。" - -msgid "" -"Sends a [method rpc] to a specific peer identified by [param peer_id] (see " -"[method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]." -msgstr "" -"向指定的对等体发送 [method rpc],对等体由 [param peer_id] 标识(见 [method " -"MultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" - msgid "" "Similar to [method call_deferred_thread_group], but for setting properties." msgstr "类似于 [method call_deferred_thread_group],但针对的是设置属性。" -msgid "" -"Sets the folded state of the node in the Scene dock. This method is only " -"intended for use with editor tooling." -msgstr "设置该节点在“场景”面板中的折叠状态。这个方法仅适用于编辑器工具。" - -msgid "" -"Sets the editable children state of [param node] relative to this node. This " -"method is only intended for use with editor tooling." -msgstr "" -"设置 [param node] 相对于这个节点的可编辑子节点状态。这个方法仅适用于编辑器工" -"具。" - -msgid "" -"Sets the node's multiplayer authority to the peer with the given peer ID. The " -"multiplayer authority is the peer that has authority over the node on the " -"network. Useful in conjunction with [method rpc_config] and the " -"[MultiplayerAPI]. Defaults to peer ID 1 (the server). If [param recursive], " -"the given peer is recursively set as the authority for all children of this " -"node.\n" -"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new " -"authority to other peers. It is developer's responsibility to do so. You can " -"propagate the information about the new authority using [member " -"MultiplayerSpawner.spawn_function], an RPC, or using a " -"[MultiplayerSynchronizer]. Also, the parent's authority does [b]not[/b] " -"propagate to newly added children." -msgstr "" -"将该节点的多人游戏控制方设置为具有给定对等体 ID 的对等体。多人游戏控制方是对网" -"络上的节点具有控制权限的对等体。可以与 [method rpc_config] 和 " -"[MultiplayerAPI] 结合使用。默认为对等体 ID 1(服务器)。如果 [param " -"recursive],则给定的对等体会被递归设置为该节点所有子节点的控制方。\n" -"[b]警告:[/b]这样做[b]不会[/b]自动将新的控制方复制给其他对等体。开发者需要自己" -"负责。你可以使用 [member MultiplayerSpawner.spawn_function]、RPC、" -"[MultiplayerSynchronizer] 等方法将这个信息传播出去。另外,父节点的控制方[b]不" -"会[/b]传播给新添加的子节点。" - -msgid "" -"Enables or disables physics (i.e. fixed framerate) processing. When a node is " -"being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at " -"a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to " -"change) interval (and the [method _physics_process] callback will be called " -"if exists). Enabled automatically if [method _physics_process] is overridden. " -"Any calls to this before [method _ready] will be ignored." -msgstr "" -"启用或禁用物理(即固定帧率)处理。当一个节点正在被处理时,它会在一个固定的(通" -"常是 60 FPS,参见 [member Engine.physics_ticks_per_second] 以更改)时间间隔," -"接收一个 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method " -"_physics_process] 回调,该回调将被调用)。如果 [method _physics_process] 被重" -"写,则自动被启用。在 [method _ready] 之前对该函数的任何调用,都将被忽略。" - -msgid "" -"Enables or disables internal physics for this node. Internal physics " -"processing happens in isolation from the normal [method _physics_process] " -"calls and is used by some nodes internally to guarantee proper functioning " -"even if the node is paused or physics processing is disabled for scripting " -"([method set_physics_process]). Only useful for advanced uses to manipulate " -"built-in nodes' behavior.\n" -"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected behavior. " -"Script access to this internal logic is provided for specific advanced uses, " -"but is unsafe and not supported." -msgstr "" -"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调" -"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚" -"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级用" -"途。\n" -"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值" -"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且" -"不支持。" - -msgid "" -"Enables or disables processing. When a node is being processed, it will " -"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " -"[method _process] callback will be called if exists). Enabled automatically " -"if [method _process] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个[constant " -"NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果[method " -"_process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" - -msgid "" -"Enables or disables input processing. This is not required for GUI controls! " -"Enabled automatically if [method _input] is overridden. Any calls to this " -"before [method _ready] will be ignored." -msgstr "" -"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆盖," -"则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。" - -msgid "" -"Enables or disabled internal processing for this node. Internal processing " -"happens in isolation from the normal [method _process] calls and is used by " -"some nodes internally to guarantee proper functioning even if the node is " -"paused or processing is disabled for scripting ([method set_process]). Only " -"useful for advanced uses to manipulate built-in nodes' behavior.\n" -"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected behavior. " -"Script access to this internal logic is provided for specific advanced uses, " -"but is unsafe and not supported." -msgstr "" -"启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行," -"并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用" -"([method set_process])。仅适用于操纵内置节点行为的高级用途。\n" -"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可" -"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不支" -"持。" - -msgid "" -"Enables shortcut processing. Enabled automatically if [method " -"_shortcut_input] is overridden. Any calls to this before [method _ready] will " -"be ignored." -msgstr "" -"启用快捷键处理。如果 [method _shortcut_input] 被覆盖,则自动启用。在 [method " -"_ready] 之前对此的任何调用都将被忽略。" - -msgid "" -"Enables unhandled input processing. This is not required for GUI controls! It " -"enables the node to receive all input that was not previously handled " -"(usually by a [Control]). Enabled automatically if [method _unhandled_input] " -"is overridden. Any calls to this before [method _ready] will be ignored." -msgstr "" -"启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没" -"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被覆" -"盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" - -msgid "" -"Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启" -"用。任何在 [method _ready] 之前对它的调用都将被忽略。" - -msgid "" -"Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。" - msgid "Similar to [method call_thread_safe], but for setting properties." msgstr "类似于 [method call_thread_safe],但用于设置属性。" -msgid "" -"Updates the warning displayed for this node in the Scene Dock.\n" -"Use [method _get_configuration_warnings] to setup the warning message to " -"display." -msgstr "" -"更新在场景面板中为该节点显示的警告。\n" -"使用 [method _get_configuration_warnings] 配置要显示的警告消息。" - -msgid "" -"Add a custom description to a node. It will be displayed in a tooltip when " -"hovered in editor's scene tree." -msgstr "" -"为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示在" -"工具提示中。" - msgid "" "The [MultiplayerAPI] instance associated with this node. See [method " "SceneTree.get_multiplayer].\n" @@ -75075,55 +72946,6 @@ msgstr "" "[b]注意:[/b]将节点重命名或者在树中移动都不会将 [MultiplayerAPI] 移动至新的路" "径,你需要手动进行更新。" -msgid "" -"The name of the node. This name is unique among the siblings (other child " -"nodes from the same parent). When set to an existing name, the node will be " -"automatically renamed.\n" -"[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, " -"which is reserved for unique names when using [method add_child]. When " -"setting the name manually, any [code]@[/code] will be removed." -msgstr "" -"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设" -"置为现有名称时,节点将自动重命名。\n" -"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method " -"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/" -"code]。" - -msgid "" -"The node owner. A node can have any ancestor node as owner (i.e. a parent, " -"grandparent, etc. node ascending in the tree). This implies that [method " -"add_child] should be called before setting the owner, so that this " -"relationship of parenting exists. When saving a node (using [PackedScene]), " -"all the nodes it owns will be saved with it. This allows for the creation of " -"complex scene trees, with instancing and subinstancing.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " -"set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If a new node is " -"added to the tree without setting its owner as an ancestor in that tree, it " -"will be visible in the 2D/3D view, but not in the scene tree (and not " -"persisted when packing or saving)." -msgstr "" -"该节点的所有者。节点的所有者可以是任何祖先节点(即父节点、祖父节点等沿场景树向" -"上的节点)。也就是说,应该在设置所有者之前调用 [method add_child],这样才能存" -"在父子关系。(通过 [PackedScene])保存节点时,它拥有的所有节点也会随之保存。这" -"样就可以创建复杂的场景树,能够进行实例化和子实例化。\n" -"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " -"add_child] 之外还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果将新节点添加" -"到了场景树中但没有将场景树中的祖先设置为所有者,那么这个节点在 2D/3D 视图中可" -"见,但在场景树中不可见(也不会在打包或保存时进行持久化)。" - -msgid "" -"Can be used to pause or unpause the node, or make the node paused based on " -"the [SceneTree], or make it inherit the process mode from its parent " -"(default)." -msgstr "" -"可用于暂停或取消暂停该节点,也可以让该节点根据 [SceneTree] 来暂停,还可以让它" -"继承父级的处理模式(默认)。" - msgid "" "Similar to [member process_priority] but for [constant " "NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " @@ -75132,17 +72954,6 @@ msgstr "" "与 [member process_priority] 类似,但是作用于 [constant " "NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及内部版本。" -msgid "" -"The node's priority in the execution order of the enabled processing " -"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " -"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " -"process priority value is [i]lower[/i] will have their processing callbacks " -"executed first." -msgstr "" -"该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant " -"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先级" -"值[i]较低[/i]的节点将首先执行其处理回调。" - msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " @@ -75205,65 +73016,11 @@ msgstr "" "call_deferred_thread_group]),以及是否需要在常规处理和物理处理回调中接收消" "息。" -msgid "" -"If a scene is instantiated from a file, its topmost node contains the " -"absolute file path from which it was loaded in [member scene_file_path] (e.g. " -"[code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set " -"to an empty string." -msgstr "" -"如果一个场景是从一个文件实例化来的,则其最顶层的节点的 [member " -"scene_file_path] 中,将包含它从何处被加载的绝对文件路径(例如 [code]res://" -"levels/1.tscn[/code])。否则 [member scene_file_path] 被设置为一个空字符串。" - -msgid "" -"Sets this node's name as a unique name in its [member owner]. This allows the " -"node to be accessed as [code]%Name[/code] instead of the full path, from any " -"node within that scene.\n" -"If another node with the same owner already had that name declared as unique, " -"that other node's name will no longer be set as having a unique name." -msgstr "" -"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的任" -"意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n" -"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名称" -"设置为唯一名称。" - -msgid "" -"Emitted when a child node enters the scene tree, either because it entered on " -"its own or because this node entered with it.\n" -"This signal is emitted [i]after[/i] the child node's own [constant " -"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." -msgstr "" -"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着该" -"子节点一起进入。\n" -"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " -"tree_entered] [i]之后[/i]触发。" - -msgid "" -"Emitted when a child node is about to exit the scene tree, either because it " -"is being removed or freed directly, or because this node is exiting the " -"tree.\n" -"When this signal is received, the child [param node] is still in the tree and " -"valid. This signal is emitted [i]after[/i] the child node's own [signal " -"tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." -msgstr "" -"当一个子节点即将退出场景树时发出,要么是因为它正在被移除或直接释放,要么是因为" -"该节点正在退出树。\n" -"当收到这个信号时,子 [param node] 仍然在树中并且有效。该信号在子节点自己的 " -"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]发出。" - msgid "" "Emitted when the list of children is changed. This happens when child nodes " "are added, moved or removed." msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。" -msgid "" -"Emitted when the node is ready. Comes after [method _ready] callback and " -"follows the same rules." -msgstr "当该节点就绪时发出。在 [method _ready] 回调之后发出,遵循相同的规则。" - -msgid "Emitted when the node is renamed." -msgstr "当该节点被重命名时触发。" - msgid "" "Emitted when this node is being replaced by the [param node], see [method " "replace_by].\n" @@ -75283,33 +73040,6 @@ msgstr "" "当该节点进入树时触发。\n" "这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。" -msgid "Emitted after the node exits the tree and is no longer active." -msgstr "当该节点退出树之后触发,并且不再处于活动状态。" - -msgid "" -"Emitted when the node is still active but about to exit the tree. This is the " -"right place for de-initialization (or a \"destructor\", if you will).\n" -"This signal is emitted [i]before[/i] the related [constant " -"NOTIFICATION_EXIT_TREE] notification." -msgstr "" -"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也" -"可以称之为“析构函数”)。\n" -"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。" - -msgid "" -"Notification received when the node enters a [SceneTree].\n" -"This notification is emitted [i]before[/i] the related [signal tree_entered]." -msgstr "" -"当该节点进入 [SceneTree] 时收到的通知。\n" -"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。" - -msgid "" -"Notification received when the node is about to exit a [SceneTree].\n" -"This notification is emitted [i]after[/i] the related [signal tree_exiting]." -msgstr "" -"当该节点即将退出 [SceneTree] 时收到的通知。\n" -"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。" - msgid "" "[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " "NOTIFICATION_CHILD_ORDER_CHANGED] instead." @@ -75320,40 +73050,6 @@ msgstr "" msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" -msgid "Notification received when the node is paused." -msgstr "当该节点被暂停时接收到的通知。" - -msgid "Notification received when the node is unpaused." -msgstr "当该节点被取消暂停时收到的通知。" - -msgid "" -"Notification received every frame when the physics process flag is set (see " -"[method set_physics_process])." -msgstr "" -"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method " -"set_physics_process])。" - -msgid "" -"Notification received every frame when the process flag is set (see [method " -"set_process])." -msgstr "" -"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。" - -msgid "" -"Notification received when a node is set as a child of another node.\n" -"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." -msgstr "" -"当一个节点被设置为另一个节点的子节点时收到该通知。\n" -"[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。" - -msgid "" -"Notification received when a node is unparented (parent removed it from the " -"list of children)." -msgstr "当该节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。" - -msgid "Notification received by scene owner when its scene is instantiated." -msgstr "当场景被实例化时,该场景的所有者收到的通知。" - msgid "" "Notification received when a drag operation begins. All nodes receive this " "notification, not only the dragged one.\n" @@ -75373,42 +73069,12 @@ msgstr "" "当拖拽操作结束时收到的通知。\n" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" -msgid "" -"Notification received when the node's name or one of its parents' name is " -"changed. This notification is [i]not[/i] received when the node is removed " -"from the scene tree to be added to another parent later on." -msgstr "" -"当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到另" -"一个父节点时,[i]不会[/i]收到此通知。" - msgid "" "Notification received when the list of children is changed. This happens when " "child nodes are added, moved or removed." msgstr "" "子节点列表发生更改时收到的通知。子节点发生添加、移动、删除时列表会发生更改。" -msgid "" -"Notification received every frame when the internal process flag is set (see " -"[method set_process_internal])." -msgstr "" -"当设置了内部处理标志时,每一帧都会收到的通知(见 [method " -"set_process_internal])。" - -msgid "" -"Notification received every frame when the internal physics process flag is " -"set (see [method set_physics_process_internal])." -msgstr "" -"当设置了内部物理处理标志时,每一帧都会收到的通知(见 [method " -"set_physics_process_internal])。" - -msgid "" -"Notification received when the node is ready, just before [constant " -"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " -"node enters the tree, instead of only once." -msgstr "" -"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不" -"同,该节点每次进入树时都会发送,而不是只发送一次。" - msgid "" "Notification received when the node is disabled. See [constant " "PROCESS_MODE_DISABLED]." @@ -75451,30 +73117,6 @@ msgstr "" "鼠标离开窗口时收到的通知。\n" "为内嵌窗口实现,并在桌面和 Web 平台上实现。" -msgid "" -"Notification received when the node's parent [Window] is focused. This may be " -"a change of focus between two windows of the same engine instance, or from " -"the OS desktop or a third-party application to a window of the game (in which " -"case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted).\n" -"A [Window] node receives this notification when it is focused." -msgstr "" -"当该节点的父 [Window] 获得焦点时收到的通知。可能是在同一引擎实例的两个窗口之间" -"的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗口(在这种" -"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_IN])。\n" -"[Window] 节点会在获得焦点时收到该通知。" - -msgid "" -"Notification received when the node's parent [Window] is defocused. This may " -"be a change of focus between two windows of the same engine instance, or from " -"a window of the game to the OS desktop or a third-party application (in which " -"case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted).\n" -"A [Window] node receives this notification when it is defocused." -msgstr "" -"当该节点的父 [Window] 失去焦点时收到的通知。可能是在同一引擎实例的两个窗口之间" -"的焦点变化,也可能是从游戏的某个窗口切换到操作系统桌面或第三方应用程序(在这种" -"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_OUT])。\n" -"[Window] 节点会在失去焦点时收到该通知。" - msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" @@ -75484,23 +73126,6 @@ msgstr "" "F4[/kbd] 关闭窗口时)。\n" "在桌面平台上实现。" -msgid "" -"Notification received from the OS when a go back request is sent (e.g. " -"pressing the \"Back\" button on Android).\n" -"Specific to the Android platform." -msgstr "" -"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" -"钮)。\n" -"仅限 Android 平台。" - -msgid "Notification received from the OS when the window is resized." -msgstr "当窗口大小发生改变时,从操作系统收到的通知。" - -msgid "" -"Notification received from the OS when the screen's DPI has been changed. " -"Only implemented on macOS." -msgstr "当屏幕的 DPI 发生更改时,从操作系统受到的通知。仅在 macOS 上实现。" - msgid "" "Notification received when the mouse cursor enters the [Viewport]'s visible " "area, that is not occluded behind other [Control]s or [Window]s, provided its " @@ -75521,41 +73146,6 @@ msgstr "" "[Control] 和 [Window] 遮挡的区域,并且需要 [member Viewport." "gui_disable_input] 为 [code]false[/code],与当前是否持有焦点无关。" -msgid "" -"Inherits process mode from the node's parent. For the root node, it is " -"equivalent to [constant PROCESS_MODE_PAUSABLE]. Default." -msgstr "" -"从该节点的父节点继承处理模式。如果是根节点,则等价于 [constant " -"PROCESS_MODE_PAUSABLE]。默认值。" - -msgid "" -"Stops processing when the [SceneTree] is paused (process when unpaused). This " -"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." -msgstr "" -"[SceneTree] 暂停时停止处理(取消暂停时处理)。与 [constant " -"PROCESS_MODE_WHEN_PAUSED] 相反。" - -msgid "" -"Only process when the [SceneTree] is paused (don't process when unpaused). " -"This is the inverse of [constant PROCESS_MODE_PAUSABLE]." -msgstr "" -"仅在 [SceneTree] 暂停时处理(取消暂停时不处理)。与 [constant " -"PROCESS_MODE_PAUSABLE] 相反。" - -msgid "" -"Always process. Continue processing always, ignoring the [SceneTree]'s paused " -"property. This is the inverse of [constant PROCESS_MODE_DISABLED]." -msgstr "" -"始终处理。始终继续处理,忽略 [SceneTree] 的 paused 属性。与 [constant " -"PROCESS_MODE_DISABLED] 相反。" - -msgid "" -"Never process. Completely disables processing, ignoring the [SceneTree]'s " -"paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]." -msgstr "" -"从不处理。完全禁用处理,忽略 [SceneTree] 的 paused 属性。与 [constant " -"PROCESS_MODE_ALWAYS] 相反。" - msgid "" "If the [member process_thread_group] property is sent to this, the node will " "belong to any parent (or grandparent) node that has a thread group mode that " @@ -75578,36 +73168,9 @@ msgstr "" "在子线程上处理该节点(以及设为继承的子节点)。详见 [member " "process_thread_group]。" -msgid "Duplicate the node's signals." -msgstr "复制该节点的信号。" - msgid "Duplicate the node's groups." msgstr "复制节点的组。" -msgid "Duplicate the node's scripts." -msgstr "复制该节点的脚本。" - -msgid "" -"Duplicate using instancing.\n" -"An instance stays linked to the original so when the original changes, the " -"instance changes too." -msgstr "" -"使用实例化进行复制。\n" -"实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。" - -msgid "Node will not be internal." -msgstr "该节点不是内部节点。" - -msgid "" -"Node will be placed at the front of parent's node list, before any non-" -"internal sibling." -msgstr "该节点将被放置在父节点的节点列表开头,在所有非内部兄弟节点之前。" - -msgid "" -"Node will be placed at the back of parent's node list, after any non-internal " -"sibling." -msgstr "该节点将被放置在父节点的节点列表末尾,在所有非内部兄弟节点之后。" - msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -77399,112 +74962,6 @@ msgstr "" " var a = str(self) # a 是“欢迎来到 Godot 4!”\n" "[/codeblock]" -msgid "" -"Override this method to customize existing properties. Every property info " -"goes through this method. The dictionary contents is the same as in [method " -"_get_property_list].\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node\n" -"\n" -"@export var is_number_editable: bool:\n" -" set(value):\n" -" is_number_editable = value\n" -" notify_property_list_changed()\n" -"@export var number: int\n" -"\n" -"func _validate_property(property: Dictionary):\n" -" if property.name == \"number\" and not is_number_editable:\n" -" property.usage |= PROPERTY_USAGE_READ_ONLY\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode : Node\n" -"{\n" -" private bool _isNumberEditable;\n" -"\n" -" [Export]\n" -" public bool IsNumberEditable\n" -" {\n" -" get => _isNumberEditable;\n" -" set\n" -" {\n" -" _isNumberEditable = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" [Export]\n" -" public int Number { get; set; }\n" -"\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " -"property)\n" -" {\n" -" if (property[\"name\"].AsStringName() == PropertyName.Number && " -"IsNumberEditable)\n" -" {\n" -" var usage = property[\"usage\"].As>PropertyUsageFlags<() | " -"PropertyUsageFlags.ReadOnly;\n" -" property[\"usage\"] = (int)usage;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"覆盖该方法以自定义已有属性。每个属性信息都经过该方法。字典内容与 [method " -"_get_property_list] 中的相同。\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node\n" -"\n" -"@export var is_number_editable: bool:\n" -" set(value):\n" -" is_number_editable = value\n" -" notify_property_list_changed()\n" -"@export var number: int\n" -"\n" -"func _validate_property(property: Dictionary):\n" -" if property.name == \"number\" and not is_number_editable:\n" -" property.usage |= PROPERTY_USAGE_READ_ONLY\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode : Node\n" -"{\n" -" private bool _isNumberEditable;\n" -"\n" -" [Export]\n" -" public bool IsNumberEditable\n" -" {\n" -" get => _isNumberEditable;\n" -" set\n" -" {\n" -" _isNumberEditable = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" [Export]\n" -" public int Number { get; set; }\n" -"\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " -"property)\n" -" {\n" -" if (property[\"name\"].AsStringName() == PropertyName.Number && " -"IsNumberEditable)\n" -" {\n" -" var usage = property[\"usage\"].As>PropertyUsageFlags<() | " -"PropertyUsageFlags.ReadOnly;\n" -" property[\"usage\"] = (int)usage;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Adds a user-defined [param signal]. Optional arguments for the signal can be " "added as an [Array] of dictionaries, each defining a [code]name[/code] " @@ -81778,37 +79235,6 @@ msgstr "" "将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。" "要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。" -msgid "" -"Returns a new [PackedByteArray] with the data decompressed. Set [param " -"buffer_size] to the size of the uncompressed data. Set the compression mode " -"using one of [enum FileAccess.CompressionMode]'s constants." -msgstr "" -"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为" -"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常量。" - -msgid "" -"Returns a new [PackedByteArray] with the data decompressed. Set the " -"compression mode using one of [enum FileAccess.CompressionMode]'s constants. " -"[b]This method only accepts brotli, gzip, and deflate compression modes.[/b]\n" -"This method is potentially slower than [method decompress], as it may have to " -"re-allocate its output buffer multiple times while decompressing, whereas " -"[method decompress] knows it's output buffer size from the beginning.\n" -"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " -"for a small compressed payload to decompress to a potentially very large " -"output. To guard against this, you may provide a maximum size this function " -"is allowed to allocate in bytes via [param max_output_size]. Passing -1 will " -"allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that amount in bytes, then an error will be returned." -msgstr "" -"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum " -"FileAccess.CompressionMode] 常量。[b]这个方法只接受 brotli、gzip 和 deflate 压" -"缩模式。[/b]\n" -"这个方法可能比 [method decompress] 慢,因为在解压时可能需要多次重新分配输出缓" -"冲区,而 [method decompress] 则在一开始就知道输出缓冲区的大小。\n" -"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的输" -"出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配" -"的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错误。" - msgid "Creates a copy of the array, and returns it." msgstr "创建该数组的副本,并将该副本返回。" @@ -82021,13 +79447,6 @@ msgstr "在数组的末尾追加一个元素。" msgid "Removes an element from the array by index." msgstr "从数组中删除位于索引的元素。" -msgid "" -"Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new size." -msgstr "" -"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组" -"截断到新的大小。" - msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" @@ -91421,36 +88840,6 @@ msgstr "沿 X 轴添加的边循环数。" msgid "A material that defines a simple sky for a [Sky] resource." msgstr "一种材质,可为 [Sky] 资源定义简单天空。" -msgid "" -"[ProceduralSkyMaterial] provides a way to create an effective background " -"quickly by defining procedural parameters for the sun, the sky and the " -"ground. The sky and ground are defined by a main color, a color at the " -"horizon, and an easing curve to interpolate between them. Suns are described " -"by a position in the sky, a color, and a max angle from the sun at which the " -"easing curve ends. The max angle therefore defines the size of the sun in the " -"sky.\n" -"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, " -"direction, and angular distance of the first four [DirectionalLight3D] nodes " -"in the scene. This means that the suns are defined individually by the " -"properties of their corresponding [DirectionalLight3D]s and globally by " -"[member sun_angle_max] and [member sun_curve].\n" -"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " -"therefore suited for real time updates. This makes it a great option for a " -"sky that is simple and computationally cheap, but unrealistic. If you need a " -"more realistic procedural option, use [PhysicalSkyMaterial]." -msgstr "" -"[ProceduralSkyMaterial] 提供了一种通过为太阳、天空、和地面定义程序参数,来快速" -"创建一个有效背景的方法。天空和地面由主颜色、地平线颜色、以及在它们之间插值的缓" -"动曲线定义。太阳通过天空中的位置、颜色、以及缓动曲线结束时距太阳的最大角度来描" -"述。因此,最大角度定义了天空中太阳的大小。\n" -"[ProceduralSkyMaterial] 支持最多 4 个太阳,它们使用场景中前四个 " -"[DirectionalLight3D] 节点的颜色、能量、方向、和角距离。这意味着太阳由其相应的 " -"[DirectionalLight3D] 的属性单独定义,并由 [member sun_angle_max] 和 [member " -"sun_curve] 全局定义。\n" -"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。这使得它" -"成为简单、低计算成本且不切实际的天空的绝佳选择。如果你需要更真实的程序化选项," -"请使用 [PhysicalSkyMaterial]。" - msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "地面底部的颜色。会与 [member ground_horizon_color] 混合。" @@ -92767,12 +90156,6 @@ msgstr "" "[b]注意:[/b]启用 TTS 会增加空闲 CPU 的占用,影响睡眠模式,所以请在不需要 TTS " "时考虑将其关闭。" -msgid "" -"Setting to hardcode audio delay when playing video. Best to leave this " -"untouched unless you know what you are doing." -msgstr "" -"播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。" - msgid "" "If [code]true[/code], ambient lights will be imported from COLLADA models as " "[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored." @@ -93711,13 +91094,6 @@ msgid "" "mouse clicks." msgstr "主窗口无法成为焦点。无焦点的窗口将忽略除鼠标点击之外的所有输入。" -msgid "" -"Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS." -msgstr "" -"允许窗口默认可调整大小。\n" -"[b]注意:[/b]这个设置在 iOS 上将忽略。" - msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " @@ -94588,14 +91964,6 @@ msgstr "" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" -msgid "" -"Default [InputEventAction] to swap input direction, i.e. change between left-" -"to-right to right-to-left modes. Affects text-editting controls ([LineEdit], " -"[TextEdit])." -msgstr "" -"默认 [InputEventAction],用于交换输入方向,例如在“从左至右”和“从右至左”模式之" -"间切换。影响文本编辑控件([LineEdit]、[TextEdit])。" - msgid "" "If a selection is currently active with the last caret in text fields, " "searches for the next occurrence of the selection, adds a caret and selects " @@ -94840,37 +92208,6 @@ msgstr "" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作无法移除,因为它们对于部分 " "[Control] 的内部逻辑是必需的。但是,可以修改分配给该动作的事件。" -msgid "" -"Default [InputEventAction] to accept an autocompetion hint.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"默认 [InputEventAction],用于接受某个自动补全提示。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" -"的,无法删除。但是可以修改分配给该动作的事件。" - -msgid "" -"Default [InputEventAction] to request autocompetion.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"默认 [InputEventAction],用于请求自动补全。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" -"的,无法删除。但是可以修改分配给该动作的事件。" - -msgid "" -"Default [InputEventAction] to accept an autocompetion hint, replacing " -"existing text.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"默认 [InputEventAction],用于接受某个自动补全提示并替换现有文本。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" -"的,无法删除。但是可以修改分配给该动作的事件。" - msgid "" "Default [InputEventAction] to unindent text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -96834,31 +94171,6 @@ msgstr "" "[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变每帧模拟的最大物理步骤" "数,请改为设置 [member Engine.max_physics_steps_per_frame]。" -msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of in-game clock and real clock, but allows smoothing out framerate " -"jitters. The default value of 0.5 should be fine for most; values above 2 " -"could cause the game to react to dropped frames with a noticeable delay and " -"are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics/common/physics_jitter_fix] to [code]0[/code].\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] " -"instead." -msgstr "" -"控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要" -"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可" -"以平滑帧率抖动。大多数情况下,默认值 0.5 应该没问题;大于 2 的值可能导致游戏对" -"丢帧作出明显延迟的反应,因此不推荐使用。\n" -"[b]注意:[/b]为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 " -"[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖" -"动修复。\n" -"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改物理抖动修复,请改为设" -"置 [member Engine.physics_jitter_fix]。" - msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. See also " @@ -98920,29 +96232,6 @@ msgstr "" msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成伪随机数的方法。" -msgid "" -"RandomNumberGenerator is a class for generating pseudo-random numbers. It " -"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n" -"[b]Note:[/b] The underlying algorithm is an implementation detail and should " -"not be depended upon.\n" -"To generate a random float number (within a given range) based on a time-" -"dependant seed:\n" -"[codeblock]\n" -"var rng = RandomNumberGenerator.new()\n" -"func _ready():\n" -" var my_random_number = rng.randf_range(-10.0, 10.0)\n" -"[/codeblock]" -msgstr "" -"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://www." -"pcg-random.org/]PCG32[/url]。\n" -"[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n" -"要根据时间相关种子生成(给定范围内的)随机浮点数:\n" -"[codeblock]\n" -"var rng = RandomNumberGenerator.new()\n" -"func _ready():\n" -" var my_random_number = rng.randf_range(-10.0, 10.0)\n" -"[/codeblock]" - msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." @@ -99253,13 +96542,6 @@ msgstr "" "返回相交对象的形状在碰撞点处的法线,如果射线从该形状内部发出并且 [member " "hit_from_inside] 为 [code]true[/code],则为 [code]Vector2(0, 0)[/code]。" -msgid "" -"Returns the collision point at which the ray intersects the closest object.\n" -"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." -msgstr "" -"返回射线与最近的物体相交的碰撞点。\n" -"[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -101796,67 +99078,6 @@ msgstr "" "draw_command_begin_label] 不同,不应该调用 [method draw_command_end_label] 来" "结束这个区域。" -msgid "" -"Starts a list of raster drawing commands created with the [code]draw_*[/code] " -"methods. The returned value should be passed to other [code]draw_list_*[/" -"code] functions.\n" -"Multiple draw lists cannot be created at the same time; you must finish the " -"previous draw list first using [method draw_list_end].\n" -"A simple drawing operation might look like this (code is not a complete " -"example):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " -"Color(0, 0, 0, 0)]\n" -"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" -"\n" -"# Draw opaque.\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"# Draw wire.\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"\n" -"rd.draw_list_end()\n" -"[/codeblock]" -msgstr "" -"开始由 [code]draw_*[/code] 方法创建的栅格绘图命令列表。应该将返回值传递给其他 " -"[code]draw_list_*[/code] 函数。\n" -"无法同时创建多个绘图列表;你必须先使用 [method draw_list_end] 把之前的绘图列表" -"完成。\n" -"简易的绘图操作类似于下面这样(代码不是完整的示例):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " -"Color(0, 0, 0, 0)]\n" -"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" -"\n" -"# 实心绘制。\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"# 线框绘制。\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"\n" -"rd.draw_list_end()\n" -"[/codeblock]" - msgid "" "High-level variant of [method draw_list_begin], with the parameters " "automatically being adjusted for drawing onto the window specified by the " @@ -106791,9 +104012,6 @@ msgstr "" "FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " "时,雾体积的大小。" -msgid "Forces redrawing of all viewports at once." -msgstr "立即强制重绘所有的视口。" - msgid "" "Forces a synchronization between the CPU and GPU, which may be required in " "certain cases. Only call this when needed, as CPU-GPU synchronization has a " @@ -112610,9 +109828,6 @@ msgstr "" "[b]高级导入设置[/b]对话框中为 [member loop_offset] 提供了更方便的编辑器,因为" "它可以让你预览更改,且无需重新导入音频。" -msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene." -msgstr "将 OBJ 3D 模型导入为独立 [Mesh] 或场景。" - msgid "" "Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single " "[Mesh] resource by default instead of importing a [PackedScene]. This makes " @@ -112709,25 +109924,6 @@ msgstr "" msgid "Imports a glTF, FBX, Collada or Blender 3D scene." msgstr "导入 glTF、FBX、Collada 或 Blender 3D 场景。" -msgid "" -"See also [ResourceImporterOBJ], which is used for OBJ models that can be " -"imported as a standalone [Mesh] or a scene.\n" -"Additional options (such as extracting individual meshes or materials to " -"files) are available in the [b]Advanced Import Settings[/b] dialog. This " -"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock " -"or by selecting a 3D scene in the FileSystem dock, going to the Import dock " -"and choosing [b]Advanced[/b].\n" -"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, " -"such as [code].tscn[/code] and [code].scn[/code] files." -msgstr "" -"另请参见 [ResourceImporterOBJ],它被用于可作为独立 [Mesh] 或场景导入的 OBJ 模" -"型。\n" -"[b]高级导入设置[/b] 对话框中提供了其他选项(例如将单个网格或材质提取到文件)。" -"可以通过双击文件系统停靠面板中的 3D 场景或通过选择文件系统停靠面板中的 3D 场" -"景,转至导入停靠面板并选择[b]高级[/b]来访问该对话框。\n" -"[b]注意:[/b][ResourceImporterScene] [i]未[/i]被用于 [PackedScene],例如 " -"[code].tscn[/code] 和 [code].scn[/code] 文件 。" - msgid "" "Contains properties for the scene's subresources. This is an internal option " "which is not visible in the Import dock." @@ -112901,12 +110097,12 @@ msgid "" "is common in models exported from other tools such as Maya." msgstr "" "如果勾选,则为动画使用命名的 [Skin]。[MeshInstance3D] 节点包含 3 个相关属性:" -"指向 [Skeleton3D] 节点的骨架 [NodePath](通常为 [code]..[/code])、网格、和皮" -"肤:\n" +"指向 [Skeleton3D] 节点的骨架 [NodePath](通常为 [code]..[/code])、网格、蒙" +"皮:\n" "- [Skeleton3D] 节点包含骨骼列表,其中包含名称、姿势和休息、名称和父骨骼。\n" "- 网格是显示网格所需的所有原始顶点数据。就网格而言,它知道如何对顶点进行权重绘" "制,并使用通常从 3D 建模软件导入的某些内部编号。\n" -"- 皮肤包含将该网格绑定到该 Skeleton3D 上所必需的信息。对于 3D 建模软件选择的每" +"- 蒙皮包含将该网格绑定到该 Skeleton3D 上所必需的信息。对于 3D 建模软件选择的每" "一个内部骨骼 ID,它都包含两件事。首先是一个名为绑定姿势矩阵、逆绑定矩阵、或简" "称为 IBM 的矩阵。其次,该 [Skin] 包含每个骨骼的名称(如果 [member skins/" "use_named_skins] 为 [code]true[/code]),或者骨骼在 [Skeleton3D] 列表中的索引" @@ -113816,42 +111012,6 @@ msgstr "将网格指定为两个互相垂直的面,形成十字形。" msgid "A custom effect for a [RichTextLabel]." msgstr "[RichTextLabel] 的自定义效果。" -msgid "" -"A custom effect for a [RichTextLabel].\n" -"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " -"defined as a member variable called [code]bbcode[/code] in the script.\n" -"[codeblocks]\n" -"[gdscript skip-lint]\n" -"# The RichTextEffect will be usable like this: `[example]Some text[/" -"example]`\n" -"var bbcode = \"example\"\n" -"[/gdscript]\n" -"[csharp skip-lint]\n" -"// The RichTextEffect will be usable like this: `[example]Some text[/" -"example]`\n" -"string bbcode = \"example\";\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " -"[RichTextEffect], it will continuously process the effect unless the project " -"is paused. This may impact battery life negatively." -msgstr "" -"[RichTextLabel] 的自定义效果。\n" -"[b]注意:[/b]要使用 [RichTextEffect],必须在脚本中定义名为 [code]bbcode[/" -"code] 的成员变量作为 BBCode 标签。\n" -"[codeblocks]\n" -"[gdscript skip-lint]\n" -"# 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" -"var bbcode = \"example\"\n" -"[/gdscript]\n" -"[csharp skip-lint]\n" -"// 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" -"string bbcode = \"example\";\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]只要 [RichTextLabel] 包含至少一个 [RichTextEffect],它就会持续处" -"理效果,除非项目暂停。这可能会对电池寿命产生负面影响。" - msgid "" "Override this method to modify properties in [param char_fx]. The method must " "return [code]true[/code] if the character could be transformed successfully. " @@ -114179,10 +111339,6 @@ msgstr "" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回文档已加载部分的值。使" "用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" -msgid "" -"Installs a custom effect. [param effect] should be a valid [RichTextEffect]." -msgstr "安装自定义效果。[param effect] 应该是有效的 [RichTextEffect]。" - msgid "" "If [member threaded] is enabled, returns [code]true[/code] if the background " "thread has finished text processing, otherwise always return [code]true[/" @@ -118171,28 +115327,6 @@ msgid "" "A node containing a bone hierarchy, used to create a 3D skeletal animation." msgstr "包含骨骼层级结构的节点,用于创建 3D 骨骼动画。" -msgid "" -"[Skeleton3D] provides an interface for managing a hierarchy of bones, " -"including pose, rest and animation (see [Animation]). It can also use ragdoll " -"physics.\n" -"The overall transform of a bone with respect to the skeleton is determined by " -"bone pose. Bone rest defines the initial transform of the bone pose.\n" -"Note that \"global pose\" below refers to the overall transform of the bone " -"with respect to skeleton, so it is not the actual global/world transform of " -"the bone.\n" -"To setup different types of inverse kinematics, consider using " -"[SkeletonIK3D], or add a custom IK implementation in [method Node._process] " -"as a child node." -msgstr "" -"[Skeleton3D] 提供了管理骨骼层级结构的接口,包括姿势、放松姿势和动画(见 " -"[Animation])。它还可以使用布娃娃物理。\n" -"骨骼相对于骨架的整体变换由骨骼的姿势决定。骨骼的放松姿势定义的是骨骼姿势的初始" -"变换。\n" -"请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全" -"局/世界变换。\n" -"要设置不同类型的反向运动学,请考虑使用 [SkeletonIK3D],或者添加一个子节点并在 " -"[method Node._process] 中实现自定义 IK。" - msgid "" "Adds a bone, with name [param name]. [method get_bone_count] will become the " "bone index." @@ -120511,12 +117645,6 @@ msgstr "" msgid "If [code]true[/code], texture is centered." msgstr "如果为 [code]true[/code],纹理居中。" -msgid "" -"Current frame to display from sprite sheet. [member hframes] or [member " -"vframes] must be greater than 1." -msgstr "" -"当前显示的精灵表中的帧。[member vframes] 或 [member hframes] 必须大于 1。" - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -120525,9 +117653,6 @@ msgstr "" "显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] 或 " "[member hframes] 必须大于 1。" -msgid "The number of columns in the sprite sheet." -msgstr "精灵表中的列数。" - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -120551,9 +117676,6 @@ msgstr "" msgid "[Texture2D] object to draw." msgstr "要绘制的 [Texture2D] 对象。" -msgid "The number of rows in the sprite sheet." -msgstr "精灵表中的行数。" - msgid "Emitted when the [member frame] changes." msgstr "当 [member frame] 更改时发出。" @@ -121489,41 +118611,6 @@ msgstr "" "[b]注意:[/b]与 GDScript 解析器不同,这个方法不支持 [code]\\uXXXX[/code] 转义" "序列。" -msgid "" -"Changes the appearance of the string: replaces underscores ([code]_[/code]) " -"with spaces, adds spaces before uppercase letters in the middle of a word, " -"converts all letters to lowercase, then converts the first one and each one " -"following a space to uppercase.\n" -"[codeblocks]\n" -"[gdscript]\n" -"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n" -"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n" -"[/gdscript]\n" -"[csharp]\n" -"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n" -"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method not the same as the default appearance of properties " -"in the Inspector dock, as it does not capitalize acronyms ([code]\"2D\"[/" -"code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as you may expect." -msgstr "" -"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前添" -"加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大写。\n" -"[codeblocks]\n" -"[gdscript]\n" -"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n" -"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n" -"[/gdscript]\n" -"[csharp]\n" -"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n" -"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]这个方法与检查器面板中属性的默认外观不一样,不会像你期望的那样将" -"首字母缩写大写([code]\"2D\"[/code]、[code]\"FPS\"[/code]、[code]\"PNG\"[/" -"code] 等)。" - msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " @@ -121860,16 +118947,6 @@ msgstr "" "slice] 的子串。如果 [param slice] 不存在则返回空字符串。\n" "只需要一个子串时这个方法比 [method split] 快。" -msgid "" -"Returns the 32-bit hash value representing the string's contents.\n" -"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be " -"the same, as a result of hash collisions. On the countrary, strings with " -"different hash values are guaranteed to be different." -msgstr "" -"返回代表该字符串内容的 32 位哈希值。\n" -"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈希" -"值。而相对的是,哈希不同的字符串一定不同。" - msgid "" "Decodes a hexadecimal string as a [PackedByteArray].\n" "[codeblocks]\n" @@ -122865,18 +119942,9 @@ msgstr "" "var d = \"Hello!\".to_int() # d 为 0\n" "[/codeblock]" -msgid "Returns the string converted to lowercase." -msgstr "返回将该字符串转换为小写的结果。" - msgid "Returns the string converted to [code]PascalCase[/code]." msgstr "返回将该字符串转换为大驼峰命名 [code]PascalCase[/code] 的结果。" -msgid "Returns the string converted to [code]snake_case[/code]." -msgstr "返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的结果。" - -msgid "Returns the string converted to uppercase." -msgstr "返回将该字符串转换为大写的结果。" - msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " "encoded [PackedByteArray]. This method is slightly slower than [method " @@ -123150,38 +120218,6 @@ msgstr "" msgid "A built-in type for unique strings." msgstr "唯一字符串内置类型。" -msgid "" -"[StringName]s are immutable strings designed for general-purpose " -"representation of unique names (also called \"string interning\"). Two " -"[StringName]s with the same value are the same object. Comparing them is " -"extremely fast compared to regular [String]s.\n" -"You will usually just pass a [String] to methods expecting a [StringName] and " -"it will be automatically converted, but you may occasionally want to " -"construct a [StringName] ahead of time with the [StringName] constructor or, " -"in GDScript, the literal syntax [code]&\"example\"[/code].\n" -"See also [NodePath], which is a similar concept specifically designed to " -"store pre-parsed scene tree paths.\n" -"All of [String]'s methods are available in this class too. They convert the " -"[StringName] into a string, and they also return a string. This is highly " -"inefficient and should only be used if the string is desired.\n" -"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " -"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " -"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" -"code] operator cannot be used. Instead, [method is_empty] should be used to " -"check for empty [StringName]s." -msgstr "" -"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值" -"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n" -"对于需要 [StringName] 的方法,你通常可以只传 [String],会自动进行转换,不过有" -"时候你可能会想要提前使用 [StringName] 构造函数来构造 [StringName],在 " -"GDScript 中也可以用 [code]&\"example\"[/code] 语法。\n" -"另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n" -"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回" -"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n" -"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\")[/" -"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能使" -"用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 [StringName]。" - msgid "Constructs an empty [StringName]." msgstr "构造空的 [StringName]。" @@ -124298,17 +121334,6 @@ msgstr "" msgid "Removes the index array by expanding the vertex array." msgstr "通过扩展顶点数组移除索引数组。" -msgid "" -"Generates a LOD for a given [param nd_threshold] in linear units (square root " -"of quadric error metric), using at most [param target_index_count] indices.\n" -"[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. " -"Consider using [method ImporterMesh.generate_lods] instead." -msgstr "" -"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根),最多" -"使用 [param target_index_count] 个索引。\n" -"[i]已弃用。[/i]内部不再使用,忽略后能够保持法线和 UV。请考虑改用 [method " -"ImporterMesh.generate_lods]。" - msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[param flip] is [code]true[/code], the resulting normals will be inverted. " @@ -124649,26 +121674,6 @@ msgid "" msgstr "" "从系统字体加载的字体。如果未在宿主操作系统上实现,则回退到默认主题字体。" -msgid "" -"[SystemFont] loads a font from a system font with the first matching name " -"from [member font_names].\n" -"It will attempt to match font style, but it's not guaranteed.\n" -"The returned font might be part of a font collection or be a variable font " -"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" -"You can create [FontVariation] of the system font for fine control over its " -"features.\n" -"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on " -"other platforms it will fallback to default theme font." -msgstr "" -"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member font_names] " -"匹配的第一个字体。\n" -"会尝试匹配字体样式,但是并不保证。\n" -"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜" -"体”特性的可变字体。\n" -"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。\n" -"[b]注意:[/b]这个类在 iOS、Linux、macOS、Windows 上实现,在其他平台上会回退到" -"默认主题字体。" - msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" "如果设置为 [code]true[/code],则优先使用斜体(italic)或伪斜体(oblique)。" @@ -126206,15 +123211,6 @@ msgid "" "disabled." msgstr "如果为 [code]true[/code],则禁用 [member editable] 时光标可见。" -msgid "" -"If [code]true[/code], a right-click moves the caret at the mouse position " -"before displaying the context menu.\n" -"If [code]false[/code], the context menu disregards mouse location." -msgstr "" -"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显示" -"上下文菜单。\n" -"如果为 [code]false[/code],则上下文菜单将忽略鼠标位置。" - msgid "Sets if multiple carets are allowed." msgstr "设置是否允许使用多个文本光标。" @@ -128360,17 +125356,6 @@ msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上绘制纹理的一部 msgid "Returns the texture height in pixels." msgstr "返回该纹理的高度,单位为像素。" -msgid "" -"Returns an [Image] that is a copy of data from this [Texture2D] (a new " -"[Image] is created each time). [Image]s can be accessed and manipulated " -"directly.\n" -"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " -"performance problems when overused." -msgstr "" -"返回一个 [Image],是这个 [Texture2D] 中数据的副本(每次都会新建一个 " -"[Image])。可以直接访问并操作 [Image]。\n" -"[b]注意:[/b]这个函数会从 GPU 获取纹理数据,过度使用可能会引起性能问题。" - msgid "Returns the texture size in pixels." msgstr "返回该纹理的大小,单位为像素。" @@ -132423,18 +129408,6 @@ msgstr "仅在触摸屏上可以看到。" msgid "A 2×3 matrix representing a 2D transformation." msgstr "代表 2D 变换的 2×3 矩阵。" -msgid "" -"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of three [Vector2] values: [member x], [member y], and the [member " -"origin].\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换,由三" -"个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" -"更多信息请阅读文档文章《矩阵与变换》。" - msgid "" "Constructs a default-initialized [Transform2D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。" @@ -132722,18 +129695,6 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 变换的 3×4 矩阵。" -msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " -"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" -"更多信息请阅读文档文章《矩阵与变换》。" - msgid "" "Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" @@ -134497,264 +131458,6 @@ msgid "" "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" -msgid "" -"Tweens are mostly useful for animations requiring a numerical property to be " -"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" -"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " -"the computer interpolates the frames that appear between them. Animating " -"something with a [Tween] is called tweening.\n" -"[Tween] is more suited than [AnimationPlayer] for animations where you don't " -"know the final values in advance. For example, interpolating a dynamically-" -"chosen camera zoom value is best done with a [Tween]; it would be difficult " -"to do the same thing with an [AnimationPlayer] node. Tweens are also more " -"light-weight than [AnimationPlayer], so they are very much suited for simple " -"animations or general tasks that don't require visual tweaking provided by " -"the editor. They can be used in a fire-and-forget manner for some logic that " -"normally would be done by code. You can e.g. make something shoot " -"periodically by using a looped [CallbackTweener] with a delay.\n" -"A [Tween] can be created by using either [method SceneTree.create_tween] or " -"[method Node.create_tween]. [Tween]s created manually (i.e. by using " -"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" -"A tween animation is created by adding [Tweener]s to the [Tween] object, " -"using [method tween_property], [method tween_interval], [method " -"tween_callback] or [method tween_method]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " -"before finally calling [method Node.queue_free] to free the sprite. " -"[Tweener]s are executed one after another by default. This behavior can be " -"changed using [method parallel] and [method set_parallel].\n" -"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " -"chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set a different transition type in the above " -"example, you can use [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Most of the [Tween] methods can be chained this way too. In the following " -"example the [Tween] is bound to the running script's node and a default " -"transition is set for its [Tweener]s:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In the example above, all children of a node are moved one after another to " -"position (0, 0).\n" -"You should avoid using more than one [Tween] per object's property. If two or " -"more tweens animate one property at the same time, the last one created will " -"take priority and assign the final value. If you want to interrupt and " -"restart an animation, consider assigning the [Tween] to a variable:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # Abort the previous animation.\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // Abort the previous animation\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Some [Tweener]s use transitions and eases. The first accepts a [enum " -"TransitionType] constant, and refers to the way the timing of the animation " -"is handled (see [url=https://easings.net/]easings.net[/url] for some " -"examples). The second accepts an [enum EaseType] constant, and controls where " -"the [code]trans_type[/code] is applied to the interpolation (in the " -"beginning, the end, or both). If you don't know which transition and easing " -"to pick, you can try different [enum TransitionType] constants with [constant " -"EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" -"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " -"results in an undefined behavior. Create a new Tween for each animation and " -"every time you replay an animation from start. Keep in mind that Tweens start " -"immediately, so only create a Tween when you want to start animating.\n" -"[b]Note:[/b] The tween is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"tween (or [method Node._physics_process] depending on the value passed to " -"[method set_process_mode])." -msgstr "" -"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来" -"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后" -"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n" -"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择" -"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事" -"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需" -"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以即用" -"即弃的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n" -"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 " -"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于对" -"值进行补间。\n" -"通过使用 [method tween_property]、[method tween_interval]、[method " -"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象" -"来创建一个补间动画:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node." -"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可以" -"使用 [method parallel] 和 [method set_parallel] 来更改。\n" -"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来" -"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可" -"以使用 [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚" -"本的节点,并为其 [Tweener] 设置了默认过渡:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[Tween] 的另一个有趣用途是动画化任意对象集:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n" -"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性设" -"置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动画,请" -"考虑将 [Tween] 赋给变量:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # 终止之前的补间动画。\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // 终止之前的补间动画。\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量,指" -"的是处理动画时间的方式(相关示例见 [url=https://easings.net/]easings.net[/" -"url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/code] 应" -"用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓动,可以尝" -"试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常量,并使用看" -"起来最好的那个。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n" -"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" -"始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只在" -"需要开始动画时创建 Tween。\n" -"[b]注意:[/b]该补间在当前帧中的所有节点之后进行处理,即节点的 [method Node." -"_process] 方法(或 [method Node._physics_process],具体取决于传递给 [method " -"set_process_mode] 的值)会在补间之前被调用。" - msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " "directly by the [SceneTree], so they run independently of the animated nodes. " @@ -139067,14 +135770,6 @@ msgstr "" "上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度" "将轮子向下移动到汽车静止时它应该所处位置。" -msgid "" -"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " -"your vehicle will be prone to rolling over, while a value of 0.0 will resist " -"body roll." -msgstr "" -"这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值" -"将阻止车身侧倾。" - msgid "" "A container that arranges its child controls vertically and wraps them around " "at the borders." @@ -146009,7 +142704,7 @@ msgid "" msgstr "" "如果 [param unparent] 为 [code]true[/code],则窗口会在隐藏时自动解除与父节点的" "关系。\n" -"[b]注意:[/b]请确保存在对该节点的引用,否则该节点会变为孤儿节点。没有父节点" +"[b]注意:[/b]请确保存在对该节点的引用,否则该节点会变为孤立节点。没有父节点" "时,你还需要手动调用 [method Node.queue_free] 来释放该窗口。" msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 4f8eb7c8afd6..596f6f910084 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -25,12 +25,13 @@ # Youuin Wang , 2023. # Skyter Lin , 2023. # longhjues , 2023. +# 风青山 , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-11-22 07:45+0000\n" -"Last-Translator: Haoyu Qiu \n" +"PO-Revision-Date: 2023-12-12 02:37+0000\n" +"Last-Translator: 风青山 \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -38,7 +39,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.3-dev\n" msgid "Resources" msgstr "資源" @@ -1707,63 +1708,6 @@ msgstr "" "向上四捨五入 [param x](朝正無窮大),返回不小於 [param x] 的最小整數。\n" "[method ceil] 的型別安全版本,返回一個 [int]。" -msgid "" -"Clamps the [param value], returning a [Variant] not less than [param min] and " -"not more than [param max]. Any values that can be compared with the less than " -"and greater than operators will work.\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a is -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b is 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c is (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d is (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e is (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f is (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " -"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " -"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " -"[method Color.clamp]." -msgstr "" -"鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [Variant]。" -"可以使用任何能夠用小於和大於運算子進行比較的值。\n" -"[codeblock]\n" -"var a = clamp(-10, -1, 5)\n" -"# a 是 -1\n" -"\n" -"var b = clamp(8.1, 0.9, 5.5)\n" -"# b 是 5.5\n" -"\n" -"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" -"# c 是 (-3.2, -2)\n" -"\n" -"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" -"# d 是 (2, 6)\n" -"\n" -"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " -"-4.1))\n" -"# e 是 (-3, -2, 5.4)\n" -"\n" -"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " -"-6))\n" -"# f 是 (-4, -5, -6)\n" -"[/codeblock]\n" -"[b]注意:[/b]為了更好的型別安全,請使用 [method clampf]、[method clampi]、" -"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" -"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。" - msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -3405,22 +3349,39 @@ msgstr "" "[/codeblock]" msgid "" -"Encodes a [Variant] value to a byte array, without encoding objects. " -"Deserialization can be done with [method bytes_to_var].\n" -"[b]Note:[/b] If you need object serialization, see [method " -"var_to_bytes_with_objects]." +"Converts the given [param variant] to the given [param type], using the [enum " +"Variant.Type] values. This method is generous with how it handles types, it " +"can automatically convert between array types, convert numeric [String]s to " +"[int], and converting most things to [String].\n" +"If the type conversion cannot be done, this method will return the default " +"value for that type, for example converting [Rect2] to [Vector2] will always " +"return [constant Vector2.ZERO]. This method will never show error messages as " +"long as [param type] is a valid Variant type.\n" +"The returned value is a [Variant], but the data inside and the [enum Variant." +"Type] will be the same as the requested type.\n" +"[codeblock]\n" +"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" +"type_convert(\"123\", TYPE_INT) # Returns 123\n" +"type_convert(123.4, TYPE_INT) # Returns 123\n" +"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" +"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" +"[/codeblock]" msgstr "" -"將 [Variant] 值編碼為位元組陣列,不編碼物件。反序列化可以使用 [method " -"bytes_to_var] 來完成。\n" -"[b]注意:[/b]如果需要物件序列化,參見 [method var_to_bytes_with_objects]。" - -msgid "" -"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " -"can potentially include executable code). Deserialization can be done with " -"[method bytes_to_var_with_objects]." -msgstr "" -"將 [Variant] 值編碼為位元組陣列。允許對物件進行編碼(並且可能包括可執行程式" -"碼)。反序列化可以使用 [method bytes_to_var_with_objects] 來完成。" +"使用 [enum Variant.Type] 值將給定的 [param variant] 轉換為給定的 [param " +"type]。此方法處理型別的方式很慷慨,它可以自動在陣列型別之間進行轉換,將數字" +"[String] 轉換為[int],並將大多數內容轉換為[String]。\n" +"如果無法完成型別轉換,此方法將傳回該型別的預設值,例如將 [Rect2] 轉換為 " +"[Vector2] 將始終傳回 [code]Vector2.ZERO[/code]。只要 [param type] 是有效的 " +"Variant 型別,此方法就永遠不會顯示錯誤訊息。\n" +"傳回的值是一個[Variant],但裡面的資料和[enum Variant.Type]將與請求的型別相" +"同。\n" +"[codeblock]\n" +"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" +"type_convert(\"123\", TYPE_INT) # Returns 123\n" +"type_convert(123.4, TYPE_INT) # Returns 123\n" +"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" +"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" +"[/codeblock]" msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " @@ -5638,21 +5599,6 @@ msgstr "代表 [enum Variant.Operator] 列舉的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 軸對齊邊界框。" -msgid "" -"[AABB] consists of a position, a size, and several utility functions. It is " -"typically used for fast overlap tests.\n" -"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get an AABB with a positive size.\n" -"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer " -"coordinates." -msgstr "" -"[AABB] 由一個位置、一個大小和若干實用函式組成。通常用於快速重疊測試。\n" -"它使用浮點座標。[AABB] 的 2D 對應物為 [Rect2]。\n" -"不支援負的 [member size],並且不適用於大多數方法。使用 [method abs] 獲得具有正" -"尺寸的 AABB。\n" -"[b]注意:[/b]與 [Rect2] 不同,[AABB] 沒有使用整數座標的變體。" - msgid "Math documentation index" msgstr "數學文件索引" @@ -5662,216 +5608,9 @@ msgstr "向量數學" msgid "Advanced vector math" msgstr "高等向量數學" -msgid "" -"Constructs a default-initialized [AABB] with default (zero) values of [member " -"position] and [member size]." -msgstr "預設建構 [AABB],[member position] 和 [member size] 均為預設值(零)。" - msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "建構給定 [AABB] 的副本。" -msgid "Constructs an [AABB] from a position and size." -msgstr "從一個位置和大小建構 [AABB] 。" - -msgid "" -"Returns an AABB with equivalent position and size, modified so that the most-" -"negative corner is the origin and the size is positive." -msgstr "返回等價的 AABB,其原點被修正至最負數的角落,大小被修正為正數。" - -msgid "" -"Returns [code]true[/code] if this [AABB] completely encloses another one." -msgstr "該 [AABB] 完全包含另一個時,返回 [code]true[/code]。" - -msgid "" -"Returns a copy of this [AABB] expanded to include a given point.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# position (-3, 2, 0), size (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// position (-3, 2, 0), size (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " -"Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回該 [AABB] 的副本,該副本擴充至包含給出的點。\n" -"[b]例子:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2, 0),大小 (1, 1, 1)\n" -"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" -"# 位置 (-3, -1, 0),大小 (3, 4, 2),包含原來的 AABB 和 Vector3(0, -1, 2)\n" -"var box2 = box.expand(Vector3(0, -1, 2))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2, 0),大小 (1, 1, 1)\n" -"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" -"// 位置 (-3, -1, 0),大小 (3, 4, 2),包含原來的 AABB 和 Vector3(0, -1, 2)\n" -"var box2 = box.Expand(new Vector3(0, -1, 2));\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the center of the [AABB], which is equal to [member position] + " -"([member size] / 2)." -msgstr "返回該 [AABB] 的中心點,等於 [member position] + ([member size] / 2)。" - -msgid "Gets the position of the 8 endpoints of the [AABB] in space." -msgstr "獲取該 [AABB] 的 8 個端點的位置。" - -msgid "Returns the normalized longest axis of the [AABB]." -msgstr "返回該 [AABB] 正規化後的最長軸。" - -msgid "" -"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s " -"[code]AXIS_*[/code] constants)." -msgstr "" -"返回該 [AABB] 最長軸的索引(根據 [Vector3] 的 [code]AXIS_*[/code] 常數)。" - -msgid "Returns the scalar length of the longest axis of the [AABB]." -msgstr "返回該 [AABB] 最長軸的標量長度。" - -msgid "Returns the normalized shortest axis of the [AABB]." -msgstr "返回該 [AABB] 正規化後的最短軸。" - -msgid "" -"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::" -"AXIS* enum)." -msgstr "" -"返回該 [AABB] 最短軸的索引(根據 [Vector3] 的 [code]AXIS_*[/code] 常數)。" - -msgid "Returns the scalar length of the shortest axis of the [AABB]." -msgstr "返回該 [AABB] 最短軸的標量長度。" - -msgid "" -"Returns the vertex of the AABB that's the farthest in a given direction. This " -"point is commonly known as the support point in collision detection " -"algorithms." -msgstr "返回指定方向上的支援點。常用於碰撞偵測演算法。" - -msgid "Returns the volume of the [AABB]." -msgstr "返回該 [AABB] 的體積。" - -msgid "" -"Returns a copy of the [AABB] grown a given number of units towards all the " -"sides." -msgstr "返回 [AABB] 的副本,該副本向所有方向增長了給定數量的單位。" - -msgid "" -"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces " -"of the AABB are considered included, though float-point precision errors may " -"impact the accuracy of such checks.\n" -"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/" -"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for " -"contained points." -msgstr "" -"如果 [AABB] 包含點,則返回 [code]true[/code]。AABB 表面上的點被視為包括在內," -"但浮點精度誤差可能會影響此類偵測的準確性。\n" -"[b]注意:[/b]這種方法對於具有[i]負尺寸[/i]的 [AABB] 是不可靠的。使用 [method " -"abs] 獲得一個正尺寸的等效 [AABB] 在檢查是否包含點。" - -msgid "" -"Returns [code]true[/code] if the [AABB] has a surface or a length, and " -"[code]false[/code] if the [AABB] is empty (all components of [member size] " -"are zero or negative)." -msgstr "" -"如果 [AABB] 具有表面或長度,則返回 [code]true[/code];如果 [AABB] 為空" -"([member size] 的所有分量為零或負),則返回 [code]false[/code]。" - -msgid "" -"Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] " -"if the [AABB] is flat, empty, or has a negative [member size]." -msgstr "" -"如果 [AABB] 有體積,則返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具有" -"負的 [member size],則返回 [code]false[/code]。" - -msgid "" -"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, " -"0)[/code]) is returned on failure." -msgstr "" -"返回兩個 [AABB] 的交疊區域。失敗時返回空的 AABB(大小為 [code](0, 0, 0)[/" -"code])。" - -msgid "Returns [code]true[/code] if the [AABB] overlaps with another." -msgstr "該 [AABB] 與另一個交疊時,返回 [code]true[/code]。" - -msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." -msgstr "該 [AABB] 同時位於指定平面的兩邊時,返回 [code]true[/code]。" - -msgid "" -"Returns the point of intersection of the given ray with this [AABB] or " -"[code]null[/code] if there is no intersection. Ray length is infinite." -msgstr "" -"返回給定的射線與該 [AABB] 的交點,如果不相交則返回 [code]null[/code]。射線無限" -"長。" - -msgid "" -"Returns the point of intersection between [param from] and [param to] with " -"this [AABB] or [code]null[/code] if there is no intersection." -msgstr "" -"如果沒有交點,則返回 [code]null[/code],否則返回 [param from] 和 [param to] 與" -"此 [AABB] 的交點。" - -msgid "" -"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately " -"equal, by calling [method @GlobalScope.is_equal_approx] on each component." -msgstr "" -"如果該 [AABB] 和 [param aabb] 近似相等,則返回 [code]true[/code],通過在每個分" -"量上呼叫 [method @GlobalScope.is_equal_approx]。" - -msgid "" -"Returns [code]true[/code] if this [AABB] is finite, by calling [method " -"@GlobalScope.is_finite] on each component." -msgstr "" -"如果該 [AABB] 是有限的,則返回 [code]true[/code],方法是在每個分量上呼叫 " -"[method @GlobalScope.is_finite]。" - -msgid "Returns a larger [AABB] that contains both this [AABB] and [param with]." -msgstr "返回同時包含該 [AABB] 和 [param with] 的更大的 [AABB]。" - -msgid "" -"Ending corner. This is calculated as [code]position + size[/code]. Setting " -"this value will change the size." -msgstr "" -"終點角。通過 [code]position + size[/code] 計算而來。設定該值會修改大小。" - -msgid "Beginning corner. Typically has values lower than [member end]." -msgstr "起點角。通常比 [member end] 小。" - -msgid "" -"Size from [member position] to [member end]. Typically, all components are " -"positive.\n" -"If the size is negative, you can use [method abs] to fix it." -msgstr "" -"從 [member position] 到 [member end] 的大小。通常所有分量都是正數。\n" -"如果大小為負,可以用 [method abs] 修正。" - -msgid "" -"Returns [code]true[/code] if the AABBs are not equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 AABB 不相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - -msgid "" -"Returns [code]true[/code] if the AABBs are exactly equal.\n" -"[b]Note:[/b] Due to floating-point precision errors, consider using [method " -"is_equal_approx] instead, which is more reliable." -msgstr "" -"如果 AABB 完全相等,則返回 [code]true[/code]。\n" -"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" -"靠。" - msgid "A base dialog used for user notification." msgstr "用於使用者通知的基本對話方塊。" @@ -6232,9 +5971,9 @@ msgid "" "useful for moving platforms, doors, and other moving objects." msgstr "" "可動畫的 2D 物理物體。無法因外力或接觸而移動,但可以通過程式碼、" -"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 設為 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手動移" -"動。\n" +"[AnimationMixer]([member AnimationMixer.callback_mode_process] 設為 " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、" +"[RemoteTransform2D] 等方法手動移動。\n" "[AnimatableBody2D] 發生移動時,會對線速度和角速度進行估算,並用於影響其路徑上" "的其他物理物體。因此適用於移動平臺、門等移動的物件。" @@ -6264,9 +6003,9 @@ msgid "" "useful for moving platforms, doors, and other moving objects." msgstr "" "可動畫的 3D 物理物體。無法因外力或接觸而移動,但可以通過程式碼、" -"[AnimationPlayer]([member AnimationPlayer.playback_process_mode] 設為 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手動移" -"動。\n" +"[AnimationMixer]([member AnimationMixer.callback_mode_process] 設為 " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、" +"[RemoteTransform3D] 等方法手動移動。\n" "[AnimatableBody3D] 發生移動時,會對線速度和角速度進行估算,並用於影響其路徑上" "的其他物理物體。因此適用於移動平臺、門等移動的物件。" @@ -6616,71 +6355,6 @@ msgstr "" msgid "Holds data that can be used to animate anything in the engine." msgstr "存放的是用於對引擎中的任何物件進行動畫處理的資料。" -msgid "" -"This resource holds data that can be used to animate anything in the engine. " -"Animations are divided into tracks and each track must be linked to a node. " -"The state of that node can be changed through time, by adding timed keys " -"(events) to the track.\n" -"[codeblocks]\n" -"[gdscript]\n" -"# This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"# 100 pixels in 0.5 seconds.\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"// This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"// 100 pixels in 0.5 seconds.\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Animations are just data containers, and must be added to nodes such as an " -"[AnimationPlayer] to be played back. Animation tracks have different types, " -"each with its own set of dedicated methods. Check [enum TrackType] to see " -"available types.\n" -"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " -"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " -"track types instead of [constant TYPE_VALUE] is recommended for performance " -"reasons." -msgstr "" -"這個資源存放的是用於對引擎中的任何物件進行動畫處理的資料。動畫分為軌道,軌道必" -"須與節點關聯。向軌道新增定時關鍵影格(事件)後,節點的狀態可以隨時間變化。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 建立動畫,讓“Enemy”節點在 0.5 秒內\n" -"# 向右移動 100 圖元。\n" -"var animation = Animation.new()\n" -"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" -"animation.track_set_path(track_index, \"Enemy:position:x\")\n" -"animation.track_insert_key(track_index, 0.0, 0)\n" -"animation.track_insert_key(track_index, 0.5, 100)\n" -"[/gdscript]\n" -"[csharp]\n" -"# 建立動畫,讓“Enemy”節點在 0.5 秒內\n" -"# 向右移動 100 圖元。\n" -"var animation = new Animation();\n" -"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" -"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" -"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" -"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"動畫只是資料的容器,必須新增至 [AnimationPlayer] 等節點才能進行播放。動畫軌道" -"分為不同的型別,不同的型別有各自不同的專屬方法。可用的型別請查看 [enum " -"TrackType]。\n" -"[b]注意:[/b]對於 3D 的位置、旋轉、縮放,推薦使用專門的 [constant " -"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 軌道" -"型別,不要使用 [constant TYPE_VALUE],性能更高。" - msgid "Animation documentation index" msgstr "動畫教學索引" @@ -8777,16 +8451,6 @@ msgstr "" "尋道到開頭被視為在目前狀態下尋道到動畫的開頭。過渡到結束狀態,或每個狀態的過渡" "都缺失,被視為退出狀態機。" -msgid "" -"This is a grouped state machine that can be controlled from a parent state " -"machine. It does not work on standalone. There must be a state machine with " -"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " -"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." -msgstr "" -"這是一個可以從父狀態機控制的編組的狀態機。它不能獨立運作。父級或祖先中必須有一" -"個 [member state_machine_type] 為 [constant STATE_MACHINE_TYPE_ROOT] 或 " -"[constant STATE_MACHINE_TYPE_NESTED] 的狀態機。" - msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "為 [AnimationNodeStateMachine] 提供播放控制。" @@ -9269,12 +8933,12 @@ msgstr "" msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." -msgstr "返回在 [param anim_from] 動畫之後排隊播放的動畫的鍵。" +msgstr "返回在 [param animation_from] 動畫之後排隊播放的動畫的鍵。" msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." -msgstr "當 [param anim_from] 動畫完成時,觸發 [param anim_to] 動畫。" +msgstr "當 [param animation_from] 動畫完成時,觸發 [param animation_to] 動畫。" msgid "Clears all queued, unplayed animations." msgstr "清除所有已排隊、未播放的動畫。" @@ -9367,8 +9031,9 @@ msgstr "" "將動畫尋道到時間點 [param seconds](單位為秒)。[param update] 為 [code]true[/" "code] 時會同時更新動畫,否則會在處理時更新。目前影格和 [param seconds] 之間的" "事件會被跳過。\n" -"[b]注意:[/b]尋道至動畫的末尾不會觸發 [signal animation_finished]。如果想要跳" -"過動畫並觸發該訊號,請使用 [method advance]。" +"[b]注意:[/b]尋道至動畫的末尾不會觸發 [signal AnimationMixer." +"animation_finished]。如果想要跳過動畫並觸發該訊號,請使用 [method " +"AnimationMixer.advance]。" msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " @@ -9430,8 +9095,8 @@ msgstr "" "如果為 [code]true[/code],並且引擎在 Movie Maker 模式下運作(請參閱 " "[MovieWriter]),則在此 [AnimationPlayer] 中播放完動畫後,立即使用 [method " "SceneTree.quit] 退出引擎。當引擎因此而退出時,會列印一條消息。\n" -"[b]注意:[/b]這與 [signal animation_finished] 訊號遵循相同的邏輯,因此如果動畫" -"被設定為迴圈,它不會退出引擎。" +"[b]注意:[/b]這與 [signal AnimationMixer.animation_finished] 訊號遵循相同的邏" +"輯,因此如果動畫被設定為迴圈,它不會退出引擎。" msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " @@ -9449,7 +9114,7 @@ msgstr "" "號。" msgid "Emitted when [member current_animation] changes." -msgstr "當 [member animation] 更改時發出。" +msgstr "當 [member current_animation] 更改時發出。" msgid "" "For backward compatibility. See [constant AnimationMixer." @@ -10940,24 +10605,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Removes and returns the element of the array at index [param position]. If " -"negative, [param position] is considered relative to the end of the array. " -"Leaves the array untouched and returns [code]null[/code] if the array is " -"empty or if it's accessed out of bounds. An error message is printed when the " -"array is accessed out of bounds, but not when the array is empty.\n" -"[b]Note:[/b] On large arrays, this method can be slower than [method " -"pop_back] as it will reindex the array's elements that are located after the " -"removed element. The larger the array and the lower the index of the removed " -"element, the slower [method pop_at] will be." -msgstr "" -"移除並返回陣列中位於 [param position] 索引處的元素。如果 [param position] 為負" -"數,則認為是相對於該陣列末尾的值。如果該陣列為空,則返回 [code]null[/code],不" -"會改動陣列。陣列存取越界時會輸出錯誤消息,但如果陣列為空時不會。\n" -"[b]注意:[/b]在較大的陣列上,這個方法會比 [method pop_back] 慢,因為會對移除元" -"素後的陣列元素重新進行索引。陣列越大,或者移除元素的索引越小,[method pop_at] " -"就越慢。" - msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " @@ -11049,16 +10696,6 @@ msgstr "" "[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除陣列末尾的元素並不返回" "值,請使用 [code]arr.resize(arr.size() - 1)[/code]。" -msgid "" -"Resizes the array to contain a different number of elements. If the array " -"size is smaller, elements are cleared, if bigger, new elements are " -"[code]null[/code]. Returns [constant OK] on success, or one of the other " -"[enum Error] values if the operation failed.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a modified array." -msgstr "" -"調整陣列的大小,讓包含的元素數量發生變化。如果陣列變小則清除多餘元素,變大則新" -"元素為 [code]null[/code]。" - msgid "Reverses the order of the elements in the array." msgstr "將陣列中的元素逆序排列。" @@ -11310,8 +10947,8 @@ msgstr "" "慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較大則返回 " "[code]true[/code],如果該元素較小則返回 [code]false[/code]。請注意,部分型別的" "儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如" -"果左運算元 [Array] 元素較多則返回 [code]true[/code],否則返回 [code]false[/" -"code]。" +"果 [param right] [Array] 元素較多則返回 [code]true[/code],否則返回 " +"[code]false[/code]。" msgid "" "Performs a comparison for each index between the left operand [Array] and the " @@ -11327,7 +10964,7 @@ msgstr "" "慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較大則返回 " "[code]true[/code],如果該元素較小則返回 [code]false[/code]。請注意,部分型別的" "儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如" -"果左運算元 [Array] 元素數量相等或較多則返回 [code]true[/code],否則返回 " +"果 [param right] [Array] 元素數量相等或較多則返回 [code]true[/code],否則返回 " "[code]false[/code]。" msgid "" @@ -13409,16 +13046,6 @@ msgstr "" "要使用的過取樣係數。更高的值會帶來更好的品質,但對 CPU 的要求更高,如果 CPU 跟" "不上,可能會導致音訊破裂。" -msgid "" -"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " -"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " -"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " -"the initial pitch)." -msgstr "" -"要使用的音高縮放。[code]1.0[/code] 是預設的音高,聲音會按原樣播放。[member " -"pitch_scale] 的範圍從 [code]0.0[/code](無限低的音高,聽不見)到 [code]16[/" -"code](比初始音高要高 16 倍)。" - msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." @@ -13882,11 +13509,6 @@ msgstr "" msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "發生選單項的新增、修改、刪除時發出。" -msgid "" -"Emitted when the audio bus at [param bus_index] is renamed from [param " -"old_name] to [param new_name]." -msgstr "當 [Animation] 的鍵從 [param name] 更改為 [param to_name] 時發出。" - msgid "Two or fewer speakers were detected." msgstr "偵測到兩個或更少的揚聲器。" @@ -14987,7 +14609,7 @@ msgid "" "[param toggled_on] argument." msgstr "" "當按鈕剛剛在按下和正常狀態之間切換時發出(僅當 [member toggle_mode] 處於活動狀" -"態時)。新狀態包含在 [param button_pressed] 參數中。" +"態時)。新狀態包含在 [param toggled_on] 參數中。" msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " @@ -15935,15 +15557,6 @@ msgstr "" "subsurf_scatter_enabled] 為 [code]true[/code] 時有效。另請參見 [member " "backlight_enabled]。" -msgid "" -"The texture to use for multiplying the intensity of the subsurface scattering " -"transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored " -"if [member subsurf_scatter_skin_mode] is [code]true[/code]." -msgstr "" -"用於乘以次表面散射透射率強度的紋理。另請參見 [member " -"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 為 [code]true[/" -"code] 時忽略。" - msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " @@ -16567,25 +16180,6 @@ msgstr "" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用於表示 3D 旋轉和縮放的 3×3 矩陣。" -msgid "" -"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an " -"orthogonal basis for a [Transform3D].\n" -"Contains 3 vector fields X, Y and Z as its columns, which are typically " -"interpreted as the local basis vectors of a transformation. For such use, it " -"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" -"Basis can also be accessed as an array of 3D vectors. These vectors are " -"usually orthogonal to each other, but are not necessarily normalized (due to " -"scaling).\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用於表示 3D 旋轉和縮放的 3×3 矩陣。通常用作 [Transform3D] 的正交基。\n" -"包含 3 個向量欄位 X、Y 和 Z 作為其列,它們通常被解釋為變換的局部基向量。對於這" -"種用途,它由縮放和旋轉矩陣組成,順序為 (M = R.S)。\n" -"基也可以作為 3D 向量的陣列存取。這些向量通常彼此正交,但(由於縮放)不一定是正" -"規化的。\n" -"更多資訊請閱讀文件文章《矩陣與變換》。" - msgid "Matrices and transforms" msgstr "矩陣與變換" @@ -17243,7 +16837,7 @@ msgstr "" "評估昂貴的條件。\n" "[b]注意:[/b] 依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形容" "詞或類似的([method String.is_empty]、[method Node.can_process]、 [member " -"Camera2D. enabled]等)。" +"Camera2D.enabled]等)。" msgid "Constructs a [bool] set to [code]false[/code]." msgstr "建構設為 [code]0[/code] 的 [int]。" @@ -19077,15 +18671,6 @@ msgstr "" "少被鉗制在這個值上。這限制了自動曝光在超過一定的亮度進行曝光時,導致場景將保持" "黑暗的一個截止點。" -msgid "" -"Sets the maximum amount of blur. When using physically-based blur amounts, " -"will instead act as a multiplier. High values lead to an increased amount of " -"bluriness, but can be much more expensive to calculate. It is best to keep " -"this as low as possible for a given art style." -msgstr "" -"設定最大模糊量。當使用基於物理的模糊量時,將改為充當一個乘數。高值會導致模糊度" -"增加,但計算起來會更昂貴。對於一個給定的藝術風格,最好將該值保持得盡可能低。" - msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." @@ -19894,16 +19479,6 @@ msgid "" "to children." msgstr "如果將全域變換通知傳達給子級,則返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its ancestors are also " -"visible. If any ancestor is hidden, this node will not be visible in the " -"scene tree, and is consequently not drawn (see [method _draw])." -msgstr "" -"如果該節點位於 [SceneTree] 中,並且其 [member visible] 屬性為 [code]true[/" -"code],並且其所有上層節點也均可見,則返回 [code]true[/code]。如果任何上層節點" -"被隱藏,則該節點在場景樹中將不可見,因此也不會進行繪製(見 [method _draw])。" - msgid "Assigns [param screen_point] as this node's new local transform." msgstr "將 [param screen_point] 指定為該節點的新局部變換。" @@ -20414,21 +19989,6 @@ msgstr "要套用的色調顏色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用於 2D 渲染的紋理,帶有可選的法線和鏡面貼圖。" -msgid "" -"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " -"allows using normal maps and specular maps in any node that inherits from " -"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " -"repeat mode independently of the node's properties (or the project " -"settings).\n" -"[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-" -"based materials in 3D, use [BaseMaterial3D] instead." -msgstr "" -"[CanvasTexture] 是用於 2D 渲染的 [ImageTexture] 的替代品。它允許在任何繼承自 " -"[CanvasItem] 的節點中使用法線貼圖和鏡面貼圖。[CanvasTexture] 還允許獨立於節點" -"的屬性(或專案設定)覆蓋紋理的篩選模式和重複模式。\n" -"[b]注意:[/b][CanvasTexture] 不能用於 3D 渲染。對於 3D 中基於物理的材質,請使" -"用 [BaseMaterial3D] 來代替。" - msgid "2D Lights and Shadows" msgstr "2D 燈光和陰影" @@ -22726,15 +22286,6 @@ msgstr "" "用於單向碰撞的邊距(以圖元為單位)。較高的值將使形狀更厚,並且對於以高速進入多" "邊形的對撞機來說效果更好。" -msgid "" -"The polygon's list of vertices. Each point will be connected to the next, and " -"the final point will be connected to the first.\n" -"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " -"not a reference." -msgstr "" -"該多邊形的頂點列表。每個點都與下一個點相連,最後一個點與第一個點相連。\n" -"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。" - msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " @@ -24328,7 +23879,7 @@ msgstr "色彩空間形狀和形狀選擇按鈕被隱藏。不能從形狀快顯 msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." -msgstr "覆蓋滑桿的 [theme_item HSlider.center_grabber] 主題屬性。" +msgstr "覆蓋滑桿的 [theme_item Slider.center_grabber] 主題屬性。" msgid "The width of the hue selection slider." msgstr "色相選擇滑桿的寬度。" @@ -24468,84 +24019,9 @@ msgstr "該矩形的填充顏色。" msgid "An optionally compressed [Cubemap]." msgstr "可選壓縮的 [Cubemap] 。" -msgid "" -"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " -"internal to Godot; it is created by importing other image formats with the " -"import system. [CompressedCubemap] can use one of 4 compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [Cubemap] for a general description of cubemaps." -msgstr "" -"一種從 [code].ccube[/code] 檔載入的立方體貼圖。這種檔案格式是 Godot 內部使用" -"的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedCubemap] 可以使用 4 種" -"壓縮方法中的一種:\n" -"- 無損(WebP 或 PNG,在 GPU 上不壓縮)\n" -"- 有損(WebP,在 GPU 上不壓縮)\n" -"- VRAM 壓縮(在 GPU 上壓縮)\n" -"- VRAM 未壓縮(在 GPU 上不壓縮)\n" -"- Basis Universal(在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品" -"質更低)\n" -"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]" -"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" -"理未經壓縮地被發送到 GPU。\n" -"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," -"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲" -"染,而不是 2D。\n" -"有關立方體貼圖的一般描述,請參閱 [Cubemap]。" - msgid "An optionally compressed [CubemapArray]." msgstr "立方體貼圖紋理陣列(見 [CubemapArray])。" -msgid "" -"A cubemap array that is loaded from a [code].ccubearray[/code] file. This " -"file format is internal to Godot; it is created by importing other image " -"formats with the import system. [CompressedCubemapArray] can use one of 4 " -"compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [CubemapArray] for a general description of cubemap arrays." -msgstr "" -"一種從 [code].ccubearray[/code] 檔載入的立方體貼圖陣列。這種檔案格式是 Godot " -"內部使用的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedCubemapArray] " -"可以使用 4 種壓縮方法中的一種:\n" -"- 無損(WebP 或 PNG,在 GPU 上不壓縮)\n" -"- 有損(WebP,在 GPU 上不壓縮)\n" -"- VRAM 壓縮(在 GPU 上壓縮)\n" -"- VRAM 未壓縮(在 GPU 上不壓縮)\n" -"- Basis Universal(在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品" -"質更低)\n" -"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]" -"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" -"理未經壓縮地被發送到 GPU。\n" -"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," -"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲" -"染,而不是 2D。\n" -"有關立方體貼圖陣列的一般說明,請參閱 [CubemapArray]。" - msgid "Texture with 2 dimensions, optionally compressed." msgstr "二維紋理,可選擇壓縮。" @@ -24594,44 +24070,6 @@ msgstr "該 [CompressedTexture2D] 的檔路徑,指向 [code].ctex[/code] 檔 msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二維紋理的陣列,可選擇壓縮。" -msgid "" -"A texture array that is loaded from a [code].ctexarray[/code] file. This file " -"format is internal to Godot; it is created by importing other image formats " -"with the import system. [CompressedTexture2DArray] can use one of 4 " -"compresson methods:\n" -"- Lossless (WebP or PNG, uncompressed on the GPU)\n" -"- Lossy (WebP, uncompressed on the GPU)\n" -"- VRAM Compressed (compressed on the GPU)\n" -"- VRAM Uncompressed (uncompressed on the GPU)\n" -"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " -"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" -"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " -"textures are faster to load compared to textures using lossless or lossy " -"compression. VRAM compression can exhibit noticeable artifacts and is " -"intended to be used for 3D rendering, not 2D.\n" -"See [Texture2DArray] for a general description of texture arrays." -msgstr "" -"一種從 [code].ctexarray[/code] 檔載入的紋理陣列。這種檔案格式是 Godot 內部使用" -"的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedTexture2DArray] 可以使" -"用 4 種壓縮方法中的一種:\n" -"- 無損(WebP 或 PNG,在 GPU 上不壓縮)\n" -"- 有損(WebP,在 GPU 上不壓縮)\n" -"- VRAM 壓縮(在 GPU 上壓縮)\n" -"- VRAM 未壓縮(在 GPU 上不壓縮)\n" -"- Basis Universal(在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品" -"質更低)\n" -"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]" -"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" -"理未經壓縮地被發送到 GPU。\n" -"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," -"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲" -"染,而不是 2D。\n" -"有關紋理陣列的一般描述,請參閱 [Texture2DArray]。" - msgid "Texture with 3 dimensions, optionally compressed." msgstr "三維紋理,可選擇壓縮。" @@ -27852,7 +27290,7 @@ msgstr "" "如果 [code]true[/code],則正在發射粒子。[member emitting] 可用於啟動和停止粒子" "發射。但是,如果 [member one_shot] 為 [code]true [/code] 將[member emitting] " "設為[code]true[/code] 直到所有活動粒子完成處理後才會重新啟動發射週期。一旦所有" -"活動粒子都完成,您可以使用[signal finish] 訊號來通知粒子完成處理。" +"活動粒子都完成,您可以使用[signal finished] 訊號來通知粒子完成處理。" msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " @@ -33627,13 +33065,6 @@ msgid "" msgstr "" "主視窗的 ID,可以傳給需要 [code]window_id[/code] 的方法,該視窗由引擎生成。" -msgid "" -"The ID that refers to a nonexisting window. This is be returned by some " -"[DisplayServer] methods if no window matches the requested result." -msgstr "" -"指向一個不存在視窗的 ID。如果沒有視窗與請求的結果相配對,某些 [DisplayServer] " -"方法將返回這個 ID。" - msgid "Default landscape orientation." msgstr "預設橫屏朝向。" @@ -33936,51 +33367,6 @@ msgstr "所有滑鼠事件都被傳遞到同一套用程式的底層視窗。" msgid "Max value of the [enum WindowFlags]." msgstr "[enum WindowFlags] 的最大值。" -msgid "" -"No vertical synchronization, which means the engine will display frames as " -"fast as possible (tearing may be visible). Framerate is unlimited " -"(notwithstanding [member Engine.max_fps])." -msgstr "" -"沒有垂直同步,這意味著引擎將盡可能快地顯示影格(可能會有可見的撕裂)。畫面播放" -"速率是未限制的(不考慮 [member Engine.max_fps])。" - -msgid "" -"Default vertical synchronization mode, the image is displayed only on " -"vertical blanking intervals (no tearing is visible). Framerate is limited by " -"the monitor refresh rate (notwithstanding [member Engine.max_fps])." -msgstr "" -"預設的垂直同步模式,圖像只在垂直消隱間隔顯示(沒有可見的撕裂)。畫面播放速率受" -"顯示器更新率的限制(不考慮 [member Engine.max_fps])。" - -msgid "" -"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " -"screen's refresh rate to reduce stuttering (tearing may be visible). " -"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " -"limited by the monitor refresh rate (notwithstanding [member Engine." -"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility " -"rendering method." -msgstr "" -"當畫面播放速率降至螢幕更新率以下以減少卡頓(可能有可見的撕裂)時,行為類似於 " -"[constant VSYNC_DISABLED]。否則,啟用垂直同步以避免撕裂。畫面播放速率受顯示器" -"更新率的限制(不考慮 [member Engine.max_fps])。使用相容渲染方法時表現得像 " -"[constant VSYNC_ENABLED]。" - -msgid "" -"Displays the most recent image in the queue on vertical blanking intervals, " -"while rendering to the other images (no tearing is visible). Framerate is " -"unlimited (notwithstanding [member Engine.max_fps]).\n" -"Although not guaranteed, the images can be rendered as fast as possible, " -"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant " -"VSYNC_MAILBOX] works best when at least twice as many frames as the display " -"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " -"the Compatibility rendering method." -msgstr "" -"在垂直消隱間隔顯示佇列中的最新圖像,同時對其他圖像渲染(沒有可見的撕裂)。影格" -"速率是未限制的(不考慮 [member Engine.max_fps])。\n" -"雖然不能保證,但可以盡可能快地渲染圖像,這可能會減少輸入滯後(也稱為“快速”V-" -"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的影格數至少是顯示器更新率的兩倍時" -"效果最佳。使用相容渲染方法時表現得像 [constant VSYNC_ENABLED]。" - msgid "" "Display handle:\n" "- Linux (X11): [code]X11::Display*[/code] for the display.\n" @@ -40104,22 +39490,6 @@ msgstr "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" -msgid "" -"Implement this function if your plugin edits a specific type of object " -"(Resource or Node). If you return [code]true[/code], then you will get the " -"functions [method _edit] and [method _make_visible] called when the editor " -"requests them. If you have declared the methods [method " -"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " -"called too.\n" -"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " -"a plugin handes more types of objects and they are edited at the same time, " -"it will result in errors." -msgstr "" -"如果外掛程式會編輯特定型別的物件(資源或節點),則請實作該函式。如果返回 " -"[code]true[/code],則將在編輯器請求時,呼叫函式 [method _edit] 和 [method " -"_make_visible]。如果已經宣告了方法 [method _forward_canvas_gui_input] 和 " -"[method _forward_3d_gui_input],則它們也會被呼叫。" - msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " @@ -45966,25 +45336,6 @@ msgstr "" "要避免這種情況,如果增大了 [member physics_ticks_per_second],而且遠大於預設" "值,那麼建議將 [member max_physics_steps_per_frame] 也調大。" -msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be fine for most; values above 2 " -"could cause the game to react to dropped frames with a noticeable delay and " -"are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." -msgstr "" -"控制物理週期與實際時間的同步程度。如果小於等於 0,則週期是同步的。這樣的值建議" -"用於網路遊戲,因為時鐘的同步性很重要。較高的值會導致遊戲中的時鐘和真實時鐘之間" -"的偏差較大,但可以平滑畫面播放速率的抖動。預設值0.5對大多數人來說應該是良好" -"的;超過2的值可能導致遊戲對掉影格的反應有明顯的延遲,因此不推薦使用。\n" -"[b]注意:[/b]為了獲得最佳效果,當使用自訂物理插值這種解決方案時,應通過將 " -"[member physics_jitter_fix] 設定為 [code]0[/code] 來禁用物理抖動修復。" - msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -50846,26 +50197,6 @@ msgid "" "possible values." msgstr "選擇的陰影投射旗標。可能的取值見 [enum ShadowCastingSetting]。" -msgid "" -"Overrides the bounding box of this node with a custom one. This can be used " -"to avoid the expensive [AABB] recalculation that happens when a skeleton is " -"used with a [MeshInstance3D] or to have fine control over the " -"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an " -"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set " -"[member custom_aabb] to a very large AABB that covers your entire game world " -"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To " -"disable all forms of culling (including occlusion culling), call [method " -"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s " -"[RID]." -msgstr "" -"使用自訂邊界框覆蓋該節點的邊界框。骨架使用 [MeshInstance3D] 時可以避免重新計" -"算 [AABB] 節省性能,也可以用來對 [MeshInstance3D] 的邊界框進行精確控制。要使用" -"預設的 AABB,請將其設為所有欄位均為 [code]0.0[/code] 的 [AABB]。要避免視錐剔" -"除,請將 [member custom_aabb] 設為大到能夠覆蓋整個遊戲世界的 AABB,例如 " -"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式" -"的剔除(包括遮擋剔除),請使用該 [GeometryInstance3D] 的 [RID] 呼叫 [method " -"RenderingServer.instance_set_ignore_culling]。" - msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " "increase its cull box." @@ -51665,7 +50996,7 @@ msgstr "" "_serialize_image_to_bytes] 之後、[method _export_node] 之前執行下列情況,此方" "法僅在下列情況下執行下列情況。 :選擇 [GLTFDocumentExtension] 作為影像匯出" "器。\n" -"此方法可用於透過編輯 [paramtexture_json] 設定紋理 JSON 的擴充。也必須使用 " +"此方法可用於透過編輯 [param texture_json] 設定紋理 JSON 的擴充。也必須使用 " "[method GLTFState.add_used_extension] 將擴充新增為已用擴充,如果您不提供後備," "請務必將 [code]required[/code] 設為 [code]true[/code]。" @@ -52812,8 +52143,6 @@ msgstr "" "粒子吸引器可以將粒子朝吸引器的原點吸,也可以將粒子推離吸引器的原點。\n" "粒子吸引器是即時進行的,可以在遊戲過程中進行移動、旋轉、縮放。與碰撞形狀不同," "吸引器支援不均勻的縮放。\n" -"臨時禁用吸引器的方法是將其隱藏,也可以將 [member strength] 設定為 [code]0.0[/" -"code]。\n" "[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。" msgid "The attractor box's size in 3D units." @@ -52837,8 +52166,6 @@ msgstr "" "粒子吸引器可以將粒子朝吸引器的原點吸,也可以將粒子推離吸引器的原點。\n" "粒子吸引器是即時進行的,可以在遊戲過程中進行移動、旋轉、縮放。與碰撞形狀不同," "吸引器支援不均勻的縮放。\n" -"臨時禁用吸引器的方法是將其隱藏,也可以將 [member strength] 設定為 [code]0.0[/" -"code]。\n" "[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。" msgid "" @@ -53536,8 +52863,8 @@ msgid "" msgstr "" "返回 [param mouse_position] 是否在輸入熱區。\n" "預設情況下,熱區是一個 [Rect2],其中心位於 [param in_node].[method GraphNode." -"get_connection_input_position]([param in_port])(對於輸出的情況,請改為呼叫 " -"[method GraphNode.get_connection_output_position])。熱區的寬度是主題屬性 " +"get_input_port_position]([param in_port])(對於輸出的情況,請改為呼叫 [method " +"GraphNode.get_output_port_position])。熱區的寬度是主題屬性 " "[code]port_grab_distance_horizontal[/code] 的兩倍,高度是 " "[code]port_grab_distance_vertical[/code] 的兩倍。\n" "下面是一個範例程式碼,以幫助入門:\n" @@ -53703,15 +53030,6 @@ msgid "" "and [param to_node]." msgstr "返回構成 [param from_node] 和 [param to_node] 之間的連接的點。" -msgid "" -"Returns an Array containing the list of connections. A connection consists in " -"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " -"to_port: 1, to: \"GraphNode name 1\" }[/code]." -msgstr "" -"返回一個包含連接列表的陣列。一個連接包括一個結構,其形式為 [code]" -"{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name " -"1\" }[/code]。" - msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " @@ -53860,9 +53178,6 @@ msgstr "縮放下限。" msgid "The step of each zoom level." msgstr "每個縮放級別的步長。" -msgid "Emitted at the beginning of a GraphNode movement." -msgstr "在 GraphNode 移動開始時發出。" - msgid "Emitted at the end of a connection drag." msgstr "在連接拖動結束時發出。" @@ -53887,17 +53202,6 @@ msgid "" "of the graph." msgstr "當使用者將連接從輸出埠拖動到圖形的空白區域時發出。" -msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." -msgstr "當使用者按下 [kbd]Ctrl + C[/kbd] 時發出。" - -msgid "" -"Emitted when attempting to remove a GraphNode from the GraphEdit. Provides a " -"list of node names to be removed (all selected nodes, excluding nodes without " -"closing button)." -msgstr "" -"當有 GraphNode 嘗試從該 GraphEdit 中移除時觸發。提供要移除的節點名稱列表(所有" -"選中的節點,除去不包含關閉按鈕的節點)。" - msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " "[param from_node] [GraphNode] and [param to_port] of [param to_node] " @@ -53906,18 +53210,6 @@ msgstr "" "當試圖移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param " "to_node] [GraphNode] 的 [param to_port] 之間的連接時發出。" -msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." -msgstr "當 GraphNode 試圖在 GraphEdit 中被複製時發出的。" - -msgid "Emitted at the end of a GraphNode movement." -msgstr "在 GraphNode 移動結束時發出。" - -msgid "Emitted when a GraphNode is selected." -msgstr "當 GraphNode 被選擇時發出。" - -msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]." -msgstr "當使用者按下 [kbd]Ctrl + V[/kbd] 時發出。" - msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [param position] is the position of the mouse pointer when the " @@ -54094,8 +53386,7 @@ msgstr "" "在“Slot”部分中按每個插槽的索引進行群組。\n" "[b]注意:[/b]雖然 GraphNode 是使用插槽和插槽索引設定的,但連接是在啟用的埠之間" "建立的。因此 [GraphEdit] 使用埠的索引,而不是插槽的索引。可以使用 [method " -"get_connection_input_slot] 和 [method get_connection_output_slot] 從埠索引中獲" -"取插槽索引。" +"get_input_port_slot] 和 [method get_output_port_slot] 從埠索引中獲取插槽索引。" msgid "" "Disables all slots of the GraphNode. This will remove all input/output ports " @@ -54110,38 +53401,32 @@ msgstr "" "連接埠。" msgid "Returns the [Color] of the input port with the given [param port_idx]." -msgstr "返回輸入連接埠 [param port] 的 [Color]。" +msgstr "返回輸入連接埠 [param port_idx] 的 [Color]。" msgid "Returns the number of slots with an enabled input port." msgstr "返回漸變中的顏色數。" msgid "Returns the position of the input port with the given [param port_idx]." -msgstr "返回與給定 [param id] 相關聯的點的位置。" +msgstr "返回與給定 [param port_idx] 相關聯的點的位置。" msgid "" "Returns the corresponding slot index of the input port with the given [param " "port_idx]." -msgstr "返回輸入連接埠 [param port] 對應的插槽索引。" - -msgid "Returns the type of the input port with the given [param port_idx]." -msgstr "返回 ID 為 [param id] 的功能表專案的索引。" +msgstr "返回輸入連接埠 [param port_idx] 對應的插槽索引。" msgid "Returns the [Color] of the output port with the given [param port_idx]." -msgstr "返回輸出連接埠 [param port] 的 [Color]。" +msgstr "返回輸出連接埠 [param port_idx] 的 [Color]。" msgid "Returns the number of slots with an enabled output port." msgstr "返回混合空間中的點的數量。" -msgid "Returns the position of the output port with the given [param port_idx]." -msgstr "返回與給定 [param id] 相關聯的點的位置。" - msgid "" "Returns the corresponding slot index of the output port with the given [param " "port_idx]." -msgstr "返回輸出連接埠 [param port] 對應的插槽索引。" +msgstr "返回輸出連接埠 [param port_idx] 對應的插槽索引。" msgid "Returns the type of the output port with the given [param port_idx]." -msgstr "返回輸出連接埠 [param port] 的型別。" +msgstr "返回輸出連接埠 [param port_idx] 的型別。" msgid "" "Returns the left (input) [Color] of the slot with the given [param " @@ -57356,13 +56641,6 @@ msgstr "" "另一方面,如果圖像已經有了多級漸遠紋理,其將被使用,並為生成的圖像生成新的一" "組。" -msgid "" -"Performs Lanczos interpolation. This is the slowest image resizing mode, but " -"it typically gives the best results, especially when downscalng images." -msgstr "" -"執行 Lanczos 插值。這是最慢的圖像調整大小模式,但通常可以提供最佳效果,尤其是" -"在縮小圖像時。" - msgid "Image does not have alpha." msgstr "圖片沒有 Alpha 通道。" @@ -59086,16 +58364,6 @@ msgstr "" "如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],則表示控制器值,否則為零。" "控制器包含踏板、推杆等裝置。" -msgid "" -"The instrument of this input event. This value ranges from 0 to 127. Refer to " -"the instrument list on the General MIDI wikipedia article to see a list of " -"instruments, except that this value is 0-index, so subtract one from every " -"number on that chart. A standard piano will have an instrument number of 0." -msgstr "" -"這個輸入事件的樂器。這個值的範圍是 0 到 127。樂器列表請參考維琪百科的 General " -"MIDI 文中的樂器列表,不過這個值是從 0 開始的,所以請把那張表中的數字都減一。標" -"準鋼琴的樂器號為 0。" - msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum MIDIMessage] enum.\n" @@ -61450,20 +60718,6 @@ msgstr "文字陰影效果的顏色 [Color]。" msgid "Vertical space between lines in multiline [Label]." msgstr "多行 [Label] 中,行與行之間的垂直間距。" -msgid "" -"Text outline size.\n" -"[b]Note:[/b] If using a font with [member FontFile." -"multichannel_signed_distance_field] enabled, its [member FontFile." -"msdf_pixel_range] must be set to at least [i]twice[/i] the value of " -"[theme_item outline_size] for outline rendering to look correct. Otherwise, " -"the outline may appear to be cut off earlier than intended." -msgstr "" -"文字輪廓的大小。\n" -"[b]注意:[/b]如果使用啟用了 [member FontFile." -"multichannel_signed_distance_field] 的字形,其 [member FontFile." -"msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" - msgid "The horizontal offset of the text's shadow." msgstr "文字陰影的水平偏移。" @@ -63683,127 +62937,6 @@ msgstr "該 [LinkButton] 文字的字形大小。" msgid "Abstract base class for the game's main loop." msgstr "遊戲主迴圈的抽象基底類別。" -msgid "" -"[MainLoop] is the abstract base class for a Godot project's game loop. It is " -"inherited by [SceneTree], which is the default game loop implementation used " -"in Godot projects, though it is also possible to write and use one's own " -"[MainLoop] subclass instead of the scene tree.\n" -"Upon the application start, a [MainLoop] implementation must be provided to " -"the OS; otherwise, the application will exit. This happens automatically (and " -"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " -"command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main Loop " -"Type\" project setting is overwritten.\n" -"Here is an example script implementing a simple [MainLoop]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # Return true to end the main loop.\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // Return true to end the main loop.\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"[MainLoop] 是 Godot 專案中遊戲迴圈的抽象基底類別。它被 [SceneTree] 繼承," -"[SceneTree] 是 Godot 專案中使用的預設遊戲迴圈的實作,不過也可以編寫和使用自己" -"的 [MainLoop] 子類別,來代替場景樹。\n" -"在套用程式啟動時,必須向作業系統提供一個 [MainLoop] 實作;否則,套用程式將退" -"出。這會自動發生(並建立一個 [SceneTree]),除非從命令列提供一個 [MainLoop] " -"[Script](例如 [code]godot -s my_loop.gd[/code],或“主迴圈型別(Main Loop " -"Type)”專案設定被覆蓋。\n" -"有一個實作簡單 [MainLoop] 的範例腳本:\n" -"[codeblocks]\n" -"[gdscript]\n" -"class_name CustomMainLoop\n" -"extends MainLoop\n" -"\n" -"var time_elapsed = 0\n" -"\n" -"func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" -"\n" -"func _process(delta):\n" -" time_elapsed += delta\n" -" # 返回 true 結束主迴圈。\n" -" return Input.get_mouse_button_mask() != 0 || Input." -"is_key_pressed(KEY_ESCAPE)\n" -"\n" -"func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"\n" -"public partial class CustomMainLoop : MainLoop\n" -"{\n" -" private double _timeElapsed = 0;\n" -"\n" -" public override void _Initialize()\n" -" {\n" -" GD.Print(\"Initialized:\");\n" -" GD.Print($\" Starting Time: {_timeElapsed}\");\n" -" }\n" -"\n" -" public override bool _Process(double delta)\n" -" {\n" -" _timeElapsed += delta;\n" -" // 返回 true 結束主迴圈。\n" -" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." -"Escape);\n" -" }\n" -"\n" -" private void _Finalize()\n" -" {\n" -" GD.Print(\"Finalized:\");\n" -" GD.Print($\" End Time: {_timeElapsed}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Called before the program exits." msgstr "在程式退出前呼叫。" @@ -65234,7 +64367,7 @@ msgstr "" "[MeshInstance3D] 關聯,而不是與 [member mesh] 關聯。\n" "[b]注意:[/b] 這將分配與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 " "[Material],而不是 [Mesh] 資源內的材質。若要在 [Mesh] 資源中設定材質,請改用 " -"[Mesh.surface_get_material] 方法。" +"[method Mesh.surface_get_material] 方法。" msgid "The [Mesh] resource for the instance." msgstr "該實例的 [Mesh] 資源。" @@ -68406,7 +67539,7 @@ msgid "" "parsed_collision_mask] is enabled, given a [param layer_number] between 1 and " "32." msgstr "" -"返回 [member collision_mask] 中是否啟用了指定的層,給定的 [param " +"返回 [member parsed_collision_mask] 中是否啟用了指定的層,給定的 [param " "layer_number] 應在 1 和 32 之間。" msgid "Returns the count of all polygons." @@ -68446,8 +67579,8 @@ msgid "" "Based on [param value], enables or disables the specified layer in the " "[member parsed_collision_mask], given a [param layer_number] between 1 and 32." msgstr "" -"根據 [param value],啟用或禁用 [member collision_mask] 中指定的層,給定的 " -"[param layer_number] 應在 1 和 32 之間。" +"根據 [param value],啟用或禁用 [member parsed_collision_mask] 中指定的層,給定" +"的 [param layer_number] 應在 1 和 32 之間。" msgid "" "The distance to erode/shrink the walkable surface when baking the navigation " @@ -68466,7 +67599,7 @@ msgid "" "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" "用於掃描靜態碰撞的實體層。\n" -"僅在 [member geometry_parsed_geometry_type] 是 [constant " +"僅在 [member parsed_geometry_type] 是 [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 時才使" "用。" @@ -68477,7 +67610,7 @@ msgid "" "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" "群組的名稱,會在該群組中掃描幾何體。\n" -"只有當 [member geometry_source_geometry_mode] 是 [constant " +"只有當 [member source_geometry_mode] 是 [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT] 時才使用。" @@ -68494,21 +67627,21 @@ msgid "" "collider should be in any of the layers specified by [member " "parsed_collision_mask]." msgstr "" -"將 [StaticBody3D] 碰撞器解析為幾何體。碰撞器應在由 [member " -"geometry_collision_mask] 指定的層中。" +"將 [StaticBody2D] 和 [TileMap] 碰撞器解析為幾何體。碰撞器應在由 [member " +"parsed_collision_mask] 指定的層中。" msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member source_geometry_group_name]." msgstr "" "以遞迴方式掃描組中的節點及其子節點以獲取幾何圖形。該組由 [member " -"geometry_source_group_name] 指定。" +"source_geometry_group_name] 指定。" msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "source_geometry_group_name]." msgstr "" -"使用一個組中的節點進行幾何運算。該組由 [member geometry_source_group_name] 指" +"使用一個組中的節點進行幾何運算。該組由 [member source_geometry_group_name] 指" "定。" msgid "" @@ -68911,16 +68044,16 @@ msgid "" "[param source_geometry_data]. After the process is finished the optional " "[param callback] will be called." msgstr "" -"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行" -"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。" +"使用 [param source_geometry_data] 中提供的資料對 [param navigation_polygon] 進" +"行烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。" msgid "" "Bakes the provided [param navigation_polygon] with the data from the provided " "[param source_geometry_data] as an async task running on a background thread. " "After the process is finished the optional [param callback] will be called." msgstr "" -"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行" -"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。" +"使用 [param source_geometry_data] 中提供的資料對 [param navigation_polygon] 進" +"行烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。" msgid "Destroys the given RID." msgstr "銷毀給定的 RID。" @@ -68940,7 +68073,7 @@ msgid "Create a new link between two positions on a map." msgstr "在地圖上新建兩個地點之間的連結。" msgid "Returns [code]true[/code] if the specified [param link] is enabled." -msgstr "如果指定的 [param agent] 處於暫停狀態,則返回 [code]true[/code]。" +msgstr "如果指定的 [param link] 處於暫停狀態,則返回 [code]true[/code]。" msgid "Returns the ending position of this [param link]." msgstr "返回連結 [param link] 的結束位置。" @@ -68975,7 +68108,7 @@ msgid "" "If [param enabled] is [code]true[/code], the specified [param link] will " "contribute to its current navigation map." msgstr "" -"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。" +"如果 [param enabled] 為 [code]true[/code],則指定的 [param link] 使用避障。" msgid "Sets the exit position for the [param link]." msgstr "設定 [param link] 的出口位置。" @@ -69005,48 +68138,6 @@ msgstr "設定 [param link] 的移動消耗 [param travel_cost]。" msgid "Create a new map." msgstr "建立一張新地圖。" -msgid "" -"This function immediately forces synchronization of the specified navigation " -"[param map] [RID]. By default navigation maps are only synchronized at the " -"end of each physics frame. This function can be used to immediately " -"(re)calculate all the navigation meshes and region connections of the " -"navigation map. This makes it possible to query a navigation path for a " -"changed map immediately and in the same frame (multiple times if needed).\n" -"Due to technical restrictions the current NavigationServer command queue will " -"be flushed. This means all already queued update commands for this physics " -"frame will be executed, even those intended for other maps, regions and " -"agents not part of the specified map. The expensive computation of the " -"navigation meshes and region connections of a map will only be done for the " -"specified map. Other maps will receive the normal synchronization at the end " -"of the physics frame. Should the specified map receive changes after the " -"forced update it will update again as well when the other maps receive their " -"update.\n" -"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " -"is untouched by this function and continues to happen for all maps and agents " -"at the end of the physics frame.\n" -"[b]Note:[/b] With great power comes great responsibility. This function " -"should only be used by users that really know what they are doing and have a " -"good reason for it. Forcing an immediate update of a navigation map requires " -"locking the NavigationServer and flushing the entire NavigationServer command " -"queue. Not only can this severely impact the performance of a game but it can " -"also introduce bugs if used inappropriately without much foresight." -msgstr "" -"該函式將立即強制指定的導覽 [param map] [RID] 的同步。預設情況下,導覽地圖僅在" -"每個物理影格結束時同步。該函式可用於立即(重新)計算該導覽地圖的所有導覽網格和" -"區塊連接。這使得可以在同一影格中對修改後的地圖的導覽路徑立即執行查詢(如果需" -"要,可以執行多次)。\n" -"由於技術上的限制,目前的 NavigationServer 命令佇列將被沖刷。這意味著所有已在目" -"前物理影格中入隊的更新命令都會被執行,即使是那些用於其他地圖、不屬於指定地圖的" -"區塊和代理的更新命令。 昂貴計算的導覽網格和地圖的區塊連接將僅針對指定地圖進" -"行。其他地圖將在物理影格結束時接收正常同步。如果指定的地圖在強制更新後又收到了" -"修改,則它將在其他地圖收到更新時再次更新。\n" -"避障處理和 [code]safe_velocity[/code] 訊號的分發不受該函式影響,仍繼續發生在物" -"理影格結束時的所有地圖和代理上。\n" -"[b]注意:[/b]能力越大,責任越大。該函式僅該用於使用者真正知道自己在做什麼並且" -"有充分理由的情況。強制立即更新導覽地圖需要鎖定 NavigationServer 並沖刷整個 " -"NavigationServer 命令佇列。這不僅會嚴重影響遊戲的性能,而且如果缺乏遠見且使用" -"不當,還會引入 bug。" - msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [param map]." @@ -69211,8 +68302,8 @@ msgid "" "prefer the use of e.g. collision shapes or creating the data arrays entirely " "in code." msgstr "" -"根據 [param navigation_mesh] 的屬性解析 [SceneTree] 中的源幾何體。會使用解析的" -"結果對提供的 [param source_geometry_data] 資源進行更新。後續可以在使用 " +"根據 [param navigation_polygon] 的屬性解析 [SceneTree] 中的源幾何體。會使用解" +"析的結果對提供的 [param source_geometry_data] 資源進行更新。後續可以在使用 " "[method bake_from_source_geometry_data] 烘焙導覽網格時使用該資源。解析過程完成" "後,會呼叫可選的 [param callback]。\n" "[b]注意:[/b]因為 SceneTree 並不是執行緒安全的,所以這個函式需要在主執行緒執行" @@ -69253,9 +68344,6 @@ msgid "" "the map." msgstr "返回 [param region] 地區與其他地區在地圖上有多少連接。" -msgid "Returns [code]true[/code] if the specified [param region] is enabled." -msgstr "如果指定的 [param agent] 處於暫停狀態,則返回 [code]true[/code]。" - msgid "Returns the enter cost of this [param region]." msgstr "返回 [param region] 地區的進入消耗。" @@ -69427,35 +68515,6 @@ msgstr "" msgid "Updates the provided [param agent] [param height]." msgstr "更新指定代理 [param agent] 的高度 [param height]。" -msgid "" -"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance " -"is enabled.\n" -"If [code]true[/code] the agent calculates avoidance velocities in 3D for the " -"xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D " -"using agent only avoids other 3D avoidance using agent's. The 3D using agent " -"only reacts to radius based avoidance obstacles. The 3D using agent ignores " -"any vertices based obstacles. The 3D using agent only avoids other 3D using " -"agent's.\n" -"If [code]false[/code] the agent calculates avoidance velocities in 2D along " -"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D " -"avoidance using agent's. The 2D using agent reacts to radius avoidance " -"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. " -"The 2D using agent only avoids other 2D using agent's. 2D using agents will " -"ignore other 2D using agents or obstacles that are below their current " -"position or above their current position including the agents height in 2D " -"avoidance." -msgstr "" -"設定該代理在啟用避障時使用 2D 避障還是 3D 避障。\n" -"如果為 [code]true[/code],則代理會為 XYZ 軸計算 3D 避障速度,例如在空中、水" -"中、太空中進行的遊戲。使用 3D 的代理只會躲避其他使用 3D 避障的代理。使用 3D 的" -"代理只會回應基於半徑的避障障礙物。使用 3D 的代理會忽略基於頂點的障礙物。使用 " -"3D 的代理只會躲避其他使用 3D 的代理。\n" -"如果為 [code]false[/code],則代理會沿 XZ 軸計算 2D 避障速度,忽略 Y 軸。使用 " -"2D 的代理只會躲避其他使用 2D 避障的代理。使用 2D 的代理會回應基於半徑的避障障" -"礙物。使用 2D 的代理會回應基於頂點的避障障礙物。使用 2D 的代理只會躲避其他使" -"用 2D 的代理。在 2D 避障時,使用 2D 的代理會忽略它們位於目前位置之下或者位於目" -"前位置與代理高度之和之上的其他使用 2D 的代理和障礙物。" - msgid "" "Sets [param velocity] as the new wanted velocity for the specified [param " "agent]. The avoidance simulation will try to fulfill this velocity if " @@ -69590,23 +68649,6 @@ msgstr "" "[NavigationPathQueryParameters3D] 定義。會使用路徑和其他查詢中請求的資訊更新提" "供的 [NavigationPathQueryResult3D]。" -msgid "" -"Bakes the [param navigation_mesh] with bake source geometry collected " -"starting from the [param root_node].\n" -"[i]Deprecated.[/i] This function is deprecated due to core threading changes. " -"To upgrade existing code, first create a [NavigationMeshSourceGeometryData3D] " -"resource. Use this resource with [method parse_source_geometry_data] to parse " -"the SceneTree for nodes that should contribute to the navigation mesh baking. " -"The SceneTree parsing needs to happen on the main thread. After the parsing " -"is finished use the resource with [method bake_from_source_geometry_data] to " -"bake a navigation mesh." -msgstr "" -"由於核心多執行緒方面的更改,烘焙功能已廢棄。更新現有程式碼時,請先建立一個 " -"[NavigationMeshSourceGeometryData3D] 資源。呼叫 [method " -"parse_source_geometry_data] 來解析 SceneTree 中影響導覽網格烘焙的節點時請使用" -"該資源。對 SceneTree 的解析需要在主執行緒進行。解析完成後,請在呼叫 [method " -"bake_from_source_geometry_data] 時使用該資源對導覽網格進行烘焙。" - msgid "" "Returns true if the navigation [param region] is set to use edge connections " "to connect with other navigation regions within proximity of the navigation " @@ -69615,12 +68657,6 @@ msgstr "" "如果導覽區塊 [param region] 被設定為使用邊緣連接與位於導覽地圖邊緣連接邊距範圍" "內的其他導覽區塊相連接,則返回 true。" -msgid "" -"If [param enabled] is [code]true[/code], the specified [param region] will " -"contribute to its current navigation map." -msgstr "" -"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。" - msgid "" "Set the region's navigation layers. This allows selecting regions from a path " "request (when using [method NavigationServer3D.map_get_path])." @@ -69791,132 +68827,12 @@ msgstr "" msgid "Base class for all scene objects." msgstr "所有場景物件的基底類別。" -msgid "" -"Nodes are Godot's building blocks. They can be assigned as the child of " -"another node, resulting in a tree arrangement. A given node can contain any " -"number of nodes as children with the requirement that all siblings (direct " -"children of a node) should have unique names.\n" -"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " -"then instantiated into other scenes. This allows for very high flexibility in " -"the architecture and data model of Godot projects.\n" -"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " -"node is added to the scene tree, it receives the [constant " -"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " -"is triggered. Child nodes are always added [i]after[/i] their parent node, i." -"e. the [method _enter_tree] callback of a parent node will be triggered " -"before its child's.\n" -"Once all nodes have been added in the scene tree, they receive the [constant " -"NOTIFICATION_READY] notification and their respective [method _ready] " -"callbacks are triggered. For groups of nodes, the [method _ready] callback is " -"called in reverse order, starting with the children and moving up to the " -"parent nodes.\n" -"This means that when adding a node to the scene tree, the following order " -"will be used for the callbacks: [method _enter_tree] of the parent, [method " -"_enter_tree] of the children, [method _ready] of the children and finally " -"[method _ready] of the parent (recursively for the entire scene tree).\n" -"[b]Processing:[/b] Nodes can override the \"process\" state, so that they " -"receive a callback on each frame requesting them to process (do something). " -"Normal processing (callback [method _process], toggled with [method " -"set_process]) happens as fast as possible and is dependent on the frame rate, " -"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " -"Physics processing (callback [method _physics_process], toggled with [method " -"set_physics_process]) happens a fixed number of times per second (60 by " -"default) and is useful for code related to the physics engine.\n" -"Nodes can also process input events. When present, the [method _input] " -"function will be called for each input that the program receives. In many " -"cases, this can be overkill (unless used for simple projects), and the " -"[method _unhandled_input] function might be preferred; it is called when the " -"input event was not handled by anyone else (typically, GUI [Control] nodes), " -"ensuring that the node only receives the events that were meant for it.\n" -"To keep track of the scene hierarchy (especially when instancing scenes into " -"other scenes), an \"owner\" can be set for the node with the [member owner] " -"property. This keeps track of who instantiated what. This is mostly useful " -"when writing editors and tools, though.\n" -"Finally, when a node is freed with [method Object.free] or [method " -"queue_free], it will also free all its children.\n" -"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " -"manage, you could create groups like \"enemies\" or \"collectables\" for " -"example, depending on your game. See [method add_to_group], [method " -"is_in_group] and [method remove_from_group]. You can then retrieve all nodes " -"in these groups, iterate them and even call methods on groups via the methods " -"on [SceneTree].\n" -"[b]Networking with nodes:[/b] After connecting to a server (or making one, " -"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " -"procedure call) system to communicate over the network. By calling [method " -"rpc] with a method name, it will be called locally and in all connected peers " -"(peers = clients and the server that accepts connections). To identify which " -"node receives the RPC call, Godot will use its [NodePath] (make sure node " -"names are the same on all peers). Also, take a look at the high-level " -"networking tutorial and corresponding demos.\n" -"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " -"not [Node]. It isn't exposed like most properties but does have a setter and " -"getter ([code]set_script()[/code] and [code]get_script()[/code])." -msgstr "" -"節點是 Godot 的建構模組。它們可以被指定為另一個節點的子節點,從而形成樹狀排" -"列。一個給定的節點可以包含任意數量的節點作為子節點,要求所有的兄弟節點(即該節" -"點的直接子節點)的名字唯一。\n" -"節點樹被稱為[i]場景[/i]。場景可以被保存到磁片上,然後被產生實體到其他場景中。" -"這使得 Godot 專案的架構和資料模型具有非常高的靈活性。\n" -"[b]場景樹:[/b][SceneTree] 包含活動的節點樹。當一個節點被新增到場景樹中時,它" -"將收到 [constant NOTIFICATION_ENTER_TREE] 通知,並觸發其 [method _enter_tree] " -"回呼函式。子節點總是在其父節點[i]之後[/i]被新增,即父節點的 [method " -"_enter_tree] 回呼函式將在其子節點的之前被觸發。\n" -"一旦所有的節點被新增到場景樹中,它們就會收到 [constant NOTIFICATION_READY] 通" -"知,其各自的 [method _ready] 回呼函式被觸發。對於一組節點,[method _ready] 回" -"呼函式是按相反的順序呼叫的,從子節點開始,向上移動到父節點。\n" -"這意味著,當把一個節點新增到場景樹中時,將使用下面的順序進行回呼函式:父節點" -"的 [method _enter_tree]、子節點的 [method _enter_tree]、子節點的 [method " -"_ready],最後是父節點的 [method _ready](對整個場景樹進行遞迴)。\n" -"[b]處理:[/b]節點可以覆蓋“處理”狀態,以便它們在每一影格上都收到回呼函式,要求" -"它們進行處理(做一些事情)。普通處理(回呼函式 [method _process],可以使用 " -"[method set_process] 開關)會盡可能快地發生,並且取決於影格率,所以處理時間 " -"[i]delta[/i](單位為秒)會作為參數傳入。物理處理(回呼函式 [method " -"_physics_process],可以使用 [method set_physics_process] 開關)每秒發生固定次" -"數(預設為 60),對物理引擎相關的程式碼很有用。\n" -"節點也可以處理輸入事件。存在 [method _input] 函式時,程式每收到一次輸入都會去" -"呼叫它。在許多情況下,這麼做是大材小用了(除非是用於簡單的專案),用 [method " -"_unhandled_input] 函式可能更合適;當輸入事件沒有被其他節點(通常是 GUI " -"[Control] 節點)處理時,才會呼叫這個函式,可以確保節點只接收到它該收到的事" -"件。\n" -"為了記錄場景的層次結構(尤其是在將場景產生實體到其他場景時)可以用 [member " -"owner] 屬性為節點設定一個“所有者”。它記錄的是誰產生實體了什麼。這在編寫編輯器" -"和工具時非常有用。\n" -"最後,當一個節點被 [method Object.free] 或 [method queue_free] 釋放時,它也將" -"釋放它的所有子節點。\n" -"[b]群組:[/b]節點可以被新增到很多的組中,以方便管理,你可以根據自己遊戲的需要" -"來建立類似“敵人”或“收集品”這樣的組。見 [method add_to_group]、[method " -"is_in_group] 和 [method remove_from_group]。加入組後,你可以檢索這些組中的所有" -"節點,對它們進行反覆運算,甚至通過 [SceneTree] 中的方法呼叫組內方法。\n" -"[b]節點的網路程式設計:[/b]在連接到伺服器(或製作伺服器,見 " -"[ENetMultiplayerPeer])之後,可以使用內建的 RPC(遠端程式呼叫)系統在網路上進" -"行通信。在呼叫 [method rpc] 時傳入方法名,將在本地和所有已連接的對等體中呼叫對" -"應的方法(對等體=使用者端和接受連接的伺服器)。為了識別哪個節點收到 RPC 調用," -"Godot 將使用它的 [NodePath](請確保所有對等體上的節點名稱相同)。另外,請參閱" -"高級網路教學和相應的演示。\n" -"[b]注意:[/b][code]script[/code] 屬性是 [Object] 類的一部分,不屬於 [Node]。這" -"個屬性暴露的方式和其他屬性不同,但提供了 setter 和 getter([code]set_script()" -"[/code] 和 [code]get_script()[/code])。" - msgid "Nodes and scenes" msgstr "節點與場景" msgid "All Demos" msgstr "所有演示" -msgid "" -"Called when the node enters the [SceneTree] (e.g. upon instancing, scene " -"changing, or after calling [method add_child] in a script). If the node has " -"children, its [method _enter_tree] callback will be called first, and then " -"that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " -"Object._notification]." -msgstr "" -"當節點進入 [SceneTree] 時呼叫(例如產生實體時,場景改變時,或者在腳本中呼叫 " -"[method add_child] 後)。如果節點有子節點,則首先呼叫它的 [method " -"_enter_tree] 回呼函式,然後再呼叫子節點的回呼函式。\n" -"對應於 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " -"通知。" - msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " @@ -70131,140 +69047,6 @@ msgstr "" "[InputEventMouseMotion] 等無關事件會被自動篩選。\n" "[b]注意:[/b]只有當節點存在於場景樹中(即不是孤兒節點)時,該方法才會被呼叫。" -msgid "" -"Adds a child [param node]. Nodes can have any number of children, but every " -"child must have a unique name. Child nodes are automatically deleted when the " -"parent node is deleted, so an entire scene can be removed by deleting its " -"topmost node.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param node]. If not named, the [param node] is renamed to its " -"type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" -"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " -"child will be added as internal node. Such nodes are ignored by methods like " -"[method get_children], unless their parameter [code]include_internal[/code] " -"is [code]true[/code]. The intended usage is to hide the internal nodes from " -"the user, so the user won't accidentally delete or modify them. Used by some " -"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n" -"[b]Note:[/b] If the child node already has a parent, the function will fail. " -"Use [method remove_child] first to remove the node from its current parent. " -"For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var child_node = get_child(0)\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/gdscript]\n" -"[csharp]\n" -"Node childNode = GetChild(0);\n" -"if (childNode.GetParent() != null)\n" -"{\n" -" childNode.GetParent().RemoveChild(childNode);\n" -"}\n" -"AddChild(childNode);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you need the child node to be added below a specific node in the list of " -"children, use [method add_sibling] instead of this method.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " -"set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " -"add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the 2D/3D " -"view." -msgstr "" -"將 [param node] 新增為子節點。節點可以有任意數量的子節點,但子節點的名稱必須唯" -"一。刪除父節點時會自動刪除子節點,因此可以通過刪除最頂層的節點來刪除整個場" -"景。\n" -"如果 [param force_readable_name] 為 [code]true[/code],則將提高所新增的 " -"[param node] 的可讀性。如果尚未命名,[param node] 將重命名為它的型別,如果存" -"在 [member name] 相同的兄弟節點,則會新增合適的數位後綴。這個操作很慢。因此," -"建議將其保留為 [code]false[/code],在這兩種情況下會分配包含 [code]@[/code] 的" -"虛擬名稱。\n" -"如果 [param internal] 不同於 [constant INTERNAL_MODE_DISABLED],則該子節點將被" -"新增為內部節點。[method get_children] 等方法會忽略這種節點,除非它們的參數 " -"[code]include_internal[/code] 為 [code]true[/code]。這種功能的設計初衷是對用戶" -"隱藏內部節點,這樣使用者就不會意外刪除或修改這些節點。部分 GUI 節點會使用這個" -"功能,例如 [ColorPicker]。可用的模式見 [enum InternalMode]。\n" -"[b]注意:[/b]如果子節點已經有父節點,則該函式會失敗。請先使用 [method " -"remove_child] 將節點從目前父節點中移除。例如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var child_node = get_child(0)\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/gdscript]\n" -"[csharp]\n" -"Node childNode = GetChild(0);\n" -"if (childNode.GetParent() != null)\n" -"{\n" -" childNode.GetParent().RemoveChild(childNode);\n" -"}\n" -"AddChild(childNode);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果你需要將子節點新增到子節點列表中特定節點的下方,請使用 [method " -"add_sibling] 而不是該方法。\n" -"[b]注意:[/b]如果想讓子節點持久化到某個 [PackedScene] 的,除了呼叫 [method " -"add_child] 之外,還必須設定 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"plugins/running_code_in_the_editor.html]工具腳本[/url]和[url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]編輯器外掛程式[/url]中會用到。如果在沒有設" -"定 [member owner],只呼叫了 [method add_child],則新新增的 [Node] 在場景樹中將" -"不可見,但在 2D/3D 視圖中卻是可見的。" - -msgid "" -"Adds a [param sibling] node to current's node parent, at the same level as " -"that node, right below it.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param sibling]. If not named, the [param sibling] is renamed to " -"its type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" -"Use [method add_child] instead of this method if you don't need the child " -"node to be added below a specific node in the list of children.\n" -"[b]Note:[/b] If this node is internal, the new sibling will be internal too " -"(see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"將一個 [param sibling] 節點新增到目前節點的父節點,與該節點處於同一級別,就在" -"它的正下方。\n" -"如果 [param force_readable_name] 為 [code]true[/code],則提高新增的 [param " -"sibling] 的可讀性。如果沒有命名,[param sibling] 將被重命名為它的型別,如果它" -"與一個同級節點共用 [member name],則新增一個更合適的數字後綴。這個操作很慢。因" -"此,建議將其保留為 [code]false[/code],這會在兩種情況下分配一個以 [code]@[/" -"code] 為特色的虛擬名稱。\n" -"如果不需要將該子節點新增到子列表中特定節點的下方,請使用 [method add_child] 而" -"不是該方法。\n" -"[b]注意:[/b]如果這個節點是內部的,則新的同級節點也將是內部的(參見 [method " -"add_child] 中的 [code]internal[/code] 參數)。" - -msgid "" -"Adds the node to a group. Groups are helpers to name and organize a subset of " -"nodes, for example \"enemies\" or \"collectables\". A node can be in any " -"number of groups. Nodes can be assigned a group at any time, but will not be " -"added until they are inside the scene tree (see [method is_inside_tree]). See " -"notes in the description, and the group methods in [SceneTree].\n" -"The [param persistent] option is used when packing node to [PackedScene] and " -"saving to file. Non-persistent groups aren't stored.\n" -"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can vary " -"across project runs." -msgstr "" -"將節點新增到一個組中。組是命名和組織節點子集的輔助工具,例如“敵人”或“收集" -"品”等。一個節點可以在任意數量的組中。節點可以隨時被分配到一個組中,但在它們進" -"入場景樹之前不會新增(參見 [method is_inside_tree])。參閱描述中的注釋,以及 " -"[SceneTree] 中的群組方法。\n" -"[param persistent] 選項在將節點打包到 [PackedScene] 並保存到檔時使用。非持久化" -"的組不會被儲存。\n" -"[b]注意:[/b]出於性能原因,[i]不[/i]保證節點組的順序。不應依賴節點組的順序,因" -"為它可能因專案運作而異。" - msgid "" "This function is similar to [method Object.call_deferred] except that the " "call will take place when the node thread group is processed. If the node " @@ -70287,269 +69069,6 @@ msgstr "" "這個函式能夠確保呼叫成功,無論是否從執行緒中呼叫。如果是從不允許呼叫該函式的線" "程中呼叫的,那麼呼叫就會變成延遲呼叫。否則就會直接呼叫。" -msgid "" -"Returns [code]true[/code] if the node can process while the scene tree is " -"paused (see [member process_mode]). Always returns [code]true[/code] if the " -"scene tree is not paused, and [code]false[/code] if the node is not in the " -"tree." -msgstr "" -"如果場景樹暫停時節點可以處理(請參閱 [member process_mode]),則返回 " -"[code]true[/code]。如果場景樹未被暫停,則始終返回 [code]true[/code],如果該節" -"點不在樹中,則始終返回 [code]false[/code]。" - -msgid "" -"Creates a new [Tween] and binds it to this node. This is equivalent of " -"doing:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_tree().create_tween().bind_node(self)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetTree().CreateTween().BindNode(this);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The Tween will start automatically on the next process frame or physics frame " -"(depending on [enum Tween.TweenProcessMode])." -msgstr "" -"新建 [Tween] 並將其綁定到這個節點。與如下操作等價:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_tree().create_tween().bind_node(self)\n" -"[/gdscript]\n" -"[csharp]\n" -"GetTree().CreateTween().BindNode(this);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"該 Tween 將在下一個處理影格或物理處理影格時自動開始(取決於 [enum Tween." -"TweenProcessMode])。" - -msgid "" -"Duplicates the node, returning a new node.\n" -"You can fine-tune the behavior using the [param flags] (see [enum " -"DuplicateFlags]).\n" -"[b]Note:[/b] It will not work properly if the node contains a script with " -"constructor arguments (i.e. needs to supply arguments to [method Object." -"_init] method). In that case, the node will be duplicated without a script." -msgstr "" -"複製該節點,返回一個新的節點。\n" -"可以使用 [param flags] 微調該行為(請參閱 [enum DuplicateFlags])。\n" -"[b]注意:[/b]如果節點包含一個帶有建構參數的腳本(即需要向 [method Object." -"_init] 方法提供參數),它將無法正常工作。在這種情況下,節點將在沒有腳本的情況" -"下被複製。" - -msgid "" -"Finds the first descendant of this node whose name matches [param pattern] as " -"in [method String.match]. Internal children are also searched over (see " -"[code]internal[/code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"If [param recursive] is [code]true[/code], all child nodes are included, even " -"if deeply nested. Nodes are checked in tree order, so this node's first " -"direct child is checked first, then its own direct children, etc., before " -"moving to the second direct child, and so on. If [param recursive] is " -"[code]false[/code], only this node's direct children are matched.\n" -"If [param owned] is [code]true[/code], this method only finds nodes who have " -"an assigned [member Node.owner]. This is especially important for scenes " -"instantiated through a script, because those scenes don't have an owner.\n" -"Returns [code]null[/code] if no matching [Node] is found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, it " -"is the slowest way to get a reference to another node. Whenever possible, " -"consider using [method get_node] with unique names instead (see [member " -"unique_name_in_owner]), or caching the node references into variable.\n" -"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " -"see [method find_children]." -msgstr "" -"搜尋此節點的後代中,其名稱與 [method String.match] 中的 [param pattern] 配對的" -"第一個節點。也會搜尋內部子節點(見 [method add_child] 的 [code]internal[/" -"code] 參數)。\n" -"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫," -"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/" -"code] 之外的任意單個字元。\n" -"如果 [param recursive] 為 [code]true[/code],則搜尋範圍包括所有子節點,即使嵌" -"套很深。節點按樹順序檢查,因此首先檢查該節點的第一個直接子節點,然後是該直接子" -"節點的直接子節點,等等,然後移動到第二個直接子節點,依此類推。如果 [param " -"recursive] 為 [code]false[/code],則僅配對該節點的直接子節點。\n" -"如果 [param owned] 為 [code]true[/code],則該方法僅搜尋分配有 [member Node." -"owner] 的節點。這對於通過腳本產生實體的場景尤其重要,因為這些場景沒有所有" -"者。\n" -"如果找不到配對的 [Node],則返回 [code]null[/code]。\n" -"[b]注意:[/b]由於該方法會走訪節點的所有後代,因此它是獲取對另一個節點的引用的" -"最慢方法。只要有可能,請考慮改用使用唯一名稱的 [method get_node](請參閱 " -"[member unique_name_in_owner]),或將該節點引用快取到變數中。\n" -"[b]注意:[/b]要搜尋配對一個模式或類型別的所有後代節點,請參閱 [method " -"find_children]。" - -msgid "" -"Finds descendants of this node whose name matches [param pattern] as in " -"[method String.match], and/or type matches [param type] as in [method Object." -"is_class]. Internal children are also searched over (see [code]internal[/" -"code] parameter in [method add_child]).\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"[param type] will check equality or inheritance, and is case-sensitive. " -"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/code] " -"but not the other way around.\n" -"If [param recursive] is [code]true[/code], all child nodes are included, even " -"if deeply nested. Nodes are checked in tree order, so this node's first " -"direct child is checked first, then its own direct children, etc., before " -"moving to the second direct child, and so on. If [param recursive] is " -"[code]false[/code], only this node's direct children are matched.\n" -"If [param owned] is [code]true[/code], this method only finds nodes who have " -"an assigned [member Node.owner]. This is especially important for scenes " -"instantiated through a script, because those scenes don't have an owner.\n" -"Returns an empty array if no matching nodes are found.\n" -"[b]Note:[/b] As this method walks through all the descendants of the node, it " -"is the slowest way to get references to other nodes. Whenever possible, " -"consider caching the node references into variables.\n" -"[b]Note:[/b] If you only want to find the first descendant node that matches " -"a pattern, see [method find_child]." -msgstr "" -"搜尋該節點的後代節點,其名稱與 [method String.match] 中的 [param pattern] 匹" -"配,和/或型別與 [method Object.is_class] 中的 [param type] 配對。也會搜尋內部" -"子節點(見 [method add_child] 的 [code]internal[/code] 參數)。\n" -"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫," -"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/" -"code] 之外的任意單個字元。\n" -"[param type] 將檢查相等性或繼承關係,並且區分大小寫。[code]\"Object\"[/code] " -"會配對型別為 [code]\"Node\"[/code] 的節點,但反之則不然。\n" -"如果 [param recursive] 為 [code]true[/code],則配對範圍包括所有子節點,即使嵌" -"套很深。節點按樹順序檢查,因此首先檢查該節點的第一個直接子節點,然後是該直接子" -"節點的直接子節點,等等,然後移動到第二個直接子節點,依此類推。如果 [param " -"recursive] 為 [code]false[/code],則僅配對該節點的直接子節點。\n" -"如果 [param owned] 為 [code]true[/code],則該方法僅搜尋分配有 [member Node." -"owner] 的節點。這對於通過腳本產生實體的場景尤其重要,因為這些場景沒有所有" -"者。\n" -"如果找不到配對的節點,則返回空陣列。\n" -"[b]注意:[/b]由於該方法會走訪節點的所有後代,因此它是獲取對其他節點的引用的最" -"慢方法。只要有可能,請考慮將節點引用快取到變數中。\n" -"[b]注意:[/b]如果只想搜尋配對模式的第一個後代節點,請參閱 [method " -"find_child]。" - -msgid "" -"Finds the first parent of the current node whose name matches [param pattern] " -"as in [method String.match].\n" -"[param pattern] does not match against the full path, just against individual " -"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or " -"more characters and [code]\"?\"[/code] matching any single character except " -"[code]\".\"[/code]).\n" -"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " -"in large, deeply nested scene trees. Whenever possible, consider using " -"[method get_node] with unique names instead (see [member " -"unique_name_in_owner]), or caching the node references into variable." -msgstr "" -"搜尋目前節點的第一個父節點,其名稱與 [method String.match] 中的 [param " -"pattern] 配對。\n" -"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫," -"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/" -"code] 之外的任意單個字元。\n" -"[b]注意:[/b]由於該方法在場景樹中向上走訪,因此在大型、深度巢狀的場景樹中可能" -"會很慢。只要有可能,請考慮使用具有唯一名稱的 [method get_node](請參閱 " -"[member unique_name_in_owner]),或將該節點引用快取到變數中。" - -msgid "" -"Returns a child node by its index (see [method get_child_count]). This method " -"is often used for iterating all children of a node.\n" -"Negative indices access the children from the last one.\n" -"If [param include_internal] is [code]false[/code], internal children are " -"skipped (see [code]internal[/code] parameter in [method add_child]).\n" -"To access a child node via its name, use [method get_node]." -msgstr "" -"按索引返回一個子節點(見 [method get_child_count])。這個方法經常被用於走訪一" -"個節點的所有子節點。\n" -"負索引將從最後一個開始存取子節點。\n" -"如果 [param include_internal] 為 [code]false[/code],則跳過內部子節點(見 " -"[method add_child] 中的 [code]internal[/code] 參數)。\n" -"要通過名稱存取一個子節點,請使用 [method get_node]。" - -msgid "" -"Returns the number of child nodes.\n" -"If [param include_internal] is [code]false[/code], internal children aren't " -"counted (see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"返回子節點的數量。\n" -"如果 [param include_internal] 為 [code]false[/code] ,則不計算內部子節點(見 " -"[method add_child] 的 [code]internal[/code] 參數)。" - -msgid "" -"Returns an array of references to node's children.\n" -"If [param include_internal] is [code]false[/code], the returned array won't " -"include internal children (see [code]internal[/code] parameter in [method " -"add_child])." -msgstr "" -"返回一組對節點子節點的引用。\n" -"如果 [param include_internal] 為 [code]false[/code],則返回的陣列將不包含內部" -"子節點(見 [method add_child] 中的 [code]internal[/code] 參數)。" - -msgid "" -"Returns an array listing the groups that the node is a member of.\n" -"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " -"guaranteed. The order of node groups should not be relied upon as it can vary " -"across project runs.\n" -"[b]Note:[/b] The engine uses some group names internally (all starting with " -"an underscore). To avoid conflicts with internal groups, do not add custom " -"groups whose name starts with an underscore. To exclude internal groups while " -"looping over [method get_groups], use the following snippet:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Stores the node's non-internal groups only (as an array of Strings).\n" -"var non_internal_groups = []\n" -"for group in get_groups():\n" -" if not group.begins_with(\"_\"):\n" -" non_internal_groups.push_back(group)\n" -"[/gdscript]\n" -"[csharp]\n" -"// Stores the node's non-internal groups only (as a List of strings).\n" -"List nonInternalGroups = new List();\n" -"foreach (string group in GetGroups())\n" -"{\n" -" if (!group.BeginsWith(\"_\"))\n" -" nonInternalGroups.Add(group);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回一個列出該節點所屬的群組的陣列。\n" -"[b]注意:[/b]出於性能原因,[i]不[/i]保證節點群組的順序。 不應依賴節點群組的順" -"序,因為它可能因專案運作而異。\n" -"[b]注意:[/b]引擎在內部使用了一些群組名稱(全部以底線開頭)。為避免與內部分組" -"衝突,請勿新增名稱以底線開頭的自訂群組。要在走訪 [method get_groups] 時排除內" -"部群組,請使用以下程式碼片段:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 僅儲存節點的非內部群組(作為一個字串陣列)。\n" -"var non_internal_groups = []\n" -"for group in get_groups():\n" -" if not group.begins_with(\"_\"):\n" -" non_internal_groups.push_back(group)\n" -"[/gdscript]\n" -"[csharp]\n" -"// 僅儲存節點的非內部群組(作為一個字串列表)。\n" -"List nonInternalGroups = new List();\n" -"foreach (string group in GetGroups())\n" -"{\n" -" if (!group.BeginsWith(\"_\"))\n" -" nonInternalGroups.Add(group);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Returns the node's order in the scene tree branch. For example, if called on " -"the first child node the position is [code]0[/code].\n" -"If [param include_internal] is [code]false[/code], the index won't take " -"internal children into account, i.e. first non-internal child will have index " -"of 0 (see [code]internal[/code] parameter in [method add_child])." -msgstr "" -"返回節點在場景樹分支中的順序。例如,如果在第一個子節點上呼叫,則位置為 " -"[code]0[/code]。\n" -"如果 [param include_internal] 為 [code]false[/code],則索引將不會考慮內部子節" -"點,即第一個非內部子節點的索引將為 0(見 [method add_child] 中的 " -"[code]internal[/code] 參數)。" - msgid "" "Returns the [Window] that contains this node, or the last exclusive child in " "a chain of windows starting with the one that contains this node." @@ -70563,194 +69082,6 @@ msgid "" msgstr "" "返回這個節點多人遊戲控制者的對等體 ID。見 [method set_multiplayer_authority]。" -msgid "" -"Fetches a node. The [NodePath] can be either a relative path (from the " -"current node) or an absolute path (in the scene tree) to a node. If the path " -"does not exist, [code]null[/code] is returned and an error is logged. " -"Attempts to access methods on the return value will result in an \"Attempt to " -"call on a null instance.\" error.\n" -"[b]Note:[/b] Fetching absolute paths only works when the node is inside the " -"scene tree (see [method is_inside_tree]).\n" -"[b]Example:[/b] Assume your current node is Character and the following " -"tree:\n" -"[codeblock]\n" -"/root\n" -"/root/Character\n" -"/root/Character/Sword\n" -"/root/Character/Backpack/Dagger\n" -"/root/MyGame\n" -"/root/Swamp/Alligator\n" -"/root/Swamp/Mosquito\n" -"/root/Swamp/Goblin\n" -"[/codeblock]\n" -"Possible paths are:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_node(\"Sword\")\n" -"get_node(\"Backpack/Dagger\")\n" -"get_node(\"../Swamp/Alligator\")\n" -"get_node(\"/root/MyGame\")\n" -"[/gdscript]\n" -"[csharp]\n" -"GetNode(\"Sword\");\n" -"GetNode(\"Backpack/Dagger\");\n" -"GetNode(\"../Swamp/Alligator\");\n" -"GetNode(\"/root/MyGame\");\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"獲取一個節點。[NodePath] 可以是到一個節點的相對路徑(從目前節點)或絕對路徑" -"(在場景樹中)。如果該路徑不存在,則返回 [code]null[/code] 並記錄一個錯誤。嘗" -"試存取該返回值上的方法,將產生一個“嘗試在一個 null 實例上呼叫 。”錯" -"誤。\n" -"[b]注意:[/b]獲取絕對路徑,僅在節點位於場景樹內部時有效(參見 [method " -"is_inside_tree])。\n" -"[b]範例:[/b]假設你目前的節點是 Character 和以下樹:\n" -"[codeblock]\n" -"/root\n" -"/root/Character\n" -"/root/Character/Sword\n" -"/root/Character/Backpack/Dagger\n" -"/root/MyGame\n" -"/root/Swamp/Alligator\n" -"/root/Swamp/Mosquito\n" -"/root/Swamp/Goblin\n" -"[/codeblock]\n" -"可能的路徑有:\n" -"[codeblocks]\n" -"[gdscript]\n" -"get_node(\"Sword\")\n" -"get_node(\"Backpack/Dagger\")\n" -"get_node(\"../Swamp/Alligator\")\n" -"get_node(\"/root/MyGame\")\n" -"[/gdscript]\n" -"[csharp]\n" -"GetNode(\"Sword\");\n" -"GetNode(\"Backpack/Dagger\");\n" -"GetNode(\"../Swamp/Alligator\");\n" -"GetNode(\"/root/MyGame\");\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Fetches a node and one of its resources as specified by the [NodePath]'s " -"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " -"resources are specified in the [NodePath], the last one will be fetched.\n" -"The return value is an array of size 3: the first index points to the [Node] " -"(or [code]null[/code] if not found), the second index points to the " -"[Resource] (or [code]null[/code] if not found), and the third index is the " -"remaining [NodePath], if any.\n" -"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid " -"node and that its [code]shape[/code] property has been assigned a " -"[RectangleShape2D] resource, one could have this kind of output:\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " -"[[CollisionShape2D:1161], Null, ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // " -"[[CollisionShape2D:1161], Null, ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"按照 [NodePath] 的子名稱(例如 [code]Area2D/CollisionShape2D:shape[/code])指" -"定的方式,獲取節點及其一個資源。如果在 [NodePath] 中指定了多個巢狀資源,則將獲" -"取最後一個。\n" -"返回值是一個大小為 3 的陣列:第一個索引指向該 [Node](如果未找到,則為 " -"[code]null[/code]),第二個索引指向 [Resource](或者未找到時為 [code]null[/" -"code]),第三個索引是剩餘的 [NodePath],如果有的話。\n" -"例如,假設 [code]Area2D/CollisionShape2D[/code] 是一個有效的節點,並且它的 " -"[code]shape[/code] 屬性已被分配了一個 [RectangleShape2D] 資源,那麼可以得到這" -"樣的輸出:\n" -"[codeblocks]\n" -"[gdscript]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " -"[[CollisionShape2D:1161], Null, ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // " -"[[CollisionShape2D:1161], Null, ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" -"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // " -"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" -"Similar to [method get_node], but does not log an error if [param path] does " -"not point to a valid [Node]." -msgstr "" -"類似於 [method get_node],但在 [param path] 沒有指向有效的 [Node] 時不會記錄錯" -"誤。" - -msgid "" -"Returns the parent node of the current node, or [code]null[/code] if the node " -"lacks a parent." -msgstr "返回目前節點的父節點,如果節點缺少父節點,則返回 [code]null[/code]。" - -msgid "" -"Returns the absolute path of the current node. This only works if the current " -"node is inside the scene tree (see [method is_inside_tree])." -msgstr "" -"返回目前節點的絕對路徑。這只在目前節點在場景樹中起作用(見 [method " -"is_inside_tree])。" - -msgid "" -"Returns the relative [NodePath] from this node to the specified [param node]. " -"Both nodes must be in the same scene or the function will fail.\n" -"If [param use_unique_path] is [code]true[/code], returns the shortest path " -"considering unique node.\n" -"[b]Note:[/b] If you get a relative path which starts from a unique node, the " -"path may be longer than a normal relative path due to the addition of the " -"unique node's name." -msgstr "" -"返回從該節點到指定節點 [param node] 的相對 [NodePath]。這兩個節點都必須在同一" -"個場景中,否則函式會失敗。\n" -"如果 [param use_unique_path] 為 [code]true[/code],則會返回考慮唯一節點的最短" -"路徑。\n" -"[b]注意:[/b]如果你獲取了從唯一節點開始的相對路徑,則該路徑可能由於唯一節點的" -"名稱長度而比普通的相對路徑長。" - -msgid "" -"Returns the time elapsed (in seconds) since the last physics-bound frame (see " -"[method _physics_process]). This is always a constant value in physics " -"processing unless the frames per second is changed via [member Engine." -"physics_ticks_per_second]." -msgstr "" -"返回自上一個物理綁定影格以來經過的時間(單位為秒)(見 [method " -"_physics_process])。除非通過 [member Engine.physics_ticks_per_second] 更改每" -"秒影格數,否則這在物理處理中始終是一個恒定值。" - -msgid "" -"Returns the time elapsed (in seconds) since the last process callback. This " -"value may vary from frame to frame." -msgstr "" -"返回自上次處理回呼函式以來經過的時間(單位為秒)。這個值可能因影格而異。" - -msgid "" -"Returns [code]true[/code] if this is an instance load placeholder. See " -"[InstancePlaceholder]." -msgstr "" -"如果這是一個實例載入預留位置,則返回 [code]true[/code]。見 " -"[InstancePlaceholder]。" - -msgid "Returns the node's [Viewport]." -msgstr "返回節點的 [Viewport]。" - msgid "" "Returns the [Window] that contains this node. If the node is in the main " "window, this is equivalent to getting the root node ([code]get_tree()." @@ -70759,57 +69090,6 @@ msgstr "" "返回包含該節點的 [Window]。如果該節點在主視窗中,則相當於獲取根節點" "([code]get_tree().get_root()[/code])。" -msgid "" -"Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "如果 [NodePath] 指向的節點存在,則返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the [NodePath] points to a valid node and its " -"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/" -"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math " -"types) are not considered resources." -msgstr "" -"如果 [NodePath] 指向一個有效的節點,並且它的子名稱指向一個有效的資源,例如 " -"[code]Area2D/CollisionShape2D:shape[/code],則返回 [code]true[/code]。具有非 " -"[Resource] 型別的屬性(例如節點或基本數學型別)不被認為是資源。" - -msgid "" -"Returns [code]true[/code] if the given node is a direct or indirect child of " -"the current node." -msgstr "如果給定節點是目前節點的直接或間接子節點,則返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the node is folded (collapsed) in the Scene " -"dock. This method is only intended for use with editor tooling." -msgstr "" -"如果該節點在“場景”面板中被折疊,則返回 [code]true[/code]。該方法僅適用於編輯器" -"工具。" - -msgid "" -"Returns [code]true[/code] if [param node] has editable children enabled " -"relative to this node. This method is only intended for use with editor " -"tooling." -msgstr "" -"如果 [param node] 有與相對於此節點的可編輯子節點,則返回 [code]true[/code]。該" -"方法僅適用於編輯器工具。" - -msgid "" -"Returns [code]true[/code] if the given node occurs later in the scene " -"hierarchy than the current node." -msgstr "" -"如果給定節點在場景層次結構中出現的時間晚於目前節點,則返回 [code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if this node is in the specified group. See notes " -"in the description, and the group methods in [SceneTree]." -msgstr "" -"如果該節點在指定的組中,則返回 [code]true[/code]。參閱描述中的注釋和 " -"[SceneTree] 中的組方法。" - -msgid "" -"Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "如果該節點目前在 [SceneTree] 中,返回 [code]true[/code]。" - msgid "" "Returns [code]true[/code] if the local system is the multiplayer authority of " "this node." @@ -70877,146 +69157,12 @@ msgstr "" "如果節點正在處理未被處理的鍵輸入,則返回 [code]true[/code](見 [method " "set_process_unhandled_key_input])。" -msgid "" -"Moves a child node to a different index (order) among the other children. " -"Since calls, signals, etc. are performed by tree order, changing the order of " -"children nodes may be useful. If [param to_index] is negative, the index will " -"be counted from the end.\n" -"[b]Note:[/b] Internal children can only be moved within their expected " -"\"internal range\" (see [code]internal[/code] parameter in [method " -"add_child])." -msgstr "" -"在其他子節點中將子節點移動到不同的索引(順序)。由於呼叫、訊號等是按樹順序執行" -"的,因此更改子節點的順序可能會很有用。如果 [param to_index] 為負數,索引將從末" -"尾開始計算。\n" -"[b]注意:[/b]內部子節點只能在其期望的“內部範圍”內移動(參見 [method " -"add_child] 中的 [code]internal[/code] 參數)。" - msgid "Similar to [method call_deferred_thread_group], but for notifications." msgstr "類似於 [method call_deferred_thread_group],但針對的是通知。" msgid "Similar to [method call_thread_safe], but for notifications." msgstr "類似於 [method call_thread_safe],但針對的是通知。" -msgid "" -"Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.\n" -"[b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When " -"called in a project exported in release mode, [method print_orphan_nodes] " -"will not print anything." -msgstr "" -"輸出所有孤立節點([SceneTree] 之外的節點)。用於除錯。\n" -"[b]注意:[/b][method print_orphan_nodes] 只在除錯版本中有效。在以發行模式匯出" -"的專案中呼叫時,[method print_orphan_nodes] 不會輸出任何內容。" - -msgid "" -"Prints the tree to stdout. Used mainly for debugging purposes. This version " -"displays the path relative to the current node, and is good for copy/pasting " -"into the [method get_node] function.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" -msgstr "" -"將樹列印到標準輸出。主要用於除錯。這個版本顯示相對於目前節點的路徑,適合複製/" -"貼上到 [method get_node] 函式中。\n" -"[b]範例輸出:[/b]\n" -"[codeblock]\n" -"TheGame\n" -"TheGame/Menu\n" -"TheGame/Menu/Label\n" -"TheGame/Menu/Camera2D\n" -"TheGame/SplashScreen\n" -"TheGame/SplashScreen/Camera2D\n" -"[/codeblock]" - -msgid "" -"Similar to [method print_tree], this prints the tree to stdout. This version " -"displays a more graphical representation similar to what is displayed in the " -"Scene Dock. It is useful for inspecting larger trees.\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -" ┖╴TheGame\n" -" ┠╴Menu\n" -" ┃ ┠╴Label\n" -" ┃ ┖╴Camera2D\n" -" ┖╴SplashScreen\n" -" ┖╴Camera2D\n" -"[/codeblock]" -msgstr "" -"類似於 [method print_tree],會將樹列印到標準輸出。這個版本顯示了一種更加圖形化" -"的表示方式,類似於在場景面板中顯示的內容。非常適合檢查較大的樹。\n" -"[b]輸出範例:[/b]\n" -"[codeblock]\n" -" ┖╴TheGame\n" -" ┠╴Menu\n" -" ┃ ┠╴Label\n" -" ┃ ┖╴Camera2D\n" -" ┖╴SplashScreen\n" -" ┖╴Camera2D\n" -"[/codeblock]" - -msgid "" -"Calls the given method (if present) with the arguments given in [param args] " -"on this node and recursively on all its children. If the [param parent_first] " -"argument is [code]true[/code], the method will be called on the current node " -"first, then on all its children. If [param parent_first] is [code]false[/" -"code], the children will be called first." -msgstr "" -"在該節點上並遞迴地在其所有子節點上,使用 [param args] 中給出的參數呼叫給定方法" -"(如果存在)。如果 [param parent_first] 參數為 [code]true[/code],則該方法將首" -"先在目前節點上呼叫,然後在其所有子節點上呼叫。如果 [param parent_first] 為 " -"[code]false[/code],則子節點上的方法將首先被呼叫。" - -msgid "" -"Notifies the current node and all its children recursively by calling [method " -"Object.notification] on all of them." -msgstr "" -"通過對所有節點呼叫 [method Object.notification],遞迴地通知目前節點和它的所有" -"子節點。" - -msgid "" -"Queues a node for deletion at the end of the current frame. When deleted, all " -"of its child nodes will be deleted as well, and all references to the node " -"and its children will become invalid, see [method Object.free].\n" -"It is safe to call [method queue_free] multiple times per frame on a node, " -"and to [method Object.free] a node that is currently queued for deletion. Use " -"[method Object.is_queued_for_deletion] to check whether a node will be " -"deleted at the end of the frame.\n" -"The node will only be freed after all other deferred calls are finished, so " -"using [method queue_free] is not always the same as calling [method Object." -"free] through [method Object.call_deferred]." -msgstr "" -"將節點加入佇列,在目前影格結束時刪除。節點被刪除時,它的所有子節點也將被刪除," -"對該節點及其子節點的引用也會失效,見 [method Object.free]。\n" -"同一影格可以對同一個節點呼叫多次 [method queue_free],也可以 [method Object." -"free] 已經排隊刪除的節點。請使用 [method Object.is_queued_for_deletion] 檢查節" -"點是否將在影格結束時被刪除。\n" -"該節點會在所有其他已延遲的呼叫結束後釋放,所以使用 [method queue_free] 並不總" -"是和通過 [method Object.call_deferred] 呼叫 [method Object.free] 相同。" - -msgid "" -"Removes a child node. The node is NOT deleted and must be deleted manually.\n" -"[b]Note:[/b] This function may set the [member owner] of the removed Node (or " -"its descendants) to be [code]null[/code], if that [member owner] is no longer " -"a parent or ancestor." -msgstr "" -"刪除一個子節點。該節點不會被刪除,必須手動刪除。\n" -"[b]注意:[/b]如果該 [member owner] 不再是父節點或祖先,則該函式可以將被移除節" -"點(或其後代)的 [member owner] 設定為 [code]null[/code]。" - -msgid "" -"Removes a node from the [param group]. Does nothing if the node is not in the " -"[param group]. See notes in the description, and the group methods in " -"[SceneTree]." -msgstr "" -"從 [param group] 中移除一個節點。如果該節點不在 [param group] 中,則不執行任何" -"操作。見描述中的注意項,以及 [SceneTree] 中的群組方法。" - msgid "" "Changes the parent of this [Node] to the [param new_parent]. The node needs " "to already have a parent.\n" @@ -71029,249 +69175,13 @@ msgstr "" "點的全域變換。[Node2D]、[Node3D]、[Control] 支援這個參數(但 [Control] 只會保" "留位置)。" -msgid "" -"Replaces a node in a scene by the given one. Subscriptions that pass through " -"this node will be lost.\n" -"If [param keep_groups] is [code]true[/code], the [param node] is added to the " -"same groups that the replaced node is in.\n" -"[b]Note:[/b] The given node will become the new parent of any child nodes " -"that the replaced node had.\n" -"[b]Note:[/b] The replaced node is not automatically freed, so you either need " -"to keep it in a variable for later use or free it using [method Object.free]." -msgstr "" -"將場景中的某個節點替換為給定的節點。經過該節點的訂閱會丟失。\n" -"如果 [param keep_groups] 為 [code]true[/code],則 [param node] 被新增到被替換" -"節點所在的相同群組中。\n" -"[b]注意:[/b]給定的節點將成為被替換節點的所有子節點的新的父節點。\n" -"[b]注意:[/b]被替換的節點不會被自動釋放,因此需要將其保存在變數中以備後用,或" -"者使用 [method Object.free] 釋放它。" - -msgid "" -"Sends a remote procedure call request for the given [param method] to peers " -"on the network (and locally), optionally sending all additional arguments as " -"arguments to the method called by the RPC. The call request will only be " -"received by nodes with the same [NodePath], including the exact same node " -"name. Behavior depends on the RPC configuration for the given method, see " -"[method rpc_config] and [annotation @GDScript.@rpc]. Methods are not exposed " -"to RPCs by default. Returns [code]null[/code].\n" -"[b]Note:[/b] You can only safely use RPCs on clients after you received the " -"[code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also " -"need to keep track of the connection state, either by the [MultiplayerAPI] " -"signals like [code]server_disconnected[/code] or by checking " -"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" -"code]." -msgstr "" -"將給定 [param method] 的遠端程式呼叫請求發送到網路(和本地)上的對等體,可選擇" -"將所有其他參數作為參數發送給 RPC 呼叫的方法。呼叫請求只會被具有相同 " -"[NodePath] 的節點接收,該節點包括完全相同的節點名稱。行為取決於給定方法的 RPC " -"配置,請參閱 [method rpc_config] 和 [annotation @GDScript.@rpc]。預設情況下," -"方法不會暴露給 RPC。返回 [code]null[/code]。\n" -"[b]注意:[/b]只有在收到來自 [MultiplayerAPI] 的 [code]connected_to_server[/" -"code] 訊號後,才能在使用者端上安全地使用 RPC。還需要追蹤連接狀態,可通過 " -"[MultiplayerAPI] 訊號(例如 [code]server_disconnected[/code])或檢查 " -"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/" -"code] 來追蹤。" - -msgid "" -"Changes the RPC mode for the given [param method] with the given [param " -"config] which should be [code]null[/code] (to disable) or a [Dictionary] in " -"the form:\n" -"[codeblock]\n" -"{\n" -" rpc_mode = MultiplayerAPI.RPCMode,\n" -" transfer_mode = MultiplayerPeer.TransferMode,\n" -" call_local = false,\n" -" channel = 0,\n" -"}\n" -"[/codeblock]\n" -"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An " -"alternative is annotating methods and properties with the corresponding " -"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], " -"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to " -"networking (and RPCs)." -msgstr "" -"將給定方法 [param method] 的 RPC 模式更改為給定的配置 [param config],該配置應" -"該是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]:\n" -"[codeblock]\n" -"{\n" -" rpc_mode = MultiplayerAPI.RPCMode,\n" -" transfer_mode = MultiplayerPeer.TransferMode,\n" -" call_local = false,\n" -" channel = 0,\n" -"}\n" -"[/codeblock]\n" -"見 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一" -"種選擇是使用相應的 [annotation @GDScript.@rpc] 注解對方法和屬性進行注解(例如 " -"[code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。預設情況" -"下,方法不會被暴露給網路(和 RPC)。" - -msgid "" -"Sends a [method rpc] to a specific peer identified by [param peer_id] (see " -"[method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]." -msgstr "" -"向指定的對等體發送 [method rpc],對等體由 [param peer_id] 標識(見 [method " -"MultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" - msgid "" "Similar to [method call_deferred_thread_group], but for setting properties." msgstr "類似於 [method call_deferred_thread_group],但針對的是設定屬性。" -msgid "" -"Sets the folded state of the node in the Scene dock. This method is only " -"intended for use with editor tooling." -msgstr "設定該節點在“場景”面板中的折疊狀態。這個方法僅適用於編輯器工具。" - -msgid "" -"Sets the editable children state of [param node] relative to this node. This " -"method is only intended for use with editor tooling." -msgstr "" -"設定 [param node] 相對於這個節點的可編輯子節點狀態。這個方法僅適用於編輯器工" -"具。" - -msgid "" -"Sets the node's multiplayer authority to the peer with the given peer ID. The " -"multiplayer authority is the peer that has authority over the node on the " -"network. Useful in conjunction with [method rpc_config] and the " -"[MultiplayerAPI]. Defaults to peer ID 1 (the server). If [param recursive], " -"the given peer is recursively set as the authority for all children of this " -"node.\n" -"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new " -"authority to other peers. It is developer's responsibility to do so. You can " -"propagate the information about the new authority using [member " -"MultiplayerSpawner.spawn_function], an RPC, or using a " -"[MultiplayerSynchronizer]. Also, the parent's authority does [b]not[/b] " -"propagate to newly added children." -msgstr "" -"將該節點的多人遊戲控制方設定為具有給定對等體 ID 的對等體。多人遊戲控制方是對網" -"路上的節點具有控制許可權的對等體。可以與 [method rpc_config] 和 " -"[MultiplayerAPI] 結合使用。預設從父節點繼承,最終預設為對等體 ID 1(服務器)。" -"如果 [param recursive],則給定的對等體會被遞迴設定為該節點所有子節點的控制" -"方。\n" -"[b]警告:[/b]這樣做[b]不會[/b]自動將新的控制方複製給其他對等體。開發者需要自己" -"負責。你可以使用 [member MultiplayerSpawner.spawn_function]、RPC、" -"[MultiplayerSynchronizer] 等方法將這個資訊傳播出去。" - -msgid "" -"Enables or disables physics (i.e. fixed framerate) processing. When a node is " -"being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at " -"a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to " -"change) interval (and the [method _physics_process] callback will be called " -"if exists). Enabled automatically if [method _physics_process] is overridden. " -"Any calls to this before [method _ready] will be ignored." -msgstr "" -"啟用或禁用物理(即固定影格率)處理。當一個節點正在被處理時,它會在一個固定的" -"(通常是 60 FPS,參見 [member Engine.physics_ticks_per_second] 以更改)時間間" -"隔,接收一個 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method " -"_physics_process] 回呼函式,該回呼函式將被呼叫)。如果 [method " -"_physics_process] 被重寫,則自動被啟用。在 [method _ready] 之前對該函式的任何" -"呼叫,都將被忽略。" - -msgid "" -"Enables or disables internal physics for this node. Internal physics " -"processing happens in isolation from the normal [method _physics_process] " -"calls and is used by some nodes internally to guarantee proper functioning " -"even if the node is paused or physics processing is disabled for scripting " -"([method set_physics_process]). Only useful for advanced uses to manipulate " -"built-in nodes' behavior.\n" -"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected behavior. " -"Script access to this internal logic is provided for specific advanced uses, " -"but is unsafe and not supported." -msgstr "" -"啟用或禁用該節點的內部物理。內部物理處理與正常的 [method _physics_process] 調" -"用隔離進行,並且由某些節點內部使用,以確保正常工作,即使節點暫停或物理處理因腳" -"本而禁用([method set_physics_process])。僅適用於用於操縱內建節點行為的高級用" -"途。\n" -"[b]警告:[/b]內建節點依靠內部處理來實作自己的邏輯,所以從你的程式碼中改變這個" -"值可能會導致意外的行為。為特定的高級用途提供了對此內部邏輯的腳本存取,但不安全" -"且不支援。" - -msgid "" -"Enables or disables processing. When a node is being processed, it will " -"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " -"[method _process] callback will be called if exists). Enabled automatically " -"if [method _process] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"啟用或禁用影格處理。當一個節點被處理時,它將在每個繪製的影格上收到一個" -"[constant NOTIFICATION_PROCESS](如果存在,[method _process]回呼函式將被呼" -"叫)。如果[method _process]被重寫,則自動啟用。在 [method _ready] 之前對它的任" -"何呼叫都將被忽略。" - -msgid "" -"Enables or disables input processing. This is not required for GUI controls! " -"Enabled automatically if [method _input] is overridden. Any calls to this " -"before [method _ready] will be ignored." -msgstr "" -"啟用或禁用輸入處理。對於 GUI 控制項來說不是必需的。如果 [method _input] 被覆" -"蓋,則自動啟用。任何在 [method _ready] 之前對它的呼叫都將被忽略。" - -msgid "" -"Enables or disabled internal processing for this node. Internal processing " -"happens in isolation from the normal [method _process] calls and is used by " -"some nodes internally to guarantee proper functioning even if the node is " -"paused or processing is disabled for scripting ([method set_process]). Only " -"useful for advanced uses to manipulate built-in nodes' behavior.\n" -"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " -"logic, so changing this value from your code may lead to unexpected behavior. " -"Script access to this internal logic is provided for specific advanced uses, " -"but is unsafe and not supported." -msgstr "" -"啟用或禁用此節點的內部處理。內部處理與正常的 [method _process] 呼叫隔離進行," -"並且由某些節點內部使用,以確保正常工作,即使節點已暫停或處理因腳本而禁用" -"([method set_process])。僅適用於操縱內建節點行為的高級用途。\n" -"[b]警告:[/b]內建節點依賴於內部處理來實作自己的邏輯,因此更改程式碼中的這個值" -"可能會導致意外行為。為特定的高級用途提供了對此內部邏輯的腳本存取,但不安全且不" -"支援。" - -msgid "" -"Enables shortcut processing. Enabled automatically if [method " -"_shortcut_input] is overridden. Any calls to this before [method _ready] will " -"be ignored." -msgstr "" -"啟用快捷鍵處理。如果 [method _shortcut_input] 被覆蓋,則自動啟用。在 [method " -"_ready] 之前對此的任何呼叫都將被忽略。" - -msgid "" -"Enables unhandled input processing. This is not required for GUI controls! It " -"enables the node to receive all input that was not previously handled " -"(usually by a [Control]). Enabled automatically if [method _unhandled_input] " -"is overridden. Any calls to this before [method _ready] will be ignored." -msgstr "" -"啟用未處理的輸入處理。這對 GUI 控制項來說是不需要的!它使節點能夠接收所有以前" -"沒有處理的輸入(通常是由 [Control] 處理的)。如果 [method _unhandled_input] 被" -"覆蓋,則自動啟用。在 [method _ready] 之前對它的任何呼叫都將被忽略。" - -msgid "" -"Enables unhandled key input processing. Enabled automatically if [method " -"_unhandled_key_input] is overridden. Any calls to this before [method _ready] " -"will be ignored." -msgstr "" -"啟用未處理的按鍵輸入處理。如果 [method _unhandled_key_input] 被重寫,則自動啟" -"用。任何在 [method _ready] 之前對它的呼叫都將被忽略。" - -msgid "" -"Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "設定這是否是實例載入預留位置。見 [InstancePlaceholder]。" - msgid "Similar to [method call_thread_safe], but for setting properties." msgstr "類似於 [method call_thread_safe],但用於設定屬性。" -msgid "" -"Updates the warning displayed for this node in the Scene Dock.\n" -"Use [method _get_configuration_warnings] to setup the warning message to " -"display." -msgstr "" -"更新在場景面板中為該節點顯示的警告。\n" -"使用 [method _get_configuration_warnings] 配置要顯示的警告消息。" - -msgid "" -"Add a custom description to a node. It will be displayed in a tooltip when " -"hovered in editor's scene tree." -msgstr "" -"為該節點新增自訂描述。該節點在編輯器的場景樹中處於懸停狀態時,該描述將顯示在工" -"具提示中。" - msgid "" "The [MultiplayerAPI] instance associated with this node. See [method " "SceneTree.get_multiplayer].\n" @@ -71283,55 +69193,6 @@ msgstr "" "[b]注意:[/b] 重新命名節點或在樹中移動它不會將 [MultiplayerAPI] 移至新路徑,您" "必須手動更新此路徑。" -msgid "" -"The name of the node. This name is unique among the siblings (other child " -"nodes from the same parent). When set to an existing name, the node will be " -"automatically renamed.\n" -"[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, " -"which is reserved for unique names when using [method add_child]. When " -"setting the name manually, any [code]@[/code] will be removed." -msgstr "" -"該節點的名稱。這個名稱在兄弟節點(來自同一父節點的其他子節點)中是唯一的。當設" -"定為現有名稱時,節點將自動重命名。\n" -"[b]注意:[/b]自動生成的名稱可能包含 [code]@[/code] 字元,在使用 [method " -"add_child] 時保留該字元用於唯一名稱。手動設定名稱時,將刪除任何 [code]@[/" -"code]。" - -msgid "" -"The node owner. A node can have any ancestor node as owner (i.e. a parent, " -"grandparent, etc. node ascending in the tree). This implies that [method " -"add_child] should be called before setting the owner, so that this " -"relationship of parenting exists. When saving a node (using [PackedScene]), " -"all the nodes it owns will be saved with it. This allows for the creation of " -"complex scene trees, with instancing and subinstancing.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " -"set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=$DOCS_URL/tutorials/plugins/" -"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]editor plugins[/url]. If a new node is " -"added to the tree without setting its owner as an ancestor in that tree, it " -"will be visible in the 2D/3D view, but not in the scene tree (and not " -"persisted when packing or saving)." -msgstr "" -"該節點的所有者。節點的所有者可以是任何祖先節點(即父節點、祖父節點等沿場景樹向" -"上的節點)。也就是說,應該在設定所有者之前呼叫 [method add_child],這樣才能存" -"在父子關係。(通過 [PackedScene])保存節點時,它擁有的所有節點也會隨之保存。這" -"樣就可以建立複雜的場景樹,能夠進行產生實體和子產生實體。\n" -"[b]注意:[/b]如果想要將子節點持久化進 [PackedScene],除了呼叫 [method " -"add_child] 之外還必須設定 [member owner]。通常在[url=$DOCS_URL/tutorials/" -"plugins/running_code_in_the_editor.html]工具腳本[/url]和[url=$DOCS_URL/" -"tutorials/plugins/editor/index.html]編輯器外掛程式[/url]中會用到。如果將新節點" -"添加到了場景樹中但沒有將場景樹中的祖先設定為所有者,那麼這個節點在 2D/3D 視圖" -"中可見,但在場景樹中不可見(也不會在打包或保存時進行持久化)。" - -msgid "" -"Can be used to pause or unpause the node, or make the node paused based on " -"the [SceneTree], or make it inherit the process mode from its parent " -"(default)." -msgstr "" -"可用於暫停或取消暫停該節點,也可以讓該節點根據 [SceneTree] 來暫停,還可以讓它" -"繼承父級的處理模式(預設)。" - msgid "" "Similar to [member process_priority] but for [constant " "NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " @@ -71340,17 +69201,6 @@ msgstr "" "與 [member process_priority] 類似,但是作用於 [constant " "NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及內部版本。" -msgid "" -"The node's priority in the execution order of the enabled processing " -"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " -"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " -"process priority value is [i]lower[/i] will have their processing callbacks " -"executed first." -msgstr "" -"該節點在已啟用的處理回呼函式(即 [constant NOTIFICATION_PROCESS]、[constant " -"NOTIFICATION_PHYSICS_PROCESS] 及其內部對應物)的執行順序中的優先順序。程序優先" -"級值[i]較低[/i]的節點將首先執行其處理回呼函式。" - msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " @@ -71413,66 +69263,11 @@ msgstr "" "call_deferred_thread_group]),以及是否需要在常規處理和物理處理回呼函式中接收" "消息。" -msgid "" -"If a scene is instantiated from a file, its topmost node contains the " -"absolute file path from which it was loaded in [member scene_file_path] (e.g. " -"[code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set " -"to an empty string." -msgstr "" -"如果一個場景是從一個檔產生實體來的,則其最頂層的節點的 [member " -"scene_file_path] 中,將包含它從何處被載入的絕對檔路徑(例如 [code]res://" -"levels/1.tscn[/code])。否則 [member scene_file_path] 被設定為一個空字串。" - -msgid "" -"Sets this node's name as a unique name in its [member owner]. This allows the " -"node to be accessed as [code]%Name[/code] instead of the full path, from any " -"node within that scene.\n" -"If another node with the same owner already had that name declared as unique, " -"that other node's name will no longer be set as having a unique name." -msgstr "" -"將這個節點的名稱設定為其 [member owner] 中的唯一名稱。這樣就可以從該場景中的任" -"意節點處使用 [code]%名稱[/code] 來存取這個節點,無需使用完整路徑。\n" -"如果所有者相同的另一個節點已經將該名稱宣告為唯一,那麼其他節點就無法再將此名稱" -"設定為唯一名稱。" - -msgid "" -"Emitted when a child node enters the scene tree, either because it entered on " -"its own or because this node entered with it.\n" -"This signal is emitted [i]after[/i] the child node's own [constant " -"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." -msgstr "" -"在子節點進入場景樹時觸發,可以是因為該子節點自行進入,也可以是因為本節點帶著該" -"子節點一起進入。\n" -"這個訊號會在該子節點自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " -"tree_entered] [i]之後[/i]觸發。" - -msgid "" -"Emitted when a child node is about to exit the scene tree, either because it " -"is being removed or freed directly, or because this node is exiting the " -"tree.\n" -"When this signal is received, the child [param node] is still in the tree and " -"valid. This signal is emitted [i]after[/i] the child node's own [signal " -"tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." -msgstr "" -"當一個子節點即將退出場景樹時發出,要麼是因為它正在被移除或直接釋放,要麼是因為" -"該節點正在退出樹。\n" -"當收到這個訊號時,子 [param node] 仍然在樹中並且有效。該訊號在子節點自己的 " -"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之後[/i]發出。" - msgid "" "Emitted when the list of children is changed. This happens when child nodes " "are added, moved or removed." msgstr "子節點列表發生改變時發出。發生在新增、移動、移除子節點時。" -msgid "" -"Emitted when the node is ready. Comes after [method _ready] callback and " -"follows the same rules." -msgstr "" -"當該節點就緒時發出。在 [method _ready] 回呼函式之後發出,遵循相同的規則。" - -msgid "Emitted when the node is renamed." -msgstr "當該節點被重命名時觸發。" - msgid "" "Emitted when this node is being replaced by the [param node], see [method " "replace_by].\n" @@ -71492,33 +69287,6 @@ msgstr "" "當該節點進入樹時觸發。\n" "這個訊號會在相關的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之後[/i]觸發。" -msgid "Emitted after the node exits the tree and is no longer active." -msgstr "當該節點退出樹之後觸發,並且不再處於活動狀態。" - -msgid "" -"Emitted when the node is still active but about to exit the tree. This is the " -"right place for de-initialization (or a \"destructor\", if you will).\n" -"This signal is emitted [i]before[/i] the related [constant " -"NOTIFICATION_EXIT_TREE] notification." -msgstr "" -"當該節點仍處於活動狀態但即將退出樹時發出。這是反初始化的正確位置(如果願意,也" -"可以稱之為“解構函式”)。\n" -"這個訊號會在相關的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]觸發。" - -msgid "" -"Notification received when the node enters a [SceneTree].\n" -"This notification is emitted [i]before[/i] the related [signal tree_entered]." -msgstr "" -"當該節點進入 [SceneTree] 時收到的通知。\n" -"這個通知會在相關的 [signal tree_entered] [i]之前[/i]發出。" - -msgid "" -"Notification received when the node is about to exit a [SceneTree].\n" -"This notification is emitted [i]after[/i] the related [signal tree_exiting]." -msgstr "" -"當該節點即將退出 [SceneTree] 時收到的通知。\n" -"這個通知會在相關的 [signal tree_exiting] [i]之後[/i]發出。" - msgid "" "[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " "NOTIFICATION_CHILD_ORDER_CHANGED] instead." @@ -71529,40 +69297,6 @@ msgstr "" msgid "Notification received when the node is ready. See [method _ready]." msgstr "當該節點就緒時接收到通知。見 [method _ready]。" -msgid "Notification received when the node is paused." -msgstr "當該節點被暫停時接收到的通知。" - -msgid "Notification received when the node is unpaused." -msgstr "當該節點被取消暫停時收到的通知。" - -msgid "" -"Notification received every frame when the physics process flag is set (see " -"[method set_physics_process])." -msgstr "" -"當設定了 physics process 旗標時,每一影格都會收到的通知(見 [method " -"set_physics_process])。" - -msgid "" -"Notification received every frame when the process flag is set (see [method " -"set_process])." -msgstr "" -"當設定了 process 旗標時,每一影格都會收到的通知(見 [method set_process])。" - -msgid "" -"Notification received when a node is set as a child of another node.\n" -"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." -msgstr "" -"當一個節點被設定為另一個節點的子節點時收到該通知。\n" -"[b]注意:[/b]這並不意味著一個節點進入了 [SceneTree]。" - -msgid "" -"Notification received when a node is unparented (parent removed it from the " -"list of children)." -msgstr "當該節點失去父節點時收到的通知(父節點將其從子節點列表中刪除)。" - -msgid "Notification received by scene owner when its scene is instantiated." -msgstr "當場景被產生實體時,該場景的所有者收到的通知。" - msgid "" "Notification received when a drag operation begins. All nodes receive this " "notification, not only the dragged one.\n" @@ -71582,34 +69316,12 @@ msgstr "" "當拖拽操作結束時收到的通知。\n" "請使用 [method Viewport.gui_is_drag_successful] 檢查拖放是否成功。" -msgid "" -"Notification received when the node's name or one of its parents' name is " -"changed. This notification is [i]not[/i] received when the node is removed " -"from the scene tree to be added to another parent later on." -msgstr "" -"當該節點或其祖級的名稱被更改時收到的通知。當節點從場景樹中移除,稍後被新增到另" -"一個父節點時,[i]不會[/i]收到此通知。" - msgid "" "Notification received when the list of children is changed. This happens when " "child nodes are added, moved or removed." msgstr "" "子節點列表發生更改時收到的通知。子節點發生新增、移動、刪除時列表會發生更改。" -msgid "" -"Notification received every frame when the internal process flag is set (see " -"[method set_process_internal])." -msgstr "" -"當設定了內部處理旗標時,每一影格都會收到的通知(見 [method " -"set_process_internal])。" - -msgid "" -"Notification received every frame when the internal physics process flag is " -"set (see [method set_physics_process_internal])." -msgstr "" -"當設定了內部物理處理旗標時,每一影格都會收到的通知(見 [method " -"set_physics_process_internal])。" - msgid "" "Notification received when the node is disabled. See [constant " "PROCESS_MODE_DISABLED]." @@ -71652,30 +69364,6 @@ msgstr "" "滑鼠離開視窗時收到的通知。\n" "為內嵌視窗實作,並在桌面和 Web 平臺上實作。" -msgid "" -"Notification received when the node's parent [Window] is focused. This may be " -"a change of focus between two windows of the same engine instance, or from " -"the OS desktop or a third-party application to a window of the game (in which " -"case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted).\n" -"A [Window] node receives this notification when it is focused." -msgstr "" -"當該節點的父 [Window] 獲得焦點時收到的通知。可能是在同一引擎實例的兩個視窗之間" -"的焦點變化,也可能是從作業系統桌面或協力廠商套用程式切換到遊戲的某個視窗(在這" -"種情況下,還會發出 [constant NOTIFICATION_APPLICATION_FOCUS_IN])。\n" -"[Window] 節點會在獲得焦點時收到該通知。" - -msgid "" -"Notification received when the node's parent [Window] is defocused. This may " -"be a change of focus between two windows of the same engine instance, or from " -"a window of the game to the OS desktop or a third-party application (in which " -"case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted).\n" -"A [Window] node receives this notification when it is defocused." -msgstr "" -"當該節點的父 [Window] 失去焦點時收到的通知。可能是在同一引擎實例的兩個視窗之間" -"的焦點變化,也可能是從遊戲的某個視窗切換到作業系統桌面或協力廠商套用程式(在這" -"種情況下,還會發出 [constant NOTIFICATION_APPLICATION_FOCUS_OUT])。\n" -"[Window] 節點會在失去焦點時收到該通知。" - msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" @@ -71685,23 +69373,6 @@ msgstr "" "F4[/kbd] 關閉視窗時)。\n" "在桌面平臺上實作。" -msgid "" -"Notification received from the OS when a go back request is sent (e.g. " -"pressing the \"Back\" button on Android).\n" -"Specific to the Android platform." -msgstr "" -"當發出返回請求時,從作業系統收到的通知(例如在 Android 系統上按下“返回”按" -"鈕)。\n" -"僅限 Android 平臺。" - -msgid "Notification received from the OS when the window is resized." -msgstr "當視窗大小發生改變時,從作業系統收到的通知。" - -msgid "" -"Notification received from the OS when the screen's DPI has been changed. " -"Only implemented on macOS." -msgstr "當螢幕的 DPI 發生更改時,從作業系統受到的通知。僅在 macOS 上實作。" - msgid "" "Notification received when the mouse cursor enters the [Viewport]'s visible " "area, that is not occluded behind other [Control]s or [Window]s, provided its " @@ -71722,41 +69393,6 @@ msgstr "" "[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]," "不論目前是否獲得焦點。" -msgid "" -"Inherits process mode from the node's parent. For the root node, it is " -"equivalent to [constant PROCESS_MODE_PAUSABLE]. Default." -msgstr "" -"從該節點的父節點繼承處理模式。如果是根節點,則等價於 [constant " -"PROCESS_MODE_PAUSABLE]。預設值。" - -msgid "" -"Stops processing when the [SceneTree] is paused (process when unpaused). This " -"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." -msgstr "" -"[SceneTree] 暫停時停止處理(取消暫停時處理)。與 [constant " -"PROCESS_MODE_WHEN_PAUSED] 相反。" - -msgid "" -"Only process when the [SceneTree] is paused (don't process when unpaused). " -"This is the inverse of [constant PROCESS_MODE_PAUSABLE]." -msgstr "" -"僅在 [SceneTree] 暫停時處理(取消暫停時不處理)。與 [constant " -"PROCESS_MODE_PAUSABLE] 相反。" - -msgid "" -"Always process. Continue processing always, ignoring the [SceneTree]'s paused " -"property. This is the inverse of [constant PROCESS_MODE_DISABLED]." -msgstr "" -"始終處理。始終繼續處理,忽略 [SceneTree] 的 paused 屬性。與 [constant " -"PROCESS_MODE_DISABLED] 相反。" - -msgid "" -"Never process. Completely disables processing, ignoring the [SceneTree]'s " -"paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]." -msgstr "" -"從不處理。完全禁用處理,忽略 [SceneTree] 的 paused 屬性。與 [constant " -"PROCESS_MODE_ALWAYS] 相反。" - msgid "" "If the [member process_thread_group] property is sent to this, the node will " "belong to any parent (or grandparent) node that has a thread group mode that " @@ -71779,36 +69415,9 @@ msgstr "" "在子執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member " "process_thread_group]。" -msgid "Duplicate the node's signals." -msgstr "複製該節點的訊號。" - msgid "Duplicate the node's groups." msgstr "複製節點的組。" -msgid "Duplicate the node's scripts." -msgstr "複製該節點的腳本。" - -msgid "" -"Duplicate using instancing.\n" -"An instance stays linked to the original so when the original changes, the " -"instance changes too." -msgstr "" -"使用產生實體進行複製。\n" -"實例與原件保持連結,因此當原件發生變化時,實例也會發生變化。" - -msgid "Node will not be internal." -msgstr "該節點不是內部節點。" - -msgid "" -"Node will be placed at the front of parent's node list, before any non-" -"internal sibling." -msgstr "該節點將被放置在父節點的節點列表開頭,在所有非內部兄弟節點之前。" - -msgid "" -"Node will be placed at the back of parent's node list, after any non-internal " -"sibling." -msgstr "該節點將被放置在父節點的節點列表末尾,在所有非內部兄弟節點之後。" - msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -73263,112 +70872,6 @@ msgstr "" " var a = str(self) # a 是“歡迎來到 Godot 4!”\n" "[/codeblock]" -msgid "" -"Override this method to customize existing properties. Every property info " -"goes through this method. The dictionary contents is the same as in [method " -"_get_property_list].\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node\n" -"\n" -"@export var is_number_editable: bool:\n" -" set(value):\n" -" is_number_editable = value\n" -" notify_property_list_changed()\n" -"@export var number: int\n" -"\n" -"func _validate_property(property: Dictionary):\n" -" if property.name == \"number\" and not is_number_editable:\n" -" property.usage |= PROPERTY_USAGE_READ_ONLY\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode : Node\n" -"{\n" -" private bool _isNumberEditable;\n" -"\n" -" [Export]\n" -" public bool IsNumberEditable\n" -" {\n" -" get => _isNumberEditable;\n" -" set\n" -" {\n" -" _isNumberEditable = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" [Export]\n" -" public int Number { get; set; }\n" -"\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " -"property)\n" -" {\n" -" if (property[\"name\"].AsStringName() == PropertyName.Number && " -"IsNumberEditable)\n" -" {\n" -" var usage = property[\"usage\"].As>PropertyUsageFlags<() | " -"PropertyUsageFlags.ReadOnly;\n" -" property[\"usage\"] = (int)usage;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"重寫此方法來自訂現有屬性。每個屬性資訊都會經過此方法。字典內容與[method " -"_get_property_list]中的相同。\n" -"[codeblocks]\n" -"[gdscript]\n" -"@tool\n" -"extends Node\n" -"\n" -"@export var is_number_editable: bool:\n" -" set(value):\n" -" is_number_editable = value\n" -" notify_property_list_changed()\n" -"@export var number: int\n" -"\n" -"func _validate_property(property: Dictionary):\n" -" if property.name == \"number\" and not is_number_editable:\n" -" property.usage |= PROPERTY_USAGE_READ_ONLY\n" -"[/gdscript]\n" -"[csharp]\n" -"[Tool]\n" -"public partial class MyNode : Node\n" -"{\n" -" private bool _isNumberEditable;\n" -"\n" -" [Export]\n" -" public bool IsNumberEditable\n" -" {\n" -" get => _isNumberEditable;\n" -" set\n" -" {\n" -" _isNumberEditable = value;\n" -" NotifyPropertyListChanged();\n" -" }\n" -" }\n" -"\n" -" [Export]\n" -" public int Number { get; set; }\n" -"\n" -" public override void _ValidateProperty(Godot.Collections.Dictionary " -"property)\n" -" {\n" -" if (property[\"name\"].AsStringName() == PropertyName.Number && " -"IsNumberEditable)\n" -" {\n" -" var usage = property[\"usage\"].As>PropertyUsageFlags<() | " -"PropertyUsageFlags.ReadOnly;\n" -" property[\"usage\"] = (int)usage;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Adds a user-defined [param signal]. Optional arguments for the signal can be " "added as an [Array] of dictionaries, each defining a [code]name[/code] " @@ -73783,11 +71286,11 @@ msgid "" msgstr "" "返回該對象的中繼資料中名稱為 [param name] 的條目。如果不存在該條目,則返回 " "[param default]。如果 [param default] 為 [code]null[/code],則還會生成錯誤。\n" -"[b]注意:[/b]中繼資料的名稱 [param name] 必須是符合 [method StringName." -"is_valid_identifier] 的有效識別字。\n" -"[b]注意:[/b]名稱 [param name] 以底線([code]_[/code])開頭的中繼資料僅供編輯" -"器使用。僅供編輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法" -"找到,但是不應該進行編輯。" +"[b]注意:[/b]中繼資料的名稱必須是符合 [method StringName.is_valid_identifier] " +"的有效識別字。\n" +"[b]注意:[/b]名稱以底線([code]_[/code])開頭的中繼資料僅供編輯器使用。僅供編" +"輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法找到,但是不應" +"該進行編輯。" msgid "Returns the object's metadata entry names as a [PackedStringArray]." msgstr "將該對象的中繼資料作為 [PackedStringArray] 返回。" @@ -74974,16 +72477,6 @@ msgstr "" msgid "Allows clients to implement OpenXR extensions with GDExtension." msgstr "允許客戶端使用 GDExtension 實作 OpenXR 擴充。" -msgid "" -"[OpenXRExtensionWrapperExtension] allows clients to implement OpenXR " -"extensions with GDExtension. The extension should be registered with [method " -"register_extension_wrapper]." -msgstr "" -"[OpenXRExtension WrapperExtension] 允許客戶端使用 GDExtension 實作 OpenXR 擴" -"充。該擴充功能應使用 [method register_extension_wrapper] 實作 OpenXR 擴充。該" -"擴充功能應使用 [method register_extension_wrapper] 註冊。 、“”、“”\n" -"modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml\"" - msgid "" "Returns a [Dictionary] of OpenXR extensions related to this extension. The " "[Dictionary] should contain the name of the extension, mapped to a [code]bool " @@ -75002,14 +72495,6 @@ msgstr "" msgid "Called before the OpenXR instance is created." msgstr "在程式退出前呼叫。" -msgid "" -"Called when there is an OpenXR event to process. When implementing, return " -"[code]true[/code] if the event was handled, return [code]false[/code] " -"otherwise." -msgstr "" -"將左運算元 [Array] 與 [param right] [Array] 進行比較。如果陣列的大小和內容相" -"等,則返回 [code]true[/code],否則返回 [code]false[/code]。" - msgid "Called right after the OpenXR instance is created." msgstr "在 XR [Viewport] 繪製邏輯完成後呼叫。" @@ -75206,30 +72691,6 @@ msgstr "" "的給定擴充。如果擴充功能不可用,則操作對應中使用的設定檔和所有相關條目都會被篩" "選掉。" -msgid "" -"Registers an input/output path for the given [param interaction_profile]. The " -"profile should previously have been registered using [method " -"register_interaction_profile]. [param display_name] is the description shown " -"to the user. [param toplevel_path] specifies the bind path this input/output " -"can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/right[/" -"code]). [param openxr_path] is the action input/output being registered (e.g. " -"[code]/user/hand/left/input/aim/pose[/code]). [param openxr_extension_name] " -"restricts this input/output to an enabled/available extension, this doesn't " -"need to repeat the extension on the profile but relates to overlapping " -"extension (e.g. [code]XR_EXT_palm_pose[/code] that introduces [code]…/input/" -"palm_ext/pose[/code] input paths). [param action_type] defines the type of " -"input or output provided by OpenXR." -msgstr "" -"為給定的 [param interaction_profile] 註冊輸入/輸出路徑。此設定檔之前應已使用 " -"[method register_interaction_profile] 註冊。[param display_name] 是向user. " -"[paramm] 註冊。 toplevel_path] 指定此輸入/輸出可以綁定到的綁定路徑(例如" -"[code]/user/hand/left[/code] 或[code]/user/hand/right[/code])。param " -"openxr_path] 是正在註冊的操作輸入/輸出(例如[code]/user/hand/left/input/aim/" -"pose[/code])。[param openxr_extension_name] 將此輸入/輸出限制為啟用/可用的擴" -"充,這不需要在設定檔上重複擴充,但與重疊擴充相關(例如引入[code] …/input/" -"palm_ext/pose[/code] 輸入路徑的 [code]XR_EXT_palm_pose[/code])。[param " -"action_type ] 定義OpenXR 提供的輸入或輸出的型別。" - msgid "" "Allows for renaming old interaction profile paths to new paths to maintain " "backwards compatibility with older action maps." @@ -75361,7 +72822,7 @@ msgid "" "configured motion range for [param hand] to [param motion_range]." msgstr "" "如果啟用了手部追蹤並且支援運動範圍,則將[param hand] 目前配置的運動範圍設為" -"[parammotion_range]。" +"[param motion_range]。" msgid "" "The display refresh rate for the current HMD. Only functional if this feature " @@ -77068,14 +74529,6 @@ msgstr "" "byte_offset]。要求起始位置後至少有 4 個位元組的資料,否則返回 [code]null[/" "code]。" -msgid "" -"Returns a new [PackedByteArray] with the data decompressed. Set [param " -"buffer_size] to the size of the uncompressed data. Set the compression mode " -"using one of [enum FileAccess.CompressionMode]'s constants." -msgstr "" -"返回新的 [PackedByteArray],其中的資料已解壓。請將 [param buffer_size] 設定為" -"資料解壓後的大小。請將壓縮模式設定為 [enum FileAccess.CompressionMode] 常數。" - msgid "Creates a copy of the array, and returns it." msgstr "建立該陣列的副本,並將該副本返回。" @@ -77286,13 +74739,6 @@ msgstr "在陣列的末尾追加一個元素。" msgid "Removes an element from the array by index." msgstr "從陣列中刪除位於索引的元素。" -msgid "" -"Sets the size of the array. If the array is grown, reserves elements at the " -"end of the array. If the array is shrunk, truncates the array to the new size." -msgstr "" -"設定陣列的大小。如果陣列被增大,則保留陣列末端的元素。如果陣列被縮小,則將數組" -"截斷到新的大小。" - msgid "Changes the byte at the given index." msgstr "改變給定索引處的位元組。" @@ -82317,17 +79763,11 @@ msgid "" "list of available parameters." msgstr "設定給定關節參數的值。可用參數的列表見 [enum JointParam]。" -msgid "Gets a pin joint flag (see [enum PinJointFlag] constants)." -msgstr "獲取 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。" - msgid "" "Returns the value of a pin joint parameter. See [enum PinJointParam] for a " "list of available parameters." msgstr "返回銷關節參數的值。有關可用參數列表,請參閱 [enum PinJointParam]。" -msgid "Sets a pin joint flag (see [enum PinJointFlag] constants)." -msgstr "設定 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。" - msgid "" "Sets a pin joint parameter. See [enum PinJointParam] for a list of available " "parameters." @@ -84483,25 +81923,18 @@ msgstr "" "將兩個 2D 物理體通過單點進行連接的物理關節,能夠讓它們自由旋轉。例如可以將 " "[RigidBody2D] 連接到 [StaticBody2D] 上,從而建立鐘擺或蹺蹺板。" -msgid "" -"If [code]true[/code], the pin maximum and minimum rotation, defined by " -"[member angular_limit_lower] and [member angular_limit_upper] are applied." -msgstr "" -"如果為 [code]true[/code],則會對由[member angular_limit/lower]和[member " -"angular_limit/upper]定義的鉸鏈最大和最小旋轉量產生影響。" - msgid "" "The minimum rotation. Only active if [member angular_limit_enabled] is " "[code]true[/code]." msgstr "" -"最小的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有" +"最小的旋轉量。只有在[member angular_limit_enabled]為 [code]true[/code] 時才有" "效。" msgid "" "The maximum rotation. Only active if [member angular_limit_enabled] is " "[code]true[/code]." msgstr "" -"最大的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有" +"最大的旋轉量。只有在[member angular_limit_enabled]為 [code]true[/code] 時才有" "效。" msgid "When activated, a motor turns the pin." @@ -85987,35 +83420,6 @@ msgstr "沿 X 軸新增的邊迴圈數。" msgid "A material that defines a simple sky for a [Sky] resource." msgstr "以圖塊的形式向 [TileSet] 資源暴露一組場景。" -msgid "" -"[ProceduralSkyMaterial] provides a way to create an effective background " -"quickly by defining procedural parameters for the sun, the sky and the " -"ground. The sky and ground are defined by a main color, a color at the " -"horizon, and an easing curve to interpolate between them. Suns are described " -"by a position in the sky, a color, and a max angle from the sun at which the " -"easing curve ends. The max angle therefore defines the size of the sun in the " -"sky.\n" -"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, " -"direction, and angular distance of the first four [DirectionalLight3D] nodes " -"in the scene. This means that the suns are defined individually by the " -"properties of their corresponding [DirectionalLight3D]s and globally by " -"[member sun_angle_max] and [member sun_curve].\n" -"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " -"therefore suited for real time updates. This makes it a great option for a " -"sky that is simple and computationally cheap, but unrealistic. If you need a " -"more realistic procedural option, use [PhysicalSkyMaterial]." -msgstr "" -"ProceduralSkyMaterial 提供了一種通過為太陽、天空、和地面定義程式參數,來快速建" -"立一個有效背景的方法。天空和地面非常相似,它們由地平線上的一種顏色、另一種顏" -"色、以及一條最後在這兩種顏色之間插值的緩動曲線定義。類似地,太陽通過在天空中的" -"一個位置、一種顏色和一條緩動曲線來描述。然而,太陽也定義了最小和最大角度,這兩" -"個值定義了緩動曲線從太陽開始和結束的距離,從而最終定義了天空中太陽的大小。\n" -"[ProceduralSkyMaterial] 使用羽量級著色器來繪製天空,因此適合即時更新。當不需要" -"不現實的快速天空時,這是一個不錯的選擇。如果需要更逼真的選項,請嘗試改用 " -"[PhysicalSkyMaterial]。\n" -"[ProceduralSkyMaterial] 最多支援 4 個太陽。每個太陽都從場景中相應的 " -"[DirectionalLight3D] 獲取其顏色、能量和方向。" - msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "地面底部的顏色。會與 [member ground_horizon_color] 混合。" @@ -87247,12 +84651,6 @@ msgstr "" "[b]注意:[/b]啟用 TTS 會增加空閒 CPU 的佔用,影響睡眠模式,所以請在不需要 TTS " "時考慮將其關閉。" -msgid "" -"Setting to hardcode audio delay when playing video. Best to leave this " -"untouched unless you know what you are doing." -msgstr "" -"播放影片時設定為硬編碼音訊延遲。除非你知道自己在做什麼,否則最好不要動它。" - msgid "" "If [code]true[/code], ambient lights will be imported from COLLADA models as " "[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored." @@ -88169,13 +85567,6 @@ msgid "" "mouse clicks." msgstr "主視窗無法成為焦點。無焦點的視窗將忽略除滑鼠點擊之外的所有輸入。" -msgid "" -"Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS." -msgstr "" -"允許視窗預設可調整大小。\n" -"[b]注意:[/b]這個設定在 iOS 上將忽略。" - msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " @@ -88662,7 +86053,7 @@ msgid "" "ResourceImporterDynamicFont.antialiasing])." msgstr "" "預設專案字形的字形抗鋸齒模式。請參閱[member FontFile.antialiasing]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[Font]。請使用 [b]Import[/b] 停靠" "列(請參閱[member ResourceImporterDynamicFont.antialiasing])。" msgid "" @@ -88692,7 +86083,7 @@ msgid "" "ResourceImporterDynamicFont.hinting])." msgstr "" "預設專案字型的字型提示模式。請參閱[member FontFile.hinting]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[Font]。請使用 [b]Import[/b] 停靠" "列(請參閱[member ResourceImporterDynamicFont.hinting])。" msgid "" @@ -88726,7 +86117,7 @@ msgid "" msgstr "" "預設專案字型的字型字字形子像素定位模式。請參閱[member FontFile." "subpixel_positioning]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[Font]。請使用 [b]Import[/b] 停靠" "列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。" msgid "" @@ -89004,14 +86395,6 @@ msgstr "" "[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需" "的,無法刪除。但是可以修改分配給該動作的事件。" -msgid "" -"Default [InputEventAction] to swap input direction, i.e. change between left-" -"to-right to right-to-left modes. Affects text-editting controls ([LineEdit], " -"[TextEdit])." -msgstr "" -"預設 [InputEventAction],用於交換輸入方向,例如在“從左至右”和“從右至左”模式之" -"間切換。影響文字編輯控制項([LineEdit]、[TextEdit])。" - msgid "" "If a selection is currently active with the last caret in text fields, " "searches for the next occurrence of the selection, adds a caret and selects " @@ -89256,37 +86639,6 @@ msgstr "" "[b]注意:[/b]預設的 [code]ui_*[/code] 動作無法移除,因為它們對於部分 " "[Control] 的內部邏輯是必需的。但是,可以修改分配給該動作的事件。" -msgid "" -"Default [InputEventAction] to accept an autocompetion hint.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"預設 [InputEventAction],用於接受某個自動補全提示。\n" -"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需" -"的,無法刪除。但是可以修改分配給該動作的事件。" - -msgid "" -"Default [InputEventAction] to request autocompetion.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"預設 [InputEventAction],用於請求自動補全。\n" -"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需" -"的,無法刪除。但是可以修改分配給該動作的事件。" - -msgid "" -"Default [InputEventAction] to accept an autocompetion hint, replacing " -"existing text.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"預設 [InputEventAction],用於接受某個自動補全提示並替換現有文字。\n" -"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需" -"的,無法刪除。但是可以修改分配給該動作的事件。" - msgid "" "Default [InputEventAction] to unindent text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -93173,29 +90525,6 @@ msgstr "" msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成偽亂數的方法。" -msgid "" -"RandomNumberGenerator is a class for generating pseudo-random numbers. It " -"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n" -"[b]Note:[/b] The underlying algorithm is an implementation detail and should " -"not be depended upon.\n" -"To generate a random float number (within a given range) based on a time-" -"dependant seed:\n" -"[codeblock]\n" -"var rng = RandomNumberGenerator.new()\n" -"func _ready():\n" -" var my_random_number = rng.randf_range(-10.0, 10.0)\n" -"[/codeblock]" -msgstr "" -"RandomNumberGenerator 是一個用於生成偽亂數的類。它目前使用 [url=https://www." -"pcg-random.org/]PCG32[/url]。\n" -"[b]注意:[/b]底層演算法屬於實作細節,不應該對此產生依賴。\n" -"要根據時間相關種子生成(給定範圍內的)隨機浮點數:\n" -"[codeblock]\n" -"var rng = RandomNumberGenerator.new()\n" -"func _ready():\n" -" var my_random_number = rng.randf_range(-10.0, 10.0)\n" -"[/codeblock]" - msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." @@ -93499,13 +90828,6 @@ msgstr "" "返回相交物件的形狀在碰撞點處的法線,如果射線從該形狀內部發出並且 [member " "hit_from_inside] 為 [code]true[/code],則為 [code]Vector2(0, 0)[/code]。" -msgid "" -"Returns the collision point at which the ray intersects the closest object.\n" -"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." -msgstr "" -"返回射線與最近的物體相交的碰撞點。\n" -"[b]注意:[/b]這個點是在[b]全域[/b]坐標系中。" - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -94518,8 +91840,8 @@ msgid "" "if both [member position] and [member size] are zero (equal to [constant " "Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" -"[Rect2]內建[Variant]型別表示二維空間中的軸對齊矩形。它由其[member 位置]和" -"[member 大小]定義,分別是[Vector2]。常用於快速重疊測試(參見[method " +"[Rect2]內建[Variant]型別表示二維空間中的軸對齊矩形。它由其[member position]和" +"[member size]定義,分別是[Vector2]。常用於快速重疊測試(參見[method " "intersects])。雖然[Rect2]本身是軸對齊的,但它可以與[Transform2D]組合來表示旋" "轉或傾斜的矩形。\n" "對於整數座標,請使用 [Rect2i]。與 [Rect2] 等效的 3D 是 [AABB]。\n" @@ -94547,7 +91869,7 @@ msgid "" "Constructs a [Rect2] by setting its [member position] to ([param x], [param " "y]), and its [member size] to ([param width], [param height])." msgstr "" -"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member 大小] 設" +"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member size] 設" "定為 ([param width], [param height]) 。" msgid "" @@ -94580,7 +91902,7 @@ msgstr "" "var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]當[member 大小]為負數時,建議使用此方法,因為Godot中的大多數其他" +"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Godot中的大多數其他" "方法都假設[member position]是左上角,[member end]是右下角。" msgid "" @@ -94650,7 +91972,7 @@ msgid "" "[/codeblocks]" msgstr "" "傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮" -"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" +"小矩形。另請參閱[method grow_individual] 和[method grow_side]。\n" "[codeblocks]\n" "[gdscript]\n" "var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n" @@ -94669,8 +91991,8 @@ msgid "" "grow_side]." msgstr "" "傳回此矩形的副本,其 [param left]、[param top]、[param right] 和 [param " -"Bottom] 邊擴充了給定的量。負值會縮小另請參閱[method Growth] 和[method " -"Growth_side]。" +"bottom] 邊擴充了給定的量。負值會縮小另請參閱[method grow] 和[method " +"grow_side]。" msgid "" "Returns a copy of this rectangle with its [param side] extended by the given " @@ -94678,15 +92000,8 @@ msgid "" "the rectangle, instead. See also [method grow] and [method grow_individual]." msgstr "" "傳回此矩形的副本,其 [param side] 按給定的 [param amount] 擴充(請參閱 [enum " -"Side] 常數)。負數 [param amount] 會縮小矩形,相反。另請參見[method 增長] 和" -"[method 增長_個人]。" - -msgid "" -"Returns [code]true[/code] if this rectangle has positive width and height. " -"See also [method get_area]." -msgstr "" -"如果該字串以給定的 [param text] 開始,則返回 [code]true[/code]。另見 [method " -"ends_with]。" +"Side] 常數)。負數 [param amount] 會縮小矩形,相反。另請參見 [method grow] 和 " +"[method grow_individual]。" msgid "" "Returns [code]true[/code] if the rectangle contains the given [param point]. " @@ -94783,7 +92098,7 @@ msgid "" "left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" -"矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member 結束] " +"矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member end] " "點。\n" "[b]注意:[/b]建議將寬度和高度設為非負值,因為Godot中的大多數方法都假設[member " "position]是左上角,[member end]是底部-右上角。若要獲得非負大小的等效矩形,請使" @@ -94955,7 +92270,7 @@ msgid "" "[/codeblocks]" msgstr "" "傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮" -"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" +"小矩形。另請參閱[method grow_individual] 和[method grow_side]。\n" "[codeblocks]\n" "[gdscript]\n" "var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n" @@ -95792,8 +93107,8 @@ msgid "" "- a compute list is currently active (created by [method compute_list_begin])" msgstr "" "使用指定的 [param data] 更新緩衝區中從 [param offset] 開始的 [param " -"size_bytes] 位元組區域。引發記憶體屏障,除非 [param post_barrier]設定為[常數" -"BARRIER_MASK_NO_BARRIER]。\n" +"size_bytes] 位元組區域。引發記憶體屏障,除非 [param post_barrier]設定為" +"[constant BARRIER_MASK_NO_BARRIER]。\n" "若出現以下情況,則列印錯誤:\n" "- [param offset] + [param size_bytes] 指定的區域超出緩衝區\n" "- 繪製列表目前處於活動狀態(由[method draw_list_begin]建立)\n" @@ -95809,9 +93124,6 @@ msgstr "" "get_captured_timestamp_cpu_time]、[method get_captured_timestamp_gpu_time]、" "[method get_captured_timestamp_name] 等方法的性能彙報。" -msgid "Raises a Vulkan compute barrier in the specified [param compute_list]." -msgstr "將 [param render_pipeline] 綁定到指定的 [param draw_list]。" - msgid "" "Starts a list of compute commands created with the [code]compute_*[/code] " "methods. The returned value should be passed to other [code]compute_list_*[/" @@ -95882,8 +93194,8 @@ msgid "" "Godot had to change access masks of textures, it will raise a Vulkan image " "memory barrier." msgstr "" -"將 [paramuniform_set] 綁定到此 [paramcompute_list]。Godot 確保均勻集中的所有紋" -"理都具有正確的 Vulkan 存取掩碼。如果 Godot 必須更改紋理的存取掩碼,它將引發" +"將 [param uniform_set] 綁定到此 [param compute_list]。Godot 確保均勻集中的所有" +"紋理都具有正確的 Vulkan 存取掩碼。如果 Godot 必須更改紋理的存取掩碼,它將引發" "Vulkan 影像記憶體障礙。" msgid "" @@ -95965,67 +93277,6 @@ msgstr "" "draw_command_begin_label] 不同,不應該呼叫 [method draw_command_end_label] 來" "結束這個區域。" -msgid "" -"Starts a list of raster drawing commands created with the [code]draw_*[/code] " -"methods. The returned value should be passed to other [code]draw_list_*[/" -"code] functions.\n" -"Multiple draw lists cannot be created at the same time; you must finish the " -"previous draw list first using [method draw_list_end].\n" -"A simple drawing operation might look like this (code is not a complete " -"example):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " -"Color(0, 0, 0, 0)]\n" -"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" -"\n" -"# Draw opaque.\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"# Draw wire.\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"\n" -"rd.draw_list_end()\n" -"[/codeblock]" -msgstr "" -"開始由 [code]draw_*[/code] 方法建立的柵格繪圖命令列表。應該將返回值傳遞給其他 " -"[code]draw_list_*[/code] 函式。\n" -"無法同時建立多個繪圖列表;你必須先使用 [method draw_list_end] 把之前的繪圖列表" -"完成。\n" -"簡易的繪圖操作類似於下面這樣(程式碼不是完整的範例):\n" -"[codeblock]\n" -"var rd = RenderingDevice.new()\n" -"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " -"Color(0, 0, 0, 0)]\n" -"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." -"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" -"\n" -"# 實心繪製。\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"# 線框繪製。\n" -"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" -"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" -"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " -"raster_push_constant.size())\n" -"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" -"\n" -"rd.draw_list_end()\n" -"[/codeblock]" - msgid "" "High-level variant of [method draw_list_begin], with the parameters " "automatically being adjusted for drawing onto the window specified by the " @@ -96805,7 +94056,7 @@ msgstr "" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。" msgid "Checks if the [param uniform_set] is valid, i.e. is owned." -msgstr "檢查 [paramuniform_set] 是否有效,即是否擁有。" +msgstr "檢查 [param uniform_set] 是否有效,即是否擁有。" msgid "" "Creates a vertex array based on the specified buffers. Optionally, [param " @@ -100940,9 +98191,6 @@ msgstr "" "FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " "時,霧體積的大小。" -msgid "Forces redrawing of all viewports at once." -msgstr "立即強制重繪所有的視口。" - msgid "" "Forces a synchronization between the CPU and GPU, which may be required in " "certain cases. Only call this when needed, as CPU-GPU synchronization has a " @@ -106129,21 +103377,6 @@ msgstr "" "動提示器強制產生字型的提示資料。這將使[member hinting]對不包含提示資料的字形有" "效。" -msgid "" -"If [code]true[/code], this font will have mipmaps generated. This prevents " -"text from looking grainy when a [Control] is scaled down, or when a [Label3D] " -"is viewed from a long distance (if [member Label3D.texture_filter] is set to " -"a mode that displays mipmaps).\n" -"Enabling [member generate_mipmaps] increases font generation time and memory " -"usage. Only enable this setting if you actually need it." -msgstr "" -"如果設定為 [code]true[/code],則預設字形將生成 mipmap。這樣可以防止文字在 " -"[Control] 被按比例縮小或從遠距離查看 [Label3D] 時看起來有顆粒感(如果 [member " -"Label3D.texture_filter] 設定為顯示 mipmap 的模式)。\n" -"啟用 [member gui/theme/default_font_generate_mipmaps] 會增加字形生成時間和內存" -"使用量。請只在你確實需要時才啟用此設定。\n" -"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。" - msgid "" "The hinting mode to use. This controls how aggressively glyph edges should be " "snapped to pixels when rasterizing the font. Depending on personal " @@ -106192,24 +103425,6 @@ msgstr "" "用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要" "更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。" -msgid "" -"If set to [code]true[/code], the default font will use multichannel signed " -"distance field (MSDF) for crisp rendering at any size. Since this approach " -"does not rely on rasterizing the font every time its size changes, this " -"allows for resizing the font in real-time without any performance penalty. " -"Text will also not look grainy for [Control]s that are scaled down (or for " -"[Label3D]s viewed from a long distance).\n" -"MSDF font rendering can be combined with [member generate_mipmaps] to further " -"improve font rendering quality when scaled down." -msgstr "" -"如果設定為 [code]true[/code],預設字形將使用多通道帶符號距離場(MSDF),任何尺" -"寸都能夠進行清晰的渲染。由於這種方法不需要在每次字形大小更改時都對字形進行光柵" -"化,因此可以即時調整字形大小,不會造成任何性能損失。對於按比例縮小的 [Control]" -"(或從遠距離查看的 [Label3D]),文字也不會看起來有顆粒感。\n" -"MSDF 字形渲染可以與 [member gui/theme/default_font_generate_mipmaps] 結合使" -"用,從而進一步提高縮小時的字形渲染品質。\n" -"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。" - msgid "" "The OpenType features to enable, disable or set a value for this font. This " "can be used to enable optional features provided by the font, such as " @@ -106599,9 +103814,6 @@ msgstr "" "[b]進階匯入設定[/b]對話方塊中提供了更方便的[member loop_offset]編輯器,因為它" "可以讓您預覽變更而無需重新匯入音訊。" -msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene." -msgstr "將 OBJ 3D 模型獨立 [Mesh] 或場景匯入。" - msgid "" "Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single " "[Mesh] resource by default instead of importing a [PackedScene]. This makes " @@ -106691,25 +103903,6 @@ msgstr "" msgid "Imports a glTF, FBX, Collada or Blender 3D scene." msgstr "匯入 glTF、FBX、Collada 或 Blender 3D 場景。" -msgid "" -"See also [ResourceImporterOBJ], which is used for OBJ models that can be " -"imported as a standalone [Mesh] or a scene.\n" -"Additional options (such as extracting individual meshes or materials to " -"files) are available in the [b]Advanced Import Settings[/b] dialog. This " -"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock " -"or by selecting a 3D scene in the FileSystem dock, going to the Import dock " -"and choosing [b]Advanced[/b].\n" -"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, " -"such as [code].tscn[/code] and [code].scn[/code] files." -msgstr "" -"另請參閱 [ResourceImporterOBJ],它用於可作為獨立 [Mesh] 或場景匯入的 OBJ 模" -"型。\n" -"[b]進階匯入設定[/b] 對話方塊中提供了其他選項(例如將單一網格或材質提取到檔" -"案)。可透過雙擊檔案系統擴充座中的 3D 場景或透過選擇檔案系統擴充座中的 3D 場" -"景,前往匯入擴充座並選擇 [b]進階[/b] 來存取此對話方塊。\n" -"[b]注意:[/b][ResourceImporterScene][i]不[/i]用於[PackedScene],例如[code]." -"tscn[/code]和[code].scn[/code]檔案。" - msgid "" "Contains properties for the scene's subresources. This is an internal option " "which is not visible in the Import dock." @@ -106877,9 +104070,9 @@ msgstr "" "製,並使用通常從 3D 建模軟體匯入的一些內部編號。\n" "- 皮膚包含將此網格物件綁定到此 Skeleton3D 上所需的資訊。對於 3D 建模軟體選擇的" "每一個內部骨骼 ID,它都包含兩件事。首先是一個稱為綁定姿勢矩陣、逆綁定矩陣或簡" -"稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member Skins/" +"稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member skins/" "use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如" -"果[member Skins/use_named_skins] 為[code]false[/code])。\n" +"果[member skins/use_named_skins] 為[code]false[/code])。\n" "總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染" "每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在" "從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對" @@ -107298,7 +104491,7 @@ msgid "" "samples-best-practices]Best practices[/url] for more information." msgstr "" "如果設定為大於 [code]0[/code] 的值,則強制音訊的取樣率降低到低於或等於 " -"[member force] 中指定的值/最大速率赫茲]。\n" +"[member force/max_rate_hz] 中指定的值。\n" "這可以顯著減小某些聲音的檔案大小,而不會影響質量,具體取決於實際聲音的內容。有" "關詳細信息,請參閱[url=$DOCS_URL/tutorials/assets_pipeline/" "importing_audio_samples.html#doc-importing-audio-samples-best-practices]最佳實" @@ -107308,7 +104501,7 @@ msgid "" "The frequency to limit the imported audio sample to (in Hz). Only effective " "if [member force/max_rate] is [code]true[/code]." msgstr "" -"代表粒子軌跡的時間量(以秒為單位)。僅當 [member trail_enabled] 為 " +"代表粒子軌跡的時間量(以秒為單位)。僅當 [member force/max_rate] 為 " "[code]true[/code] 時有效。" msgid "" @@ -108046,10 +105239,6 @@ msgstr "" "[b]注意:[/b]如果啟用了 [member threaded],則此方法返回文件已載入部分的值。使" "用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。" -msgid "" -"Installs a custom effect. [param effect] should be a valid [RichTextEffect]." -msgstr "安裝自訂效果。[param effect] 應該是有效的 [RichTextEffect]。" - msgid "" "If [member threaded] is enabled, returns [code]true[/code] if the background " "thread has finished text processing, otherwise always return [code]true[/" @@ -111675,28 +108864,6 @@ msgid "" "A node containing a bone hierarchy, used to create a 3D skeletal animation." msgstr "包含骨骼層級結構的節點,用於建立 3D 骨骼動畫。" -msgid "" -"[Skeleton3D] provides an interface for managing a hierarchy of bones, " -"including pose, rest and animation (see [Animation]). It can also use ragdoll " -"physics.\n" -"The overall transform of a bone with respect to the skeleton is determined by " -"bone pose. Bone rest defines the initial transform of the bone pose.\n" -"Note that \"global pose\" below refers to the overall transform of the bone " -"with respect to skeleton, so it is not the actual global/world transform of " -"the bone.\n" -"To setup different types of inverse kinematics, consider using " -"[SkeletonIK3D], or add a custom IK implementation in [method Node._process] " -"as a child node." -msgstr "" -"[Skeleton3D] 提供了管理骨骼層級結構的介面,包括姿勢、放鬆姿勢和動畫(見 " -"[Animation])。它還可以使用布娃娃物理。\n" -"骨骼相對於骨架的整體變換由骨骼的姿勢決定。骨骼的放鬆姿勢定義的是骨骼姿勢的初始" -"變換。\n" -"請注意,下文的“全域姿勢”是指骨骼相對於骨架的整體變換,因此並不是骨骼的實際全" -"局/世界變換。\n" -"要設定不同型別的反向運動學,請考慮使用 [SkeletonIK3D],或者新增一個子節點並在 " -"[method Node._process] 中實作自訂 IK。" - msgid "" "Adds a bone, with name [param name]. [method get_bone_count] will become the " "bone index." @@ -113885,12 +111052,6 @@ msgstr "" msgid "If [code]true[/code], texture is centered." msgstr "如果為 [code]true[/code],紋理居中。" -msgid "" -"Current frame to display from sprite sheet. [member hframes] or [member " -"vframes] must be greater than 1." -msgstr "" -"目前顯示的精靈表中的影格。[member vframes] 或 [member hframes] 必須大於 1。" - msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -113899,9 +111060,6 @@ msgstr "" "顯示的影格在精靈表中的座標。這是 [member frame] 屬性的別名。[member vframes] " "或 [member hframes] 必須大於 1。" -msgid "The number of columns in the sprite sheet." -msgstr "精靈表中的列數。" - msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -113925,9 +111083,6 @@ msgstr "" msgid "[Texture2D] object to draw." msgstr "要繪製的 [Texture2D] 對象。" -msgid "The number of rows in the sprite sheet." -msgstr "精靈表中的行數。" - msgid "Emitted when the [member frame] changes." msgstr "當 [member frame] 更改時發出。" @@ -114232,9 +111387,9 @@ msgid "" "platforms (by using [member constant_linear_velocity] and [member " "constant_angular_velocity])." msgstr "" -"靜態 2D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationPlayer]" -"([member AnimationPlayer.playback_process_mode] 設為 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手動移" +"靜態 2D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationMixer]" +"([member AnimationMixer.callback_mode_process] 設為 [constant AnimationMixer." +"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform2D] 等方法手動移" "動。\n" "[StaticBody2D] 發生移動時,是傳送到新位置上的,不會影響路徑上的其他物理體。如" "果不想要這樣的行為,請改用 [AnimatableBody2D]。\n" @@ -114275,9 +111430,9 @@ msgid "" "platforms (by using [member constant_linear_velocity] and [member " "constant_angular_velocity])." msgstr "" -"靜態 3D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationPlayer]" -"([member AnimationPlayer.playback_process_mode] 設為 " -"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手動移" +"靜態 3D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationMixer]" +"([member AnimationMixer.callback_mode_process] 設為 [constant AnimationMixer." +"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform3D] 等方法手動移" "動。\n" "[StaticBody3D] 發生移動時,是傳送到新位置上的,不會影響路徑上的其他物理體。如" "果不想要這樣的行為,請改用 [AnimatableBody3D]。\n" @@ -114864,41 +112019,6 @@ msgstr "" "[b]注意:[/b]與 GDScript 解析器不同,這個方法不支援 [code]\\uXXXX[/code] 轉義" "序列。" -msgid "" -"Changes the appearance of the string: replaces underscores ([code]_[/code]) " -"with spaces, adds spaces before uppercase letters in the middle of a word, " -"converts all letters to lowercase, then converts the first one and each one " -"following a space to uppercase.\n" -"[codeblocks]\n" -"[gdscript]\n" -"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n" -"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n" -"[/gdscript]\n" -"[csharp]\n" -"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n" -"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method not the same as the default appearance of properties " -"in the Inspector dock, as it does not capitalize acronyms ([code]\"2D\"[/" -"code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as you may expect." -msgstr "" -"改變字串的外觀:用空格代替底線([code]_[/code]),在單詞中間的大寫字母前新增空" -"格,將所有字母轉換為小寫,然後將第一個字母和空格後的每個字母轉換為大寫。\n" -"[codeblocks]\n" -"[gdscript]\n" -"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n" -"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n" -"[/gdscript]\n" -"[csharp]\n" -"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n" -"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]這個方法與屬性面板面板中屬性的預設外觀不一樣,不會像你期望的那樣" -"將首字母縮寫大寫([code]\"2D\"[/code]、[code]\"FPS\"[/code]、[code]\"PNG\"[/" -"code] 等)。" - msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " @@ -115235,16 +112355,6 @@ msgstr "" "slice] 的子串。如果 [param slice] 不存在則返回空字串。\n" "只需要一個子串時這個方法比 [method split] 快。" -msgid "" -"Returns the 32-bit hash value representing the string's contents.\n" -"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be " -"the same, as a result of hash collisions. On the countrary, strings with " -"different hash values are guaranteed to be different." -msgstr "" -"返回代表該字串內容的 32 位元雜湊值。\n" -"[b]注意:[/b]由於雜湊碰撞的緣故,內容相同的字串[i]不一定[/i]會得到相同的哈希" -"值。而相對的是,雜湊不同的字串一定不同。" - msgid "" "Decodes a hexadecimal string as a [PackedByteArray].\n" "[codeblocks]\n" @@ -116238,18 +113348,9 @@ msgstr "" "var d = \"Hello!\".to_int() # d 為 0\n" "[/codeblock]" -msgid "Returns the string converted to lowercase." -msgstr "返回將該字串轉換為小寫的結果。" - msgid "Returns the string converted to [code]PascalCase[/code]." msgstr "返回將該字串轉換為大駝峰命名 [code]PascalCase[/code] 的結果。" -msgid "Returns the string converted to [code]snake_case[/code]." -msgstr "返回將該字串轉換為蛇形命名 [code]snake_case[/code] 的結果。" - -msgid "Returns the string converted to uppercase." -msgstr "返回將該字串轉換為大寫的結果。" - msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " "encoded [PackedByteArray]. This method is slightly slower than [method " @@ -116519,38 +113620,6 @@ msgstr "" msgid "A built-in type for unique strings." msgstr "唯一字串內建型別。" -msgid "" -"[StringName]s are immutable strings designed for general-purpose " -"representation of unique names (also called \"string interning\"). Two " -"[StringName]s with the same value are the same object. Comparing them is " -"extremely fast compared to regular [String]s.\n" -"You will usually just pass a [String] to methods expecting a [StringName] and " -"it will be automatically converted, but you may occasionally want to " -"construct a [StringName] ahead of time with the [StringName] constructor or, " -"in GDScript, the literal syntax [code]&\"example\"[/code].\n" -"See also [NodePath], which is a similar concept specifically designed to " -"store pre-parsed scene tree paths.\n" -"All of [String]'s methods are available in this class too. They convert the " -"[StringName] into a string, and they also return a string. This is highly " -"inefficient and should only be used if the string is desired.\n" -"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " -"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " -"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" -"code] operator cannot be used. Instead, [method is_empty] should be used to " -"check for empty [StringName]s." -msgstr "" -"[StringName] 是不可變的字串,用於唯一名稱的通用表示(也叫“字串內嵌”)。值相同" -"的兩個 [StringName] 是同一個對象。進行比較時比普通 [String] 要快很多。\n" -"對於需要 [StringName] 的方法,你通常可以只傳 [String],會自動進行轉換,不過有" -"時候你可能會想要提前使用 [StringName] 建構子來建構 [StringName],在 GDScript " -"中也可以用 [code]&\"example\"[/code] 語法。\n" -"另見 [NodePath],這是與此類似的概念,針對儲存預解析的場景樹路徑設計。\n" -"[String] 的所有方法都在這個類中可用。它們會將 [StringName] 轉換為字串,返回的" -"也是字串。這樣做效率非常低,應該只在需要字串時使用。\n" -"[b]注意:[/b]轉換為布林值時,空的 [StringName]([code]StringName(\"\")[/" -"code])為 [code]false[/code],其他 [StringName] 均為 [code]true[/code]。不能使" -"用 [code]not[/code] 運算子。請改用 [method is_empty] 來檢查空的 [StringName]。" - msgid "Constructs an empty [StringName]." msgstr "建構空的 [StringName]。" @@ -117657,17 +114726,6 @@ msgstr "" msgid "Removes the index array by expanding the vertex array." msgstr "通過擴充頂點陣列移除索引陣列。" -msgid "" -"Generates a LOD for a given [param nd_threshold] in linear units (square root " -"of quadric error metric), using at most [param target_index_count] indices.\n" -"[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. " -"Consider using [method ImporterMesh.generate_lods] instead." -msgstr "" -"為給定的 [param nd_threshold] 生成 LOD,使用線性單位(四次誤差的平方根),最多" -"使用 [param target_index_count] 個索引。\n" -"[i]已放棄使用。[/i]內部不再使用,忽略後能夠保持法線和 UV。請考慮改用 [method " -"ImporterMesh.generate_lods]。" - msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[param flip] is [code]true[/code], the resulting normals will be inverted. " @@ -118008,26 +115066,6 @@ msgid "" msgstr "" "從系統字形載入的字形。如果未在宿主作業系統上實作,則退回到預設主題字形。" -msgid "" -"[SystemFont] loads a font from a system font with the first matching name " -"from [member font_names].\n" -"It will attempt to match font style, but it's not guaranteed.\n" -"The returned font might be part of a font collection or be a variable font " -"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" -"You can create [FontVariation] of the system font for fine control over its " -"features.\n" -"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on " -"other platforms it will fallback to default theme font." -msgstr "" -"[SystemFont] 會從系統字形中載入一個字形,該字形是名稱能與 [member font_names] " -"配對的第一個字形。\n" -"會嘗試配對字形樣式,但是並不保證。\n" -"返回的字形可能屬於某個字形合集,也可能是設定了 OpenType“字重”“寬度”和/或“斜" -"體”功能的可變字形。\n" -"你可以建立系統字形的 [FontVariation],以便對其特徵進行精細控制。\n" -"[b]注意:[/b]這個類在 iOS、Linux、macOS、Windows 上實作,在其他平臺上會退回到" -"預設主題字形。" - msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" "如果設定為 [code]true[/code],則優先使用斜體(italic)或偽斜體(oblique)。" @@ -119552,15 +116590,6 @@ msgid "" "disabled." msgstr "如果為 [code]true[/code],則禁用 [member editable] 時游標可見。" -msgid "" -"If [code]true[/code], a right-click moves the caret at the mouse position " -"before displaying the context menu.\n" -"If [code]false[/code], the context menu disregards mouse location." -msgstr "" -"如果為 [code]true[/code],則按一下右鍵時會先將文字游標移動到滑鼠位置,然後再顯" -"示本文選單。\n" -"如果為 [code]false[/code],則本文功能表將忽略滑鼠位置。" - msgid "Sets if multiple carets are allowed." msgstr "設定是否允許使用多個文字游標。" @@ -121632,17 +118661,6 @@ msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上繪製紋理的一部 msgid "Returns the texture height in pixels." msgstr "返回該紋理的高度,單位為圖元。" -msgid "" -"Returns an [Image] that is a copy of data from this [Texture2D] (a new " -"[Image] is created each time). [Image]s can be accessed and manipulated " -"directly.\n" -"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " -"performance problems when overused." -msgstr "" -"返回一個 [Image],是這個 [Texture2D] 中資料的副本(每次都會新建一個 " -"[Image])。可以直接存取並操作 [Image]。\n" -"[b]注意:[/b]這個函式會從 GPU 獲取紋理資料,過度使用可能會引起性能問題。" - msgid "Returns the texture size in pixels." msgstr "返回該紋理的大小,單位為圖元。" @@ -125586,18 +122604,6 @@ msgstr "僅在觸控式螢幕上可以看到。" msgid "A 2×3 matrix representing a 2D transformation." msgstr "代表 2D 變換的 2×3 矩陣。" -msgid "" -"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of three [Vector2] values: [member x], [member y], and the [member " -"origin].\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用於 2D 線性變換的 2×3 矩陣(2 行 3 列),可以表示平移、旋轉、縮放等變換,由三" -"個 [Vector2] 值組成:[member x]、[member y]、[member origin]。\n" -"更多資訊請閱讀文件文章《矩陣與變換》。" - msgid "" "Constructs a default-initialized [Transform2D] set to [constant IDENTITY]." msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform2D]。" @@ -125829,18 +122835,6 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 變換的 3×4 矩陣。" -msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" -"For more information, read the \"Matrices and transforms\" documentation " -"article." -msgstr "" -"用於 3D 線性變換的 3×4 矩陣(3 行 4 列),可以表示平移、旋轉、縮放等變換,由 " -"[member basis](前三列)和 [member origin] 的 [Vector3](最後一列)組成。\n" -"更多資訊請閱讀文件文章《矩陣與變換》。" - msgid "" "Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform3D]。" @@ -127592,264 +124586,6 @@ msgid "" "[Tweener]s." msgstr "通過腳本進行通用動畫的羽量級物件,使用 [Tweener]。" -msgid "" -"Tweens are mostly useful for animations requiring a numerical property to be " -"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" -"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " -"the computer interpolates the frames that appear between them. Animating " -"something with a [Tween] is called tweening.\n" -"[Tween] is more suited than [AnimationPlayer] for animations where you don't " -"know the final values in advance. For example, interpolating a dynamically-" -"chosen camera zoom value is best done with a [Tween]; it would be difficult " -"to do the same thing with an [AnimationPlayer] node. Tweens are also more " -"light-weight than [AnimationPlayer], so they are very much suited for simple " -"animations or general tasks that don't require visual tweaking provided by " -"the editor. They can be used in a fire-and-forget manner for some logic that " -"normally would be done by code. You can e.g. make something shoot " -"periodically by using a looped [CallbackTweener] with a delay.\n" -"A [Tween] can be created by using either [method SceneTree.create_tween] or " -"[method Node.create_tween]. [Tween]s created manually (i.e. by using " -"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" -"A tween animation is created by adding [Tweener]s to the [Tween] object, " -"using [method tween_property], [method tween_interval], [method " -"tween_callback] or [method tween_method]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " -"before finally calling [method Node.queue_free] to free the sprite. " -"[Tweener]s are executed one after another by default. This behavior can be " -"changed using [method parallel] and [method set_parallel].\n" -"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " -"chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set a different transition type in the above " -"example, you can use [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Most of the [Tween] methods can be chained this way too. In the following " -"example the [Tween] is bound to the running script's node and a default " -"transition is set for its [Tweener]s:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In the example above, all children of a node are moved one after another to " -"position (0, 0).\n" -"You should avoid using more than one [Tween] per object's property. If two or " -"more tweens animate one property at the same time, the last one created will " -"take priority and assign the final value. If you want to interrupt and " -"restart an animation, consider assigning the [Tween] to a variable:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # Abort the previous animation.\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // Abort the previous animation\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Some [Tweener]s use transitions and eases. The first accepts a [enum " -"TransitionType] constant, and refers to the way the timing of the animation " -"is handled (see [url=https://easings.net/]easings.net[/url] for some " -"examples). The second accepts an [enum EaseType] constant, and controls where " -"the [code]trans_type[/code] is applied to the interpolation (in the " -"beginning, the end, or both). If you don't know which transition and easing " -"to pick, you can try different [enum TransitionType] constants with [constant " -"EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" -"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " -"results in an undefined behavior. Create a new Tween for each animation and " -"every time you replay an animation from start. Keep in mind that Tweens start " -"immediately, so only create a Tween when you want to start animating.\n" -"[b]Note:[/b] The tween is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"tween (or [method Node._physics_process] depending on the value passed to " -"[method set_process_mode])." -msgstr "" -"Tween 主要用於需要將一個數值屬性插值到一系列值的動畫。[i]tween[/i] 這個名字來" -"自 [i]in-betweening[/i],這是一種動畫技術,可以在其中指定 [i]關鍵影格[/i],然" -"後電腦會插入出現在它們之間的影格。使用 [Tween] 製作動畫被稱為補間動畫。\n" -"[Tween] 比 [AnimationPlayer] 更適合事先不知道最終值的動畫。例如,插入動態選擇" -"的相機縮放值最好使用 [Tween] 完成;很難使用 [AnimationPlayer] 節點做同樣的事" -"情。Tween 也比 [AnimationPlayer] 更羽量級,因此它們非常適合簡單的動畫,或不需" -"要編輯器提供的視覺調整的通用工作。對於通常由程式碼完成的某些邏輯,它們可以以即" -"用即棄的方式使用。例如,可以使用帶延遲的迴圈 [CallbackTweener] 定期射擊。\n" -"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 建立 " -"[Tween]。手動建立的 [Tween](即使用 [code]Tween.new()[/code])無效,不能用於對" -"值進行補間。\n" -"通過使用 [method tween_property]、[method tween_interval]、[method " -"tween_callback]、或 [method tween_method],可將 [Tweener] 新增到 [Tween] 對象" -"來建立一個補間動畫:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"該序列將使 [code]$Sprite[/code] 節點變紅,然後縮小,最後呼叫 [method Node." -"queue_free] 來釋放該精靈。預設情況下,[Tweener] 一個接一個地執行。這種行為可以" -"使用 [method parallel] 和 [method set_parallel] 來更改。\n" -"當使用 [code]tween_*[/code] 方法之一建立 [Tweener] 時,可以使用鏈式方法呼叫來" -"調整該 [Tweener] 的屬性。例如,如果想在上面的例子中設定一個不同的過渡型別,可" -"以使用 [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"大多數 [Tween] 方法也可以這樣鏈式呼叫。在下面的範例中,[Tween] 被綁定到運作腳" -"本的節點,並為其 [Tweener] 設定了預設過渡:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[Tween] 的另一個有趣用途是動畫化任意對象集:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在上面的範例中,一個節點的所有子節點都被依次移動到位置 (0, 0)。\n" -"應該避免為物件的同一屬性使用多個 [Tween]。如果兩個或多個補間同時為同一個屬性設" -"定動畫,則最後建立的補間將優先使用,並分配最終值。如果要中斷並重新啟動動畫,請" -"考慮將 [Tween] 賦給變數:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # 終止之前的補間動畫。\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // 終止之前的補間動畫。\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"一些 [Tweener] 會使用過渡和緩動。第一個接受一個 [enum TransitionType] 常數,指" -"的是處理動畫時間的方式(相關範例見 [url=https://easings.net/]easings.net[/" -"url])。第二個接受一個 [enum EaseType] 常數,並控制 [code]trans_type[/code] 套" -"用於插值的位置(在開頭、結尾、或兩者)。如果不知道該選擇哪種過渡和緩動,可以嘗" -"試使用 [constant EASE_IN_OUT] 並配合不同 [enum TransitionType] 常數,並使用看" -"起來最好的那個。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" -"tween_cheatsheet.webp]補間緩動與過渡型別速查表[/url]\n" -"[b]注意:[/b]Tween 並不是針對重用設計的,嘗試重用會造成未定義行為。每次從頭開" -"始重新播放每個動畫都請新建一個 Tween。請記住,Tween 是會立即開始的,所以請只在" -"需要開始動畫時建立 Tween。\n" -"[b]注意:[/b]Tween 在目前影格中的所有節點之後處理,即節點的 [method Node." -"_process] 方法會在計時器之前呼叫(根據傳給 [method set_process_mode] 的值,也" -"可能是 [method Node._physics_process])。" - msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " "directly by the [SceneTree], so they run independently of the animated nodes. " @@ -131866,14 +128602,6 @@ msgstr "" "上,而是把車輪的原點(Godot 中的小工具)移到車輪觸底時的位置,然後使用剩餘長度" "將輪子向下移動到汽車靜止時它應該所處位置。" -msgid "" -"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " -"your vehicle will be prone to rolling over, while a value of 0.0 will resist " -"body roll." -msgstr "" -"這個值會影響車輛的滾動。如果所有車輪都設定為 1.0,車輛將容易翻車,而 0.0 的值" -"將阻止車身側傾。" - msgid "" "A container that arranges its child controls vertically and wraps them around " "at the borders." diff --git a/editor/editor_property_name_processor.cpp b/editor/editor_property_name_processor.cpp index 2c9c2f1ab2d2..f7a48d4c5b37 100644 --- a/editor/editor_property_name_processor.cpp +++ b/editor/editor_property_name_processor.cpp @@ -266,6 +266,7 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() { capitalize_string_remaps["tcp"] = "TCP"; capitalize_string_remaps["textfile"] = "TextFile"; capitalize_string_remaps["tls"] = "TLS"; + capitalize_string_remaps["tv"] = "TV"; capitalize_string_remaps["ui"] = "UI"; capitalize_string_remaps["uri"] = "URI"; capitalize_string_remaps["url"] = "URL"; diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index dfea8dffdf10..1147ae4f1aa1 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -88,13 +88,14 @@ # Jugy , 2023. # 7D , 2023. # Emad Alhaddad , 2023. +# Varga , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-16 16:21+0000\n" -"Last-Translator: Emad Alhaddad \n" +"PO-Revision-Date: 2024-01-21 20:50+0000\n" +"Last-Translator: Varga \n" "Language-Team: Arabic \n" "Language: ar\n" @@ -103,7 +104,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "ثريد رئيسي" @@ -1981,6 +1982,9 @@ msgstr "المطورون" msgid "Authors" msgstr "المالكون" +msgid "Patrons" +msgstr "رعاة" + msgid "Platinum Sponsors" msgstr "الرعاة البلاتينيين" @@ -1990,6 +1994,18 @@ msgstr "الرعاة الذهبيين" msgid "Silver Sponsors" msgstr "المانحين الفضيين" +msgid "Diamond Members" +msgstr "الرعاة الماسيين" + +msgid "Titanium Members" +msgstr "الرعاة التيتانيوم" + +msgid "Platinum Members" +msgstr "الرعاة البلاتينيين" + +msgid "Gold Members" +msgstr "الرعاة الذهبيين" + msgid "Donors" msgstr "مانحين" @@ -2973,10 +2989,10 @@ msgid "Move element %d to position %d in property array with prefix %s." msgstr "أنقل العنصر %d إلى الترتيب %d في مصفوفة الخاصيات، ذو البادئة %s." msgid "Clear Property Array with Prefix %s" -msgstr "إزاله خاصية المصفوفة ذات البادئة %s." +msgstr "إزاله خاصية المصفوفة ذات البادئة %s" msgid "Resize Property Array with Prefix %s" -msgstr "غير حجم مصفوفة باستعمال البادئة %s." +msgstr "غير حجم مصفوفة باستعمال البادئة %s" msgid "Element %d: %s%d*" msgstr "العنصر %d: %s%d*" @@ -3457,6 +3473,17 @@ msgstr "" "ذلك النص البرمجي.\n" "تعطيل الإضافة في '%s' لتجنب الأخطاء لاحقاً." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"غير قادر على تحميل البرنامج النصي الإضافي من المسار: '%s'. النوع الأساسي ليس " +"\"EditorPlugin\"." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"غير قادر على تحميل البرنامج النصي الإضافي من المسار: '%s'. البرنامج النصي ليس " +"في وضع الأداة." + 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." @@ -3574,6 +3601,15 @@ msgstr "" "غير قادر على الكتابة إلى الملف '%s', الملف يُستعمل الآن إما أنه مغلق أو أنه " "ينقصه الأذونات." +msgid "Forward+" +msgstr "تقدم+" + +msgid "Mobile" +msgstr "المتنقل (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" + +msgid "Compatibility" +msgstr "المتوافق" + msgid "Pan View" msgstr "إظهار شامل" @@ -3670,6 +3706,9 @@ msgstr "أدوات" msgid "Orphan Resource Explorer..." msgstr "متصفح الموارد اليتيمة..." +msgid "Upgrade Mesh Surfaces..." +msgstr "ترقية أسطح المجسم..." + msgid "Reload Current Project" msgstr "إعادة تحميل/تشغيل المشروع الحالي" @@ -3748,21 +3787,6 @@ msgstr "حول جَوْدَتْ" msgid "Support Godot Development" msgstr "ادعم تطوير جَوْدَتْ" -msgid "Choose a renderer." -msgstr "اخترْ نظام التكوين." - -msgid "Forward+" -msgstr "تقدم+" - -msgid "Mobile" -msgstr "المتنقل (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" - -msgid "Compatibility" -msgstr "المتوافق" - -msgid "Changing the renderer requires restarting the editor." -msgstr "تغييرنظام التكوين يتطلب استئناف المحرر." - msgid "Update Continuously" msgstr "تحديث متواصل" @@ -3869,7 +3893,7 @@ msgid "Create Version Control Metadata..." msgstr "إعداد إدارة الإصدارات لالبيانات الوصفية (Version Control)..." msgid "Version Control Settings..." -msgstr "نظام التحكم بالإصدار ...VCS" +msgstr "نظام التحكم بالإصدار VCS..." msgid "New Inherited" msgstr "موروث جديد" @@ -7001,10 +7025,10 @@ msgid "Move CanvasItem \"%s\" Anchor" msgstr "تحريك مرساة عنصر-اللوحة \"%s\"" msgid "Scale Node2D \"%s\" to (%s, %s)" -msgstr "تعديل حجم العقدة \"Node2D \"%s إلى (s, %s%)" +msgstr "تعديل حجم العقدة \"Node2D \"%s إلى (%s,%s)" msgid "Resize Control \"%s\" to (%d, %d)" -msgstr "تغيير حجم عنصر التحكم \"٪ s\" إلى (٪ d،٪ d)" +msgstr "تغيير حجم عنصر التحكم \"%s\" إلى (%d،% d)" msgid "Scale %d CanvasItems" msgstr "تغيير حجم عناصر-اللوحة %d" @@ -7980,7 +8004,7 @@ msgid "Reverse Gradient" msgstr "عكس التدرج" msgid "Reverse/Mirror Gradient" -msgstr "التدرج العكسي/المناظِر." +msgstr "التدرج العكسي/المناظِر" msgid "Move GradientTexture2D Fill Point" msgstr "نقل نقطة التعبئة Gradient Texture2D" @@ -11331,7 +11355,7 @@ msgid "Subtitle:" msgstr "عنوان جانبي:" msgid "Do you want to remove the %s branch?" -msgstr "هل تريد إزالة فرع s%؟" +msgstr "هل تريد إزالة فرع %s؟" msgid "Do you want to remove the %s remote?" msgstr "هل ترغب في حذف هذي النسخة %s؟" @@ -13032,13 +13056,6 @@ msgstr "" "اللغة قد تغيرتْ.\n" "ستتحدث الواجهة بعد استئناف المُحرر أو مُدير المشروع." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"هل أنت متأكد من فحص %s من المجلدات بحثاً عن مشاريع جَوْدَتْ الحالية؟\n" -"هذا قد يأخذ زمنا." - msgctxt "Application" msgid "Project Manager" msgstr "مدير المشروع" @@ -13909,12 +13926,32 @@ msgstr "الاسم '%s' هو كلمة أساسية محجوزة في لغة ال msgid "Add Shader Global Parameter" msgstr "إضافة معلمة تظليل العالمية" +msgid "" +"This project uses meshes with an outdated mesh format from previous Godot " +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." +msgstr "" +"يستخدم هذا المشروع مجسمات ذات تنسيق نجسم قديم من إصدارات جودات السابقة. يحتاج " +"المحرك إلى تحديث التنسيق لاستخدام تلك المجسمات. الرجاء استخدام أداة \"ترقية " +"الأسطح المجسمات\" من قائمة \"المشروع > الأدوات\". يمكنك تجاهل هذه الرسالة " +"والاستمرار في استخدام المجسمات القديمة، ولكن ضع في اعتبارك أن هذا يؤدي إلى " +"زيادة أوقات التحميل في كل مرة تقوم فيها بتحميل المشروع." + +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "يستخدم هذا المشروع مجسمات ذات تنسيق مجسم قديم. تحقق من مخرجات السجل." + msgid "Upgrading All Meshes in Project" msgstr "ترقية كافة المجسمات في المشروع" msgid "Attempting to re-save " msgstr "محاولة إعادة الحفظ. " +msgid "Attempting to remove " +msgstr "محاولة لإزالة " + msgid "Restart & Upgrade" msgstr "إعادة التشغيل والترقية" @@ -14514,13 +14551,6 @@ msgstr "الحرف '%s' لا يمكن أن يكون الحرف الأول من msgid "The package must have at least one '.' separator." msgstr "يجب أن تتضمن الرزمة على الأقل واحد من الفواصل '.' ." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"اسم المشروع لا يلبي متطلبات تنسيق اسم الحزمة. الرجاء تحديد اسم الحزمة بشكل " -"واضح." - msgid "Invalid public key for APK expansion." msgstr "مفتاح عام غير صالح لأجل تصدير حزمة تطبيق أندرويد APK." @@ -14531,7 +14561,7 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "يجب تفعيل \"‏use Custom Build\" لاستخدام المكونات الإضافية." msgid "OpenXR requires \"Use Gradle Build\" to be enabled" -msgstr "يتطلب OpenXR تمكين \"‏use Gradle Build\"." +msgstr "يتطلب OpenXR تمكين \"‏use Gradle Build\"" msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "يكون \"تصدير AAB\" صالحًا فقط عند تمكين \"استخدام Gradle Build\"." @@ -14751,9 +14781,15 @@ msgstr "لا يمكن كتابة ملف الحزمة الإضافية!" msgid "Building Android Project (gradle)" msgstr "بناء مشروع الأندرويد (gradle)" +msgid "Building of Android project failed, check output for the error:" +msgstr "فشل إنشاء مشروع أندرويد، تحقق من الخطأ:" + msgid "Moving output" msgstr "جاري تحريك المخرجات" +msgid "Unable to copy and rename export file:" +msgstr "غير قادر على نسخ وإعادة تسمية ملف التصدير:" + msgid "Package not found: \"%s\"." msgstr "لم نجد الحزمة: \"%s\"." @@ -15142,7 +15178,7 @@ msgid "Could not find template app to export: \"%s\"." msgstr "لا يُوجد \"تطبيق القالب\" لتصديره: \"%s\"." msgid "Invalid export format." -msgstr "صيغة التصدير لا تصلح" +msgstr "صيغة التصدير لا تصلح." msgid "Could not create directory: \"%s\"." msgstr "تعذر إنشاء مجلد: \"%s\"." @@ -15671,6 +15707,13 @@ msgstr "" "من المحتمل ألا تبدو مجموعة Isometric TileSet كما هو مقصود دون تمكين الترتيب ص " "لـ TileMap وجميع طبقاتها." +msgid "" +"External Skeleton3D node not set! Please set a path to an external Skeleton3D " +"node." +msgstr "" +"لم يتم تعيين عقدة الهيكل العظمي الخارجي ثلاثي الابعاد! يرجى تعيين مسار إلى " +"عقدة هيكل عظمي ثلاثي الابعاد خارجية." + msgid "" "Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " "you intend to use the BoneAttachment3D without it being a child of a " @@ -15814,6 +15857,9 @@ msgstr "" "تصادم لوحدة معالجة الرسوميات GPUParticlesCollisionSDF3D.\n" "لحل هذه المشكلة، قم بتمكين بت واحد على الأقل في خاصية Bake Mask." +msgid "A light's scale does not affect the visual size of the light." +msgstr "لا يؤثر مقياس الضوء على الحجم المرئي للضوء." + msgid "" "Projector textures are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15821,6 +15867,24 @@ msgstr "" "لا يتم دعم زخارف جهاز العرض عند استخدام الواجهة الخلفية لتوافق GL حتى الآن. " "سيتم إضافة الدعم في إصدار مستقبلي." +msgid "Preparing geometry %d/%d" +msgstr "تحضير الهندسة %d/%d" + +msgid "Creating probes" +msgstr "خلق تحقيقات" + +msgid "Preparing Lightmapper" +msgstr "إعداد مخطط الضوء" + +msgid "Preparing Environment" +msgstr "إعداد البيئة" + +msgid "Generating Probe Volumes" +msgstr "توليد مجلدات التحقيق" + +msgid "Generating Probe Acceleration Structures" +msgstr "توليد هياكل تسريع التحقيق" + msgid "" "LightmapGI nodes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15960,6 +16024,9 @@ msgstr "تخطيط المجسمات" msgid "Finishing Plot" msgstr "الانتهاء من التخطيط" +msgid "Generating Distance Field" +msgstr "توليد مجال المسافة" + msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." @@ -15983,6 +16050,12 @@ msgstr "" "خصائصها، أو إضافة خاصية \"بيئة\" في خصائص عقدة \"الكامرة-الثلاثية\"، أو فيهما " "معا." +msgid "No tracker name is set." +msgstr "لم يتم تعيين اسم المتعقب." + +msgid "No pose is set." +msgstr "لم يتم تعيين أي وضع." + msgid "" "XR is not enabled in rendering project settings. Stereoscopic output is not " "supported unless this is enabled." @@ -15998,6 +16071,9 @@ msgstr "" msgid "Animation not found: '%s'" msgstr "لم يتم إيجاد الرسم المتحرك: '%s'" +msgid "Animation Apply Reset" +msgstr "الرسوم المتحركة تطبيق إعادة تعيين" + msgid "Nothing connected to input '%s' of node '%s'." msgstr "ليس هناك وصل بين أي من مُدخلات '%s' للعُقدة '%s'." @@ -16011,6 +16087,12 @@ msgstr "" "تم تصميم ButtonGroup ليتم استخدامه فقط مع الأزرار التي تم ضبط toggle_mode على " "true." +msgid "New Code Region" +msgstr "منطقة الكود الجديدة" + +msgid "Copy this constructor in a script." +msgstr "انسخ هذا المنشئ في برنامج نصي." + msgid "" "Color: #%s\n" "LMB: Apply color\n" @@ -16020,6 +16102,19 @@ msgstr "" "الزر الأيسر للفأرة: تطبيق اللون\n" "الزر الأيمن للفأرة: إزالة اللون المعد مسبقا" +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" +"اللون: #%s\n" +"الزر الأيسر للفأرة (LMB): تطبيق اللون" + +msgid "Pick a color from the screen." +msgstr "اختر لونًا من الشاشة." + +msgid "Pick a color from the application window." +msgstr "اختر لونًا من نافذة التطبيق." + msgid "Select a picker shape." msgstr "اختر شكل الملقاط." @@ -16029,6 +16124,9 @@ msgstr "اختر حالة الملقاط." msgid "Switch between hexadecimal and code values." msgstr "بدّل بين القيم البرمجية والسداسية العشرية." +msgid "Hex code or named color" +msgstr "رمز سداسي عشري أو لون مسمى" + msgid "Add current color as a preset." msgstr "أضف اللون الحالي كإعداد مسبق." @@ -16062,6 +16160,12 @@ msgstr "تنبيه!" msgid "Please Confirm..." msgstr "يُرجى التأكيد..." +msgid "You don't have permission to access contents of this folder." +msgstr "ليس لديك إذن للوصول إلى محتويات هذا المجلد." + +msgid "Invalid extension, or empty filename." +msgstr "ملحق غير صالح، أو اسم ملف فارغ." + msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16070,12 +16174,57 @@ msgstr "" "يرجى العلم أن GraphEdit وGraphNode سيخضعان لعملية إعادة بناء واسعة النطاق في " "إصدار 4.x مستقبلي يتضمن تغييرات في واجهة برمجة التطبيقات (API) تنتهك التوافق." +msgid "Toggle the visual grid." +msgstr "إظهار/إخفاء الشبكة المرئية." + +msgid "Change the snapping distance." +msgstr "تغيير مسافة الالتقاط." + +msgid "Toggle the graph minimap." +msgstr "تبديل الخريطة المصغرة للرسم البياني." + +msgid "Automatically arrange selected nodes." +msgstr "ترتيب العقد المحددة تلقائيًا." + +msgid "Same as Layout Direction" +msgstr "نفس اتجاه التخطيط" + +msgid "Auto-Detect Direction" +msgstr "الكشف التلقائي عن الاتجاه" + msgid "Left-to-Right" msgstr "من اليسار إلى اليمين" msgid "Right-to-Left" msgstr "من اليمين إلى اليسار" +msgid "Left-to-Right Mark (LRM)" +msgstr "العلامة من اليسار إلى اليمين (LRM)" + +msgid "Right-to-Left Mark (RLM)" +msgstr "العلامة من اليمين إلى اليسار (RLM)" + +msgid "Arabic Letter Mark (ALM)" +msgstr "علامة الحروف العربية (ALM)" + +msgid "Left-to-Right Isolate (LRI)" +msgstr "عزل من اليسار إلى اليمين (LRI)" + +msgid "Right-to-Left Isolate (RLI)" +msgstr "عزل من اليمين إلى اليسار (RLI)" + +msgid "First Strong Isolate (FSI)" +msgstr "أول عزلة قوية (FSI)" + +msgid "Text Writing Direction" +msgstr "اتجاه كتابة النص" + +msgid "Display Control Characters" +msgstr "عرض أحرف التحكم" + +msgid "Insert Control Character" +msgstr "إدراج حرف التحكم" + msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "إذا تم تفعيل ال\"Exp Edit\" يجب على ان يكون \"Min Value\" اعلى من صفر." @@ -16188,6 +16337,9 @@ msgstr "مصدر غير صالح للمعاينة." msgid "Invalid source for shader." msgstr "مصدر غير صالح لتظليل." +msgid "Invalid operator for that type." +msgstr "العامل غير صالح لهذا النوع." + msgid "Default Color" msgstr "اللون الإفتراضي" @@ -16200,6 +16352,45 @@ msgstr "كرر" msgid "Invalid comparison function for that type." msgstr "وظيفة برمجية مُقارِنة غير صالحة لأجل ذلك النوع." +msgid "2D Mode" +msgstr "وضع ثنائي الأبعاد" + +msgid "Use All Surfaces" +msgstr "استخدم جميع الأسطح" + +msgid "Surface Index" +msgstr "مؤشر السطح" + +msgid "A constant value cannot be passed for the '%s' parameter." +msgstr "لا يمكن تمرير قيمة ثابتة للمعلمة '%s'." + +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "معامل غير صالح لإنشاء: \"(%s)%s\"." + +msgid "Recursion is not allowed." +msgstr "التكرار غير مسموح به." + +msgid "" +"Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." +msgstr "" +"هناك عدد قليل جدًا من الوسائط لاستدعاء \"%s(%s)\". كان من المتوقع %d على الأقل " +"ولكن تم استلام %d." + +msgid "" +"Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." +msgstr "" +"يوجد عدد كبير جدًا من الوسائط لاستدعاء \"%s(%s)\". من المتوقع على الأكثر %d " +"ولكن تم استلام %d." + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "تعيين غير صالح لـ '%s' إلى '%s'." + +msgid "Expected constant expression." +msgstr "التعبير المستمر المتوقع." + +msgid "Expected ',' or ')' after argument." +msgstr "من المتوقع '،' أو ')' بعد المعامل." + msgid "Assignment to function." msgstr "تكليفها لوظيفة برمجية." @@ -16230,6 +16421,48 @@ msgstr "" "تم استدعاء وسيطة جهاز أخذ العينات %d للدالة '%s' أكثر من مرة باستخدام مكونات " "مضمنة مختلفة. يتم دعم الاتصال بنفس الجهاز المدمج فقط." +msgid "Array size is already defined." +msgstr "حجم الصفيف محدد بالفعل." + +msgid "Unknown array size is forbidden in that context." +msgstr "حجم المصفوفة غير معروف محظور في هذا السياق." + +msgid "Array size expressions are not supported." +msgstr "تعبيرات حجم الصفيف غير مدعومة." + +msgid "Expected a positive integer constant." +msgstr "من المتوقع وجود عدد صحيح موجب ثابت." + +msgid "Invalid data type for the array." +msgstr "نوع بيانات غير صالح للصفيف." + +msgid "Array size mismatch." +msgstr "عدم تطابق حجم الصفيف." + +msgid "Expected array initialization." +msgstr "التهيئة المتوقعة للصفيف." + +msgid "Cannot convert from '%s' to '%s'." +msgstr "لا يمكن التحويل من '%s' إلى '%s'." + +msgid "Expected ')' in expression." +msgstr "المتوقع ')' في التعبير." + +msgid "Void value not allowed in expression." +msgstr "القيمة الفارغة غير مسموح بها في التعبير." + +msgid "Expected '(' after the type name." +msgstr "من المتوقع '(' بعد اسم النوع." + +msgid "No matching constructor found for: '%s'." +msgstr "لم يتم العثور على مُنشئ مطابق لـ: '%s'." + +msgid "Expected a function name." +msgstr "من المتوقع اسم دالة." + +msgid "No matching function found for: '%s'." +msgstr "لم يتم العثور على دالة مطابقة لـ: '%s'." + msgid "" "Unable to pass a multiview texture sampler as a parameter to custom function. " "Consider to sample it in the main function and then pass the vector result to " @@ -16239,6 +16472,9 @@ msgstr "" "مخصصة. فكر في أخذ عينات منها في الوظيفة الرئيسية ثم قم بتمرير نتيجة المتجه " "إليها." +msgid "Unknown identifier in expression: '%s'." +msgstr "معرف غير معروف في التعبير: '%s'." + msgid "" "%s has been removed in favor of using hint_%s with a uniform.\n" "To continue with minimal code changes add 'uniform sampler2D %s : hint_%s, " @@ -16249,21 +16485,207 @@ msgstr "" "%s :hint_%s, filter_linear_mipmap;' بالقرب من الجزء العلوي من التظليل الخاص " "بك." +msgid "Can't use function as identifier: '%s'." +msgstr "لا يمكن استخدام دلة كمعرف: '%s'." + msgid "Only integer expressions are allowed for indexing." msgstr "الافراز يسمح فقط بتعابير الاعداد الصحيحة." +msgid "Index [%d] out of range [%d..%d]." +msgstr "الفهرس [%d] خارج النطاق [%d..%d]." + +msgid "Expected expression, found: '%s'." +msgstr "تم العثور على التعبير المتوقع: '%s'." + msgid "Empty statement. Remove ';' to fix this warning." msgstr "بيان فارغ. احذف علامة الفاصلة المنقوطة ';' لتجاوز هذا التحذير." +msgid "Expected an identifier as a member." +msgstr "من المتوقع معرف كعضو." + +msgid "Cannot combine symbols from different sets in expression '.%s'." +msgstr "لا يمكن دمج الرموز من مجموعات مختلفة في التعبير '.%s'." + +msgid "Invalid member for '%s' expression: '.%s'." +msgstr "عضو غير صالح لـ '%s' التعبير:'%s'." + +msgid "An object of type '%s' can't be indexed." +msgstr "لا يمكن فهرسة كائن من النوع '%s'." + +msgid "Invalid base type for increment/decrement operator." +msgstr "نوع أساسي غير صالح لعامل الزيادة/الإنقاص." + +msgid "Invalid use of increment/decrement operator in a constant expression." +msgstr "استخدام غير صالح لعامل الزيادة/التناقص في تعبير ثابت." + +msgid "Invalid token for the operator: '%s'." +msgstr "رمز مميز غير صالح لعامل التشغيل: '%s'." + +msgid "Unexpected end of expression." +msgstr "نهاية غير متوقعة للتعبير." + +msgid "Invalid arguments to unary operator '%s': %s." +msgstr "معامل غير صالح لإنشاء '%s':%s." + +msgid "Missing matching ':' for select operator." +msgstr "المطابقة المفقودة ':' لعامل التشغيل المحدد." + +msgid "Invalid argument to ternary operator: '%s'." +msgstr "وسيطة غير صالحة لعامل التشغيل الثلاثي: '%s'." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "وسائط غير صالحة لعامل التشغيل '%s': '%s'." + +msgid "Expected variable type after precision modifier." +msgstr "نوع المتغير المتوقع بعد معدّل الدقة." + +msgid "Expected an identifier or '[' after type." +msgstr "من المتوقع معرف أو \"[\" بعد النوع." + +msgid "Expected an identifier." +msgstr "من المتوقع معرف." + +msgid "Expected array initializer." +msgstr "مُهيئ الصفيف المتوقع." + +msgid "Expected data type after precision modifier." +msgstr "نوع البيانات المتوقع بعد معدّل الدقة." + msgid "Expected a constant expression." msgstr "توقع تعبير ثابت." +msgid "Expected initialization of constant." +msgstr "التهيئة المتوقعة للثابت." + +msgid "Expected constant expression for argument %d of function call after '='." +msgstr "تعبير ثابت متوقع للوسيطة %d لاستدعاء الدالة بعد '='." + +msgid "Expected a boolean expression." +msgstr "من المتوقع تعبير منطقي." + +msgid "Expected an integer expression." +msgstr "من المتوقع تعبير عدد صحيح." + +msgid "Cases must be defined before default case." +msgstr "يجب تحديد الحالات قبل الحالة الافتراضية." + +msgid "Default case must be defined only once." +msgstr "يجب تحديد الحالة الافتراضية مرة واحدة فقط." + +msgid "Duplicated case label: %d." +msgstr "تسمية الحالة المكررة: %d." + +msgid "'%s' must be placed within a '%s' block." +msgstr "يجب وضع '%s' داخل كتلة '%s'." + +msgid "Expected an integer constant." +msgstr "من المتوقع وجود عدد صحيح ثابت." + +msgid "Expected '%s' with an expression of type '%s'." +msgstr "المتوقع '%s' بتعبير من النوع '%s'." + +msgid "Expected return with an expression of type '%s'." +msgstr "الإرجاع المتوقع بتعبير من النوع '%s'." + +msgid "Use of '%s' is not allowed here." +msgstr "استخدام '%s' غير مسموح به هنا." + +msgid "'%s' is not allowed outside of a loop or '%s' statement." +msgstr "غير مسموح بـ '%s' خارج الحلقة أو عبارة '%s'." + msgid "'%s' is not allowed outside of a loop." msgstr "'%s' غير صالح خارج بيانة التكرار." +msgid "The middle expression is expected to be a boolean operator." +msgstr "من المتوقع أن يكون التعبير الأوسط عاملاً منطقيًا." + +msgid "The left expression is expected to be a variable declaration." +msgstr "من المتوقع أن يكون التعبير الأيسر عبارة عن إعلان متغير." + +msgid "The precision modifier cannot be used on structs." +msgstr "لا يمكن استخدام مُعدِّل الدقة في البنيات." + +msgid "The precision modifier cannot be used on boolean types." +msgstr "لا يمكن استخدام مُعدِّل الدقة على الأنواع المنطقية." + +msgid "Duplicated render mode: '%s'." +msgstr "مضاعفة العُقد: '%s'." + +msgid "Unexpected token: '%s'." +msgstr "رمز مميز غير متوقع: '%s'." + +msgid "Expected a struct identifier." +msgstr "من المتوقع معرف البنية." + +msgid "Nested structs are not allowed." +msgstr "غير مسموح بالبنيات المتداخلة." + +msgid "Expected data type." +msgstr "نوع البيانات المتوقع." + +msgid "A '%s' data type is not allowed here." +msgstr "نوع البيانات '%s' غير مسموح به هنا." + +msgid "Expected an identifier or '['." +msgstr "من المتوقع معرف أو \"[\"." + +msgid "Empty structs are not allowed." +msgstr "غير مسموح بالبنيات الفارغة." + +msgid "The '%s' data type is not supported for uniforms." +msgstr "نوع البيانات '%s' غير معتمد للزي الرسمي." + +msgid "The '%s' data type is not allowed here." +msgstr "نوع البيانات '%s' غير مسموح به هنا." + +msgid "Invalid data type for varying." +msgstr "نوع بيانات غير صالح للتنويع." + +msgid "The '%s' qualifier is not supported for sampler types." +msgstr "المؤهل '%s' غير مدعوم لأنواع العينات." + +msgid "The '%s' qualifier is not supported for matrix types." +msgstr "المؤهل '%s' غير مدعوم لأنواع المصفوفات." + +msgid "The '%s' qualifier is not supported for uniform arrays." +msgstr "المؤهل '%s' غير مدعوم للصفائف الموحدة." + +msgid "Expected valid type hint after ':'." +msgstr "من المتوقع تلميح نوع صالح بعد ':'." + +msgid "This hint is not supported for uniform arrays." +msgstr "هذا التلميح غير معتمد للصفائف الموحدة." + +msgid "Source color hint is for '%s', '%s' or sampler types only." +msgstr "تلميح اللون المصدر مخصص لأنواع '%s' أو '%s' أو العينات فقط." + +msgid "Duplicated hint: '%s'." +msgstr "تلميح مكرر: '%s'." + +msgid "Range hint is for '%s' and '%s' only." +msgstr "تلميح النطاق مخصص لـ '%s' و'%s' فقط." + +msgid "Expected ',' after integer constant." +msgstr "من المتوقع '،' بعد عدد صحيح ثابت." + +msgid "Expected an integer constant after ','." +msgstr "من المتوقع وجود عدد صحيح ثابت بعد '،'." + +msgid "Can only specify '%s' once." +msgstr "يمكن تحديد '%s' مرة واحدة فقط." + +msgid "The instance index can't be negative." +msgstr "لا يمكن أن يكون فهرس المثيل سالبًا." + +msgid "This hint is only for sampler types." +msgstr "هذا التلميح مخصص فقط لأنواع العينات." + msgid "Duplicated filter mode: '%s'." msgstr "وضع التصفية المضاعف: \"%s\"." +msgid "Duplicated repeat mode: '%s'." +msgstr "مضاعفة العُقد: '%s'." + msgid "" "Redefinition of repeat mode: '%s'. The repeat mode has already been set to " "'%s'." @@ -16393,7 +16815,7 @@ msgid "Missing condition." msgstr "شرط مفقود." msgid "Condition evaluation error." -msgstr "خطأ في تقييم الحالة" +msgstr "خطأ في تقييم الحالة." msgid "Unmatched else." msgstr "آخر لا مثيل له." diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index 8b1972675d15..33ebee1f6532 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -1823,9 +1823,6 @@ msgstr "Докладване на проблем" msgid "About Godot" msgstr "Относно Godot" -msgid "Choose a renderer." -msgstr "Избор на метод на изчертаване." - msgid "Inspector" msgstr "Инспектор" diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index 7f665d811dbf..5f9a0ddbaa6c 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -20,13 +20,15 @@ # Jordi Borràs , 2023. # Marc GB , 2023. # Ander Romero , 2023. +# Francesc Arpi Roca , 2024. +# bene toff , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-09-16 17:47+0000\n" -"Last-Translator: Ander Romero \n" +"PO-Revision-Date: 2024-01-16 18:10+0000\n" +"Last-Translator: bene toff \n" "Language-Team: Catalan \n" "Language: ca\n" @@ -34,7 +36,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.0.2\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Main Thread" +msgstr "Fil principal" msgid "Unset" msgstr "Desactiva" @@ -908,6 +913,9 @@ msgstr "" msgid "Animation Add RESET Keys" msgstr "Afegeix Claus de RESET a l'animació" +msgid "Bake Animation as Linear Keys" +msgstr "Precalcula l'animació com a Claus Lineals" + msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" @@ -927,6 +935,9 @@ msgstr "" "personalitzades, activeu \"Desa en un fitxer\" i\n" "\"Mantingues les pistes personalitzades\"." +msgid "AnimationPlayer is inactive. The playback will not be processed." +msgstr "AnimationPlayer està inactiu. El playback no serà processat." + msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Seleccioneu un node AnimationPlayer per a crear i editar animacions." @@ -5998,14 +6009,6 @@ msgstr "" "La interfície s'actualitzarà després de reiniciar l'editor o el gestor de " "projectes." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Esteu segur que voleu escanejar %s carpetes per als projectes de Godot " -"existents?\n" -"Això pot trigar una estona." - msgid "New Project" msgstr "Nou Projecte" diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index 4e239229e50f..378a3485c001 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -9,7 +9,7 @@ # Luděk Novotný , 2016, 2018. # Martin Novák , 2017, 2019. # zxey , 2018. -# Vojtěch Šamla , 2018, 2019, 2020, 2021, 2022, 2023. +# Vojtěch Šamla , 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Peeter Angelo , 2019. # VojtechBrezina , 2019, 2021. # Garrom Orc Shaman , 2019. @@ -46,7 +46,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-07 07:04+0000\n" +"PO-Revision-Date: 2024-01-13 16:00+0000\n" "Last-Translator: Vojtěch Šamla \n" "Language-Team: Czech \n" @@ -55,7 +55,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Hlavní vlákno" @@ -993,6 +993,12 @@ msgstr "Vybrat metodu" msgid "No method found matching given filters." msgstr "Daným filtrům neodpovídá žádná metoda." +msgid "Script Methods Only" +msgstr "Pouze metody skriptu" + +msgid "Compatible Methods Only" +msgstr "Pouze kompatibilní metody" + msgid "Remove" msgstr "Odebrat" @@ -1285,6 +1291,9 @@ msgstr "Vlákno:" msgid "Stack Frames" msgstr "Rámce zásobníku" +msgid "Filter Stack Variables" +msgstr "Filtrovat proměnné zásobníku" + msgid "Breakpoints" msgstr "Breakpointy" @@ -1297,6 +1306,9 @@ msgstr "Sbalit vše" msgid "Profiler" msgstr "Profiler" +msgid "Visual Profiler" +msgstr "Vizuální profiler" + msgid "List of Video Memory Usage by Resource:" msgstr "Spotřeba video paměti dle zdroje:" @@ -1446,6 +1458,27 @@ msgstr "Vlastní" msgid "Resources Without Explicit Ownership:" msgstr "Zdroje bez explicitního vlastnictví:" +msgid "Folder name cannot be empty." +msgstr "Název složky nemůže být prázdný." + +msgid "Folder name contains invalid characters." +msgstr "Poskytnutý název složky obsahuje neplatné znaky." + +msgid "Folder name cannot begin or end with a space." +msgstr "Název složky nemůže začínat nebo končit mezerou." + +msgid "Folder name cannot begin with a dot." +msgstr "Název složky nemůže začínat tečkou." + +msgid "File with that name already exists." +msgstr "Soubor s tímto názvem již existuje." + +msgid "Folder with that name already exists." +msgstr "Složka s tímto názvem již existuje." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "Použití lomítek v názvech složek rekurzivně vytvoří podsložky." + msgid "Could not create folder." msgstr "Nelze vytvořit složku." @@ -1455,6 +1488,9 @@ msgstr "Vytvořit novou složku v %s:" msgid "Create Folder" msgstr "Vytvořit složku" +msgid "Folder name is valid." +msgstr "Název složky je platný." + msgid "Thanks from the Godot community!" msgstr "Děkujeme za komunitu Godotu!" @@ -1480,6 +1516,9 @@ msgstr "Vývojáři" msgid "Authors" msgstr "Autoři" +msgid "Patrons" +msgstr "Patroni" + msgid "Platinum Sponsors" msgstr "Platinoví sponzoři" @@ -1489,6 +1528,18 @@ msgstr "Zlatí sponzoři" msgid "Silver Sponsors" msgstr "Stříbrní sponzoři" +msgid "Diamond Members" +msgstr "Diamantoví členové" + +msgid "Titanium Members" +msgstr "Titanoví členové" + +msgid "Platinum Members" +msgstr "Platinoví členové" + +msgid "Gold Members" +msgstr "Zlatí členové" + msgid "Donors" msgstr "Dárci" @@ -1524,6 +1575,19 @@ msgstr "Chyba při otevírání balíčku \"%s\" (není ve formátu ZIP)." msgid "%s (already exists)" msgstr "%s (již existuje)" +msgid "%d file conflicts with your project and won't be installed" +msgid_plural "%d files conflict with your project and won't be installed" +msgstr[0] "%d soubor je v konfliktu s vaším projektem a nebude nainstalován" +msgstr[1] "" +"%d soubory jsou v konfliktu s vaším projektem a nebudou nainstalovány" +msgstr[2] "%d souborů je v konfliktu s vaším projektem a nebudou nainstalovány" + +msgid "Ignore the root directory when extracting files." +msgstr "Ignorovat kořenovou složku při extrakci souborů." + +msgid "Select Install Folder" +msgstr "Vybrat složku k instalaci" + msgid "Uncompressing Assets" msgstr "Dekomprese uživatelského obsahu" @@ -1539,6 +1603,9 @@ msgstr "Balíček \"%s\" byl úspěšně nainstalován!" msgid "Success!" msgstr "Úspěch!" +msgid "Change Install Folder" +msgstr "Změnit složku k instalaci" + msgid "No files conflict with your project" msgstr "Žádné soubory nejsou v konfliktu s vaším projektem" @@ -1596,6 +1663,12 @@ msgstr "Obejít" msgid "Bus Options" msgstr "Možnosti sběrnice" +msgid "Duplicate Bus" +msgstr "Duplikovat sběrnici" + +msgid "Delete Bus" +msgstr "Smazat sběrnici" + msgid "Reset Volume" msgstr "Resetovat hlasitost" @@ -1668,6 +1741,9 @@ msgstr "Načíst výchozí rozvržení sběrnice." msgid "Create a new Bus Layout." msgstr "Vytvořit nové rozvržení sběrnice." +msgid "Audio Bus Layout" +msgstr "Rozložení audio sběrnice" + msgid "Invalid name." msgstr "Neplatný název." @@ -1680,8 +1756,11 @@ msgstr "Platné znaky:" msgid "Must not collide with an existing engine class name." msgstr "Nesmí kolidovat s existující názvem třídy enginu." +msgid "Must not collide with an existing global script class name." +msgstr "Nesmí kolidovat s existujícím názvem globální třídy." + msgid "Must not collide with an existing built-in type name." -msgstr "Nesmí kolidovat s existujícím jménem zabudovaného typu." +msgstr "Nesmí kolidovat s existujícím názvem vestavěného typu." msgid "Must not collide with an existing global constant name." msgstr "Nesmí kolidovat s existujícím názvem globální konstanty." @@ -1713,6 +1792,9 @@ msgstr "%s je neplatná cesta. Není v cestě ke zdrojům (res://)." msgid "Path:" msgstr "Cesta:" +msgid "Set path or press \"%s\" to create a script." +msgstr "Pro vytvoření skriptu vyberte cestu, nebo zmáčkněte \"%s\"." + msgid "Node Name:" msgstr "Název uzlu:" @@ -1731,15 +1813,46 @@ msgstr "3D Fyzika" msgid "Navigation" msgstr "Navigace" +msgid "XR" +msgstr "XR" + msgid "OpenGL" msgstr "OpenGL" msgid "Vulkan" msgstr "Vulkan" +msgid "Text Server: Fallback" +msgstr "Textový server: Záložní" + +msgid "Text Server: Advanced" +msgstr "Textový server: Pokročilý" + +msgid "TTF, OTF, Type 1, WOFF1 Fonts" +msgstr "Fonty TTF, OTF, Type 1, WOFF1" + +msgid "WOFF2 Fonts" +msgstr "Fonty WOFF2" + +msgid "SIL Graphite Fonts" +msgstr "Fonty SIL Grafite" + msgid "Navigation, both 2D and 3D." msgstr "Navigace, jak 2D, tak i 3D." +msgid "XR (AR and VR)." +msgstr "XR (AR a VR)." + +msgid "" +"TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " +"library (if disabled, WOFF2 support is also disabled)." +msgstr "" +"Podpora pro formáty fontů TrueType, OpenType, Type 1 a WOFF1 pomocí knihovny " +"FreeType (pokud je vypnuta, pak je podpora pro WOFF2 také vypnuta)." + +msgid "WOFF2 font format support using FreeType and Brotli libraries." +msgstr "Podpora pro formát fontů WOFF2 pomocí knihoven FreeType a Brotli." + msgid "File saving failed." msgstr "Ukládání souboru selhalo." @@ -1764,6 +1877,12 @@ msgstr "Profil:" msgid "Reset to Defaults" msgstr "Obnovit výchozí" +msgid "Detect from Project" +msgstr "Zjistit z projektu" + +msgid "Actions:" +msgstr "Akce:" + msgid "Please Confirm:" msgstr "Potvrďte prosím:" @@ -1822,6 +1941,9 @@ msgstr "Souborový systém" msgid "Import Dock" msgstr "Importovat panel" +msgid "History Dock" +msgstr "Panel historie" + msgid "Allows to view and edit 3D scenes." msgstr "Umožňuje prohlížet a upravovat 3D scény." @@ -1934,6 +2056,9 @@ msgstr "Importovat profil(y)" msgid "Manage Editor Feature Profiles" msgstr "Spravovat profily funkcí editoru" +msgid "Some extensions need the editor to restart to take effect." +msgstr "Některá rozšíření potřebují restartovat editor, aby se projevily změny." + msgid "Restart" msgstr "Restartovat" @@ -1959,9 +2084,39 @@ msgstr "Importovat zdroje typu: %s" msgid "No return value." msgstr "Žádná návratová hodnota." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "Tato hodnota je celé číslo složené jako bitmaska následujících vlajek." + +msgid "Deprecated" +msgstr "Zastaralé" + msgid "Experimental" msgstr "Experimentální" +msgid "This method supports a variable number of arguments." +msgstr "Tato metoda podporuje proměnný počet argumentů." + +msgid "" +"This method is called by the engine.\n" +"It can be overridden to customize built-in behavior." +msgstr "" +"Tato metoda je volaná enginem.\n" +"Lze ji přepsat pro změnu vestavěného chování." + +msgid "" +"This method has no side effects.\n" +"It does not modify the object in any way." +msgstr "" +"Tato metoda nemá žádné vedlejší účinky.\n" +"Žádným způsobem nemění daný objekt." + +msgid "" +"This method does not need an instance to be called.\n" +"It can be called directly using the class name." +msgstr "" +"Tato metoda nepotřebuje ke svému zavolání instanci objektu.\n" +"Lze ji zavolat přimo použitím jména třídy." + msgid "Error codes returned:" msgstr "Vráceny chybové kódy:" @@ -1971,6 +2126,30 @@ msgstr "Momentálně zde není žádný popis této metody." msgid "There is currently no description for this constructor." msgstr "Momentálně zde není žádný popis tohoto konstruktoru." +msgid "There is currently no description for this operator." +msgstr "Momentálně neexistuje žádný popis pro tento operátor." + +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Momentálně neexistuje žádný popis pro tuto metodu. Prosím pomozte nám tím, že " +"ho [color=$color][url=$url]vytvoříte[/url][/color]!" + +msgid "" +"There is currently no description for this constructor. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Momentálně neexistuje žádný popis pro tento konstruktor. Prosím pomozte nám " +"tím, že ho [color=$color][url=$url]vytvoříte[/url][/color]!" + +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Momentálně neexistuje žádný popis pro tento operátor. Prosím pomozte nám tím, " +"že ho[color=$color][url=$url]vytvoříte[/url][/color]!" + msgid "Top" msgstr "Horní" @@ -1987,9 +2166,29 @@ msgid "" "This class is marked as deprecated. It will be removed in future versions." msgstr "Třída je označena jako zastaralá. Bude odebrána v budoucích verzích." +msgid "" +"This class is marked as experimental. It is subject to likely change or " +"possible removal in future versions. Use at your own discretion." +msgstr "" +"Tato třída je označena jako experimentální. V budoucnosti se pravděpodobně " +"změní, nebo bude dokonce odstraněna. Používejte ji dle vlastního uvážení." + msgid "Description" msgstr "Popis" +msgid "There is currently no description for this class." +msgstr "Momentálně neexistuje popis pro tuto třídu." + +msgid "" +"There is currently no description for this class. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Momentálně neexistuje žádný popis pro tuto třídu. Prosím pomozte nám tím, že " +"ho [color=$color][url=$url]vytvoříte[/url][/color]!" + +msgid "Note:" +msgstr "Poznámka:" + msgid "Online Tutorials" msgstr "Online návody" @@ -2020,6 +2219,9 @@ msgstr "Konstanty" msgid "Fonts" msgstr "Fonty" +msgid "Font Sizes" +msgstr "Velikosti fontů" + msgid "Icons" msgstr "Ikony" @@ -2032,6 +2234,16 @@ msgstr "Výčty" msgid "Annotations" msgstr "Anotace" +msgid "There is currently no description for this annotation." +msgstr "Momentálně neexistuje popis pro tuto anotaci." + +msgid "" +"There is currently no description for this annotation. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Momentálně neexistuje žádný popis pro tuto anotaci. Prosím pomozte nám tím, " +"že ho [color=$color][url=$url]vytvoříte[/url][/color]!" + msgid "Property Descriptions" msgstr "Popisy vlastnosti" @@ -2096,6 +2308,9 @@ msgstr "Zobrazit všechny" msgid "Classes Only" msgstr "Pouze třídy" +msgid "Constructors Only" +msgstr "Pouze konstruktory" + msgid "Methods Only" msgstr "Pouze metody" @@ -2105,6 +2320,9 @@ msgstr "Pouze operátory" msgid "Signals Only" msgstr "Pouze signály" +msgid "Annotations Only" +msgstr "Pouze anotace" + msgid "Constants Only" msgstr "Pouze konstanty" @@ -2117,6 +2335,9 @@ msgstr "Pouze vlastnosti motivu" msgid "Member Type" msgstr "Typ člena" +msgid "(constructors)" +msgstr "(konstruktory)" + msgid "Class" msgstr "Třída" @@ -3589,6 +3810,9 @@ msgstr "Najít..." msgid "Replace..." msgstr "Nahradit..." +msgid "Replace in Files" +msgstr "Nahradit v souborech" + msgid "Replace all (no undo)" msgstr "Nahradit všechny (nelze vrátit zpět)" @@ -3865,6 +4089,9 @@ msgstr "Smyčka:" msgid "Configuration:" msgstr "Konfigurace:" +msgid "Add configuration" +msgstr "Přidat konfiguraci" + msgid "Importing Scene..." msgstr "Importuji scénu..." @@ -3895,6 +4122,16 @@ msgstr "3D" msgid "" msgstr "" +msgid "Import ID: %s" +msgstr "ID importu: %s" + +msgid "" +"Type: %s\n" +"Import ID: %s" +msgstr "" +"Typ: %s\n" +"ID importu: %s" + msgid "Error opening scene" msgstr "Chyba při otevírání scény" @@ -5636,6 +5873,9 @@ msgstr "Animační klíč vložen." msgid "Objects: %d\n" msgstr "Objekty: %d\n" +msgid "Draw Calls: %d" +msgstr "Vykreslovací volání: %d" + msgid "FPS: %d" msgstr "FPS: %d" @@ -6335,6 +6575,12 @@ msgstr "Vymazat nedávné skripty" msgid "Standard" msgstr "Standard" +msgid "Plain Text" +msgstr "Prostý text" + +msgid "JSON" +msgstr "JSON" + msgid "Connections to method:" msgstr "Připojení k metodě:" @@ -6344,6 +6590,9 @@ msgstr "Zdroj" msgid "Target" msgstr "Cíl" +msgid "Error at (%d, %d):" +msgstr "Chyba na (%d. %d):" + msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "Chybí metoda '%s' napojená na signál '%s' z uzlu '%s' do uzlu '%s'." @@ -6417,6 +6666,9 @@ msgstr "Automatické odsazení" msgid "Find in Files..." msgstr "Najít v souborech..." +msgid "Replace in Files..." +msgstr "Nahradit v souborech..." + msgid "Contextual Help" msgstr "Kontextová nápověda" @@ -7035,6 +7287,9 @@ msgstr "Uzel přesunut" msgid "Visual Shader Input Type Changed" msgstr "Typ vstupu Visual Shader změněn" +msgid "Set Constant: %s" +msgstr "Nastavit konstantu: %s" + msgid "Vertex" msgstr "Vrchol" @@ -7513,6 +7768,9 @@ msgstr "" "portů. Toto je přímé vkládání kódu do funkcí vrcholů/fragmentů/osvětlení, " "nepoužívat k deklaraci funkcí." +msgid "Edit Visual Property: %s" +msgstr "Upravit vizuální vlastnost: %s" + msgid "Visual Shader Mode Changed" msgstr "Změnit režim vizuálního shaderu" @@ -7725,13 +7983,6 @@ msgstr "" "Jazyk byl změněn.\n" "Rozhraní se aktualizuje po restartování editoru nebo projektového manažera." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Opravdu hledat projekty Godot ve složce %s?\n" -"Může to chvíli trvat." - msgctxt "Application" msgid "Project Manager" msgstr "Správce projektů" diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index e9e48e99c416..bc044ef5e04d 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -107,13 +107,13 @@ # Emil Krebs , 2023. # Björn Reißig , 2023. # Cerno_b , 2023. -# Cerno_b , 2023. +# Cerno_b , 2023, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-11 21:00+0000\n" +"PO-Revision-Date: 2024-01-31 07:15+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -122,7 +122,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Hauptthread" @@ -483,7 +483,7 @@ msgstr "Ungültige Eingabe %d (nicht übergeben) im Ausdruck" msgid "self can't be used because instance is null (not passed)" msgstr "" -"„self“ kann nicht benutzt werden, da die Instanz null ist (nicht übergeben)" +"„self“ kann nicht verwendet werden, da die Instanz null ist (nicht übergeben)" msgid "Invalid operands to operator %s, %s and %s." msgstr "Ungültige Operanden für Operator %s, %s und %s." @@ -587,7 +587,7 @@ msgid "Action" msgstr "Aktion" msgid "Deadzone" -msgstr "Nullschwelle" +msgstr "Totzone" msgid "Time:" msgstr "Zeit:" @@ -686,17 +686,17 @@ msgid "Change Animation Length" msgstr "Animationslänge ändern" msgid "Change Animation Loop" -msgstr "Animationsschleife ändern" +msgstr "Animations-Loop ändern" msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" -"Der Wiederholungsmodus kann nicht für eine Animation geändert werden, die aus " -"einer importierten Szene instanziiert wurde." +"Der Loop-Modus kann nicht für eine Animation geändert werden, die aus einer " +"importierten Szene instanziiert wurde." msgid "Can't change loop mode on animation embedded in another scene." msgstr "" -"Der Wiederholungsmodus kann nicht für eine Animation geändert werden, die in " -"einer anderen Szene eingebettet wurde." +"Der Loop-Modus kann nicht für eine Animation geändert werden, die in einer " +"anderen Szene eingebettet wurde." msgid "Property Track" msgstr "Eigenschaften-Track" @@ -735,7 +735,7 @@ msgid "Add Track" msgstr "Track hinzufügen" msgid "Animation Looping" -msgstr "Animationswiederholung" +msgstr "Animations-Looping" msgid "Functions:" msgstr "Funktionen:" @@ -753,7 +753,7 @@ msgid "Toggle this track on/off." msgstr "Diesen Track ein-/ausschalten." msgid "Use Blend" -msgstr "Mischung verwenden" +msgstr "Blending verwenden" msgid "Update Mode (How this property is set)" msgstr "Aktualisierungs-Modus (wie diese Eigenschaft gesetzt wird)" @@ -762,7 +762,7 @@ msgid "Interpolation Mode" msgstr "Interpolationsmodus" msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" -msgstr "Schleifen-Wiederhol-Modus (Interpoliert Ende und Start der Schleife)" +msgstr "Loop-Wiederhol-Modus (Interpoliert Ende und Start der Schleife)" msgid "Remove this track." msgstr "Diesen Track entfernen." @@ -825,7 +825,7 @@ msgid "Toggle Track Enabled" msgstr "Track ein-/ausschalten" msgid "Don't Use Blend" -msgstr "Keine Mischung verwenden" +msgstr "Kein Blending verwenden" msgid "Continuous" msgstr "Fortlaufend" @@ -852,10 +852,10 @@ msgid "Cubic Angle" msgstr "Kubischer Winkel" msgid "Clamp Loop Interp" -msgstr "Klammer-Wdrhol-Interpol" +msgstr "Clamp-Loop-Interpol" msgid "Wrap Loop Interp" -msgstr "Wickel-Wdrhol-Interpol" +msgstr "Wiederhol-Loop-Interpol" msgid "Insert Key" msgstr "Key einfügen" @@ -876,10 +876,10 @@ msgid "Change Animation Interpolation Mode" msgstr "Animationsinterpolationsmodus ändern" msgid "Change Animation Loop Mode" -msgstr "Animationswiederholungsmodus ändern" +msgstr "Animations-Loop-Modus ändern" msgid "Change Animation Use Blend" -msgstr "Mischungsnutzung der Animation ändern" +msgstr "Blending-Nutzung der Animation ändern" msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " @@ -1048,8 +1048,8 @@ msgstr "" "\n" "Um die Animation ändern zu können, muss die Animation in den erweiterten " "Importeinstellungen der Szene ausgewählt werden.\n" -"Einige Einstellungen, einschließlich des Wiederholungsmodus, sind dort " -"verfügbar. Um eigene Tracks hinzufügen zu können,\n" +"Einige Einstellungen, einschließlich Looping, sind dort verfügbar. Um eigene " +"Tracks hinzufügen zu können,\n" "sollten die Optionen „In Datei speichern“ und „Eigene Tracks beibehalten“ " "aktiviert werden." @@ -1846,7 +1846,7 @@ msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" -"Die Ressource ‚%s‘ wird momentan benutzt.\n" +"Die Ressource ‚%s‘ wird momentan verwendet.\n" "Änderungen werden erst durch Neuladen wirksam." msgid "Dependencies" @@ -2829,7 +2829,7 @@ msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." msgstr "" -"Es gibt merkliche Unterschiede, wenn diese API mit C# benutzt wird. Siehe " +"Es gibt merkliche Unterschiede, wenn diese API mit C# verwendet wird. Siehe " "[url=%s]C# API differences to GDScript[/url] für weitere Informationen." msgid "Online Tutorials" @@ -3668,6 +3668,15 @@ msgstr "" "In Datei ‚%s‘ kann nicht geschrieben werden. Die Datei wird bereits " "verwendet, sie ist gesperrt, oder es ist keine Schreibberechtigung vorhanden." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Kompatibilität" + msgid "Pan View" msgstr "Sicht schwenken" @@ -3717,7 +3726,7 @@ msgid "Reopen Closed Scene" msgstr "Geschlossene Szene erneut öffnen" msgid "Open Recent" -msgstr "Zuletzt benutzte Szenen" +msgstr "Zuletzt verwendete Szenen" msgid "Save Scene" msgstr "Szene speichern" @@ -3846,21 +3855,6 @@ msgstr "Über Godot" msgid "Support Godot Development" msgstr "Unterstützung der Godot-Entwicklung" -msgid "Choose a renderer." -msgstr "Renderer auswählen." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Kompatibilität" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Das Ändern des Renderers erfordert einen Neustart des Editors." - msgid "Update Continuously" msgstr "Fortlaufend aktualisieren" @@ -3917,7 +3911,7 @@ msgstr "" "Danach können eigene Modifikationen vorgenommen und ein eigenes APK " "exportiert werden (Module hinzufügen, AndroidManifest.xml ändern, usw.).\n" "Achtung: Um eigene Builds, statt den vorgefertigten zu generieren, muss die " -"Option „Use Gradle Build“ in den Android-Export-Vorgaben aktiviert sein." +"Option „Use Gradle Build“ im Android-Exportprofil aktiviert sein." msgid "" "The Android build template is already installed in this project and it won't " @@ -4199,7 +4193,7 @@ msgid "New Shader" msgstr "Neuer Shader" msgid "No Remote Debug export presets configured." -msgstr "Keine Remote-Debug-Exportvorgaben konfiguriert." +msgstr "Keine Remote-Debug-Exportprofile konfiguriert." msgid "Remote Debug" msgstr "Remote-Debuggen" @@ -4209,8 +4203,9 @@ msgid "" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" -"Keine ausführbare Exportvorgabe für diese Plattform gefunden.\n" -"Im Exportmenü kann eine Vorlage als ausführbar erstellt oder markiert werden." +"Kein ausführbares Exportprofil für diese Plattform gefunden.\n" +"Bitte fügen Sie im Exportmenü ein ausführbares Profil hinzu oder definieren " +"Sie ein bestehendes Profil als ausführbar." msgid "Project Run" msgstr "Projektdurchlauf" @@ -4641,15 +4636,15 @@ msgid "Runnable" msgstr "Ausführbar" msgid "Export the project for all the presets defined." -msgstr "Dieses Projekt durch alle festgelegten Exportvorgaben exportieren." +msgstr "Dieses Projekt für alle festgelegten Profile exportieren." msgid "All presets must have an export path defined for Export All to work." msgstr "" -"Alle Vorgaben müssen einen Export-Pfad festlegen damit „Alle exportieren“ " +"Alle Profile müssen einen Export-Pfad festlegen, damit „Alle exportieren“ " "funktioniert." msgid "Delete preset '%s'?" -msgstr "Vorgabe ‚%s‘ löschen?" +msgstr "Profil ‚%s‘ löschen?" msgid "Resources to exclude:" msgstr "Auszuschließende Ressourcen:" @@ -4673,7 +4668,7 @@ msgid "Exporting All" msgstr "Exportiere alles" msgid "Presets" -msgstr "Vorgaben" +msgstr "Profile" msgid "Add..." msgstr "Hinzufügen …" @@ -4685,8 +4680,8 @@ 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 "" -"Falls aktiviert, wird diese Vorgabe beim Ein-Klick-Ausliefern verwendet.\n" -"Nur eine Vorgabe pro Plattform kann als ausführbar markiert werden." +"Falls aktiviert, wird dieses Profil beim Ein-Klick-Ausliefern verwendet.\n" +"Nur ein Profil pro Plattform kann als ausführbar markiert werden." msgid "Export Path" msgstr "Exportpfad" @@ -5381,7 +5376,7 @@ msgstr "" "Kategorie Editor > Videoerstellung festgelegt werden.\n" "Als Alternative zum Abspielen einzelner Szenen kann ein String-Metadatum " "namens ‚movie_file‘ zum Root-Node hinzugefügt werden,\n" -"welches den Pfad zur Videodatei angibt, die benutzt wird, um die Szene " +"welches den Pfad zur Videodatei angibt, die verwendet wird, um die Szene " "aufzunehmen." msgid "Could not start subprocess(es)!" @@ -5575,7 +5570,7 @@ msgid "Audio Stream Importer: %s" msgstr "Audiostream-Importierer: %s" msgid "Enable looping." -msgstr "Schleife aktivieren." +msgstr "Looping aktivieren." msgid "Offset:" msgstr "Versatz:" @@ -5584,11 +5579,11 @@ msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Schleifenversatz (vom Start). Hinweis: Falls BPM festgelegt wurde, wird diese " +"Loop-Versatz (vom Start). Hinweis: Falls BPM festgelegt wurde, wird diese " "Einstellung ignoriert." msgid "Loop:" -msgstr "Schleife:" +msgstr "Loop:" msgid "BPM:" msgstr "BPM:" @@ -5601,7 +5596,7 @@ msgstr "" "Dies wird benötigt, um Beat-Informationen einstellen zu können." msgid "Beat Count:" -msgstr "Beatzähler:" +msgstr "Beat-Anzahl:" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " @@ -5609,11 +5604,11 @@ msgid "" "It is recommended to set this value (either manually or by clicking on a beat " "number in the preview) to ensure looping works properly." msgstr "" -"Konfiguriert die Anzahl der benutzen Beats für Musik-bewusste Schleifen. " +"Konfiguriert die Anzahl der verwendeten Beats für Musik-bewusstes Looping. " "Falls Null, wird sie automatisch aus der Länge abgeleitet.\n" "Es wird empfohlen, diesen Wert festzulegen (entweder manuell oder durch " "klicken auf den Beat-Zähler in der Vorschau), um sicherzustellen, dass das " -"Wiederholen richtig funktioniert." +"Looping richtig funktioniert." msgid "Bar Beats:" msgstr "Taktschläge:" @@ -6397,7 +6392,7 @@ msgstr "" "falls Aktivierung fehlschlägt." msgid "Set the blending position within the space" -msgstr "Übergangsposition innerhalb des Raums setzen" +msgstr "Blending-Position innerhalb des Raums setzen" msgid "Select and move points, create points with RMB." msgstr "Punkte auswählen und verschieben, erstellen mit RMT." @@ -6439,7 +6434,7 @@ msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D-Dreieck entfernen" msgid "No triangles exist, so no blending can take place." -msgstr "Es existieren keine Dreiecke, Vermischen nicht möglich." +msgstr "Es existieren keine Dreiecke, Blending nicht möglich." msgid "Toggle Auto Triangles" msgstr "Automatische Dreiecke ein-/ausschalten" @@ -6451,7 +6446,7 @@ msgid "Erase points and triangles." msgstr "Punkte und Dreiecke löschen." msgid "Generate blend triangles automatically (instead of manually)" -msgstr "Vermischungsdreiecke automatisch erstellen (statt manuell)" +msgstr "Blending-Dreiecke automatisch erstellen (statt manuell)" msgid "Parameter Changed: %s" msgstr "Parameter geändert: %s" @@ -6460,7 +6455,7 @@ msgid "Inspect Filters" msgstr "Filter untersuchen" msgid "Output node can't be added to the blend tree." -msgstr "Ausgabe-Node kann nicht zum Mischungsbaum hinzugefügt werden." +msgstr "Ausgabe-Node kann nicht zum Blend-Tree hinzugefügt werden." msgid "Add Node to BlendTree" msgstr "Node zu BlendTree hinzufügen" @@ -6731,7 +6726,7 @@ msgid "Blend Next Changed" msgstr "Blende über in nächste Geänderte" msgid "Change Blend Time" -msgstr "Überblendungszeit ändern" +msgstr "Blending-Zeit ändern" msgid "[Global] (create)" msgstr "[Global] (erstellen)" @@ -6824,10 +6819,10 @@ msgid "Error!" msgstr "Fehler!" msgid "Cross-Animation Blend Times" -msgstr "Übergangszeiten kreuzender Animationen" +msgstr "Blending-Zeiten kreuzender Animationen" msgid "Blend Times:" -msgstr "Übergangszeiten:" +msgstr "Blending-Zeiten:" msgid "Next (Auto Queue):" msgstr "Nächste (Automatische Warteschlange):" @@ -7363,16 +7358,16 @@ msgid "Snapping Options" msgstr "Einrast-Optionen" msgid "Use Rotation Snap" -msgstr "Rotations-Einrasten benutzen" +msgstr "Rotations-Einrasten verwenden" msgid "Use Scale Snap" -msgstr "Skalierungs-Einrasten benutzen" +msgstr "Skalierungs-Einrasten verwenden" msgid "Snap Relative" -msgstr "Relatives Einrasten benutzen" +msgstr "Relatives Einrasten verwenden" msgid "Use Pixel Snap" -msgstr "Pixel-Einrasten benutzen" +msgstr "Pixel-Einrasten verwenden" msgid "Smart Snapping" msgstr "Intelligentes Einrasten" @@ -7462,7 +7457,7 @@ msgid "Show Origin" msgstr "Ursprung anzeigen" msgid "Show Viewport" -msgstr "Ansichtsfenster (Viewport) anzeigen" +msgstr "Viewport anzeigen" msgid "Show Group And Lock Icons" msgstr "Gruppen und Sperr-Icons anzeigen" @@ -7589,13 +7584,13 @@ msgid "This node is a child of a container." msgstr "Dieser Node ist ein Child-Element eines Containers." msgid "Use container properties for positioning." -msgstr "Containereigenschaften zur Positionierung benutzen." +msgstr "Containereigenschaften zur Positionierung verwenden." msgid "This node is a child of a regular control." msgstr "Dieser Node ist ein Child-Element eines gewöhnlichen Controls." msgid "Use anchors and the rectangle for positioning." -msgstr "Anker und Rechteck zur Positionierung benutzen." +msgstr "Anker und Rechteck zur Positionierung verwenden." msgid "Collapse positioning hint." msgstr "Hinweis für Positionierung einklappen." @@ -7878,14 +7873,14 @@ msgstr "" "diese Option gewählt ist." msgid "Visible Avoidance" -msgstr "Sichtbare Vermeidung" +msgstr "Sichtbares Ausweichen" msgid "" "When this option is enabled, avoidance objects shapes, radius and velocities " "will be visible in the running project." msgstr "" -"Wenn diese Option aktiviert ist, werden Vermeidungs-Objekt-Shapes, -Radien " -"und -Geschwindigkeiten im laufenden Projekt sichtbar sein." +"Wenn diese Option aktiviert ist, werden Ausweich-Objekt-Shapes, -Radien und -" +"Geschwindigkeiten im laufenden Projekt sichtbar sein." msgid "Debug CanvasItem Redraws" msgstr "CanvasItems-Redraws debuggen" @@ -8106,8 +8101,7 @@ msgid "Emission Source:" msgstr "Emissionsquelle:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "" -"Ein Verarbeitungsmaterial des Typs ‚ParticleProcessMaterial‘ wird benötigt." +msgstr "Ein Prozessmaterial des Typs ‚ParticleProcessMaterial‘ wird benötigt." msgid "Convert to CPUParticles3D" msgstr "Zu CPUParticles3D konvertieren" @@ -8235,7 +8229,7 @@ msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh-Collision-Shape konnte nicht erstellt werden." msgid "Create Static Trimesh Body" -msgstr "Statischen Trimesh-Körper erzeugen" +msgstr "Statischen Trimesh-Body erzeugen" msgid "This doesn't work on scene root!" msgstr "Das geht nicht am Root-Node einer Szene!" @@ -9069,7 +9063,7 @@ msgid "Reset Field of View to Default" msgstr "Sichtfeld auf Default-Wert zurücksetzen" msgid "Transform" -msgstr "Transformation" +msgstr "Transform" msgid "Snap Object to Floor" msgstr "Objekt am Boden einrasten" @@ -9974,8 +9968,8 @@ msgstr "Standardpose für Knochen festlegen" msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." msgstr "" -"Es kann kein physisches Skelett erstellt werden für ein Skeleton3D-Node ohne " -"Knochen." +"Es kann kein physikalisches Skelett erstellt werden für ein Skeleton3D-Node " +"ohne Knochen." msgid "Create physical bones" msgstr "Physische Knochen erstellen" @@ -10007,7 +10001,7 @@ msgid "Apply Selected Poses to Rests" msgstr "Ausgewählte Posen auf Standardposen setzen" msgid "Create Physical Skeleton" -msgstr "Physisches Skelett erzeugen" +msgstr "Physikalisches Skelett erzeugen" msgid "Export Skeleton Profile" msgstr "Skelettprofil exportieren" @@ -10979,13 +10973,13 @@ msgid "Picker" msgstr "Pipette" msgid "No terrains" -msgstr "Keine Gelände" +msgstr "Keine Terrains" msgid "No terrain" -msgstr "Kein Gelände" +msgstr "Kein Terrain" msgid "Painting Terrain Set" -msgstr "Malen-Terrain Set" +msgstr "Malen Terrain-Set" msgid "Painting Terrain" msgstr "Malen Terrain" @@ -11136,7 +11130,7 @@ msgstr "" "speichern." msgid "Paint terrain" -msgstr "Male Gelände" +msgstr "Male Terrain" msgid "Matches Corners and Sides" msgstr "stimmt mit Ecken und Seiten überein" @@ -11148,7 +11142,7 @@ msgid "Matches Sides Only" msgstr "stimmt nur mit Seiten überein" msgid "Terrain Set %d (%s)" -msgstr "TerrainSet %d (%s)" +msgstr "Terrain-Set %d (%s)" msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " @@ -11161,7 +11155,7 @@ msgid "" "Path mode: paints a terrain, thens connects it to the previous tile painted " "within the same stroke." msgstr "" -"Pfadmodus: Terrain malen und dann mit der vorherigen Tile des selben " +"Pfadmodus: Terrain malen und dann mit der vorherigen Tile desselben " "Pinselstrichs verbinden." msgid "Terrains" @@ -11463,7 +11457,7 @@ msgid "Scenes Collection" msgstr "Szenensammlung" msgid "Open Atlas Merging Tool" -msgstr "Tool zum Zusammenführen von Atlanten öffnen" +msgstr "Tool zum Zusammenführen von Atlassen öffnen" msgid "Manage Tile Proxies" msgstr "Tile-Stellvertreter verwalten" @@ -11488,7 +11482,7 @@ msgid "" "loss. Change this ID carefully." msgstr "" "Warnung: Die Änderung einer Quellen-ID wird dazu führen, dass alle TileMaps, " -"die diese Quelle benutzen, stattdessen eine Referenz auf eine ungültige " +"die diese Quelle verwenden, stattdessen eine Referenz auf eine ungültige " "Quelle haben. Dies könnte zu unerwartetem Datenverlust führen. Ändern Sie " "diese ID mit Bedacht." @@ -12294,7 +12288,7 @@ msgid "Finds the nearest even integer to the parameter." msgstr "Gibt den nächsten geraden Integer des Parameter zurück." msgid "Clamps the value between 0.0 and 1.0." -msgstr "Schränkt den Wert auf das Intervall von 0.0 bis 1.0 ein." +msgstr "Beschränkt den Wert auf das Intervall von 0.0 bis 1.0." msgid "Extracts the sign of the parameter." msgstr "Extrahiert das Vorzeichen des Parameters." @@ -12612,14 +12606,14 @@ msgid "" "The distance fade effect fades out each pixel based on its distance to " "another object." msgstr "" -"Der Distanzausblendeffekt blendet jeden Pixel basierend auf dem Abstand zu " +"Der Distanz-Fading-Effekt blendet jedes Pixel basierend auf dem Abstand zu " "einem anderen Objekt aus." msgid "" "The proximity fade effect fades out each pixel based on its distance to " "another object." msgstr "" -"Der Nahausblendeffekt blendet jeden Pixel basierend auf dem Abstand zu einem " +"Der Nah-Fading-Effekt blendet jedes Pixel basierend auf dem Abstand zu einem " "anderen Objekt aus." msgid "Returns a random value between the minimum and maximum input values." @@ -12713,7 +12707,7 @@ msgid "Linear interpolation between two vectors." msgstr "Lineare Interpolation zwischen zwei Vektoren." msgid "Linear interpolation between two vectors using scalar." -msgstr "Lineare Interpolation zwischen zwei Vektoren, benutzt ein Skalar." +msgstr "Lineare Interpolation zwischen zwei Vektoren, verwendet ein Skalar." msgid "Performs a fused multiply-add operation (a * b + c) on vectors." msgstr "" @@ -13323,13 +13317,6 @@ msgstr "" "Die Benutzeroberfläche wird beim nächsten Start des Editors oder des " "Projektmanagers aktualisiert." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Sollen wirklich %s Ordner nach Godot-Projekten durchsucht werden?\n" -"Dies kann eine Weile dauern." - msgctxt "Application" msgid "Project Manager" msgstr "Projektmanager" @@ -13465,7 +13452,7 @@ msgid "Add Input Action" msgstr "Füge Eingabeaktion hinzu" msgid "Change Action deadzone" -msgstr "Nullschwelle der Aktion ändern" +msgstr "Totzone der Aktion ändern" msgid "Change Input Action Event(s)" msgstr "Eingabeaktionsereignis(se) ändern" @@ -13508,7 +13495,7 @@ msgid "Plugins" msgstr "Plugins" msgid "Import Defaults" -msgstr "Default-Werte importieren" +msgstr "Import-Default-Werte" msgid "Select Property" msgstr "Eigenschaft auswählen" @@ -13573,7 +13560,7 @@ msgid "Amount by which counter is incremented for each node." msgstr "Wert, um welchen der Zähler für jeden Node erhöht wird." msgid "Padding" -msgstr "Versatz" +msgstr "Padding" msgid "" "Minimum number of digits for the counter.\n" @@ -13828,8 +13815,8 @@ msgid "" "all properties of the node to be reverted to their default." msgstr "" "Wenn Sie die Option \"Als Platzhalter laden\" aktivieren, wird die Option " -"\"Bearbeitbare Children\" deaktiviert und alle Eigenschaften des Nodes werden " -"auf ihre Defaultwerte zurückgesetzt." +"\"Bearbeitbare Child-Objekte\" deaktiviert und alle Eigenschaften des Nodes " +"werden auf ihre Defaultwerte zurückgesetzt." msgid "Make Local" msgstr "Lokal machen" @@ -14527,7 +14514,7 @@ msgstr "Meshes filtern" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "" -"MeshLibrary-Ressource an diese GridMap geben, um ihre Meshes benutzen zu " +"MeshLibrary-Ressource an diese GridMap geben, um ihre Meshes verwenden zu " "können." msgid "Determining optimal atlas size" @@ -14901,13 +14888,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "Das Paket muss mindestens einen Punkt-Unterteiler ‚.‘ haben." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Der Projektname entspricht nicht den Anforderungen eines Paketnamens. " -"Paketnamen bitte explizit angeben." - msgid "Invalid public key for APK expansion." msgstr "Ungültiger öffentlicher Schlüssel für APK-Erweiterung." @@ -15004,7 +14984,7 @@ msgstr "" msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" -"Debug-Keystore wurde weder in den Editoreinstellungen noch in der Vorgabe " +"Debug-Keystore wurde weder in den Editoreinstellungen noch im Profil " "konfiguriert." msgid "" @@ -15015,8 +14995,7 @@ msgstr "" "müssen entweder alle angegeben, oder alle nicht angegeben sein." msgid "Release keystore incorrectly configured in the export preset." -msgstr "" -"Release-Keystore wurde nicht korrekt konfiguriert in den Export-Vorgaben." +msgstr "Release-Keystore wurde im Exportprofil nicht korrekt konfiguriert." msgid "A valid Android SDK path is required in Editor Settings." msgstr "" @@ -15183,8 +15162,9 @@ msgid "" "architectures in the export preset." msgstr "" "Fehlende Bibliotheken in Exportvorlage für die ausgewählten Architekturen: " -"%s. Es muss entweder eine Export-Vorlage mit allen benötigten Bibliotheken " -"gebaut werden oder die angegebenen Architekturen müssen abgewählt werden." +"%s. Es muss entweder eine Exportvorlage mit allen benötigten Bibliotheken " +"gebaut werden oder die angegebenen Architekturen müssen im Exportprofil " +"abgewählt werden." msgid "Adding files..." msgstr "Füge Dateien hinzu …" @@ -15787,8 +15767,7 @@ msgid "" msgstr "" "Anwendung rcedit konnte nicht gestartet werden. Bitte rcedit-Pfad in " "Editoreinstellungen festlegen (Export > Windows > Rcedit) oder die " -"Einstellung „Application > Modify Resources“ in der Export-Vorgabe " -"deaktivieren." +"Einstellung „Application > Modify Resources“ im Exportprofil deaktivieren." msgid "rcedit failed to modify executable: %s." msgstr "Modifikation der Anwendung durch rcedit fehlgeschlagen: %s." @@ -15815,7 +15794,7 @@ msgid "" msgstr "" "Anwendung signtool konnte nicht gestartet werden. Bitte signtool-Pfad in " "Editoreinstellungen festlegen (Export > Windows > Signtool) oder Einstellung " -"„Codesign“ in Export-Vorgabe deaktivieren." +"„Codesign“ im Exportprofil deaktivieren." msgid "" "Could not start osslsigncode executable. Configure signtool path in the " @@ -15824,7 +15803,7 @@ msgid "" msgstr "" "Anwendung osslsigncode konnte nicht gestartet werden. Bitte signtool-Pfad in " "Editoreinstellungen festlegen (Export > Windows > osslsigncode) oder " -"Einstellung „Codesign“ in Export-Vorgabe deaktivieren." +"Einstellung „Codesign“ im Exportprofil deaktivieren." msgid "Signtool failed to sign executable: %s." msgstr "Signieren der Anwendung durch Signtool ist fehlgeschlagen: %s." @@ -16566,7 +16545,7 @@ msgid "" "To resolve this, increase Visibility Range Begin Margin above 0." msgstr "" "Das GeometryInstance3D wurde konfiguriert, über die Distanz sanft " -"einzublenden, jedoch ist die Übergangsdistanz auf Null festgelegt.\n" +"einzublenden, jedoch ist die Fading-Übergangsdistanz auf Null festgelegt.\n" "Um dies zu beheben, sollte der Sichtbarkeitsbereich-Startbegrenzung auf einen " "Wert größer Null festgelegt werden." @@ -16576,7 +16555,7 @@ msgid "" "To resolve this, increase Visibility Range End Margin above 0." msgstr "" "Das GeometryInstance3D wurde konfiguriert, über die Distanz sanft " -"auszublenden, jedoch ist die Übergangsdistanz auf Null festgelegt.\n" +"auszublenden, jedoch ist die Fading-Übergangsdistanz auf Null festgelegt.\n" "Um dies zu beheben, sollte der Sichtbarkeitsbereich-Endbegrenzung auf einen " "Wert größer Null festgelegt werden." @@ -16980,7 +16959,7 @@ msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" -"Der Sampler-Port ist verbunden wird aber nicht benutzt. Die Quelle sollte " +"Der Sampler-Port ist verbunden wird aber nicht verwendet. Die Quelle sollte " "möglicherweise auf ‚SamplerPort‘ gestellt werden." msgid "Invalid source for preview." @@ -17134,7 +17113,7 @@ msgid "" msgstr "" "Sampler-Argument %d von Funktion ‚%s‘ wurde mehr als einmal aufgerufen von " "sowohl Built-ins als auch Uniform-Texturen. Dies wird nicht unterstützt, " -"bitte nur eines von beiden benutzen." +"bitte nur eines von beiden verwenden." msgid "" "Sampler argument %d of function '%s' called more than once using textures " diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 284abe494a5a..8116686fcaf9 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -2088,6 +2088,9 @@ msgstr "%d περισσότεροι φάκελοι" msgid "%d more files" msgstr "%d περισσότερα αρχεία" +msgid "Forward+" +msgstr "Εμπρός+" + msgid "Pan View" msgstr "Μετατόπιση Οπτικής Γωνίας" @@ -2219,12 +2222,6 @@ msgstr "Αποστολή Σχολίων Τεκμηρίωσης" msgid "Support Godot Development" msgstr "Υποστηρίξτε την ανάπτυξη του Godot" -msgid "Choose a renderer." -msgstr "Επιλέξτε έναν οδηγό βίντεο." - -msgid "Forward+" -msgstr "Εμπρός+" - msgid "Update Continuously" msgstr "Συνεχόμενη Ανανέωση" @@ -6237,13 +6234,6 @@ msgstr "" "Το περιβάλλον θα αλλάξει μετά από επανεκκίνηση του επεξεργαστή ή του " "διαχειριστή έργων." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Θέλετε να σαρώσετε %s φακέλους για υπαρκτά έργα Godot;\n" -"Αυτό μπορεί να πάρει κάποια ώρα." - msgid "New Project" msgstr "Νέο έργο" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 43da30e3c18d..de812bac6951 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -14,7 +14,7 @@ # Diego López , 2017. # eon-s , 2018, 2019, 2020. # Gustavo Leon , 2017-2018. -# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023. +# Javier Ocampos , 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Jose Maria Martinez , 2018. # Juan Quiroga , 2017. # Kiji Pixel , 2017. @@ -124,14 +124,15 @@ # simomi 073 , 2023. # "Hendrick Y. Rodríguez V. (NoVa)" , 2023. # Chimi , 2023. -# gallegonovato , 2023. +# gallegonovato , 2023, 2024. +# Jacobo , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-29 23:13+0000\n" -"Last-Translator: Javier Ocampos \n" +"PO-Revision-Date: 2024-01-17 23:13+0000\n" +"Last-Translator: Jacobo \n" "Language-Team: Spanish \n" "Language: es\n" @@ -139,7 +140,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Hilo principal" @@ -2861,7 +2862,7 @@ msgid "Operators" msgstr "Operadores" msgid "Theme Properties" -msgstr "Propiedades del Theme" +msgstr "Propiedades del tema" msgid "Colors" msgstr "Colores" @@ -3549,6 +3550,17 @@ msgstr "" "error en el código, por favor compruebe la sintaxis.\n" "Desactivar el addon en '%s' para prevenir mas errores." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"No se puede cargar el script de complemento desde la ruta: '%s'. El tipo base " +"no es 'EditorPlugin'." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"No se ha podido cargar el script del complemento desde la ruta: '%s'. El " +"script no está en modo herramienta." + 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." @@ -3660,6 +3672,15 @@ msgstr "" "No se puede escribir en el archivo '%s', archivo en uso, bloqueado o sin " "permisos." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Móvil" + +msgid "Compatibility" +msgstr "Compatibilidad" + msgid "Pan View" msgstr "Vista Panorámica" @@ -3841,21 +3862,6 @@ msgstr "Sobre Godot" msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" -msgid "Choose a renderer." -msgstr "Elegir un renderizador." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Móvil" - -msgid "Compatibility" -msgstr "Compatibilidad" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Cambiar el renderizador requiere reiniciar el editor." - msgid "Update Continuously" msgstr "Actualizar Continuamente" @@ -5788,9 +5794,8 @@ msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " "limiter based on the detected associated normal map at %s." msgstr "" -"%s: Se ha detectado que la textura se utiliza como mapa de rugosidad en 3D. " -"Se habilitará un limitador de rugosidad en función del mapa normal asociado " -"detectado en %s." +"%s: Se detectó una textura utilizada como mapa de rugosidad en 3D. Activando " +"el limitador de rugosidad basado en el mapa normal asociado detectado en %s." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " @@ -13315,13 +13320,6 @@ msgstr "" "La interfaz se actualizará después de reiniciar el editor o el administrador " "de proyectos." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"¿Está seguro de escanear %s carpetas para los proyectos de Godot existentes?\n" -"Esto puede tardar un poco." - msgctxt "Application" msgid "Project Manager" msgstr "Administrador de Proyectos" @@ -14886,13 +14884,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "El paquete debe tener al menos un '.' como separador." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"El nombre del proyecto no cumple los requisitos del formato del nombre del " -"paquete. Especifique explícitamente el nombre del paquete." - msgid "Invalid public key for APK expansion." msgstr "Clave pública inválida para la expansión de APK." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 46a0ad286a76..76164551a525 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -27,13 +27,16 @@ # Maximiliano Gamón , 2023. # Deleted User , 2023. # Evelyn Salido , 2023. +# Kann , 2023. +# Diego22rct , 2024. +# Carlos Mena , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-10-07 02:01+0000\n" -"Last-Translator: Evelyn Salido \n" +"PO-Revision-Date: 2024-01-26 09:47+0000\n" +"Last-Translator: Carlos Mena \n" "Language-Team: Spanish (Argentina) \n" "Language: es_AR\n" @@ -41,7 +44,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.1-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Hilo Principal" @@ -121,6 +124,9 @@ msgstr "Eje-Y del Joystick 4" msgid "Unknown Joypad Axis" msgstr "Eje de Joypad Desconocido" +msgid "Joypad Motion on Axis %d (%s) with Value %.2f" +msgstr "Movimiento del Joypad en el eje %d (%s) con valor %.2f" + msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Acción Abajo, Cruz en Sony, Xbox A, Nintendo B" @@ -169,6 +175,39 @@ msgstr "D-pad Derecha" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Share en Xbox, Microphone en PS5, Capture en Nintendo" +msgid "Joypad Button %d" +msgstr "Bottón de Joypad %d" + +msgid "touched" +msgstr "tocado" + +msgid "released" +msgstr "Publicado" + +msgid "Screen %s at (%s) with %s touch points" +msgstr "Pantalla %s en(%s) con %s puntos táctiles" + +msgid "" +"Screen dragged with %s touch points at position (%s) with velocity of (%s)" +msgstr "" +"Pantalla arrastrada con %s puntos táctiles en la posición (%s) con velocidad " +"de (%s)" + +msgid "Magnify Gesture at (%s) with factor %s" +msgstr "Ampliar Gesto en (%s) con factor %s" + +msgid "Pan Gesture at (%s) with delta (%s)" +msgstr "Gesto \"Pan\" en (%s), con delta (%s)" + +msgid "MIDI Input on Channel=%s Message=%s" +msgstr "Entrada de MIDI en el canal=%s Mensaje=%s" + +msgid "Input Event with Shortcut=%s" +msgstr "Evento de entrada con atajo=%s" + +msgid "Accept" +msgstr "Aceptar" + msgid "Select" msgstr "Seleccionar" @@ -181,6 +220,9 @@ msgstr "Arriba" msgid "Down" msgstr "Abajo" +msgid "Page Up" +msgstr "Subir página" + msgid "End" msgstr "Fin" @@ -199,18 +241,45 @@ msgstr "Deshacer" msgid "Redo" msgstr "Rehacer" +msgid "New Blank Line" +msgstr "Nueva línea en blanco" + +msgid "Backspace Word" +msgstr "Retroceder palabra" + +msgid "Backspace all to Left" +msgstr "Retroceder del todo hacia la izquierda" + msgid "Delete" msgstr "Eliminar" +msgid "Caret Up" +msgstr "Interfaz Subir Página" + +msgid "Caret Page Up" +msgstr "Interfaz Subir Página" + +msgid "Scroll Up" +msgstr "Desplazarse hacia arriba" + +msgid "Scroll Down" +msgstr "Desplazarse hacia abajo" + msgid "Select All" msgstr "Seleccionar Todo" +msgid "Submit Text" +msgstr "Enviar Texto" + msgid "Duplicate Nodes" msgstr "Duplicar Nodos" msgid "Delete Nodes" msgstr "Eliminar Nodos" +msgid "Go Up One Level" +msgstr "Subir un nivel" + msgid "Refresh" msgstr "Refrescar" @@ -235,6 +304,12 @@ msgstr "Argumentos inválidos para construir '%s'" msgid "On call to '%s':" msgstr "En la llamada a '%s':" +msgid "Built-in script" +msgstr "Script Integrado" + +msgid "Built-in" +msgstr "Integrado" + msgid "B" msgstr "B" @@ -256,6 +331,14 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" +msgid "Example: %s" +msgstr "Ejemplo: %s" + +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "artículo %d" +msgstr[1] "artículos %d" + msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -266,12 +349,21 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ya existe una acción con el nombre '%s'." +msgid "Revert Action" +msgstr "Revertir Acción" + msgid "Add Event" msgstr "Agregar Evento" +msgid "Cannot Remove Action" +msgstr "No se puede eliminar acción" + msgid "Add" msgstr "Agregar" +msgid "Show Built-in Actions" +msgstr "Mostrar acciones integradas" + msgid "Action" msgstr "Acción" @@ -486,6 +578,9 @@ msgstr "Escalar" msgid "Methods" msgstr "Métodos" +msgid "Bezier" +msgstr "Bézier" + msgid "Audio" msgstr "Audio" @@ -584,6 +679,10 @@ msgstr "Limpiar" msgid "Scale Ratio:" msgstr "Ratio de Escala:" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinusoide" + msgid "Select Tracks to Copy" msgstr "Elegir Pistas a Copiar" @@ -6940,14 +7039,6 @@ msgstr "" "La interfaz de usuario se actualizara luego de reiniciar el editor o gestor " "de proyectos." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"¿Estás seguro de querer examinar %s carpetas en busca de proyectos de Godot " -"existentes?\n" -"Podría demorar un rato." - msgid "New Project" msgstr "Proyecto Nuevo" diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po index b9d9d01aca47..05bec6601cdd 100644 --- a/editor/translations/editor/et.po +++ b/editor/translations/editor/et.po @@ -2363,6 +2363,15 @@ msgid "" msgstr "" "Faili '%s' ei saa kirjutada, fail on kasutusel, lukus või puuduvad õigused." +msgid "Forward+" +msgstr "Edasi+" + +msgid "Mobile" +msgstr "Mobiil" + +msgid "Compatibility" +msgstr "Ühilduvus" + msgid "Pan View" msgstr "Nihuta Vaadet" @@ -2519,21 +2528,6 @@ msgstr "Teave Godot'ist" msgid "Support Godot Development" msgstr "Toeta Godot'i Arendamist" -msgid "Choose a renderer." -msgstr "Valige renderdaja." - -msgid "Forward+" -msgstr "Edasi+" - -msgid "Mobile" -msgstr "Mobiil" - -msgid "Compatibility" -msgstr "Ühilduvus" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Renderdaja muutmiseks tuleb Redaktor taaskäivitada." - msgid "Update Continuously" msgstr "Värskenda Pidevalt" diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index 4ee54eb7e476..ce9272ae74e2 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -3000,6 +3000,15 @@ msgstr "ذخیره و بستن" msgid "%d more folders" msgstr "%d پوشه‌های بیش تر" +msgid "Forward+" +msgstr "فوروارد+" + +msgid "Mobile" +msgstr "موبایل" + +msgid "Compatibility" +msgstr "سازگاری" + msgid "Distraction Free Mode" msgstr "حالت بدون حواس‌پرتی" @@ -3123,18 +3132,6 @@ msgstr "درباره گودو" msgid "Support Godot Development" msgstr "از توسعه گودو حمایت کنید" -msgid "Choose a renderer." -msgstr "یک رندرر(renderer) انتخاب کن." - -msgid "Forward+" -msgstr "فوروارد+" - -msgid "Mobile" -msgstr "موبایل" - -msgid "Compatibility" -msgstr "سازگاری" - msgid "Update Continuously" msgstr "بروزرسانی مستمر" @@ -5863,13 +5860,6 @@ msgstr "" "زبان تغییر کرد.\n" "رابط پس از راه اندازی مجدد ویرایشگر یا مدیر پروژه به‌روز می‌شود." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"آیا مطمئن هستید که پوشه‌های %s را برای پروژه‌های گودوی موجود اسکن می‌کنید؟\n" -"این کنش ممکن است مدتی طول بکشد." - msgid "New Project" msgstr "پروژه جدید" diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 84cbf80ae39c..897f247c68e7 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -19,13 +19,14 @@ # Kasper , 2023. # Mitja , 2023. # Aku , 2023. +# Jonni Lehtiranta , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-08 07:17+0000\n" -"Last-Translator: Mitja \n" +"PO-Revision-Date: 2024-01-02 09:06+0000\n" +"Last-Translator: Jonni Lehtiranta \n" "Language-Team: Finnish \n" "Language: fi\n" @@ -33,10 +34,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" -msgstr "Pää Säie" +msgstr "Pääsäie" msgid "Unset" msgstr "Asettamaton" @@ -60,10 +61,10 @@ msgid "Mouse Wheel Down" msgstr "Hiiren rulla alas" msgid "Mouse Wheel Left" -msgstr "Rullan vasen painike" +msgstr "Hiiren rulla vasemmalle" msgid "Mouse Wheel Right" -msgstr "Rullan oikea painike" +msgstr "Hiiren rulla oikealle" msgid "Mouse Thumb Button 1" msgstr "Hiiren peukalopainike 1" @@ -78,37 +79,37 @@ msgid "Double Click" msgstr "Kaksoisnapsautus" msgid "Mouse motion at position (%s) with velocity (%s)" -msgstr "Hiiren liike sijainnissa (%s) ja kiihtyvyydellä (%s)" +msgstr "Hiiren liike sijainnissa (%s) nopeudella (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Vasemman tatin X-akseli, Tatti 0 X-akseli" +msgstr "Vasemman tatin X-akseli, tattiohjaimen 0 X-akseli" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Vasemman tatin Y-akseli, Tatti 0 Y-akseli" +msgstr "Vasemman tatin Y-akseli, tattiohjaimen 0 Y-akseli" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "Oikean tatin X-akseli, Tatti 1 X-akseli" +msgstr "Oikean tatin X-akseli, tattiohjaimen 1 X-akseli" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Oikean tatin Y-akseli, Tatti 1 Y-akseli" +msgstr "Oikean tatin Y-akseli, tattiohjaimen 1 Y-akseli" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Tatti 2 X-akseli, vasen liipasin, Sony L2, Xbox LT" +msgstr "Tattiohjaimen 2 X-akseli, vasen liipasin, Sony L2, Xbox LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Tatti 2 Y-akseli, oikea liipasin, Sony R2, Xbox RT" +msgstr "Tattiohjaimen 2 Y-akseli, oikea liipasin, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "Tatti 3 X-akseli" +msgstr "Tattiohjaimen 3 X-akseli" msgid "Joystick 3 Y-Axis" -msgstr "Tatti 3 Y-akseli" +msgstr "Tattiohjaimen 3 Y-akseli" msgid "Joystick 4 X-Axis" -msgstr "Tatti 4 X-akseli" +msgstr "Tattiohjaimen 4 X-akseli" msgid "Joystick 4 Y-Axis" -msgstr "Tatti 4 Y-akseli" +msgstr "Tattiohjaimen 4 Y-akseli" msgid "Unknown Joypad Axis" msgstr "Tuntematon Peliohjaimen Akseli" @@ -1103,6 +1104,10 @@ msgctxt "Transition Type" msgid "Sine" msgstr "Sini" +msgctxt "Transition Type" +msgid "Quint" +msgstr "Viides potenssi" + msgctxt "Transition Type" msgid "Quart" msgstr "Vartti" @@ -1119,6 +1124,10 @@ msgctxt "Transition Type" msgid "Elastic" msgstr "Joustava" +msgctxt "Transition Type" +msgid "Circ" +msgstr "Ympyränkaari" + msgctxt "Transition Type" msgid "Bounce" msgstr "Kimmoisuus" @@ -1468,6 +1477,9 @@ msgstr "Lähetetään lista muuttuneista tiedostoista:" msgid "Sending file:" msgstr "Lähetetään tiedosto:" +msgid "ms" +msgstr "ms" + msgid "Monitors" msgstr "Monitoroijat" @@ -2193,9 +2205,25 @@ msgstr "Navigaatio, 2D ja 3D." msgid "XR (AR and VR)." msgstr "XR (AR and VR)." +msgid "Vulkan back-end of RenderingDevice." +msgstr "RenderingDevicen Vulkan-backend." + +msgid "" +"TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " +"library (if disabled, WOFF2 support is also disabled)." +msgstr "" +"TrueType-, OpenType-, Type 1- ja WOFF-fonttien tuki FreeType-kirjastoa " +"käyttäen (jos kytketty pois, WOFF2-tuki kytkeytyy myös pois)." + +msgid "WOFF2 font format support using FreeType and Brotli libraries." +msgstr "WOFF2-fonttien tuki FreeType- ja Brotli-kirjastoja käyttäen." + msgid "General Features:" msgstr "Pääominaisuudet:" +msgid "Text Rendering and Font Options:" +msgstr "Tekstin piirtämisen ja fontin valinnat:" + msgid "File saving failed." msgstr "Virhe tallennettaessa tiedostoa." @@ -2436,6 +2464,10 @@ msgstr "Tuo tyypin: %s resursseja" msgid "No return value." msgstr "Ei palautus arvoa." +msgid "This value is an integer composed as a bitmask of the following flags." +msgstr "" +"Tämä arvo on kokonaisluku joka tulkitaan bittimaskina ao. lippujen summana." + msgid "Deprecated" msgstr "Vanhentunut" @@ -3338,6 +3370,15 @@ msgstr "" "Tiedostoon '%s' kirjoittaminen epäonnistui, tiedosto käytössä, lukossa tai " "käyttöoikeudet ovat puutteelliset." +msgid "Forward+" +msgstr "Eteenpäin+" + +msgid "Mobile" +msgstr "Mobiili" + +msgid "Compatibility" +msgstr "Yhteensopivuus" + msgid "Pan View" msgstr "Panorointinäkymä" @@ -3500,21 +3541,6 @@ msgstr "Tietoja Godotista" msgid "Support Godot Development" msgstr "Tue Godotin kehitystä" -msgid "Choose a renderer." -msgstr "Valitse renderöijä." - -msgid "Forward+" -msgstr "Eteenpäin+" - -msgid "Mobile" -msgstr "Mobiili" - -msgid "Compatibility" -msgstr "Yhteensopivuus" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Näyttöajurin vaihtaminen edellyttää editorin uudelleenkäynnistystä." - msgid "Update Continuously" msgstr "Päivitä jatkuvasti" @@ -3710,6 +3736,9 @@ msgstr "Näytä Solmu Puussa" msgid "Invalid RID" msgstr "Virheellinen RID" +msgid "Recursion detected, unable to assign resource to property." +msgstr "Rekursio havaittu, resurssin sijoittaminen ominaisuuteen epäonnistui." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3891,9 +3920,15 @@ msgstr "Oikea Sauva Alas, Tatti 1 Alas" msgid "Joystick 2 Left" msgstr "Tatti 2 Vasemmalle" +msgid "Left Trigger, Sony L2, Xbox LT, Joystick 2 Right" +msgstr "Vasen liipaisin, Sony L2, Xbox LT, tattiohjain 2 oikea" + msgid "Joystick 2 Up" msgstr "Tatti 2 Ylös" +msgid "Right Trigger, Sony R2, Xbox RT, Joystick 2 Down" +msgstr "Oikea liipaisin, Sony L2, Xbox LT, tattiohjain 2 alas" + msgid "Joystick 3 Left" msgstr "Tatti 3 Vasemmalle" @@ -3960,6 +3995,9 @@ msgstr "Varastoidaan tiedostoa:" msgid "No export template found at the expected path:" msgstr "Vientimallia ei löytynyt odotetusta polusta:" +msgid "ZIP Creation" +msgstr "ZIPin Luominen" + msgid "Could not open file to read from path \"%s\"." msgstr "Ei voitu avata luettavaksi tiedostoa polulta \"%s\"." @@ -4112,6 +4150,9 @@ msgstr "Ladataan" msgid "Connection Error" msgstr "Yhteysvirhe" +msgid "TLS Handshake Error" +msgstr "Virhe TSL Kättelyssä" + msgid "Can't open the export templates file." msgstr "Vientimallien tiedostoa ei voida avata." @@ -4279,9 +4320,19 @@ msgstr "Vie valitut resurssit (ja riippuvuudet)" msgid "Export all resources in the project except resources checked below" msgstr "Vie kaikki muut projektin resurssit, paitsi alla merkatut" +msgid "Export as dedicated server" +msgstr "Vie palvelinohjelmistoksi" + msgid "Export Mode:" msgstr "Vientitila:" +msgid "" +"\"Strip Visuals\" will replace the following resources with placeholders:" +msgstr "\"Riisu kuvitukset\" korvaa seuraavat resurssit paikanvaraajilla:" + +msgid "Strip Visuals" +msgstr "Riisu kuvitukset" + msgid "Keep" msgstr "Pidä" @@ -4312,6 +4363,12 @@ msgstr "Ominaisuuslista:" msgid "Encryption" msgstr "Salaus" +msgid "Encrypt Exported PCK" +msgstr "Salaa viety PCK-tiedosto" + +msgid "Encrypt Index (File Names and Info)" +msgstr "Salaa indeksi (tiedostonimet ja info)" + msgid "" "Filters to include files/folders\n" "(comma-separated, e.g: *.tscn, *.tres, scenes/*)" @@ -4342,6 +4399,9 @@ msgstr "" msgid "More Info..." msgstr "Lisää Tietoa..." +msgid "Export PCK/ZIP..." +msgstr "Vie PCK/ZIP..." + msgid "Export Project..." msgstr "Vie projekti..." @@ -4369,9 +4429,19 @@ msgstr "Hallinnoi vientimalleja" msgid "Export With Debug" msgstr "Vie debugaten" +msgid "Path to FBX2glTF executable is empty." +msgstr "Polku FBX2glTF-sovellukseen on tyhjä." + msgid "Error executing this file (wrong version or architecture)." msgstr "Virhe suorittaessa tätä tiedostoa (väärä versio tai arkkitehtuuri)." +msgid "" +"FBX2glTF is required for importing FBX files.\n" +"Please download it and provide a valid path to the binary:" +msgstr "" +"FBX2glTF vaaditaan FBX-tiedostojen viemiseen.\n" +"Lataa se internetistä ja syötä binääritiedoston polku:" + msgid "Click this link to download FBX2glTF" msgstr "Paina tästä ladataksesi FBX2glTF" @@ -5361,6 +5431,12 @@ msgstr "Korvaavuudet kielikohtaisesti:" msgid "Locale" msgstr "Kielialue" +msgid "POT Generation" +msgstr "POT Generointi" + +msgid "Generate POT" +msgstr "Generoi POT" + msgid "Set %s on %d nodes" msgstr "Aseta %s %d solmuun" @@ -6431,6 +6507,9 @@ msgstr "Tartu apuviivoihin" msgid "Lock Selected Node(s)" msgstr "Lukitse valitut solmut" +msgid "Unlock selected node, allowing selection and movement." +msgstr "Poista valitun solmun lukitus, sallien valinnan ja liikuttamisen." + msgid "Unlock Selected Node(s)" msgstr "Vapauta valitut solmut" @@ -6440,6 +6519,9 @@ msgstr "Tee valitun solmun alisolmuista valitsemattomia." msgid "Group Selected Node(s)" msgstr "Ryhmitä valitut solmut" +msgid "Make selected node's children selectable." +msgstr "Tee valitun solmun alisolmuista valittavia." + msgid "Ungroup Selected Node(s)" msgstr "Poista ryhmitys valituilta solmuilta" @@ -6980,6 +7062,9 @@ msgstr "Käänteinen Liukuväri" msgid "Reverse/Mirror Gradient" msgstr "Käänteinen/Peilattu Liukuväri" +msgid "Configure" +msgstr "Määrittele" + msgid "Create Occluder Polygon" msgstr "Luo peittopolygoni" @@ -7412,6 +7497,9 @@ msgstr "Näytä rautalankamalli" msgid "Display Overdraw" msgstr "Näytä ylipiirto" +msgid "Display Lighting" +msgstr "Näytä Valaistus" + msgid "Display Unshaded" msgstr "Näytä sävyttämätön" @@ -7430,6 +7518,9 @@ msgstr "Näytä vempaimet" msgid "View Information" msgstr "Näytä tiedot" +msgid "View Frame Time" +msgstr "Näytä Ruudun Aika" + msgid "Half Resolution" msgstr "Puolikas näyttötarkkuus" @@ -7504,6 +7595,12 @@ msgstr "Tarraa solmut lattiaan" msgid "Couldn't find a solid floor to snap the selection to." msgstr "Ei löydetty kiinteää lattiaa, johon kohdistaa valinta." +msgid "Add Preview Sun to Scene" +msgstr "Lisää Esikatselu Aurinko Kohtaukseen" + +msgid "Add Preview Environment to Scene" +msgstr "Lisää Esikatselu Ympäristö Kohtaukseen" + msgid "Preview disabled." msgstr "Esikatselu poistettu käytöstä." @@ -7657,18 +7754,42 @@ msgstr "Esi" msgid "Post" msgstr "Jälki" +msgid "Preview Sun" +msgstr "Esikatselu Aurinko" + +msgid "Sun Direction" +msgstr "Auringon Suunta" + msgid "Sun Color" msgstr "Auringon Väri" +msgid "Sun Energy" +msgstr "Auringon Energia" + msgid "Shadow Max Distance" msgstr "Varjojen Maksimi Etäisyys" +msgid "Add Sun to Scene" +msgstr "Lisää Aurinko Kohtaukseen" + +msgid "Preview Environment" +msgstr "Esikatsele Ympäristöä" + msgid "Sky Color" msgstr "Taivaan Väri" +msgid "Ground Color" +msgstr "Maan Väri" + +msgid "Sky Energy" +msgstr "Taivaan Energia" + msgid "Glow" msgstr "Hehku" +msgid "Post Process" +msgstr "Jälkikäsittely" + msgid "Add Environment to Scene" msgstr "Lisää Ympäristö Kohtaukseen" @@ -7989,6 +8110,9 @@ msgstr "Etsi seuraava" msgid "Find Previous" msgstr "Etsi edellinen" +msgid "Filter Scripts" +msgstr "Suodata Skriptejä" + msgid "Toggle alphabetical sorting of the method list." msgstr "Käytä metodilistalla aakkosellista järjestystä." @@ -8080,6 +8204,9 @@ msgstr "Tyhjennä viimeisimmät skriptit" msgid "Standard" msgstr "Standardi" +msgid "Plain Text" +msgstr "Yksinkertainen Teksti" + msgid "JSON" msgstr "JSON" @@ -8115,6 +8242,12 @@ msgstr "Hae symboli" msgid "Pick Color" msgstr "Poimi väri" +msgid "Folding" +msgstr "Taittaminen" + +msgid "Indentation" +msgstr "Sisennys" + msgid "Uppercase" msgstr "Isot kirjaimet" @@ -8139,6 +8272,9 @@ msgstr "Mene" msgid "Delete Line" msgstr "Poista rivi" +msgid "Unindent" +msgstr "Vähennä sisennystä" + msgid "Toggle Comment" msgstr "Lisää tai poista kommentit" @@ -8241,6 +8377,12 @@ msgstr "Ylikirjoita lepoasento" msgid "Create physical bones" msgstr "Luo fyysiset luut" +msgid "Skeleton3D" +msgstr "Luuranko3D" + +msgid "Create Physical Skeleton" +msgstr "Luo Fyysinen Luuranko" + msgid "Play IK" msgstr "Toista IK" @@ -8286,6 +8428,9 @@ msgstr "Virheellinen geometria, ei voida luoda valopeitettä." msgid "Create LightOccluder2D Sibling" msgstr "Luo LightOccluder2D solmun sisar" +msgid "Sprite2D" +msgstr "Sprite2D" + msgid "Simplification:" msgstr "Yksinkertaistus:" @@ -8340,6 +8485,9 @@ msgstr "(tyhjä)" msgid "Animations:" msgstr "Animaatiot:" +msgid "Filter Animations" +msgstr "Suodata Animaatioita" + msgid "Delete Animation" msgstr "Poista Animaatio" @@ -8355,6 +8503,27 @@ msgstr "Palauta oletuslähennystaso" msgid "Add frame from file" msgstr "Lisää kehys tiedostosta" +msgid "Add frames from sprite sheet" +msgstr "Lisää ruudut sprite-arkista" + +msgid "Delete Frame" +msgstr "Poista Ruutu" + +msgid "Copy Frame" +msgstr "Kopioi Ruutu" + +msgid "Insert Empty (Before Selected)" +msgstr "Syötä tyhjä (Valinnan Edelle)" + +msgid "Insert Empty (After Selected)" +msgstr "Syötä tyhjä (Valinna Jälkeen)" + +msgid "Move Frame Left" +msgstr "Siirrä Ruutua Vasemmalle" + +msgid "Move Frame Right" +msgstr "Siirrä Ruutua Oikealle" + msgid "Select Frames" msgstr "Valitse ruudut" @@ -9927,12 +10096,9 @@ msgstr "" "Käyttöliittymä päivittyy, kun editori tai projektinhallinta käynnistetään " "uudelleen." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Haluatko varmasti etsiä %s kansiosta olemassa olevia Godot-projekteja?\n" -"Tämä saattaa kestää hetken." +msgctxt "Application" +msgid "Project Manager" +msgstr "Projektinhallinta" msgid "New Project" msgstr "Uusi projekti" @@ -10263,6 +10429,15 @@ msgstr "" msgid "Make Local" msgstr "Tee paikallinen" +msgid "Enable Scene Unique Name(s)" +msgstr "Käytä Kohtauksen Uniikkeja Nimiä" + +msgid "Unique names already used by another node in the scene:" +msgstr "Uniikki nimi on jo toisen solmun käytössä:" + +msgid "Disable Scene Unique Name(s)" +msgstr "Ota Kohtauksen Uniikit Nimet Pois Käytöstä" + msgid "New Scene Root" msgstr "Uusi kohtauksen pääkansio" @@ -10692,6 +10867,9 @@ msgstr "Lisää toiminto" msgid "Add binding" msgstr "Lisää sidos" +msgid "Pose" +msgstr "Asento" + msgid "Haptic" msgstr "Haptinen" @@ -10738,6 +10916,11 @@ msgid "" msgstr "" "\"Kohde SDK\" tulisi olla validi kokonaisluku, annettu \"%s\" ei ole validi." +msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." +msgstr "" +"\"Target SDK\" version on oltava suurempi tai yhtä suuri kuin \"Min SDK\" " +"versionumeron." + msgid "Select device from the list" msgstr "Valitse laite listasta" @@ -10933,6 +11116,9 @@ msgstr "Ei voitu purkaa väliaikaista unaligned APK:ta." msgid "Invalid Identifier:" msgstr "Virheellinen Identifier osio:" +msgid "Export Icons" +msgstr "Vie Kuvakkeet" + msgid "Identifier is missing." msgstr "Tunniste puuttuu." @@ -11022,6 +11208,9 @@ msgstr "" msgid "Could not start xcrun executable." msgstr "xcrun-käynnistystiedostoa ei voitu käynnistää." +msgid "Cannot sign file %s." +msgstr "Tiedostoa %s ei voida allekirjoittaa." + msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" "Suhteelliset symboliset linkit eivät ole tuettuja tässä käyttöjärjestelmässä, " @@ -11105,6 +11294,9 @@ msgstr "Virheellinen vientimalli: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Ei voitu kirjoittaa tiedostoa: \"%s\"." +msgid "Icon Creation" +msgstr "Kuvakkeen Luominen" + msgid "Could not read file: \"%s\"." msgstr "Ei voitu lukea tiedostoa: \"%s\"." diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index b39f637c8ce0..70706fa460fd 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -155,13 +155,18 @@ # Xabi GOITY , 2023. # Roskai , 2023. # Clément , 2023. +# RagisaSensei , 2023. +# peperoni , 2024. +# Clement Vanderkelen , 2024. +# Varga , 2024. +# Leo Belda , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-06 04:32+0000\n" -"Last-Translator: Rertsyd \n" +"PO-Revision-Date: 2024-01-21 20:50+0000\n" +"Last-Translator: Leo Belda \n" "Language-Team: French \n" "Language: fr\n" @@ -169,7 +174,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Thread principal" @@ -1982,7 +1987,7 @@ msgid "Errors loading!" msgstr "Erreurs de chargement !" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "Supprimer de manière permanente %d objet(s) ? (Annulation impossible!)" +msgstr "Supprimer de manière permanente %d objet(s) ? (Annulation impossible !)" msgid "Show Dependencies" msgstr "Afficher les dépendances" @@ -3718,6 +3723,15 @@ msgstr "" "Impossible d'écrire dans le fichier '%s', le fichier est peut-être utilisé, " "verrouillé ou vous n'avez pas les permissions en écriture." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Compatibilité" + msgid "Pan View" msgstr "Déplacer la vue" @@ -3814,6 +3828,9 @@ msgstr "Outils" msgid "Orphan Resource Explorer..." msgstr "Explorateur de ressources orphelines..." +msgid "Upgrade Mesh Surfaces..." +msgstr "Mettre a jour le Maillage de Surfaces..." + msgid "Reload Current Project" msgstr "Recharger le projet actuel" @@ -3894,21 +3911,6 @@ msgstr "À propos de Godot" msgid "Support Godot Development" msgstr "Soutenir le développement de Godot" -msgid "Choose a renderer." -msgstr "Choisir un moteur de rendu." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Compatibilité" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Changer de moteur de rendu nécessite le redémarrage de l'éditeur." - msgid "Update Continuously" msgstr "Mise à jour continue" @@ -4708,6 +4710,9 @@ msgstr "Supprimer le préréglage « %s » ?" msgid "Resources to exclude:" msgstr "Ressources à exclure :" +msgid "Resources to override export behavior:" +msgstr "Ressources pour contourner la méthode d'exportation :" + msgid "Resources to export:" msgstr "Ressources à exporter :" @@ -5164,6 +5169,9 @@ msgstr "Aller au dossier/fichier suivant." msgid "Re-Scan Filesystem" msgstr "Analyser à nouveau le système de fichiers" +msgid "Change Split Mode" +msgstr "Changer le mode scindé" + msgid "Filter Files" msgstr "Filtrer les fichiers" @@ -6798,6 +6806,9 @@ msgstr "[Échelle Globale] (créer)" msgid "Duplicated Animation Name:" msgstr "Nom de l'animation dupliquée :" +msgid "Onion skinning requires a RESET animation." +msgstr "La pelure d'oignon (onion skinning) nécessite une animation RESET." + msgid "Play selected animation backwards from current pos. (A)" msgstr "" "Jouer l'animation sélectionnée à rebours depuis la position actuelle. (A)" @@ -9488,6 +9499,9 @@ msgstr ": Rotation" msgid "Shift: Move All" msgstr "Maj : Tout déplacer" +msgid "Shift: Scale" +msgstr "Maj : Mettre à l'échelle" + msgid "Move Polygon" msgstr "Déplacer le polygone" @@ -10106,6 +10120,12 @@ msgstr "Créer un LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Prévisualisation du LightOccluder2D" +msgid "Can't convert a sprite from a foreign scene." +msgstr "Impossible de convertir un sprite à partir d'une scène inconnue." + +msgid "Can't convert an empty sprite to mesh." +msgstr "Impossible de convertir un sprite Vide en maille (MESH)." + msgid "Can't convert a sprite using animation frames to mesh." msgstr "" "Impossible de convertir un sprite en utilisant des images d'animation à " @@ -10753,6 +10773,9 @@ msgstr "Définir un Objet Couleur dans le Thème" msgid "Set Constant Item in Theme" msgstr "Définir un Objet Constant dans le Thème" +msgid "Set Stylebox Item in Theme" +msgstr "S" + msgid "Set Variation Base Type" msgstr "Définir le type parent de la variation" @@ -11011,6 +11034,9 @@ msgstr "" "Les motifs ne peuvent pas être tournés quand une grille de tuile non-carrée " "est utilisée." +msgid "No Texture Atlas Source (ID: %d)" +msgstr "Aucune source d'atlas de texture (ID : %d)" + msgid "Scene Collection Source (ID: %d)" msgstr "Source de collection de la scène (ID  : %d)" @@ -12900,7 +12926,7 @@ msgid "Project Installation Path:" msgstr "Chemin d'installation du projet :" msgid "Renderer:" -msgstr "Moteur de rendu :" +msgstr "Moteur de rendu :" msgid "Version Control Metadata:" msgstr "Métadonnées du contrôle de version :" @@ -13138,14 +13164,6 @@ msgstr "" "L'interface utilisateur sera mise à jour au prochain démarrage de l'éditeur " "ou du gestionnaire de projets." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Êtes vous certain de vouloir scanner %s dossiers à la recherche de projets " -"Godot existants ?\n" -"Cela pourrait prendre un moment." - msgctxt "Application" msgid "Project Manager" msgstr "Gestionnaire de projets" @@ -14310,13 +14328,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "Le paquet doit comporter au moins un séparateur « . »." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Le nom du projet ne répond pas aux exigences relatives au format du nom du " -"paquet. Veuillez spécifier explicitement le nom du paquet." - msgid "Invalid public key for APK expansion." msgstr "Clé publique invalide pour l'expansion APK." @@ -15557,6 +15568,37 @@ msgstr "" "sélectionnant l'OccluderInstance3D et en appuyant sur le bouton Calculer les " "occluders en haut de la fenêtre de l'éditeur 3D." +msgid "" +"The occluder mesh has less than 3 vertices, so no occlusion culling will be " +"performed using this OccluderInstance3D.\n" +"To generate a proper occluder mesh, select the OccluderInstance3D then use " +"the Bake Occluders button at the top of the 3D editor viewport." +msgstr "" +"Le maillage d'occlusion comporte moins de 3 sommets, aucun élagage " +"d'occlusion ne sera effectuée avec cet OccluderInstance3D.\n" +"Pour générer un maillage d'occlusion approprié, sélectionnez " +"l'OccluderInstance3D, puis utilisez le bouton Précalculer les Occlusions en " +"haut de la vue 3D de l'éditeur." + +msgid "" +"The polygon occluder has less than 3 vertices, so no occlusion culling will " +"be performed using this OccluderInstance3D.\n" +"Vertices can be added in the inspector or using the polygon editing tools at " +"the top of the 3D editor viewport." +msgstr "" +"Le polygone d'occlusion comporte moins de 3 sommets, aucun élagage " +"d'occlusion ne sera effectuée avec cet OccluderInstance3D.\n" +"Vous pouvez ajouter des sommets dans l'inspecteur ou en utilisant les outils " +"d'édition de polygones en haut de la vue 3D de l'éditeur." + +msgid "" +"ReflectionProbes are not supported when using the GL Compatibility backend " +"yet. Support will be added in a future release." +msgstr "" +"Les ReflectionProbes ne sont pas prises en charge lors de l'utilisation du " +"backend GL Compatibility. La prise en charge sera ajoutée dans une version " +"future." + msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" @@ -15580,6 +15622,14 @@ msgstr "" "Une ressource de type SpriteFrames doit être créée ou définie dans la " "propriété « Frames » afin qu'une AnimatedSprite3D fonctionne." +msgid "" +"VisibleOnScreenNotifier3D nodes are not supported when using the GL " +"Compatibility backend yet. Support will be added in a future release." +msgstr "" +"Les nœuds VisibleOnScreenNotifier3D ne sont pas pris en charge lors de " +"l'utilisation du backend GL Compatibility. La prise en charge sera ajoutée " +"dans une version future." + msgid "Plotting Meshes" msgstr "Tracer les maillages" @@ -15593,6 +15643,13 @@ msgstr "" "Ce nœud est désactivé car il ne contient aucune donnée VoxelGI. Précalculer " "des objets statiques pour l'activer." +msgid "" +"XR is not enabled in rendering project settings. Stereoscopic output is not " +"supported unless this is enabled." +msgstr "" +"XR n'est pas activé dans les paramètres de rendu du projet. La sortie " +"stéréoscopic n'est pas supportée tant qu'il ne ce pas activé." + msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "Sur le nœud BlendTree « %s », animation introuvable : « %s »" @@ -15888,18 +15945,67 @@ msgstr "Répéter" msgid "Invalid comparison function for that type." msgstr "Fonction de comparaison invalide pour ce type." +msgid "" +"Invalid number of arguments when calling stage function '%s', which expects " +"%d arguments." +msgstr "" +"Nombre d'argument invalides lors de l'appel à la fonction d'étape '%s', qui " +"attend %d arguments." + +msgid "" +"Invalid argument type when calling stage function '%s', type expected is '%s'." +msgstr "" +"Argument de type invalide lors de la fonction d'appel '%s', le type attendu " +"est '%s'." + +msgid "Expected integer constant within [%d..%d] range." +msgstr "Constante entière attendue dans la plage de [%d..%d]." + +msgid "A constant value cannot be passed for the '%s' parameter." +msgstr "Une valeur constante ne peut être passée pour la paramètre '%s'." + +msgid "" +"Argument %d of function '%s' can only take a local variable, array, or member." +msgstr "" +"L'argument %d de la fonction '%s' peut seulement être une variable locale, un " +"tableau ou un membre." + msgid "Invalid arguments for the built-in function: \"%s(%s)\"." msgstr "Arguments invalides pour la fonction intégrée : \"%s(%s)\"." msgid "Recursion is not allowed." msgstr "La récursivité n'est pas autorisée." +msgid "Function '%s' can't be called from source code." +msgstr "La fonction '%s' ne peut être appelée depuis le code source." + +msgid "" +"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +msgstr "" +"Argument invalide pour la fonction \"%s(%s)\" : l'argument %d devrait être %s " +"mais c'est %s." + +msgid "" +"Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." +msgstr "" +"Trop peux d'argument pour l'appel \"%s(%s)\". Au moins %d est attendu mais %d " +"a été reçu." + +msgid "" +"Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." +msgstr "" +"Trop d'arguments pour l'appel \"%s(%s)\". Est attendu au moins %d mais %d " +"reçu." + msgid "Invalid assignment of '%s' to '%s'." msgstr "Assignation invalide de '%s' à '%s'." msgid "Expected constant expression." msgstr "Expression constante attendue." +msgid "Expected ',' or ')' after argument." +msgstr "Attendu ',' ou ')' après l'argument." + msgid "Varying may not be assigned in the '%s' function." msgstr "Varying ne peut pas être assigné dans la fonction '%s'." @@ -15918,9 +16024,21 @@ msgstr "La taille du tableau est déjà définie." msgid "Unknown array size is forbidden in that context." msgstr "Une taille de tableau inconnue est interdite dans ce contexte." +msgid "Array size expressions are not supported." +msgstr "L'expression de la taille d'un tableau n'est pas supportée." + +msgid "Expected a positive integer constant." +msgstr "Une constante positive entière est attendue." + +msgid "Invalid data type for the array." +msgstr "Type de données invalide pour le tableau." + msgid "Array size mismatch." msgstr "La taille du tableau ne correspond pas." +msgid "Expected array initialization." +msgstr "L'initialisation du tableau est attendue." + msgid "Cannot convert from '%s' to '%s'." msgstr "Impossible de convertir '%s' en '%s'." @@ -15930,6 +16048,9 @@ msgstr "')' attendu dans l'expression." msgid "Void value not allowed in expression." msgstr "Valeur nulle non admise dans l'expression." +msgid "Expected '(' after the type name." +msgstr "Une '(' est attendue après le nom du type." + msgid "No matching constructor found for: '%s'." msgstr "Pas de constructeur correspondant trouvé pour : '%s'." @@ -15940,6 +16061,9 @@ msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "" "La varying '%s' ne peut pas être passé pour le paramètre'%s' dans ce contexte." +msgid "Unknown identifier in expression: '%s'." +msgstr "Identifiant inconnu dans l'expression : '%s'." + msgid "Index [%d] out of range [%d..%d]." msgstr "L'index [%d] est en dehors de l'intervalle [%d..%d]." diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index 3dbb61edec91..0c5e53a37cc0 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -4941,13 +4941,6 @@ msgstr "" "A interface actualizarase despois de reiniciar o editor ou administrador de " "proxectos." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Seguro que quere escanear proxectos de Godot en %s cartafois?\n" -"Esto podería demorarse un tempo." - msgid "New Project" msgstr "Novo Proxecto" diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 764b4a11028f..5dbafea158cc 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -33,15 +33,15 @@ # אורי מיכאל <000ori000@gmail.com>, 2023. # Benjamin Stern , 2023. # Roi Gabay , 2023. -# Kfir Pshititsky , 2023. +# Kfir Pshititsky , 2023, 2024. # RoastedPear , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-10-18 02:43+0000\n" -"Last-Translator: RoastedPear \n" +"PO-Revision-Date: 2024-01-23 18:16+0000\n" +"Last-Translator: Kfir Pshititsky \n" "Language-Team: Hebrew \n" "Language: he\n" @@ -50,7 +50,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=4; plural=(n == 1) ? 0 : ((n == 2) ? 1 : ((n > 10 && n " "% 10 == 0) ? 2 : 3));\n" -"X-Generator: Weblate 5.1\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "תהליכון ראשי" @@ -232,11 +232,29 @@ msgstr "פעולה עם השם '%s' כבר קיימת." msgid "Add Event" msgstr "הוספת אירוע" +msgid "Remove Action" +msgstr "הסרת הפעולה" + +msgid "Cannot Remove Action" +msgstr "לא ניתן להסיר את הפעולה" + +msgid "Filter by name..." +msgstr "סינון לפי שם..." + +msgid "Clear All" +msgstr "ניקוי הכול" + +msgid "Add New Action" +msgstr "הוספת פעולה חדשה" + msgid "Add" msgstr "הוספה" +msgid "Show Built-in Actions" +msgstr "הצגת פעולות מובנות" + msgid "Action" -msgstr "פעלה" +msgstr "פעולה" msgid "Time:" msgstr "זמן:" @@ -1088,7 +1106,7 @@ msgid "Uncompressing Assets" msgstr "פורס משאבים" msgid "The following files failed extraction from asset \"%s\":" -msgstr "הקבצים הבאים נכשלו בחילוצם מהמשאב \"%s\":" +msgstr "חילוץ הקבצים הבאים מהמשאב \"%s\" נכשל:" msgid "(and %s more files)" msgstr "(וגם %s קבצים נוספים)" @@ -1297,6 +1315,9 @@ msgstr "חדש" msgid "Save" msgstr "שמירה" +msgid "Actions:" +msgstr "פעולות:" + msgid "Export Profile" msgstr "ייצא פרופיל" @@ -1812,14 +1833,14 @@ msgid "Can't reload a scene that was never saved." msgstr "לא ניתן לרענן סצנה שמעולם לא נשמרה." msgid "Reload Saved Scene" -msgstr "טעינה מחדש של סצינה שמורה" +msgstr "טעינה מחדש של סצנה שמורה" msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" -"הסצינה הנוכחית כוללת שינויים שלא נשמרו.\n" -"האם לטעון מחדש את הסצינה? לא ניתן לבטל פעולה זו." +"הסצנה הנוכחית כוללת שינויים שלא נשמרו.\n" +"האם לטעון מחדש את הסצנה בכל זאת? לא ניתן לבטל פעולה זו." msgid "Save modified resources before reloading?" msgstr "לשמור את השינויים לפני הטעינה מחדש?" @@ -1870,15 +1891,15 @@ 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 "" -"הסצינה '%s' יובאה באופן אוטומטי ואין אפשרות לשנות אותה.\n" -"כדי לבצע בה שינויים, ניתן ליצור סצינה חדשה בירושה." +"הסצנה \"%s\" יובאה באופן אוטומטי כך שאין אפשרות לשנות אותה.\n" +"כדי לבצע בה שינויים ניתן ליצור סצנה חדשה בירושה." 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 "" -"שגיאה בטעינת הסצנה, היא חייבת להיות בתוך נתיב המיזם. השתמש ב'ייבוא' כדי לפתוח " -"את הסצינה, ואז שמור אותה בנתיב המיזם." +"יש שגיאה בטעינת הסצנה – היא חייבת להיות בתוך נתיב המיזם. יש להשתמש ב\"ייבוא\" " +"כדי לפתוח את הסצנה ואז לשמור אותה בנתיב המיזם." msgid "Scene '%s' has broken dependencies:" msgstr "לסצינה '%s' יש תלות חסרה:" @@ -1941,7 +1962,7 @@ msgid "Distraction Free Mode" msgstr "מצב ללא הסחות דעת" msgid "Toggle distraction-free mode." -msgstr "הפעל/בטל מצב ללא הסחות דעת." +msgstr "הפעלה/ביטול של מצב ללא הסחות דעת." msgid "Scene" msgstr "סצנה" @@ -2202,6 +2223,9 @@ msgstr "ביטול: %s" msgid "Redo: %s" msgstr "ביצוע חוזר: %s" +msgid "Edit Built-in Action: %s" +msgstr "עריכת הפעולה המובנית: %s" + msgid "Editor Settings" msgstr "הגדרות עורך" @@ -3519,6 +3543,12 @@ msgstr "לא ניתן להריץ מיזם" msgid "Delete Item" msgstr "מחיקת פריט" +msgid "Input Map" +msgstr "מפת קלט" + +msgid "Localization" +msgstr "לוקליזציה" + msgid "Autoload" msgstr "טעינה אוטומטית" diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 3bc2c4e0198e..79933c646f98 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -33,13 +33,15 @@ # H-Anna , 2023. # Gergő Dániel , 2023. # Martin Kovács <3is73az7@gmail.com>, 2023. +# Limpa , 2023. +# bedo david , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-04 06:49+0000\n" -"Last-Translator: Martin Kovács <3is73az7@gmail.com>\n" +"PO-Revision-Date: 2024-01-03 21:46+0000\n" +"Last-Translator: bedo david \n" "Language-Team: Hungarian \n" "Language: hu\n" @@ -47,7 +49,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.2-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Fő thread" @@ -148,6 +150,9 @@ msgstr "Vissza, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Segítség Gomb, Sony PS, Xbox Home" +msgid "Start, Xbox Menu, Nintendo +" +msgstr "Start, Xbox Menü, Nintendo +" + msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Bal Kar, Sony L3, Xbox L/LS" @@ -297,6 +302,9 @@ msgstr "Behúzás Növelése" msgid "Dedent" msgstr "Behúzás Csökkentése" +msgid "Backspace" +msgstr "Backspace" + msgid "Backspace Word" msgstr "Szó Törlése Balra" @@ -360,6 +368,15 @@ msgstr "Összes Kijelölése" msgid "Select Word Under Caret" msgstr "Szó Kijelölése a Kurzor Alatt" +msgid "Add Selection for Next Occurrence" +msgstr "Kijelölés Hozzáadása Következő Esetnél" + +msgid "Toggle Insert Mode" +msgstr "Beillesztés Mód Be-/Kikapcsolása" + +msgid "Submit Text" +msgstr "Szöveg Elküldése" + msgid "Duplicate Nodes" msgstr "Node-ok duplikálása" @@ -369,6 +386,15 @@ msgstr "Node-ok törlése" msgid "Refresh" msgstr "Frissítés" +msgid "Show Hidden" +msgstr "Rejtettek megjelenítése" + +msgid "Swap Input Direction" +msgstr "Irányok Felcserélése" + +msgid "Invalid input %d (not passed) in expression" +msgstr "Érvénytelen bemenet '%d' (nem átadott) a kifejezésben" + msgid "self can't be used because instance is null (not passed)" msgstr "Nem használható self mivel nincs megadva" @@ -390,6 +416,9 @@ msgstr "'%s' hívásánál:" msgid "Built-in script" msgstr "Beépített szkript" +msgid "Built-in" +msgstr "Beépített" + msgid "B" msgstr "B" @@ -414,19 +443,45 @@ msgstr "EiB" msgid "Example: %s" msgstr "Példa: %s" +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d elem" +msgstr[1] "%d elemek" + msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "Érvénytelen intézkedés név. Nem lehet üres és nem tartalmazhat \"/\", \":\"," -"\" =\", \"\\\" vagy \"\"\" jeleket." +"\" =\", \"\\\" vagy \"\"\" jeleket" msgid "An action with the name '%s' already exists." -msgstr "'%s' nevű művelet már létezik." +msgstr "'%s' nevű művelet már létezik." + +msgid "Cannot Revert - Action is same as initial" +msgstr "Visszaállítás Sikertelen - Művelet az eredetivel azonos" + +msgid "Revert Action" +msgstr "Művelet Visszavonása" msgid "Add Event" msgstr "Esemény hozzáadása" +msgid "Remove Action" +msgstr "Művelet Eltávolítása" + +msgid "Cannot Remove Action" +msgstr "Művelet Nem Eltávolítható" + +msgid "Edit Event" +msgstr "Esemény Szerkesztése" + +msgid "Remove Event" +msgstr "Esemény Eltávolítása" + +msgid "Filter by name..." +msgstr "Szűrés név szerint..." + msgid "Add New Action" msgstr "Művelet hozzáadása" @@ -445,6 +500,9 @@ msgstr "Idő:" msgid "Value:" msgstr "Érték:" +msgid "Update Selected Key Handles" +msgstr "Kiválasztott Kulcsok Frissítése" + msgid "Insert Key Here" msgstr "Kulcs Beszúrása Ide" @@ -460,6 +518,36 @@ msgstr "Bézier Pont Hozzáadása" msgid "Move Bezier Points" msgstr "Bézier Pontok Mozgatása" +msgid "Animation Duplicate Keys" +msgstr "Animáció - Kulcsok Megkettőzése" + +msgid "Animation Delete Keys" +msgstr "Animáció - Kulcsok Törlése" + +msgid "Focus" +msgstr "Fókusz" + +msgid "Select All Keys" +msgstr "Összes Kulcs Kiválasztása" + +msgid "Deselect All Keys" +msgstr "Összes Kulcs Kiválasztásának Megszüntetése" + +msgid "Animation Change Transition" +msgstr "Animáció Átmenet Változtatása" + +msgid "Animation Change Position3D" +msgstr "Animáció Position3D Módosítása" + +msgid "Animation Change Rotation3D" +msgstr "Animáció Rotation3D Módosítása" + +msgid "Animation Change Scale3D" +msgstr "Animáció Scale3D Módosítása" + +msgid "Animation Change Keyframe Value" +msgstr "Animáció Kulcskép Érték Módosítása" + msgid "Change Animation Length" msgstr "Animáció Hosszának Változtatása" @@ -517,6 +605,9 @@ msgstr "Összefűzés Módja (Vége és kezdete interpolálása ismétlés eset msgid "Remove this track." msgstr "Jelen sáv eltávolítása." +msgid "Time (s):" +msgstr "Idő (mp):" + msgid "Scale:" msgstr "Skála:" @@ -628,6 +719,21 @@ msgstr "Sáv elérési útja helytelen, kulcs hozzáadása nem lehetséges." msgid "Add Method Track Key" msgstr "Metódus Sáv Kulcs Hozzáadása" +msgid "Method not found in object:" +msgstr "A metódus nem található az objektumban:" + +msgid "Animation Move Keys" +msgstr "Animáció - Kulcsok Mozgatása" + +msgid "Position" +msgstr "Pozíció" + +msgid "Rotation" +msgstr "Forgatás" + +msgid "Scale" +msgstr "Skála" + msgid "BlendShape" msgstr "BlendShape" @@ -732,6 +838,9 @@ msgstr "Tisztítás" msgid "Scale Ratio:" msgstr "Méretezési arány:" +msgid "Transition Type:" +msgstr "Átmenet Típus:" + msgid "Select Tracks to Copy" msgstr "Másolandó nyomvonalak kiválasztása" @@ -756,6 +865,16 @@ msgstr "Sorszám:" msgid "%d replaced." msgstr "%d lecserélve." +msgid "%d match" +msgid_plural "%d matches" +msgstr[0] "%d egyezés" +msgstr[1] "%d egyezés" + +msgid "%d of %d match" +msgid_plural "%d of %d matches" +msgstr[0] "%d egyezés" +msgstr[1] "%d egyezés" + msgid "Match Case" msgstr "Nagybetűérzékeny" @@ -1050,6 +1169,11 @@ msgstr "Függőség Szerkesztő" msgid "Search Replacement Resource:" msgstr "Csere Forrás Keresése:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Jelenet megnyitása" +msgstr[1] "Jelenetek megnyitása" + msgid "Open" msgstr "Megnyitás" @@ -1643,6 +1767,9 @@ msgstr "Mozgatás Lefelé" msgid "Resize Array" msgstr "Tömb átméretezése" +msgid "New Size:" +msgstr "Új Méret:" + msgid "Name:" msgstr "Név:" @@ -1921,6 +2048,9 @@ msgstr "%d további mappa" msgid "%d more files" msgstr "%d további fájl" +msgid "Forward+" +msgstr "Előre+" + msgid "Dock Position" msgstr "Dokk Pozíció" @@ -2032,9 +2162,6 @@ msgstr "Hiba bejelentése" msgid "Send Docs Feedback" msgstr "Visszajelzé Küldése s A Dokumentumokról" -msgid "Forward+" -msgstr "Előre+" - msgid "Update Continuously" msgstr "Folyamatos frissítés" @@ -2165,6 +2292,9 @@ msgstr "Átnevezés" msgid "Assign..." msgstr "Hozzárendelés..." +msgid "Size:" +msgstr "Méret:" + msgid "Remove Item" msgstr "Elem eltávolítása" @@ -2993,6 +3123,9 @@ msgstr "Node-ok csatlakoztatása." msgid "Remove selected node or transition." msgstr "Kiválasztott node vagy átmenet eltávolítása." +msgid "Transition:" +msgstr "Átmenet:" + msgid "Play Mode:" msgstr "Lejátszási mód:" @@ -3481,6 +3614,12 @@ msgstr "" "Távoli eszköz használatakor hatékonyabb, ha a hálózati fájlrendszer opció " "engedélyezve van." +msgid "Size: %s" +msgstr "Méret:'%s'" + +msgid " - Variation" +msgstr " - Felsorolás" + msgid "Convert to CPUParticles2D" msgstr "Konvertálás CPUParticles2D-re" @@ -3517,6 +3656,9 @@ msgstr "Felületi Pontok + Normálok (Irányított)" msgid "Volume" msgstr "Mennyiség" +msgid "Emission Source:" +msgstr "Kibocsátási Forrás:" + msgid "Generate Visibility AABB" msgstr "Láthatósági AABB Generálása" @@ -3699,7 +3841,7 @@ msgid "Transform Aborted." msgstr "Átalakítás Megszakítva." msgid "Orthogonal" -msgstr "Orthogonal" +msgstr "Ortogonális" msgid "Perspective" msgstr "Perspektíva" @@ -3716,9 +3858,18 @@ msgstr "Z-Tengely Transzformáció." msgid "View Plane Transform." msgstr "Megnéz a Síklap transzformációját." +msgid "Objects: %d\n" +msgstr "Objektumok: %d\n" + msgid "FPS: %d" msgstr "FPS: %d" +msgid "Normal Buffer" +msgstr "Normál Buffer" + +msgid "Internal Buffer" +msgstr "Belső Buffer" + msgid "Cinematic Preview" msgstr "Filmszerű előnézet" @@ -4222,6 +4373,21 @@ msgstr "TileMap" msgid "TileSet" msgstr "Csempekészlet" +msgid "Password" +msgstr "Jelszó" + +msgid "SSH Public Key Path" +msgstr "SSh Nyilvános Kulcs Útvonal" + +msgid "Select SSH public key path" +msgstr "SSH nyilvános kulcsút kiválasztása" + +msgid "SSH Private Key Path" +msgstr "SSH Privát Kulcs Út" + +msgid "Select SSH private key path" +msgstr "privát SSH kulcsút kiválasztása" + msgid "SSH Passphrase" msgstr "SSH Passphrase" @@ -4562,3 +4728,15 @@ msgstr "(Más)" msgid "Invalid source for preview." msgstr "Érvénytelen forrás az előnézethez." + +msgid "Invalid argument name." +msgstr "Érvénytelen argumentum név." + +msgid "Invalid macro argument list." +msgstr "Érvénytelen makró argumentum lista." + +msgid "Invalid macro argument." +msgstr "Érvénytelen makró argumentum." + +msgid "Invalid macro argument count." +msgstr "Érvénytelen makró argumentum mennyiség." diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 4c6d1ef46f86..6c55543ffefa 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -56,13 +56,14 @@ # Avirur Rahman , 2023. # Nazan <121859424+nazhard@users.noreply.github.com>, 2023. # ekaknl22 <2200018407@webmail.uad.ac.id>, 2023. +# Stephen Gunawan Susilo , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-28 04:14+0000\n" -"Last-Translator: Tito \n" +"PO-Revision-Date: 2024-01-09 13:37+0000\n" +"Last-Translator: Stephen Gunawan Susilo \n" "Language-Team: Indonesian \n" "Language: id\n" @@ -70,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Utas Utama" @@ -2682,6 +2683,13 @@ msgstr "" "Saat ini belum ada deskripsi untuk konstruktor ini. Tolong bantu kami dengan " "[color=$color][url=$url]kontribusi[/url][/color]!" +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Belum ada deskripsi untuk operator ini. Tolong bantu kami dengan[color=$color]" +"[url=$url]berkontribusi[/url][/color]!" + msgid "Top" msgstr "Atas" @@ -2934,6 +2942,12 @@ msgstr "Hapus elemen %d dari array properti dengan awalan %s." msgid "Move element %d to position %d in property array with prefix %s." msgstr "Pindahkan elemen %d ke posisi %d dalam array properti dengan awalan %s." +msgid "Clear Property Array with Prefix %s" +msgstr "Hapus Array Properti dengan Awalan %s." + +msgid "Resize Property Array with Prefix %s" +msgstr "Ubah ukuran Array Properti dengan Awalan %s." + msgid "Element %d: %s%d*" msgstr "Elemen %d: %s%d*" @@ -3526,6 +3540,15 @@ msgstr "" "Tidak dapat menulis ke file '%s', file sedang digunakan, terkunci atau tidak " "memiliki izin." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Kecocokan" + msgid "Pan View" msgstr "Geser Tampilan" @@ -3703,21 +3726,6 @@ msgstr "Tentang Godot" msgid "Support Godot Development" msgstr "Dukung pengembangan Godot" -msgid "Choose a renderer." -msgstr "Pilih perender." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Kecocokan" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Mengubah perender memerlukan restart ulang editor." - msgid "Update Continuously" msgstr "Perbarui Terus-menerus" @@ -3820,6 +3828,9 @@ msgstr "Muat Ulang" msgid "Resave" msgstr "Simpan Ulang" +msgid "Create Version Control Metadata..." +msgstr "Membuat Metadata Kontrol Versi..." + msgid "Version Control Settings..." msgstr "Pengaturan Kontrol Versi..." @@ -6861,6 +6872,12 @@ msgstr "Terkunci" msgid "Grouped" msgstr "Terkelompok" +msgid "Add Node Here..." +msgstr "Tambahkan Node Di sini..." + +msgid "Instantiate Scene Here..." +msgstr "Buat Adegan di Sini..." + msgid "Paste Node(s) Here" msgstr "Tempel Node di Sini" @@ -11211,13 +11228,6 @@ msgstr "" "Antarmuka akan diperbarui setelah menjalankan ulang editor atau manajer " "proyek." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Apakah Anda yakin untuk memindai %s folder untuk proyek Godot yang ada?\n" -"Ini bisa memakan waktu yang lama." - msgid "New Project" msgstr "Proyek Baru" diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index 782e9f457fbf..e22ad768d530 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -94,13 +94,14 @@ # Frankie McEyes , 2023. # Andrea , 2023. # Samuele Righi , 2023. +# Ott8v , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-11 21:00+0000\n" -"Last-Translator: Samuele Righi \n" +"PO-Revision-Date: 2024-01-28 23:10+0000\n" +"Last-Translator: Ott8v \n" "Language-Team: Italian \n" "Language: it\n" @@ -108,7 +109,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Thread Principale" @@ -3484,6 +3485,9 @@ msgstr "" msgid "Save & Close" msgstr "Salva e chiudi" +msgid "Save before closing?" +msgstr "Salvare prima di chiudere?" + msgid "%d more files or folders" msgstr "%d altri file o cartelle" @@ -3498,6 +3502,15 @@ msgid "" msgstr "" "Impossibile scrivere sul file '%s', file in uso, bloccato o mancano permessi." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Compatibilità" + msgid "Pan View" msgstr "Trasla Visuale" @@ -3673,21 +3686,6 @@ msgstr "Informazioni su Godot" msgid "Support Godot Development" msgstr "Supporta lo sviluppo di Godot" -msgid "Choose a renderer." -msgstr "Scegli un renderer." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Compatibilità" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Il cambiamento del renderer richiede il riavvio dell'editor." - msgid "Update Continuously" msgstr "Aggiorna Continuamente" @@ -6538,6 +6536,9 @@ msgstr "Sposta Nodo" msgid "Transition exists!" msgstr "La transizione esiste!" +msgid "Edit %s" +msgstr "Modifica %s" + msgid "Add Node and Transition" msgstr "Aggiungi un nodo e una transizione" @@ -10342,6 +10343,9 @@ msgstr "" "Coordinate dell'atlas: %s\n" "Alternativa: %d" +msgid "Probability" +msgstr "Probabilità" + msgid "Physics Layer %d" msgstr "Layer di fisica %d" @@ -10489,6 +10493,9 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Aggiunti nuovi modelli nella modalità di editing della TileMap." +msgid "ID: %d" +msgstr "ID: %d" + msgid "Add a Scene Tile" msgstr "Aggiungi un tassello scena" @@ -12105,14 +12112,6 @@ msgstr "" "L'interfaccia si aggiornerà dopo un riavvio dell'editor o del gestore dei " "progetti." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Sei sicuro di voler scansionare %s cartelle per progetti Godot già " -"esistenti?\n" -"Potrebbe volerci un po' di tempo." - msgctxt "Application" msgid "Project Manager" msgstr "Gestore Progetto" @@ -13286,13 +13285,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "Il pacchetto deve avere almeno un \".\" separatore." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Il nome del progetto non rispetta i requisiti per il formato del nome del " -"pacchetto. Per favore specificare esplicitamente il nome del pacchetto." - msgid "Invalid public key for APK expansion." msgstr "Chiave pubblica non valida per l'espansione dell'APK." @@ -14529,6 +14521,9 @@ msgstr "Le constanti non possono essere modificate." msgid "Cannot convert from '%s' to '%s'." msgstr "Impossibile convertire da '%s' a '%s'." +msgid "Expected ')' in expression." +msgstr "Prevista ')' nell'espressione." + msgid "Void value not allowed in expression." msgstr "Valore di tipo void non consentito in un espressione." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index a8593c2e086e..5550c61feb3f 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -68,7 +68,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-01 04:24+0000\n" +"PO-Revision-Date: 2023-12-13 21:53+0000\n" "Last-Translator: Koji Horaguchi \n" "Language-Team: Japanese \n" @@ -77,7 +77,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.3-rc\n" msgid "Main Thread" msgstr "メインスレッド" @@ -3442,6 +3442,17 @@ msgstr "" "エラーが原因である可能性があります。\n" "さらなるエラーを防ぐため、'%s' のアドオンを無効化します。" +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ロードできません。基底型が EditorPlugin では" +"ありません。" + +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ロードできません。スクリプトがツールモードで" +"はありません。" + 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." @@ -3546,6 +3557,15 @@ msgstr "" "ファイル '%s'に書き込めません。ファイルが使用中か、ロックされているか、権限が" "ありません。" +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "モバイル" + +msgid "Compatibility" +msgstr "互換性" + msgid "Pan View" msgstr "パン・ビュー" @@ -3723,21 +3743,6 @@ msgstr "Godotについて" msgid "Support Godot Development" msgstr "Godotの開発をサポートする" -msgid "Choose a renderer." -msgstr "レンダラーを選択。" - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "モバイル" - -msgid "Compatibility" -msgstr "互換性" - -msgid "Changing the renderer requires restarting the editor." -msgstr "レンダラーを変更するには、エディターの再起動が必要です。" - msgid "Update Continuously" msgstr "継続的に更新" @@ -13044,13 +13049,6 @@ msgstr "" "エディター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。" -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"%s個のフォルダー内に存在するGodotプロジェクト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。" - msgctxt "Application" msgid "Project Manager" msgstr "プロジェクトマネージャー" @@ -14602,13 +14600,6 @@ msgstr "文字 '%s' はパッケージ セグメントの先頭に使用でき 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。" -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"プロジェクト名がパッケージ名の形式の要件を満たしていません。パッケージ名を明示" -"的に指定してください。" - msgid "Invalid public key for APK expansion." msgstr "APK expansion の公開鍵が無効です。" diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index a9f193b9d1c4..f391d0349474 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -1488,6 +1488,12 @@ msgstr "განლაგების წაშლა" msgid "Default" msgstr "ნაგულისხმები" +msgid "Mobile" +msgstr "მობაილი" + +msgid "Compatibility" +msgstr "თავსებადობა" + msgid "Pan View" msgstr "პანორამული ხედი" @@ -1554,12 +1560,6 @@ msgstr "საზგადოება" msgid "Report a Bug" msgstr "შეცდომის პატაკი" -msgid "Mobile" -msgstr "მობაილი" - -msgid "Compatibility" -msgstr "თავსებადობა" - msgid "Update When Changed" msgstr "განახლება ცვლილებისას" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index 0f80bd97ac52..b8d37245f924 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -56,13 +56,17 @@ # 조현민 , 2023. # TQQQBuffett , 2023. # Kyjel Blue , 2023. +# 최홍송 , 2023. +# maldron , 2024. +# nulta , 2024. +# Sovlus Haesaun , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-04 01:29+0000\n" -"Last-Translator: nulta \n" +"PO-Revision-Date: 2024-01-22 23:01+0000\n" +"Last-Translator: Sovlus Haesaun \n" "Language-Team: Korean \n" "Language: ko\n" @@ -70,7 +74,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "메인 스레드" @@ -2286,7 +2290,7 @@ msgid "SIL Graphite Fonts" msgstr "SIL Graphite 글꼴" msgid "Multi-channel Signed Distance Field Font Rendering" -msgstr "멀티 채널 SDF 폰트 렌더링" +msgstr "MSDF (다채널 부호화 디스턴스 필드) 폰트 렌더링" msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D 노드 지원과 더불어 렌더링 서버가 3D 기능을 사용할 수 있게 합니다." @@ -2351,9 +2355,9 @@ msgid "" "Multi-channel signed distance field font rendering support using msdfgen " "library (pre-rendered MSDF fonts can be used even if this option disabled)." msgstr "" -"msdfgen 라이브러리를 이용한 멀티 채널 부호 있는 디스턴스 필드(Multi-channel " -"SDF) 폰트 렌더링을 지원합니다. 이 옵션을 비활성화해도 사전 렌더링된 MSDF 글꼴" -"은 사용할 수 있습니다." +"msdfgen 라이브러리를 이용한 MSDF (다채널 부호화 디스턴스 필드) 폰트 렌더링을 " +"지원합니다. 이 옵션을 비활성화해도 사전 렌더링된 MSDF 글꼴은 사용할 수 있습니" +"다." msgid "General Features:" msgstr "주요 기능:" @@ -3419,6 +3423,17 @@ msgstr "" "류가 있는 것 같습니다.\n" "추가 오류를 방지하려면 '%s'에서 애드온을 비활성화하세요." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'. 기본 타입이 EditorPlugin" +"이 아닙니다." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'. 스크립트가 tool 모드가 " +"아닙니다." + 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." @@ -3520,6 +3535,15 @@ msgid "" msgstr "" "파일 '%s'에 쓸 수 없습니다. 파일이 사용 중이거나 잠겨 있거나 권한이 없습니다." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "모바일" + +msgid "Compatibility" +msgstr "호환성" + msgid "Pan View" msgstr "팬 보기" @@ -3697,21 +3721,6 @@ msgstr "Godot 정보" msgid "Support Godot Development" msgstr "Godot 개발 지원" -msgid "Choose a renderer." -msgstr "렌더러를 선택하세요." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "모바일" - -msgid "Compatibility" -msgstr "호환성" - -msgid "Changing the renderer requires restarting the editor." -msgstr "렌더러를 변경하려면 에디터를 다시 시작해야 합니다." - msgid "Update Continuously" msgstr "상시 업데이트" @@ -5464,7 +5473,7 @@ msgid "" "Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" "rendered for all supported subpixel layouts (5x)." msgstr "" -"참고: LCD 서브픽셀 앤티앨리어싱을 선택하면 지원되는 모든 서브픽셀 레이아웃(5x)" +"참고: LCD 서브픽셀 안티앨리어싱을 선택하면 지원되는 모든 서브픽셀 레이아웃(5x)" "에 대해 각 글리프가 미리 렌더링됩니다." msgid "" @@ -5538,7 +5547,7 @@ msgid "Dynamically rendered TrueType/OpenType font" msgstr "동적으로 렌더링된 트루타입/오픈타입 글꼴" msgid "Prerendered multichannel(+true) signed distance field" -msgstr "미리 렌더링된 다중 채널(+true) 부호 있는 거리 필드 (Multichannel SDF)" +msgstr "프리렌더링된 MSDF (다채널 부호화 디스턴스 필드)" msgid "Pre-Import Scene" msgstr "씬 미리 가져오기" @@ -9296,6 +9305,25 @@ msgstr "재시작할 스크립트를 받아올 수 없습니다." msgid "Reload only takes effect on tool scripts." msgstr "재시작은 툴 스크립트에만 영향을 줍니다." +msgid "Cannot run the edited file because it's not a script." +msgstr "수정한 파일이 스크립트가 아니라서 열 수 없습니다." + +msgid "Cannot run the script because it contains errors, check the output log." +msgstr "스크립트에 오류가 있어 실행할 수 없습니다, 결과 로그를 확인하세요." + +msgid "Cannot run the script because it doesn't extend EditorScript." +msgstr "스크립트가 EditorScript를 상속하고 있지 않아 실행할 수 없습니다." + +msgid "" +"Cannot run the script because it's not a tool script (add the @tool " +"annotation at the top)." +msgstr "" +"스크립트가 툴 스크립트가 아니라서 실행할 수 없습니다 (상단에 @tool 어노테이션" +"을 넣으세요)." + +msgid "Cannot run the script because it's not a tool script." +msgstr "스크립트가 툴 스크립트가 아니라서 실행할 수 없습니다." + msgid "Import Theme" msgstr "테마 가져오기" @@ -9414,6 +9442,9 @@ msgstr "" msgid "Search Results" msgstr "검색 결과" +msgid "There are unsaved changes in the following built-in script(s):" +msgstr "다음 내장 스크립트에서 저장되지 않은 변경 사항이 있습니다(s):" + msgid "Save changes to the following script(s) before quitting?" msgstr "종료하기 전에 해당 스크립트의 변경사항을 저장하시겠습니까?" @@ -9456,9 +9487,22 @@ msgstr "행" msgid "Go to Function" msgstr "함수로 이동" +msgid "" +"The resource does not have a valid path because it has not been saved.\n" +"Please save the scene or resource that contains this resource and try again." +msgstr "" +"리소스가 저장되지 않았기 때문에 유효한 경로가 없습니다.\n" +"이 리소스가 포함된 씬이나 리소스를 저장한 후 다시 시도하세요." + +msgid "Preloading internal resources is not supported." +msgstr "내부 리소스를 프리로드하는 것은 지원되지 않습니다." + msgid "Can't drop nodes without an open scene." msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다." +msgid "Can't drop nodes because script '%s' does not inherit Node." +msgstr "스크립트 '%s'이(가) Node를 상속하지 않아서 노드를 드롭할 수 없습니다." + msgid "Lookup Symbol" msgstr "룩업 기호" @@ -9513,6 +9557,9 @@ msgstr "코드 영역 생성" msgid "Unfold All Lines" msgstr "모든 행 펼치기" +msgid "Duplicate Lines" +msgstr "행 복제" + msgid "Evaluate Selection" msgstr "선택 항목 평가" @@ -9722,6 +9769,12 @@ msgstr "LightOccluder2D 만들기" msgid "LightOccluder2D Preview" msgstr "LightOccluder2D 미리보기" +msgid "Can't convert a sprite from a foreign scene." +msgstr "다른 씬으로부터 스프라이트를 변환할 수 없습니다." + +msgid "Can't convert an empty sprite to mesh." +msgstr "빈 스프라이트를 메시로 변환할 수 없습니다." + msgid "Can't convert a sprite using animation frames to mesh." msgstr "애니메이션 프레임을 사용하는 스프라이트를 메시로 변환할 수 없습니다." @@ -10542,6 +10595,13 @@ msgstr "" "아틀라스 좌표: %s\n" "대체: %d" +msgid "" +"The selected atlas source has no valid texture. Assign a texture in the " +"TileSet bottom tab." +msgstr "" +"선택한 아틀라스 소스에 유효한 텍스처가 없습니다. 타일셋 하단 탭에서 텍스처를 " +"할당합니다." + msgid "Base Tiles" msgstr "기본 타일" @@ -10569,6 +10629,9 @@ msgstr "폴리곤 수직으로 뒤집기" msgid "Edit Polygons" msgstr "폴리곤 편집" +msgid "Expand editor" +msgstr "에디터 펼치기" + msgid "Add polygon tool" msgstr "폴리곤 생성 툴" @@ -10620,12 +10683,21 @@ msgstr "지형 세트 칠하는 중" msgid "Painting Terrain" msgstr "지형 칠하는 중" +msgid "Can't transform scene tiles." +msgstr "씬 타일을 변형할 수 없습니다." + +msgid "Can't rotate patterns when using non-square tile grid." +msgstr "정사각형이 아닌 타일 격자를 사용할 때는 패턴을 회전할 수 없습니다." + msgid "No Texture Atlas Source (ID: %d)" msgstr "텍스쳐 아틀라스 소스 없음 (ID: %d)" msgid "Scene Collection Source (ID: %d)" msgstr "씬 컬렉션 소스 (ID: %d)" +msgid "Empty Scene Collection Source (ID: %d)" +msgstr "빈 씬 컬렉션 소스 (ID: %d)" + msgid "Unknown Type Source (ID: %d)" msgstr "알 수 없는 타입 소스 (ID: %d)" @@ -10641,6 +10713,13 @@ msgstr "인덱스: %d" msgid "Tile with Invalid Scene" msgstr "잘못된 씬의 타일" +msgid "" +"The selected scene collection source has no scenes. Add scenes in the TileSet " +"bottom tab." +msgstr "" +"선택한 장면 컬렉션 소스에 씬 이 없습니다. 타일 셋 하단 탭에서 씬 을 추가합니" +"다." + msgid "Delete tiles" msgstr "타일 삭제" @@ -10668,6 +10747,9 @@ msgstr "칠하기" msgid "Shift: Draw line." msgstr "Shift: 직선을 그립니다." +msgid "Shift: Draw rectangle." +msgstr "Shift: 사각형을 그립니다." + msgctxt "Tool" msgid "Line" msgstr "직선" @@ -10678,12 +10760,27 @@ msgstr "직사각형" msgid "Bucket" msgstr "페인트통" +msgid "Alternatively hold %s with other tools to pick tile." +msgstr "다른 툴에서도 %s 버튼을 홀드하여 타일을 선택할 수 있습니다." + msgid "Eraser" msgstr "지우개" msgid "Alternatively use RMB to erase tiles." msgstr "우클릭으로도 타일을 지울 수 있습니다." +msgid "Rotate Tile Left" +msgstr "타일 왼쪽으로 회전" + +msgid "Rotate Tile Right" +msgstr "타일 오른쪽으로 회전" + +msgid "Flip Tile Horizontally" +msgstr "타일 수평으로 뒤집기" + +msgid "Flip Tile Vertically" +msgstr "타일 수직으로 뒤집기" + msgid "Contiguous" msgstr "인접" @@ -10889,15 +10986,39 @@ msgstr "물리" msgid "Physics Layer %d" msgstr "물리 레이어 %d" +msgid "No physics layers" +msgstr "물리 레이어 없음" + +msgid "" +"Create and customize physics layers in the inspector of the TileSet resource." +msgstr "TileSet 리소스의 인스펙터에서 물리 레이어를 설정할 수 있습니다." + msgid "Navigation Layer %d" msgstr "네비게이션 레이어 %d" +msgid "No navigation layers" +msgstr "네비게이션 레이어 없음" + +msgid "" +"Create and customize navigation layers in the inspector of the TileSet " +"resource." +msgstr "TileSet 리소스 인스펙터에서 네비게이션 레이어를 설정할 수 있습니다." + msgid "Custom Data" msgstr "커스텀 데이터" msgid "Custom Data %d" msgstr "커스텀 데이터 %d" +msgid "No custom data layers" +msgstr "커스텀 데이터 레이어 없음" + +msgid "" +"Create and customize custom data layers in the inspector of the TileSet " +"resource." +msgstr "" +"TileSet 리소스의 인스펙터에서 커스텀 데이터 레이어를 설정할 수 있습니다." + msgid "Select a property editor" msgstr "속성 편집기 선택" @@ -10925,6 +11046,9 @@ msgstr "타일 제거" msgid "Create tile alternatives" msgstr "대체 타일 만들기" +msgid "Remove Tiles Outside the Texture" +msgstr "텍스처 바깥의 타일 제거" + msgid "Create tiles in non-transparent texture regions" msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" @@ -10947,6 +11071,13 @@ msgstr "타일을 선택합니다." msgid "Paint properties." msgstr "속성을 칠합니다." +msgid "" +"No tiles selected.\n" +"Select one or more tiles from the palette to edit its properties." +msgstr "" +"선택된 타일이 없습니다.\n" +"팔레트에서 한 개 이상의 타일을 선택한 뒤 그 속성을 편집할 수 있습니다." + msgid "Paint Properties:" msgstr "칠하기 속성:" @@ -10956,6 +11087,19 @@ msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "완전히 투명한 타일 모두 제거" +msgid "" +"The current atlas source has tiles outside the texture.\n" +"You can clear it using \"%s\" option in the 3 dots menu." +msgstr "" +"현재 아틀라스 소스의 텍스처 바깥에 위치한 타일이 존재합니다.\n" +"점 세 개 버튼의 메뉴에서 \"%s\" 명령을 눌러서 해결할 수 있습니다." + +msgid "Hold Ctrl to create multiple tiles." +msgstr "Ctrl을 누르고 있으면 여러 개의 타일을 생성합니다." + +msgid "Hold Shift to create big tiles." +msgstr "Shift를 누르고 있으면 큰 타일을 생성합니다." + msgid "Create an Alternative Tile" msgstr "대체 타일 만들기" @@ -10978,6 +11122,9 @@ msgstr "예" msgid "No" msgstr "아니요" +msgid "Invalid texture selected." +msgstr "잘못된 텍스처가 선택되었습니다." + msgid "Add a new atlas source" msgstr "새로운 아틀라스 소스 추가" @@ -11011,12 +11158,27 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "타일맵 편집 모드에 새로운 패턴을 추가합니다." +msgid "" +"Warning: Modifying a source ID will result in all TileMaps using that source " +"to reference an invalid source instead. This may result in unexpected data " +"loss. Change this ID carefully." +msgstr "" +"경고: 소스 ID를 바꾸면 같은 소스를 사용하는 모든 TileMap들이 잘못된 소스를 참" +"조하게 됩니다. 이 경우 예측하지 못한 데이터 손실이 발생할 수도 있습니다. 변경 " +"시 주의해주세요." + +msgid "ID: %d" +msgstr "ID: %d" + msgid "Add a Scene Tile" msgstr "씬 타일 추가" msgid "Remove a Scene Tile" msgstr "씬 타일 제거" +msgid "Drag and drop scenes here or use the Add button." +msgstr "씬을 여기에 드래그 & 드롭하거나 아래의 추가 버튼을 눌러주세요." + msgid "Scenes collection properties:" msgstr "씬 컬렉션 속성:" @@ -11336,6 +11498,9 @@ msgstr "매개변수 이름 설정" msgid "Set Input Default Port" msgstr "입력 디폴트 포트 설정" +msgid "Set Custom Node Option" +msgstr "커스텀 노드 옵션 설정" + msgid "Add Node to Visual Shader" msgstr "노드를 비주얼 셰이더에 추가" @@ -12315,6 +12480,9 @@ msgstr "varying 매개 변수를 받아옵니다." msgid "Set varying parameter." msgstr "varying 매개 변수를 설정합니다." +msgid "Edit Visual Property: %s" +msgstr "비주얼 속성 편집: %s" + msgid "Visual Shader Mode Changed" msgstr "비주얼 셰이더 모드 변경됨" @@ -12348,6 +12516,12 @@ msgstr "" msgid "Please choose an empty folder." msgstr "비어있는 폴더를 선택해주세요." +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"\"project.godot\" 파일, 해당 파일을 포함하는 디렉터리 또는 \".zip\" 파일을 선" +"택해주세요." + msgid "This directory already contains a Godot project." msgstr "디렉토리에 Godot 프로젝트가 이미 존재합니다." @@ -12732,13 +12906,6 @@ msgstr "" "언어가 바뀌었습니다.\n" "인터페이스는 에디터나 프로젝트 매니저를 다시 시작하고 나서 갱신됩니다." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Godot 프로젝트를 확인하기 위해 %s 폴더를 스캔하시겠습니까?\n" -"시간이 걸릴 수 있습니다." - msgctxt "Application" msgid "Project Manager" msgstr "프로젝트 매니저" @@ -13040,12 +13207,21 @@ msgstr "씬 이름이 비었습니다." msgid "File name invalid." msgstr "파일 이름이 잘못되었습니다." +msgid "File name begins with a dot." +msgstr "파일명이 마침표로 시작합니다." + msgid "File already exists." msgstr "파일이 이미 존재합니다." +msgid "Leave empty to derive from scene name" +msgstr "공란일 경우 씬 이름으로부터 생성합니다" + msgid "Invalid root node name." msgstr "잘못된 루트 노드 이름입니다." +msgid "Invalid root node name characters have been replaced." +msgstr "루트 노드 이름에 들어갈 수 없는 문자들을 찾아 변경하였습니다." + msgid "Root Type:" msgstr "루트 유형:" @@ -13064,6 +13240,13 @@ msgstr "씬 이름:" msgid "Root Name:" msgstr "루트 이름:" +msgid "" +"When empty, the root node name is derived from the scene name based on the " +"\"editor/naming/node_name_casing\" project setting." +msgstr "" +"공란일 경우, 루트 노드 이름은 프로젝트 속성의 \"editor/naming/" +"node_name_casing\" 설정에 따라 씬 이름으로부터 생성됩니다." + msgid "Scene name is valid." msgstr "씬 이름이 올바릅니다." @@ -13201,9 +13384,19 @@ msgid "" msgstr "" "\"editable_instance\"가 비활성화되면 노드의 모든 속성이 디폴트로 복원됩니다." +msgid "" +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." +msgstr "" +"\"자리 표시자로 불러오기\"를 활성화하면 \"편집할 수 있는 자식\" 설정이 비활성" +"화되고, 그러면 그 노드의 모든 속성이 기본값으로 복원됩니다." + msgid "Make Local" msgstr "로컬로 만들기" +msgid "Can't toggle unique name for nodes in subscene!" +msgstr "서브씬 내부 노드의 고유 이름 속성을 변경할 수 없습니다!" + msgid "Enable Scene Unique Name(s)" msgstr "씬 고유 이름 활성화" @@ -13288,6 +13481,9 @@ msgstr "상속 지우기" msgid "Editable Children" msgstr "편집할 수 있는 자식" +msgid "Load as Placeholder" +msgstr "자리 표시자로 불러오기" + msgid "Auto Expand to Selected" msgstr "선택으로 자동 확장" @@ -13321,6 +13517,15 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다." +msgid "Paste Node(s) as Sibling of %s" +msgstr "노드를 %s의 형제 위치에 붙여넣기" + +msgid "Paste Node(s) as Child of %s" +msgstr "노드를 %s의 자식 위치에 붙여넣기" + +msgid "Paste Node(s) as Root" +msgstr "노드를 루트가 되게 붙여넣기" + msgid " at %s" msgstr "%s의 <이름 없음>" @@ -13336,6 +13541,9 @@ msgstr "자식 씬 인스턴스화..." msgid "Expand/Collapse Branch" msgstr "하위 항목 펼치기/접기" +msgid "Paste as Sibling" +msgstr "형제 위치에 붙여넣기" + msgid "Change Type..." msgstr "타입 바꾸기..." @@ -13369,6 +13577,16 @@ msgstr "" msgid "Filter: name, t:type, g:group" msgstr "필터: 이름, t:타입, g:그룹" +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"노드 이름 / 타입 (그 앞에 \"type:\" 또는 \"t:\") / 그룹 (그 앞에 \"group:\" 또" +"는 \"g:\")\n" +"을 입력하여 노드를 필터링합니다. 대소문자를 구별하지 않습니다." + msgid "Attach a new or existing script to the selected node." msgstr "선택한 노드에 새 스크립트나 기존 스크립트를 붙입니다." @@ -13560,6 +13778,21 @@ msgstr "'%s'는 셰이더 언어의 예약된 키워드입니다." msgid "Add Shader Global Parameter" msgstr "셰이더 전역 파라미터 추가" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" +"이 프로젝트는 오래된 형식의 메시를 사용합니다. 출력 패널에서 로그를 확인하세" +"요." + +msgid "Attempting to re-save " +msgstr "다시 저장을 시도하고 있습니다. " + +msgid "Attempting to remove " +msgstr "제거를 시도하고 있습니다. " + +msgid "Restart & Upgrade" +msgstr "재시작 및 업그레이드" + msgid "Make this panel floating in the screen %d." msgstr "이 패널을 화면 %d 위에 창으로 띄웁니다." @@ -13616,6 +13849,9 @@ msgstr "잘못된 인스턴스 딕셔너리 형식 (잘못된 @path의 스크립 msgid "Invalid instance dictionary (invalid subclasses)" msgstr "잘못된 인스턴스 딕셔너리 (잘못된 하위 클래스)" +msgid "Cannot instantiate GDScript class." +msgstr "GDScript 클래스를 인스턴스화할 수 없습니다." + msgid "Value of type '%s' can't provide a length." msgstr "'%s' 타입의 값은 길이를 제공하지 못합니다." @@ -13651,6 +13887,9 @@ msgstr "경로에서 Blender 파일을 찾을 수 없습니다." msgid "Can't execute Blender binary." msgstr "Blender 파일을 실행할 수 없습니다." +msgid "Unexpected --version output from Blender binary at: %s." +msgstr "Blender 실행 파일의 --version에서 예측하지 못한 값을 얻음: %s." + msgid "Path supplied lacks a Blender binary." msgstr "제공된 경로에 Blender 실행 파일이 없습니다." @@ -13804,6 +14043,9 @@ msgstr "직접 조명 그리기" msgid "Integrate indirect lighting" msgstr "간접 조명 통합" +msgid "Integrate indirect lighting %d%%" +msgstr "간접 라이팅 통합 %d%%" + msgid "Baking lightprobes" msgstr "라이트 프로브 굽는 중" @@ -13841,6 +14083,9 @@ msgstr "" msgid "Failed to load .NET runtime" msgstr ".NET 런타임을 불러오지 못함" +msgid ".NET assemblies not found" +msgstr ".NET 어셈블리를 찾을 수 없음" + msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" @@ -13914,12 +14159,28 @@ msgstr "경로에서 추가" msgid "Spawn" msgstr "소환" +msgid "Replicate" +msgstr "리플리케이트" + +msgid "" +"Add properties using the options above, or\n" +"drag them them from the inspector and drop them here." +msgstr "" +"위의 버튼을 이용하여 속성을 추가하거나\n" +"인스펙터에서 끌어와서 여기에 놓으세요." + msgid "Please select a MultiplayerSynchronizer first." msgstr "MultiplayerSynchronizer를 먼저 선택해 주세요." msgid "The MultiplayerSynchronizer needs a root path." msgstr "MultiplayerSynchronizer는 루트 경로가 있어야 합니다." +msgid "Property/path must not be empty." +msgstr "속성/경로는 비워둘 수 없습니다." + +msgid "Invalid property path: '%s'" +msgstr "잘못된 속성 경로: \"%s\"." + msgid "Set spawn property" msgstr "소환 속성 설정" @@ -13977,6 +14238,12 @@ msgstr "" "리소스가 다른 타입으로부터 가져와진 것이라서 네비게이션 메시를 만들 수 없습니" "다." +msgid "Bake NavigationMesh" +msgstr "NavigationMesh 굽기" + +msgid "Clear NavigationMesh" +msgstr "NavigationMesh 비우기" + msgid "Toggles whether the noise preview is computed in 3D space." msgstr "노이즈 미리보기를 3D 공간에서 연산할 지 설정합니다." @@ -14094,13 +14361,6 @@ msgstr "문자 '%s'은(는) 패키지 세그먼트의 첫 문자로 쓸 수 없 msgid "The package must have at least one '.' separator." msgstr "패키지는 적어도 하나의 '.' 분리 기호가 있어야 합니다." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"프로젝트 이름이 패키지 이름 서식의 요구사항을 맞추지 못합니다. 패키지 이름을 " -"명시적으로 지정해 주세요." - msgid "Invalid public key for APK expansion." msgstr "APK 확장에 잘못된 공개 키입니다." @@ -14323,9 +14583,15 @@ msgstr "확장 패키지 파일을 쓸 수 없었습니다!" msgid "Building Android Project (gradle)" msgstr "Android 프로젝트 빌드 중 (gradle)" +msgid "Building of Android project failed, check output for the error:" +msgstr "Android 프로젝트의 빌드에 실패했습니다, 출력된 오류를 확인하세요:" + msgid "Moving output" msgstr "출력 이동 중" +msgid "Unable to copy and rename export file:" +msgstr "내보내기 파일을 복사하고 이름을 바꿀 수 없습니다:" + msgid "Package not found: \"%s\"." msgstr "패키지를 찾을 수 없음: \"%s\"." @@ -14365,6 +14631,9 @@ msgstr "잘못된 식별자:" msgid "Export Icons" msgstr "아이콘 내보내기" +msgid "Exporting for iOS" +msgstr "IOS로 내보내기" + msgid "Prepare Templates" msgstr "템플릿 준비" @@ -14391,12 +14660,33 @@ msgstr "" ".ipa는 macOS에서만 빌드할 수 있습니다. 패키지를 빌드하지 않고 Xcode 프로젝트" "를 종료합니다." +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "C#/.NET 사용 중 IOS로 내보내기는 실험적이며 MacOS가 필요합니다." + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "C#/.NET 사용 중 IOS로 내보내기는 실험적입니다." + msgid "Identifier is missing." msgstr "식별자가 누락되어 있습니다." msgid "The character '%s' is not allowed in Identifier." msgstr "문자 '%s'은(는) 식별자에 쓸 수 없습니다." +msgid "Could not start simctl executable." +msgstr "simctl 실행 파일을 시작할 수 없었습니다." + +msgid "Installation failed, see editor log for details." +msgstr "설치에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." + +msgid "Running failed, see editor log for details." +msgstr "실행에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." + +msgid "Could not start ios-deploy executable." +msgstr "ios-deploy 실행 파일을 시작할 수 없습니다." + +msgid "Installation/running failed, see editor log for details." +msgstr "설치/실행에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." + msgid "Debug Script Export" msgstr "디버그 스크립트 내보내기" @@ -14725,6 +15015,15 @@ msgstr "" "AnimatedSprite2D가 프레임을 보여주기 위해서는 \"Frames\" 속성에서 " "SpriteFrames 리소스를 만들거나 설정해야 합니다." +msgid "" +"Only one visible CanvasModulate is allowed per canvas.\n" +"When there are more than one, only one of them will be active. Which one is " +"undefined." +msgstr "" +"CanvasModulate는 캔버스 당 단 하나만 보일 수 있습니다.\n" +"여러 개 존재할 경우 하나만 작동하고 나머지는 무시됩니다. 어느 것이 작동할지는 " +"알 수 없습니다." + 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 " @@ -14932,6 +15231,17 @@ msgstr "" "TileMap 레이어가 Y 정렬되도록 설정되었지만, TileMap 노드 그 자체에는 Y 정렬이 " "활성화되지 않았습니다." +msgid "" +"The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the " +"TileMap's layers.\n" +"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " +"Y-sorted as a whole." +msgstr "" +"TileMap 노드의 Y 정렬 속성이 켜져 있지만, TileMap의 레이어 중 Y 정렬이 켜져 있" +"는 레이어는 하나도 없습니다.\n" +"이는 원하지 않는 동작을 일으킬 수도 있는데, Y 정렬되지 않은 레이어가 노드와 함" +"께 통째로 Y 정렬되기 때문입니다." + msgid "" "Isometric TileSet will likely not look as intended without Y-sort enabled for " "the TileMap and all of its layers." @@ -15299,7 +15609,7 @@ msgid "Finishing Plot" msgstr "구분 끝남" msgid "Generating Distance Field" -msgstr "거리 필드 생성 중" +msgstr "디스턴스 필드 생성 중" msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " @@ -15365,6 +15675,9 @@ msgid "" msgstr "" "ButtonGroup은 오직 toggle_mode가 참인 버튼들만 함께 사용하도록 되어 있습니다." +msgid "New Code Region" +msgstr "새 코드 구역" + msgid "Copy this constructor in a script." msgstr "이 생성자를 스크립트 안으로 복사합니다." @@ -15450,6 +15763,28 @@ msgstr "" "GraphEdit과 GraphNode는 이후의 4.x 버전에서 하위 호환성 없는 API 변경을 포함" "한 큰 리팩터링을 거칠 것임을 유의해 주세요." +msgid "Toggle the visual grid." +msgstr "배경 격자판을 보이거나 숨깁니다." + +msgid "Toggle snapping to the grid." +msgstr "격자 스냅을 켜거나 끕니다." + +msgid "Change the snapping distance." +msgstr "스냅의 거리를 변경합니다." + +msgid "Toggle the graph minimap." +msgstr "그래프 미니맵을 활성화합니다." + +msgid "Automatically arrange selected nodes." +msgstr "선택된 노드들을 자동으로 정렬합니다." + +msgid "" +"Labels with autowrapping enabled must have a custom minimum size configured " +"to work correctly inside a container." +msgstr "" +"자동 줄바꿈이 켜진 라벨이 컨테이너 내에서 정상적으로 작동하게 하려면, 반드시 " +"라벨의 커스텀 최소 크기를 설정해야 합니다." + msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index 70b5bc9c402d..bb5f71981d54 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -2105,6 +2105,9 @@ msgstr "%s vēl mapes" msgid "%d more files" msgstr "%d vēl faili" +msgid "Forward+" +msgstr "UzPriekšu+" + msgid "Dock Position" msgstr "Doka pozīcija" @@ -2240,9 +2243,6 @@ msgstr "Par Godot" msgid "Support Godot Development" msgstr "Atbalstīt Godot izstrādi" -msgid "Forward+" -msgstr "UzPriekšu+" - msgid "Update Continuously" msgstr "Nepārtraukti Atjaunot" diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 0019a5e3f65a..2ee1089878ae 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -8,7 +8,7 @@ # Nafis Ibrahim , 2018. # Muhammad Hazim bin Hafizalshah , 2020. # keviinx , 2020. -# Keviindran Ramachandran , 2020, 2021, 2022. +# Keviindran Ramachandran , 2020, 2021, 2022, 2024. # Jacque Fresco , 2021. # Lemoney , 2021, 2022. # dens-07 , 2023. @@ -17,8 +17,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-03 17:28+0000\n" -"Last-Translator: dens-07 \n" +"PO-Revision-Date: 2024-01-09 13:37+0000\n" +"Last-Translator: Keviindran Ramachandran \n" "Language-Team: Malay \n" "Language: ms\n" @@ -26,7 +26,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Main Thread" +msgstr "Utas Utama" msgid "Unset" msgstr "Batal Set" @@ -64,6 +67,9 @@ msgstr "Butang Ibu Jari 2" msgid "Button" msgstr "Butang" +msgid "Double Click" +msgstr "Klik Dua Kali" + msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Gerakan mouse di posisi (%s) dengan halaju (%s)" @@ -121,6 +127,9 @@ msgstr "Kembali, Sony Pilih, Xbox Kembali, Nintendo -" msgid "Guide, Sony PS, Xbox Home" msgstr "Panduan, Sony PS, Xbox Home" +msgid "Start, Xbox Menu, Nintendo +" +msgstr "Mula, Menu Xbox, Nintendo +" + msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Batang Kiri, Sony L3, Xbox L/LS" @@ -157,6 +166,9 @@ msgstr "Butang Joypad %d" msgid "Pressure:" msgstr "Tekanan:" +msgid "canceled" +msgstr "dibatalkan" + msgid "touched" msgstr "Disentuh" @@ -414,18 +426,67 @@ msgid "%d item" msgid_plural "%d items" msgstr[0] "Barang %d" +msgid "" +"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " +"'\"'" +msgstr "" +"Nama tindakan tidak sah. Tidak boleh kosong atau mengandungi '/', ':', '=', " +"'\\' atau '\"'" + +msgid "An action with the name '%s' already exists." +msgstr "Tindakan dengan nama '%s' sudah wujud." + +msgid "Cannot Revert - Action is same as initial" +msgstr "Tidak Boleh Dikembalikan - Tindakan sama seperti yang asal" + +msgid "Revert Action" +msgstr "Kembalikan Tindakan" + +msgid "Add Event" +msgstr "Tambah Event" + +msgid "Remove Action" +msgstr "Alihkan Tindakan" + +msgid "Cannot Remove Action" +msgstr "Tidak Boleh Hapuskan Tindakan" + +msgid "Edit Event" +msgstr "Edit Event" + +msgid "Remove Event" +msgstr "Alihkan Event" + +msgid "Filter by name..." +msgstr "Tapis mengikut nama..." + +msgid "Clear All" +msgstr "Padam Semua" + +msgid "Add New Action" +msgstr "Tambah Tindakan Baru" + msgid "Add" msgstr "Tambah" +msgid "Show Built-in Actions" +msgstr "Paparkan Tindakan Terbina" + msgid "Action" msgstr "Aksi" +msgid "Deadzone" +msgstr "Deadzone" + msgid "Time:" msgstr "Masa:" msgid "Value:" msgstr "Nilai:" +msgid "Update Selected Key Handles" +msgstr "Kemaskan Pemegang Kunci Terpilih" + msgid "Insert Key Here" msgstr "Masukkan Kunci di Sini" @@ -435,18 +496,63 @@ msgstr "Gandakan Kunci Terpilih" msgid "Delete Selected Key(s)" msgstr "Padam Kunci Terpilih" +msgid "Make Handles Free" +msgstr "Bebaskan Pegangan" + +msgid "Make Handles Linear" +msgstr "Buat Pegangan Linear" + +msgid "Make Handles Balanced" +msgstr "Buat Pegangan Seimbang" + +msgid "Make Handles Mirrored" +msgstr "Buat Pegangan Dicerminkan" + +msgid "Make Handles Balanced (Auto Tangent)" +msgstr "Buat Pegangan Seimbang (Auto Tangent)" + +msgid "Make Handles Mirrored (Auto Tangent)" +msgstr "Buat Pegangan Dicerminkan (Auto Tangent)" + msgid "Add Bezier Point" msgstr "Tambah Titik Bezier" msgid "Move Bezier Points" msgstr "Pindah Titik-titik Bezier" +msgid "Animation Duplicate Keys" +msgstr "Animasi Ganda Kunci" + +msgid "Animation Delete Keys" +msgstr "Animasi Padam Kunci" + +msgid "Focus" +msgstr "Fokus" + +msgid "Select All Keys" +msgstr "Pilih Semua Kunci" + +msgid "Deselect All Keys" +msgstr "Batalkan Pilihan Semua Kunci" + +msgid "Animation Change Transition" +msgstr "Animasi Ubah Transisi" + msgid "Change Animation Length" msgstr "Ubah Panjang Animasi" msgid "Change Animation Loop" msgstr "Ubah Gelung Animasi" +msgid "Can't change loop mode on animation instanced from imported scene." +msgstr "" +"Tidak dapat menukar mod gelung pada animasi yang dibuat dari adgen yang " +"diimport." + +msgid "Can't change loop mode on animation embedded in another scene." +msgstr "" +"Tidak dapat menukar mod gelung pada animasi yang terbenam dalam adegan lain." + msgid "Property Track" msgstr "Trek Sifat" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index 1f2c42820dca..b470d718c738 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -3377,14 +3377,6 @@ msgstr "" "Fjern alle manglende prosjekter fra listen?\n" "Innhold i prosjektmappene vil ikke påvirkes." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Er du sikker på at du vil søke gjennom %s mapper etter eksisterende " -"Godotprosjekter.\n" -"Det kan ta en stund." - msgid "New Project" msgstr "Nytt prosjekt" diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index e99e6524cc84..096dced47d87 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -71,13 +71,16 @@ # Gaetan Deglorie , 2023. # Bert Heymans , 2023. # Gert-dev , 2023. +# Adriaan de Jongh , 2024. +# Luka van der Plas , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-27 01:40+0000\n" -"Last-Translator: Gert-dev \n" +"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"Last-Translator: Luka van der Plas \n" "Language-Team: Dutch \n" "Language: nl\n" @@ -85,7 +88,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Hoofdthread" @@ -1383,10 +1386,18 @@ msgid "Remove" msgstr "Verwijderen" msgid "Add Extra Call Argument:" -msgstr "Bijkomende aanroep-parameter toevoegen:" +msgstr "Bijkomend aanroepargument toevoegen:" msgid "Extra Call Arguments:" -msgstr "Bijkomende aanroep-parameters:" +msgstr "Bijkomende aanroepargumenten:" + +msgid "Allows to drop arguments sent by signal emitter." +msgstr "" +"Zorgt ervoor dat argumenten van de signaal-verstuurder zelf niet meegestuurd " +"worden." + +msgid "Unbind Signal Arguments:" +msgstr "Signaalargumenten ontbinden:" msgid "Receiver Method:" msgstr "Ontvangende methode:" @@ -1401,10 +1412,10 @@ msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" "Stelt het signaal uit, bewaart het in een wachtrij en activeert het pas op " -"een dood moment." +"een vrij moment." msgid "One Shot" -msgstr "Eenmalig" +msgstr "Éénmalig" msgid "Disconnects the signal after its first emission." msgstr "Koppelt het signaal automatisch los na de eerste uitzending." @@ -1436,43 +1447,46 @@ msgstr "Loskoppelen" msgid "Connect a Signal to a Method" msgstr "Verbind een signaal met een methode" +msgid "Edit Connection: '%s'" +msgstr "Verbinding bewerken: '%s'" + msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "" -"Weet je zeker dat je alle verbindingen met signaal \"%s\" wilt verwijderen?" +"Weet je zeker dat je alle verbindingen met signaal \"%s\" wil verwijderen?" msgid "Signals" -msgstr "Signaal:" +msgstr "Signalen" msgid "Filter Signals" -msgstr "Filter Signalen" +msgstr "Signalen filteren" msgid "Are you sure you want to remove all connections from this signal?" msgstr "" -"Weet je zeker dat je alle verbindingen naar dit signaal wilt verwijderen?" +"Weet je zeker dat je alle verbindingen naar dit signaal wil verwijderen?" msgid "Open Documentation" -msgstr "Open Godot online documentatie" +msgstr "Documentatie openen" msgid "Disconnect All" msgstr "Alles loskoppelen" msgid "Copy Name" -msgstr "Kopieer Naam" +msgstr "Naam kopiëren" msgid "Edit..." msgstr "Bewerken..." msgid "Go to Method" -msgstr "Ga naar Methode" +msgstr "Naar methode gaan" msgid "Change Type of \"%s\"" -msgstr "Wijzig Type van \"%s\"" +msgstr "Type van \"%s\" wijzigen" msgid "Change" -msgstr "Wijzig" +msgstr "Wijzigen" msgid "Create New %s" -msgstr "%s opstellen" +msgstr "Nieuwe %s aanmaken" msgid "No results for \"%s\"." msgstr "Geen resultaten voor \"%s\"." @@ -1490,7 +1504,10 @@ msgid "Favorites:" msgstr "Favorieten:" msgid "Recent:" -msgstr "Onlangs:" +msgstr "Recent:" + +msgid "(Un)favorite selected item." +msgstr "Geselecteerd item (niet) als favoriet markeren." msgid "Search:" msgstr "Zoeken:" @@ -1499,7 +1516,7 @@ msgid "Matches:" msgstr "Overeenkomsten:" msgid "Description:" -msgstr "Omschrijving:" +msgstr "Beschrijving:" msgid "Remote %s:" msgstr "Remote %s:" @@ -1511,19 +1528,52 @@ msgid "Debug" msgstr "Debuggen" msgid "Save Branch as Scene" -msgstr "Tak opslaan als scène" +msgstr "Tak als scène opslaan" msgid "Copy Node Path" -msgstr "Kopieer het knoop-pad" +msgstr "Knoop-pad kopiëren" msgid "Instance:" msgstr "Instantie:" +msgid "" +"This node has been instantiated from a PackedScene file:\n" +"%s\n" +"Click to open the original file in the Editor." +msgstr "" +"Deze knoop werd geïnstantieerd vanuit een PackedScene-bestand:\n" +"%s\n" +"Klik om het oorspronkelijk bestand te openen in de Editor." + msgid "Toggle Visibility" -msgstr "Toggle Zichtbaarheid" +msgstr "Zichtbaarheid omschakelen" + +msgid "Updating assets on target device:" +msgstr "Bronnen bijwerken op doelapparaat:" + +msgid "Syncing headers" +msgstr "Hoofdingen synchroniseren" + +msgid "Getting remote file system" +msgstr "Ophalen bestandssysteem op afstand" + +msgid "Decompressing remote file system" +msgstr "Decomprimeren bestandssysteem op afstand" + +msgid "Scanning for local changes" +msgstr "Scannen op lokale wijzigingen" + +msgid "Sending list of changed files:" +msgstr "Lijst van gewijzigde bestanden versturen:" + +msgid "Sending file:" +msgstr "Bestand versturen:" + +msgid "ms" +msgstr "ms" msgid "Monitors" -msgstr "Monitors" +msgstr "Monitoren" msgid "Monitor" msgstr "Monitor" @@ -1532,31 +1582,31 @@ msgid "Value" msgstr "Waarde" msgid "Pick one or more items from the list to display the graph." -msgstr "Kies één of meer elementen van de lijst om de grafiek weer te geven." +msgstr "Kies één of meer elementen uit de lijst om de grafiek weer te geven." msgid "Stop" -msgstr "Stop" +msgstr "Stoppen" msgid "Start" -msgstr "Start" +msgstr "Starten" msgid "Clear" msgstr "Wissen" msgid "Measure:" -msgstr "Meting:" +msgstr "Meten:" msgid "Frame Time (ms)" -msgstr "Frame Tijd (ms)" +msgstr "Frame-tijd (ms)" msgid "Average Time (ms)" -msgstr "Gemiddelde Tijd (ms)" +msgstr "Gemiddelde tijd (ms)" msgid "Frame %" msgstr "Frame %" msgid "Physics Frame %" -msgstr "Physics Frame %" +msgstr "Physics-frame %" msgid "Inclusive" msgstr "Inclusief" @@ -1564,6 +1614,23 @@ msgstr "Inclusief" msgid "Self" msgstr "Zelf" +msgid "" +"Inclusive: Includes time from other functions called by this function.\n" +"Use this to spot bottlenecks.\n" +"\n" +"Self: Only count the time spent in the function itself, not in other " +"functions called by that function.\n" +"Use this to find individual functions to optimize." +msgstr "" +"Inclusief: Reken tijd van andere functies die door deze functie aangeroepen " +"worden mee.\n" +"Gebruik deze optie om bottlenecks terug te vinden.\n" +"\n" +"Zelf: Reken enkel de tijd die in de functie zelf werd doorgebracht, en niet " +"die van andere functies die deze functie zelf aanroept.\n" +"Gebruik dit om individuele functies die geoptimaliseerd kunnen worden terug " +"te vinden." + msgid "Frame #:" msgstr "Frame #:" @@ -1576,8 +1643,11 @@ msgstr "Tijd" msgid "Calls" msgstr "Aanroepen" +msgid "Fit to Frame" +msgstr "Laten passen op frame" + msgid "Linked" -msgstr "Gekoppeld" +msgstr "Gelinkt" msgid "CPU" msgstr "CPU" @@ -1598,58 +1668,76 @@ msgid "Error:" msgstr "Fout:" msgid "%s Error" -msgstr "%s Fout" +msgstr "%s-fout" + +msgid "%s Error:" +msgstr "%s-fout" + +msgid "%s Source" +msgstr "%s-bron" + +msgid "%s Source:" +msgstr "%s-bron:" msgid "Stack Trace" -msgstr "Stack Trace" +msgstr "Aanroepgeschiedenis" msgid "Stack Trace:" -msgstr "Stack Trace:" +msgstr "Aanroepgeschiedenis:" + +msgid "Debug session started." +msgstr "Debug-sessie gestart." + +msgid "Debug session closed." +msgstr "Debug-sessie gesloten." msgid "Line %d" msgstr "Regel %d" msgid "Delete Breakpoint" -msgstr "Verwijder Breekpunt" +msgstr "Breekpunt verwijderen" msgid "Delete All Breakpoints in:" -msgstr "Verwijder Alle Breekpunten in:" +msgstr "Alle breekpunten verwijderen in:" msgid "Delete All Breakpoints" -msgstr "Verwijder Alle Breekpunten" +msgstr "Alle breekpunten verwijderen" msgid "Copy Error" -msgstr "Kopieer Fout" +msgstr "Fout kopiëren" msgid "Open C++ Source on GitHub" -msgstr "Open C++ Bron op GitHub" +msgstr "C++-broncode op GitHub openen" msgid "C++ Source" -msgstr "C++ Bron" +msgstr "C++-bronbestand" msgid "Video RAM" msgstr "Videogeheugen" msgid "Skip Breakpoints" -msgstr "Breakpoint overslaan" +msgstr "Breakpoints overslaan" msgid "Step Into" -msgstr "Stap In" +msgstr "Instappen" msgid "Step Over" -msgstr "Stap Over" +msgstr "Overheen stappen" msgid "Break" msgstr "Onderbreken" msgid "Continue" -msgstr "Vervolg" +msgstr "Verdergaan" + +msgid "Thread:" +msgstr "Thread:" msgid "Stack Frames" -msgstr "Stack Frames" +msgstr "Stack-frames" msgid "Filter Stack Variables" -msgstr "Filter Stack Variablen" +msgstr "Stack-variabelen filteren" msgid "Breakpoints" msgstr "Breekpunten" @@ -1664,7 +1752,7 @@ msgid "Profiler" msgstr "Profiler" msgid "Visual Profiler" -msgstr "Visuele Profiler" +msgstr "Visuele profiler" msgid "List of Video Memory Usage by Resource:" msgstr "Lijst van videogeheugengebruik per bron:" @@ -1673,7 +1761,7 @@ msgid "Total:" msgstr "Totaal:" msgid "Export list to a CSV file" -msgstr "Exporteer lijst naar een csv-bestand" +msgstr "Lijst naar een CSV-bestand exporteren" msgid "Resource Path" msgstr "Bronpad" @@ -1694,16 +1782,16 @@ msgid "Clicked Control:" msgstr "Control-knoop aangeklikt:" msgid "Clicked Control Type:" -msgstr "Controltype aangeklikt:" +msgstr "Control-type aangeklikt:" msgid "Live Edit Root:" -msgstr "Live bewerking wortel:" +msgstr "Hoofdelement live bewerken:" msgid "Set From Tree" -msgstr "Stel in vanuit boom" +msgstr "Vanuit boom instellen" msgid "Export measures as CSV" -msgstr "Exporteer metingen als CSV" +msgstr "Metingen als CSV exporteren" msgid "Search Replacement For:" msgstr "Vervanging zoeken voor:" @@ -1716,20 +1804,20 @@ msgid "" "Changes will only take effect when reloaded." msgstr "" "Scène '%s' wordt momenteel bewerkt.\n" -"Wijzigingen hebben pas na herladen effect." +"Wijzigingen zullen pas na herladen effect hebben." msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "Bron '%s' is in gebruik.\n" -"Wijzigingen hebben pas na herladen effect." +"Wijzigingen zullen pas na herladen effect hebben." msgid "Dependencies" msgstr "Afhankelijkheden" msgid "Resource" -msgstr "Bronnen" +msgstr "Bron" msgid "Path" msgstr "Pad" @@ -1738,13 +1826,13 @@ msgid "Dependencies:" msgstr "Afhankelijkheden:" msgid "Fix Broken" -msgstr "Repareer defecten" +msgstr "Defecten repareren" msgid "Dependency Editor" -msgstr "Afhankelijkhedeneditor" +msgstr "Bewerker voor afhankelijkheden" msgid "Search Replacement Resource:" -msgstr "Bronvervanging zoeken:" +msgstr "Zoeken naar vervangende bron:" msgid "Open Scene" msgid_plural "Open Scenes" @@ -1754,15 +1842,24 @@ msgstr[1] "Scènes openen" msgid "Open" msgstr "Openen" +msgid "Owners of: %s (Total: %d)" +msgstr "Eigenaars van: %s (Totaal: %d)" + +msgid "Localization remap" +msgstr "Lokalisatie opnieuw mappen" + +msgid "Localization remap for path '%s' and locale '%s'." +msgstr "Lokalisatie opnieuw mappen voor pad '%s' en taalgebied '%s'." + msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved to " "the system trash or deleted permanently." msgstr "" "Geselecteerde bestanden uit het project verwijderen? (Kan niet ongedaan " -"gemaakt worden)\n" -"Bestanden kunnen naar de prullenbak gestuurd worden of permanent verwijderd " -"worden, afhankelijk van uw bestandssysteem." +"gemaakt worden.)\n" +"Bestanden worden naar de prullenbak gestuurd of permanent verwijderd, " +"afhankelijk van je systeemconfiguratie." msgid "" "The files being removed are required by other resources in order for them to " @@ -1773,18 +1870,18 @@ msgid "" msgstr "" "De bestanden die verwijderd worden zijn nodig om andere bronnen te laten " "werken.\n" -"Toch verwijderen? (Onomkeerbaar)\n" -"De bestanden kunnen naar de prullenbak gestuurd worden of permanent " -"verwijderd worden, afhankelijk van uw bestandssysteem." +"Toch verwijderen? (Kan niet ongedaan gemaakt worden.)\n" +"Bestanden worden naar de prullenbak gestuurd of permanent verwijderd, " +"afhankelijk van je systeemconfiguratie." msgid "Cannot remove:" msgstr "Kan niet verwijderd worden:" msgid "Error loading:" -msgstr "Fout bij het laden van:" +msgstr "Fout bij laden van:" msgid "Load failed due to missing dependencies:" -msgstr "Laden mislukt vanwege afwezige afhankelijkheden:" +msgstr "Laden mislukt wegens afwezige afhankelijkheden:" msgid "Open Anyway" msgstr "Toch openen" @@ -1799,13 +1896,13 @@ msgid "Errors loading!" msgstr "Fouten bij het laden!" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "%d bestand(en) voorgoed verwijderen? (Onomkeerbaar!)" +msgstr "%d item(s) permanent verwijderen? (Onomkeerbaar!)" msgid "Show Dependencies" msgstr "Afhankelijkheden tonen" msgid "Orphan Resource Explorer" -msgstr "Weesbronnen bekijken" +msgstr "Verweesde bronnen bekijken" msgid "Owns" msgstr "In bezit" @@ -1813,20 +1910,47 @@ msgstr "In bezit" msgid "Resources Without Explicit Ownership:" msgstr "Bronnen zonder expliciet bezit:" +msgid "Folder name cannot be empty." +msgstr "Mapnaam kan niet leeg zijn." + +msgid "Folder name contains invalid characters." +msgstr "De opgegeven mapnaam bevat ongeldige tekens." + +msgid "Folder name cannot begin or end with a space." +msgstr "Mapnaam kan niet beginnen of eindigen met een spatie." + +msgid "Folder name cannot begin with a dot." +msgstr "Mapnaam kan niet beginnen met een punt." + +msgid "File with that name already exists." +msgstr "Deze bestandsnaam is reeds in gebruik." + +msgid "Folder with that name already exists." +msgstr "Deze mapnaam is reeds in gebruik." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "Het gebruik van slashes in mapnamen zal recursief submappen aanmaken." + msgid "Could not create folder." msgstr "Map kon niet gemaakt worden." +msgid "Create new folder in %s:" +msgstr "Creëer een nieuwe map in %s:" + msgid "Create Folder" msgstr "Map maken" +msgid "Folder name is valid." +msgstr "Mapnaam is ongeldig." + msgid "Thanks from the Godot community!" -msgstr "Bedankt van de Godot gemeenschap!" +msgstr "Bedankt van de Godot-gemeenschap!" msgid "Click to copy." msgstr "Klik om te kopiëren." msgid "Godot Engine contributors" -msgstr "Godot Engine medewerkers" +msgstr "Bijdragers aan Godot Engine" msgid "Project Founders" msgstr "Projectoprichters" @@ -1834,12 +1958,19 @@ msgstr "Projectoprichters" msgid "Lead Developer" msgstr "Hoofdontwikkelaar" +msgctxt "Job Title" +msgid "Project Manager" +msgstr "Projectbeheerder" + msgid "Developers" msgstr "Ontwikkelaars" msgid "Authors" msgstr "Auteurs" +msgid "Patrons" +msgstr "Sponsors" + msgid "Platinum Sponsors" msgstr "Platina Sponsors" @@ -1849,6 +1980,18 @@ msgstr "Gouden Sponsors" msgid "Silver Sponsors" msgstr "Zilveren Sponsors" +msgid "Diamond Members" +msgstr "Diamanten Leden" + +msgid "Titanium Members" +msgstr "Titanium Leden" + +msgid "Platinum Members" +msgstr "Platina Leden" + +msgid "Gold Members" +msgstr "Gouden Leden" + msgid "Donors" msgstr "Donoren" @@ -1856,7 +1999,7 @@ msgid "License" msgstr "Licentie" msgid "Third-party Licenses" -msgstr "Licentie van derden" +msgstr "Licenties van derden" msgid "" "Godot Engine relies on a number of third-party free and open source " @@ -1865,12 +2008,12 @@ msgid "" "copyright statements and license terms." msgstr "" "Godot Engine maakt gebruik van een aantal gratis en open-source bibliotheken, " -"ontwikkeld door derden, die compatibel zijn met de MIT licentie. Wat volgt is " +"ontwikkeld door derden, die compatibel zijn met de MIT-licentie. Wat volgt is " "een uitputtende lijst van alle componenten van derde partijen met hun " "respectievelijke copyrightberichten en licentietermen." msgid "All Components" -msgstr "Alle Componenten" +msgstr "Alle componenten" msgid "Components" msgstr "Componenten" @@ -1879,13 +2022,28 @@ msgid "Licenses" msgstr "Licenties" msgid "Error opening asset file for \"%s\" (not in ZIP format)." -msgstr "Fout bij het openen van het pakketbestand, geen zip-formaat." +msgstr "Fout bij het openen van het bron-bestand (niet in ZIP-formaat)." msgid "%s (already exists)" msgstr "%s (bestaat al)" +msgid "%d file conflicts with your project and won't be installed" +msgid_plural "%d files conflict with your project and won't be installed" +msgstr[0] "%d bestand conflicteert met je project en wordt niet geïnstalleerd" +msgstr[1] "%d bestanden conflicteert met je project en wordt niet geïnstalleerd" + +msgid "This asset doesn't have a root directory, so it can't be ignored." +msgstr "" +"Dit bron-bestand heeft geen root-map, en kan hierdoor niet genegeerd worden." + +msgid "Ignore the root directory when extracting files." +msgstr "Negeer de root-map bij het uitpakken van bestanden." + +msgid "Select Install Folder" +msgstr "Installatiemap selecteren" + msgid "Uncompressing Assets" -msgstr "Bronnen aan het uitpakken" +msgstr "Bronnen uitpakken" msgid "The following files failed extraction from asset \"%s\":" msgstr "De volgende bestanden konden niet worden uitgepakt uit \"%s\":" @@ -1894,46 +2052,80 @@ msgid "(and %s more files)" msgstr "(en nog %s bestanden)" msgid "Asset \"%s\" installed successfully!" -msgstr "Asset \"%s\" succesvol geïnstalleerd!" +msgstr "Bron-bestand \"%s\" succesvol geïnstalleerd!" msgid "Success!" msgstr "Gelukt!" +msgid "Asset:" +msgstr "Bron:" + +msgid "Open the list of the asset contents and select which files to install." +msgstr "" +"Open de inhoudslijst van de bron en selecteer welke bestanden geïnstalleerd " +"moeten worden." + +msgid "Change Install Folder" +msgstr "Installatiemap wijzigen" + +msgid "" +"Change the folder where the contents of the asset are going to be installed." +msgstr "" +"De map waarnaar de inhoud van de bron naar geïnstalleerd zal worden wijzigen." + +msgid "Ignore asset root" +msgstr "Bron-root negeren" + +msgid "No files conflict with your project" +msgstr "Geen bestanden conflicteren met je project" + +msgid "Show contents of the asset and conflicting files." +msgstr "Inhoud van de bron en conflicterende bestanden tonen." + +msgid "Contents of the asset:" +msgstr "Inhoud van de bron:" + +msgid "Installation preview:" +msgstr "Installatievoorbeeld:" + +msgid "Configure Asset Before Installing" +msgstr "Bron configureren vooraleer te installeren" + msgid "Install" -msgstr "Installeer" +msgstr "Installeren" msgid "Speakers" msgstr "Luidsprekers" msgid "Add Effect" -msgstr "Geluidseffect Toevoegen" +msgstr "Geluidseffect toevoegen" msgid "Rename Audio Bus" -msgstr "Hernoem audiobus" +msgstr "Geluidsbus hernoemen" msgid "Change Audio Bus Volume" -msgstr "Verander Audio Bus Volume" +msgstr "Volume geluidsbus wijzigen" msgid "Toggle Audio Bus Solo" -msgstr "Verander audiobus solo" +msgstr "Solo geluidsbus omschakelen" msgid "Toggle Audio Bus Mute" -msgstr "Verander audiobus stil" +msgstr "Geluidsbus (ont)dempen" msgid "Toggle Audio Bus Bypass Effects" -msgstr "Verander audiobusomleiding" +msgstr "Bypass effecten geluidsbus omschakelen" msgid "Select Audio Bus Send" -msgstr "Selecteer Audiobus Verzend" +msgstr "Verzending geluidsbus selecteren" msgid "Add Audio Bus Effect" -msgstr "Voeg audiobuseffect toe" +msgstr "Geluidsbus-effect toevoegen" msgid "Move Bus Effect" -msgstr "Verplaats audiobuseffect" +msgstr "Bus-effect verplaatsen" msgid "Delete Bus Effect" -msgstr "Verwijder audiobuseffect" +msgstr "Bus-effect verwijderen" msgid "Drag & drop to rearrange." msgstr "Versleep om volgorde te veranderen." @@ -1942,85 +2134,94 @@ msgid "Solo" msgstr "Solo" msgid "Mute" -msgstr "Stil" +msgstr "Dempen" msgid "Bypass" -msgstr "Omleiden" +msgstr "Bypassen" msgid "Bus Options" -msgstr "Audiobusopties" +msgstr "Bus-opties" + +msgid "Duplicate Bus" +msgstr "Bus dupliceren" + +msgid "Delete Bus" +msgstr "Bus verwijderen" msgid "Reset Volume" -msgstr "Herstel Volume" +msgstr "Volume opnieuw instellen" msgid "Delete Effect" -msgstr "Effect Verwijderen" +msgstr "Effect verwijderen" msgid "Add Audio Bus" -msgstr "Audiobus Toevoegen" +msgstr "Geluidsbus toevoegen" msgid "Master bus can't be deleted!" -msgstr "Hoofdaudiobus kan niet verwijderd worden!" +msgstr "Hoofdbus kan niet verwijderd worden!" msgid "Delete Audio Bus" -msgstr "Verwijder audiobus" +msgstr "Geluidsbus verwijderen" msgid "Duplicate Audio Bus" -msgstr "Dupliceer Audiobus" +msgstr "Geluidsbus dupliceren" msgid "Reset Bus Volume" -msgstr "Reset Audiobus Volume" +msgstr "Volume geluidsbus opnieuw instellen" msgid "Move Audio Bus" -msgstr "Verplaats audiobus" +msgstr "Geluidsbus verplaatsen" msgid "Save Audio Bus Layout As..." -msgstr "Audiobusindeling opslaan als..." +msgstr "Lay-out geluidsbus opslaan als..." msgid "Location for New Layout..." -msgstr "Opslagplaats voor nieuwe indeling..." +msgstr "Locatie voor nieuwe lay-out..." msgid "Open Audio Bus Layout" -msgstr "Audiobusindeling openen" +msgstr "Geluidsbuslay-out openen" msgid "There is no '%s' file." -msgstr "Het '%s' bestand bestaat niet." +msgstr "Het '%s'-bestand bestaat niet." + +msgid "Layout:" +msgstr "Lay-out:" msgid "Invalid file, not an audio bus layout." -msgstr "Ongeldig bestand, geen audiobusindeling." +msgstr "Ongeldig bestand, geen geluidsbuslay-out." msgid "Error saving file: %s" -msgstr "Fout bij het opslaan van bestand: %s" +msgstr "Fout bij opslaan van bestand: %s" msgid "Add Bus" -msgstr "Bus Toevoegen" +msgstr "Bus toevoegen" msgid "Add a new Audio Bus to this layout." -msgstr "Nieuwe audiobus toevoegen aan deze indeling." +msgstr "Nieuwe geluidsbus toevoegen aan deze lay-out." msgid "Load" msgstr "Laden" msgid "Load an existing Bus Layout." -msgstr "Bestaande busindeling laden." +msgstr "Bestaande buslay-out laden." msgid "Save As" -msgstr "Opslaan Als" +msgstr "Opslaan als" msgid "Save this Bus Layout to a file." -msgstr "Audiobusindeling opslaan in een bestand." +msgstr "Buslay-out opslaan in een bestand." msgid "Load Default" -msgstr "Laad standaard" +msgstr "Standaardwaarden laden" msgid "Load the default Bus Layout." -msgstr "Standaard audiobusindeling laden." +msgstr "De standaardbuslay-out laden." msgid "Create a new Bus Layout." -msgstr "Maak een nieuwe audiobusindeling." +msgstr "Een nieuwe buslay-out aanmaken." msgid "Audio Bus Layout" -msgstr "Audio Bus Indeling" +msgstr "Geluidsbuslay-out" msgid "Invalid name." msgstr "Ongeldige naam." @@ -2032,19 +2233,30 @@ msgid "Valid characters:" msgstr "Geldige karakters:" msgid "Must not collide with an existing engine class name." -msgstr "Mag niet conflicteren met bestaande engine klasse naam." +msgstr "Mag niet conflicteren met bestaande klassenaam uit de engine." + +msgid "Must not collide with an existing global script class name." +msgstr "" +"Mag niet conflicteren met de naam van een bestaande klassenaam uit een " +"globaal script." msgid "Must not collide with an existing built-in type name." -msgstr "Mag niet conflicteren met een bestaande ingebouwde typenaam." +msgstr "Mag niet conflicteren met de naam van een bestaande ingebouwd type." msgid "Must not collide with an existing global constant name." msgstr "Mag niet conflicteren met de naam van een bestaande globale constante." +msgid "Keyword cannot be used as an Autoload name." +msgstr "Gereserveerd woord mag niet gebruikt worden als autoload-naam." + msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' bestaat al!" msgid "Rename Autoload" -msgstr "Naam Autoload-script wijzigen" +msgstr "Autoload hernoemen" + +msgid "Toggle Autoload Globals" +msgstr "Autoload-globalen omschakelen" msgid "Move Autoload" msgstr "Autoload verplaatsen" @@ -2056,34 +2268,164 @@ msgid "Enable" msgstr "Inschakelen" msgid "Rearrange Autoloads" -msgstr "Autoloads opnieuw ordenen" +msgstr "Autoloads herordenen" + +msgid "Can't add Autoload:" +msgstr "Autoload kan niet toevoegd worden:" msgid "%s is an invalid path. File does not exist." msgstr "%s is een ongeldig pad. Bestand bestaat niet." msgid "%s is an invalid path. Not in resource path (res://)." -msgstr "%s is een ongeldig pad. Niet in bron pad (res://)." +msgstr "%s is een ongeldig pad. Bevind zich niet in pad bron (res://)." + +msgid "Add Autoload" +msgstr "Autoload toevoegen" msgid "Path:" msgstr "Pad:" +msgid "Set path or press \"%s\" to create a script." +msgstr "Stel pad in of druk op \"%s\" om een script aan te maken." + msgid "Node Name:" msgstr "Knoopnaam:" msgid "Global Variable" -msgstr "Globale Variabele" +msgstr "Globale variabele" + +msgid "3D Engine" +msgstr "3D-engine" + +msgid "2D Physics" +msgstr "2D-physics" + +msgid "3D Physics" +msgstr "3D-physics" msgid "Navigation" msgstr "Navigatie" +msgid "XR" +msgstr "XR" + +msgid "RenderingDevice" +msgstr "RenderingApparaat:" + +msgid "OpenGL" +msgstr "OpenGL" + +msgid "Vulkan" +msgstr "Vulkan" + +msgid "Text Server: Fallback" +msgstr "Tekstserver: Fallback" + +msgid "Text Server: Advanced" +msgstr "Tekstserver: Geavanceerd" + +msgid "TTF, OTF, Type 1, WOFF1 Fonts" +msgstr "TTF-, OTF-, Type-1-, WOFF1-lettertypen" + +msgid "WOFF2 Fonts" +msgstr "WOFF2-lettertypen" + +msgid "SIL Graphite Fonts" +msgstr "SIL-Graphite-lettertypen" + +msgid "Multi-channel Signed Distance Field Font Rendering" +msgstr "Lettertyperendering met Multi-channel Signed Distance Field" + +msgid "3D Nodes as well as RenderingServer access to 3D features." +msgstr "" +"Toegang tot 3D-mogelijkheden vanuit 3D-knopen alsook de RenderingServer." + +msgid "2D Physics nodes and PhysicsServer2D." +msgstr "2D-physics-knopen en PhysicsServer2D." + +msgid "3D Physics nodes and PhysicsServer3D." +msgstr "3D-physics-knopen en PhysicsServer3D." + +msgid "Navigation, both 2D and 3D." +msgstr "Navigatie, zowel 2D als 3D." + +msgid "XR (AR and VR)." +msgstr "XR (AR en VR)." + +msgid "" +"RenderingDevice based rendering (if disabled, the OpenGL back-end is " +"required)." +msgstr "" +"RenderingApparaat-gebaseerde rendering (indien uitgeschakeld, is de OpenGL-" +"back-end nodig)." + +msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgstr "" +"OpenGL-back-end (indien uitgeschakeld, is de RenderingApparaat-gebaseerde " +"back-end nodig)." + +msgid "Vulkan back-end of RenderingDevice." +msgstr "Vulkan-back-end voor RenderingApparaat." + +msgid "" +"Fallback implementation of Text Server\n" +"Supports basic text layouts." +msgstr "" +"Terugvalimplementatie van Tekstserver\n" +"Ondersteunt basistextlay-outs." + +msgid "" +"Text Server implementation powered by ICU and HarfBuzz libraries.\n" +"Supports complex text layouts, BiDi, and contextual OpenType font features." +msgstr "" +"Tekstserver-implementatie op basis van ICU en HarfBuzz.\n" +"Ondersteunt complexe tekstlay-outs, BiDi, en contextuele OpenType-" +"lettertypemogelijkheden." + +msgid "" +"TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " +"library (if disabled, WOFF2 support is also disabled)." +msgstr "" +"Ondersteuning voor de TrueType-, OpenType-, Type-1-, en WOFF1-" +"lettertypeformaten via de FreeType-bibliotheek (indien uitgeschakeld, wordt " +"WOFF2-ondersteuning ook uitgeschakeld)." + +msgid "WOFF2 font format support using FreeType and Brotli libraries." +msgstr "" +"WOFF2-lettertypeondersteuning via de FreeType- en Brotli-softwarebibliotheken." + +msgid "" +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." +msgstr "" +"Ondersteuning voor slimme lettertypetechnologie van SIL Graphite (enkel " +"ondersteund door de geavanceerde Tekstserver)." + +msgid "" +"Multi-channel signed distance field font rendering support using msdfgen " +"library (pre-rendered MSDF fonts can be used even if this option disabled)." +msgstr "" +"Ondersteuning voor lettertyperendering met Multi-channel Signed Distance " +"Field via de msdfgen-softwarebibliotheek (vooraf gerenderde MSDF-lettertypen " +"kunnen gebruikt worden zelfs als deze optie uit staat)." + +msgid "General Features:" +msgstr "Voornaamste functionaliteiten:" + +msgid "Text Rendering and Font Options:" +msgstr "Tekst-rendering- en lettertypeopties:" + +msgid "File saving failed." +msgstr "Bestand opslaan mislukt." + msgid "Nodes and Classes:" -msgstr "Knopen en Klassen:" +msgstr "Knopen en klassen:" msgid "File '%s' format is invalid, import aborted." -msgstr "Bestandsformaat '%s' is ongeldig, het importeren is afgebroken." +msgstr "Bestandsformaat '%s' is ongeldig, het importeren werd afgebroken." msgid "Error saving profile to path: '%s'." -msgstr "Error bij het opslaan van profiel naar pad: '%s'." +msgstr "Fout bij opslaan profiel naar pad: '%s'." msgid "New" msgstr "Nieuw" @@ -2091,23 +2433,60 @@ msgstr "Nieuw" msgid "Save" msgstr "Opslaan" +msgid "Profile:" +msgstr "Profilen:" + msgid "Reset to Defaults" -msgstr "Reset naar standaard waarden" +msgstr "Naar standaardwaarden herstellen" + +msgid "Detect from Project" +msgstr "Uit project detecteren" + +msgid "Actions:" +msgstr "Acties:" + +msgid "Configure Engine Build Profile:" +msgstr "Engine-bouwprofiel configureren:" + +msgid "Please Confirm:" +msgstr "Gelieve te bevestigen:" + +msgid "Engine Build Profile" +msgstr "Engine-bouwprofiel" + +msgid "Load Profile" +msgstr "Profiel laden" msgid "Export Profile" msgstr "Profiel exporteren" +msgid "Forced classes on detect:" +msgstr "Klassen geforceerd bij detectie:" + +msgid "Edit Build Configuration Profile" +msgstr "Bouwconfiguratieprofiel bewerken" + +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"Commando \"%s\" uitvoeren mislukt:\n" +"%s." + +msgid "Filter Commands" +msgstr "Commando's filteren" + msgid "Paste Params" -msgstr "Plak Parameters" +msgstr "Parameters plakken" msgid "Updating Scene" -msgstr "Scène aan het bijwerken" +msgstr "Scène bijwerken" msgid "Storing local changes..." -msgstr "Lokale wijziging aan het opslaan..." +msgstr "Lokale wijzigingen opslaan..." msgid "Updating scene..." -msgstr "Scène aan het bijwerken..." +msgstr "Scène bijwerken..." msgid "[empty]" msgstr "[leeg]" @@ -2116,56 +2495,65 @@ msgid "[unsaved]" msgstr "[niet opgeslagen]" msgid "3D Editor" -msgstr "3D Editor" +msgstr "3D-bewerker" msgid "Script Editor" -msgstr "Script Editor" +msgstr "Script-bewerker" msgid "Asset Library" -msgstr "Materiaalbibliotheek" +msgstr "Bronbibliotheek" msgid "Scene Tree Editing" msgstr "Scèneboombewerking" msgid "Node Dock" -msgstr "Knooptabblad" +msgstr "Knoop-paneel" msgid "FileSystem Dock" -msgstr "Bestandssysteempaneel" +msgstr "Bestandssysteem-paneel" msgid "Import Dock" -msgstr "Importtabblad" +msgstr "Importeer-paneel" + +msgid "History Dock" +msgstr "Geschiedenis-paneel" msgid "Allows to view and edit 3D scenes." -msgstr "Laat u 3D scenes weergeven en bewerken." +msgstr "Faciliteert het inzien en bewerken van 3D-scènes." msgid "Allows to edit scripts using the integrated script editor." msgstr "" -"Staat toe het script aan te passen door middel van de geïntegreerde script " -"editor." +"Faciliteert het bewerken van scripts door middel van de geïntegreerde script-" +"bewerker." msgid "Provides built-in access to the Asset Library." -msgstr "Geeft ingebouwde toegang tot de asset bibliotheek." +msgstr "Geeft ingebouwde toegang tot de bron-bibliotheek." msgid "Allows editing the node hierarchy in the Scene dock." -msgstr "Staat toe de node hiërarchie te bewerken in het Scene tabblad." +msgstr "" +"Faciliteert het bewerken van de knoop-hiërarchie langs het Scène-paneel." msgid "" "Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Staat toe om te werken met signalen en groepen van de geselecteerde node in " -"het Scene tabblad." +"Faciliteert het werken met signalen en groepen van de geselecteerde knoop in " +"het Scène-paneel." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" -"Staat toe om te bladeren in het lokale bestandssysteem via een eigen tabblad." +"Staat toe om te bladeren door het lokale bestandssysteem via een eigen paneel." msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" -"Staat toe om de import instellingen te configureren voor individuele " -"onderdelen. Heeft het bestandssysteem tabblad nodig om te functioneren." +"Staat toe om de import-instellingen te configureren voor individuele bronnen. " +"Heeft het bestandssysteem-paneel nodig om te functioneren." + +msgid "Provides an overview of the editor's and each scene's undo history." +msgstr "" +"Biedt een overzicht van de historiek van acties die ongedaan gemaakt kunnen " +"worden van de editor en de scène." msgid "(current)" msgstr "(huidig)" @@ -2174,9 +2562,7 @@ msgid "(none)" msgstr "(geen)" msgid "Remove currently selected profile, '%s'? Cannot be undone." -msgstr "" -"Verwijder huidig geselecteerde profiel, '%s'? Kan niet ongedaan gemaakt " -"worden." +msgstr "Huidig geselecteerde profiel, '%s', verwijderen? Niet omkeerbaar." msgid "Profile must be a valid filename and must not contain '.'" msgstr "Profiel moet een geldige bestandsnaam hebben en mag geen '.' bevatten" @@ -2194,16 +2580,16 @@ msgid "(Editor Disabled)" msgstr "(Editor uitgeschakeld)" msgid "Class Options:" -msgstr "Klasse opties:" +msgstr "Klasseopties:" msgid "Enable Contextual Editor" -msgstr "Open de Contextbewuste Editor" +msgstr "Contextbewuste bewerker inschakelen" msgid "Class Properties:" -msgstr "Klas Eigenschappen:" +msgstr "Klaseigenschappen:" msgid "Main Features:" -msgstr "Voornaamste Functionaliteiten:" +msgstr "Voornaamste functionaliteiten:" msgid "" "Profile '%s' already exists. Remove it first before importing, import aborted." @@ -2212,22 +2598,22 @@ msgstr "" "Importeren afgebroken." msgid "Reset to Default" -msgstr "Reset naar standaard waarden" +msgstr "Naar standaardwaarden herstellen" msgid "Current Profile:" -msgstr "Huidig Profiel:" +msgstr "Huidig profiel:" msgid "Create Profile" -msgstr "Creëer Profiel" +msgstr "Profiel creëren" msgid "Remove Profile" -msgstr "Verwijder Profiel" +msgstr "Profiel verwijderen" msgid "Available Profiles:" -msgstr "Beschikbare Profielen:" +msgstr "Beschikbare profielen:" msgid "Make Current" -msgstr "Aktualiseren" +msgstr "Actief maken" msgid "Import" msgstr "Importeren" @@ -2236,10 +2622,10 @@ msgid "Export" msgstr "Exporteren" msgid "Configure Selected Profile:" -msgstr "Configureer Huidig Profiel:" +msgstr "Geselecteerd profiel bewerken:" msgid "Extra Options:" -msgstr "Extra Opties:" +msgstr "Extra opties:" msgid "Create or import a profile to edit available classes and properties." msgstr "" @@ -2250,22 +2636,26 @@ msgid "New profile name:" msgstr "Nieuwe profielnaam:" msgid "Godot Feature Profile" -msgstr "Godotfunctieprofiel" +msgstr "Godot-eigenschappenprofiel" msgid "Import Profile(s)" msgstr "Profiel(en) importeren" msgid "Manage Editor Feature Profiles" -msgstr "Editor Profielen beheren" +msgstr "Eigenschapsprofielen Editor beheren" + +msgid "Some extensions need the editor to restart to take effect." +msgstr "" +"Om sommige extensies actief te laten worden moet de editor herstart worden." msgid "Restart" -msgstr "Herstart" +msgstr "Herstarten" msgid "Save & Restart" -msgstr "Opslaan & Herstarten" +msgstr "Opslaan en herstarten" msgid "ScanSources" -msgstr "Scan Bronnen" +msgstr "Bronnen scannen" msgid "" "There are multiple importers for different types pointing to file %s, import " @@ -2277,11 +2667,80 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "Bronnen (her)importeren" +msgid "Import resources of type: %s" +msgstr "Resources van type %s importeren" + +msgid "No return value." +msgstr "Geen teruggegeven waarde." + msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" -"Deze waarde is een geheel getal dat bestaat uit een bitmask van de volgende " +"Deze waarde is een geheel getal bestaande uit een bitmask van de volgende " "opties." +msgid "Deprecated" +msgstr "Verouderd" + +msgid "Experimental" +msgstr "Experimenteel" + +msgid "This method supports a variable number of arguments." +msgstr "Deze methode ondersteunt een variabel aantal argumenten." + +msgid "" +"This method is called by the engine.\n" +"It can be overridden to customize built-in behavior." +msgstr "" +"Deze methode wordt aangeroepen door de engine.\n" +"Hij kan overschreven worden om ingebouwd standaardgedrag aan te passen." + +msgid "" +"This method has no side effects.\n" +"It does not modify the object in any way." +msgstr "" +"Deze methode heeft geen neveneffecten.\n" +"Hij past het object op geen enkele wijze aan." + +msgid "" +"This method does not need an instance to be called.\n" +"It can be called directly using the class name." +msgstr "" +"Deze methode heeft geen instantie nodig om aangeroepen te kunnen worden.\n" +"Hij kan rechtstreeks aangeroepen worden via de naam van de klasse." + +msgid "Error codes returned:" +msgstr "Foutcodes teruggegeven:" + +msgid "There is currently no description for this method." +msgstr "Er is momenteel geen beschrijving voor deze methode." + +msgid "There is currently no description for this constructor." +msgstr "Er is momenteel geen beschrijving voor deze constructor." + +msgid "There is currently no description for this operator." +msgstr "Er is momenteel geen beschrijving voor deze operator." + +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Er is momenteel geen beschrijving voor deze methode. Help ons alstublieft " +"door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" + +msgid "" +"There is currently no description for this constructor. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Er is momenteel geen beschrijving voor deze constructor. Help ons alstublieft " +"door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" + +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Er is momenteel geen beschrijving voor deze operator. Help ons alstublieft " +"door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" + msgid "Top" msgstr "Boven" @@ -2289,16 +2748,49 @@ msgid "Class:" msgstr "Klasse:" msgid "Inherits:" -msgstr "Erven:" +msgstr "Erft:" msgid "Inherited by:" msgstr "Geërfd door:" +msgid "" +"This class is marked as deprecated. It will be removed in future versions." +msgstr "" +"Deze klasse is gemarkeerd als verouderd en zal in een toekomstige versie " +"verwijderd worden." + +msgid "" +"This class is marked as experimental. It is subject to likely change or " +"possible removal in future versions. Use at your own discretion." +msgstr "" +"Deze klasse is gemarkeerd als experimenteel en kan plots wijzigen of " +"verwijderd worden in toekomstige versies. Gebruik op eigen risico." + msgid "Description" msgstr "Beschrijving" +msgid "There is currently no description for this class." +msgstr "Er is momenteel geen beschrijving voor deze klasse." + +msgid "" +"There is currently no description for this class. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Er is momenteel geen beschrijving voor deze klasse. Help ons alstublieft door " +"[color=$color][url=$url]een bijdrage te leveren[/url][/color]!" + +msgid "Note:" +msgstr "Opmerking:" + +msgid "" +"There are notable differences when using this API with C#. See [url=%s]C# API " +"differences to GDScript[/url] for more information." +msgstr "" +"Er zijn aanzienlijke verschillen bij het gebruik van deze API via C#. Zie " +"[url=%s]verschillen tussen C# en GDScript[/url] voor meer informatie." + msgid "Online Tutorials" -msgstr "Online Handleidingen" +msgstr "Online handleidingen" msgid "Properties" msgstr "Eigenschappen" @@ -2309,6 +2801,9 @@ msgstr "overschrijft %s:" msgid "default:" msgstr "standaard:" +msgid "property:" +msgstr "eigenschap:" + msgid "Constructors" msgstr "Constructors" @@ -2327,6 +2822,9 @@ msgstr "Constanten" msgid "Fonts" msgstr "Lettertypes" +msgid "Font Sizes" +msgstr "Lettertypegroottes" + msgid "Icons" msgstr "Iconen" @@ -2336,12 +2834,28 @@ msgstr "Stijlen" msgid "Enumerations" msgstr "Enumeraties" +msgid "Annotations" +msgstr "Annotaties" + +msgid "There is currently no description for this annotation." +msgstr "Er is momenteel geen beschrijving voor deze annotatie." + +msgid "" +"There is currently no description for this annotation. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Er is momenteel geen beschrijving voor deze annotatie. Help ons alstublieft " +"door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" + msgid "Property Descriptions" -msgstr "Eigenschapbeschrijvingen" +msgstr "Eigenschap-beschrijvingen" msgid "(value)" msgstr "(waarde)" +msgid "There is currently no description for this property." +msgstr "Er is momenteel geen beschrijving voor deze eigenschap." + msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" @@ -2350,58 +2864,82 @@ msgstr "" "door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" msgid "Constructor Descriptions" -msgstr "Constructorbeschrijvingen" +msgstr "Constructor-beschrijvingen" msgid "Method Descriptions" -msgstr "Methodebeschrijvingen" +msgstr "Methode-beschrijvingen" msgid "Operator Descriptions" -msgstr "Operatorbeschrijvingen" +msgstr "Operator-beschrijvingen" + +msgid "Metadata:" +msgstr "Metadata:" msgid "Property:" msgstr "Eigenschap:" +msgid "Method:" +msgstr "Methode:" + msgid "Signal:" msgstr "Signaal:" +msgid "Theme Item:" +msgstr "Thema-item:" + +msgid "No description available." +msgstr "Geen beschrijving beschikbaar." + msgid "%d match." -msgstr "%d overeenkomst(en) gevonden." +msgstr "%d overeenkomst." msgid "%d matches." -msgstr "%d overeenkomst(en) gevonden." +msgstr "%d overeenkomst(en)." msgid "Search Help" -msgstr "Zoek Hulp" +msgstr "Hulp zoeken" msgid "Case Sensitive" msgstr "Hoofdlettergevoelig" msgid "Show Hierarchy" -msgstr "Toon hiërarchie" +msgstr "Hiërarchie tonen" msgid "Display All" msgstr "Alles tonen" msgid "Classes Only" -msgstr "Alleen Klassen" +msgstr "Enkel klassen" + +msgid "Constructors Only" +msgstr "Enkel constructors" msgid "Methods Only" -msgstr "Alleen Methoden" +msgstr "Enkel methoden" + +msgid "Operators Only" +msgstr "Enkel operatoren" msgid "Signals Only" -msgstr "Alleen Signalen" +msgstr "Enkel signalen" + +msgid "Annotations Only" +msgstr "Enkel annotaties" msgid "Constants Only" -msgstr "Alleen Constanten" +msgstr "Enkel constanten" msgid "Properties Only" -msgstr "Alleen Eigenschappen" +msgstr "Enkel eigenschappen" msgid "Theme Properties Only" -msgstr "Alleen Thema Eigenschappen" +msgstr "Enkel thema-eigenschappen" msgid "Member Type" -msgstr "Veld Type" +msgstr "Lid-type" + +msgid "(constructors)" +msgstr "(constructors)" msgid "Class" msgstr "Klasse" @@ -2412,6 +2950,9 @@ msgstr "Methode" msgid "Signal" msgstr "Signaal" +msgid "Annotation" +msgstr "Annotatie" + msgid "Constant" msgstr "Constante" @@ -2421,40 +2962,125 @@ msgstr "Eigenschap" msgid "Theme Property" msgstr "Thema-eigenschap" +msgid "This member is marked as deprecated." +msgstr "Dit lid is gemarkeerd als verouderd." + +msgid "This member is marked as experimental." +msgstr "Dit lid is gemarkeerd als experimenteel." + +msgid "Pin Value" +msgstr "Waarde vastzetten" + +msgid "Pin Value [Disabled because '%s' is editor-only]" +msgstr "Waarde vastzetten [Uitgeschakeld omdat '%s' enkel voor in de editor is]" + msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" -"Als je een waarde vast plaatst, dan zal deze gedwongen worden opgeslagen, " -"zelf als het overeenkomt met de standaard waarde." +"Als je een waarde vastmaakt, dan zal deze altijd worden opgeslagen - zelfs " +"als het overeenkomt met de standaardwaarde." msgid "(%d change)" msgid_plural "(%d changes)" msgstr[0] "(%d wijziging)" msgstr[1] "(%d wijzigingen)" +msgid "Add element to property array with prefix %s." +msgstr "Element aan array-eigenschap met prefix %s toevoegen." + +msgid "Remove element %d from property array with prefix %s." +msgstr "Element %d uit array-eigenschap met prefix %s verwijderen." + +msgid "Move element %d to position %d in property array with prefix %s." +msgstr "" +"Element %d naar positie %d in array-eigenschap met prefix %s verplaatsen." + +msgid "Clear Property Array with Prefix %s" +msgstr "Array-eigenschap met prefix %s leegmaken" + +msgid "Resize Property Array with Prefix %s" +msgstr "Array-eigenschap met prefix %s van grootte veranderen" + +msgid "Element %d: %s%d*" +msgstr "Element %d: %s%d*" + msgid "Move Up" -msgstr "Plaats Omhoog" +msgstr "Omhoog verplaatsen" msgid "Move Down" -msgstr "Plaats Omlaag" +msgstr "Omlaag verplaatsen" + +msgid "Insert New Before" +msgstr "Nieuwe hiervoor invoegen" + +msgid "Insert New After" +msgstr "Nieuwe hierachter invoegen" + +msgid "Clear Array" +msgstr "Array leegmaken" + +msgid "Resize Array..." +msgstr "Array-grootte wijzigen..." + +msgid "Add Element" +msgstr "Element toevoegen" msgid "Resize Array" -msgstr "Array Grootte Wijzigen" +msgstr "Array-grootte wijzigen" msgid "New Size:" -msgstr "Nieuwe Grootte:" +msgstr "Nieuwe grootte:" + +msgid "Element %s" +msgstr "Element %s" + +msgid "Add Metadata" +msgstr "Metadata toevoegen" msgid "Set %s" -msgstr "Zet %s" +msgstr "%s instellen" + +msgid "Set Multiple: %s" +msgstr "Meerdere instellen: %s" + +msgid "Remove metadata %s" +msgstr "Metadata %s verwijderen" msgid "Pinned %s" -msgstr "Vastgezet %s" +msgstr "%s vastgezet" msgid "Unpinned %s" -msgstr "Losgemaakt %s" +msgstr "%s losgemaakt" + +msgid "Add metadata %s" +msgstr "Metadata %s toevoegen" + +msgid "Metadata name can't be empty." +msgstr "Metatadata-naam kan niet leeg zijn." + +msgid "Metadata name must be a valid identifier." +msgstr "Metatadata-naam moet een geldige identificator zijn." + +msgid "Metadata with name \"%s\" already exists." +msgstr "Metatadata met naam \"%s\" bestaat reeds." + +msgid "Names starting with _ are reserved for editor-only metadata." +msgstr "Namen die beginnen met _ zijn voorbehouden voor editor-metadata." msgid "Name:" msgstr "Naam:" +msgid "Metadata name is valid." +msgstr "Metadata-naam is geldig." + +msgid "Add Metadata Property for \"%s\"" +msgstr "Metadata-eigenschap voor \"%s\" toevoegen" + +msgid "Copy Value" +msgstr "Waarde kopiëren" + +msgid "Paste Value" +msgstr "Waarde plakken" + msgid "Copy Property Path" msgstr "Kopieer Eigenschap Pad" @@ -2464,9 +3090,30 @@ msgstr "Creëren van Mesh Previews" msgid "Thumbnail..." msgstr "Voorbeeld..." +msgid "Select existing layout:" +msgstr "Selecteer bestaande lay-out:" + +msgid "Or enter new layout name" +msgstr "Of voeg een nieuwe lay-out naam toe" + +msgid "Changed Locale Language Filter" +msgstr "Taal Lokalisatie Filter Gewijzigd" + +msgid "Changed Locale Script Filter" +msgstr "Script Lokalisatie Filter Gewijzigd" + +msgid "Changed Locale Country Filter" +msgstr "Land Lokalisatie Filter Gewijzigd" + msgid "Changed Locale Filter Mode" msgstr "Taalfiltermodus gewijzigd" +msgid "[Default]" +msgstr "[Standaard]" + +msgid "Select a Locale" +msgstr "Kies een lokalisatie" + msgid "Show All Locales" msgstr "Laat alle lokalen zien" @@ -2479,12 +3126,56 @@ msgstr "Filters berwerken" msgid "Language:" msgstr "Taal:" +msgctxt "Locale" +msgid "Script:" +msgstr "Script:" + +msgid "Country:" +msgstr "Land:" + +msgid "Language" +msgstr "Taal" + +msgctxt "Locale" +msgid "Script" +msgstr "Script" + +msgid "Country" +msgstr "Land" + +msgid "Variant" +msgstr "Variatie" + +msgid "Filter Messages" +msgstr "Filter Berichten" + msgid "Clear Output" msgstr "Uitvoer wissen" msgid "Copy Selection" msgstr "Selectie kopiëren" +msgid "" +"Collapse duplicate messages into one log entry. Shows number of occurrences." +msgstr "" +"Voeg gedupliceerde berichten samen tot één log bericht. Laat de hoeveelheid " +"berichten zien." + +msgid "Focus Search/Filter Bar" +msgstr "Focus Zoeken/Filter Balk" + +msgid "Toggle visibility of standard output messages." +msgstr "Wijzig de zichtbaarheid van standaard uitvoer berichten." + +msgid "Toggle visibility of errors." +msgstr "Wijzig de zichtbaarheid van foutmeldingen." + +msgid "Toggle visibility of warnings." +msgstr "Wijzig de zichtbaarheid van waarschuwingen." + +msgid "Toggle visibility of editor messages." +msgstr "Wijzig de zichtbaarheid van editor berichten." + msgid "Unnamed Project" msgstr "Naamloos Project" @@ -2528,6 +3219,9 @@ msgstr "Opgevraagd bestandsformaat onbekend:" msgid "Error while saving." msgstr "Fout bij het opslaan." +msgid "Scene file '%s' appears to be invalid/corrupt." +msgstr "Scènebestand '%s' lijkt ongeldig of corrupt te zijn." + msgid "Saving Scene" msgstr "Scène aan het opslaan" @@ -2587,6 +3281,10 @@ msgstr "Indelingsnaam niet gevonden!" msgid "Restored the Default layout to its base settings." msgstr "Standaardindeling teruggezet naar oorspronkelijke instellingen." +msgid "This object is marked as read-only, so it's not editable." +msgstr "" +"Dit object is als alleen-lezen gemarkeerd, dus het kan niet bewerkt worden." + 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 " @@ -2606,6 +3304,9 @@ msgstr "" msgid "Changes may be lost!" msgstr "Wijzigingen kunnen verloren gaan!" +msgid "This object is read-only." +msgstr "Dit object heeft alleen-lezen status." + msgid "Open Base Scene" msgstr "Basisscène openen" @@ -2733,6 +3434,9 @@ msgstr "Recente scènes wissen" msgid "There is no defined scene to run." msgstr "Er is geen startscène ingesteld." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2766,6 +3470,28 @@ msgstr "Indeling verwijderen" msgid "Default" msgstr "Standaard" +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d seconde geleden" +msgstr[1] "%d seconden geleden" + +msgid "%d minute ago" +msgid_plural "%d minutes ago" +msgstr[0] "%d minuut geleden" +msgstr[1] "%d minuten geleden" + +msgid "%d hour ago" +msgid_plural "%d hours ago" +msgstr[0] "%d uur geleden" +msgstr[1] "%d uur geleden" + +msgid "" +"Scene \"%s\" has unsaved changes.\n" +"Last saved: %s." +msgstr "" +"Scène \"%s\" heeft onopgeslagen wijzigingen.\n" +"Laatst opgeslagen: %s." + msgid "Save & Close" msgstr "Opslaan & Sluiten" @@ -2778,6 +3504,18 @@ msgstr "nog %d map(pen)" msgid "%d more files" msgstr "nog %d bestand(en)" +msgid "" +"Unable to write to file '%s', file in use, locked or lacking permissions." +msgstr "" +"Kan niet schrijven in bestand '%s', bestand al in gebruik, vergrendeld, of " +"vereist toestemming." + +msgid "Mobile" +msgstr "Mobiel" + +msgid "Compatibility" +msgstr "Compatibiliteit" + msgid "Pan View" msgstr "Panweergave" @@ -2904,6 +3642,13 @@ msgstr "Vragen & Antwoorden" msgid "Community" msgstr "Gemeenschap" +msgid "Copy System Info" +msgstr "Kopiëer Systeeminformatie" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Kopiëert de systeeminformatie als een enkele regel tekst naar het klembord." + msgid "Report a Bug" msgstr "Meld een probleem" @@ -3023,6 +3768,9 @@ msgstr "Open de volgende Editor" msgid "Open the previous Editor" msgstr "Open de vorige Editor" +msgid "Ok" +msgstr "OK" + msgid "Warning!" msgstr "Waarschuwing!" @@ -3068,6 +3816,9 @@ msgstr "Toewijzen..." msgid "Invalid RID" msgstr "Ongeldige RID" +msgid "Recursion detected, unable to assign resource to property." +msgstr "Recursie ontdekt, kan bron niet aan eigenschap toewijzen." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3093,12 +3844,18 @@ msgstr "Beeldvenster kiezen" msgid "Selected node is not a Viewport!" msgstr "Geselecteerde knoop is geen Viewport!" +msgid "%s (size %s)" +msgstr "%s (grootte %s)" + msgid "Size:" msgstr "Grootte:" msgid "Remove Item" msgstr "Verwijder Item" +msgid "Dictionary (size %d)" +msgstr "Dictionary (grootte %d)" + msgid "New Key:" msgstr "Nieuwe sleutel:" @@ -3108,6 +3865,9 @@ msgstr "Nieuwe Waarde:" msgid "Add Key/Value Pair" msgstr "Sleutel/waarde-paar toevoegen" +msgid "Lock/Unlock Component Ratio" +msgstr "Vergrendel/ontgrendel componentverhouding" + msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." @@ -3139,6 +3899,9 @@ msgstr "Nieuw Script" msgid "Extend Script" msgstr "Script uitbreiden" +msgid "No Remote Debug export presets configured." +msgstr "Geen remote debugging exporteerpresets ingesteld." + msgid "Remote Debug" msgstr "Remote Debug" @@ -3171,6 +3934,30 @@ msgstr "Sneltoetsen" msgid "Binding" msgstr "Binding" +msgid "Left Stick Left, Joystick 0 Left" +msgstr "Linkerstick Links, Joystick 0 Links" + +msgid "Joystick 2 Left" +msgstr "Joystick 2 Links" + +msgid "Joystick 2 Up" +msgstr "Joystick 2 Omhoog" + +msgid "Joystick 3 Left" +msgstr "Joystick 3 Links" + +msgid "Joystick 3 Right" +msgstr "Joystick 3 Rechts" + +msgid "Joystick 3 Up" +msgstr "Joystick 3 Omhoog" + +msgid "Joystick 4 Up" +msgstr "Joystick 4 Omhoog" + +msgid "Unicode" +msgstr "Unicode" + msgid "All Devices" msgstr "Alle Apparaten" @@ -3195,6 +3982,9 @@ msgstr "Aangepast release pakket niet gevonden." msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Bij 32-bit export mag de ingebouwde PCK niet groter zijn dan 4 GiB." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "Plugin \"%s\" is niet ondersteund op \"%s\"" + msgid "Open the folder containing these templates." msgstr "Open de map waarin deze templates zitten." @@ -4880,8 +5670,8 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Als deze optie geactiveerd is, zal één-klik uitrol het programma proberen een " -"verbinding te sarten met het IP-adres van deze computer.\n" +"Als deze optie geactiveerd is, zal het programma met behulp van één-klik " +"uitrol proberen een verbinding te maken met het IP-adres van deze computer.\n" "Deze optie is bedoeld om op afstand fouten op te sporen (gewoonlijk met een " "mobiel toestel).\n" "Je hebt dit niet nodig om het draaiende programma lokaal te inspecteren." @@ -7098,13 +7888,6 @@ msgstr "" "De taal is veranderd.\n" "De gebruikersomgeving wordt bijgewerkt na het herstarten." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Wil je %s mappen doorzoeken naar bestaande Godot projecten?\n" -"Dit kan een tijdje duren." - msgid "New Project" msgstr "Nieuw Project" diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index 80f9bb2cf45f..10b446662b17 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -24,7 +24,7 @@ # Sebastian Pasich , 2017, 2019, 2020, 2022, 2023. # siatek papieros , 2016. # Zatherz , 2017, 2020, 2021. -# Tomek , 2018, 2019, 2020, 2021, 2022, 2023. +# Tomek , 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Wojcieh Er Zet , 2018. # Dariusz Siek , 2018, 2019, 2020, 2021. # Szymon Nowakowski , 2019. @@ -74,7 +74,7 @@ # Michał Walczak , 2023. # Lukas , 2023. # Marcin Sokołowski , 2023. -# Jakub Marcowski , 2023. +# Jakub Marcowski , 2023, 2024. # "Janusz G." <400@poczta.fm>, 2023. # Michał Biernat , 2023. # stereopolex , 2023. @@ -89,7 +89,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-11 21:00+0000\n" +"PO-Revision-Date: 2024-01-21 10:55+0000\n" "Last-Translator: Tomek \n" "Language-Team: Polish \n" @@ -99,10 +99,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" -msgstr "Główny wątek" +msgstr "Główny Wątek" msgid "Unset" msgstr "Wymaż" @@ -111,37 +111,37 @@ msgid "Physical" msgstr "Fizyczny" msgid "Left Mouse Button" -msgstr "Lewy przycisk myszy" +msgstr "Lewy Przycisk Myszy" msgid "Right Mouse Button" -msgstr "Prawy przycisk myszy" +msgstr "Prawy Przycisk Myszy" msgid "Middle Mouse Button" -msgstr "Środkowy przycisk myszy" +msgstr "Środkowy Przycisk Myszy" msgid "Mouse Wheel Up" -msgstr "Kółko myszy w górę" +msgstr "Kółko Myszy w Górę" msgid "Mouse Wheel Down" -msgstr "Kółko myszy w dół" +msgstr "Kółko Myszy w Dół" msgid "Mouse Wheel Left" -msgstr "Kółko myszy w lewo" +msgstr "Kółko Myszy w Lewo" msgid "Mouse Wheel Right" -msgstr "Kółko myszy w prawo" +msgstr "Kółko Myszy w Prawo" msgid "Mouse Thumb Button 1" -msgstr "Boczny przycisk myszki 1" +msgstr "Boczny Przycisk Myszki 1" msgid "Mouse Thumb Button 2" -msgstr "Boczny przycisk myszki 2" +msgstr "Boczny Przycisk Myszki 2" msgid "Button" msgstr "Przycisk" msgid "Double Click" -msgstr "Podwójne kliknięcie" +msgstr "Podwójne Kliknięcie" msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Ruch myszy w pozycji (%s) z prędkością (%s)" @@ -802,7 +802,7 @@ msgid "Don't Use Blend" msgstr "Nie używaj mieszania" msgid "Continuous" -msgstr "Ciągłe" +msgstr "Ciągły" msgid "Discrete" msgstr "Nieciągły" @@ -3595,6 +3595,15 @@ msgstr "" "Nie można zapisać do pliku '%s', plik jest w użyciu, zablokowany lub nie ma " "wystarczających uprawnień." +msgid "Forward+" +msgstr "Przedni+" + +msgid "Mobile" +msgstr "Mobilny" + +msgid "Compatibility" +msgstr "Kompatybilny" + msgid "Pan View" msgstr "Przesuń widok" @@ -3772,21 +3781,6 @@ msgstr "O Godocie" msgid "Support Godot Development" msgstr "Wesprzyj rozwój Godota" -msgid "Choose a renderer." -msgstr "Wybierz renderer." - -msgid "Forward+" -msgstr "Przedni+" - -msgid "Mobile" -msgstr "Mobilny" - -msgid "Compatibility" -msgstr "Kompatybilny" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Zmiana renderera wymaga restartu edytora." - msgid "Update Continuously" msgstr "Stale aktualizuj" @@ -13158,14 +13152,6 @@ msgstr "" "Język został zmieniony.\n" "Interfejs zaktualizuje się po restarcie edytora lub menedżera projektów." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Czy na pewno chcesz przeskanować %s folderów w poszukiwaniu istniejących " -"projektów Godota?\n" -"To może chwilę zająć." - msgctxt "Application" msgid "Project Manager" msgstr "Menedżer projektów" @@ -14713,13 +14699,6 @@ msgstr "Znak \"%s\" nie może być pierwszym znakiem w segmencie paczki." msgid "The package must have at least one '.' separator." msgstr "Paczka musi mieć co najmniej jedną kropkę jako separator." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Nazwa projektu nie spełnia wymagań dotyczących formatu nazwy pakietu. Proszę " -"wyraźnie określić nazwę pakietu." - msgid "Invalid public key for APK expansion." msgstr "Niepoprawny klucz publiczny dla ekspansji APK." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 8888daf25121..d93da645c9ea 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -44,13 +44,15 @@ # André Luiz Santana Siqueira , 2023. # gomakappa , 2023. # 100Nome <100nome.portugal@gmail.com>, 2023. +# João Victor Alonso de Paula Sperandio , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-04 15:08+0000\n" -"Last-Translator: 100Nome <100nome.portugal@gmail.com>\n" +"PO-Revision-Date: 2024-01-08 20:42+0000\n" +"Last-Translator: João Victor Alonso de Paula Sperandio " +"\n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -58,7 +60,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Linha Principal" @@ -581,6 +583,15 @@ msgstr "Desmarcar Todas as Chaves" msgid "Animation Change Transition" msgstr "Alterar Transição da Animação" +msgid "Animation Change Position3D" +msgstr "Alterar a Animação da Posição3D" + +msgid "Animation Change Rotation3D" +msgstr "Alterar a Animação da Rotação3D" + +msgid "Animation Change Scale3D" +msgstr "Alterar Escala3D da Animação" + msgid "Animation Change Keyframe Value" msgstr "Alterar Valor do Quadro-Chave da Animação" @@ -590,6 +601,15 @@ msgstr "Alterar Chamada da Animação" msgid "Animation Multi Change Transition" msgstr "Transição de Mudança Múltipla de Animação" +msgid "Animation Multi Change Position3D" +msgstr "Animação Múltipla Mudança Position3D" + +msgid "Animation Multi Change Rotation3D" +msgstr "Animação Múltipla Mudança Rotation3D" + +msgid "Animation Multi Change Scale3D" +msgstr "Animação Múltipla Mudança Scale3D" + msgid "Animation Multi Change Keyframe Value" msgstr "Mudanças no Valor do Quadro-Chave da Animação Múltipla" @@ -942,6 +962,9 @@ msgstr "" msgid "Animation Add RESET Keys" msgstr "Adicionar chaves RESET na Animação" +msgid "Bake Animation as Linear Keys" +msgstr "Pré-calcular Animação como chaves Lineares" + msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" @@ -961,6 +984,20 @@ msgstr "" "faixas personalizadas, ative \"Gravar em Ficheiro\" e\n" "\"Manter faixas personalizadas\"." +msgid "" +"Some AnimationPlayerEditor's options are disabled since this is the dummy " +"AnimationPlayer for preview.\n" +"\n" +"The dummy player is forced active, non-deterministic and doesn't have the " +"root motion track. Furthermore, the original node is inactive temporary." +msgstr "" +"Algumas opções do AnimationPlayerEditor estão desativadas, pois este é o " +"AnimationPlayer Fictício para visualização.\n" +"\n" +"O jogador Fictício é forçado a ser ativo, não determinístico e não possui a " +"trilha de movimento raiz. Além disso, o nó original fica inativo " +"temporariamente." + msgid "AnimationPlayer is inactive. The playback will not be processed." msgstr "AnimationPlayer está inativo. A reprodução não será processada." @@ -973,6 +1010,18 @@ msgstr "Cena Importada" msgid "Warning: Editing imported animation" msgstr "Aviso: A editar animação importada" +msgid "Dummy Player" +msgstr "Jogador Fictício" + +msgid "Warning: Editing dummy AnimationPlayer" +msgstr "Aviso: Editando o AnimationPlayer fictício" + +msgid "Inactive Player" +msgstr "Jogador Inativo" + +msgid "Warning: AnimationPlayer is inactive" +msgstr "Aviso: AnimationPlayer está inativo" + msgid "Toggle between the bezier curve editor and track editor." msgstr "Alterne entre o editor de curvas de Bezier e o editor de faixas." @@ -1643,6 +1692,9 @@ msgstr "Interrupção" msgid "Continue" msgstr "Continuar" +msgid "Thread:" +msgstr "Fio:" + msgid "Stack Frames" msgstr "Empilhar Frames" @@ -1825,6 +1877,12 @@ msgstr "O nome da pasta não pode ser vazio." msgid "Folder name contains invalid characters." msgstr "O nome da pasta contém caracteres inválidos." +msgid "Folder name cannot begin or end with a space." +msgstr "O nome da pasta não pode começar ou terminar com um espaço." + +msgid "Folder name cannot begin with a dot." +msgstr "O nome da pasta não pode começar com um ponto." + msgid "File with that name already exists." msgstr "Já existe um arquivo com este nome." @@ -1844,6 +1902,9 @@ msgstr "Criar nova pasta em %s:" msgid "Create Folder" msgstr "Criar Pasta" +msgid "Folder name is valid." +msgstr "O nome do arquivo é inválido." + msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" @@ -1869,6 +1930,9 @@ msgstr "Desenvolvedores" msgid "Authors" msgstr "Autores" +msgid "Patrons" +msgstr "Patrocinadores" + msgid "Platinum Sponsors" msgstr "Patrocinadores Platina" @@ -1878,6 +1942,18 @@ msgstr "Patrocinadores Ouro" msgid "Silver Sponsors" msgstr "Patrocinadores Prata" +msgid "Diamond Members" +msgstr "Membros Diamante" + +msgid "Titanium Members" +msgstr "Membros Titânio" + +msgid "Platinum Members" +msgstr "Membros Platina" + +msgid "Gold Members" +msgstr "Membros Ouro" + msgid "Donors" msgstr "Doadores" @@ -1926,6 +2002,9 @@ msgstr "Este asset não tem um diretório raiz, então não pode ser ignorado." msgid "Ignore the root directory when extracting files." msgstr "Ignorar diretório raiz ao extrair arquivos." +msgid "Select Install Folder" +msgstr "Selecionar Pasta de Instalação" + msgid "Uncompressing Assets" msgstr "A Descomprimir Recursos" @@ -1941,10 +2020,38 @@ msgstr "Recurso \"%s\" instalado com sucesso!" msgid "Success!" msgstr "Sucesso!" +msgid "Asset:" +msgstr "Recurso:" + msgid "Open the list of the asset contents and select which files to install." msgstr "" "Abrir a lista de conteúdos do asset e selecionar quais arquivos para instalar." +msgid "Change Install Folder" +msgstr "Alterar pasta de instalação" + +msgid "" +"Change the folder where the contents of the asset are going to be installed." +msgstr "Altere a pasta onde o conteúdo do recurso será instalado." + +msgid "Ignore asset root" +msgstr "Ignore a raiz do recurso" + +msgid "No files conflict with your project" +msgstr "Nenhum arquivo entra em conflito com seu projeto" + +msgid "Show contents of the asset and conflicting files." +msgstr "Mostrar o conteúdo do recurso e arquivos conflitantes." + +msgid "Contents of the asset:" +msgstr "Conteúdos do recurso:" + +msgid "Installation preview:" +msgstr "Pré-visualização da instalação:" + +msgid "Configure Asset Before Installing" +msgstr "Configure o Recurso Antes de Instalar" + msgid "Install" msgstr "Instalar" @@ -2552,6 +2659,36 @@ msgstr "" msgid "Error codes returned:" msgstr "Códigos de erro retornados:" +msgid "There is currently no description for this method." +msgstr "Atualmente não há descrição para este método." + +msgid "There is currently no description for this constructor." +msgstr "Atualmente não há descrição para este construtor." + +msgid "There is currently no description for this operator." +msgstr "Atualmente não há descrição para este operador." + +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há uma descrição para este método. Ajude-nos [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + +msgid "" +"There is currently no description for this constructor. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há uma descrição para este construtor. Ajude-nos [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não existe descrição para este operador. Por favor nos ajude " +"[color=$color][url=$url]contribuindo com uma[/url][/color]!" + msgid "Top" msgstr "Topo" @@ -2589,6 +2726,16 @@ msgstr "" "Atualmente não há descrição para esta classe. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" +msgid "Note:" +msgstr "Nota:" + +msgid "" +"There are notable differences when using this API with C#. See [url=%s]C# API " +"differences to GDScript[/url] for more information." +msgstr "" +"Existem diferenças notáveis ao usar esta API com C#. Consulte " +"[url=%s]diferenças da API C# para GDScript[/url] para obter mais informações." + msgid "Online Tutorials" msgstr "Tutoriais Online" @@ -2672,12 +2819,24 @@ msgstr "Descrições de Método" msgid "Operator Descriptions" msgstr "Descrições de Operadores" +msgid "Metadata:" +msgstr "Metadados:" + msgid "Property:" msgstr "Propriedade:" +msgid "Method:" +msgstr "Método:" + msgid "Signal:" msgstr "Sinal:" +msgid "Theme Item:" +msgstr "Item Tema:" + +msgid "No description available." +msgstr "Nenhuma descrição disponível." + msgid "%d match." msgstr "%d correspondência." @@ -2781,6 +2940,12 @@ msgid "Move element %d to position %d in property array with prefix %s." msgstr "" "Mover o elemento %d à posição %d na matriz de propriedades com prefixo %s." +msgid "Clear Property Array with Prefix %s" +msgstr "Limpar a matriz de propriedades com prefixo %s" + +msgid "Resize Property Array with Prefix %s" +msgstr "Redimensionar a matriz de propriedades com prefixo %s" + msgid "Element %d: %s%d*" msgstr "Elemento %d: %s%d*" @@ -2820,6 +2985,9 @@ msgstr "Adicionar Metadados" msgid "Set %s" msgstr "Definir %s" +msgid "Set Multiple: %s" +msgstr "Definir Múltiplo: %s" + msgid "Remove metadata %s" msgstr "Remover metadados %s" @@ -3146,7 +3314,7 @@ msgid "Quick Open Script..." msgstr "Abrir Script de forma rápida..." msgid "%s no longer exists! Please specify a new save location." -msgstr "% não existe mais! Especifique uma nova localização para guardar." +msgstr "%s não existe mais! Especifique uma nova localização para salvar." msgid "" "The current scene has no root node, but %d modified external resource(s) were " @@ -3268,6 +3436,17 @@ msgstr "" "código, reveja a sintaxe.\n" "A desativar o addon em '%s' para prevenir mais erros." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"Incapaz de carregar script da extensão pelo Caminho: '%s' Tipo base não é " +"'EditorPlugin'." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"Incapaz de carregar script da extensão pelo Caminho: '%s' Script não está no " +"modo ferramenta." + 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." @@ -3331,9 +3510,37 @@ msgstr "Apagar Modelo" msgid "Default" msgstr "Predefinição" +msgid "This scene was never saved." +msgstr "Esta cena nunca foi salva." + +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d segundo atrás" +msgstr[1] "%d segundos atrás" + +msgid "%d minute ago" +msgid_plural "%d minutes ago" +msgstr[0] "%d minuto atrás" +msgstr[1] "%d minutos atrás" + +msgid "%d hour ago" +msgid_plural "%d hours ago" +msgstr[0] "%d hora atrás" +msgstr[1] "%d horas atrás" + +msgid "" +"Scene \"%s\" has unsaved changes.\n" +"Last saved: %s." +msgstr "" +"Cena \"%s\" tem alterações não salvas.\n" +"Salvo pela última vez: %s." + msgid "Save & Close" msgstr "Guardar & Fechar" +msgid "Save before closing?" +msgstr "Salvar alterações antes de fechar?" + msgid "%d more files or folders" msgstr "%d mais Ficheiros ou diretorias" @@ -3349,6 +3556,15 @@ msgstr "" "Não foi possível gravar no arquivo '%s', arquivo em uso, bloqueado ou sem " "permissões." +msgid "Forward+" +msgstr "Avançado+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Compatibilidade" + msgid "Pan View" msgstr "Vista Pan" @@ -3445,6 +3661,9 @@ msgstr "Ferramentas" msgid "Orphan Resource Explorer..." msgstr "Explorador de Recursos Órfãos..." +msgid "Upgrade Mesh Surfaces..." +msgstr "Atualizar Superfícies de forma..." + msgid "Reload Current Project" msgstr "Recarregar Projeto Atual" @@ -3526,21 +3745,6 @@ msgstr "Sobre Godot" msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" -msgid "Choose a renderer." -msgstr "Escolha um renderizador." - -msgid "Forward+" -msgstr "Avançado+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Compatibilidade" - -msgid "Changing the renderer requires restarting the editor." -msgstr "A alteração do renderizador requer a reinicialização do editor." - msgid "Update Continuously" msgstr "Atualização Contínua" @@ -3644,6 +3848,12 @@ msgstr "Recarregar" msgid "Resave" msgstr "Guardar novamente" +msgid "Create Version Control Metadata..." +msgstr "Criar Metadados de Controle de versão..." + +msgid "Version Control Settings..." +msgstr "Configurações de Controle de Versão..." + msgid "New Inherited" msgstr "Novo Herdado" @@ -3753,6 +3963,12 @@ msgstr "" msgid "Assign..." msgstr "Atribuir..." +msgid "Copy as Text" +msgstr "Copiar como Texto" + +msgid "Show Node in Tree" +msgstr "Mover Nó na árvore" + msgid "Invalid RID" msgstr "RID inválido" @@ -3850,6 +4066,9 @@ msgstr "Mostrar no Sistema de Ficheiros" msgid "Convert to %s" msgstr "Converter em %s" +msgid "Select resources to make unique:" +msgstr "Selecione recursos para tornar único:" + msgid "New %s" msgstr "Novo %s" @@ -3899,6 +4118,12 @@ msgstr "Desfazer: %s" msgid "Redo: %s" msgstr "Refazer: %s" +msgid "Edit Built-in Action: %s" +msgstr "Editar Ações Integradas: %s" + +msgid "Edit Shortcut: %s" +msgstr "Editar Atalhos: %s" + msgid "Common" msgstr "Comum" @@ -4072,7 +4297,7 @@ msgid "The given export path doesn't exist." msgstr "O caminho de exportação fornecido não existe." msgid "Template file not found: \"%s\"." -msgstr "Ficheiro Modelo não encontrado" +msgstr "Arquivo de modelo não encontrado: \"%s\"." msgid "Failed to copy export template." msgstr "Falha ao copiar Modelo de exportação." @@ -4084,6 +4309,9 @@ msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "Em exportações de 32 bits o PCK incorporado não pode ser maior do que 4 GiB." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "Plugin \"%s\" não é suportado em \"%s\"" + msgid "Open the folder containing these templates." msgstr "Abrir a pasta que contem estes modelos." @@ -4287,6 +4515,15 @@ msgstr "" "Os modelos vão continuar a ser descarregados.\n" "Pode experimentar um curto bloqueio do editor quando terminar." +msgid "" +"Target platform requires '%s' texture compression. Enable 'Import %s' to fix." +msgstr "" +"A plataforma de destino requer compactação de textura '%s'. Ative 'Importar " +"%s' para corrigir." + +msgid "Fix Import" +msgstr "Corrigir Importação" + msgid "Runnable" msgstr "Executável" @@ -4304,6 +4541,9 @@ msgstr "Apagar predefinição '%s'?" msgid "Resources to exclude:" msgstr "Recursos a excluir:" +msgid "Resources to override export behavior:" +msgstr "Recursos para substituir o comportamento de exportação:" + msgid "Resources to export:" msgstr "Recursos a exportar:" @@ -4556,6 +4796,9 @@ msgstr "Falha ao gravar recurso em %s: %s" msgid "Failed to load resource at %s: %s" msgstr "Falha ao carregar recurso em %s: %s" +msgid "Unable to update dependencies for:" +msgstr "Não é possível atualizar dependências para:" + msgid "" "This filename begins with a dot rendering the file invisible to the editor.\n" "If you want to rename it anyway, use your operating system's file manager." @@ -4580,6 +4823,9 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Um Ficheiro ou diretoria já existe com este nome." +msgid "Name begins with a dot." +msgstr "Nome começa com um ponto." + msgid "" "The following files or folders conflict with items in the target location " "'%s':" @@ -4602,6 +4848,9 @@ msgstr "A duplicar Diretoria:" msgid "New Inherited Scene" msgstr "Nova Cena Herdada" +msgid "Set as Main Scene" +msgstr "Definir Como Cena Principal" + msgid "Open Scenes" msgstr "Abrir Cenas" @@ -4641,6 +4890,12 @@ msgstr "Expandir Hierarquia" msgid "Collapse Hierarchy" msgstr "Fechar Hierarquia" +msgid "Set Folder Color..." +msgstr "Definir Cor do Arquivo..." + +msgid "Default (Reset)" +msgstr "Padrão (Redefinir)" + msgid "Move/Duplicate To..." msgstr "Mover/Duplicar para..." @@ -4707,6 +4962,33 @@ msgstr "Renomear..." msgid "Open in External Program" msgstr "Abrir em Programa Externo" +msgid "Red" +msgstr "Vermelho" + +msgid "Orange" +msgstr "Laranja" + +msgid "Yellow" +msgstr "Amarelo" + +msgid "Green" +msgstr "Verde" + +msgid "Teal" +msgstr "Verde-azulado" + +msgid "Blue" +msgstr "Azul" + +msgid "Purple" +msgstr "Roxo" + +msgid "Pink" +msgstr "Rosa" + +msgid "Gray" +msgstr "Cinza" + msgid "Go to previous selected folder/file." msgstr "Ir à pasta/ao ficheiro selecionado anteriormente." @@ -4716,6 +4998,9 @@ msgstr "Ir à/ao próxima/o pasta/ficheiro selecionado." msgid "Re-Scan Filesystem" msgstr "Re-pesquisar o Sistema de Ficheiros" +msgid "Change Split Mode" +msgstr "Alterar Modo de Divisão" + msgid "Filter Files" msgstr "Filtrar Ficheiros" @@ -5152,9 +5437,15 @@ msgstr "Árvore de Cena (Nós):" msgid "Node Configuration Warning!" msgstr "Aviso de Configuração de Nó!" +msgid "Allowed:" +msgstr "Permitido:" + msgid "Select a Node" msgstr "Selecione um Nó" +msgid "Show All" +msgstr "Mostrar Todos" + msgid "The Beginning" msgstr "O Início" @@ -5515,6 +5806,9 @@ msgstr "Malhas" msgid "Materials" msgstr "Materiais" +msgid "Selected Animation Play/Pause" +msgstr "Reproduzir/Pausar Animação Selecionada" + msgid "Save Extension:" msgstr "Gravar Extensão:" @@ -5565,6 +5859,20 @@ msgstr "Predefinições" msgid "Advanced..." msgstr "Avançado..." +msgid "" +"The imported resource is currently loaded. All instances will be replaced and " +"undo history will be cleared." +msgstr "" +"O recurso importado está atualmente carregado. Todas as instâncias serão " +"substituídas e o histórico de desfazer será apagado." + +msgid "" +"WARNING: Assets exist that use this resource. They may stop loading properly " +"after changing type." +msgstr "" +"AVISO: Existem assets que utilizam este recurso. Eles podem parar de carregar " +"corretamente após alterar o tipo." + msgid "" "Select a resource file in the filesystem or in the inspector to adjust import " "settings." @@ -5706,7 +6014,7 @@ msgid "This cannot be undone. Are you sure?" msgstr "Isto não pode ser desfeito. Tem certeza?" msgid "Add %d Translations" -msgstr "Adicionar %t Traduções" +msgstr "Adicionar %d Traduções" msgid "Remove Translation" msgstr "Remover tradução" @@ -5799,21 +6107,79 @@ msgstr "Atualizar" msgid "Plugin Name:" msgstr "Nome do Plugin:" +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Obrigatório. Este nome será mostrado na lista de plugins." + msgid "Subfolder:" msgstr "Sub-pasta:" +msgid "" +"Optional. The folder name should generally use `snake_case` naming (avoid " +"spaces and special characters).\n" +"If left empty, the folder will be named after the plugin name converted to " +"`snake_case`." +msgstr "" +"Opcional. O nome do arquivo geralmente deve utilizar o método de nomeação " +"`snake_case` (evite espaços e caracteres especiais).\n" +"Se deixado em branco, a pasta receberá o nome do plugin convertido em " +"`snake_case`." + +msgid "" +"Optional. This description should be kept relatively short (up to 5 lines).\n" +"It will display when hovering the plugin in the list of plugins." +msgstr "" +"Opcional. Esta descrição deve ser mantida relativamente curta (até 5 " +"linhas).\n" +"Será exibido ao passar o mouse sobre o plugin na lista de plugins." + msgid "Author:" msgstr "Autor:" +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opcional. O nome de usuário do autor, nome completo ou nome da organização." + msgid "Version:" msgstr "Versão:" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opcional. Um identificador de versão legível usado apenas para fins " +"informativos." + +msgid "" +"Required. The scripting language to use for the script.\n" +"Note that a plugin may use several languages at once by adding more scripts " +"to the plugin." +msgstr "" +"Obrigatório. A linguagem de script a ser usada para o script.\n" +"Note que um plugin pode usar várias linguagens ao mesmo tempo adicionando " +"mais scripts ao plugin." + msgid "Script Name:" msgstr "Nome do Script:" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opcional. O caminho para o script (relativo à pasta de complemento). Se " +"deixado em branco, receberá o padrão \"plugin.gd\"." + msgid "Activate now?" msgstr "Ativar agora?" +msgid "Plugin name is valid." +msgstr "O nome do plugin é válido." + +msgid "Script extension is valid." +msgstr "Extensão do script é inválido." + +msgid "Subfolder name is valid." +msgstr "O nome da subpasta é válido." + msgid "Create Polygon" msgstr "Criar Polígono" @@ -5946,6 +6312,9 @@ msgstr "Apagar pontos e triângulos." msgid "Generate blend triangles automatically (instead of manually)" msgstr "Gera triângulos automaticamente (em vez de manual)" +msgid "Parameter Changed: %s" +msgstr "Parâmetro Alterado: %s" + msgid "Inspect Filters" msgstr "Inspecionar Filtros" @@ -6096,6 +6465,9 @@ msgstr "Tornar Animação Única: %s" msgid "Invalid AnimationLibrary file." msgstr "Ficheiro AnimationLibrary inválido." +msgid "This library is already added to the mixer." +msgstr "Esta biblioteca já foi adicionada ao reprodutor." + msgid "Invalid Animation file." msgstr "Ficheiro de Animação inválido." @@ -6225,6 +6597,9 @@ msgstr "[Global] (criar)" msgid "Duplicated Animation Name:" msgstr "Nome da Animação Duplicada:" +msgid "Onion skinning requires a RESET animation." +msgstr "Onion skinning requer uma animação RESET." + msgid "Play selected animation backwards from current pos. (A)" msgstr "" "Reproduzir a Animação selecionada para trás a partir da presente posição. (A)" @@ -6322,6 +6697,12 @@ msgstr "Mover Nó" msgid "Transition exists!" msgstr "Transição existe!" +msgid "Play/Travel to %s" +msgstr "Jogar/Viajar para %s" + +msgid "Edit %s" +msgstr "Editar %s" + msgid "Add Node and Transition" msgstr "Adicionar Nó e Transição" @@ -6607,6 +6988,13 @@ msgstr "Passo da rotação:" msgid "Scale Step:" msgstr "Passo de Escala:" +msgid "" +"Children of a container get their position and size determined only by their " +"parent." +msgstr "" +"Os filhos de um contêiner têm sua posição e tamanho determinados apenas por " +"seus pais." + msgid "Move Node(s) to Position" msgstr "Mover Nó(s) para Posição" @@ -6667,6 +7055,12 @@ msgstr "Bloqueado" msgid "Grouped" msgstr "Agrupado" +msgid "Add Node Here..." +msgstr "Adicionar Nó Aqui..." + +msgid "Instantiate Scene Here..." +msgstr "Instanciar Cena Aqui..." + msgid "Paste Node(s) Here" msgstr "Colar Nó(s) Aqui" @@ -6943,6 +7337,18 @@ msgstr "Seleção de Frame" msgid "Preview Canvas Scale" msgstr "Pré-visualizar Escala do Canvas" +msgid "Project theme" +msgstr "Tema do Projeto" + +msgid "Editor theme" +msgstr "Editor de Tema" + +msgid "Default theme" +msgstr "Tema Predefinido" + +msgid "Preview Theme" +msgstr "Pré-visualização do Tema" + msgid "Translation mask for inserting keys." msgstr "Máscara de translação para inserir chaves." @@ -6995,6 +7401,9 @@ msgid "Drag and drop to add as child of current scene's root node." msgstr "" "Arrastar e largar para adicionar como um filho do Nó Raiz da cena atual." +msgid "Hold %s when dropping to add as child of selected node." +msgstr "Segure %s ao soltar para adicionar como filho do nó selecionado." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Segure Shift ao soltar para adicionar como irmão do Nó selecionado." @@ -7171,9 +7580,15 @@ msgstr "Alinhamento Horizontal" msgid "Vertical alignment" msgstr "Alinhamento Vertical" +msgid "Convert to GPUParticles3D" +msgstr "Converter para CPUParticles3D" + msgid "Load Emission Mask" msgstr "Carregar máscara de emissão" +msgid "Convert to GPUParticles2D" +msgstr "Converter para CPUParticles2D" + msgid "CPUParticles2D" msgstr "CPUParticles2D" @@ -7192,6 +7607,12 @@ msgstr "Pixeis da Margem" msgid "Directed Border Pixels" msgstr "Pixeis da Margem Dirigidos" +msgid "Centered" +msgstr "Centralizado" + +msgid "Capture Colors from Pixel" +msgstr "Capturar cores do pixel" + msgid "CPUParticles3D" msgstr "CPUParticles3D" @@ -7210,12 +7631,18 @@ msgstr "Remover Ponto da curva" msgid "Modify Curve Point" msgstr "Modificar Ponto da curva" +msgid "Modify Curve Point's Tangents" +msgstr "Modificar tangentes do ponto de curva" + msgid "Modify Curve Point's Left Tangent" msgstr "Modificar tangente esquerda da curva" msgid "Modify Curve Point's Right Tangent" msgstr "Modificar tangente direita da curva" +msgid "Toggle Linear Curve Point's Tangent" +msgstr "Alternar tangente do ponto de curva linear" + msgid "Hold Shift to edit tangents individually" msgstr "Pressione Shift para editar tangentes individualmente" @@ -7299,6 +7726,28 @@ msgstr "" "Quando esta opção é ativada, malhas de navegação e polígonos serão visíveis " "no projeto em execução." +msgid "Visible Avoidance" +msgstr "Evitação Visível" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"Quando esta opção estiver habilitada, as formas, raios e velocidades dos " +"objetos evitados ficarão visíveis no projeto em execução." + +msgid "Debug CanvasItem Redraws" +msgstr "Depurar redesenhos do CanvasItem" + +msgid "" +"When this option is enabled, redraw requests of 2D objects will become " +"visible (as a short flash) in the running project.\n" +"This is useful to troubleshoot low processor mode." +msgstr "" +"Quando esta opção estiver habilitada, as solicitações de redesenho de objetos " +"2D ficarão visíveis (como um breve flash) no projeto em execução.\n" +"Isso é útil para solucionar problemas no modo de baixo processador." + msgid "Synchronize Scene Changes" msgstr "Sincronizar Alterações da Cena" @@ -7442,6 +7891,9 @@ msgstr "Alterar Posição Final" msgid "Change Probe Size" msgstr "Alterar o Tamanho da Sonda" +msgid "Change Probe Origin Offset" +msgstr "Alterar deslocamento de origem da sonda" + msgid "Change Notifier AABB" msgstr "Mudar Notificador AABB" @@ -7552,6 +8004,27 @@ msgstr "" msgid "Select path for SDF Texture" msgstr "Selecione o caminho para Textura SDF" +msgid "Add Gradient Point" +msgstr "Adicionar Ponto de Gradiente" + +msgid "Remove Gradient Point" +msgstr "Remover Ponto de Gradiente" + +msgid "Move Gradient Point" +msgstr "Mover Ponto de Gradiente" + +msgid "Recolor Gradient Point" +msgstr "Recolorir Ponto de Gradiente" + +msgid "Reverse Gradient" +msgstr "Gradiente Reverso" + +msgid "Reverse/Mirror Gradient" +msgstr "Gradiente reverso/espelhado" + +msgid "Move GradientTexture2D Fill Point" +msgstr "Mover ponto de preenchimento GradientTexture2D" + msgid "Swap GradientTexture2D Fill Points" msgstr "Trocar pontos de preenchimento do Gradiente de Textura 2D" @@ -7587,6 +8060,9 @@ msgstr "Nenhuma cena raiz do editor encontrada." msgid "Lightmap data is not local to the scene." msgstr "Os dados do mapa de iluminação não são locais para a cena." +msgid "Maximum texture size is too small for the lightmap images." +msgstr "Tamanho máximo de textura é muito pequeno para imagens de mapa de luz." + msgid "Bake Lightmaps" msgstr "Consolidar Lightmaps" @@ -7639,6 +8115,9 @@ msgstr "Criar Malha de Navegação" msgid "Create Debug Tangents" msgstr "Criar Tangentes de Depuração" +msgid "No mesh to unwrap." +msgstr "Nenhuma malha para desdobrar." + msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." @@ -7666,6 +8145,15 @@ msgstr "Desempacotar UV2" msgid "Contained Mesh is not of type ArrayMesh." msgstr "Malha contida não é do tipo ArrayMesh." +msgid "Can't unwrap mesh with blend shapes." +msgstr "Não é possível desdobrar a malha com formas mescladas." + +msgid "Only triangles are supported for lightmap unwrap." +msgstr "Apenas triângulos tem suporte para o desdobrar de mapa de luz." + +msgid "Normals are required for lightmap unwrap." +msgstr "Normais são obrigatórios para o desdobrar de mapa de luz." + msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "Falhou o desempacotamento UV, a malha pode não ser múltipla?" @@ -7908,6 +8396,29 @@ msgstr "Editar Poly (Remover Ponto)" msgid "Create Navigation Polygon" msgstr "Criar Polígono de navegação" +msgid "Bake NavigationPolygon" +msgstr "Preparar Polígono de navegação" + +msgid "" +"Bakes the NavigationPolygon by first parsing the scene for source geometry " +"and then creating the navigation polygon vertices and polygons." +msgstr "" +"Prepara o NavigationPolygon analisando primeiro a cena quanto à geometria de " +"origem e, em seguida, criando os vértices de polígonos e polígono de " +"navegação." + +msgid "Clear NavigationPolygon" +msgstr "Limpar Polígono de navegação" + +msgid "Clears the internal NavigationPolygon outlines, vertices and polygons." +msgstr "Limpa os contornos, vértices e polígonos internos do NavigationPolygon." + +msgid "" +"A NavigationPolygon resource must be set or created for this node to work." +msgstr "" +"Um recurso NavigationPolygon deve ser definido ou criado para que este nó " +"funcione." + msgid "Unnamed Gizmo" msgstr "Gizmo sem nome" @@ -7992,6 +8503,9 @@ msgstr "Tamanho: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objetos: %d\n" +msgid "Primitives: %d\n" +msgstr "Índices Primitivos: %d\n" + msgid "Draw Calls: %d" msgstr "Chamadas de Desenho: %d" @@ -8052,6 +8566,15 @@ msgstr "Traduzir:" msgid "Rotating %s degrees." msgstr "A rodar %s graus." +msgid "Translating %s." +msgstr "Traduzindo: %s." + +msgid "Rotating %f degrees." +msgstr "Girando %f graus." + +msgid "Scaling %s." +msgstr "Dimensionamento: %s." + msgid "Auto Orthogonal Enabled" msgstr "Ortogonal Automático Ativado" @@ -8136,6 +8659,9 @@ msgstr "Buffer de Seleção de Oclusão" msgid "Motion Vectors" msgstr "Vetores de Movimento" +msgid "Internal Buffer" +msgstr "Buffer Interno" + msgid "Display Advanced..." msgstr "Exibir Avançado..." @@ -8235,6 +8761,13 @@ msgstr "" msgid "Overriding material..." msgstr "Sobrescrevendo material..." +msgid "" +"Drag and drop to override the material of any geometry node.\n" +"Hold %s when dropping to override a specific surface." +msgstr "" +"Arraste e solte para sobrescrever o material de qualquer nó de geometria.\n" +"Segure %s enquanto solta para sobrescrever uma superfície específica." + msgid "XForm Dialog" msgstr "Diálogo XForm" @@ -8615,6 +9148,15 @@ msgstr "Espelhar comprimentos do manipulador" msgid "Curve Point #" msgstr "Ponto da curva #" +msgid "Handle In #" +msgstr "Lidar em #" + +msgid "Handle Out #" +msgstr "Lidar com #" + +msgid "Handle Tilt #" +msgstr "Lidar com inclinação #" + msgid "Set Curve Point Position" msgstr "Definir posição do Ponto da curva" @@ -8624,12 +9166,24 @@ msgstr "Definir posição Curve Out" msgid "Set Curve In Position" msgstr "Definir curva na posição" +msgid "Set Curve Point Tilt" +msgstr "Definir Inclinação do Ponto da curva" + msgid "Split Path" msgstr "Separar Caminho" msgid "Remove Path Point" msgstr "Remover Ponto de Caminho" +msgid "Reset Out-Control Point" +msgstr "Redefinir Ponto de Controle Externo" + +msgid "Reset In-Control Point" +msgstr "Redefinir Ponto de Controle" + +msgid "Reset Point Tilt" +msgstr "Redefinir Inclinação do Ponto" + msgid "Split Segment (in curve)" msgstr "Separar segmento (na curva)" @@ -8706,9 +9260,15 @@ msgstr "Ossos" msgid "Move Points" msgstr "Mover Ponto" +msgid ": Rotate" +msgstr ": Girar" + msgid "Shift: Move All" msgstr "Shift: Mover tudo" +msgid "Shift: Scale" +msgstr "Shift: Dimensionar" + msgid "Move Polygon" msgstr "Mover Polígono" @@ -8801,6 +9361,15 @@ msgstr "Colar Recurso" msgid "Load Resource" msgstr "Carregar recurso" +msgid "Path to AnimationMixer is invalid" +msgstr "Caminho para AnimationMixer é inválido" + +msgid "" +"AnimationMixer has no valid root node path, so unable to retrieve track names." +msgstr "" +"AnimationMixer não possui um caminho de nó raiz válido, portanto, não é " +"possível recuperar nomes de faixas." + msgid "Clear Recent Files" msgstr "Limpar Ficheiros recentes" @@ -8846,6 +9415,27 @@ msgstr "Não é possível obter o script para recarregar." msgid "Reload only takes effect on tool scripts." msgstr "Recarregar só tem efeito sobre scripts de ferramenta." +msgid "Cannot run the edited file because it's not a script." +msgstr "Não é possível executar o arquivo editado porque não é um script." + +msgid "Cannot run the script because it contains errors, check the output log." +msgstr "" +"Não é possível executar o script porque contém erros. Verifique o log de " +"saída." + +msgid "Cannot run the script because it doesn't extend EditorScript." +msgstr "Não é possível executar o script porque ele não estende o EditorScript." + +msgid "" +"Cannot run the script because it's not a tool script (add the @tool " +"annotation at the top)." +msgstr "" +"Não é possível executar o script porque não é um script de ferramenta " +"(adicione a anotação @tool na parte superior)." + +msgid "Cannot run the script because it's not a tool script." +msgstr "Não é possível executar o script porque não é um script de ferramenta." + msgid "Import Theme" msgstr "Importar tema" @@ -8948,6 +9538,9 @@ msgstr "Ir para o documento previamente editado." msgid "Go to next edited document." msgstr "Ir para o próximo documento editado." +msgid "Make the script editor floating." +msgstr "Faça o editor de script flutuar." + msgid "Discard" msgstr "Descartar" @@ -8961,6 +9554,12 @@ msgstr "" msgid "Search Results" msgstr "Resultados da Pesquisa" +msgid "There are unsaved changes in the following built-in script(s):" +msgstr "Há alterações não salvas nos seguintes scripts integrados:" + +msgid "Save changes to the following script(s) before quitting?" +msgstr "Salvar a(s) alteração(ões) no(s) seguinte(s) script(s) antes de sair?" + msgid "Clear Recent Scripts" msgstr "Limpar Scripts Recentes" @@ -8998,9 +9597,22 @@ msgstr "Linha" msgid "Go to Function" msgstr "Ir para Função" +msgid "" +"The resource does not have a valid path because it has not been saved.\n" +"Please save the scene or resource that contains this resource and try again." +msgstr "" +"O recurso não possui um caminho válido porque não foi salvo.\n" +"Salve a cena ou recurso que contém esse recurso e tente novamente." + +msgid "Preloading internal resources is not supported." +msgstr "O pré-carregamento de recursos internos não é suportado." + msgid "Can't drop nodes without an open scene." msgstr "Não é possível descartar nós sem uma cena aberta." +msgid "Can't drop nodes because script '%s' does not inherit Node." +msgstr "Não é possível descartar nós porque o script '%s' não herda o Node." + msgid "Lookup Symbol" msgstr "Símbolo Consulta" @@ -9049,12 +9661,21 @@ msgstr "Fechar/Abrir Linha" msgid "Fold All Lines" msgstr "Esconder todas as linhas" +msgid "Create Code Region" +msgstr "Criar região de código" + msgid "Unfold All Lines" msgstr "Mostrar todas as linhas" +msgid "Duplicate Lines" +msgstr "Duplicar Linhas" + msgid "Evaluate Selection" msgstr "Avaliar Seleção" +msgid "Toggle Word Wrap" +msgstr "Alternar quebra de linha" + msgid "Trim Trailing Whitespace" msgstr "Apagar Espaços nos Limites" @@ -9106,6 +9727,9 @@ msgstr "Ir para Próximo Breakpoint" msgid "Go to Previous Breakpoint" msgstr "Ir para Breakpoint Anterior" +msgid "Save changes to the following shaders(s) before quitting?" +msgstr "Salvar a(s) alteração(ões) no(s) seguinte(s) shader(s) antes de sair?" + msgid "Shader Editor" msgstr "Editor Shader" @@ -9130,6 +9754,9 @@ msgstr "Abrir Ficheiro no Inspetor" msgid "Close File" msgstr "Fechar Ficheiro" +msgid "Make the shader editor floating." +msgstr "Faça o editor de shader flutuar." + msgid "No valid shader stages found." msgstr "Não foi encontrado estágio válido de Shader." @@ -9254,6 +9881,12 @@ msgstr "Criar LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Pré-visualização LightOccluder2D" +msgid "Can't convert a sprite from a foreign scene." +msgstr "Não é possível converter um sprite de uma cena estrangeira." + +msgid "Can't convert an empty sprite to mesh." +msgstr "Não é possível converter um sprite vazio para malha." + msgid "Can't convert a sprite using animation frames to mesh." msgstr "Incapaz de converter sprite com frames de animação para malha." @@ -9392,6 +10025,9 @@ msgstr "Selecionar Quadros" msgid "Frame Order" msgstr "Ordem dos Quadros" +msgid "As Selected" +msgstr "Como selecionado" + msgid "By Row" msgstr "Por Linha" @@ -9410,9 +10046,39 @@ msgstr "Direita para Esquerda, Baixo para Cima" msgid "By Column" msgstr "Por Coluna" +msgid "Top to Bottom, Left to Right" +msgstr "De Cima para Baixo, Da esquerda para Direita" + +msgid "Top to Bottom, Right to Left" +msgstr "De Cima para Baixo, da Direita para a Esquerda" + +msgid "Bottom to Top, Left to Right" +msgstr "De Baixo para Cima, da Esquerda para a Direita" + +msgid "Bottom to Top, Right to Left" +msgstr "De Baixo para Cima, da Direita para a Esquerda" + +msgid "Select None" +msgstr "Selecionar Nenhum" + +msgid "Toggle Settings Panel" +msgstr "Alternar Painel de Configurações" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertical" + msgid "Size" msgstr "Tamanho" +msgid "Separation" +msgstr "Separação" + +msgid "Offset" +msgstr "Desvio" + msgid "Create Frames from Sprite Sheet" msgstr "Criar Frames a partir de Folha de Sprites" @@ -10051,7 +10717,14 @@ msgid "" msgstr "" "Fonte: %d\n" "Coordenadas do Atlas: %s\n" -"Alternativa: 0" +"Alternativa: %d" + +msgid "" +"The selected atlas source has no valid texture. Assign a texture in the " +"TileSet bottom tab." +msgstr "" +"A fonte do atlas selecionada não possui textura válida. Atribua uma textura " +"na guia inferior do TileSet." msgid "Base Tiles" msgstr "Tiles Base" @@ -10080,6 +10753,9 @@ msgstr "Inverter Polígonos Verticalmente" msgid "Edit Polygons" msgstr "Editar Polígonos" +msgid "Expand editor" +msgstr "Expandir Editor" + msgid "Add polygon tool" msgstr "Ferramenta adicionar polígono" @@ -10104,6 +10780,12 @@ msgstr "Inverter na Horizontal" msgid "Flip Vertically" msgstr "Inverter na Vertical" +msgid "Disable Snap" +msgstr "Desativar Snap" + +msgid "Half-Pixel Snap" +msgstr "Snap de meio pixel" + msgid "Painting Tiles Property" msgstr "Propriedade Pintar Tiles" @@ -10125,12 +10807,21 @@ msgstr "Pintar Conjunto de Terreno" msgid "Painting Terrain" msgstr "Pintando Terreno" +msgid "Can't transform scene tiles." +msgstr "Não é possível transformar blocos de cena." + +msgid "Can't rotate patterns when using non-square tile grid." +msgstr "Não é possível girar padrões ao usar uma grade de blocos não quadrada." + msgid "No Texture Atlas Source (ID: %d)" msgstr "Sem Fonte de Atlas de Textura (ID: %d)" msgid "Scene Collection Source (ID: %d)" msgstr "Fonte de Coleção de Cenas (ID: %d)" +msgid "Empty Scene Collection Source (ID: %d)" +msgstr "Fonte de Coleção de Cenas Vazia (ID: %d)" + msgid "Unknown Type Source (ID: %d)" msgstr "Tipo de Fonte Desconhecido (ID: %d)" @@ -10140,9 +10831,19 @@ msgstr "Adicionar TileSet Padrão" msgid "Remove TileSet patterns" msgstr "Remover Padrões de TileSet" +msgid "Index: %d" +msgstr "Índice: %d" + msgid "Tile with Invalid Scene" msgstr "Tile com Cena Inválida" +msgid "" +"The selected scene collection source has no scenes. Add scenes in the TileSet " +"bottom tab." +msgstr "" +"A coleção de cena selecionada não possui cenas. Adicione cenas no TileSet na " +"aba inferior." + msgid "Delete tiles" msgstr "Apagar tiles" @@ -10170,6 +10871,9 @@ msgstr "Pintar" msgid "Shift: Draw line." msgstr "Shift: Desenha Linha." +msgid "Shift: Draw rectangle." +msgstr "Shift: Desenha Retângulo." + msgctxt "Tool" msgid "Line" msgstr "Linha" @@ -10180,12 +10884,27 @@ msgstr "Retângulo" msgid "Bucket" msgstr "Preencher" +msgid "Alternatively hold %s with other tools to pick tile." +msgstr "Alternativamente, segure %s com outras ferramentas para escolher peças." + msgid "Eraser" msgstr "Borracha" msgid "Alternatively use RMB to erase tiles." msgstr "Como alternativa, use o RMB para apagar os tiles." +msgid "Rotate Tile Left" +msgstr "Girar Bloco para a Esquerda" + +msgid "Rotate Tile Right" +msgstr "Girar Bloco para a Direita" + +msgid "Flip Tile Horizontally" +msgstr "Virar o Bloco horizontalmente" + +msgid "Flip Tile Vertically" +msgstr "Girar Bloco na Vertical" + msgid "Contiguous" msgstr "Contiguo" @@ -10200,7 +10919,14 @@ msgid "Scattering:" msgstr "Espalhamento:" msgid "Tiles" -msgstr "Tiles" +msgstr "Blocos" + +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom tab " +"to add one." +msgstr "" +"O TileSet deste TileMap não tem nenhuma fonte configurada. Vá para a guia " +"inferior do TileSet para adicionar um." msgid "Sort sources" msgstr "Classificar fontes" @@ -10277,6 +11003,13 @@ msgstr "Alterna visibilidade da grade." msgid "Automatically Replace Tiles with Proxies" msgstr "Automaticamente Substitui Tiles com Proxies" +msgid "" +"The edited TileMap node has no TileSet resource.\n" +"Create or load a TileSet resource in the Tile Set property in the inspector." +msgstr "" +"O nó TileMap editado não possui recurso TileSet.\n" +"Crie ou carregue um recurso TileSet na propriedade Tile Set no inspetor." + msgid "Remove Tile Proxies" msgstr "Remover Proxies de Tile" @@ -10381,15 +11114,40 @@ msgstr "Física" msgid "Physics Layer %d" msgstr "Camada de Física %d" +msgid "No physics layers" +msgstr "Sem Camadas Físicas" + +msgid "" +"Create and customize physics layers in the inspector of the TileSet resource." +msgstr "Crie e personalize camadas físicas no inspetor do recurso TileSet." + msgid "Navigation Layer %d" msgstr "Camada de Navegação %d" +msgid "No navigation layers" +msgstr "Sem Camadas de Navegação" + +msgid "" +"Create and customize navigation layers in the inspector of the TileSet " +"resource." +msgstr "Crie e personalize camadas de navegação no inspetor do recurso TileSet." + msgid "Custom Data" msgstr "Dados Personalizados" msgid "Custom Data %d" msgstr "Dados Personalizados %d" +msgid "No custom data layers" +msgstr "Sem Camada de Dados Personalizados" + +msgid "" +"Create and customize custom data layers in the inspector of the TileSet " +"resource." +msgstr "" +"Crie e personalize camadas de dados personalizadas no inspetor do recurso " +"TileSet." + msgid "Select a property editor" msgstr "Selecione um editor de propriedades" @@ -10417,6 +11175,9 @@ msgstr "Remover Tile" msgid "Create tile alternatives" msgstr "Criar tiles alternativos" +msgid "Remove Tiles Outside the Texture" +msgstr "Remova Blocos Fora da Textura" + msgid "Create tiles in non-transparent texture regions" msgstr "Criar tiles em regiões de textura não transparentes" @@ -10439,6 +11200,13 @@ msgstr "Selecionar Tiles." msgid "Paint properties." msgstr "Propriedades da pintura." +msgid "" +"No tiles selected.\n" +"Select one or more tiles from the palette to edit its properties." +msgstr "" +"Nenhum bloco selecionado.\n" +"Selecione um ou mais blocos da paleta para editar suas propriedades." + msgid "Paint Properties:" msgstr "Propriedades da Pintura:" @@ -10448,6 +11216,19 @@ msgstr "Criar Tiles em Regiões de Textura não Transparente" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Remover Tiles em Regiões de Textura Totalmente Transparentes" +msgid "" +"The current atlas source has tiles outside the texture.\n" +"You can clear it using \"%s\" option in the 3 dots menu." +msgstr "" +"A fonte atual do atlas possui blocos fora da textura.\n" +"Você pode limpá-lo usando a opção \"%s\" no menu de 3 pontos." + +msgid "Hold Ctrl to create multiple tiles." +msgstr "Segure Ctrl para criar múltiplos blocos." + +msgid "Hold Shift to create big tiles." +msgstr "Segure Shift para criar blocos maiores." + msgid "Create an Alternative Tile" msgstr "Criar um Tile Alternativo" @@ -10470,6 +11251,9 @@ msgstr "Sim" msgid "No" msgstr "Não" +msgid "Invalid texture selected." +msgstr "Textura Selecionada Inválida." + msgid "Add a new atlas source" msgstr "Adicionar uma nova fonte atlas" @@ -10491,15 +11275,39 @@ msgstr "Abrir Ferramenta de Mesclagem do Atlas" msgid "Manage Tile Proxies" msgstr "Gerir Proxies Tile" +msgid "" +"No TileSet source selected. Select or create a TileSet source.\n" +"You can create a new source by using the Add button on the left or by " +"dropping a tileset texture onto the source list." +msgstr "" +"Nenhuma fonte TileSet selecionada. Selecione ou crie uma fonte TileSet.\n" +"Você pode criar uma nova fonte usando o botão Adicionar à esquerda ou " +"soltando uma textura de conjunto de blocos na lista de fontes." + msgid "Add new patterns in the TileMap editing mode." msgstr "Adicione novos padrões no modo de edição TileMap." +msgid "" +"Warning: Modifying a source ID will result in all TileMaps using that source " +"to reference an invalid source instead. This may result in unexpected data " +"loss. Change this ID carefully." +msgstr "" +"Aviso: a modificação de um ID de origem fará com que todos os TileMaps usem " +"essa fonte para fazer referência a uma fonte inválida. Isso pode resultar em " +"perda inesperada de dados. Altere este ID com cuidado." + +msgid "ID: %d" +msgstr "ID:%d" + msgid "Add a Scene Tile" msgstr "Adicionar um Tile na Cena" msgid "Remove a Scene Tile" msgstr "Remover um Tile da Cena" +msgid "Drag and drop scenes here or use the Add button." +msgstr "Arraste e solte cenas aqui ou use o botão de adicionar." + msgid "Scenes collection properties:" msgstr "Propriedades da coleção de cenas:" @@ -10820,6 +11628,9 @@ msgstr "Definir Nome do Parâmetro" msgid "Set Input Default Port" msgstr "Definir Porta de Entrada Predefinida" +msgid "Set Custom Node Option" +msgstr "Definir Opção de Nó Personalizado" + msgid "Add Node to Visual Shader" msgstr "Adicionar Nó ao Visual Shader" @@ -11483,6 +12294,12 @@ msgstr "" "Retorna o valor de profundidade obtido do pré-passe de profundidade num " "espaço linear." +msgid "Reconstructs the World Position of the Node from the depth texture." +msgstr "Reconstrói a posição mundial do nó a partir da textura de profundidade." + +msgid "Unpacks the Screen Normal Texture in World Space" +msgstr "Descompacta a Textura Normal da Tela no Espaço Mundial" + msgid "Perform the 2D texture lookup." msgstr "Execute a pesquisa de textura 2D." @@ -11604,6 +12421,9 @@ msgstr "" "Remapeia uma determinada entrada do intervalo de entrada para o intervalo de " "saída." +msgid "Rotates an input vector by a given angle." +msgstr "Gira um vetor de entrada em um determinado ângulo." + msgid "Vector function." msgstr "Função Vetor." @@ -11848,6 +12668,9 @@ msgstr "Obter parâmetro de varying." msgid "Set varying parameter." msgstr "Definir parâmetro de varying." +msgid "Edit Visual Property: %s" +msgstr "Editar Propriedade Visual: %s" + msgid "Visual Shader Mode Changed" msgstr "Modo do Visual Shader Alterado" @@ -11881,6 +12704,11 @@ msgstr "" msgid "Please choose an empty folder." msgstr "Por favor escolha uma pasta vazia." +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "" +"Escolha um \"project.godot\", um diretório com ele ou um arquivo \".zip\"." + msgid "This directory already contains a Godot project." msgstr "Esta diretoria já contém um projeto Godot." @@ -12045,6 +12873,13 @@ msgstr "Controle de Versão:" msgid "Git" msgstr "Git" +msgid "This project was last edited in a different Godot version: " +msgstr "" +"Este projeto foi editado pela última vez em uma versão Godot diferente: " + +msgid "This project uses features unsupported by the current build:" +msgstr "Este projeto usa recursos não suportados pela versão atual:" + msgid "Error: Project is missing on the filesystem." msgstr "Erro: Projeto inexistente no sistema de ficheiros." @@ -12185,6 +13020,15 @@ msgstr "" "o módulo mono. Se continuar, não poderá usar nenhum script C#.\n" "\n" +msgid "" +"Warning: This project was last edited in Godot %s. Opening will change it to " +"Godot %s.\n" +"\n" +msgstr "" +"Aviso: Este projeto foi editado pela última vez em Godot %s. A abertura " +"mudará para Godot %s.\n" +"\n" + msgid "" "Warning: This project uses the following features not supported by this build " "of Godot:\n" @@ -12220,6 +13064,18 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Está seguro que quer executar %d projetos em simultâneo?" +msgid "Tag name can't be empty." +msgstr "Nome de Etiqueta não pode ser vazio." + +msgid "Tag name can't contain spaces." +msgstr "Nome de Etiqueta não pode conter espaços." + +msgid "These characters are not allowed in tags: %s." +msgstr "Estes caracteres não são permitidos nas etiquetas: %s." + +msgid "Tag name must be lowercase." +msgstr "Etiqueta de nome deve estar em letras minúsculas." + msgid "Remove %d projects from the list?" msgstr "Remover %d projetos da lista?" @@ -12241,13 +13097,6 @@ msgstr "" "A interface será atualizada após o arranque do editor ou do gestor de " "projetos." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Pretende pesquisar %s pastas por projetos Godot existentes?\n" -"Pode demorar um pouco." - msgctxt "Application" msgid "Project Manager" msgstr "Gestor de Projetos" @@ -12282,9 +13131,15 @@ msgstr "" msgid "Last Edited" msgstr "Ultima Modificação" +msgid "Tags" +msgstr "Etiquetas" + msgid "Edit Project" msgstr "Editar Projeto" +msgid "Manage Tags" +msgstr "Gerenciar Etiquetas" + msgid "Remove Project" msgstr "Remover Projeto" @@ -12309,6 +13164,28 @@ msgstr "Também apaga conteúdos do projeto (definitivo!)" msgid "Convert Full Project" msgstr "Converter Projeto Completo" +msgid "" +"This option will perform full project conversion, updating scenes, resources " +"and scripts from Godot 3 to work in Godot 4.\n" +"\n" +"Note that this is a best-effort conversion, i.e. it makes upgrading the " +"project easier, but it will not open out-of-the-box and will still require " +"manual adjustments.\n" +"\n" +"IMPORTANT: Make sure to backup your project before converting, as this " +"operation makes it impossible to open it in older versions of Godot." +msgstr "" +"Esta opção realizará a conversão completa do projeto, atualizando cenas, " +"recursos e scripts do Godot 3 para funcionar no Godot 4.\n" +"\n" +"Observe que esta é uma conversão de melhor esforço, ou seja, facilita a " +"atualização do projeto, mas não abrirá imediatamente e ainda exigirá ajustes " +"manuais.\n" +"\n" +"IMPORTANTE: Certifique-se de fazer backup do seu projeto antes de converter, " +"pois esta operação impossibilita sua abertura em versões mais antigas do " +"Godot." + msgid "Can't run project" msgstr "Incapaz de executar o projeto" @@ -12320,6 +13197,24 @@ msgstr "" "Gostaria de explorar os projetos de exemplo oficiais na Biblioteca de " "Recursos?" +msgid "Manage Project Tags" +msgstr "Gerenciar Etiquetas de Projeto" + +msgid "Project Tags" +msgstr "Etiquetas de Projeto" + +msgid "Click tag to remove it from the project." +msgstr "Clique na etiqueta para removê-la do projeto." + +msgid "All Tags" +msgstr "Todas Etiquetas" + +msgid "Click tag to add it to the project." +msgstr "Clique na etiqueta para adicioná-la ao projeto." + +msgid "Create New Tag" +msgstr "Criar Nova Etiqueta" + msgid "Tags are capitalized automatically when displayed." msgstr "Letras maiúsculas são exibidas automaticamente nas tags." @@ -12370,7 +13265,7 @@ msgid "Localization" msgstr "Localização" msgid "Autoload" -msgstr "Autoload" +msgstr "Carregamento automático" msgid "Shader Globals" msgstr "Shaders Globais" @@ -12506,12 +13401,21 @@ msgstr "O nome da cena está vazio." msgid "File name invalid." msgstr "Nome de ficheiro inválido." +msgid "File name begins with a dot." +msgstr "Nome do Arquivo começa com um ponto." + msgid "File already exists." msgstr "O ficheiro já existe." +msgid "Leave empty to derive from scene name" +msgstr "Deixe em branco para derivar do nome da cena" + msgid "Invalid root node name." msgstr "Nome de nó raiz inválido." +msgid "Invalid root node name characters have been replaced." +msgstr "Os caracteres inválidos do nome do nó raiz foram substituídos." + msgid "Root Type:" msgstr "Tipo da Raiz:" @@ -12530,6 +13434,13 @@ msgstr "Nome da Cena:" msgid "Root Name:" msgstr "Nome da Raiz:" +msgid "" +"When empty, the root node name is derived from the scene name based on the " +"\"editor/naming/node_name_casing\" project setting." +msgstr "" +"Quando vazio, o nome do nó raiz será derivado do nome da cena baseado na " +"\"editor/naming/node_name_casing\" configuração do projeto." + msgid "Scene name is valid." msgstr "O nome da cena é válido." @@ -12669,9 +13580,19 @@ msgstr "" "Desativar \"editable_instance\" irá reverter todas as propriedades do nó para " "os seus valores predefinição." +msgid "" +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." +msgstr "" +"Ativar \"Carregar como espaço reservado\" desativará \"Filhos editáveis\" e " +"fará com que todas as propriedades do nó sejam revertidas ao padrão." + msgid "Make Local" msgstr "Tornar Local" +msgid "Can't toggle unique name for nodes in subscene!" +msgstr "Não é possível alternar o nome exclusivo para nós na subcena!" + msgid "Enable Scene Unique Name(s)" msgstr "Ativar Nome(s) Único(s) de Cena" @@ -12757,9 +13678,15 @@ msgstr "Limpar herança" msgid "Editable Children" msgstr "Filhos editáveis" +msgid "Load as Placeholder" +msgstr "Carregar como Placeholder" + msgid "Auto Expand to Selected" msgstr "Auto Expandir Selecionados" +msgid "All Scene Sub-Resources" +msgstr "Todos os Sub-Recursos da Cena" + msgid "Filter by Type" msgstr "Filtrar por Tipo" @@ -12788,15 +13715,42 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Incapaz de colar o nó raiz na mesma cena." +msgid "Paste Node(s) as Sibling of %s" +msgstr "Colar nó(s) como irmão de %s" + +msgid "Paste Node(s) as Child of %s" +msgstr "Colar nó(s) como filho(s) de %s" + +msgid "Paste Node(s) as Root" +msgstr "Colar nó(s) como raiz" + msgid " at %s" msgstr " em %s" msgid "(used %d times)" msgstr "(utilizado %d vezes)" +msgid "Add Child Node..." +msgstr "Adicionar Nó Filho..." + +msgid "Instantiate Child Scene..." +msgstr "Instanciar Cena Filha..." + msgid "Expand/Collapse Branch" msgstr "Expandir/Recolher Ramos" +msgid "Paste as Sibling" +msgstr "Colar como Irmão" + +msgid "Change Type..." +msgstr "Mudar Tipo..." + +msgid "Attach Script..." +msgstr "Anexar Script..." + +msgid "Extend Script..." +msgstr "Estender Script..." + msgid "Reparent to New Node" msgstr "Reassociar a Novo Nó" @@ -12819,6 +13773,20 @@ msgstr "" "Instancia um ficheiro de cena como Nó. Cria uma cena herdada se não existir " "nenhum nó raiz." +msgid "Filter: name, t:type, g:group" +msgstr "Filtrar: nome, t:tipo, g:grupo" + +msgid "" +"Filter nodes by entering a part of their name, type (if prefixed with \"type:" +"\" or \"t:\")\n" +"or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" +"insensitive." +msgstr "" +"Filtre os nós inserindo uma parte de seu nome, tipo (se prefixado com \"tipo:" +"\" ou \"t:\")\n" +"ou grupo (se prefixado com \"grupo:\" ou \"g:\"). A filtragem não diferencia " +"maiúsculas de minúsculas." + msgid "Attach a new or existing script to the selected node." msgstr "Anexar script novo ou existente ao nó selecionado." @@ -13013,6 +13981,66 @@ msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" +msgid "" +"This project uses meshes with an outdated mesh format from previous Godot " +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." +msgstr "" +"Este projeto usa malhas com um formato de malha desatualizado de versões " +"anteriores do Godot. O motor precisa atualizar o formato para usar essas " +"malhas. Utilize a ferramenta 'Atualizar superfícies de malha' no menu " +"'Projeto > Ferramentas'. Você pode ignorar esta mensagem e continuar usando " +"malhas desatualizadas, mas lembre-se de que isso aumenta o tempo de " +"carregamento sempre que você carrega o projeto." + +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" +"Este projeto usa malhas com formato de malha desatualizado. Verifique o log " +"de saída." + +msgid "Upgrading All Meshes in Project" +msgstr "Atualizando todas as malhas no projeto" + +msgid "Attempting to re-save " +msgstr "Tentando salvar novamente. " + +msgid "Attempting to remove " +msgstr "Tentando remover. " + +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." +msgstr "" +"O formato da malha mudou no Godot 4.2, o que afeta tanto as malhas importadas " +"quanto as criadas dentro do Godot. O motor precisa atualizar o formato para " +"usar essas malhas.\n" +"\n" +"Se o seu projeto for anterior ao Godot 4.2 e contiver malhas, recomendamos " +"que você execute esta ferramenta de conversão única. Esta atualização " +"reiniciará o editor e poderá levar vários minutos. A atualização tornará as " +"malhas incompatíveis com versões anteriores do Godot.\n" +"\n" +"Você ainda pode usar suas malhas existentes como estão. O motor atualizará " +"cada malha na memória, mas a atualização não será salva. Escolher esta opção " +"levará a tempos de carregamento mais lentos sempre que este projeto for " +"carregado." + +msgid "Restart & Upgrade" +msgstr "Reiniciar & Atualizar" + msgid "Make this panel floating in the screen %d." msgstr "Transforma esse painel em flutuante na tela %d." @@ -13041,6 +14069,9 @@ msgstr "Mudar Raio Externo do Toro" msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "Tipo de argumento inválido para convert(), utilize constantes TYPE_*." +msgid "Cannot resize array." +msgstr "Não é possível redimensionar a matriz." + msgid "Step argument is zero!" msgstr "O argumento \"step\" é zero!" @@ -13067,6 +14098,9 @@ msgstr "Formato de dicionário de instância inválido (script inválido em @pat msgid "Invalid instance dictionary (invalid subclasses)" msgstr "Dicionário de instância inválido (subclasses inválidas)" +msgid "Cannot instantiate GDScript class." +msgstr "Não é possível instanciar a classe GDScript." + msgid "Value of type '%s' can't provide a length." msgstr "O valor do tipo '%s' não pode fornecer um comprimento." @@ -13102,6 +14136,9 @@ msgstr "O caminho não contém uma instalação do Blender." msgid "Can't execute Blender binary." msgstr "Não é possível executar o binário do Blender." +msgid "Unexpected --version output from Blender binary at: %s." +msgstr "Saída --version inesperada do binário do Blender em: %s." + msgid "Path supplied lacks a Blender binary." msgstr "O caminho fornecido carece de um binário do Blender." @@ -13139,6 +14176,21 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Desativar a importação de ficheiro '.blend' requer reiniciar o editor." +msgid "" +"Blend file import is enabled in the project settings, but no Blender path is " +"configured in the editor settings. Blend files will not be imported." +msgstr "" +"A importação do arquivo Blender está habilitada nas configurações do projeto, " +"mas nenhum caminho do Blender está configurado nas configurações do editor. " +"Os arquivos Blend não serão importados." + +msgid "" +"Blend file import is enabled, but the Blender path doesn't point to an " +"accessible directory. Blend files will not be imported." +msgstr "" +"A importação do arquivo Blender está habilitada, mas o caminho do Blender não " +"aponta para um diretório acessível. Os arquivos Blend não serão importados." + msgid "Next Plane" msgstr "Plano Seguinte" @@ -13256,6 +14308,9 @@ msgstr "Plotar iluminação direta" msgid "Integrate indirect lighting" msgstr "Integrar iluminação indireta" +msgid "Integrate indirect lighting %d%%" +msgstr "Integrar iluminação indireta %d%%" + msgid "Baking lightprobes" msgstr "Gerando sondas de iluminação" @@ -13295,6 +14350,16 @@ msgstr "" msgid "Failed to load .NET runtime" msgstr "Falha ao carregar tempo de execução .NET" +msgid "" +"Unable to find the .NET assemblies directory.\n" +"Make sure the '%s' directory exists and contains the .NET assemblies." +msgstr "" +"Não foi possível encontrar o diretório de montagens do .NET.\n" +"Certifique-se de que o diretório '%s' exista e contenha os assemblies .NET." + +msgid ".NET assemblies not found" +msgstr "Assemblies .NET não encontrados" + msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" @@ -13369,12 +14434,28 @@ msgstr "Adicionar do caminho" msgid "Spawn" msgstr "Gerar" +msgid "Replicate" +msgstr "Replicar" + +msgid "" +"Add properties using the options above, or\n" +"drag them them from the inspector and drop them here." +msgstr "" +"Adicione propriedades usando as opções acima ou\n" +"arraste-os do inspetor e solte-os aqui." + msgid "Please select a MultiplayerSynchronizer first." msgstr "Por favor, selecione um MultiplayerSynchronizer primeiro." msgid "The MultiplayerSynchronizer needs a root path." msgstr "O MultiplayerSynchronizer precisa de um caminho raiz." +msgid "Property/path must not be empty." +msgstr "A propriedade/caminho não deve estar vazia." + +msgid "Invalid property path: '%s'" +msgstr "Caminho de Propriedade Inválido: '%s'" + msgid "Set spawn property" msgstr "Definir propriedade de geração" @@ -13436,6 +14517,22 @@ msgstr "" "Não é possível gerar a malha de navegação porque o recurso foi importado de " "outro tipo." +msgid "Bake NavigationMesh" +msgstr "Preparar Malha de Navegação" + +msgid "" +"Bakes the NavigationMesh by first parsing the scene for source geometry and " +"then creating the navigation mesh vertices and polygons." +msgstr "" +"Prepara o NavigationMesh analisando primeiro a cena em busca da geometria de " +"origem e, em seguida, criando os vértices e polígonos da malha de navegação." + +msgid "Clear NavigationMesh" +msgstr "Limpar Malha de Navegação" + +msgid "Clears the internal NavigationMesh vertices and polygons." +msgstr "Limpa os vértices e polígonos internos do NavigationMesh." + msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Alterna se a visualização do ruído é computada no espaço 3D." @@ -13555,13 +14652,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "O pacote deve ter pelo menos um separador '.'." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"O nome do projeto não atende ao requisito para o formato do nome do pacote. " -"Especifique explicitamente o nome do pacote." - msgid "Invalid public key for APK expansion." msgstr "Chave pública inválida para expansão APK." @@ -13636,6 +14726,12 @@ msgstr "A executar no dispositivo..." msgid "Could not execute on device." msgstr "Incapaz de executar no dispositivo." +msgid "Exporting to Android when using C#/.NET is experimental." +msgstr "A exportação para Android ao usar C#/.NET é experimental." + +msgid "Android architecture %s not supported in C# projects." +msgstr "Arquitetura Android %s não suportada em projetos C#." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -13799,9 +14895,15 @@ msgstr "Incapaz de escrever ficheiro de pacote de expansão!" msgid "Building Android Project (gradle)" msgstr "A compilar Projeto Android (gradle)" +msgid "Building of Android project failed, check output for the error:" +msgstr "A construção do projeto Android falhou, verifique a saída do erro:" + msgid "Moving output" msgstr "A mover saída" +msgid "Unable to copy and rename export file:" +msgstr "Não foi possível copiar e renomear o arquivo de exportação:" + msgid "Package not found: \"%s\"." msgstr "Pacote não encontrado: \"%s\"." @@ -13832,12 +14934,21 @@ msgstr "A alinhar APK..." msgid "Could not unzip temporary unaligned APK." msgstr "Incapaz de unzipar APK desalinhado temporário." +msgid "App Store Team ID not specified." +msgstr "ID da equipe da App Store não especificado." + msgid "Invalid Identifier:" msgstr "Identificador Inválido:" msgid "Export Icons" msgstr "Exportar Ícones" +msgid "Exporting for iOS (Project Files Only)" +msgstr "Exportando para iOS (Somente Arquivos do Projeto)" + +msgid "Exporting for iOS" +msgstr "Exportando para iOS" + msgid "Prepare Templates" msgstr "Preparar Templates" @@ -13867,18 +14978,46 @@ msgstr "" ".ipa só pode ser criado no macOS. Saindo do projeto Xcode sem compilar o " "pacote." +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "A exportação para iOS ao usar C#/.NET é experimental e requer macOS." + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "A exportação para iOS ao usar C#/.NET é experimental." + msgid "Identifier is missing." msgstr "Falta o identificador." msgid "The character '%s' is not allowed in Identifier." msgstr "O carácter \"%s\" não é permitido no Identificador." +msgid "Could not start simctl executable." +msgstr "Não foi possível iniciar o executável simctl." + +msgid "Installation failed, see editor log for details." +msgstr "A instalação falhou, consulte o log do editor para obter detalhes." + +msgid "Running failed, see editor log for details." +msgstr "Falha na execução, consulte o log do editor para obter detalhes." + +msgid "Could not start ios-deploy executable." +msgstr "Não foi possível iniciar o executável ios-deploy." + +msgid "Installation/running failed, see editor log for details." +msgstr "" +"Falha na instalação/execução, consulte o log do editor para obter detalhes." + msgid "Debug Script Export" msgstr "Exportar Script de Depuração" msgid "Could not open file \"%s\"." msgstr "Não foi possível abrir o ficheiro \"%s\"." +msgid "Debug Console Export" +msgstr "Exportação do console de depuração" + +msgid "Could not create console wrapper." +msgstr "Não foi possível criar o wrapper do console." + msgid "Failed to open executable file \"%s\"." msgstr "Falha ao abrir o ficheiro executável \"%s\"." @@ -13984,6 +15123,44 @@ msgstr "Tipo de objeto desconhecido." msgid "Invalid bundle identifier:" msgstr "Identificador de pacote inválido:" +msgid "App Store distribution with ad-hoc code signing is not supported." +msgstr "" +"A distribuição da App Store com assinatura de código ad hoc não é suportada." + +msgid "Notarization with an ad-hoc signature is not supported." +msgstr "A notarização com assinatura ad hoc não é suportada." + +msgid "Apple Team ID is required for App Store distribution." +msgstr "O Apple Team ID é necessário para distribuição na App Store." + +msgid "Apple Team ID is required for notarization." +msgstr "O Apple Team ID é necessário para notarização." + +msgid "Provisioning profile is required for App Store distribution." +msgstr "" +"O perfil de provisionamento é necessário para distribuição na App Store." + +msgid "Installer signing identity is required for App Store distribution." +msgstr "" +"A identidade de assinatura do instalador é necessária para distribuição na " +"App Store." + +msgid "App sandbox is required for App Store distribution." +msgstr "A sandbox do aplicativo é necessária para distribuição na App Store." + +msgid "" +"'rcodesign' doesn't support signing applications with embedded dynamic " +"libraries (GDExtension or .NET)." +msgstr "" +"'rcodesign' não suporta assinatura de aplicativos com bibliotecas dinâmicas " +"incorporadas (GDExtension ou .NET)." + +msgid "Code signing is required for App Store distribution." +msgstr "A assinatura de código é necessária para distribuição na App Store." + +msgid "Code signing is required for notarization." +msgstr "A assinatura de código é necessária para notarização." + msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "" @@ -14006,6 +15183,38 @@ msgstr "App Store Connect API key ID não foi especificado." msgid "App Store Connect issuer ID name not specified." msgstr "O nome do App Store Connect issuer ID não foi especificado." +msgid "Microphone access is enabled, but usage description is not specified." +msgstr "" +"Privacidade: O acesso ao microfone está ativado, mas a descrição de uso não é " +"especificada." + +msgid "Camera access is enabled, but usage description is not specified." +msgstr "" +"Privacidade: O acesso à câmara está ativado, mas a descrição de uso não é " +"especificada." + +msgid "" +"Location information access is enabled, but usage description is not " +"specified." +msgstr "" +"Privacidade: O acesso à localização está ativado, mas a descrição de uso não " +"é especificada." + +msgid "Address book access is enabled, but usage description is not specified." +msgstr "" +"Privacidade: O acesso ao livro de endereços está ativado, mas a descrição de " +"uso não é especificada." + +msgid "Calendar access is enabled, but usage description is not specified." +msgstr "" +"Privacidade: O acesso ao calendário está ativado, mas a descrição de uso não " +"é especificada." + +msgid "Photo library access is enabled, but usage description is not specified." +msgstr "" +"Privacidade: O acesso à biblioteca de fotos está ativado, mas a descrição de " +"uso não é especificada." + msgid "Notarization" msgstr "Autenticação Documental (Notarização)" @@ -14076,6 +15285,15 @@ msgstr "" "Links simbólicos relativos não são suportados, \"%s\" exportado pode estar " "quebrado!" +msgid "PKG Creation" +msgstr "Criação de PKG" + +msgid "Could not start productbuild executable." +msgstr "Não foi possível iniciar o executável do productbuild." + +msgid "`productbuild` failed." +msgstr "`productbuild` falhou." + msgid "DMG Creation" msgstr "Criação de DMG" @@ -14088,6 +15306,9 @@ msgstr "`hdiutil create` falhou - o ficheiro existe." msgid "`hdiutil create` failed." msgstr "`hdiutil create` falhou." +msgid "Exporting for macOS" +msgstr "Exportando para macOS" + msgid "Creating app bundle" msgstr "Criando pacote da app" @@ -14136,6 +15357,13 @@ msgstr "" "Aplicações assinadas ad hoc requerem o direito 'Desativar Validação de " "Biblioteca' para carregar bibliotecas dinâmicas." +msgid "" +"'rcodesign' doesn't support signing applications with embedded dynamic " +"libraries." +msgstr "" +"'rcodesign' não suporta assinatura de aplicativos com bibliotecas dinâmicas " +"incorporadas." + msgid "Could not create entitlements file." msgstr "Não foi possível criar o ficheiro de direitos." @@ -14151,6 +15379,9 @@ msgstr "Criando DMG" msgid "Code signing DMG" msgstr "Assinatura de código DMG" +msgid "Making PKG installer" +msgstr "Fazendo o instalador do PKG" + msgid "Making ZIP" msgstr "Criando ZIP" @@ -14232,6 +15463,13 @@ msgstr "Não foi possível ler o ficheiro: \"%s\"." msgid "PWA" msgstr "PWA" +msgid "" +"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target Web with C#/Mono instead." +msgstr "" +"Atualmente, a exportação para a Web não é suportada no Godot 4 ao usar C#/." +"NET. Use Godot 3 para direcionar a Web com C#/Mono." + msgid "" "If this project does not use C#, use a non-C# editor build to export the " "project." @@ -14266,6 +15504,15 @@ msgstr "O tamanho do ícone \"%d\" está ausente." msgid "Failed to rename temporary file \"%s\"." msgstr "Falha ao renomear o ficheiro temporário \"%s\"." +msgid "Invalid icon path." +msgstr "Caminho do ícone inválido." + +msgid "Invalid file version." +msgstr "Versão de arquivo inválida." + +msgid "Invalid product version." +msgstr "Versão de produto inválida." + msgid "Could not find rcedit executable at \"%s\"." msgstr "Não foi possível encontrar o executável rcedit em \"%s\"." @@ -14350,6 +15597,15 @@ msgstr "" "Um recurso SpriteFrames deve ser criado ou definido na propriedade " "\"Quadros\" para que AnimatedSprite2D exiba quadros." +msgid "" +"Only one visible CanvasModulate is allowed per canvas.\n" +"When there are more than one, only one of them will be active. Which one is " +"undefined." +msgstr "" +"Apenas um CanvasModulate visível é permitido por tela.\n" +"Quando houver mais de um, apenas um deles estará ativo. Qual deles é " +"indefinido." + 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 " @@ -14381,6 +15637,13 @@ msgstr "" "Polígono inválido. São precisos pelo menos 2 pontos no modo de construção " "'Segmentos'." +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"A propriedade 'One Way Collision' será ignorada quando o objeto de colisão " +"for uma Area2D." + msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " @@ -14432,6 +15695,13 @@ msgstr "" "As trilhas de partículas estão disponíveis apenas ao usar o módulo de " "renderização Avançado+ ou Mobile." +msgid "" +"Particle sub-emitters are not available when using the GL Compatibility " +"rendering backend." +msgstr "" +"Os subemissores de partículas não estão disponíveis ao usar o back-end de " +"renderização de compatibilidade GL." + msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds" @@ -14559,6 +15829,17 @@ msgstr "" "Uma camada TileMap é definida como Y-sorted, mas o Y-sorted não está ativado " "no próprio nó TileMap." +msgid "" +"The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the " +"TileMap's layers.\n" +"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " +"Y-sorted as a whole." +msgstr "" +"O nó TileMap está definido como classificado em Y, mas a classificação Y não " +"está habilitada em nenhuma das camadas do TileMap.\n" +"Isso pode levar a comportamentos indesejados, pois uma camada que não é " +"classificada em Y será classificada em Y como um todo." + msgid "" "Isometric TileSet will likely not look as intended without Y-sort enabled for " "the TileMap and all of its layers." @@ -14764,6 +16045,13 @@ msgstr "" "Trilhas ativadas, mas um ou mais materiais de malha estão ausentes ou não " "definidos para renderização de trilhas." +msgid "" +"Particle sub-emitters are only available when using the Forward+ or Mobile " +"rendering backends." +msgstr "" +"Os subemissores de partículas estão disponíveis apenas ao usar os back-ends " +"de renderização Avançar+ ou Mobile." + msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "collision for this GPUParticlesCollisionSDF3D.\n" @@ -15091,6 +16379,9 @@ msgstr "" "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode " "definido como true." +msgid "New Code Region" +msgstr "Nova região de código" + msgid "Copy this constructor in a script." msgstr "Copiar este construtor num script." @@ -15113,6 +16404,9 @@ msgstr "" "Cor: #%s\n" "LMB: Aplicar cor" +msgid "Pick a color from the screen." +msgstr "Escolha uma cor na tela." + msgid "Pick a color from the application window." msgstr "Escolha uma cor na janela da aplicação." @@ -15176,6 +16470,28 @@ msgstr "" "reformulação numa futura versão 4.x envolvendo alterações de API de quebra de " "compatibilidade." +msgid "Toggle the visual grid." +msgstr "Alterne a grade visual." + +msgid "Toggle snapping to the grid." +msgstr "Alternar o ajuste à grade." + +msgid "Change the snapping distance." +msgstr "Altere a distância de encaixe." + +msgid "Toggle the graph minimap." +msgstr "Alterne o minimapa do gráfico." + +msgid "Automatically arrange selected nodes." +msgstr "Organize automaticamente os nós selecionados." + +msgid "" +"Labels with autowrapping enabled must have a custom minimum size configured " +"to work correctly inside a container." +msgstr "" +"Etiquetas com empacotamento automático habilitado devem ter um tamanho mínimo " +"personalizado configurado para funcionar corretamente dentro de um contêiner." + msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." @@ -15274,6 +16590,13 @@ msgstr "" "Considere adicionar um SubViewport como filho para fornecer algo que possa " "ser exibido." +msgid "" +"The default mouse cursor shape of SubViewportContainer has no effect.\n" +"Consider leaving it at its initial value `CURSOR_ARROW`." +msgstr "" +"A forma padrão do cursor do mouse de SubViewportContainer não tem efeito.\n" +"Considere deixá-lo com seu valor inicial `CURSOR_ARROW`." + msgid "(Other)" msgstr "(Outro)" @@ -15332,6 +16655,15 @@ msgstr "" "O tamanho do Viewport tem de ser maior ou igual a 2 pixeis em ambas as " "dimensões para renderizar." +msgid "" +"An incoming node's name clashes with %s already in the scene (presumably, " +"from a more nested instance).\n" +"The less nested node will be renamed. Please fix and re-save the scene." +msgstr "" +"O nome de um nó de entrada entra em conflito com %s já na cena " +"(presumivelmente, de uma instância mais aninhada).\n" +"O nó menos aninhado será renomeado. Corrija e salve novamente a cena." + msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." @@ -15868,6 +17200,13 @@ msgstr "" "Índices uniformes de instância permitidos devem estar dentro do intervalo [0.." "%d]." +msgid "" +"'hint_normal_roughness_texture' is only available when using the Forward+ " +"backend." +msgstr "" +"'hint_normal_roughness_texture' só está disponível ao usar o back-end " +"Avançar+." + msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture' não é suportado em shaders '%s'." @@ -16014,6 +17353,12 @@ msgstr "Nome de argumento inválido." msgid "Expected a comma in the macro argument list." msgstr "Esperava-se uma vírgula na lista de argumentos da macro." +msgid "'##' must not appear at beginning of macro expansion." +msgstr "'##' não deve aparecer no início da expansão da macro." + +msgid "'##' must not appear at end of macro expansion." +msgstr "'##' não deve aparecer no final da expansão da macro." + msgid "Unmatched elif." msgstr "Elif inigualável." @@ -16041,6 +17386,9 @@ msgstr "ifdef Inválido." msgid "Invalid ifndef." msgstr "ifndef Inválido." +msgid "Shader include file does not exist:" +msgstr "O arquivo de inclusão do shader não existe:" + msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" @@ -16051,6 +17399,9 @@ msgstr "" msgid "Shader include resource type is wrong." msgstr "O tipo de recurso de inclusão do shader está incorreto." +msgid "Cyclic include found" +msgstr "Inclusão cíclica encontrada" + msgid "Shader max include depth exceeded." msgstr "Shader max inclui profundidade excedida." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 20693fc5d3d5..16e3324d587c 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -153,7 +153,7 @@ # Mauricio Mazur , 2022. # ! Zyll , 2022. # Kirrby , 2022. -# Murilo Gama , 2022, 2023. +# Murilo Gama , 2022, 2023, 2024. # Kauã Azevedo , 2022. # Zer0-Zer0 , 2022. # Levi Ferreira , 2023. @@ -175,14 +175,14 @@ # "wendeli alves (wilcoxjvkb)" , 2023. # Fernando Crozetta , 2023. # Sergio Antonio , 2023. -# Martonio Junior , 2023. +# Martonio Junior , 2023, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2023-11-21 15:04+0000\n" -"Last-Translator: Martonio Junior \n" +"PO-Revision-Date: 2024-01-11 08:00+0000\n" +"Last-Translator: Murilo Gama \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -190,7 +190,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Thread principal" @@ -2059,6 +2059,9 @@ msgstr "Desenvolvedores" msgid "Authors" msgstr "Autores" +msgid "Patrons" +msgstr "Patrões" + msgid "Platinum Sponsors" msgstr "Patrocinadores Platina" @@ -2071,6 +2074,15 @@ msgstr "Patrocinadores Prata" msgid "Diamond Members" msgstr "Patrocinadores Diamante" +msgid "Titanium Members" +msgstr "Membros Titânio" + +msgid "Platinum Members" +msgstr "Membros Platina" + +msgid "Gold Members" +msgstr "Membros Ouro" + msgid "Donors" msgstr "Doadores" @@ -2138,9 +2150,35 @@ msgstr "Sucesso!" msgid "Asset:" msgstr "Recurso:" +msgid "Open the list of the asset contents and select which files to install." +msgstr "" +"Abra a lista de conteúdos do recurso e selecione quais arquivos instalar." + msgid "Change Install Folder" msgstr "Alterar local de instalação" +msgid "" +"Change the folder where the contents of the asset are going to be installed." +msgstr "Altere a pasta onde os conteúdos do recurso serão instalados." + +msgid "Ignore asset root" +msgstr "Ignorar raiz do recurso" + +msgid "No files conflict with your project" +msgstr "Nenhum arquivo conflita com o seu projeto" + +msgid "Show contents of the asset and conflicting files." +msgstr "Mostrar o conteúdo do Recurso e arquivos conflitantes." + +msgid "Contents of the asset:" +msgstr "Conteúdos do Recurso:" + +msgid "Installation preview:" +msgstr "Pré-visualização da Instalação:" + +msgid "Configure Asset Before Installing" +msgstr "Configurar Recurso antes de instalar" + msgid "Install" msgstr "Instalar" @@ -2747,6 +2785,15 @@ msgstr "" msgid "Error codes returned:" msgstr "Códigos de erro retornados:" +msgid "There is currently no description for this method." +msgstr "Atualmente não há uma descrição para este método." + +msgid "There is currently no description for this constructor." +msgstr "Atualmente não há uma descrição para este construtor." + +msgid "There is currently no description for this operator." +msgstr "Atualmente não há uma descrição para este operador." + msgid "Top" msgstr "Superior" @@ -3547,6 +3594,15 @@ msgstr "" "Não foi possível gravar no arquivo '%s', arquivo em uso, bloqueado ou sem " "permissões." +msgid "Forward+" +msgstr "Avançado+" + +msgid "Mobile" +msgstr "Mobile" + +msgid "Compatibility" +msgstr "Compatibilidade" + msgid "Pan View" msgstr "Deslocar Visão" @@ -3725,21 +3781,6 @@ msgstr "Sobre o Godot" msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" -msgid "Choose a renderer." -msgstr "Escolha um renderizador." - -msgid "Forward+" -msgstr "Avançado+" - -msgid "Mobile" -msgstr "Mobile" - -msgid "Compatibility" -msgstr "Compatibilidade" - -msgid "Changing the renderer requires restarting the editor." -msgstr "A alteração do renderizador requer a reinicialização do editor." - msgid "Update Continuously" msgstr "Atualizar Continuamente" @@ -12600,14 +12641,6 @@ msgstr "" "A interface será atualizada após reiniciar o editor ou o gerenciador de " "projetos." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Tem certeza que deseja escanear %s pastas buscando projetos Godot " -"existentes?\n" -"Isso pode levar algum tempo." - msgctxt "Application" msgid "Project Manager" msgstr "Gerenciador de Projetos" @@ -13964,13 +13997,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "O pacote deve ter pelo menos um '.' separador." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"O nome do projeto não atende ao requisito para o formato do nome do pacote. " -"Especifique explicitamente o nome do pacote." - msgid "Invalid public key for APK expansion." msgstr "Chave pública inválida para expansão do APK." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index f6fbdaa30df6..a8930aa1fa88 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -29,13 +29,14 @@ # Alexandra Moroz , 2023. # Alin Andrei Bălașa , 2023. # Cătălin George Feștilă , 2023. +# Vasile Milea , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-09-26 22:41+0000\n" -"Last-Translator: Cătălin George Feștilă \n" +"PO-Revision-Date: 2023-12-15 13:10+0000\n" +"Last-Translator: Vasile Milea \n" "Language-Team: Romanian \n" "Language: ro\n" @@ -44,7 +45,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " "20)) ? 1 : 2;\n" -"X-Generator: Weblate 5.1-dev\n" +"X-Generator: Weblate 5.3\n" + +msgid "Main Thread" +msgstr "Fir principal" msgid "Unset" msgstr "Nesetat" @@ -3789,7 +3793,7 @@ msgid "Invalid macro argument list." msgstr "Lista argumente invalidă a macrocomenzi" msgid "Invalid macro argument." -msgstr "Argument invalid pentru macrocomendă" +msgstr "Argument macro invalid." msgid "Invalid macro argument count." msgstr "Contor argument invalid pentru macrocomendă" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 463758931baf..104927a14ed5 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -167,13 +167,16 @@ # Ilia Brykin , 2023. # Ruslan , 2023. # DLushin , 2023. +# a-d-polevoi , 2023. +# "Станислав Л." , 2023. +# MaksKraft , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-28 04:14+0000\n" -"Last-Translator: DLushin \n" +"PO-Revision-Date: 2024-01-08 20:42+0000\n" +"Last-Translator: MaksKraft \n" "Language-Team: Russian \n" "Language: ru\n" @@ -182,7 +185,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Главный поток" @@ -215,10 +218,10 @@ msgid "Mouse Wheel Right" msgstr "Колёсико мыши вправо" msgid "Mouse Thumb Button 1" -msgstr "Кнопка большого пальца мыши 1" +msgstr "Боковая кнопка мыши 1" msgid "Mouse Thumb Button 2" -msgstr "Кнопка большого пальца мыши 2" +msgstr "Боковая кнопка мыши 2" msgid "Button" msgstr "Кнопка" @@ -227,37 +230,37 @@ msgid "Double Click" msgstr "Двойной щелчок" msgid "Mouse motion at position (%s) with velocity (%s)" -msgstr "Движение мыши в позиции (%s) со скоростью движения (%s)" +msgstr "Движение мыши к позиции (%s) со скоростью движения (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Левый стик по оси X, джойстик 0 по оси X" +msgstr "Ось X левого стика, Ось X джойстика 0" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Левый стик по оси Y, джойстик 0 по оси Y" +msgstr "Ось Y левого стика, Ось Y джойстика 0" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "Правый стик по оси X, джойстик 1 по оси X" +msgstr "Ось X правого стика, Ось X джойстика 1" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Правый стик по оси Y, джойстик 1 по оси Y" +msgstr "Ось Y правого стика, Ось Y джойстика 1" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Джойстик 2 по оси X, левый триггер, Sony L2, Xbox LT" +msgstr "Ось X джойстика 2, левый триггер, Sony L2, Xbox LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Джойстик 2 по оси Y, правый триггер, Sony R2, Xbox RT" +msgstr "Ось Y джойстика 2, правый триггер, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "Джойстик 3 по оси X" +msgstr "Ось X джойстика 3" msgid "Joystick 3 Y-Axis" -msgstr "Джойстик 3 по оси Y" +msgstr "Ось Y джойстика 3" msgid "Joystick 4 X-Axis" -msgstr "Джойстик 4 по оси X" +msgstr "Ось X джойстика 4" msgid "Joystick 4 Y-Axis" -msgstr "Джойстик 4 по оси Y" +msgstr "Ось Y джойстика 3" msgid "Unknown Joypad Axis" msgstr "Неизвестная ось джойстика" @@ -2407,7 +2410,7 @@ msgid "Text Server: Fallback" msgstr "Текстовый сервер: Резервный" msgid "Text Server: Advanced" -msgstr "Текстовый сервер: Расширенный" +msgstr "Текстовый сервер: Продвинутый" msgid "TTF, OTF, Type 1, WOFF1 Fonts" msgstr "Шрифты TTF, OTF, Type 1, WOFF1" @@ -2419,7 +2422,7 @@ msgid "SIL Graphite Fonts" msgstr "Шрифты SIL Graphite" msgid "Multi-channel Signed Distance Field Font Rendering" -msgstr "Многоканальный рендеринг шрифта поля расстояния со знаком" +msgstr "Многоканальная отрисовка шрифтов методом полей расстояний со знаком" msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D-узлы, а также доступ RenderingServer к 3D-функциям." @@ -2431,7 +2434,7 @@ msgid "3D Physics nodes and PhysicsServer3D." msgstr "Узлы 3D-физики и PhysicsServer3D." msgid "Navigation, both 2D and 3D." -msgstr "Навигация (2D и 3D)." +msgstr "Навигация для 2D и 3D." msgid "XR (AR and VR)." msgstr "XR (AR и VR)." @@ -2439,11 +2442,10 @@ msgstr "XR (AR и VR)." msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." -msgstr "" -"Рендеринг на основе RenderingDevice (если отключен, требуется OpenGL бэкенд)." +msgstr "Отрисовка на RenderingDevice (при отключении, требуется OpenGL бэкенд)." msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." -msgstr "OpenGL бэкенд (если отключен, требуется RenderingDevice бэкенд)." +msgstr "OpenGL бэкенд (при отключении, требуется RenderingDevice бэкенд)." msgid "Vulkan back-end of RenderingDevice." msgstr "Vulkan бэкенд RenderingDevice." @@ -3565,6 +3567,17 @@ msgstr "" "ошибкой в коде скрипта.\n" "Отключение аддона '%s' для предотвращения дальнейших ошибок." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"Не удалось загрузить скрипт расширения по пути: '%s' Базовый тип не " +"EditorPlugin." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"Не удалось загрузить скрипт расширения по пути: '%s'. Скрипт не в режиме " +"инструмента." + 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." @@ -3675,6 +3688,15 @@ msgstr "" "Невозможно записать в файл '%s', файл используется, заблокирован или " "отсутствуют разрешения." +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "Мобильные устройства" + +msgid "Compatibility" +msgstr "Совместимость" + msgid "Pan View" msgstr "Панорамировать вид" @@ -3853,21 +3875,6 @@ msgstr "О Godot" msgid "Support Godot Development" msgstr "Поддержать разработку Godot" -msgid "Choose a renderer." -msgstr "Выберите отрисовщик." - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "Мобильные устройства" - -msgid "Compatibility" -msgstr "Совместимость" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Изменение отрисовщика требует перезапуска редактора." - msgid "Update Continuously" msgstr "Непрерывное обновление" @@ -9916,7 +9923,7 @@ msgid "Create Rest Pose from Bones" msgstr "Создать позу покоя из костей" msgid "Skeleton2D" -msgstr "2D скелет" +msgstr "Скелет2D" msgid "Reset to Rest Pose" msgstr "Задать позу покоя" @@ -11235,7 +11242,7 @@ msgstr "" "Альтернативный: %d" msgid "Rendering" -msgstr "*Рендеринг*" +msgstr "Рендеринг" msgid "Texture Origin" msgstr "Центр координат текстуры" @@ -11465,7 +11472,7 @@ msgid "Tile properties:" msgstr "Свойства тайла:" msgid "TileMap" -msgstr "TileMap" +msgstr "Тайловая карта" msgid "TileSet" msgstr "Набор тайлов" @@ -13246,13 +13253,6 @@ msgstr "" "Язык изменён.\n" "Интерфейс обновится после перезапуска редактора или менеджера проектов." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Вы действительно хотите поискать существующие проекты Godot в %s папках?\n" -"Это может занять много времени." - msgctxt "Application" msgid "Project Manager" msgstr "Менеджер проектов" @@ -14144,12 +14144,61 @@ msgstr "Имя '%s' является зарезервированным слов msgid "Add Shader Global Parameter" msgstr "Добавить глобальный параметр шейдера" +msgid "" +"This project uses meshes with an outdated mesh format from previous Godot " +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." +msgstr "" +"Этот проект использует сетки с устаревшим форматом из предыдущих версий " +"Godot. Движку необходимо обновить формат для использования этих сеток. " +"Пожалуйста используйте инструмент 'Обновление поверхностей сетки' из меню " +"'Проект > Инструменты'. Вы можете проигнорировать это сообщение и продолжить " +"использовать устаревшие сетки, но помните, что это приведёт к увеличению " +"времени загрузки каждый раз, когда вы загружаете проект." + +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" +"Этот проект использует сетки с устаревшим форматом. Проверьте журнал вывода." + msgid "Upgrading All Meshes in Project" msgstr "Обновление всех сеток в проекте" msgid "Attempting to re-save " msgstr "Попытка повторного сохранения " +msgid "Attempting to remove " +msgstr "Попытка удаления " + +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." +msgstr "" +"Формат сетки изменился в Godot 4.2, что влияет как на импортированные сетки, " +"так и на сетки, созданные внутри Godot. Движку необходимо обновить формат, " +"чтобы использовать эти сетки.\n" +"\n" +"Если ваш проект старше Godot 4.2 и содержит сетки, мы рекомендуем вам " +"запустить этот инструмент однократного преобразования. Это обновление " +"перезапустит редактор и может занять несколько минут. Обновление сделает " +"сетки несовместимыми с предыдущими версиями Godot.\n" +"\n" +"Вы по-прежнему можете использовать существующие сетки как есть. Движок " +"обновит каждую сетку в памяти, но обновление не будет сохранено. Выбор этой " +"опции приведет к замедлению загрузки каждый раз при загрузке этого проекта." + msgid "Restart & Upgrade" msgstr "Перезапустить и обновить" @@ -14758,13 +14807,6 @@ msgstr "Символ '%s' не может стоять первым в сегм msgid "The package must have at least one '.' separator." msgstr "Пакет должен иметь хотя бы один разделитель '.'." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Имя проекта не соответствует требованиям формата имени пакета. Пожалуйста, " -"укажите имя пакета в явном виде." - msgid "Invalid public key for APK expansion." msgstr "Недействительный публичный ключ для расширения APK." diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index b9a8a693c448..2bc5e9f3f64a 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -2934,6 +2934,12 @@ msgstr "" "Nie je možné zapisovať do súboru '%s', súbor sa používa, je uzamknutý alebo " "chýbajú dostatočné oprávnenia." +msgid "Mobile" +msgstr "Mobil" + +msgid "Compatibility" +msgstr "Kompatibilita" + msgid "Pan View" msgstr "Zobrazenie Pan" @@ -3069,15 +3075,6 @@ msgstr "Poslať spätnú väzbu Dokumentácie" msgid "Support Godot Development" msgstr "Podporte vývoj Godot" -msgid "Choose a renderer." -msgstr "Zvoliť renderer." - -msgid "Mobile" -msgstr "Mobil" - -msgid "Compatibility" -msgstr "Kompatibilita" - msgid "Update Continuously" msgstr "Aktualizovať priebežne" diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 31dcbf5ca41a..1cb2779ee6e0 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -14,7 +14,7 @@ # Mattias Münster , 2019. # Anonymous , 2020. # Joakim Lundberg , 2020. -# Kristoffer Grundström , 2020, 2021, 2022, 2023. +# Kristoffer Grundström , 2020, 2021, 2022, 2023, 2024. # Jonas Robertsson , 2020, 2021. # André Andersson , 2020. # Andreas Westrell , 2020. @@ -33,12 +33,13 @@ # Flashbox , 2023. # Emil Åsberg <02asb01@gmail.com>, 2023. # Erik Högberg , 2023. +# TheeStickmahn , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-06 04:32+0000\n" +"PO-Revision-Date: 2024-01-20 05:55+0000\n" "Last-Translator: Kristoffer Grundström \n" "Language-Team: Swedish \n" @@ -47,7 +48,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Huvudtråd" @@ -958,6 +959,10 @@ msgstr "" "Alternativt, använd en importförinställning som importerar animationer till " "separata filer." +msgid "AnimationPlayer is inactive. The playback will not be processed." +msgstr "" +"Animationsspelaren är inaktiv. Uppspelningen kommer inte att återupptas." + msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Välj en AnimationsSpelar-nod för att skapa och redigera animationer." @@ -2872,9 +2877,15 @@ msgstr "Välj existerande layout:" msgid "Or enter new layout name" msgstr "Eller skriv ett nytt layoutnamn" +msgid "Changed Locale Filter Mode" +msgstr "Ändrade Språkfilter Läge" + msgid "[Default]" msgstr "[Standard]" +msgid "Show All Locales" +msgstr "Visa alla språk" + msgid "Edit Filters" msgstr "Redigera Filter" @@ -3283,6 +3294,28 @@ msgstr "Ta bort Layout" msgid "Default" msgstr "Standard" +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d sekund sedan" +msgstr[1] "%d sekunder sedan" + +msgid "%d minute ago" +msgid_plural "%d minutes ago" +msgstr[0] "%d minut sedan" +msgstr[1] "%d minuter sedan" + +msgid "%d hour ago" +msgid_plural "%d hours ago" +msgstr[0] "%d timme sedan" +msgstr[1] "%d timmar sedan" + +msgid "" +"Scene \"%s\" has unsaved changes.\n" +"Last saved: %s." +msgstr "" +"Scenen \"%s\" har osparade ändringar.\n" +"Senast sparad: %s." + msgid "Save & Close" msgstr "Spara & Stäng" @@ -3303,6 +3336,15 @@ msgid "" msgstr "" "Kan ej skriva till fil '%s', filen används, är låst eller behörighet saknas." +msgid "Forward+" +msgstr "Framåt+" + +msgid "Mobile" +msgstr "Mobil" + +msgid "Compatibility" +msgstr "Kompabilitet" + msgid "Dock Position" msgstr "Panelposition" @@ -3408,6 +3450,9 @@ msgstr "Kommando palett..." msgid "Take Screenshot" msgstr "Ta Skärmdump" +msgid "Screenshots are stored in the Editor Data/Settings Folder." +msgstr "Skärmdumpar är sparade i editorns Data/Settings katalog." + msgid "Toggle Fullscreen" msgstr "Växla Fullskärm" @@ -3459,24 +3504,15 @@ msgstr "Om Godot" msgid "Support Godot Development" msgstr "Supporta utvecklingen av Godot" -msgid "Choose a renderer." -msgstr "Välj en renderare." - -msgid "Forward+" -msgstr "Framåt+" - -msgid "Mobile" -msgstr "Mobil" - -msgid "Compatibility" -msgstr "Kompabilitet" - msgid "Update Continuously" msgstr "Uppdatera kontinuerligt" msgid "Update When Changed" msgstr "Uppdatera vid ändring" +msgid "Hide Update Spinner" +msgstr "Göm Uppdaterings-snurren" + msgid "FileSystem" msgstr "FilSystem" @@ -3507,6 +3543,16 @@ msgstr "Hantera Mallar" msgid "Install from file" msgstr "Installera från fil" +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-byggmallen är redan installerad innuti projektet och kommer inte bli " +"överskriven.\n" +"Radera \"res://android/build\", innan du försöker igen." + msgid "Import Templates From ZIP File" msgstr "Importera Mall från ZIP fil" @@ -3550,6 +3596,15 @@ msgstr "Öppna 3D Redigeraren" msgid "Open Script Editor" msgstr "Öppna Skript-Redigerare" +msgid "Open the next Editor" +msgstr "Öppna nästa Redigerare" + +msgid "Open the previous Editor" +msgstr "Öppna föregående Redigerare" + +msgid "Ok" +msgstr "Ok" + msgid "Warning!" msgstr "Varning!" @@ -3580,6 +3635,9 @@ msgstr "Inget namn har angetts." msgid "Name contains invalid characters." msgstr "Namnet innehåller ogiltiga tecken." +msgid "Bit %d, value %d" +msgstr "Bit %d, värde %d" + msgid "Rename" msgstr "Byt namn" @@ -3589,12 +3647,34 @@ msgstr "Lager %d" msgid "Assign..." msgstr "Tilldela..." +msgid "(Nil) %s" +msgstr "(Nil) %s" + +msgid "%s (size %s)" +msgstr "%s (storlek %s)" + msgid "Size:" msgstr "Storlek:" +msgid "Remove Item" +msgstr "Radera Artikel" + +msgid "Add Key/Value Pair" +msgstr "Skapa Nyckel/Valuta Par" + msgid "Localizable String (size %d)" msgstr "Lokaliserbar sträng (storlek %d)" +msgid "" +"The selected resource (%s) does not match any type expected for this property " +"(%s)." +msgstr "" +"Valda resursen (%s) matchar inte någon förväntad typ för den här egenskapen " +"(%s)." + +msgid "Quick Load" +msgstr "Snabbladda" + msgid "Make Unique" msgstr "Gör Unik" @@ -3619,6 +3699,18 @@ msgstr "Ny shader" msgid "Remote Debug" msgstr "Fjärrdebuggning" +msgid "" +"No runnable export preset found for this platform.\n" +"Please add a runnable preset in the Export menu or define an existing preset " +"as runnable." +msgstr "" +"Ingen körbar export-mall hittad för denna plattform.\n" +"Snälla lägg till en export-mall innuti Export menyn eller definera en redan " +"gjord mall som körbar." + +msgid "Project Run" +msgstr "Kör Projekt" + msgid "Write your logic in the _run() method." msgstr "Skriv din logik i _run() metoden." @@ -3631,15 +3723,45 @@ msgstr "Editera genväg: %s" msgid "General" msgstr "Allmänt" +msgid "The editor must be restarted for changes to take effect." +msgstr "Editorn måste startas om för att ändringarna ska träda i kraft." + msgid "Shortcuts" msgstr "Genvägar" +msgid "Left Stick Left, Joystick 0 Left" +msgstr "Vänster Joystick Vänster, Joystick 0 Vänster" + +msgid "Left Stick Right, Joystick 0 Right" +msgstr "Vänster Joystick Höger, Joystick 0 Höger" + +msgid "Left Stick Down, Joystick 0 Down" +msgstr "Vänster Joystick Ner, Joystick 0 Ner" + +msgid "Right Stick Left, Joystick 1 Left" +msgstr "Höger Joystick Vänster, Joystick 1 Vänster" + +msgid "Right Stick Right, Joystick 1 Right" +msgstr "Höger Joystick Höger, Joystick 1 Höger" + +msgid "Right Stick Up, Joystick 1 Up" +msgstr "Höger Joystick Uppåt, Joystick 1 Uppåt" + +msgid "Right Stick Down, Joystick 1 Down" +msgstr "Höger Joystick Ner, Joystick 1 Ner" + msgid "Joystick 2 Left" msgstr "Joystick 2 vänster" +msgid "Left Trigger, Sony L2, Xbox LT, Joystick 2 Right" +msgstr "Vänster Avtryckare, Sony L2, Xbox LT, Joystick 2 Höger" + msgid "Joystick 2 Up" msgstr "Joystick 2 upp" +msgid "Right Trigger, Sony R2, Xbox RT, Joystick 2 Down" +msgstr "Höger Avtryckare, Sony R2, Xbox RT, Joystick 2 Ner" + msgid "Joystick 3 Left" msgstr "Joystick 3 vänster" @@ -3667,12 +3789,18 @@ msgstr "Joystick 4 ner" msgid "Unicode" msgstr "Unicode" +msgid "Joypad Axis %d %s (%s)" +msgstr "Joypad Axis %d%s (%s)" + msgid "All Devices" msgstr "Alla Enheter" msgid "Device" msgstr "Enhet" +msgid "Listening for input..." +msgstr "Väntar för inmatning..." + msgid "Project export for platform:" msgstr "Projektexport för plattformen:" @@ -3736,6 +3864,15 @@ msgstr "PCK Inbäddning" msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Den inbäddade PCK får inte vara större än 4 GiB på 32 bitars exporter." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "Plugin \"%s\" stöds inte på \"%s\"" + +msgid "Open the folder containing these templates." +msgstr "Öppna katalogen som innehåller dessa mallar." + +msgid "Uninstall these templates." +msgstr "Avinstallera dessa mallar." + msgid "There are no mirrors available." msgstr "Det finns inga tillgängliga speglar." @@ -3817,6 +3954,9 @@ msgstr "Extraherar export mallar" msgid "Importing:" msgstr "Importerar:" +msgid "Export Template Manager" +msgstr "Exportera Mall-hanterare" + msgid "Current Version:" msgstr "Nuvarande Version:" @@ -3882,6 +4022,9 @@ msgstr "" msgid "Runnable" msgstr "Körbar" +msgid "Delete preset '%s'?" +msgstr "Radera mall \"%s\"?" + msgid "Resources to export:" msgstr "Resurser att exportera:" @@ -3894,6 +4037,9 @@ msgstr "%s Exportera" msgid "Release" msgstr "Släpp" +msgid "Presets" +msgstr "Mallar" + msgid "Add..." msgstr "Lägg till..." @@ -3924,6 +4070,29 @@ msgstr "Exporteringsläge:" msgid "Keep" msgstr "Behåll" +msgid "" +"Filters to export non-resource files/folders\n" +"(comma-separated, e.g: *.json, *.txt, docs/*)" +msgstr "" +"Filter för att exportera icke resurs-filer/kataloger\n" +"(komma separerat, ex: *.json, *.txt, docs/*)" + +msgid "" +"Filters to exclude files/folders from project\n" +"(comma-separated, e.g: *.json, *.txt, docs/*)" +msgstr "" +"Filter för att exkludera filer/kataloger från projekt\n" +"(komma separerat, ex: *.json, *.txt, docs/*)" + +msgid "Custom (comma-separated):" +msgstr "Anpassad (kommaseparerad):" + +msgid "Feature List:" +msgstr "Funktionslista:" + +msgid "Encrypt Exported PCK" +msgstr "Kryptera Exporterad PCK" + msgid "More Info..." msgstr "Mer information..." @@ -3942,6 +4111,34 @@ msgstr "Exportera allt..." msgid "ZIP File" msgstr "ZIP fil" +msgid "Export templates for this platform are missing:" +msgstr "Exportmallar för denna platform saknas:" + +msgid "Manage Export Templates" +msgstr "Hantera exportmallar" + +msgid "Export With Debug" +msgstr "Export med debug" + +msgid "Path to FBX2glTF executable is empty." +msgstr "Sökväg till FBX2glTF programmet är tom." + +msgid "Path to FBX2glTF executable is invalid." +msgstr "Sökväg till FBX2glTF programmet är ogiltig." + +msgid "Configure FBX Importer" +msgstr "Konfigurera FBX importerare" + +msgid "" +"FBX2glTF is required for importing FBX files.\n" +"Please download it and provide a valid path to the binary:" +msgstr "" +"FBX2glTF krävs för att importera FBX filer.\n" +"Var vänlig och ladda ner detta och sätt en giltig sökväg till programmet:" + +msgid "Click this link to download FBX2glTF" +msgstr "Klicka denna länk för att ladda ner FBX2glTF" + msgid "Browse" msgstr "Bläddra" @@ -3954,6 +4151,11 @@ msgstr "sortera objekt som ett rutnät av bilder." msgid "View items as a list." msgstr "Visa objekt som lista." +msgid "Status: Import of file failed. Please fix file and reimport manually." +msgstr "" +"Status: Import av fil misslyckades. Åtgärda filen och importera om den " +"manuellt." + msgid "Cannot move a folder into itself." msgstr "Det går inte att flytta en mapp in i sig själv." @@ -4032,6 +4234,18 @@ msgstr "Nytt Skript..." msgid "New Resource..." msgstr "Ny resurs..." +msgid "Sort by Name (Ascending)" +msgstr "Sortera på namn (stigande)" + +msgid "Sort by Name (Descending)" +msgstr "Sortera på namn (fallande)" + +msgid "Sort by Type (Ascending)" +msgstr "Sortera på typ (stigande)" + +msgid "Sort by Type (Descending)" +msgstr "Sortera på typ (fallande)" + msgid "Copy Path" msgstr "Kopiera Sökväg" @@ -4044,6 +4258,27 @@ msgstr "Byt namn..." msgid "Open in External Program" msgstr "Öppna i externt program" +msgid "Yellow" +msgstr "Gul" + +msgid "Green" +msgstr "Grön" + +msgid "Teal" +msgstr "Grönblå" + +msgid "Blue" +msgstr "Blå" + +msgid "Purple" +msgstr "Violett" + +msgid "Pink" +msgstr "Rosa" + +msgid "Gray" +msgstr "Grå" + msgid "Go to previous selected folder/file." msgstr "Gå till föregående vald mapp/fil." @@ -4300,6 +4535,12 @@ msgstr "Kör projektet" msgid "Run Current Scene" msgstr "Spela nuvarande scen" +msgid "Run a specific scene." +msgstr "Spela en specifik scen." + +msgid "Run Specific Scene" +msgstr "Spela specifik scen" + msgid "Play This Scene" msgstr "Spela denna scen" @@ -4362,9 +4603,21 @@ msgstr "" "Nod är låst.\n" "Klicka för att låsa upp." +msgid "\"%s\" is not a known filter." +msgstr "\"%s\" är inte ett känt filter." + +msgid "Invalid node name, the following characters are not allowed:" +msgstr "Ogiltigt nodnamn, följande tecken är inte tillåtna:" + +msgid "Another node already uses this unique name in the scene." +msgstr "En annan nod använder redan detta unika namn i scenen." + msgid "Scene Tree (Nodes):" msgstr "Scenträd (Noder):" +msgid "Node Configuration Warning!" +msgstr "Nodkonfigurationsvarning!" + msgid "Select a Node" msgstr "Välj en Node" @@ -4383,6 +4636,9 @@ msgstr "Slå på slinga." msgid "Loop:" msgstr "Slinga:" +msgid "BPM:" +msgstr "BPM:" + msgid "Beat Count:" msgstr "Taktslagsräknare:" @@ -6503,13 +6759,6 @@ msgstr "" "Användargränssnittet kommer att ändras efter att editor eller " "projekthanteraren startats om." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Är du säker på att söka i %s mappar för existerande Godot projekt?\n" -"Detta kan ta en stund." - msgctxt "Application" msgid "Project Manager" msgstr "Projekthanterare" diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index cce2c863be21..33b748d72535 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -17,13 +17,14 @@ # Nuttapong Nut , 2023. # LadsForTea , 2023. # Satakun Utama , 2023. +# รัชพล คิดการ , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-10-24 17:38+0000\n" -"Last-Translator: Atirut Wattanamongkol \n" +"PO-Revision-Date: 2023-12-13 14:13+0000\n" +"Last-Translator: รัชพล คิดการ \n" "Language-Team: Thai \n" "Language: th\n" @@ -31,7 +32,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.1.1-dev\n" +"X-Generator: Weblate 5.3-rc\n" msgid "Main Thread" msgstr "เธรดหลัก" @@ -132,6 +133,9 @@ msgstr "ปุ่มจอยย้อนกลับ, จอย Sony Select, msgid "Guide, Sony PS, Xbox Home" msgstr "ปุ่มจอยนำทาง, จอย Sony ปุ่ม PS, จอย Xbox ปุ่ม Home" +msgid "Start, Xbox Menu, Nintendo +" +msgstr "เริ่ม, หน้าต่าง Xbox, Nintendo พลัส" + msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "ปุ่มข้างในจอยสติ๊กซ้าย, จอย Sony L3, จอย Xbox L/LS" @@ -6127,13 +6131,6 @@ msgstr "" "ภาษาได้ถูกเปลี่ยนแล้ว\n" "การเปลี่ยนแปลงจะมีผลเมื่อเปิดตัวแก้ไขหรือตัวจัดการโปรเจกต์ใหม่" -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"ทำการสแกนหาโปรเจกต์ ในโฟลเดอร์ %s หรือไม่?\n" -"อาจจะใช้เวลาสักครู่" - msgid "New Project" msgstr "โปรเจกต์ใหม่" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index 995b00ab2525..f700e54e55ef 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -3623,6 +3623,15 @@ msgid "" msgstr "" "'%s' dosyasına yazılamıyor; dosya kullanımda, kilitli veya izinler eksik." +msgid "Forward+" +msgstr "İleri+" + +msgid "Mobile" +msgstr "Mobil" + +msgid "Compatibility" +msgstr "Uyumluluk" + msgid "Pan View" msgstr "Görünümü Kaydır" @@ -3800,22 +3809,6 @@ msgstr "Godot Hakkında" msgid "Support Godot Development" msgstr "Godot'yu Geliştirmeye Destek Olun" -msgid "Choose a renderer." -msgstr "Bir işleyici seçin." - -msgid "Forward+" -msgstr "İleri+" - -msgid "Mobile" -msgstr "Mobil" - -msgid "Compatibility" -msgstr "Uyumluluk" - -msgid "Changing the renderer requires restarting the editor." -msgstr "" -"İşleyicinin değiştirilmesi, düzenleyicinin yeniden başlatılmasını gerektirir." - msgid "Update Continuously" msgstr "Sürekli Güncelle" @@ -13213,14 +13206,6 @@ msgstr "" "Değişiklik, düzenleyici veya proje yöneticisi yeniden başladığında etkili " "olacak." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Var olan Godot projeleri bulmak için, %s klasör taraması yapmak istediğinize " -"emin misiniz?\n" -"Bu biraz zaman alabilir." - msgctxt "Application" msgid "Project Manager" msgstr "Proje Yöneticisi" @@ -14773,13 +14758,6 @@ msgstr "Bir paket segmentindeki ilk karakter '%s' karakteri olamaz." msgid "The package must have at least one '.' separator." msgstr "Paket en azından bir tane '.' ayıracına sahip olmalıdır." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Proje ismi, paket ismi biçimi için gereksinimi karşılamıyor. Lütfen paket " -"adını açık olarak belirtin." - msgid "Invalid public key for APK expansion." msgstr "APK genişletmesi için geçersiz ortak anahtar." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index b4a90a5d8ddf..d80cd5351b5a 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -3,7 +3,7 @@ # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # Aleksandr , 2017. -# Yuri Chornoivan , 2018, 2019, 2020, 2021, 2022. +# Yuri Chornoivan , 2018, 2019, 2020, 2021, 2022, 2024. # Андрій Бандура , 2018. # Гидеон Теон , 2017. # Максим Якимчук , 2018, 2019. @@ -37,14 +37,18 @@ # Siked Siked , 2023. # Kipя , 2023. # Kristian Sik , 2023. -# Maxi fox , 2023. +# Maxi fox , 2023, 2024. +# Oleksandr , 2024. +# сэр Аноним , 2024. +# EmerickGrimm , 2024. +# Yulian , 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-02 19:36+0000\n" -"Last-Translator: Maxi fox \n" +"PO-Revision-Date: 2024-02-01 17:01+0000\n" +"Last-Translator: сэр Аноним \n" "Language-Team: Ukrainian \n" "Language: uk\n" @@ -53,10 +57,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" -msgstr "Головний потік" +msgstr "Головна тема" msgid "Unset" msgstr "Зняти" @@ -323,6 +327,48 @@ msgstr "Видалити слово" msgid "Delete all to Right" msgstr "Видалити все справа" +msgid "Caret Left" +msgstr "Каретный левый" + +msgid "Caret Word Left" +msgstr "Вказівник Лівіше Слова" + +msgid "Caret Right" +msgstr "Вказівник Вправо" + +msgid "Caret Word Right" +msgstr "Вказівник Праворуч Слова" + +msgid "Caret Up" +msgstr "Вказівник Вверх" + +msgid "Caret Down" +msgstr "Вказівник Вниз" + +msgid "Caret Line Start" +msgstr "Вказівник На Початок Рядка" + +msgid "Caret Line End" +msgstr "Вказівник На Кінець Рядка" + +msgid "Caret Page Up" +msgstr "Заголовок сторінки вгору" + +msgid "Caret Page Down" +msgstr "Прокрутка сторінки вниз" + +msgid "Caret Document Start" +msgstr "Початок документа Caret" + +msgid "Caret Document End" +msgstr "Кінець документа Caret" + +msgid "Caret Add Below" +msgstr "Додати коментар нижче" + +msgid "Caret Add Above" +msgstr "Додати вгорі" + msgid "Scroll Up" msgstr "Прокрутити вверх" @@ -338,6 +384,9 @@ msgstr "Виділити слово під вказівником" msgid "Add Selection for Next Occurrence" msgstr "Додати виділення для наступного входження" +msgid "Clear Carets and Selection" +msgstr "Чіткі маркери та виділення" + msgid "Toggle Insert Mode" msgstr "Перемкнути режим вставки" @@ -533,6 +582,15 @@ msgstr "Зняти виділення з усіх ключів" msgid "Animation Change Transition" msgstr "Змінити перехід анімації" +msgid "Animation Change Position3D" +msgstr "Анімація зміни положення3D" + +msgid "Animation Change Rotation3D" +msgstr "Анімація зміни обертання3D" + +msgid "Animation Change Scale3D" +msgstr "Анімація зміни масштабу3D" + msgid "Animation Change Keyframe Value" msgstr "Змінити значення ключового кадру анімації" @@ -542,6 +600,15 @@ msgstr "Змінити виклик анімації" msgid "Animation Multi Change Transition" msgstr "Кілька змін переходу анімації" +msgid "Animation Multi Change Position3D" +msgstr "Анімація мультизмінного положення3D" + +msgid "Animation Multi Change Rotation3D" +msgstr "Анімація Мультизмінне обертання3D" + +msgid "Animation Multi Change Scale3D" +msgstr "Анімаційна мультизмінна шкала3D" + msgid "Animation Multi Change Keyframe Value" msgstr "Кілька змін значення ключового кадру анімації" @@ -805,7 +872,7 @@ msgstr "" "-AudioStreamPlayer3D" msgid "Animation tracks can only point to AnimationPlayer nodes." -msgstr "Доріжки анімації можуть вказувати лише на взули AnimationPlayer." +msgstr "Доріжки анімації можуть вказувати лише на вузли AnimationPlayer." msgid "Not possible to add a new track without a root" msgstr "Не можна додавати нові доріжки без кореневого запису" @@ -875,6 +942,9 @@ msgstr "Буфер обміну порожній!" msgid "Paste Tracks" msgstr "Вставити доріжки" +msgid "Animation Scale Keys" +msgstr "Клавіші масштабування анімації" + msgid "Make Easing Keys" msgstr "Створити ключі плавного переходу" @@ -937,6 +1007,15 @@ msgstr "Попередження: Редагуємо імпортовану ан msgid "Dummy Player" msgstr "Гравець-манекен" +msgid "Warning: Editing dummy AnimationPlayer" +msgstr "Попередження: Редагування фіктивного модуля AnimationPlayer" + +msgid "Inactive Player" +msgstr "Неактивний гравець" + +msgid "Warning: AnimationPlayer is inactive" +msgstr "Попередження: Програвач AnimationPlayer неактивний" + msgid "Toggle between the bezier curve editor and track editor." msgstr "Перемикання між редактором кривих Безьє та редактором доріжок." @@ -1049,6 +1128,10 @@ msgstr "Співвідношення масштабу:" msgid "Select Transition and Easing" msgstr "Вибрати Перехід та Плавність" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Лінійний" + msgctxt "Transition Type" msgid "Sine" msgstr "Синусоїдний" @@ -1065,10 +1148,18 @@ msgctxt "Transition Type" msgid "Quad" msgstr "Чотири." +msgctxt "Transition Type" +msgid "Expo" +msgstr "Експо" + msgctxt "Transition Type" msgid "Elastic" msgstr "Еластичний" +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Кубічний" + msgctxt "Transition Type" msgid "Circ" msgstr "Кірк" @@ -1077,10 +1168,22 @@ msgctxt "Transition Type" msgid "Bounce" msgstr "Відскок" +msgctxt "Transition Type" +msgid "Back" +msgstr "Назад" + msgctxt "Transition Type" msgid "Spring" msgstr "Весна" +msgctxt "Ease Type" +msgid "In" +msgstr "У" + +msgctxt "Ease Type" +msgid "Out" +msgstr "З" + msgctxt "Ease Type" msgid "InOut" msgstr "Увійшов - вийшов" @@ -1089,6 +1192,9 @@ msgctxt "Ease Type" msgid "OutIn" msgstr "Виходьте У" +msgid "Transition Type:" +msgstr "Перехідний тип:" + msgid "Ease Type:" msgstr "Легкий тип:" @@ -1407,6 +1513,12 @@ msgstr "Перемкнути видимість" msgid "Updating assets on target device:" msgstr "Оновлення ресурсів на цільовому пристрої:" +msgid "Syncing headers" +msgstr "Синхронізація заголовків" + +msgid "Getting remote file system" +msgstr "Отримання віддаленої файлової системи" + msgid "Decompressing remote file system" msgstr "Розпакування віддаленої файлової системи" @@ -1416,6 +1528,9 @@ msgstr "Сканування локальних змін" msgid "Sending list of changed files:" msgstr "Надсилання списку змінених файлів:" +msgid "Sending file:" +msgstr "Відправляю файл:" + msgid "ms" msgstr "мс" @@ -1488,6 +1603,12 @@ msgstr "Час" msgid "Calls" msgstr "Виклики" +msgid "Fit to Frame" +msgstr "Підгонка до рами" + +msgid "Linked" +msgstr "Пов'язано" + msgid "CPU" msgstr "CPU" @@ -1749,19 +1870,40 @@ msgstr "Кількість" msgid "Resources Without Explicit Ownership:" msgstr "Ресурси без явної власності:" +msgid "Folder name cannot be empty." +msgstr "Ім'я теки не може бути порожнім." + +msgid "Folder name contains invalid characters." +msgstr "Надане ім'я містить некоректні символи." + +msgid "Folder name cannot begin or end with a space." +msgstr "Назва теки не може починатися або завершуватися пробілом." + +msgid "Folder name cannot begin with a dot." +msgstr "Назва теки не може починатися з крапки." + +msgid "File with that name already exists." +msgstr "Файл із такою назвою вже існує." + +msgid "Folder with that name already exists." +msgstr "Тека із такою назвою вже існує." + msgid "Using slashes in folder names will create subfolders recursively." msgstr "" -"Використання косих рисок у назвах теки призведе до рекурсивного створення " -"підтеки." +"Використання похилих рисок у назвах тек призведе до рекурсивного створення " +"підтек." msgid "Could not create folder." -msgstr "Неможливо створити теку." +msgstr "Не вдалося створити теку." msgid "Create new folder in %s:" -msgstr "Створіть нову папку в %s:" +msgstr "Створити теку в %s:" msgid "Create Folder" -msgstr "Створити Теку" +msgstr "Створити теку" + +msgid "Folder name is valid." +msgstr "Некоректна назва теки." msgid "Thanks from the Godot community!" msgstr "Спасибі від спільноти Godot!" @@ -1776,7 +1918,7 @@ msgid "Project Founders" msgstr "Засновники проєкту" msgid "Lead Developer" -msgstr "Ведучий розробник" +msgstr "Провідний розробник" msgctxt "Job Title" msgid "Project Manager" @@ -1798,13 +1940,19 @@ msgid "Gold Sponsors" msgstr "Золоті спонсори" msgid "Silver Sponsors" -msgstr "Срібні донори" +msgstr "Срібні спонсори" msgid "Diamond Members" msgstr "Діамантові учасники" msgid "Titanium Members" -msgstr "Титанові члени" +msgstr "Титанові учасники" + +msgid "Platinum Members" +msgstr "Платинові учасники" + +msgid "Gold Members" +msgstr "Золоті учасники" msgid "Donors" msgstr "Донори" @@ -1854,6 +2002,9 @@ msgstr "Цей ресурс не має кореневого каталогу, msgid "Ignore the root directory when extracting files." msgstr "Ігноруйте кореневий каталог під час видобування файлів." +msgid "Select Install Folder" +msgstr "Вибрати цю директорію" + msgid "Uncompressing Assets" msgstr "Розпаковування ресурсів" @@ -1873,6 +2024,9 @@ msgid "Open the list of the asset contents and select which files to install." msgstr "" "Відкрийте список вмісту ресурсу і виберіть файли, які потрібно встановити." +msgid "Change Install Folder" +msgstr "Змінити директорію для встановлення" + msgid "" "Change the folder where the contents of the asset are going to be installed." msgstr "Змініть папку, до якої буде інстальовано вміст ресурсу." @@ -2505,6 +2659,9 @@ msgstr "Наразі для цього методу немає опису." msgid "There is currently no description for this constructor." msgstr "Наразі для цього конструктора немає опису." +msgid "There is currently no description for this operator." +msgstr "Наразі відсутній опис для цього оператора." + msgid "" "There is currently no description for this method. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" @@ -2519,6 +2676,13 @@ msgstr "" "Наразі для цього конструктора немає опису. Будь ласка, допоможіть нам, " "[color=$color][url=$url]зробивши один внесок[/url][/color]!" +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Наразі опис для цього оператора відсутній. Будь ласка, допоможіть нам, " +"[color=$color][url=$url]зробивши внесок[/url][/color]!" + msgid "Top" msgstr "Верхівка" @@ -2746,10 +2910,17 @@ msgstr "Цей член позначено як застарілий." msgid "This member is marked as experimental." msgstr "Цей член позначений як експериментальний." +msgid "Pin Value" +msgstr "Зафіксувати значення" + +msgid "Pin Value [Disabled because '%s' is editor-only]" +msgstr "" +"Зафіксувати значення [Деактивовано, оскільки '%s' доступно лише в редакторі]" + msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" -"Пришпилення значення призведе до примусового збереження значення, навіть якщо " -"воно дорівнює типовому." +"Зафіксування значення спричиняє його збереження незалежно від того, чи є воно " +"стандартним." msgid "(%d change)" msgid_plural "(%d changes)" @@ -2782,6 +2953,12 @@ msgstr "Перемістити вгору" msgid "Move Down" msgstr "Перемістити вниз" +msgid "Insert New Before" +msgstr "Вставити нове перед" + +msgid "Insert New After" +msgstr "Вставити новий після" + msgid "Clear Array" msgstr "Очистити масив" @@ -3005,6 +3182,9 @@ msgstr "Помилка при розборі файлу '%s'." msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "Файл сцени '%s' виглядає недійсним/пошкодженим." +msgid "Missing file '%s' or one of its dependencies." +msgstr "Відсутній файл '%s' або одна з його залежностей." + msgid "Error while loading file '%s'." msgstr "Помилка при завантаженні файлу '%s'." @@ -3257,6 +3437,17 @@ msgstr "" "бути помилка у коді цього скрипту.\n" "Вимикаємо додаток у «%s», щоб запобігти подальшим помилкам." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"Не вдається завантажити скрипт доповнення з шляху: '%s'. Базовий тип не " +"'EditorPlugin'." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"Не вдається завантажити скрипт доповнення зі шляхом: '%s'. Скрипт не в режимі " +"інструмента." + 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." @@ -3320,6 +3511,9 @@ msgstr "Видалити компонування" msgid "Default" msgstr "Типовий" +msgid "This scene was never saved." +msgstr "Ця сцена так і не була збережена." + msgid "%d second ago" msgid_plural "%d seconds ago" msgstr[0] "%d секунду тому" @@ -3366,6 +3560,15 @@ msgstr "" "Не вдалося записати до файла «%s», файл використовує інша програма, його " "заблоковано або у вас немає відповідних прав доступу до нього." +msgid "Forward+" +msgstr "Прямий+" + +msgid "Mobile" +msgstr "Мобільний" + +msgid "Compatibility" +msgstr "Сумісність" + msgid "Pan View" msgstr "Панорамування зображення" @@ -3541,18 +3744,6 @@ msgstr "Про Godot" msgid "Support Godot Development" msgstr "Підтримати розробку Godot" -msgid "Choose a renderer." -msgstr "Виберіть рендерер." - -msgid "Mobile" -msgstr "Мобільний" - -msgid "Compatibility" -msgstr "Сумісність" - -msgid "Changing the renderer requires restarting the editor." -msgstr "Зміна рендерера вимагає перезапуску редактора." - msgid "Update Continuously" msgstr "Оновлювати неперервно" @@ -3771,6 +3962,12 @@ msgstr "" msgid "Assign..." msgstr "Призначити…" +msgid "Copy as Text" +msgstr "Копіювати як текст" + +msgid "Show Node in Tree" +msgstr "Показати вузол у дереві" + msgid "Invalid RID" msgstr "Некоректний RID" @@ -3869,6 +4066,9 @@ msgstr "Показати у файловій системі" msgid "Convert to %s" msgstr "Перетворити до %s" +msgid "Select resources to make unique:" +msgstr "Виберіть ресурси, щоб зробити їх унікальними:" + msgid "New %s" msgstr "Новий %s" @@ -3911,6 +4111,12 @@ msgid "" msgstr "" "Не вдалося запустити скрипт редактора, ви забули перевизначити метод '_run'?" +msgid "Undo: %s" +msgstr "Скасувати: %s" + +msgid "Redo: %s" +msgstr "Повторити: %s" + msgid "Edit Built-in Action: %s" msgstr "Редагувати вбудовану дію: %s" @@ -3998,6 +4204,9 @@ msgstr "Джойстик 4 Вгору" msgid "Joystick 4 Down" msgstr "Джойстик 4 Вниз" +msgid "or" +msgstr "або" + msgid "Unicode" msgstr "Юнікод" @@ -4307,6 +4516,9 @@ msgstr "" "Цільова платформа вимагає стиснення текстур '%s'. Увімкніть \"Імпортувати " "%s\" для виправлення." +msgid "Fix Import" +msgstr "Виправити імпорт" + msgid "Runnable" msgstr "Активний" @@ -4321,9 +4533,18 @@ msgstr "" msgid "Delete preset '%s'?" msgstr "Вилучити набір «%s»?" +msgid "Resources to exclude:" +msgstr "Ресурси для виключення:" + +msgid "Resources to override export behavior:" +msgstr "Ресурси для зміни експортної поведінки:" + msgid "Resources to export:" msgstr "Експортовані ресурси:" +msgid "(Inherited)" +msgstr "(Успадковано)" + msgid "%s Export" msgstr "Експорт на %s" @@ -4376,6 +4597,10 @@ msgstr "Експортувати як виділений сервер" msgid "Export Mode:" msgstr "Режим експортування:" +msgid "" +"\"Strip Visuals\" will replace the following resources with placeholders:" +msgstr "\"Strip Visuals\" замінить наступні ресурси заповнювачами:" + msgid "Keep" msgstr "Не змінювати" @@ -4475,6 +4700,9 @@ msgstr "Керування шаблонами експорту" msgid "Export With Debug" msgstr "Експортувати із діагностикою" +msgid "Disable FBX & Restart" +msgstr "Вимкнути FBX та перезапустити" + msgid "" "Canceling this dialog will disable the FBX importer.\n" "You can re-enable it in the Project Settings under Filesystem > Import > FBX " @@ -4558,6 +4786,9 @@ msgstr "Не вдалося зберегти ресурс на %s: %s" msgid "Failed to load resource at %s: %s" msgstr "Не вдалося завантажити ресурс з %s: %s" +msgid "Unable to update dependencies for:" +msgstr "Неможливо оновити залежності для:" + msgid "" "This filename begins with a dot rendering the file invisible to the editor.\n" "If you want to rename it anyway, use your operating system's file manager." @@ -4581,6 +4812,9 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Файл або тека з таким іменем вже існує." +msgid "Name begins with a dot." +msgstr "Назва починається з крапки." + msgid "" "The following files or folders conflict with items in the target location " "'%s':" @@ -4603,9 +4837,15 @@ msgstr "Дублювання теки:" msgid "New Inherited Scene" msgstr "Нова успадкована сцена" +msgid "Set as Main Scene" +msgstr "Встановити головною сценою" + msgid "Open Scenes" msgstr "Відкрити сцени" +msgid "Instantiate" +msgstr "Створити екземпляр" + msgid "Edit Dependencies..." msgstr "Редагувати залежності..." @@ -4630,6 +4870,24 @@ msgstr "Ресурс…" msgid "TextFile..." msgstr "Текстовий файл…" +msgid "Expand Folder" +msgstr "Розгорнути теку" + +msgid "Expand Hierarchy" +msgstr "Розгорнути ієрархію" + +msgid "Collapse Hierarchy" +msgstr "Згорнути ієрархію" + +msgid "Set Folder Color..." +msgstr "Встановити колір директорії..." + +msgid "Default (Reset)" +msgstr "За замовчуванням (Скинути)" + +msgid "Move/Duplicate To..." +msgstr "Перемістити/дублювати до..." + msgid "Add to Favorites" msgstr "Додати до улюблених" @@ -4693,6 +4951,12 @@ msgstr "Перейменувати..." msgid "Open in External Program" msgstr "Відкрити в зовнішній програмі" +msgid "Red" +msgstr "Червоний" + +msgid "Orange" +msgstr "Помаранчевий" + msgid "Yellow" msgstr "Жовтий" @@ -4723,6 +4987,9 @@ msgstr "Перейти до наступної теки/файлу." msgid "Re-Scan Filesystem" msgstr "Пересканування файлової системи" +msgid "Change Split Mode" +msgstr "Змінити режим розділення" + msgid "Filter Files" msgstr "Фільтрувати файли" @@ -4736,6 +5003,9 @@ msgstr "" msgid "Overwrite" msgstr "Перезаписати" +msgid "Keep Both" +msgstr "Зберегти обидва" + msgid "Create Script" msgstr "Створити скрипт" @@ -4833,6 +5103,9 @@ msgstr "Не вдалося створити теку. Файл або тека msgid "Choose a Directory" msgstr "Виберіть каталог" +msgid "Copy File(s)" +msgstr "Скопіювати файл(и)" + msgid "Network" msgstr "Мережа" @@ -5160,6 +5433,9 @@ msgstr "Дозвольте:" msgid "Select a Node" msgstr "Виберіть вузол" +msgid "Show All" +msgstr "Показати всі" + msgid "The Beginning" msgstr "Початок" @@ -5527,6 +5803,9 @@ msgstr "Меші" msgid "Materials" msgstr "Матеріали" +msgid "Selected Animation Play/Pause" +msgstr "Відтворення/пауза вибраної анімації" + msgid "Save Extension:" msgstr "Зберегти розширення:" @@ -5585,6 +5864,13 @@ msgstr "" "Наразі завантажується імпортований ресурс. Всі екземпляри будуть замінені, а " "історія скасувань буде очищена." +msgid "" +"WARNING: Assets exist that use this resource. They may stop loading properly " +"after changing type." +msgstr "" +"ПОПЕРЕДЖЕННЯ: Існують об'єкти, які використовують цей ресурс. Вони можуть " +"перестати завантажуватися належним чином після зміни типу." + msgid "" "Select a resource file in the filesystem or in the inspector to adjust import " "settings." @@ -5655,6 +5941,9 @@ msgstr "Не вдалося завантажити ресурс." msgid "(Current)" msgstr "(Поточний)" +msgid "Expand Non-Default" +msgstr "Розгорнути не типові" + msgid "Property Name Style" msgstr "Стиль назв властивостей" @@ -5877,6 +6166,15 @@ msgstr "" msgid "Activate now?" msgstr "Задіяти зараз?" +msgid "Plugin name is valid." +msgstr "Назва плагіна коректне." + +msgid "Script extension is valid." +msgstr "Розширення скрипту допустиме." + +msgid "Subfolder name is valid." +msgstr "Назва під-директорії допустима." + msgid "Create Polygon" msgstr "Створити полігон" @@ -6167,6 +6465,9 @@ msgstr "Зробити анімацію унікальною: %s" msgid "Invalid AnimationLibrary file." msgstr "Неприпустимий файл бібліотеки анімації." +msgid "This library is already added to the mixer." +msgstr "Цю бібліотеку вже додано до мікшера." + msgid "Invalid Animation file." msgstr "Неприпустимий файл анімації." @@ -7036,6 +7337,15 @@ msgstr "Попередній перегляд масштабованого по msgid "Project theme" msgstr "Тема проекту" +msgid "Editor theme" +msgstr "Тема редактора" + +msgid "Default theme" +msgstr "Типова тема" + +msgid "Preview Theme" +msgstr "Перегляд теми" + msgid "Translation mask for inserting keys." msgstr "Маска перенесення для вставляння ключових кадрів." @@ -7270,9 +7580,15 @@ msgstr "Горизонтальне вирівнювання" msgid "Vertical alignment" msgstr "Вертикальне вирівнювання" +msgid "Convert to GPUParticles3D" +msgstr "Перетворити на GPUParticles3D" + msgid "Load Emission Mask" msgstr "Завантажити маску випромінювання" +msgid "Convert to GPUParticles2D" +msgstr "Перетворити на GPUParticles2D" + msgid "CPUParticles2D" msgstr "CPUParticles2D" @@ -7291,6 +7607,12 @@ msgstr "Межеві пікселі" msgid "Directed Border Pixels" msgstr "Пікселі на спрямованій межі" +msgid "Centered" +msgstr "За центром" + +msgid "Capture Colors from Pixel" +msgstr "Захоплення кольорів з пікселя" + msgid "CPUParticles3D" msgstr "CPUParticles3D" @@ -7300,6 +7622,9 @@ msgstr "Створити випромінювач з вузла" msgid "Load Curve Preset" msgstr "Завантажити заготовку кривої" +msgid "Add Curve Point" +msgstr "Додати точку кривої" + msgid "Remove Curve Point" msgstr "Видалити точку кривої" @@ -7518,6 +7843,9 @@ msgstr "Змінити висоту форми циліндра" msgid "Change Separation Ray Shape Length" msgstr "Змінити довжину форми променя" +msgid "Change Decal Size" +msgstr "Змінити розмір декалій" + msgid "Change Fog Volume Size" msgstr "Зміна розміру туману" @@ -7653,6 +7981,15 @@ msgstr "" msgid "Select path for SDF Texture" msgstr "Виберіть шлях до текстури SDF" +msgid "Add Gradient Point" +msgstr "Додати точку градієнту" + +msgid "Remove Gradient Point" +msgstr "Видалити точку градієнту" + +msgid "Move Gradient Point" +msgstr "Пересунути точку градієнту" + msgid "Reverse Gradient" msgstr "Зворотний градієнт" @@ -7747,6 +8084,9 @@ msgstr "Створити декілька опуклих форм" msgid "Create Navigation Mesh" msgstr "Створити навігаційну сітку" +msgid "No mesh to unwrap." +msgstr "Немає мешу для розгортання." + msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." @@ -7774,6 +8114,9 @@ msgstr "Розгорнути UV2" msgid "Contained Mesh is not of type ArrayMesh." msgstr "Вбудована сітка не має типу ArrayMesh." +msgid "Can't unwrap mesh with blend shapes." +msgstr "Неможливо розгорнути меш зі змішаними формами." + msgid "Only triangles are supported for lightmap unwrap." msgstr "Для розгортання лайтмапами підтримуються лише трикутники." @@ -8010,6 +8353,9 @@ msgstr "Задати end_position" msgid "Set NavigationObstacle3D Vertices" msgstr "Встановити вершини NavigationObstacle3D" +msgid "Edit Vertices" +msgstr "Редагувати вершини" + msgid "Edit Poly" msgstr "Редагувати полігон" @@ -8019,6 +8365,9 @@ msgstr "Редагувати полігон (вилучити точку)" msgid "Create Navigation Polygon" msgstr "Створення навігаційного полігону" +msgid "Bake NavigationPolygon" +msgstr "Запекти NavigationPolygon" + msgid "" "Bakes the NavigationPolygon by first parsing the scene for source geometry " "and then creating the navigation polygon vertices and polygons." @@ -8263,6 +8612,9 @@ msgstr "Буфер вибракування оклюзії" msgid "Motion Vectors" msgstr "Вектори руху" +msgid "Internal Buffer" +msgstr "Внутрішній буфер" + msgid "Display Advanced..." msgstr "Відобразити додатково..." @@ -8642,6 +8994,9 @@ msgstr "Сяйво" msgid "Tonemap" msgstr "Переспрямування" +msgid "GI" +msgstr "GI" + msgid "Post Process" msgstr "Пост-обробка" @@ -8844,6 +9199,9 @@ msgstr "Перемістити точки" msgid "Shift: Move All" msgstr "Shift: Перемістити всі" +msgid "Shift: Scale" +msgstr "Shift: Масштаб" + msgid "Move Polygon" msgstr "Перемістити полігон" @@ -8935,6 +9293,9 @@ msgstr "Вставити ресурс" msgid "Load Resource" msgstr "Завантажити ресурс" +msgid "Path to AnimationMixer is invalid" +msgstr "Невірний шлях до AnimationMixer" + msgid "Clear Recent Files" msgstr "Очистити недавні файли" @@ -9217,9 +9578,15 @@ msgstr "Згорнути/розгорнути рядок" msgid "Fold All Lines" msgstr "Згорнути всі рядки" +msgid "Create Code Region" +msgstr "Створити регіон коду" + msgid "Unfold All Lines" msgstr "Розгорнути всі рядки" +msgid "Duplicate Lines" +msgstr "Дублювати лінії" + msgid "Evaluate Selection" msgstr "Оцінка позначеного" @@ -9548,6 +9915,9 @@ msgstr "Вибрати кадри" msgid "Frame Order" msgstr "Порядок кадрів" +msgid "As Selected" +msgstr "Як вибране" + msgid "By Row" msgstr "По рядах" @@ -9566,6 +9936,18 @@ msgstr "Справа наліво, знизу вгору" msgid "By Column" msgstr "По колонці" +msgid "Top to Bottom, Left to Right" +msgstr "Зверху вниз, зліва направо" + +msgid "Top to Bottom, Right to Left" +msgstr "Зверху вниз, справа наліво" + +msgid "Bottom to Top, Left to Right" +msgstr "Знизу вгору, зліва направо" + +msgid "Bottom to Top, Right to Left" +msgstr "Знизу вгору, справа наліво" + msgid "Horizontal" msgstr "Горизонтальний" @@ -9603,6 +9985,9 @@ msgstr "%s Mip-карти" msgid "Memory: %s" msgstr "Пам'ять: %s" +msgid "No Mipmaps" +msgstr "Немає Mipmaps" + msgid "Set Region Rect" msgstr "Встановити прямокутник області" @@ -10263,6 +10648,9 @@ msgstr "Віддзеркалити полігони вертикально" msgid "Edit Polygons" msgstr "Редагувати полігони" +msgid "Expand editor" +msgstr "Розгорнути редактор" + msgid "Add polygon tool" msgstr "Додати інструмент полігона" @@ -10385,6 +10773,9 @@ msgstr "Гумка" msgid "Alternatively use RMB to erase tiles." msgstr "Або використовуйте ПКМ, щоб стерти плитки." +msgid "Flip Tile Vertically" +msgstr "Перевернути тайл вертикально" + msgid "Contiguous" msgstr "Суміжні" @@ -10516,12 +10907,18 @@ msgstr "Додати новий проксі плитки:" msgid "From Source" msgstr "З джерела" +msgid "From Coords" +msgstr "З координат" + msgid "From Alternative" msgstr "З альтернативи" msgid "To Source" msgstr "До джерела" +msgid "To Coords" +msgstr "До Координат" + msgid "To Alternative" msgstr "До Альтернативи" @@ -10554,6 +10951,9 @@ msgstr "" msgid "Rendering" msgstr "Рендеринг" +msgid "Texture Origin" +msgstr "Джерело текстури" + msgid "Modulate" msgstr "Модулювати" @@ -10676,6 +11076,12 @@ msgstr "" "Поточне джерело атласу має плитки за межами текстури.\n" "Ви можете очистити його за допомогою опції \"%s\" у меню 3 крапки." +msgid "Hold Ctrl to create multiple tiles." +msgstr "Утримуйте Ctrl, щоб створити кілька тайлів." + +msgid "Hold Shift to create big tiles." +msgstr "Утримуйте Shift, щоб створити велики тайлі." + msgid "Create an Alternative Tile" msgstr "Створити альтернативну плитку" @@ -10698,6 +11104,9 @@ msgstr "Так" msgid "No" msgstr "Ні" +msgid "Invalid texture selected." +msgstr "Обрано невірну текстуру." + msgid "Add a new atlas source" msgstr "Додати нове джерело атласу" @@ -10986,6 +11395,15 @@ msgstr "Поплавок" msgid "UInt" msgstr "Ю-інт" +msgid "Vector2" +msgstr "Вектор2" + +msgid "Vector3" +msgstr "Вектор3" + +msgid "Vector4" +msgstr "Вектор4" + msgid "Boolean" msgstr "Булеве" @@ -11056,6 +11474,9 @@ msgstr "Встановити назву параметра" msgid "Set Input Default Port" msgstr "Встановити вхідний порт за замовчуванням" +msgid "Set Custom Node Option" +msgstr "Встановити користувацьку Ноду" + msgid "Add Node to Visual Shader" msgstr "Додати вузол до Visual Shader" @@ -12110,6 +12531,10 @@ msgstr "Некоректний файл проєкту «.zip»: у ньому msgid "Please choose an empty folder." msgstr "Будь ласка, виберіть порожню теку." +msgid "" +"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." +msgstr "Будь ласка, виберіть \"project.godot\" або \".zip\" файл ." + msgid "This directory already contains a Godot project." msgstr "У цьому каталозі вже міститься проєкт Godot." @@ -12470,6 +12895,12 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Ви справді хочете запустити %d проєктів одночасно?" +msgid "Tag name can't be empty." +msgstr "Ім'я тегу не може бути порожнім." + +msgid "Tag name can't contain spaces." +msgstr "Назва тегу не може містити пробілів." + msgid "Tag name must be lowercase." msgstr "Ім'я тегу повинно бути маленькими літерами." @@ -12494,13 +12925,6 @@ msgstr "" "Інтерфейс буде оновлено під час наступного запуску редактора або засобу " "керування проєктами." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Ви справді хочете виконати пошук у %s теках наявних проєктів Godot?\n" -"Пошук може бути доволі тривалим." - msgctxt "Application" msgid "Project Manager" msgstr "Керування проєктами" @@ -13333,6 +13757,52 @@ msgstr "" "У цьому проекті використовуються сіті із застарілим форматом. Перевірте лог " "виводу." +msgid "Attempting to re-save " +msgstr "Попытка повторного сохранения " + +msgid "Attempting to remove " +msgstr "Попытка удаления " + +msgid "" +"The mesh format has changed in Godot 4.2, which affects both imported meshes " +"and meshes authored inside of Godot. The engine needs to update the format in " +"order to use those meshes.\n" +"\n" +"If your project predates Godot 4.2 and contains meshes, we recommend you run " +"this one time conversion tool. This update will restart the editor and may " +"take several minutes. Upgrading will make the meshes incompatible with " +"previous versions of Godot.\n" +"\n" +"You can still use your existing meshes as is. The engine will update each " +"mesh in memory, but the update will not be saved. Choosing this option will " +"lead to slower load times every time this project is loaded." +msgstr "" +"Формат сетки изменился в Godot 4.2, что повлияло как на импортированные " +"сетки, так и на сетки, созданные внутри Godot. Движку необходимо обновить " +"формат, чтобы использовать эти сетки.\n" +"\n" +"Если ваш проект предшествует Godot 4.2 и содержит сетки, мы рекомендуем вам " +"запустить этот одноразовый инструмент преобразования. Это обновление " +"перезапустит редактор и может занять несколько минут. Обновление сделает " +"сетки несовместимыми с предыдущими версиями Godot.\n" +"\n" +"Вы можете использовать существующие сетки как есть. Движок обновит каждую " +"сетку в памяти, но обновление не будет сохранено. Выбор этой опции приведет к " +"замедлению загрузки при каждой загрузке проекта." + +msgid "Restart & Upgrade" +msgstr "Перезапуск и обновление" + +msgid "Make this panel floating in the screen %d." +msgstr "Сделайте эту панель плавающей на экране %d." + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"Сделайте эту панель плавающей.\n" +"Щелкните правой кнопкой мыши, чтобы открыть селектор экрана." + msgid "Select Screen" msgstr "Виберіть екран" @@ -13454,6 +13924,20 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Вимкнення імпорту файлів '.blend' вимагає перезапуску редактора." +msgid "" +"Blend file import is enabled in the project settings, but no Blender path is " +"configured in the editor settings. Blend files will not be imported." +msgstr "" +"Импорт файлов Blend включен в настройках проекта, но в настройках редактора " +"не указан путь к Blender. Файлы Blend не будут импортированы." + +msgid "" +"Blend file import is enabled, but the Blender path doesn't point to an " +"accessible directory. Blend files will not be imported." +msgstr "" +"Импорт файлов Blend включен, но путь к Blender не указывает на доступную " +"директорию. Файлы Blend не будут импортированы." + msgid "Next Plane" msgstr "Наступна площина" @@ -13613,6 +14097,13 @@ msgstr "" msgid "Failed to load .NET runtime" msgstr "Не вдалося завантажити середовище виконання .NET" +msgid "" +"Unable to find the .NET assemblies directory.\n" +"Make sure the '%s' directory exists and contains the .NET assemblies." +msgstr "" +"Невозможно найти каталог сборок.NET.\n" +"Убедитесь, что каталог '%s' существует и содержит сборки .NET." + msgid ".NET assemblies not found" msgstr ".NET збірок не знайдено" @@ -13745,12 +14236,25 @@ msgstr "" "Не вдається згенерувати навігаційну сітку, оскільки ресурс було імпортовано з " "іншого типу." +msgid "" +"Bakes the NavigationMesh by first parsing the scene for source geometry and " +"then creating the navigation mesh vertices and polygons." +msgstr "" +"Выпекает NavigationMesh, сначала разбирая сцену на предмет исходной " +"геометрии, а затем создавая вершины и полигоны навигационной сетки." + +msgid "Clears the internal NavigationMesh vertices and polygons." +msgstr "Очищает внутренние вершины и полигоны NavigationMesh." + msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Перемикає попередній перегляд вирахуваного шуму в 3D просторі." msgid "Rename Action" msgstr "Перейменувати дію" +msgid "Rename Actions Localized name" +msgstr "Переименование действий Локализованное название" + msgid "Change Action Type" msgstr "Змінити тип дії" @@ -13805,6 +14309,9 @@ msgstr "Набори дій" msgid "Rename Action Set" msgstr "Перейменувати набір дій" +msgid "Rename Action Sets Localized name" +msgstr "Действие \"Переименовать\" устанавливает локализованное имя" + msgid "Change Action Sets priority" msgstr "Зміна пріоритету наборів дій" @@ -13829,6 +14336,9 @@ msgstr "Вилучити прив'язку" msgid "Pose" msgstr "Поза" +msgid "Haptic" +msgstr "Тактильный" + msgid "Unknown" msgstr "Невідомо" @@ -13855,13 +14365,6 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "У назві пакунка має бути принаймні один роздільник «.»." -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "" -"Назва проекту не відповідає вимогам до формату назви пакету. Будь ласка, " -"вкажіть назву пакету в правильному вигляді." - msgid "Invalid public key for APK expansion." msgstr "Некоректний відкритий ключ для розгортання APK." @@ -13936,6 +14439,9 @@ msgstr "Запуск на пристрої…" msgid "Could not execute on device." msgstr "Не вдалося виконати на пристрої." +msgid "Exporting to Android when using C#/.NET is experimental." +msgstr "Экспорт в Android при использовании C#/.NET является экспериментальным." + msgid "Android architecture %s not supported in C# projects." msgstr "Архітектура Android %s не підтримується у проектах C#." @@ -14153,6 +14659,9 @@ msgstr "Некоректний ідентифікатор:" msgid "Export Icons" msgstr "Експортування піктограм" +msgid "Exporting for iOS (Project Files Only)" +msgstr "Экспорт для iOS (только файлы проектов)" + msgid "Prepare Templates" msgstr "Підготуйте шаблони" @@ -14179,6 +14688,14 @@ msgstr "" ".ipa можна зібрати лише на macOS. Проект Xcode залишається без побудови " "пакету." +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "" +"Экспорт в iOS при использовании C#/.NET является экспериментальным и требует " +"macOS." + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "Экспорт в iOS при использовании C#/.NET является экспериментальным." + msgid "Identifier is missing." msgstr "Не вказано ідентифікатор." @@ -14296,6 +14813,22 @@ msgstr "Невідомий тип об'єктів." msgid "Invalid bundle identifier:" msgstr "Некоректний ідентифікатор пакунка:" +msgid "Apple Team ID is required for App Store distribution." +msgstr "Apple Team ID требуется для распространения в App Store." + +msgid "Provisioning profile is required for App Store distribution." +msgstr "Профиль Provisioning требуется для распространения App Store." + +msgid "App sandbox is required for App Store distribution." +msgstr "Песочница для приложений необходима для распространения App Store." + +msgid "" +"'rcodesign' doesn't support signing applications with embedded dynamic " +"libraries (GDExtension or .NET)." +msgstr "" +"'rcodesign' не поддерживает подписание приложений со встроенными " +"динамическими библиотеками (GDExtension или .NET)." + msgid "Apple ID password not specified." msgstr "Пароль Apple ID не вказано." @@ -14431,6 +14964,13 @@ msgstr "" "Для одноразово підписаних програм потрібен параметр «Вимкнути перевірку " "бібліотек» для завантаження динамічних бібліотек." +msgid "" +"'rcodesign' doesn't support signing applications with embedded dynamic " +"libraries." +msgstr "" +"'rcodesign' не поддерживает подписание приложений со встроенными " +"динамическими библиотеками." + msgid "Could not create entitlements file." msgstr "Не вдалося створити файл прав." @@ -14518,6 +15058,24 @@ msgstr "Створення піктограми" msgid "Could not read file: \"%s\"." msgstr "Не вдалося прочитати файл: \"%s\"." +msgid "PWA" +msgstr "ПВА" + +msgid "" +"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " +"Use Godot 3 to target Web with C#/Mono instead." +msgstr "" +"Экспорт в Web в настоящее время не поддерживается в Godot 4 при использовании " +"C#/.NET. Вместо этого используйте Godot 3 для экспорта в Web с помощью C#/" +"Mono." + +msgid "" +"If this project does not use C#, use a non-C# editor build to export the " +"project." +msgstr "" +"Если в проекте не используется C#, используйте для экспорта проекта сборку " +"редактора, не использующего C#." + msgid "Could not read HTML shell: \"%s\"." msgstr "Не вдалося прочитати оболонку HTML: \"%s\"." @@ -14986,6 +15544,13 @@ msgstr "" "Анімація CPUParticles3D вимагає використання StandardMaterial3D, режим " "Billboard Mode якого встановлено на \"Particle Billboard\"." +msgid "" +"Decals are only available when using the Forward+ or Mobile rendering " +"backends." +msgstr "" +"Декали доступны только при использовании бэкендов рендеринга Forward+ или " +"Mobile." + msgid "Fog Volumes are only visible when using the Forward+ backend." msgstr "Об'єми туману видно тільки при використанні бекенда Forward+." @@ -15007,6 +15572,9 @@ msgstr "" "Анімація частинок вимагає використання BaseMaterial3D, режим Billboard Mode " "якого встановлено на \"Particle Billboard\"." +msgid "Trails active, but neither Trail meshes or a Skin were found." +msgstr "Тропы активны, но ни сетки троп, ни скина не найдено." + msgid "" "Only one Trail mesh is supported. If you want to use more than a single mesh, " "a Skin is needed (see documentation)." @@ -15014,6 +15582,13 @@ msgstr "" "Підтримується лише одна сітка Trail. Якщо ви хочете використовувати кілька, " "потрібен скін (див. документацію)." +msgid "" +"Trails enabled, but one or more mesh materials are either missing or not set " +"for trails rendering." +msgstr "" +"Трассы включены, но один или несколько материалов сетки либо отсутствуют, " +"либо не настроены для рендеринга трасс." + msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "collision for this GPUParticlesCollisionSDF3D.\n" @@ -15076,6 +15651,9 @@ msgstr "Підготовка середовища" msgid "Generating Probe Volumes" msgstr "Генерування об'ємів зонда" +msgid "Generating Probe Acceleration Structures" +msgstr "Генерация ускоряющих структур зонда" + msgid "" "LightmapGI nodes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." @@ -15343,6 +15921,10 @@ msgstr "" msgid "Copy this constructor in a script." msgstr "Скопіюйте цей конструктор у скрипт." +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" +"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")." + msgid "" "Color: #%s\n" "LMB: Apply color\n" @@ -15371,6 +15953,9 @@ msgstr "Виберіть режим вибору." msgid "Switch between hexadecimal and code values." msgstr "Перемикання між шістнадцятковими значеннями і кодами." +msgid "Hex code or named color" +msgstr "Шестнадцатеричный код или названный цвет" + msgid "Add current color as a preset." msgstr "Додати поточний колір як шаблон." @@ -15420,6 +16005,16 @@ msgstr "" "рефакторингу в майбутній версії 4.x, що включає зміни API, які порушують " "сумісність." +msgid "Change the snapping distance." +msgstr "Изменение расстояния привязки." + +msgid "" +"Labels with autowrapping enabled must have a custom minimum size configured " +"to work correctly inside a container." +msgstr "" +"Этикетки с включенной автоматической упаковкой должны иметь пользовательский " +"минимальный размер, чтобы корректно работать внутри контейнера." + msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." @@ -15466,6 +16061,12 @@ msgstr "Ізоляція зліва направо (ЛПІ)" msgid "Right-to-Left Isolate (RLI)" msgstr "Ізоляція справа наліво (ПЛІ)" +msgid "First Strong Isolate (FSI)" +msgstr "Первый сильный изолят (FSI)" + +msgid "Pop Direction Isolate (PDI)" +msgstr "Поп-направление Изолировать (PDI)" + msgid "Zero-Width Joiner (ZWJ)" msgstr "З'єднувач нульової ширини (ZWJ)" @@ -15509,6 +16110,14 @@ msgstr "" "призначений вміст.\n" "Спробуйте додати дочірній SubViewport, щоб надати можливість щось відображати." +msgid "" +"The default mouse cursor shape of SubViewportContainer has no effect.\n" +"Consider leaving it at its initial value `CURSOR_ARROW`." +msgstr "" +"Форма курсора мыши по умолчанию для SubViewportContainer не имеет никакого " +"эффекта.\n" +"Рассмотрите возможность оставить ее в начальном значении `CURSOR_ARROW`." + msgid "(Other)" msgstr "(Інші)" @@ -15567,6 +16176,16 @@ msgstr "" "Щоб програма могла хоч щось показати, розмір поля перегляду має бути більшим " "або рівним 2 пікселям в обох вимірах." +msgid "" +"An incoming node's name clashes with %s already in the scene (presumably, " +"from a more nested instance).\n" +"The less nested node will be renamed. Please fix and re-save the scene." +msgstr "" +"Имя входящего узла конфликтует с %s, уже имеющимся в сцене (предположительно, " +"от более вложенного экземпляра).\n" +"Менее вложенный узел будет переименован. Пожалуйста, исправьте и " +"пересохраните сцену." + msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." @@ -15730,6 +16349,9 @@ msgstr "" msgid "Assignment to function." msgstr "Призначення функційного." +msgid "Swizzling assignment contains duplicates." +msgstr "Задание Swizzling содержит дубликаты." + msgid "Assignment to uniform." msgstr "Призначення однорідного." @@ -16090,6 +16712,10 @@ msgstr "" msgid "Too many '%s' uniforms in shader, maximum supported is %d." msgstr "Занадто багато форм '%s' у шейдері, максимально підтримується %d." +msgid "Setting default values to uniform arrays is not supported." +msgstr "" +"Установка значений по умолчанию для однородных массивов не поддерживается." + msgid "Expected constant expression after '='." msgstr "Очікуваний константний вираз після '='." @@ -16102,6 +16728,9 @@ msgstr "Групу потрібно відкрити раніше." msgid "Shader type is already defined." msgstr "Тип шейдера вже визначено." +msgid "Expected constant, function, uniform or varying." +msgstr "Ожидаемая постоянная, функция, равномерная или переменная." + msgid "Invalid constant type (samplers are not allowed)." msgstr "Некоректний тип константи (не допускається використання семплерів)." @@ -16182,6 +16811,15 @@ msgstr "Некоректна назва аргументу." msgid "Expected a comma in the macro argument list." msgstr "Очікується кома у списку аргументів макросу." +msgid "'##' must not appear at beginning of macro expansion." +msgstr "'##' не должно появляться в начале расширения макроса." + +msgid "'##' must not appear at end of macro expansion." +msgstr "'##' не должно появляться в конце расширения макроса." + +msgid "Unmatched elif." +msgstr "Непревзойденный элиф." + msgid "Missing condition." msgstr "Відсутня умова." @@ -16194,6 +16832,9 @@ msgstr "Неперевершена." msgid "Invalid else." msgstr "Некоректне else." +msgid "Unmatched endif." +msgstr "Несоответствующее endif." + msgid "Invalid endif." msgstr "Некоректний endif." diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 119845453dc8..455913fa9d5a 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -36,13 +36,14 @@ # Huu Le , 2023. # Phaspez , 2023. # phamminhkha , 2023. +# Ziyn , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-04 01:29+0000\n" -"Last-Translator: IoeCmcomc \n" +"PO-Revision-Date: 2024-01-07 19:06+0000\n" +"Last-Translator: Ziyn \n" "Language-Team: Vietnamese \n" "Language: vi\n" @@ -50,7 +51,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Chủ đề chính" @@ -136,6 +137,9 @@ msgstr "Chuyển động của Joypad trên Trục %d (%s) với Giá trị %.2f msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Hành động phía dưới, Sony X, Xbox A, Nintendo B" +msgid "Right Action, Sony Circle, Xbox B, Nintendo A" +msgstr "Thao tác bên phải, Sony Tròn, Xbox B, Nintendo A" + msgid "Left Action, Sony Square, Xbox X, Nintendo Y" msgstr "Thao tác bên trái, Sony Vuông, Xbox X, Nintendo Y" @@ -163,6 +167,9 @@ msgstr "D-pad trái" msgid "D-pad Right" msgstr "D-pad phải" +msgid "Pressure:" +msgstr "Áp lực:" + msgid "canceled" msgstr "Huỷ bỏ" @@ -3445,6 +3452,9 @@ msgstr "Kiểm tra băm SHA-256 thất bại" msgid "Asset Download Error:" msgstr "Lỗi tải nguyên liệu:" +msgid "Ready to install!" +msgstr "Sẵn sàng để tải!" + msgid "Downloading (%s / %s)..." msgstr "Đang tải (%s / %s)..." @@ -3517,6 +3527,9 @@ msgstr "Trang:" msgid "Support" msgstr "Hỗ trợ" +msgid "Failed to get repository configuration." +msgstr "Không thể lấy được cài đặt của kho mã nguồn." + msgid "Assets ZIP File" msgstr "Tệp tin ZIP Nguyên liệu" @@ -5324,13 +5337,6 @@ msgstr "" "Giao diện sẽ cập nhật sau khi khởi động lại trình biên tập hoặc trình quản lí " "dự án." -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"Bạn có chắc chắn quét các thư mục %s để tìm các dự án Godot có sẵn?\n" -"Điều này sẽ mất chút thời gian." - msgid "New Project" msgstr "Tạo Dự Án" diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index d07c26b59abb..1c9a01552a7d 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -72,7 +72,7 @@ # Gardner Belgrade , 2020. # godhidden , 2020. # BinotaLIU , 2020, 2021. -# TakWolf , 2020. +# TakWolf , 2020, 2023. # twoBornottwoB <305766341@qq.com>, 2021. # Magian , 2021. # Weiduo Xie , 2021. @@ -96,13 +96,15 @@ # Zi Jiaxu , 2023. # bay , 2023. # Arsvine Zhu <2162371684@qq.com>, 2023. +# Helan Du <250233335@qq.com>, 2024. +# Ainsley , 2024. msgid "" msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2023-12-07 14:59+0000\n" -"Last-Translator: 风青山 \n" +"PO-Revision-Date: 2024-01-25 05:54+0000\n" +"Last-Translator: Ainsley \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -110,7 +112,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "主线程" @@ -143,10 +145,10 @@ msgid "Mouse Wheel Right" msgstr "鼠标滚轮向右" msgid "Mouse Thumb Button 1" -msgstr "鼠标拇指键 1" +msgstr "鼠标侧键 1" msgid "Mouse Thumb Button 2" -msgstr "鼠标拇指键 2" +msgstr "鼠标侧键 2" msgid "Button" msgstr "按钮" @@ -3507,6 +3509,15 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "无法写入文件“%s”,文件被占用、已锁定、或权限不足。" +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "移动" + +msgid "Compatibility" +msgstr "兼容" + msgid "Pan View" msgstr "平移视图" @@ -3684,21 +3695,6 @@ msgstr "关于 Godot" msgid "Support Godot Development" msgstr "支持 Godot 开发" -msgid "Choose a renderer." -msgstr "选择渲染器。" - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "移动" - -msgid "Compatibility" -msgstr "兼容" - -msgid "Changing the renderer requires restarting the editor." -msgstr "改变渲染器需要重启编辑器。" - msgid "Update Continuously" msgstr "持续更新" @@ -12723,13 +12719,6 @@ msgstr "" "语言已更改。\n" "界面将在重新启动编辑器或项目管理器后更新。" -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"确定要扫描文件夹 %s 中的现有 Godot 项目吗? \n" -"这可能需要一段时间。" - msgctxt "Application" msgid "Project Manager" msgstr "项目管理器" @@ -14217,11 +14206,6 @@ msgstr "包段中的第一个字符不能是 “%s”。" msgid "The package must have at least one '.' separator." msgstr "包必须至少有一个 “.” 分隔符。" -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "项目名称不符合包名格式的要求。请显式指定包名。" - msgid "Invalid public key for APK expansion." msgstr "APK 扩展的公钥无效。" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index 74a5324d6739..534eebfc6990 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -49,13 +49,14 @@ # Skyter Lin , 2023. # powder , 2023. # Ink&Soul , 2023. +# lemtea8 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-23 09:02+0000\n" -"Last-Translator: Ink&Soul \n" +"PO-Revision-Date: 2024-01-16 01:10+0000\n" +"Last-Translator: lemtea8 \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -63,7 +64,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "主執行緒" @@ -195,16 +196,16 @@ msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Xbox Share、PS5 麥克風、Nintendo 截圖" msgid "Xbox Paddle 1" -msgstr "Xbox 撥片 1" +msgstr "Xbox 搖桿 1" msgid "Xbox Paddle 2" -msgstr "Xbox 撥片 2" +msgstr "Xbox 搖桿 2" msgid "Xbox Paddle 3" -msgstr "Xbox 撥片 3" +msgstr "Xbox 搖桿 3" msgid "Xbox Paddle 4" -msgstr "Xbox 撥片 4" +msgstr "Xbox 搖桿 4" msgid "PS4/5 Touchpad" msgstr "PS4/5 觸控板" @@ -840,7 +841,7 @@ msgid "animation" msgstr "動畫" msgid "AnimationPlayer can't animate itself, only other players." -msgstr "AnimationPlayer 不能播放自己,只可播放其他 Player。" +msgstr "AnimationPlayer 只可由其他 Player 播放。" msgid "property '%s'" msgstr "屬性「%s」" @@ -1903,6 +1904,9 @@ msgstr "開發人員" msgid "Authors" msgstr "作者" +msgid "Patrons" +msgstr "贊助者" + msgid "Platinum Sponsors" msgstr "白金贊助" @@ -1912,6 +1916,18 @@ msgstr "黃金贊助" msgid "Silver Sponsors" msgstr "白銀贊助" +msgid "Diamond Members" +msgstr "鑽石級贊助" + +msgid "Titanium Members" +msgstr "鈦級贊助" + +msgid "Platinum Members" +msgstr "白金級贊助" + +msgid "Gold Members" +msgstr "黃金級贊助" + msgid "Donors" msgstr "捐贈者" @@ -2746,12 +2762,24 @@ msgstr "方法說明" msgid "Operator Descriptions" msgstr "運算子說明" +msgid "Metadata:" +msgstr "Metadata:" + msgid "Property:" msgstr "屬性:" +msgid "Method:" +msgstr "方法:" + msgid "Signal:" msgstr "訊號:" +msgid "Theme Item:" +msgstr "主題項目:" + +msgid "No description available." +msgstr "沒有說明。" + msgid "%d match." msgstr "%d 件相符合的結果。" @@ -3423,6 +3451,15 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "無法寫入檔案'%s',該檔案正被使用、鎖定或因權限不足。" +msgid "Forward+" +msgstr "Forward+" + +msgid "Mobile" +msgstr "移動裝置" + +msgid "Compatibility" +msgstr "編譯" + msgid "Pan View" msgstr "平移檢視" @@ -3519,6 +3556,9 @@ msgstr "工具" msgid "Orphan Resource Explorer..." msgstr "孤立資源瀏覽器..." +msgid "Upgrade Mesh Surfaces..." +msgstr "升級網格表面..." + msgid "Reload Current Project" msgstr "重新載入目前專案" @@ -3597,21 +3637,6 @@ msgstr "關於Godot" msgid "Support Godot Development" msgstr "支援 Godot 開發" -msgid "Choose a renderer." -msgstr "選擇渲染器。" - -msgid "Forward+" -msgstr "Forward+" - -msgid "Mobile" -msgstr "移動裝置" - -msgid "Compatibility" -msgstr "編譯" - -msgid "Changing the renderer requires restarting the editor." -msgstr "更改渲染器需要重新啟動編輯器。" - msgid "Update Continuously" msgstr "持續更新" @@ -3824,6 +3849,12 @@ msgstr "" msgid "Assign..." msgstr "指派..." +msgid "Copy as Text" +msgstr "複製為文字" + +msgid "Show Node in Tree" +msgstr "在節點樹中顯示" + msgid "Invalid RID" msgstr "無效的 RID" @@ -4371,6 +4402,9 @@ msgstr "確定要刪除預設設定「%s」?" msgid "Resources to exclude:" msgstr "排除的資源:" +msgid "Resources to override export behavior:" +msgstr "覆寫匯出的資源:" + msgid "Resources to export:" msgstr "匯出的資源:" @@ -4660,6 +4694,9 @@ msgstr "複製資料夾:" msgid "New Inherited Scene" msgstr "新增繼承場景" +msgid "Set as Main Scene" +msgstr "設為主場景" + msgid "Open Scenes" msgstr "開啟場景" @@ -4771,6 +4808,33 @@ msgstr "重新命名..." msgid "Open in External Program" msgstr "在外部程式中開啟" +msgid "Red" +msgstr "紅色" + +msgid "Orange" +msgstr "橙色" + +msgid "Yellow" +msgstr "黃色" + +msgid "Green" +msgstr "綠色" + +msgid "Teal" +msgstr "深青色" + +msgid "Blue" +msgstr "藍色" + +msgid "Purple" +msgstr "紫色" + +msgid "Pink" +msgstr "粉紅色" + +msgid "Gray" +msgstr "灰色" + msgid "Go to previous selected folder/file." msgstr "前往上一個選擇的資料夾/檔案。" @@ -4780,6 +4844,9 @@ msgstr "前往下一個選擇的資料夾/檔案。" msgid "Re-Scan Filesystem" msgstr "重新掃描檔案系統" +msgid "Change Split Mode" +msgstr "變更分割模式" + msgid "Filter Files" msgstr "篩選檔案" @@ -7412,6 +7479,9 @@ msgid "" "will be visible in the running project." msgstr "啟用此選項後,迴避對象的形狀、半徑和速度將在專案運行中可見。" +msgid "Debug CanvasItem Redraws" +msgstr "偵錯 CanvasItem 重繪" + msgid "Synchronize Scene Changes" msgstr "同步常見更改" @@ -9487,6 +9557,9 @@ msgstr "建立 LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "LightOccluder2D 預覽" +msgid "Can't convert an empty sprite to mesh." +msgstr "無法轉換空 sprite 為網格。" + msgid "Can't convert a sprite using animation frames to mesh." msgstr "無法使用動畫影格將 Sprite 轉換為網格。" @@ -12564,13 +12637,6 @@ msgstr "" "語言已變更。\n" "重新啟動編輯器或專案管理員後將會套用界面更新。" -msgid "" -"Are you sure to scan %s folders for existing Godot projects?\n" -"This could take a while." -msgstr "" -"確定要掃描 %s 中的 Godot 專案嗎?\n" -"這可能需要一段時間。" - msgctxt "Application" msgid "Project Manager" msgstr "專案管理員" @@ -13040,6 +13106,13 @@ msgid "" "reverted to their default." msgstr "禁用「editable_instance」將導致節點的所有屬性都被還原為其預設值。" +msgid "" +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." +msgstr "" +"啟用「Load As Placeholder」將禁用「Editable Children」並導致其所有節點都被還原" +"為其預設值。" + msgid "Make Local" msgstr "轉為本地" @@ -13413,6 +13486,22 @@ msgstr "名稱「%s」是預留的著色器語言關鍵字。" msgid "Add Shader Global Parameter" msgstr "新增著色器全域參數" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "此專案使用過時的網格格式。請檢查輸出記錄。" + +msgid "Upgrading All Meshes in Project" +msgstr "升級專案中所有網格" + +msgid "Attempting to re-save " +msgstr "嘗試進行重新儲存 " + +msgid "Attempting to remove " +msgstr "嘗試進行刪除 " + +msgid "Restart & Upgrade" +msgstr "重新啟動並升級" + msgid "Make this panel floating in the screen %d." msgstr "讓這個面板在螢幕 %d 中浮動。" @@ -13441,6 +13530,9 @@ msgstr "更改環面外半徑" msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "convert() 函式收到了無效的引數,請使用 TYPE_* 常數。" +msgid "Cannot resize array." +msgstr "無法調整陣列大小。" + msgid "Step argument is zero!" msgstr "Step 引數為 0!" @@ -13465,6 +13557,9 @@ msgstr "無效的實體字典格式(位於 @path 的腳本無效)" msgid "Invalid instance dictionary (invalid subclasses)" msgstr "無效的實體字典(無效的子型別)" +msgid "Cannot instantiate GDScript class." +msgstr "無法實例化 GDScript 類別。" + msgid "Value of type '%s' can't provide a length." msgstr "型別為 '%s' 的值無法提供長度。" @@ -13664,6 +13759,9 @@ msgstr "構建直接光照" msgid "Integrate indirect lighting" msgstr "集成間接光照" +msgid "Integrate indirect lighting %d%%" +msgstr "集成間接光照 %d%%" + msgid "Baking lightprobes" msgstr "正在烘焙光照探查" @@ -13988,11 +14086,6 @@ msgstr "套件片段 (Segment) 的第一個字元不可為「%s」。" msgid "The package must have at least one '.' separator." msgstr "套件必須至少有一個「.」分隔字元。" -msgid "" -"The project name does not meet the requirement for the package name format. " -"Please explicitly specify the package name." -msgstr "專案名稱不符合包名稱格式要求。請明確指定專案名稱。" - msgid "Invalid public key for APK expansion." msgstr "無效的 APK Expansion 公鑰。" @@ -14057,6 +14150,9 @@ msgstr "無法於裝置上執行。" msgid "Exporting to Android when using C#/.NET is experimental." msgstr "使用 C#/.NET 時匯出到 Android 是實驗性的。" +msgid "Android architecture %s not supported in C# projects." +msgstr "Android 架構 %s 尚不支援C#專案。" + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -14201,9 +14297,15 @@ msgstr "無法寫入擴充套件檔案!" msgid "Building Android Project (gradle)" msgstr "建置 Android 專案(Gradle)" +msgid "Building of Android project failed, check output for the error:" +msgstr "建置 Android 專案失敗,請檢查輸出以確認錯誤:" + msgid "Moving output" msgstr "移動輸出" +msgid "Unable to copy and rename export file:" +msgstr "無法複製並重新命名匯出的檔案:" + msgid "Package not found: \"%s\"." msgstr "未找到套件:「%s」。" @@ -14271,6 +14373,12 @@ msgid "" "package." msgstr ".ipa 只能在macOS上建置。離開 Xcode 專案而不建置專案。" +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "使用 C#/.NET 時匯出到 iOS 需要 macOS 並且仍是實驗性的。" + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "使用 C#/.NET 時匯出到 iOS 是實驗性的。" + msgid "Identifier is missing." msgstr "缺少識別符。" @@ -15227,7 +15335,7 @@ msgstr "投影紋理只在陰影啟用時能夠正常工作。" msgid "" "Projector textures are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." -msgstr "使用 GL Compatibility 後端時,還不支援投影器紋理。將在後續版本中加入。" +msgstr "目前 GL Compatibility 後端尚不支援投影器紋理。將在後續版本中加入。" msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." msgstr "角度大於 90 度的 SpotLight3D 無法投射出陰影。" @@ -15259,7 +15367,7 @@ msgstr "生成探查加速結構中" msgid "" "LightmapGI nodes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." -msgstr "使用 GL 相容性後端時,還不支援LightmapGI 節點。將在後續版本中加入。" +msgstr "目前 GL 相容性後端尚不支援LightmapGI 節點。將在後續版本中加入。" msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." @@ -15343,7 +15451,7 @@ msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"使用 GL Compatibility 後端時尚不支援 ReflectionProbe。將在後續版本中加入。" +"目前 GL Compatibility 後端尚不支援 ReflectionProbe。將在後續版本中加入。" msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " @@ -15381,8 +15489,8 @@ msgid "" "VisibleOnScreenNotifier3D nodes are not supported when using the GL " "Compatibility backend yet. Support will be added in a future release." msgstr "" -"使用 GL Compatibility 後端時尚不支援 VisibleOnScreenNotifier3D 節點。將在後續" -"版本中加入。" +"目前 GL Compatibility 後端尚不支援 VisibleOnScreenNotifier3D 節點。將在後續版" +"本中加入。" msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -15423,7 +15531,7 @@ msgstr "正在生成距離場" msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." -msgstr "使用 GL Compatibility 後端時尚不支援 VoxelGI 節點。將在後續版本中加入。" +msgstr "目前 GL Compatibility 後端尚不支援 VoxelGI 節點。將在後續版本中加入。" msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po new file mode 100644 index 000000000000..6c7d3b20d68e --- /dev/null +++ b/editor/translations/properties/ar.po @@ -0,0 +1,2419 @@ +# Arabic translation of the Godot Engine properties. +# Copyright (c) 2014-present Godot Engine contributors. +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +# Adel , 2018. +# athomield , 2017. +# Basil Al-Khateeb , 2017. +# Jamal Alyafei , 2017. +# john lennon , 2017. +# Mohammmad Khashashneh , 2016, 2020. +# Mr ChaosXD , 2018. +# Mrwan Ashraf , 2017. +# noureldin sharaf , 2017. +# omar anwar aglan , 2017-2018. +# OWs Tetra , 2017. +# Rached Noureddine , 2018. +# Rex_sa , 2017, 2018, 2019. +# Wajdi Feki , 2017. +# Omar Aglan , 2018, 2019, 2020. +# Codes Otaku , 2018, 2019. +# Takai Eddine Kennouche , 2018. +# Mohamed El-Baz , 2018. +# عاصم شكر - Aasem shokr , 2018. +# Mohammad Fares , 2018. +# NewFriskFan26 , 2019. +# spiderx0x , 2019. +# Ibraheem Tawfik , 2019. +# DiscoverSquishy , 2019. +# ButterflyOfFire , 2019. +# PhoenixHO , 2019. +# orcstudio , 2019. +# Rachid Graphicos , 2019. +# traveller010 , 2019. +# Ahmed Shahwan , 2019. +# hshw , 2020. +# Youssef Harmal , 2020. +# Nabeel20 , 2020, 2021, 2022. +# merouche djallal , 2020. +# Airbus5717 , 2020. +# tamsamani mohamed , 2020. +# Anas , 2020. +# R-K , 2020. +# HeroFight dev , 2020. +# أحمد مصطفى الطبراني , 2020. +# ChemicalInk , 2020. +# Musab Alasaifer , 2020. +# Yassine Oudjana , 2020, 2022. +# bruvzg , 2020. +# StarlkYT , 2020, 2021. +# Games Toon , 2021, 2022. +# Kareem Abduljaleel , 2021. +# ILG - Game , 2021. +# Hatim Jamal , 2021. +# HASSAN GAMER - حسن جيمر , 2021, 2022. +# abubakrAlsaab , 2021. +# Hafid Talbi , 2021. +# Hareth Mohammed , 2021. +# Mohammed Mubarak , 2021, 2022. +# Spirit , 2021, 2022. +# TURKYM7MD , 2022. +# zeyad majed , 2022. +# Whales State , 2022. +# Mr.k , 2022. +# ywmaa , 2022. +# Awab Najim , 2022. +# Abderrahim , 2022. +# Jhon Smith , 2022. +# Oo mohab oO , 2022. +# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada , 2022. +# xX-Void-Xx , 2022. +# أحمد النور , 2022. +# Commander Gordon , 2022. +# Abdulrahman , 2022. +# بسام العوفي , 2023. +# Abdulkarim , 2023. +# KhalilBenGaied , 2023. +# "Mr.k" , 2023. +# Ibraheem Asad , 2023. +# Aya Ichrak , 2023. +# Jugy , 2023. +# Emad Alhaddad , 2023. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2023-12-12 23:41+0000\n" +"Last-Translator: Emad Alhaddad \n" +"Language-Team: Arabic \n" +"Language: ar\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " +"n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" +"X-Generator: Weblate 5.3-dev\n" + +msgid "Application" +msgstr "التطبيق" + +msgid "Config" +msgstr "إعداد" + +msgid "Name" +msgstr "الاسم" + +msgid "Name Localized" +msgstr "الاسم المحلي" + +msgid "Description" +msgstr "الوصف" + +msgid "Version" +msgstr "الإصدار" + +msgid "Run" +msgstr "تشغيل" + +msgid "Main Scene" +msgstr "المشهد الرئيس" + +msgid "Disable stdout" +msgstr "تعطيل stdout" + +msgid "Disable stderr" +msgstr "تعطيل stderr" + +msgid "Use Hidden Project Data Directory" +msgstr "استخدم دليل بيانات المشروع المخفية" + +msgid "Use Custom User Dir" +msgstr "استخدم دليل المستخدم المخصص" + +msgid "Custom User Dir Name" +msgstr "اسم دليل المستخدم المخصص" + +msgid "Project Settings Override" +msgstr "تجاوز إعدادات المشروع" + +msgid "Main Loop Type" +msgstr "نوع الحلقة الرئيسية" + +msgid "Auto Accept Quit" +msgstr "قبول الإنهاء التلقائي" + +msgid "Quit on Go Back" +msgstr "الرجوع للخلف" + +msgid "Display" +msgstr "عرض" + +msgid "Window" +msgstr "نافذة" + +msgid "Size" +msgstr "الحجم" + +msgid "Viewport Width" +msgstr "عرض منفذ العرض" + +msgid "Viewport Height" +msgstr "طول منفذ العرض" + +msgid "Mode" +msgstr "وضع" + +msgid "Initial Position Type" +msgstr "نوع المركز الأولي" + +msgid "Initial Position" +msgstr "الوضعية الأولية" + +msgid "Initial Screen" +msgstr "الشاشة الاولية" + +msgid "Resizable" +msgstr "متغير الحجم" + +msgid "Borderless" +msgstr "بلا إطار" + +msgid "Always on Top" +msgstr "عرض نافذة المشروع امام كل النوافذ" + +msgid "Transparent" +msgstr "شفاف" + +msgid "Extend to Title" +msgstr "يمتد إلى العنوان" + +msgid "No Focus" +msgstr "لا يوجد تركيز" + +msgid "Window Width Override" +msgstr "تجاوز عرض النافذة" + +msgid "Window Height Override" +msgstr "تجاوز ارتفاع النافذة" + +msgid "Energy Saving" +msgstr "توفير الطاقة" + +msgid "Keep Screen On" +msgstr "إبقاء الشاشة قيد التشغيل" + +msgid "Audio" +msgstr "الصوت" + +msgid "Buses" +msgstr "الباصات" + +msgid "Default Bus Layout" +msgstr "تخطيط الناقل الافتراضي" + +msgid "General" +msgstr "عام" + +msgid "Text to Speech" +msgstr "تحويل النص إلى صوت" + +msgid "2D Panning Strength" +msgstr "قوة الغسل ثنائية الأبعاد" + +msgid "3D Panning Strength" +msgstr "قوة الغسل ثلاثية الأبعاد" + +msgid "iOS" +msgstr "IOS" + +msgid "Session Category" +msgstr "فئة الجلسة" + +msgid "Mix With Others" +msgstr "ختلط مع الآخرين" + +msgid "Editor" +msgstr "المحرّر" + +msgid "Script" +msgstr "سكربت" + +msgid "Search in File Extensions" +msgstr "البحث في امتدادات الملف" + +msgid "Subwindows" +msgstr "النوافذ الفرعية" + +msgid "Embed Subwindows" +msgstr "تضمين النوافذ الفرعية" + +msgid "Physics" +msgstr "الفيزياء" + +msgid "2D" +msgstr "الثنائي" + +msgid "Run on Separate Thread" +msgstr "تشغيل على سلسلة منفصلة" + +msgid "3D" +msgstr "الثلاثي" + +msgid "Stretch" +msgstr "تمدد" + +msgid "Aspect" +msgstr "الجانب" + +msgid "Scale" +msgstr "المقياس" + +msgid "Scale Mode" +msgstr "وضع المقياس" + +msgid "Debug" +msgstr "تصحيح الأخطاء" + +msgid "Settings" +msgstr "الإعدادات" + +msgid "Profiler" +msgstr "المحلل" + +msgid "Compression" +msgstr "ضغط" + +msgid "Formats" +msgstr "التنسيقات" + +msgid "Long Distance Matching" +msgstr "مطابقة المسافة الطويلة" + +msgid "Compression Level" +msgstr "مستوى الضغط" + +msgid "Crash Handler" +msgstr "معالج الأعطال" + +msgid "Message" +msgstr "رسالة" + +msgid "Rendering" +msgstr "معالَجة" + +msgid "Memory" +msgstr "الذاكرة" + +msgid "Limits" +msgstr "الحدود" + +msgid "Multithreaded Server" +msgstr "خادوم متعدد المسارات" + +msgid "Internationalization" +msgstr "التدويل (لغوي)" + +msgid "Force Right to Left Layout Direction" +msgstr "فرض اتجاه النسق من اليمين لليسار" + +msgid "Root Node Layout Direction" +msgstr "اتجاه نسق أصل العُقدة" + +msgid "GUI" +msgstr "الواجهة الرسومية" + +msgid "Timers" +msgstr "المواقيت" + +msgid "Common" +msgstr "شائع" + +msgid "Fonts" +msgstr "الخطوط" + +msgid "Dynamic Fonts" +msgstr "الخطوط التكيُّفية" + +msgid "Use Oversampling" +msgstr "استخدام الإفراط في أخذ العينات" + +msgid "Rendering Device" +msgstr "جهاز التكوين" + +msgid "Staging Buffer" +msgstr "المخزن الؤقت التدريجي" + +msgid "Block Size (KB)" +msgstr "حجم الكتلة (كيلو بايت)" + +msgid "Max Size (MB)" +msgstr "الحجم الأقصى (ميقا بايت)" + +msgid "Texture Upload Region Size Px" +msgstr "حجم منطقة تحميل النسيج Px" + +msgid "Pipeline Cache" +msgstr "ذاكرة التخزين المؤقت لخط الأنابيب" + +msgid "Save Chunk Size (MB)" +msgstr "حفظ جزء من القطعة (ميجابايت)" + +msgid "Vulkan" +msgstr "فُلقَان" + +msgid "Max Descriptors per Pool" +msgstr "أقصى عدد الواصِفات للمجموعة" + +msgid "Textures" +msgstr "المَلْمَس" + +msgid "Canvas Textures" +msgstr "ملمس اللوحة" + +msgid "Default Texture Filter" +msgstr "تصفية الملمس الافتراضي" + +msgid "Default Texture Repeat" +msgstr "تكرار الملْمَس الافتراضي" + +msgid "Collada" +msgstr "Collada (كولادا)" + +msgid "Use Ambient" +msgstr "استخدم Ambient" + +msgid "Low Processor Usage Mode" +msgstr "وضع استخدام المعالج المنخفض" + +msgid "Print Error Messages" +msgstr "طباعة رسائل الخطأ" + +msgid "Max Physics Steps per Frame" +msgstr "الخطوات الفزيائية القصوى لكل إطار" + +msgid "Max FPS" +msgstr "أقصى عدد الإطار" + +msgid "Time Scale" +msgstr "مقياس الوقت" + +msgid "Physics Jitter Fix" +msgstr "إصلاح الرجفان الفيزيائي" + +msgid "Mouse Mode" +msgstr "وضع الفأرة" + +msgid "Use Accumulated Input" +msgstr "استخدم المدخلات المتراكمة" + +msgid "Input Devices" +msgstr "أجهزة الإدخال" + +msgid "Compatibility" +msgstr "المتوافق" + +msgid "Device" +msgstr "الجهاز" + +msgid "Window ID" +msgstr "معرف النافذة" + +msgid "Command or Control Autoremap" +msgstr "القيادة أو التحكم التلقائي في الخريطة" + +msgid "Alt Pressed" +msgstr "تم الضغط على البديل(Alt)" + +msgid "Shift Pressed" +msgstr "تم الضغط على Shift" + +msgid "Ctrl Pressed" +msgstr "تم الضغط على Ctrl" + +msgid "Pressed" +msgstr "ضٌغط (الزر)" + +msgid "Keycode" +msgstr "رمز المفتاح" + +msgid "Physical Keycode" +msgstr "رمز المفتاح الفيزيائي" + +msgid "Key Label" +msgstr "تسمية المفتاح" + +msgid "Unicode" +msgstr "الحروف القياسية يونيكود" + +msgid "Echo" +msgstr "صدى" + +msgid "Button Mask" +msgstr "قناع الزر" + +msgid "Position" +msgstr "موقع" + +msgid "Global Position" +msgstr "الموقع العالمي" + +msgid "Factor" +msgstr "العامل" + +msgid "Button Index" +msgstr "مؤشر الزر" + +msgid "Canceled" +msgstr "ألغيت" + +msgid "Double Click" +msgstr "نقرة مضاعفة" + +msgid "Tilt" +msgstr "إمالة" + +msgid "Pressure" +msgstr "الضغط" + +msgid "Pen Inverted" +msgstr "قُلب القلم" + +msgid "Relative" +msgstr "نسبي" + +msgid "Velocity" +msgstr "التسارع" + +msgid "Axis" +msgstr "محور" + +msgid "Axis Value" +msgstr "قيمة المحور" + +msgid "Index" +msgstr "المؤشر" + +msgid "Double Tap" +msgstr "اضغط مرتين" + +msgid "Action" +msgstr "إجراء" + +msgid "Strength" +msgstr "القوة" + +msgid "Delta" +msgstr "دلتا" + +msgid "Channel" +msgstr "قناة" + +msgid "Pitch" +msgstr "الحدّة" + +msgid "Instrument" +msgstr "أداة" + +msgid "Controller Number" +msgstr "رقم وحدة التحكم" + +msgid "Controller Value" +msgstr "قيمة/(رقم تعريف) وحدة التحكم" + +msgid "Shortcut" +msgstr "الاختصارات" + +msgid "Events" +msgstr "الأحداث" + +msgid "Include Navigational" +msgstr "تضمين الملاحة" + +msgid "Include Hidden" +msgstr "تضمين المخفي" + +msgid "Big Endian" +msgstr "Endian الكبيرة" + +msgid "Blocking Mode Enabled" +msgstr "تمكين وضع الحظر" + +msgid "Read Chunk Size" +msgstr "حجم قطعة القراءة" + +msgid "Data" +msgstr "بيانات" + +msgid "Object ID" +msgstr "معرف الكائن" + +msgid "Encode Buffer Max Size" +msgstr "الحجم الأقصى لمخزن التشفير المؤقت" + +msgid "Input Buffer Max Size" +msgstr "الحجم الأقصى لمخزن المدخلات المؤقت" + +msgid "Output Buffer Max Size" +msgstr "الحجم الأقصى لمخزن المخرجات المؤقت" + +msgid "Resource" +msgstr "المصدر" + +msgid "Local to Scene" +msgstr "المحلية للمشهد" + +msgid "Path" +msgstr "المسار" + +msgid "Data Array" +msgstr "مصفوفة البيانات" + +msgid "Max Pending Connections" +msgstr "الحد الأقصى للاتصالات المعلقة" + +msgid "Region" +msgstr "الإقليم" + +msgid "Offset" +msgstr "المُعاد الإزاحة" + +msgid "Cell Size" +msgstr "حجم الخلية" + +msgid "Jumping Enabled" +msgstr "تمكين القفز" + +msgid "Default Compute Heuristic" +msgstr "إرشادي حسابي افتراضي" + +msgid "Default Estimate Heuristic" +msgstr "التقدير التجريبي الافتراضي" + +msgid "Seed" +msgstr "بذرة" + +msgid "State" +msgstr "الحالة" + +msgid "Message Queue" +msgstr "قائمة انتظار الرسائل" + +msgid "Network" +msgstr "الشبكة" + +msgid "TCP" +msgstr "بروتوكول التحكم بالإرسال (TCP)" + +msgid "Connect Timeout Seconds" +msgstr "توصيل المهلة بالثواني" + +msgid "Packet Peer Stream" +msgstr "تدفق نظير الحزمة" + +msgid "Max Buffer (Power of 2)" +msgstr "الحد الأقصى للمخزن المؤقت (قوة 2)" + +msgid "Certificate Bundle Override" +msgstr "تجاوز حزمة الشهادة" + +msgid "Worker Pool" +msgstr "تجمع العمال" + +msgid "Locale" +msgstr "محلي" + +msgid "Test" +msgstr "إختبار" + +msgid "Fallback" +msgstr "تراجع | انسحاب" + +msgid "Pseudolocalization" +msgstr "التعريب الزائف" + +msgid "Use Pseudolocalization" +msgstr "استخدم التوطين الزائف" + +msgid "Replace With Accents" +msgstr "استبدال مع لهجات" + +msgid "Double Vowels" +msgstr "حروف العلة مزدوجة" + +msgid "Override" +msgstr "تجاوز" + +msgid "Expansion Ratio" +msgstr "نسبة التوسع" + +msgid "Prefix" +msgstr "بادئة" + +msgid "Skip Placeholders" +msgstr "تخطي العناصر النائبة" + +msgid "Rotation" +msgstr "التدوير" + +msgid "Value" +msgstr "قيمة" + +msgid "Args" +msgstr "المعاملات (Args)" + +msgid "Type" +msgstr "النوع" + +msgid "Stream" +msgstr "المجرى (Stream)" + +msgid "Animation" +msgstr "التحريك" + +msgid "FileSystem" +msgstr "نظام الملفات" + +msgid "File Server" +msgstr "خادم الملفات" + +msgid "Port" +msgstr "منفذ" + +msgid "Password" +msgstr "كلمة المرور" + +msgid "Text Editor" +msgstr "محرر النصوص" + +msgid "Help" +msgstr "المساعدة" + +msgid "Sort Functions Alphabetically" +msgstr "ترتيب الدوال أبجديا" + +msgid "Checked" +msgstr "التحقق" + +msgid "Draw Warning" +msgstr "رسم التحذير" + +msgid "Deletable" +msgstr "قابل للحذف" + +msgid "Distraction Free Mode" +msgstr "وضع خالي من الإلهاء" + +msgid "Movie Maker Enabled" +msgstr "تم تمكين صانع الأفلام" + +msgid "Interface" +msgstr "واجهة المستخدم" + +msgid "Update Continuously" +msgstr "تحديث متواصل" + +msgid "Localize Settings" +msgstr "ترجمة الإعدادات" + +msgid "Restore Scenes on Load" +msgstr "استعادة المشاهد عند التحميل" + +msgid "Inspector" +msgstr "الفاحص" + +msgid "Default Property Name Style" +msgstr "نمط اسم الخاصية الافتراضي" + +msgid "Default Float Step" +msgstr "خطوة الfloat الافتراضية" + +msgid "Disable Folding" +msgstr "تعطيل الطي" + +msgid "Auto Unfold Foreign Scenes" +msgstr "إكشف المشاهد الأجنبية تلقائيا" + +msgid "Horizontal Vector2 Editing" +msgstr "تحرير Vector2 الأفقي" + +msgid "Horizontal Vector Types Editing" +msgstr "تحرير أنواع المتجهات الأفقية" + +msgid "Open Resources in Current Inspector" +msgstr "الموارد المفتوحة في المفتش الحالي" + +msgid "Resources to Open in New Inspector" +msgstr "الموارد التي سيتم فتحها في المفتش الجديد" + +msgid "Default Color Picker Mode" +msgstr "وضع منتقي الألوان الافتراضي" + +msgid "Default Color Picker Shape" +msgstr "شكل منتقي الألوان الافتراضي" + +msgid "Base Type" +msgstr "النوع الأساسي" + +msgid "Editable" +msgstr "قابل للتعديل" + +msgid "Toggle Mode" +msgstr "أظهر الوضع" + +msgid "Editor Language" +msgstr "لغة المحرر" + +msgid "Display Scale" +msgstr "مقياس العرض" + +msgid "Editor Screen" +msgstr "شاشة المحرر" + +msgid "Project Manager Screen" +msgstr "شاشة مدير المشروع" + +msgid "Enable Pseudolocalization" +msgstr "تمكين التعريب الزائف" + +msgid "Use Embedded Menu" +msgstr "استعمال القائمة المُضمّنة" + +msgid "Expand to Title" +msgstr "التوسيع إلى العنوان" + +msgid "Custom Display Scale" +msgstr "مقياس العرض المخصص" + +msgid "Main Font Size" +msgstr "حجم الخط الرئيسي" + +msgid "Code Font Size" +msgstr "حجم خط الشِفرة" + +msgid "Font Hinting" +msgstr "تلميح الخط (Hinting)" + +msgid "Main Font" +msgstr "الخط الأساسي" + +msgid "Main Font Bold" +msgstr "الخط الرئيسي الغليظ" + +msgid "Code Font" +msgstr "خط الكود" + +msgid "Automatically Open Screenshots" +msgstr "فتح لقطات الشاشة تلقائيًا" + +msgid "Single Window Mode" +msgstr "وضع النافذة الواحدة" + +msgid "Mouse Extra Buttons Navigate History" +msgstr "تنقل في سجل أزرار الماوس الإضافية" + +msgid "Float Drag Speed" +msgstr "تعويم سرعة السحب" + +msgid "Theme" +msgstr "الموضوع" + +msgid "Preset" +msgstr "المعد مسبقا" + +msgid "Base Color" +msgstr "اللون الاساسي" + +msgid "Contrast" +msgstr "التباين" + +msgid "Relationship Line Opacity" +msgstr "عتامة خط العلاقة" + +msgid "Border Size" +msgstr "حجم الحدود" + +msgid "Corner Radius" +msgstr "قطر الزاوية" + +msgid "Additional Spacing" +msgstr "مساحة اضافية" + +msgid "Touchscreen" +msgstr "شاشة اللمس" + +msgid "Increase Scrollbar Touch Area" +msgstr "زيادة منطقة اللمس في شريط التمرير" + +msgid "Enable Long Press as Right Click" +msgstr "تمكين الضغط لفترة طويلة عند النقر بزر الماوس الأيمن" + +msgid "Enable Pan and Scale Gestures" +msgstr "تمكين إيماءات التحريك والقياس" + +msgid "Display Close Button" +msgstr "عرض زر الإغلاق" + +msgid "Maximum Width" +msgstr "الحد الأقصى للعرض" + +msgid "Show Script Button" +msgstr "اضهار زر السكربت" + +msgid "Multi Window" +msgstr "نافذة متعددة" + +msgid "Enable" +msgstr "تفعيل" + +msgid "Restore Windows on Load" +msgstr "استعادة ويندوز عند التحميل" + +msgid "Maximize Window" +msgstr "تكبير النافذة" + +msgid "External Programs" +msgstr "البرامج الخارجية" + +msgid "Raster Image Editor" +msgstr "محرر الصور النقطية (العادية)" + +msgid "Vector Image Editor" +msgstr "محرر الصور المتجهة" + +msgid "Audio Editor" +msgstr "محرر الصوت" + +msgid "3D Model Editor" +msgstr "محرر الأبعاد الثلاثية" + +msgid "Directories" +msgstr "الدلائل" + +msgid "Autoscan Project Path" +msgstr "المسح التلقائي لمسار المشروع" + +msgid "Default Project Path" +msgstr "مسار المشروع الافتراضي" + +msgid "On Save" +msgstr "عند الحفظ" + +msgid "File Dialog" +msgstr "حوار الملف" + +msgid "Show Hidden Files" +msgstr "أظهر الملفات المخفية" + +msgid "Display Mode" +msgstr "وضع العرض" + +msgid "Import" +msgstr "استيراد" + +msgid "Blender 3 Path" +msgstr "مسار بلندر 3" + +msgid "Tools" +msgstr "أدوات" + +msgid "Docks" +msgstr "النوافذ المثبتة (Docked)" + +msgid "Start Create Dialog Fully Expanded" +msgstr "بدء نافذة حوار الإنشاء موسعة بالكامل" + +msgid "Auto Expand to Selected" +msgstr "التوسيع التلقائي للمختارة" + +msgid "Always Show Folders" +msgstr "إظهار الملفات دوماً" + +msgid "Property Editor" +msgstr "محرر الخصائص" + +msgid "Auto Refresh Interval" +msgstr "الفاصل الزمني للتحديث التلقائي" + +msgid "Appearance" +msgstr "المظهر" + +msgid "Caret Blink" +msgstr "وميض علامة الإقحام" + +msgid "Highlight Current Line" +msgstr "تمييز السطر الحالي" + +msgid "Highlight All Occurrences" +msgstr "قم بتمييز جميع التكرارات" + +msgid "Show Line Length Guidelines" +msgstr "إظهار إرشادات طول السطر" + +msgid "Line Length Guideline Soft Column" +msgstr "عمود ناعم لتوجيه طول السطر" + +msgid "Line Length Guideline Hard Column" +msgstr "عمود غامق لتوجيه طول السطر" + +msgid "Show Line Numbers" +msgstr "اظهار رقم الخط" + +msgid "Highlight Type Safe Lines" +msgstr "تمييز سطور الأنواع الآمنة" + +msgid "Show Info Gutter" +msgstr "إظهار معلومات المزراب" + +msgid "Minimap" +msgstr "الخريطة المصغرة" + +msgid "Show Minimap" +msgstr "إظهار الخريطة" + +msgid "Minimap Width" +msgstr "عرض الخريطة المصغرة" + +msgid "Lines" +msgstr "خطوط" + +msgid "Code Folding" +msgstr "طي الكود" + +msgid "Word Wrap" +msgstr "التفاف الكلمات" + +msgid "Autowrap Mode" +msgstr "وضع الالتفاف التلقائي" + +msgid "Whitespace" +msgstr "مسافة بيضاء" + +msgid "Draw Tabs" +msgstr "رسم فراغات زر التاب" + +msgid "Draw Spaces" +msgstr "رسم فراغات زر السبايس" + +msgid "Line Spacing" +msgstr "تباعد الأسطر" + +msgid "Behavior" +msgstr "سلوك" + +msgid "Navigation" +msgstr "تنقل" + +msgid "Move Caret on Right Click" +msgstr "حرك علامة الإقحام عند النقر بزر الماوس الأيمن" + +msgid "Scroll Past End of File" +msgstr "قم بالتمرير إلى ما بعد نهاية الملف" + +msgid "Smooth Scrolling" +msgstr "التمرير السلس" + +msgid "V Scroll Speed" +msgstr "سرعة التمرير العمودي" + +msgid "Drag and Drop Selection" +msgstr "سحب وإسقاط التحديد" + +msgid "Stay in Script Editor on Node Selected" +msgstr "ابق في المحرر البرمجي على العقدة المختارة" + +msgid "Indent" +msgstr "التصدُّر" + +msgid "Auto Indent" +msgstr "تصدُّر تلقائي" + +msgid "Files" +msgstr "ملفات" + +msgid "Trim Trailing Whitespace on Save" +msgstr "قم بقص المسافة البيضاء الزائدة عند الحفظ" + +msgid "Autosave Interval Secs" +msgstr "الفاصل الزمني للحفظ التلقائي بالثواني" + +msgid "Convert Indent on Save" +msgstr "تحويل المسافة البادئة عند الحفظ" + +msgid "Script List" +msgstr "لائحة السكربتات" + +msgid "Show Members Overview" +msgstr "عرض نظرة عامة على الأعضاء" + +msgid "Sort Members Outline Alphabetically" +msgstr "فرز الخطوط العريضة للأعضاء أبجدياً" + +msgid "Completion" +msgstr "تكملة" + +msgid "Idle Parse Delay" +msgstr "تأخير التحليل الخامل" + +msgid "Auto Brace Complete" +msgstr "اكمال القوس التلقائي" + +msgid "Code Complete Enabled" +msgstr "تم تمكين إكمال الكود" + +msgid "Code Complete Delay" +msgstr "تأخير الإكمال التلقائي للكود" + +msgid "Put Callhint Tooltip Below Current Line" +msgstr "ضع تلميح أداة Callhint أسفل السطر الحالي" + +msgid "Complete File Paths" +msgstr "مسارات الملفات الكاملة" + +msgid "Add Type Hints" +msgstr "إضافة تلميحات النوع" + +msgid "Use Single Quotes" +msgstr "استخدم علامات الاقتباس المفردة" + +msgid "Colorize Suggestions" +msgstr "تلوين الاقتراحات" + +msgid "Show Help Index" +msgstr "إظهار فهرس المساعدة" + +msgid "Help Font Size" +msgstr "حجم خط المساعدة" + +msgid "Help Source Font Size" +msgstr "حجم خط مصدر المساعدة" + +msgid "Help Title Font Size" +msgstr "حجم خط عنوان المساعدة" + +msgid "Class Reference Examples" +msgstr "أمثلة مرجعية للفئة" + +msgid "Editors" +msgstr "المحرّرات" + +msgid "Grid Map" +msgstr "خريطة الشبكة" + +msgid "Pick Distance" +msgstr "اختر المسافة" + +msgid "Primary Grid Color" +msgstr "لون الشبكة الأساسي" + +msgid "Secondary Grid Color" +msgstr "لون الشبكة الثانوي" + +msgid "Selection Box Color" +msgstr "تحديد لون المربع" + +msgid "Instantiated" +msgstr "تم إنشاء مثيل له" + +msgid "Joint" +msgstr "مشترك" + +msgid "Shape" +msgstr "شكل" + +msgid "Primary Grid Steps" +msgstr "خطوات الشبكة الاساسية" + +msgid "Grid Size" +msgstr "حجم الشبكة" + +msgid "Grid Division Level Max" +msgstr "الحد الأقصى لمستوى تقسيم الشبكة" + +msgid "Grid Division Level Min" +msgstr "الحد الأدنى لمستوى تقسيم الشبكة" + +msgid "Grid Division Level Bias" +msgstr "التحيز على مستوى تقسيم الشبكة" + +msgid "Emulate Numpad" +msgstr "محاكاة لوحة مفاتيح الأرقام" + +msgid "Emulate 3 Button Mouse" +msgstr "محاكاة الماوس ذو الثلاثة أزرار" + +msgid "Zoom Modifier" +msgstr "معدل التكبير" + +msgid "Warped Mouse Panning" +msgstr "التفاف الحركة بالماوس" + +msgid "Orbit Sensitivity" +msgstr "حساسية التدوير" + +msgid "Orbit Inertia" +msgstr "القصور الذاتي المداري" + +msgid "Freelook" +msgstr "رؤية حُرّة" + +msgid "Bone Width" +msgstr "عرض العظام" + +msgid "Bone Color 1" +msgstr "لون العظام 1" + +msgid "Bone Color 2" +msgstr "لون العظام 2" + +msgid "Bone Selected Color" +msgstr "لون العظام المختار" + +msgid "Bone IK Color" +msgstr "لون IK العظام" + +msgid "Bone Outline Color" +msgstr "لون حدود العظام" + +msgid "Bone Outline Size" +msgstr "حجم مخطط العظام" + +msgid "Viewport Border Color" +msgstr "لون حدود إطار العرض" + +msgid "Use Integer Zoom by Default" +msgstr "استخدم التكبير العدد الصحيح بشكل افتراضي" + +msgid "Simple Panning" +msgstr "التحريك البسيط" + +msgid "Tiles Editor" +msgstr "محرر البلاط" + +msgid "Display Grid" +msgstr "عرض الشبكة" + +msgid "Polygon Editor" +msgstr "محرر المضلعات" + +msgid "Point Grab Radius" +msgstr "قطر نقطة الإنتزاع" + +msgid "Show Previous Outline" +msgstr "إظهار المخطط التفصيلي السابق" + +msgid "Autorename Animation Tracks" +msgstr "إعادة تسمية مسارات الرسوم المتحركة تلقائيًا" + +msgid "Default Create Bezier Tracks" +msgstr "إنشاء مسارات Bezier الإفتراضية" + +msgid "Onion Layers Past Color" +msgstr "لون Onion Layers في الماضي" + +msgid "Onion Layers Future Color" +msgstr "لون Onion Layers في المستقبل" + +msgid "Visual Editors" +msgstr "المحررات البصرية" + +msgid "Minimap Opacity" +msgstr "عتامة الخريطة المصغرة" + +msgid "Window Placement" +msgstr "موضع النافذة" + +msgid "Rect" +msgstr "مستطيل" + +msgid "Screen" +msgstr "شاشة" + +msgid "Android Window" +msgstr "نافذة أندرويد" + +msgid "Auto Save" +msgstr "حفظ تلقائي" + +msgid "Save Before Running" +msgstr "حفظ قبل التشغيل" + +msgid "Output" +msgstr "المخرجات" + +msgid "Font Size" +msgstr "حجم الخط" + +msgid "Remote Host" +msgstr "المضيف عن بعد" + +msgid "Debugger" +msgstr "مُنقح الأخطاء" + +msgid "Profiler Frame History Size" +msgstr "حجم تاريخ إطار المحلل" + +msgid "HTTP Proxy" +msgstr "وكيل (Proxy) HTTP" + +msgid "Host" +msgstr "المضيف" + +msgid "Project Manager" +msgstr "مدير المشروع" + +msgid "Default Renderer" +msgstr "العارض الافتراضي" + +msgid "Highlighting" +msgstr "تسليط الضوء" + +msgid "Symbol Color" +msgstr "لون الرمز" + +msgid "Keyword Color" +msgstr "لون الكلمة المفتاحية" + +msgid "Control Flow Keyword Color" +msgstr "لون الكلمة المفتاحية لتدفق التحكم" + +msgid "Engine Type Color" +msgstr "لون نوع المحرك" + +msgid "User Type Color" +msgstr "لون نوع المستخدم" + +msgid "Comment Color" +msgstr "لون التعليق" + +msgid "Background Color" +msgstr "لون الخلفية" + +msgid "Completion Background Color" +msgstr "لون خلفية عند الانتهاء" + +msgid "Completion Existing Color" +msgstr "لون الإكمال الموجود" + +msgid "Completion Scroll Color" +msgstr "لون تمرير الإكمال" + +msgid "Completion Font Color" +msgstr "لون خط الإكمال" + +msgid "Text Color" +msgstr "لون الخط" + +msgid "Line Number Color" +msgstr "لون رقم الخط" + +msgid "Safe Line Number Color" +msgstr "لون رقم الخط الآمن" + +msgid "Caret Color" +msgstr "لون علامة الإقحام" + +msgid "Text Selected Color" +msgstr "لون النص المحدد" + +msgid "Selection Color" +msgstr "لون الاختيار" + +msgid "Brace Mismatch Color" +msgstr "لون عدم تطابق الأقواس" + +msgid "Line Length Guideline Color" +msgstr "لون إرشاد طول السطر" + +msgid "Word Highlighted Color" +msgstr "اللون المميز للكلمة" + +msgid "Number Color" +msgstr "لون الرقم" + +msgid "Bookmark Color" +msgstr "لون الإشارة المرجعية" + +msgid "Breakpoint Color" +msgstr "لون نقطة التوقف" + +msgid "Executing Line Color" +msgstr "لون سطر التنفيذ" + +msgid "Code Folding Color" +msgstr "لون الكود القابل للطي" + +msgid "Folded Code Region Color" +msgstr "لون منطقة الكود المطوية" + +msgid "Search Result Color" +msgstr "لون نتيجة البحث" + +msgid "Release" +msgstr "الإصدار" + +msgid "Binary Format" +msgstr "تنسيق ثنائي" + +msgid "Embed PCK" +msgstr "تضمين PCK" + +msgid "BPTC" +msgstr "BPTC" + +msgid "S3TC" +msgstr "S3TC" + +msgid "ETC" +msgstr "ETC" + +msgid "ETC2" +msgstr "ETC2" + +msgid "Export" +msgstr "تصدير" + +msgid "Export Path" +msgstr "مسار التصدير" + +msgid "Access" +msgstr "الوصول (للملف)" + +msgid "File Mode" +msgstr "وضع الملف" + +msgid "Filters" +msgstr "المصافي" + +msgid "Disable Overwrite Warning" +msgstr "تعطيل تحذير الإستبدال" + +msgid "Flat" +msgstr "مسطحة" + +msgid "Hide Slider" +msgstr "إخفاء المنزلق" + +msgid "Zoom" +msgstr "تكبير" + +msgid "Generate Mipmaps" +msgstr "إنشاء خرائط ميماب" + +msgid "Multichannel Signed Distance Field" +msgstr "حقل مسافة متعدد" + +msgid "Hinting" +msgstr "التلميح" + +msgid "Oversampling" +msgstr "الإفراط في أخذ العينات" + +msgid "Language Support" +msgstr "دعم اللغة" + +msgid "Script Support" +msgstr "دعم البرنامج النصي" + +msgid "Compress" +msgstr "ضغط" + +msgid "Language" +msgstr "اللغة" + +msgid "Transform" +msgstr "التَحَوّل" + +msgid "Rename Bones" +msgstr "إعادة تسمية العظام" + +msgid "Unique Node" +msgstr "العقدة الفريدة" + +msgid "Make Unique" +msgstr "اجعلْه فريدًا" + +msgid "Skeleton Name" +msgstr "اسم الهيكل العظمي" + +msgid "Overwrite Axis" +msgstr "الكتابة فوق المحور" + +msgid "Filter" +msgstr "التصفية" + +msgid "Threshold" +msgstr "عتبة" + +msgid "Remove Tracks" +msgstr "إزالة المسارات" + +msgid "Create From" +msgstr "إنشاء من" + +msgid "Delimiter" +msgstr "محدد" + +msgid "Character Ranges" +msgstr "نطاقات الأحرف" + +msgid "Columns" +msgstr "أعمدة" + +msgid "Rows" +msgstr "الصفوف" + +msgid "Image Margin" +msgstr "هامش الصورة" + +msgid "Character Margin" +msgstr "هامش الحرف" + +msgid "High Quality" +msgstr "جودة عالية" + +msgid "Lossy Quality" +msgstr "جودة ضائعة (Lossy)" + +msgid "HDR Compression" +msgstr "ضغط HDR" + +msgid "Generate" +msgstr "توليد" + +msgid "Limit" +msgstr "حد" + +msgid "Slices" +msgstr "شرائح" + +msgid "Horizontal" +msgstr "أفقي" + +msgid "Vertical" +msgstr "عمودي" + +msgid "Arrangement" +msgstr "ترتيب" + +msgid "Layout" +msgstr "المخطط" + +msgid "Amount" +msgstr "الكمية" + +msgid "Layer" +msgstr "طبقة" + +msgid "Mask" +msgstr "قناع" + +msgid "Layers" +msgstr "طبقات" + +msgid "Decomposition" +msgstr "تقسيم" + +msgid "Advanced" +msgstr "إعدادات متقدمة" + +msgid "Precision" +msgstr "دقة" + +msgid "Resolution" +msgstr "الدقة" + +msgid "Height" +msgstr "الارتفاع" + +msgid "Radius" +msgstr "نصف القطر" + +msgid "Simplification Distance" +msgstr "مسافة التبسيط" + +msgid "Save to File" +msgstr "حفظ في الملف" + +msgid "Enabled" +msgstr "مفعل" + +msgid "Loop Mode" +msgstr "وضعية التكرار" + +msgid "Keep Custom Tracks" +msgstr "احتفظ بالمسارات المخصصة" + +msgid "Optimizer" +msgstr "المحسن" + +msgid "Page Size" +msgstr "حجم الصفحة" + +msgid "Nodes" +msgstr "العُقد" + +msgid "Meshes" +msgstr "المجسّمات" + +msgid "FPS" +msgstr "ط/ث" + +msgid "Normal Map" +msgstr "خريطة عادية" + +msgid "Roughness" +msgstr "خشونة" + +msgid "Process" +msgstr "المعالجة" + +msgid "Fix Alpha Border" +msgstr "إصلاح حدود ألفا" + +msgid "Size Limit" +msgstr "الحد الأقصى للحجم" + +msgid "Detect 3D" +msgstr "كشف 3D" + +msgid "Trim Alpha Border From Region" +msgstr "تقليم حدود ألفا من المنطقة" + +msgid "8 Bit" +msgstr "8 بت" + +msgid "Mono" +msgstr "احاديه" + +msgid "Edit" +msgstr "تعديل" + +msgid "Trim" +msgstr "تقليم" + +msgid "Asset Library" +msgstr "مكتبة المُلحقات" + +msgid "Use Threads" +msgstr "استخدم خطوط المعالجة" + +msgid "Unset" +msgstr "غير محدد" + +msgid "Error" +msgstr "خطأ" + +msgid "Decal" +msgstr "طَبْعة" + +msgid "Particles" +msgstr "جسيمات" + +msgid "Use External Editor" +msgstr "استعمال محرر خارجي" + +msgid "Skeleton" +msgstr "الهيكل" + +msgid "ID" +msgstr "بطاقة تعريف" + +msgid "Separation" +msgstr "التباعُد" + +msgid "Alternative ID" +msgstr "معرف بديل" + +msgid "Speed" +msgstr "السرعة" + +msgid "Frames Count" +msgstr "عدد الإطارات" + +msgid "Duration" +msgstr "المدة" + +msgid "Version Control" +msgstr "إدارة الإصدارات (Version Control)" + +msgid "Username" +msgstr "اسم المستخدم" + +msgid "SSH Public Key Path" +msgstr "مسار المفتاح العام لSSH" + +msgid "SSH Private Key Path" +msgstr "مسار المفتاح الخاص لSSH" + +msgid "Main Run Args" +msgstr "معاملات المشهد الرئيس" + +msgid "Templates Search Path" +msgstr "مسار البحث عن القوالب" + +msgid "Naming" +msgstr "تسمية" + +msgid "Default Signal Callback Name" +msgstr "الاسم الافتراضي لمعاودة الاتصال" + +msgid "Default Signal Callback to Self Name" +msgstr "إعادة اتصال الإشارة الافتراضية إلى الاسم الذاتي" + +msgid "Reimport Missing Imported Files" +msgstr "إعادة استيراد الملفات المستوردة المفقودة" + +msgid "Per Pixel Transparency" +msgstr "شفافية بيكسل القلم" + +msgid "Allowed" +msgstr "مسموح" + +msgid "Threads" +msgstr "مسارات" + +msgid "Thread Model" +msgstr "نوع المسار" + +msgid "V-Sync" +msgstr "مزامنة (مزامنة كرت الشاشة)" + +msgid "stdout" +msgstr "إخراج" + +msgid "XR" +msgstr "XR" + +msgid "In Editor" +msgstr "داخل المحرر" + +msgid "Fullsize" +msgstr "الحجم الكامل" + +msgid "Icon" +msgstr "الأيقونة" + +msgid "Pointing" +msgstr "يشير" + +msgid "Android" +msgstr "أندرويد" + +msgid "Project" +msgstr "المشروع" + +msgid "Operation" +msgstr "عملية" + +msgid "Snap" +msgstr "محاذاة" + +msgid "Calculate Tangents" +msgstr "احسب الظلال" + +msgid "Collision" +msgstr "التصادم" + +msgid "Use Collision" +msgstr "استخدم التصادم" + +msgid "Mesh" +msgstr "مجسّم" + +msgid "Rings" +msgstr "خواتم" + +msgid "Smooth Faces" +msgstr "وجوه ناعمة" + +msgid "Sides" +msgstr "جهات" + +msgid "Inner Radius" +msgstr "القطر الداخلي" + +msgid "Outer Radius" +msgstr "القطر الخارجي" + +msgid "Ring Sides" +msgstr "جهات الخاتم" + +msgid "Depth" +msgstr "العمق" + +msgid "Spin Degrees" +msgstr "درجة الدوران" + +msgid "Spin Sides" +msgstr "جهة الدوران" + +msgid "Path Node" +msgstr "مسار العقدة" + +msgid "Path U Distance" +msgstr "المسار المحلي" + +msgid "GDScript" +msgstr "لغة جي دي" + +msgid "Function Definition Color" +msgstr "لون تعريف الدالة" + +msgid "Node Path Color" +msgstr "لون مسار العقدة" + +msgid "Warnings" +msgstr "تحذيرات" + +msgid "Language Server" +msgstr "لغة الخادك" + +msgid "Enable Smart Resolve" +msgstr "تفعيل الحل الذكي" + +msgid "Show Native Symbols in Editor" +msgstr "عرض الرموز الأصلية في المحرر" + +msgid "Use Thread" +msgstr "استخدم المسار" + +msgid "Color" +msgstr "الألوان" + +msgid "Intensity" +msgstr "الكثافة | الشدة" + +msgid "Range" +msgstr "نطاق" + +msgid "Inner Cone Angle" +msgstr "زاوية المخروط الداخلية" + +msgid "Outer Cone Angle" +msgstr "زاوية المخروط الخارجية" + +msgid "Gloss Factor" +msgstr "عامل اللمعان" + +msgid "Specular Factor" +msgstr "عامل ال" + +msgid "Json" +msgstr "جيسون" + +msgid "Major Version" +msgstr "إصدار رئيسي" + +msgid "Minor Version" +msgstr "إصدار فرعي" + +msgid "Buffers" +msgstr "المخازن المؤقته" + +msgid "Materials" +msgstr "المواد" + +msgid "Scene Name" +msgstr "اسم المشهد" + +msgid "Images" +msgstr "الصور" + +msgid "Cameras" +msgstr "الكاميرات" + +msgid "Lights" +msgstr "الأضواء" + +msgid "Unique Names" +msgstr "أسماء مميزة" + +msgid "Unique Animation Names" +msgstr "أسماء حركات مميزة" + +msgid "Animations" +msgstr "الحركات" + +msgid "Component Type" +msgstr "نوع المكون" + +msgid "Count" +msgstr "العدد" + +msgid "Min" +msgstr "أقل" + +msgid "Max" +msgstr "القيمة القصوى" + +msgid "Loop" +msgstr "حلقة Loop" + +msgid "Perspective" +msgstr "منظوري" + +msgid "Parent" +msgstr "أب" + +msgid "Skin" +msgstr "بشرة" + +msgid "Light" +msgstr "ضوء" + +msgid "Roots" +msgstr "الجذور" + +msgid "Non Joints" +msgstr "بلا مفاصل" + +msgid "Src Image" +msgstr "مصدر الصورة" + +msgid "Sampler" +msgstr "عينات (صوتية)" + +msgid "Preview Size" +msgstr "حجم العرض" + +msgid "Editor Side" +msgstr "جانب المحرر" + +msgid "Mesh Library" +msgstr "مكتبة المجسم" + +msgid "Physics Material" +msgstr "مادة" + +msgid "Cell" +msgstr "خلية" + +msgid "Center X" +msgstr "منتصف س" + +msgid "Center Y" +msgstr "منتصف ص" + +msgid "Center Z" +msgstr "منتصف" + +msgid "Priority" +msgstr "الأولية" + +msgid "Loop Offset" +msgstr "إزاحة الحلقة" + +msgid "Eye Height" +msgstr "ارتفاع الغين" + +msgid "IOD" +msgstr "المسافة بين النووية IOD" + +msgid "Display Width" +msgstr "عرض الشاشة" + +msgid "Allow Object Decoding" +msgstr "السماح بفك ترميز الكائن" + +msgid "Refuse New Connections" +msgstr "رفض الإتصالات الجديدة" + +msgid "Width" +msgstr "العرض" + +msgid "Invert" +msgstr "اقْلبْ" + +msgid "As Normal Map" +msgstr "كخريطة عادية" + +msgid "Noise" +msgstr "ضوضاء" + +msgid "Names" +msgstr "الأسماء" + +msgid "Strings" +msgstr "النصوص" + +msgid "Description URL" +msgstr "وصف الرابط" + +msgid "Service Type" +msgstr "نوع الخدمة" + +msgid "Plugins" +msgstr "إضافات" + +msgid "Package" +msgstr "حُزمة" + +msgid "Icons" +msgstr "الأيقونات" + +msgid "Access Wi-Fi" +msgstr "الوصول للواي-فاي" + +msgid "Xcode Build" +msgstr "بناء اكس كود" + +msgid "Provisioning Profile" +msgstr "الملف المقدم" + +msgid "Notarization" +msgstr "توطين/تصديق" + +msgid "Variant" +msgstr "متغير" + +msgid "Centered" +msgstr "المتوسطة" + +msgid "Point" +msgstr "نقطة" + +msgid "Left" +msgstr "يساراً" + +msgid "Top" +msgstr "فوق" + +msgid "Right" +msgstr "يميناً" + +msgid "Input" +msgstr "إدخال" + +msgid "Disabled" +msgstr "معطّل" + +msgid "Time" +msgstr "الوقت" + +msgid "One Shot" +msgstr "محاولة واحدة" + +msgid "Sphere Radius" +msgstr "قطر الجسم الكروى" + +msgid "Points" +msgstr "النقاط" + +msgid "Colors" +msgstr "الألوان" + +msgid "Editor Only" +msgstr "المحرر فقط" + +msgid "Default Color" +msgstr "اللون الإفتراضي" + +msgid "Fill" +msgstr "التعبئة" + +msgid "Linear" +msgstr "خطي" + +msgid "UV" +msgstr "ال UV" + +msgid "Polygons" +msgstr "المُضلعات" + +msgid "Update" +msgstr "تحديث" + +msgid "Editor Settings" +msgstr "إعدادات المُحرر" + +msgid "Bitmask" +msgstr "قناع-البِت" + +msgid "Cull Mask" +msgstr "إطار الغربلة" + +msgid "Modulate" +msgstr "نظام تعديل" + +msgid "Update Mode" +msgstr "وضع التحديث" + +msgid "End" +msgstr "النهاية" + +msgid "Upper Angle" +msgstr "الزاوية العلوية" + +msgid "Lower Angle" +msgstr "الزاوية السفلية" + +msgid "Pixel Size" +msgstr "حجم البكسل" + +msgid "Flags" +msgstr "الأعلام" + +msgid "Text" +msgstr "نص" + +msgid "Uppercase" +msgstr "الأحرف الكبيرة (Uppercase)" + +msgid "Blur" +msgstr "الضبابية" + +msgid "Quality" +msgstr "جودة" + +msgid "Bones" +msgstr "العظام" + +msgid "Target" +msgstr "الهدف" + +msgid "Engine Force" +msgstr "قوة المحرك" + +msgid "Brake" +msgstr "فرامل | مكابح" + +msgid "Wheel" +msgstr "عجلة" + +msgid "Travel" +msgstr "السفر" + +msgid "Pose" +msgstr "وضعية" + +msgid "Sync" +msgstr "مزامنة" + +msgid "Auto Restart" +msgstr "إعادة تشغيل تلقائية" + +msgid "Autorestart" +msgstr "إعادة تشغيل تلقائية" + +msgid "Root Node" +msgstr "العُقدة الرئيسة (الجذر)" + +msgid "Reset" +msgstr "إعادة تعيين" + +msgid "Condition" +msgstr "شرط" + +msgid "Button Group" +msgstr "مجموعة الأزرار" + +msgid "Indentation" +msgstr "التصدُّر عن بداية السطر" + +msgid "Font Sizes" +msgstr "أحجام الخط" + +msgid "Localization" +msgstr "توطين" + +msgid "Focus" +msgstr "التركيز" + +msgid "Next" +msgstr "التالي" + +msgid "Previous" +msgstr "السابق" + +msgid "Select Mode" +msgstr "وضع الاختيار" + +msgid "Items" +msgstr "العناصر" + +msgid "Icon Mode" +msgstr "وضع الأيقونة" + +msgid "Step" +msgstr "الخطوة" + +msgid "Page" +msgstr "صفحة" + +msgid "Tabs" +msgstr "تبويبات" + +msgid "Syntax Highlighter" +msgstr "مُعلّم التركيب Syntax" + +msgid "Expand" +msgstr "توسيع" + +msgid "Z Index" +msgstr "مؤشر ز" + +msgid "Repeat" +msgstr "كرر" + +msgid "NormalMap" +msgstr "خريطة عادية" + +msgid "Download Chunk Size" +msgstr "حجم جزء التنزيل" + +msgid "Transfer Mode" +msgstr "وضع التحويل" + +msgid "Editor Description" +msgstr "وصف المحرر" + +msgid "SDF" +msgstr "SDF" + +msgid "Audio Listener" +msgstr "المستمع الصوتي" + +msgid "Enable 3D" +msgstr "تفعيل 3D" + +msgid "Object Picking" +msgstr "اختيار الكائن" + +msgid "Disable Input" +msgstr "تعطيل الإدخال" + +msgid "Quad 0" +msgstr "رباعي 0" + +msgid "Quad 1" +msgstr "رباعية 1" + +msgid "Quad 2" +msgstr "رباعية 2" + +msgid "Quad 3" +msgstr "رباعية 3" + +msgid "Current Screen" +msgstr "الشاشة الحالية" + +msgid "Layer Names" +msgstr "أسماء الطبقات" + +msgid "2D Render" +msgstr "إنشاء صورة 2D" + +msgid "3D Render" +msgstr "إنشاء صورة 3D" + +msgid "2D Physics" +msgstr "فيزياء 2D" + +msgid "3D Physics" +msgstr "فيزياء 3D" + +msgid "Atlas" +msgstr "أطلس" + +msgid "Format" +msgstr "البنية (اللاحقة)" + +msgid "Sky" +msgstr "سَمَاء" + +msgid "Source" +msgstr "مصدر" + +msgid "Tonemap" +msgstr "خريطة تناغم الألوان" + +msgid "SSAO" +msgstr "SSAO" + +msgid "SSIL" +msgstr "SSIL" + +msgid "Glow" +msgstr "توهُّج" + +msgid "2" +msgstr "2" + +msgid "Mix" +msgstr "خلط" + +msgid "Fog" +msgstr "ضباب" + +msgid "Features" +msgstr "المزايا" + +msgid "Shader" +msgstr "مُظلل" + +msgid "Subsurface Scattering" +msgstr "التشتت تحت السطح" + +msgid "MSDF" +msgstr "حقل مسافة متعدد (ح م ع)(MSDF)" + +msgid "Item" +msgstr "عنصر" + +msgid "Preview" +msgstr "معاينة" + +msgid "Image Size" +msgstr "حجم الصورة" + +msgid "B" +msgstr "بايت (Byte)" + +msgid "Rayleigh" +msgstr "التبعثر الضوئي" + +msgid "Ground Color" +msgstr "اللون الأرض" + +msgid "Blend" +msgstr "دمج" + +msgid "Top Left" +msgstr "في الأعلى يساراً" + +msgid "Top Right" +msgstr "في الأعلى يميناً" + +msgid "Bottom Right" +msgstr "في الأسفل يميناً" + +msgid "Bottom Left" +msgstr "في الأسفل يساراً" + +msgid "Terrains" +msgstr "التضاريس" + +msgid "Custom Data" +msgstr "البيانات مخصصة" + +msgid "Scene" +msgstr "المشهد" + +msgid "Transpose" +msgstr "المصفوفة المنقولة Transpose" + +msgid "Texture Origin" +msgstr "أصل الملمس" + +msgid "Y Sort Origin" +msgstr "فرز مركز ص" + +msgid "Miscellaneous" +msgstr "متنوع" + +msgid "Probability" +msgstr "الاحتمال" + +msgid "File" +msgstr "ملف" + +msgid "Constant" +msgstr "ثابت" + +msgid "Function" +msgstr "الوظائف البرمجية" + +msgid "Clear" +msgstr "مسح" + +msgid "Close" +msgstr "إغلاق" + +msgid "Reload" +msgstr "إعادة تحميل" + +msgid "Submenu" +msgstr "القائمة الفرعية" + +msgid "Cursor" +msgstr "المؤشر" + +msgid "Node" +msgstr "عقدة" + +msgid "Custom" +msgstr "مخصص" + +msgid "Pan" +msgstr "توسيع مجال الرؤية" + +msgid "Sidechain" +msgstr "سلسلة جانبية" + +msgid "Tap 1" +msgstr "النقرة الأولى" + +msgid "Tap 2" +msgstr "النقرة الثانية" + +msgid "Drive" +msgstr "قيادة" + +msgid "Soft Clip dB" +msgstr "مقطع ناعم ديسيبل" + +msgid "Soft Clip Ratio" +msgstr "مقطع ناعم نسبة" + +msgid "Vertex" +msgstr "رأس" + +msgid "Fragment" +msgstr "شظايا" + +msgid "Cull" +msgstr "غربلة" + +msgid "Shadow Atlas" +msgstr "أطلس الظل" + +msgid "Reflections" +msgstr "انعكاسات" + +msgid "GI" +msgstr "الإضاءة العالمية" + +msgid "Overrides" +msgstr "يتجاوز" + +msgid "Default Filters" +msgstr "التأثيرات الافتراضية" + +msgid "Half Size" +msgstr "نصف الحجم" + +msgid "Decals" +msgstr "الشارات" + +msgid "Frames to Update Lights" +msgstr "إطارات لتحديث الاضائات" + +msgid "OpenGL" +msgstr "أُبِن-جي-إل" + +msgid "Shaders" +msgstr "مُظللات" + +msgid "AR" +msgstr "الواقع المعزز" + +msgid "World Origin" +msgstr "مركز العالم" + +msgid "Primary Interface" +msgstr "الواجهة الأساسية" + +msgid "Property" +msgstr "خاصية" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index 6666a5cb0bfc..b83e7b2e7c9e 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -102,13 +102,13 @@ # Emil Krebs , 2023. # Björn Reißig , 2023. # Cerno_b , 2023. -# Cerno_b , 2023. +# Cerno_b , 2023, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-27 01:40+0000\n" +"PO-Revision-Date: 2024-01-19 08:19+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -117,7 +117,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Anwendung" @@ -294,7 +294,7 @@ msgid "Scale" msgstr "Skalierung" msgid "Scale Mode" -msgstr "Skalierungs-Modus" +msgstr "Skalierungsmodus" msgid "Debug" msgstr "Debuggen" @@ -381,7 +381,7 @@ msgid "Common" msgstr "Allgemein" msgid "Snap Controls to Pixels" -msgstr "Kontrollpunkte auf Pixeln einrasten" +msgstr "Control-Vectices auf Pixeln einrasten" msgid "Fonts" msgstr "Schriftarten" @@ -1155,7 +1155,7 @@ msgid "Oidn" msgstr "Oidn" msgid "Oidn Denoise Path" -msgstr "Pfad Oidn Noise-Unterdrückung" +msgstr "Pfad Oidn Rauschunterdrückung" msgid "Docks" msgstr "Docks" @@ -1413,7 +1413,7 @@ msgid "Grid Division Level Min" msgstr "Minimale Rasterteilung" msgid "Grid Division Level Bias" -msgstr "Rasterteilungsschwelle" +msgstr "Rasterteilungs-Bias" msgid "Grid XZ Plane" msgstr "XZ-Rasterebene" @@ -1860,7 +1860,7 @@ msgid "Zoom" msgstr "Zoom" msgid "Antialiasing" -msgstr "Kantenglättung" +msgstr "Antialiasing" msgid "Generate Mipmaps" msgstr "Mipmaps generieren" @@ -2100,7 +2100,7 @@ msgid "Visibility Range End Margin" msgstr "Abstand Ende Sichtbarkeitsbereich" msgid "Visibility Range Fade Mode" -msgstr "Sichtbarkeitsbereich Fade-Modus" +msgstr "Sichtbarkeitsbereich Fading-Modus" msgid "Cast Shadow" msgstr "Schatten werfen" @@ -2184,16 +2184,16 @@ msgid "LODs" msgstr "LODs" msgid "Normal Split Angle" -msgstr "Normal-Trennungswinkel" +msgstr "Normalen-Trennungswinkel" msgid "Normal Merge Angle" -msgstr "Normal-Zusammenführungswinkel" +msgstr "Normalen-Zusammenführungswinkel" msgid "Use External" -msgstr "Externes benutzen" +msgstr "Externes verwenden" msgid "Loop Mode" -msgstr "Schleifenmodus" +msgstr "Loop-Modus" msgid "Keep Custom Tracks" msgstr "Eigene Tracks behalten" @@ -2280,10 +2280,10 @@ msgid "Roughness" msgstr "Rauheit" msgid "Src Normal" -msgstr "Quelle Normal" +msgstr "Normal Map-Quelle" msgid "Process" -msgstr "Prozessverhalten" +msgstr "Prozessierung" msgid "Fix Alpha Border" msgstr "Alpharand beheben" @@ -2292,19 +2292,19 @@ msgid "Premult Alpha" msgstr "Alpha vormultiplizieren" msgid "Normal Map Invert Y" -msgstr "Y der Normal-Map invertieren" +msgstr "Normal Map-Y Invertieren" msgid "HDR as sRGB" msgstr "HDR als sRGB" msgid "HDR Clamp Exposure" -msgstr "HDR Clamp-Exposure" +msgstr "HDR Clamp-Belichtung" msgid "Size Limit" -msgstr "Höchstmaß" +msgstr "Größenbeschränkung" msgid "Detect 3D" -msgstr "3D erkennen" +msgstr "3D Erkennen" msgid "Compress To" msgstr "Komprimieren zu" @@ -2331,7 +2331,7 @@ msgid "Trim Alpha Border From Region" msgstr "Alpharand von Region abschneiden" msgid "Force" -msgstr "Kraft/Erzwingen" +msgstr "Force" msgid "8 Bit" msgstr "8-Bit" @@ -2349,16 +2349,16 @@ msgid "Edit" msgstr "Bearbeiten" msgid "Trim" -msgstr "Abschneiden" +msgstr "Beschneiden" msgid "Normalize" msgstr "Normalisieren" msgid "Loop Begin" -msgstr "Schleifenbeginn" +msgstr "Loop-Anfang" msgid "Loop End" -msgstr "Schleifenende" +msgstr "Loop-Ende" msgid "Asset Library" msgstr "Asset-Bibliothek" @@ -2517,7 +2517,7 @@ msgid "Texture Region Size" msgstr "Textur-Regionsgröße" msgid "Use Texture Padding" -msgstr "Texturenabstände benutzen" +msgstr "Textur-Padding verwenden" msgid "Atlas Coords" msgstr "Atlaskoordinaten" @@ -2733,7 +2733,7 @@ msgid "Reference Space" msgstr "Reference-Space" msgid "Environment Blend Mode" -msgstr "Environment-Mischmodus" +msgstr "Environment-Blending-Modus" msgid "Foveation Level" msgstr "Foveation-Grad" @@ -2808,10 +2808,10 @@ msgid "Pointing" msgstr "Berührung" msgid "Emulate Touch From Mouse" -msgstr "Druckberührung mit Maus emulieren" +msgstr "Touch durch Maus emulieren" msgid "Emulate Mouse From Touch" -msgstr "Maus durch Druckberührung emulieren" +msgstr "Maus durch Touch emulieren" msgid "Android" msgstr "Android" @@ -3195,7 +3195,7 @@ msgid "Sparse Values Byte Offset" msgstr "Sparse Wertebyteversatz" msgid "Loop" -msgstr "Schleife" +msgstr "Loop" msgid "Buffer" msgstr "Puffer" @@ -3225,7 +3225,7 @@ msgid "Depth Near" msgstr "Tiefe Near" msgid "Blend Weights" -msgstr "Mischgewichte" +msgstr "Blending-Gewichte" msgid "Instance Materials" msgstr "Instanzmaterialien" @@ -3378,7 +3378,7 @@ msgid "Bar Beats" msgstr "Takt-Beats" msgid "Loop Offset" -msgstr "Schleifenversatz" +msgstr "Loop-Versatz" msgid "Eye Height" msgstr "Augenhöhe" @@ -3513,7 +3513,7 @@ msgid "Seamless" msgstr "Nahtlos" msgid "Seamless Blend Skirt" -msgstr "Nahtlose Überblendungsbegrenzung" +msgstr "Nahtlose Blending-Begrenzung" msgid "As Normal Map" msgstr "Als Normal-Map" @@ -3660,7 +3660,7 @@ msgid "One Click Deploy Clear Previous Install" msgstr "Ein-Klick-Ausliefern leert vorherige Installation" msgid "Use Wi-Fi for Remote Debug" -msgstr "WLAN für Remote-Debug benutzen" +msgstr "WLAN für Remote-Debug verwenden" msgid "Wi-Fi Remote Debug Host" msgstr "WLAN-Remote-Debug-Host" @@ -3734,8 +3734,8 @@ msgstr "Daten beibehalten nach Deinstallation" msgid "Exclude From Recents" msgstr "Aus Kürzliche Anwendungen ausschließen" -msgid "Show in Android Tv" -msgstr "In Android Tv anzeigen" +msgid "Show in Android TV" +msgstr "In Android TV anzeigen" msgid "Show in App Library" msgstr "In Appbibliothek anzeigen" @@ -4587,7 +4587,7 @@ msgid "Spread" msgstr "Streuung" msgid "Initial Velocity" -msgstr "Anfängliche Geschwindigkeit" +msgstr "Anfangsgeschwindigkeit" msgid "Velocity Min" msgstr "Geschwindigkeit Min." @@ -4701,7 +4701,7 @@ msgid "Sub Emitter" msgstr "Unteremitter" msgid "Process Material" -msgstr "Materialverarbeitung" +msgstr "Prozessmaterial" msgid "Interpolate" msgstr "Interpolieren" @@ -4731,7 +4731,7 @@ msgid "Node B" msgstr "Node B" msgid "Bias" -msgstr "Tendenz" +msgstr "Bias" msgid "Disable Collision" msgstr "Kollisionen deaktivieren" @@ -4773,7 +4773,7 @@ msgid "Energy" msgstr "Energie" msgid "Blend Mode" -msgstr "Mischmodus" +msgstr "Blending-Modus" msgid "Z Min" msgstr "Z Min." @@ -4794,7 +4794,7 @@ msgid "Shadow" msgstr "Schatten" msgid "Filter Smooth" -msgstr "Glättungsfilter" +msgstr "Filterglättung" msgid "Texture Scale" msgstr "Texturskalierung" @@ -4821,7 +4821,7 @@ msgid "Fill" msgstr "Füllen" msgid "Gradient" -msgstr "Steigung" +msgstr "Gradient" msgid "Texture Mode" msgstr "Texturmodus" @@ -4857,7 +4857,7 @@ msgid "Multimesh" msgstr "Multimesh" msgid "Pathfinding" -msgstr "Pfadfinden" +msgstr "Wegfindung" msgid "Path Desired Distance" msgstr "Gewünschte Pfaddistanz" @@ -4872,7 +4872,7 @@ msgid "Navigation Layers" msgstr "Navigationsebenen" msgid "Pathfinding Algorithm" -msgstr "Pathfinding-Algorithmus" +msgstr "Wegfindungs-Algorithmus" msgid "Path Postprocessing" msgstr "Pfad-Postprocessing" @@ -4881,10 +4881,10 @@ msgid "Path Metadata Flags" msgstr "Pfad-Metadaten Flags" msgid "Avoidance" -msgstr "Vermeidung" +msgstr "Ausweichen" msgid "Avoidance Enabled" -msgstr "Vermeidung aktiviert" +msgstr "Ausweichen aktiviert" msgid "Neighbor Distance" msgstr "Nachbardistanz" @@ -4902,13 +4902,13 @@ msgid "Max Speed" msgstr "Max. Geschwindigkeit" msgid "Avoidance Layers" -msgstr "Vermeidungsebenen" +msgstr "Ausweich-Ebenen" msgid "Avoidance Mask" -msgstr "Vermeidungsmaske" +msgstr "Ausweich-Maske" msgid "Avoidance Priority" -msgstr "Vermeidungspriorität" +msgstr "Ausweich-Priorität" msgid "Use Custom" msgstr "Eigene verwenden" @@ -4944,10 +4944,10 @@ msgid "Navigation Polygon" msgstr "Navigationspolygon" msgid "Use Edge Connections" -msgstr "Kantenverbindungen benutzen" +msgstr "Kantenverbindungen verwenden" msgid "Constrain Avoidance" -msgstr "Vermeidung einschränken" +msgstr "Ausweichen einschränken" msgid "Skew" msgstr "Neigung" @@ -5388,19 +5388,19 @@ msgid "Albedo Mix" msgstr "Albedo-Mix" msgid "Normal Fade" -msgstr "Normal-Ausblenden" +msgstr "Normalen-Fading" msgid "Vertical Fade" -msgstr "Vertikales Ausblenden" +msgstr "Vertikales Fading" msgid "Upper Fade" -msgstr "Obiges Ausblenden" +msgstr "Oberes Fading" msgid "Lower Fade" -msgstr "Unteres Ausblenden" +msgstr "Unteres Fading" msgid "Distance Fade" -msgstr "Entfernungsausblenden" +msgstr "Fern-Fading" msgid "Begin" msgstr "Beginn" @@ -5442,16 +5442,16 @@ msgid "Visibility Range" msgstr "Sichtbarkeitsbereich" msgid "Begin Margin" -msgstr "Beginnabstand" +msgstr "Abstand Beginn" msgid "End" msgstr "Ende" msgid "End Margin" -msgstr "Endabstand" +msgstr "Abstand Ende" msgid "Fade Mode" -msgstr "Ausblendmodus" +msgstr "Fading-Modus" msgid "Solver Priority" msgstr "Solver-Priorität" @@ -5463,7 +5463,7 @@ msgid "Params" msgstr "Parameter" msgid "Impulse Clamp" -msgstr "Impulsabklemmen" +msgstr "Impuls-Clamp" msgid "Relaxation" msgstr "Entspannung" @@ -5553,7 +5553,7 @@ msgid "Double Sided" msgstr "Doppelseitig" msgid "No Depth Test" -msgstr "Kein Tiefentest" +msgstr "Keine Tiefenprüfung" msgid "Fixed Size" msgstr "Feste Größe" @@ -5646,13 +5646,13 @@ msgid "Bake Mode" msgstr "Backmodus" msgid "Normal Bias" -msgstr "Normalentendenz" +msgstr "Normalen-Bias" msgid "Reverse Cull Face" msgstr "Cull-Fläche invertieren" msgid "Transmittance Bias" -msgstr "Transmittance-Bias" +msgstr "Transmissionsgrad-Bias" msgid "Opacity" msgstr "Deckkraft" @@ -5673,10 +5673,10 @@ msgid "Split 3" msgstr "Aufspaltung 3" msgid "Blend Splits" -msgstr "Mischaufspaltungen" +msgstr "Blending-Aufspaltungen" msgid "Fade Start" -msgstr "Verblassungsstart" +msgstr "Fading-Start" msgid "Pancake Size" msgstr "Pancake-Größe" @@ -5721,7 +5721,7 @@ msgid "Use Denoiser" msgstr "Rauschunterdrückung verwenden" msgid "Denoiser Strength" -msgstr "Entrauscherstärke" +msgstr "Rauschunterdrückungs-Stärke" msgid "Max Texture Size" msgstr "Max. Texturengröße" @@ -5754,7 +5754,7 @@ msgid "Path Height Offset" msgstr "Pfadhöhenversatz" msgid "Use 3D Avoidance" -msgstr "3D-Vermeidung verwenden" +msgstr "3D-Ausweichen verwenden" msgid "Keep Y Velocity" msgstr "Y-Geschwindigkeit behalten" @@ -5793,7 +5793,7 @@ msgid "Rotation Mode" msgstr "Rotationsmodus" msgid "Use Model Front" -msgstr "Modellvorderseite benutzen" +msgstr "Modellvorderseite verwenden" msgid "Tilt Enabled" msgstr "Neigung aktiviert" @@ -5832,7 +5832,7 @@ msgid "Angular Limit Lower" msgstr "Untere Winkelgrenze" msgid "Angular Limit Bias" -msgstr "Winkelgrenzen-Neigung" +msgstr "Winkelgrenzen-Bias" msgid "Angular Limit Softness" msgstr "Winkelgrenzen-Glättung" @@ -5925,7 +5925,7 @@ msgid "Origin Offset" msgstr "Ursprungsversatz" msgid "Box Projection" -msgstr "Kastenprojektion" +msgstr "Box-Projektion" msgid "Enable Shadows" msgstr "Schatten aktivieren" @@ -6093,7 +6093,7 @@ msgid "Ignore Occlusion Culling" msgstr "Occlusion-Culling ignorieren" msgid "Global Illumination" -msgstr "Globale Beleuchtung" +msgstr "Global Illumination" msgid "Lightmap Scale" msgstr "Lightmap-Skalierung" @@ -6105,7 +6105,7 @@ msgid "Propagation" msgstr "Verbreitung" msgid "Use Two Bounces" -msgstr "Zwei Abprälle benutzen" +msgstr "Zwei Abprälle verwenden" msgid "Tracker" msgstr "Tracker" @@ -6126,16 +6126,16 @@ msgid "Mix Mode" msgstr "Mischmodus" msgid "Fadein Time" -msgstr "Einblendzeit" +msgstr "Fade-In-Zeit" msgid "Fadein Curve" -msgstr "Einblendkurve" +msgstr "Fade-In-Kurve" msgid "Fadeout Time" -msgstr "Ausblendzeit" +msgstr "Fade-Out-Zeit" msgid "Fadeout Curve" -msgstr "Ausblendkurve" +msgstr "Fade-Out-Kurve" msgid "Auto Restart" msgstr "Auto-Neustarten" @@ -6150,10 +6150,10 @@ msgid "Random Delay" msgstr "Zufällige Zeitverzögerung" msgid "Xfade Time" -msgstr "Überblendzeit" +msgstr "Cross-Fade-Zeit" msgid "Xfade Curve" -msgstr "Überblendkurve" +msgstr "Cross-Fade-Kurve" msgid "Allow Transition to Self" msgstr "Übergang zu sich selbst erlauben" @@ -6174,7 +6174,7 @@ msgid "Add Amount" msgstr "Menge hinzufügen" msgid "Blend Amount" -msgstr "Abbildungsmenge" +msgstr "Blending-Menge" msgid "Sub Amount" msgstr "Untermenge" @@ -6246,7 +6246,7 @@ msgid "Playback Options" msgstr "Abspieloptionen" msgid "Default Blend Time" -msgstr "Default-Mischzeit" +msgstr "Default-Blending-Zeit" msgid "Movie Quit on Finish" msgstr "Beenden bei Filmende" @@ -6537,7 +6537,7 @@ msgid "Root Subfolder" msgstr "Wurzel-Unterordner" msgid "Use Native Dialog" -msgstr "Nativen Dialog benutzen" +msgstr "Nativen Dialog verwenden" msgid "Scroll Offset" msgstr "Scrollversatz" @@ -6894,10 +6894,10 @@ msgid "Vertical Scroll Mode" msgstr "Vertikaler Scrollmodus" msgid "Scroll Deadzone" -msgstr "Scrollsperrzone" +msgstr "Scroll-Totzone" msgid "Default Scroll Deadzone" -msgstr "Default-Scrollsperrzone" +msgstr "Default-Scroll-Totzone" msgid "Scrollable" msgstr "Scrollbar" @@ -6966,7 +6966,7 @@ msgid "All Tabs in Front" msgstr "Alle Tabs vorne" msgid "Use Hidden Tabs for Min Size" -msgstr "Versteckte Tabs für min. Größe benutzen" +msgstr "Versteckte Tabs für min. Größe verwenden" msgid "Tab Focus Mode" msgstr "Tabfokusmodus" @@ -7125,7 +7125,7 @@ msgid "Repeat" msgstr "Wiederholen" msgid "Use Parent Material" -msgstr "Parent-Material benutzen" +msgstr "Parent-Material verwenden" msgid "Diffuse" msgstr "Zerstreuen" @@ -7224,7 +7224,7 @@ msgid "Draw 2D Outlines" msgstr "2D-Umrisse zeichnen" msgid "Anti Aliasing" -msgstr "Kantenglättung" +msgstr "Antialiasing" msgid "MSAA 2D" msgstr "MSAA 2D" @@ -7245,13 +7245,13 @@ msgid "Screen Space AA" msgstr "Screen-Space AA" msgid "Use TAA" -msgstr "TAA benutzen" +msgstr "TAA verwenden" msgid "Use Debanding" msgstr "Debanding verwenden" msgid "Use Occlusion Culling" -msgstr "Occlusion-Culling benutzen" +msgstr "Occlusion-Culling verwenden" msgid "Mesh LOD" msgstr "Mesh-LOD" @@ -7338,7 +7338,7 @@ msgid "Debug Draw" msgstr "Debug-Zeichnen" msgid "Use HDR 2D" -msgstr "HDR 2D benutzen" +msgstr "HDR 2D verwenden" msgid "Scaling 3D" msgstr "3D-Skalierung" @@ -7590,7 +7590,7 @@ msgid "Particles Anim V Frames" msgstr "Partikelanimation V Frames" msgid "Particles Anim Loop" -msgstr "Partikelanimationsschleife" +msgstr "Partikelanimations-Loop" msgid "Load Path" msgstr "Ladepfad" @@ -7641,7 +7641,7 @@ msgid "Source" msgstr "Quelle" msgid "Sky Contribution" -msgstr "Himmel Beitrag" +msgstr "Himmel-Beitrag" msgid "Reflected Light" msgstr "Reflektiertes Licht" @@ -7659,10 +7659,10 @@ msgid "Max Steps" msgstr "Max Schritte" msgid "Fade In" -msgstr "Einblenden" +msgstr "Fade-In" msgid "Fade Out" -msgstr "Ausblenden" +msgstr "Fade-Out" msgid "Depth Tolerance" msgstr "Tiefentoleranz" @@ -7683,7 +7683,7 @@ msgid "Sharpness" msgstr "Schärfe" msgid "Light Affect" -msgstr "Lichtbeeinflussung" +msgstr "Lichteinfluss" msgid "AO Channel Affect" msgstr "AO-Kanal-Beeinflussung" @@ -7692,19 +7692,19 @@ msgid "SSIL" msgstr "SSIL" msgid "Normal Rejection" -msgstr "Normale Ablehnung" +msgstr "Normalen-Unterdrückung" msgid "SDFGI" msgstr "SDFGI" msgid "Use Occlusion" -msgstr "Occlusion benutzen" +msgstr "Occlusion verwenden" msgid "Read Sky Light" msgstr "Himmelslicht lesen" msgid "Bounce Feedback" -msgstr "Bounce-Feedback" +msgstr "Abprall-Feedback" msgid "Cascades" msgstr "Kaskaden" @@ -7806,7 +7806,7 @@ msgid "Detail Spread" msgstr "Detailausbreitung" msgid "Ambient Inject" -msgstr "Umgebungseinspeisung" +msgstr "Umgebungs-Inject" msgid "Temporal Reprojection" msgstr "Zeitliche Reprojektion" @@ -7827,7 +7827,7 @@ msgid "Height Falloff" msgstr "Höhenabfall" msgid "Edge Fade" -msgstr "Kantenausblendung" +msgstr "Kanten-Fading" msgid "Density Texture" msgstr "Dichtentextur" @@ -7980,7 +7980,7 @@ msgid "Skin Mode" msgstr "Skin-Modus" msgid "Transmittance" -msgstr "Übergang" +msgstr "Transmissionsgrad" msgid "Boost" msgstr "Boost" @@ -8046,10 +8046,10 @@ msgid "Point Size" msgstr "Punktgröße" msgid "Use Particle Trails" -msgstr "Partikel-Trails benutzen" +msgstr "Partikel-Trails verwenden" msgid "Proximity Fade" -msgstr "Näherungsausblenden" +msgstr "Nah-Fading" msgid "Distance" msgstr "Distanz" @@ -8316,7 +8316,7 @@ msgid "Influence over Life" msgstr "Einfluss über Lebensdauer" msgid "Use Scale" -msgstr "Skalierung benutzen" +msgstr "Skalierung verwenden" msgid "Amount at End" msgstr "Anzahl bei Ende" @@ -8343,7 +8343,7 @@ msgid "Add UV2" msgstr "UV2 hinzufügen" msgid "UV2 Padding" -msgstr "UV2-Abstand" +msgstr "UV2-Padding" msgid "Subdivide Width" msgstr "Unterteilungsbreite" @@ -8424,7 +8424,7 @@ msgid "Default Joint Settings" msgstr "Default-Gelenkeinstellungen" msgid "Use Gravity" -msgstr "Schwerkraft benutzen" +msgstr "Schwerkraft verwenden" msgid "Bone Index" msgstr "Knochenindex" @@ -8526,7 +8526,7 @@ msgid "Content Margins" msgstr "Inhalts-Ränder" msgid "Blend" -msgstr "Mischen" +msgstr "Blending" msgid "Top Left" msgstr "Oben links" @@ -8679,7 +8679,7 @@ msgid "Physics Layers" msgstr "Physik-Ebenen" msgid "Terrain Sets" -msgstr "Terrainsätze" +msgstr "Terrain-Sets" msgid "Custom Data Layers" msgstr "Eigene Datenschichten" @@ -8715,7 +8715,7 @@ msgid "Y Sort Origin" msgstr "Y-Sortierungsursprung" msgid "Terrain Set" -msgstr "Terrainsatz" +msgstr "Terrain-Set" msgid "Terrain" msgstr "Terrain" @@ -9156,10 +9156,10 @@ msgid "Separator Outline Size" msgstr "Trennzeichenumrissfarbe" msgid "Item Start Padding" -msgstr "Elementbegrenzung, Start" +msgstr "Element-Padding, Start" msgid "Item End Padding" -msgstr "Elementbegrenzungsstart, Ende" +msgstr "Element-Padding, Ende" msgid "Panel Selected" msgstr "Panel ausgewählt" @@ -9474,10 +9474,10 @@ msgid "Table Border" msgstr "Tabellenrand" msgid "Text Highlight H Padding" -msgstr "Texthervorhebung H-Abstand" +msgstr "Texthervorhebung H-Padding" msgid "Text Highlight V Padding" -msgstr "Texthervorhebung V-Abstand" +msgstr "Texthervorhebung V-Padding" msgid "H Grabber" msgstr "H-Greifer" @@ -9777,10 +9777,10 @@ msgid "Default Up" msgstr "Default oben" msgid "Avoidance Use Multiple Threads" -msgstr "Vermeidung benutzt mehrere Threads" +msgstr "Ausweichen benutzt mehrere Threads" msgid "Avoidance Use High Priority Threads" -msgstr "Vermeidung benutzt Threads mit hoher Priorität" +msgstr "Ausweichen benutzt Threads mit hoher Priorität" msgid "Baking" msgstr "Backen" @@ -10026,7 +10026,7 @@ msgid "Cull" msgstr "Cull" msgid "Unshaded" -msgstr "Unschattiert" +msgstr "kein Shading" msgid "Wireframe" msgstr "Drahtgitter" @@ -10080,10 +10080,10 @@ msgid "Keep Data" msgstr "Daten behalten" msgid "Use Half Res Pass" -msgstr "Halbe-Auflösung-Durchlauf benutzen" +msgstr "Halbe-Auflösung-Durchlauf verwenden" msgid "Use Quarter Res Pass" -msgstr "Viertel-Auflösung-Durchlauf benutzen" +msgstr "Viertel-Auflösung-Durchlauf verwenden" msgid "Internal Size" msgstr "Interne Größe" @@ -10125,7 +10125,7 @@ msgid "Time Rollover Secs" msgstr "Zeitüberlauf Sek." msgid "Use Physical Light Units" -msgstr "Physische Lichteinheiten benutzen" +msgstr "Physikalische Lichteinheiten verwenden" msgid "Soft Shadow Filter Quality" msgstr "Weichschattenfilterqualität" @@ -10143,7 +10143,7 @@ msgid "Shader Cache" msgstr "Shader-Cache" msgid "Use Zstd Compression" -msgstr "Zstd-Komprimierung benutzen" +msgstr "Zstd-Komprimierung verwenden" msgid "Strip Debug" msgstr "Debuginformationen entfernen" @@ -10179,7 +10179,7 @@ msgid "GI" msgstr "GI" msgid "Use Half Resolution" -msgstr "Halbe Auflösung benutzen" +msgstr "Halbe Auflösung verwenden" msgid "Overrides" msgstr "Überschreibungen" @@ -10215,7 +10215,7 @@ msgid "Depth of Field Bokeh Quality" msgstr "Schärfentiefe-Bokehqualität" msgid "Depth of Field Use Jitter" -msgstr "Schärfentiefe, Jitter benutzen" +msgstr "Schärfentiefe, Jitter verwenden" msgid "Half Size" msgstr "Halbe Größe" @@ -10227,10 +10227,10 @@ msgid "Blur Passes" msgstr "Unschärfendurchläufe" msgid "Fadeout From" -msgstr "Ausblendung von" +msgstr "Fade-Out von" msgid "Fadeout To" -msgstr "Ausblendung zu" +msgstr "Fade-Out nach" msgid "Screen Space Roughness Limiter" msgstr "Screen-Space-Grobheitsbegrenzer" @@ -10284,7 +10284,7 @@ msgid "Probe Ray Count" msgstr "Probe-Strahlenzahl" msgid "Frames to Converge" -msgstr "Frames zum Zusammenlaufen" +msgstr "Frames zum Konvergieren" msgid "Frames to Update Lights" msgstr "Frames zum Aktualisieren der Lichter" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 5987f4dc8f15..51ef07867971 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -99,13 +99,15 @@ # "Francisco S. F." , 2023. # Jorge Julio Torres , 2023. # Chimi , 2023. +# BIBALLO , 2024. +# Miguel de Dios Matias , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-23 17:10+0000\n" -"Last-Translator: Chimi \n" +"PO-Revision-Date: 2024-02-02 09:31+0000\n" +"Last-Translator: Miguel de Dios Matias \n" "Language-Team: Spanish \n" "Language: es\n" @@ -113,7 +115,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Aplicación" @@ -3667,8 +3669,8 @@ msgstr "Conservar Datos al Desinstalar" msgid "Exclude From Recents" msgstr "Excluir de los Recientes" -msgid "Show in Android Tv" -msgstr "Mostrar wn Android TV" +msgid "Show in Android TV" +msgstr "Mostrar en Android TV" msgid "Show in App Library" msgstr "Mostrar en la librería de Aplicaciones" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index b57158458a7d..9fc8623d1fd9 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -120,13 +120,15 @@ # Gouvernon Stan , 2023. # Rertsyd , 2023. # Roskai , 2023. +# peperoni , 2024. +# Octano , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-16 07:53+0000\n" -"Last-Translator: Roskai \n" +"PO-Revision-Date: 2024-01-21 20:50+0000\n" +"Last-Translator: Octano \n" "Language-Team: French \n" "Language: fr\n" @@ -134,7 +136,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Application" @@ -268,6 +270,9 @@ msgstr "Intensité du panoramique audio en 3D" msgid "iOS" msgstr "iOS" +msgid "Mix With Others" +msgstr "Mixer avec les autres" + msgid "Editor" msgstr "Éditeur" @@ -3175,6 +3180,15 @@ msgstr "Catégorie de l'application" msgid "Exclude From Recents" msgstr "Exclure des récents" +msgid "Show in Android TV" +msgstr "Afficher sur Android TV" + +msgid "Show in App Library" +msgstr "Afficher dans la bibliothèque d'applications" + +msgid "Show as Launcher App" +msgstr "Afficher comme lanceur d'application" + msgid "Graphics" msgstr "Graphismes" @@ -6670,6 +6684,15 @@ msgstr "Réflexions" msgid "Texture Array Reflections" msgstr "Refléxions de la liste de textures" +msgid "Reflection Atlas" +msgstr "Atlas de Réflexions" + +msgid "Reflection Size" +msgstr "Taille de la Réfléxion" + +msgid "Reflection Count" +msgstr "Compteur de réflexion" + msgid "GI" msgstr "GI" @@ -6685,6 +6708,9 @@ msgstr "Pré-passe de Profondeur" msgid "Use Nearest Mipmap Filter" msgstr "Utiliser le filtre Mipmap le plus proche" +msgid "Anisotropic Filtering Level" +msgstr "Filtrage de niveau Anisotrope" + msgid "Buffer Size" msgstr "Taille de tampon" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 44b8fa414b9a..066242caaf79 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -82,13 +82,14 @@ # E D , 2023. # Frankie McEyes , 2023. # Samuele Righi , 2023. +# Ott8v , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-11 09:59+0000\n" -"Last-Translator: Samuele Righi \n" +"PO-Revision-Date: 2024-01-30 03:33+0000\n" +"Last-Translator: Ott8v \n" "Language-Team: Italian \n" "Language: it\n" @@ -96,7 +97,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Applicazione" @@ -344,6 +345,9 @@ msgstr "Usa Input Accumulati" msgid "Input Devices" msgstr "Dispositivi Input" +msgid "Compatibility" +msgstr "Compatibilità" + msgid "Device" msgstr "Dispositivo" @@ -422,6 +426,9 @@ msgstr "Numero Controller" msgid "Controller Value" msgstr "Valore Controller" +msgid "Events" +msgstr "Eventi" + msgid "Big Endian" msgstr "Big Endian" @@ -476,6 +483,12 @@ msgstr "Stato" msgid "Network" msgstr "Reti" +msgid "TCP" +msgstr "TCP" + +msgid "TLS" +msgstr "TLS" + msgid "Locale" msgstr "Locale" @@ -716,6 +729,9 @@ msgstr "Importa" msgid "FBX" msgstr "FBX" +msgid "Tools" +msgstr "Strumenti" + msgid "Docks" msgstr "Docks" @@ -1244,6 +1260,12 @@ msgstr "ETC2" msgid "Export" msgstr "Esporta" +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + msgid "Export Path" msgstr "Percorso di Esportazione" @@ -1286,6 +1308,9 @@ msgstr "Crea da" msgid "Delimiter" msgstr "Delimitatore" +msgid "Columns" +msgstr "Colonne" + msgid "Lossy Quality" msgstr "Qualità Lossy" @@ -1328,6 +1353,9 @@ msgstr "Opzioni avanzate" msgid "Precision" msgstr "Precisione" +msgid "Resolution" +msgstr "Risoluzione" + msgid "Height" msgstr "Altezza" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index 47df70e320a4..f9f8fdcfd219 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -43,7 +43,7 @@ # fadhliazhari , 2022. # Chia-Hsiang Cheng , 2022. # meko , 2022. -# Fire Dingo , 2022. +# Fire Dingo , 2022, 2024. # Narazaki Shuji , 2022. # ta ko , 2022. # T K , 2022, 2023. @@ -59,8 +59,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-06 04:32+0000\n" -"Last-Translator: Komaru Bomaru \n" +"PO-Revision-Date: 2024-01-26 09:47+0000\n" +"Last-Translator: Fire Dingo \n" "Language-Team: Japanese \n" "Language: ja\n" @@ -68,7 +68,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "アプリケーション" @@ -790,6 +790,9 @@ msgstr "ローカライズの設定" msgid "Scene Tabs" msgstr "シーンタブ" +msgid "Restore Scenes on Load" +msgstr "ロード時にシーンを復元" + msgid "Inspector" msgstr "インスペクター" @@ -811,9 +814,18 @@ msgstr "水平ベクトル2編集" msgid "Horizontal Vector Types Editing" msgstr "水平ベクトルタイプ編集" +msgid "Open Resources in Current Inspector" +msgstr "リソースを現在のインスペクターで開く" + +msgid "Resources to Open in New Inspector" +msgstr "新規インスペクターでリソースを開く" + msgid "Default Color Picker Mode" msgstr "デフォルトのカラーピッカーモード" +msgid "Default Color Picker Shape" +msgstr "デフォルトのカラーピッカーモード" + msgid "Base Type" msgstr "基底型" @@ -829,6 +841,12 @@ msgstr "エディターの言語" msgid "Display Scale" msgstr "表示スケール" +msgid "Editor Screen" +msgstr "エディター画面" + +msgid "Project Manager Screen" +msgstr "プロジェクトマネージャー" + msgid "Enable Pseudolocalization" msgstr "擬似ローカライズの有効化" @@ -850,6 +868,9 @@ msgstr "コードフォントコンテキスト合字" msgid "Code Font Custom OpenType Features" msgstr "コードフォントカスタムOpenType機能" +msgid "Font Antialiasing" +msgstr "フォントのアンチエイリアス" + msgid "Font Hinting" msgstr "フォントのヒンティング" @@ -889,6 +910,9 @@ msgstr "テーマ" msgid "Preset" msgstr "プリセット" +msgid "Icon and Font Color" +msgstr "アイコンとフォントのカラー" + msgid "Base Color" msgstr "ベースカラー" @@ -1108,6 +1132,9 @@ msgstr "ミニマップを表示" msgid "Minimap Width" msgstr "ミニマップの幅" +msgid "Lines" +msgstr "ライン" + msgid "Code Folding" msgstr "コードの折りたたみ" @@ -1135,12 +1162,18 @@ msgstr "ナビゲーション" msgid "Move Caret on Right Click" msgstr "右クリックでキャレットを移動" +msgid "Scroll Past End of File" +msgstr "ファイルの末尾を越えたスクロール" + msgid "Smooth Scrolling" msgstr "スムーズスクロール" msgid "V Scroll Speed" msgstr "垂直スクロールの速度" +msgid "Stay in Script Editor on Node Selected" +msgstr "ノード選択時にスクリプトエディターにとどまる" + msgid "Indent" msgstr "インデント" @@ -1150,9 +1183,15 @@ msgstr "自動インデント" msgid "Files" msgstr "ファイル" +msgid "Trim Trailing Whitespace on Save" +msgstr "保存時に末尾の空白を取り除く" + msgid "Autosave Interval Secs" msgstr "自動保存する間隔の秒数" +msgid "Convert Indent on Save" +msgstr "インデントを保存時に変換" + msgid "Script List" msgstr "スクリプト一覧" @@ -1679,14 +1718,29 @@ msgid "Except Bone Transform" msgstr "ボーントランスフォームを除外" msgid "Create From" -msgstr "作成元" +msgstr "用途" + +msgid "Scaling Mode" +msgstr "スケールモード" msgid "Delimiter" msgstr "区切り文字" -msgid "Rows" +msgid "Character Ranges" +msgstr "文字の範囲" + +msgid "Columns" msgstr "列" +msgid "Rows" +msgstr "行" + +msgid "Image Margin" +msgstr "画像マージン" + +msgid "Character Margin" +msgstr "文字マージン" + msgid "High Quality" msgstr "高品質" @@ -2401,18 +2455,42 @@ msgstr "色" msgid "Intensity" msgstr "強度" +msgid "Light Type" +msgstr "ライトタイプ" + msgid "Range" msgstr "範囲" +msgid "Inner Cone Angle" +msgstr "コーン内側角度" + +msgid "Outer Cone Angle" +msgstr "コーン外側角度" + +msgid "Diffuse Factor" +msgstr "拡散反射係数" + +msgid "Gloss Factor" +msgstr "光沢係数" + msgid "Specular Factor" msgstr "鏡面反射係数" msgid "Mass" msgstr "質量" +msgid "Linear Velocity" +msgstr "線形速度" + msgid "Angular Velocity" msgstr "角速度" +msgid "Center of Mass" +msgstr "重心" + +msgid "Inertia Tensor" +msgstr "慣性テンソル" + msgid "Json" msgstr "JSON" @@ -2422,6 +2500,9 @@ msgstr "メジャーバージョン" msgid "Minor Version" msgstr "マイナーバージョン" +msgid "Copyright" +msgstr "著作権" + msgid "GLB Data" msgstr "GLBデータ" @@ -2431,9 +2512,21 @@ msgstr "バッファ" msgid "Materials" msgstr "マテリアル" +msgid "Scene Name" +msgstr "シーン名" + +msgid "Base Path" +msgstr "ベースパス" + +msgid "Filename" +msgstr "ファイル名" + msgid "Root Nodes" msgstr "ルートノード" +msgid "Texture Samplers" +msgstr "テクスチャサンプラー" + msgid "Images" msgstr "画像" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index ebd2c4bdf57d..038d79e8ed62 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -50,13 +50,15 @@ # rethinking21 , 2023. # TQQQBuffett , 2023. # Kyjel Blue , 2023. +# nulta , 2024. +# Sovlus Haesaun , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-04 01:29+0000\n" -"Last-Translator: nulta \n" +"PO-Revision-Date: 2024-01-22 23:01+0000\n" +"Last-Translator: Sovlus Haesaun \n" "Language-Team: Korean \n" "Language: ko\n" @@ -64,7 +66,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "어플리케이션" @@ -198,6 +200,9 @@ msgstr "3D 패닝 강도" msgid "iOS" msgstr "iOS" +msgid "Session Category" +msgstr "세션 카테고리" + msgid "Editor" msgstr "에디터" @@ -1441,10 +1446,10 @@ msgid "Bone IK Color" msgstr "본 IK 색상" msgid "Bone Outline Color" -msgstr "뼈 윤곽선 색상" +msgstr "본 윤곽선 색상" msgid "Bone Outline Size" -msgstr "뼈 윤곽선 크기" +msgstr "본 윤곽선 크기" msgid "Viewport Border Color" msgstr "표시 영역 테두리 색상" @@ -1840,7 +1845,7 @@ msgid "Retarget" msgstr "리타겟" msgid "Bone Renamer" -msgstr "본 리네이머" +msgstr "본 이름 변경기" msgid "Rename Bones" msgstr "본 이름 바꾸기" @@ -6976,7 +6981,7 @@ msgid "B" msgstr "B" msgid "Bone" -msgstr "뼈" +msgstr "본" msgid "Sky Material" msgstr "하늘 머티리얼" @@ -7225,7 +7230,7 @@ msgid "Custom Font" msgstr "커스텀 글꼴" msgid "Default Font Antialiasing" -msgstr "기본 글꼴 안티앨리어신" +msgstr "기본 글꼴 안티앨리어싱" msgid "Default Font Hinting" msgstr "기본 글꼴 힌팅" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 9c392350e7a3..0fe2b829f9cb 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -24,7 +24,7 @@ # Sebastian Pasich , 2017, 2019, 2020, 2022, 2023. # siatek papieros , 2016. # Zatherz , 2017, 2020, 2021. -# Tomek , 2018, 2019, 2020, 2021, 2022, 2023. +# Tomek , 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Wojcieh Er Zet , 2018. # Dariusz Siek , 2018, 2019, 2020, 2021. # Szymon Nowakowski , 2019. @@ -83,14 +83,14 @@ # johnny1029 , 2023. # Marcin Zieliński , 2023. # Aleksander Łagowiec , 2023. +# Jakub Marcowski , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-06 04:32+0000\n" -"Last-Translator: Aleksander Łagowiec \n" +"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -99,7 +99,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Aplikacja" @@ -326,6 +326,9 @@ msgstr "Renderowanie" msgid "Occlusion Culling" msgstr "Usuwanie niewidocznych powierzchni" +msgid "BVH Build Quality" +msgstr "Jakość Wykonania BVH" + msgid "Memory" msgstr "Pamięć" @@ -335,6 +338,9 @@ msgstr "Limity" msgid "Multithreaded Server" msgstr "Serwer wielowątkowy" +msgid "RID Pool Prealloc" +msgstr "Preallokacja Puli RID" + msgid "Internationalization" msgstr "Internacjonalizacja" @@ -416,6 +422,9 @@ msgstr "Użyj otoczenia" msgid "Low Processor Usage Mode" msgstr "Tryb niskiego wykorzystania procesora" +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "Tryb Uśpienia Przy Niskim Zużyciu Procesora (µsek)" + msgid "Delta Smoothing" msgstr "Wygładzanie delty" @@ -590,6 +599,9 @@ msgstr "Maksymalna wielkość bufora wyjściowego" msgid "Resource" msgstr "Zasób" +msgid "Local to Scene" +msgstr "Lokalnie dla Sceny" + msgid "Path" msgstr "Ścieżka" @@ -605,9 +617,18 @@ msgstr "Obszar" msgid "Offset" msgstr "Przesunięcie" +msgid "Cell Size" +msgstr "Rozmiar Komórki" + msgid "Jumping Enabled" msgstr "Skakanie włączone" +msgid "Default Compute Heuristic" +msgstr "Domyślna Heurystyka Obliczeniowa" + +msgid "Default Estimate Heuristic" +msgstr "Domyślna Heurystyka Szacunkowa" + msgid "Seed" msgstr "Ziarno" @@ -623,6 +644,9 @@ msgstr "Sieć" msgid "TCP" msgstr "TCP" +msgid "Max Buffer (Power of 2)" +msgstr "Maksymalny Bufor (Potęga 2)" + msgid "TLS" msgstr "TLS" @@ -633,7 +657,7 @@ msgid "Test" msgstr "Test" msgid "Fallback" -msgstr "Fallback" +msgstr "Rozwiązanie awaryjne" msgid "Prefix" msgstr "Przedrostek" @@ -885,7 +909,7 @@ msgid "FBX" msgstr "FBX" msgid "Docks" -msgstr "Doki, Docki" +msgstr "Doki" msgid "Scene Tree" msgstr "Drzewo sceny" @@ -2097,7 +2121,7 @@ msgid "Priority" msgstr "Priorytet" msgid "Lightmapping" -msgstr "Lightmapping" +msgstr "Mapowanie światła" msgid "Region Size" msgstr "Rozmiar regionu" @@ -2183,9 +2207,27 @@ msgstr "Unikalna nazwa" msgid "App Category" msgstr "Kategoria aplikacji" +msgid "Retain Data on Uninstall" +msgstr "Zachowaj Dane po Odinstalowaniu" + +msgid "Show in Android TV" +msgstr "Pokaż w Android TV" + msgid "Graphics" msgstr "Grafika" +msgid "OpenGL Debug" +msgstr "Debugowanie OpenGL" + +msgid "XR Features" +msgstr "Funkcje XR" + +msgid "XR Mode" +msgstr "Tryb XR" + +msgid "Immersive Mode" +msgstr "Tryb Immersyjny" + msgid "Extra Args" msgstr "Dodatkowe argumenty" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 76fcbf5f6add..6aa49c390f32 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -37,13 +37,15 @@ # Ricardo Caetano , 2023. # Henricky Corazza Serrão , 2023. # Ricardo Bustamante , 2023. +# Miguel Ângelo Oliveira Leirião , 2024. +# AegisTTN , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-07 23:30+0000\n" -"Last-Translator: Ricardo Bustamante \n" +"PO-Revision-Date: 2024-02-02 09:31+0000\n" +"Last-Translator: AegisTTN \n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -51,7 +53,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Aplicação" @@ -263,6 +265,9 @@ msgstr "Limites" msgid "RID Pool Prealloc" msgstr "RID Pool Pré-alocação" +msgid "Internationalization" +msgstr "Internacionalização" + msgid "Force Right to Left Layout Direction" msgstr "Forçar Direção de Layout Direita para Esquerda" @@ -665,6 +670,9 @@ msgstr "Ligações contextuais da Fonte do código" msgid "Code Font Custom OpenType Features" msgstr "Recursos OpenType personalizados para a Fonte do código" +msgid "Font Antialiasing" +msgstr "Suavização de Fonte" + msgid "Font Hinting" msgstr "Alinhar Fonte" @@ -683,6 +691,9 @@ msgstr "Modo Livre de Distrações" msgid "Automatically Open Screenshots" msgstr "Abrir Capturas de Tela Automaticamente" +msgid "Single Window Mode" +msgstr "Modo de Janela Única" + msgid "Mouse Extra Buttons Navigate History" msgstr "Botões extra do Rato para Navegar no Histórico" @@ -716,6 +727,9 @@ msgstr "Opacidade da Linha de Relacionamento" msgid "Border Size" msgstr "Tamanho da Borda" +msgid "Corner Radius" +msgstr "Raio do Canto" + msgid "Additional Spacing" msgstr "Espaçamento Adicional" @@ -737,6 +751,9 @@ msgstr "Ativar Pan e Gestos em Scala" msgid "Show Script Button" msgstr "Mostrar Botão de Script" +msgid "Multi Window" +msgstr "Janela Múltipla" + msgid "Enable" msgstr "Ativar" @@ -755,6 +772,9 @@ msgstr "Ao Salvar" msgid "Compress Binary Resources" msgstr "Comprimir Recursos Binários" +msgid "Safe Save on Backup then Rename" +msgstr "Guardar de Forma Segura na Cópia de Segurança e depois Renomear" + msgid "File Dialog" msgstr "Arquivo de Diálogo" @@ -779,6 +799,9 @@ msgstr "FBX" msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" +msgid "Oidn" +msgstr "OIDN" + msgid "Oidn Denoise Path" msgstr "Caminho Oidn de Remoção de Ruído" @@ -1641,7 +1664,7 @@ msgid "Camera" msgstr "Câmera" msgid "Decal" -msgstr "Decalques" +msgstr "Decalque" msgid "Particles" msgstr "Partículas" @@ -2513,7 +2536,7 @@ msgstr "Categoria da App" msgid "Exclude From Recents" msgstr "Excluir de Recentes" -msgid "Show in Android Tv" +msgid "Show in Android TV" msgstr "Mostrar em Android TV" msgid "Graphics" @@ -4949,6 +4972,9 @@ msgstr "Colidir com Áreas" msgid "Default Gravity" msgstr "Gravidade Padrão" +msgid "Physics Engine" +msgstr "Motor de Física" + msgid "Vertex" msgstr "Vértice" @@ -4976,6 +5002,9 @@ msgstr "GI" msgid "Overrides" msgstr "Sobrepõe" +msgid "Decals" +msgstr "Decalques" + msgid "Shaders" msgstr "Shaders" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index 8791950b7847..e3ad47235c11 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -162,13 +162,14 @@ # Felipe Bertola , 2023. # Vittor Paulo Vieira da Costa , 2023. # Matheus Macedo , 2023. +# Davi Felipe , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2023-11-18 06:21+0000\n" -"Last-Translator: Matheus Macedo \n" +"PO-Revision-Date: 2024-02-01 17:01+0000\n" +"Last-Translator: Davi Felipe \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -176,7 +177,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Aplicação" @@ -1093,6 +1094,9 @@ msgstr "Habilitar pressão longa como clique no botão direito" msgid "Enable Pan and Scale Gestures" msgstr "Habilitar Pan e Gestos em Scala" +msgid "Scale Gizmo Handles" +msgstr "Dimensionar alças de gizmo" + msgid "Display Close Button" msgstr "Mostrar botão Fechar" @@ -1165,6 +1169,9 @@ msgstr "FBX" msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" +msgid "Oidn" +msgstr "Oidn" + msgid "Docks" msgstr "Painéis" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index ef8bab2b83b8..96a16476875e 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -154,14 +154,22 @@ # Иван Жиляк , 2023. # Ilia Brykin , 2023. # DLushin , 2023. -# Ruslan , 2023. +# Ruslan , 2023, 2024. +# Atom-FG , 2023. +# GREAT DNG , 2023. +# V4NK0V , 2023. +# MaksKraft , 2023, 2024. +# GogaGoga , 2024. +# Evgeni , 2024. +# Daniel , 2024. +# suprohub , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-28 04:14+0000\n" -"Last-Translator: DLushin \n" +"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"Last-Translator: Ruslan \n" "Language-Team: Russian \n" "Language: ru\n" @@ -170,7 +178,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Приложение" @@ -254,7 +262,7 @@ msgid "Resizable" msgstr "Изменяемый размер" msgid "Borderless" -msgstr "Без границ" +msgstr "Безрамочный" msgid "Always on Top" msgstr "Всегда сверху" @@ -982,6 +990,9 @@ msgstr "Включить псевдолокализацию" msgid "Use Embedded Menu" msgstr "Использовать встроенное меню" +msgid "Expand to Title" +msgstr "Развернуть до заголовка" + msgid "Custom Display Scale" msgstr "Пользовательский масштаб отображения" @@ -997,9 +1008,18 @@ msgstr "Лигатуры в шрифте кода" msgid "Code Font Custom OpenType Features" msgstr "Настройки OpenType в шрифте кода" +msgid "Code Font Custom Variations" +msgstr "Пользовательские варианты шрифта кода" + +msgid "Font Antialiasing" +msgstr "Сглаживание шрифтов" + msgid "Font Hinting" msgstr "Хинтинг шрифтов" +msgid "Font Subpixel Positioning" +msgstr "Субпиксельное позиционирование шрифта" + msgid "Main Font" msgstr "Основной шрифт" @@ -1016,26 +1036,38 @@ msgid "Automatically Open Screenshots" msgstr "Автоматически открывать скриншоты" msgid "Single Window Mode" -msgstr "Режим однооконный" +msgstr "Однооконный Режим" msgid "Mouse Extra Buttons Navigate History" msgstr "Навигация по истории дополнительными кнопками мыши" +msgid "Save Each Scene on Quit" +msgstr "Сохранять каждую сцену при выходе" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Кнопки ОК Отмена диалога подтверждения" msgid "Show Internal Errors in Toast Notifications" msgstr "Показывать внутренние ошибки во всплывающих уведомлениях" +msgid "Max Array Dictionary Items per Page" +msgstr "Максимальное количество элементов словаря массива на страницу" + msgid "Show Low Level OpenType Features" msgstr "Показать низкоуровневые возможности OpenType" +msgid "Float Drag Speed" +msgstr "Скорость свободного обзора" + msgid "Theme" msgstr "Тема" msgid "Preset" msgstr "Набор" +msgid "Icon and Font Color" +msgstr "Цвет иконок и шрифтов" + msgid "Base Color" msgstr "Базовый цвет" @@ -1048,6 +1080,9 @@ msgstr "Контраст" msgid "Draw Extra Borders" msgstr "Рисовать дополнительные границы" +msgid "Icon Saturation" +msgstr "Насыщенность иконки" + msgid "Relationship Line Opacity" msgstr "Непрозрачность линий отношений" @@ -1075,12 +1110,24 @@ msgstr "Включить касания щипка и увеличения" msgid "Scale Gizmo Handles" msgstr "Масштаб Гизмо Дескрипторы" +msgid "Display Close Button" +msgstr "Отобразить кнопку закрытия" + msgid "Show Script Button" msgstr "Показать кнопку скрипта" msgid "Enable" msgstr "Включить" +msgid "Vector Image Editor" +msgstr "Редактор векторных изображений" + +msgid "Audio Editor" +msgstr "Редактор аудио" + +msgid "3D Model Editor" +msgstr "Редактор 3D моделей" + msgid "Directories" msgstr "Директории" @@ -1114,6 +1161,12 @@ msgstr "Импорт" msgid "Blender" msgstr "Blender" +msgid "Blender 3 Path" +msgstr "Путь к Blender 3" + +msgid "RPC Port" +msgstr "RPC-порт" + msgid "RPC Server Uptime" msgstr "Время работы сервера RPC" @@ -1123,12 +1176,18 @@ msgstr "FBX" msgid "FBX2glTF Path" msgstr "FBX2glTF Путь" +msgid "Tools" +msgstr "Инструменты" + msgid "Oidn" msgstr "" "Oidn означает Open Image Denoise, это свободно распространяемая библиотека " "для обработки изображений с открытым исходным кодом, предназначенная для " "удаления шумов из рендеров." +msgid "Oidn Denoise Path" +msgstr "Oidn путь снижения шума" + msgid "Docks" msgstr "Панели" @@ -1165,6 +1224,9 @@ msgstr "Курсор" msgid "Caret Blink" msgstr "Мигающий курсор" +msgid "Caret Blink Interval" +msgstr "Интервал мигания курсор" + msgid "Highlight Current Line" msgstr "Подсвечивать текущую строку" @@ -1291,6 +1353,9 @@ msgstr "Размер шрифта исходного кода в справке" msgid "Help Title Font Size" msgstr "Размер шрифта заголовков справки" +msgid "Class Reference Examples" +msgstr "Примеры Ссылок на Классы" + msgid "Editors" msgstr "Редакторы" @@ -1897,6 +1962,9 @@ msgstr "FPS" msgid "Normal Map" msgstr "Карта нормалей" +msgid "Roughness" +msgstr "Шероховатость" + msgid "Process" msgstr "Процесс" @@ -1918,6 +1986,9 @@ msgstr "Обнаружить 3D" msgid "SVG" msgstr "SVG" +msgid "Convert Colors With Editor Theme" +msgstr "Преобразуйте цвета с помощью темы редактора" + msgid "Atlas File" msgstr "Файл атласа" @@ -1966,12 +2037,27 @@ msgstr "Использовать потоки" msgid "Available URLs" msgstr "Доступные URL" +msgid "Current Group Idx" +msgstr "Текущий идентификатор группы" + +msgid "Current Bone Idx" +msgstr "Текущий идентификатор кости" + +msgid "Bone Mapper" +msgstr "Размечатель костей" + +msgid "Handle Colors" +msgstr "Управление цветами" + msgid "Unset" msgstr "Не задано" msgid "Set" msgstr "Задать, установить, настроить, набор, комплект" +msgid "Missing" +msgstr "Отсутствующие" + msgid "Error" msgstr "Ошибка" @@ -1984,21 +2070,39 @@ msgstr "Камера" msgid "Decal" msgstr "Декаль" +msgid "Fog Volume" +msgstr "Интенсивность тумана" + msgid "Particles" msgstr "Частицы" +msgid "Particle Attractor" +msgstr "Притяжитель частиц" + +msgid "Particle Collision" +msgstr "Коллизия частиц" + msgid "Joint Body A" msgstr "Сустав тела A" msgid "Joint Body B" msgstr "Сустав тела B" +msgid "Lightmap Lines" +msgstr "Линии световой карты" + +msgid "Lightprobe Lines" +msgstr "Линии световых проб" + msgid "Reflection Probe" msgstr "Проба отражения" msgid "Visibility Notifier" msgstr "Уведомитель видимости" +msgid "Voxel GI" +msgstr "Воксельное глобальное освещение" + msgid "Manipulator Gizmo Size" msgstr "Размер гизмо манипулятора" @@ -2008,6 +2112,24 @@ msgstr "Непрозрачность гизмо манипулятора" msgid "Show Viewport Rotation Gizmo" msgstr "Показывать гизмо вращения Viewport" +msgid "Show Viewport Navigation Gizmo" +msgstr "Показать навигационную Гизмо в окне просмотра" + +msgid "Gizmo Settings" +msgstr "Параметры Гизмо" + +msgid "Path 3D Tilt Disk Size" +msgstr "Размер наклонного диска Path 3D" + +msgid "Path Tilt" +msgstr "Наклон траектории" + +msgid "Auto Reload and Parse Scripts on Save" +msgstr "Автоматически перезагружать и парсить скрипты при сохранении" + +msgid "Open Dominant Script on Scene Change" +msgstr "Открывать основной скрипт при смене сцены" + msgid "External" msgstr "Внешний" @@ -2038,6 +2160,15 @@ msgstr "Флаги исполнения" msgid "Skeleton" msgstr "Скелет" +msgid "Selected Bone" +msgstr "Выбранная кость" + +msgid "Bone Axis Length" +msgstr "Длина оси кости" + +msgid "Bone Shape" +msgstr "Форма кости" + msgid "ID" msgstr "Идентификатор" @@ -2047,9 +2178,15 @@ msgstr "Текстура" msgid "Separation" msgstr "Разделение" +msgid "Alternative ID" +msgstr "Альтернативный ID" + msgid "Speed" msgstr "Скорость" +msgid "Duration" +msgstr "Продолжительность" + msgid "Version Control" msgstr "Контроль версий" @@ -2068,12 +2205,24 @@ msgstr "Основные аргументы запуска" msgid "Reimport Missing Imported Files" msgstr "Реимпорт недостающих импортированных файлов" +msgid "Plugin Name" +msgstr "Имя дополнения" + msgid "Show Scene Tree Root Selection" msgstr "Показывать выбор корня дерева сцены" msgid "Use Favorites Root Selection" msgstr "Использовать закладки выбора корневого узла" +msgid "Flush stdout on Print" +msgstr "Отправлять стандартный вывод на печать" + +msgid "Max Chars per Second" +msgstr "Максимум символов в секунду" + +msgid "Max Queued Messages" +msgstr "Максимальное количество сообщений в очереди" + msgid "File Logging" msgstr "Логирование файлов" @@ -2095,6 +2244,9 @@ msgstr "Отрисовщик" msgid "Rendering Method" msgstr "Метод рендеринга" +msgid "Include Text Server Data" +msgstr "Включить данные текстового сервера" + msgid "DPI" msgstr "DPI" @@ -2126,7 +2278,7 @@ msgid "Output Latency" msgstr "Выходная задержка" msgid "stdout" -msgstr "stdout" +msgstr "Стандартный вывод" msgid "Print FPS" msgstr "Печатать FPS" @@ -2134,9 +2286,15 @@ msgstr "Печатать FPS" msgid "Verbose stdout" msgstr "Подробный стандартный вывод" +msgid "Frame Delay Msec" +msgstr "Задержка кадра, мсек" + msgid "Low Processor Mode" msgstr "Режим низкой нагрузки процессора" +msgid "Allow High Refresh Rate" +msgstr "Разрешить высокую частоту обновления" + msgid "Hide Home Indicator" msgstr "Скрыть индикатор «Домой»" @@ -2149,6 +2307,9 @@ msgstr "XR" msgid "View Configuration" msgstr "Просмотр конфигурации" +msgid "Submit Depth Buffer" +msgstr "Применить буфер глубины" + msgid "Boot Splash" msgstr "Загрузочная заставка" @@ -2176,6 +2337,9 @@ msgstr "Использовать фильтр" msgid "Icon" msgstr "Иконка" +msgid "macOS Native Icon" +msgstr "Нативная иконка macOS" + msgid "Windows Native Icon" msgstr "Windows нативная иконка" @@ -2200,15 +2364,24 @@ msgstr "Android" msgid "Mouse Cursor" msgstr "Курсор мыши" +msgid "Custom Image" +msgstr "Пользовательское изображение" + msgid "Custom Image Hotspot" msgstr "Горячая точка пользовательского изображения" msgid "Tooltip Position Offset" msgstr "Смещение позиции всплывающей подсказки" +msgid "Dotnet" +msgstr "Dotnet" + msgid "Project" msgstr "Проект" +msgid "Assembly Reload Attempts" +msgstr "Попытки перезагрузки сборки" + msgid "Operation" msgstr "Операция" @@ -2329,6 +2502,12 @@ msgstr "Включить интеллектуальное разрешение" msgid "Use Thread" msgstr "Использовать поток" +msgid "glTF" +msgstr "glTF" + +msgid "Embedded Image Handling" +msgstr "Обработка встроенных изображений" + msgid "Color" msgstr "Цвет" @@ -2365,6 +2544,9 @@ msgstr "Линейная скорость" msgid "Angular Velocity" msgstr "Угловая скорость" +msgid "Is Trigger" +msgstr "Является триггером" + msgid "Json" msgstr "Json" @@ -2416,6 +2598,9 @@ msgstr "Скелеты" msgid "Animations" msgstr "Анимации" +msgid "Handle Binary Image" +msgstr "Обработка двоичного изображения" + msgid "Buffer View" msgstr "Просмотр буфера" @@ -2551,6 +2736,9 @@ msgstr "Количество Лучей Высокого Качества" msgid "Ultra Quality Ray Count" msgstr "Количество Лучей Ультра Качества" +msgid "BPM" +msgstr "BPM" + msgid "Loop Offset" msgstr "Смещение повтора" @@ -2587,12 +2775,24 @@ msgstr "Октавы" msgid "Lacunarity" msgstr "Лакунарность" +msgid "Gain" +msgstr "Усиление" + +msgid "Jitter" +msgstr "Джиттер" + msgid "Return Type" msgstr "Тип возвращаемого значения" +msgid "Domain Warp" +msgstr "Деформация домена" + msgid "Width" msgstr "Ширина" +msgid "Invert" +msgstr "Инвертировать" + msgid "Seamless" msgstr "Бесшовная" @@ -2659,6 +2859,9 @@ msgstr "Видимость" msgid "Android SDK Path" msgstr "Путь к Android SDK" +msgid "Use Wi-Fi for Remote Debug" +msgstr "Использовать Wi-Fi для удаленной отладки" + msgid "Launcher Icons" msgstr "Иконки Лаунчера" @@ -2671,6 +2874,9 @@ msgstr "Адаптивный Передний Фон 432 X 432" msgid "Adaptive Background 432 X 432" msgstr "Адаптивный Задний Фон 432 X 432" +msgid "Gradle Build" +msgstr "Сборка Gradle" + msgid "Export Format" msgstr "Формат Экспорта" @@ -2713,6 +2919,12 @@ msgstr "Категория приложения" msgid "Exclude From Recents" msgstr "Исключить из недавнего" +msgid "Show in Android TV" +msgstr "Показать на Android TV" + +msgid "Show as Launcher App" +msgstr "Показывать как приложение лаунчера" + msgid "OpenGL Debug" msgstr "OpenGL Отладка" @@ -2728,18 +2940,87 @@ msgstr "Дополнительные аргументы" msgid "APK Expansion" msgstr "APK расширение" +msgid "Salt" +msgstr "Соль" + msgid "Public Key" msgstr "Открытый ключ" msgid "Permissions" msgstr "Разрешения" +msgid "iOS Deploy" +msgstr "Развертка на iOS" + msgid "Icons" msgstr "Иконки" +msgid "iPhone 120 X 120" +msgstr "iPhone 120 X 120" + +msgid "iPhone 180 X 180" +msgstr "iPhone 180 X 180" + +msgid "iPad 76 X 76" +msgstr "iPad 76 X 76" + +msgid "iPad 152 X 152" +msgstr "iPad 152 X 152" + +msgid "iPad 167 X 167" +msgstr "iPad 167 X 167" + +msgid "App Store 1024 X 1024" +msgstr "App Store 1024 X 1024" + +msgid "Spotlight 40 X 40" +msgstr "Spotlight 40 X 40" + +msgid "iPhone 2436 X 1125" +msgstr "iPhone 2436 X 1125" + +msgid "iPhone 2208 X 1242" +msgstr "iPhone 2208 X 1242" + +msgid "iPad 1024 X 768" +msgstr "iPad 1024 X 768" + +msgid "iPad 2048 X 1536" +msgstr "iPad 2048 X 1536" + +msgid "Portrait Launch Screens" +msgstr "Портретные экраны запуска" + +msgid "iPhone 640 X 960" +msgstr "iPhone 640 X 960" + +msgid "iPhone 640 X 1136" +msgstr "iPhone 640 X 1136" + +msgid "iPhone 750 X 1334" +msgstr "iPhone 750 X 1334" + +msgid "iPhone 1125 X 2436" +msgstr "iPhone 1125 X 2436" + +msgid "iPad 768 X 1024" +msgstr "iPad 768 X 1024" + +msgid "iPad 1536 X 2048" +msgstr "iPad 1536 X 2048" + +msgid "iPhone 1242 X 2208" +msgstr "iPhone 1242 X 2208" + +msgid "App Store Team ID" +msgstr "App Store ID команды" + msgid "Export Method Release" msgstr "Экспорт релиза" +msgid "Targeted Device Family" +msgstr "Целевое семейство устройств" + msgid "Signature" msgstr "Подпись" @@ -2773,6 +3054,9 @@ msgstr "Описание использования микрофона" msgid "Photolibrary Usage Description" msgstr "Описание использования фото-библиотеки" +msgid "Storyboard" +msgstr "Раскадровка" + msgid "Image Scale Mode" msgstr "Режим масштабирования изображения" @@ -2791,15 +3075,24 @@ msgstr "Пользовательский цвет фона" msgid "Architecture" msgstr "Архитектура" +msgid "SSH Remote Deploy" +msgstr "Удаленное развертывание по SSH" + msgid "macOS" msgstr "macOS" +msgid "High Res" +msgstr "Высокое разрешение" + msgid "Xcode" msgstr "Xcоde" msgid "Xcode Build" msgstr "Сборка Xcode" +msgid "Apple Team ID" +msgstr "Apple ID команды" + msgid "Provisioning Profile" msgstr "Профиль предоставления" @@ -2863,15 +3156,30 @@ msgstr "Файлы музыки" msgid "Files Movies" msgstr "Файлы фильмов" +msgid "Helper Executables" +msgstr "Вспомогательные исполняемые файлы" + msgid "Custom Options" msgstr "Пользовательские параметры" msgid "Notarization" msgstr "Заверение" +msgid "Apple ID Name" +msgstr "Имя Apple ID" + msgid "Apple ID Password" msgstr "Пароль Apple ID" +msgid "API UUID" +msgstr "API UUID" + +msgid "API Key" +msgstr "Ключ API" + +msgid "API Key ID" +msgstr "ID ключа API" + msgid "Address Book Usage Description" msgstr "Описание использования адресной книги" @@ -2890,6 +3198,12 @@ msgstr "Описание использования папки Документ msgid "Downloads Folder Usage Description" msgstr "Описание использования папки загрузок" +msgid "Network Volumes Usage Description" +msgstr "Описание использования сетевых томов" + +msgid "Removable Volumes Usage Description" +msgstr "Описание использования портативных томов" + msgid "Web" msgstr "Web" @@ -2902,9 +3216,15 @@ msgstr "HTTP-порт" msgid "Variant" msgstr "Вариант" +msgid "Extensions Support" +msgstr "Поддержка расширений" + msgid "VRAM Texture Compression" msgstr "VRAM компрессия текстуры" +msgid "For Desktop" +msgstr "Для десктопа" + msgid "For Mobile" msgstr "Для мобильных устройств" @@ -2917,6 +3237,9 @@ msgstr "Экспортировать иконку" msgid "Canvas Resize Policy" msgstr "Политика изменения размера холста" +msgid "Focus Canvas on Start" +msgstr "Сфокусировать холст на старте" + msgid "Experimental Virtual Keyboard" msgstr "Экспериментальная виртуальная клавиатура" @@ -2938,9 +3261,27 @@ msgstr "Иконка 512 X 512" msgid "Windows" msgstr "Windows" +msgid "rcedit" +msgstr "rcedit" + +msgid "osslsigncode" +msgstr "osslsigncode" + +msgid "wine" +msgstr "wine" + +msgid "Identity Type" +msgstr "Тип идентификации" + +msgid "Timestamp Server URL" +msgstr "URL сервера временных меток" + msgid "Modify Resources" msgstr "Изменить ресурсы" +msgid "Console Wrapper Icon" +msgstr "Значок оболочки консоли" + msgid "File Version" msgstr "Версия файла" @@ -2968,6 +3309,12 @@ msgstr "Масштаб скорости" msgid "Centered" msgstr "По центру" +msgid "Flip H" +msgstr "Повернуть по горизонтали" + +msgid "Flip V" +msgstr "Повернуть по вертикали" + msgid "Monitoring" msgstr "Наблюдение" @@ -3034,6 +3381,9 @@ msgstr "Вправо" msgid "Bottom" msgstr "Внизу" +msgid "Drag" +msgstr "Тащить" + msgid "Tweaks" msgstr "Tweaks (надстройки)" @@ -3070,15 +3420,27 @@ msgstr "Одноразовый" msgid "Preprocess" msgstr "Предобработка" +msgid "Explosiveness" +msgstr "Взрывчатость" + msgid "Randomness" msgstr "Случайность" +msgid "Lifetime Randomness" +msgstr "Случайность времени жизни" + msgid "Fixed FPS" msgstr "Фиксированный FPS" +msgid "Drawing" +msgstr "Рисунок" + msgid "Local Coords" msgstr "Локальные координаты" +msgid "Draw Order" +msgstr "Порядок рисования" + msgid "Emission Shape" msgstr "Форма излучения" @@ -3160,9 +3522,15 @@ msgstr "Узел А" msgid "Node B" msgstr "Узел B" +msgid "Bias" +msgstr "Смещение" + msgid "Disable Collision" msgstr "Отключить столкновения" +msgid "Softness" +msgstr "Мягкость" + msgid "Angular Limit" msgstr "Угловой Предел" @@ -3181,18 +3549,33 @@ msgstr "Длина" msgid "Initial Offset" msgstr "Начальное смещение" +msgid "Rest Length" +msgstr "Длина остатка" + +msgid "Stiffness" +msgstr "Жесткость" + msgid "Energy" msgstr "Энергия" msgid "Blend Mode" msgstr "Режим смешивания" +msgid "Z Min" +msgstr "Z Мин" + +msgid "Z Max" +msgstr "Z Макс" + msgid "Layer Min" msgstr "Слой Min" msgid "Layer Max" msgstr "Слой Max" +msgid "Item Cull Mask" +msgstr "Маска удаления предмета" + msgid "Shadow" msgstr "Тень" @@ -3223,18 +3606,33 @@ msgstr "Режим текстуры" msgid "Border" msgstr "Граница" +msgid "Sharp Limit" +msgstr "Предел резкости" + +msgid "Round Precision" +msgstr "Точность округления" + msgid "Antialiased" msgstr "Сглаженный" +msgid "Target Desired Distance" +msgstr "Желаемое целевое расстояние" + msgid "Navigation Layers" msgstr "Слои навигации" +msgid "Path Metadata Flags" +msgstr "Флаги метаданных пути" + msgid "Avoidance" msgstr "Уклонение" msgid "Avoidance Enabled" msgstr "Включить уклонение" +msgid "Max Neighbors" +msgstr "Макс соседей" + msgid "Max Speed" msgstr "Макс скорость" @@ -3247,6 +3645,12 @@ msgstr "Базовое смещение" msgid "Base Scale" msgstr "Базовый масштаб" +msgid "Limit Begin" +msgstr "Начальное ограничение" + +msgid "Ignore Camera Zoom" +msgstr "Игнорировать зум камеры" + msgid "Motion" msgstr "Движение" @@ -3265,6 +3669,12 @@ msgstr "Г смещение" msgid "V Offset" msgstr "В смещение" +msgid "Cubic Interp" +msgstr "Кубическая интерполяция" + +msgid "Follow Bone When Simulating" +msgstr "Следование кости при симуляции" + msgid "Constant Linear Velocity" msgstr "Постоянная линейная скорость" @@ -3283,15 +3693,33 @@ msgstr "Спящий" msgid "Can Sleep" msgstr "Может спать" +msgid "Solver" +msgstr "Вычислитель" + +msgid "Max Contacts Reported" +msgstr "Макс сообщаемых контактов" + msgid "Linear" msgstr "Линейный" +msgid "Angular" +msgstr "Угловой" + msgid "Torque" msgstr "Крутящий момент" +msgid "Wall Min Slide Angle" +msgstr "Мин. угол скольжения у стены" + +msgid "Stop on Slope" +msgstr "Остановиться на склоне" + msgid "Max Angle" msgstr "Максимальный Угол" +msgid "On Leave" +msgstr "При покидании" + msgid "Safe Margin" msgstr "Безопасный отступ" @@ -3307,6 +3735,15 @@ msgstr "Полигоны" msgid "Internal Vertex Count" msgstr "Внутренний счет вершин" +msgid "Exclude Parent" +msgstr "Исключить родителя" + +msgid "Hit From Inside" +msgstr "Удар изнутри" + +msgid "Collide With" +msgstr "Сталкиваться с" + msgid "Areas" msgstr "Области" @@ -3325,6 +3762,9 @@ msgstr "Обновить" msgid "Margin" msgstr "Отступ" +msgid "Auto Calculate Length and Angle" +msgstr "Авторасчет длины и угла" + msgid "Editor Settings" msgstr "Настройки редактора" @@ -3352,9 +3792,15 @@ msgstr "Режим видимости" msgid "Node Path" msgstr "Путь узла" +msgid "Reverb Bus" +msgstr "Шина реверба" + msgid "Attenuation Model" msgstr "Модель затухания" +msgid "Unit Size" +msgstr "Размер единицы" + msgid "Max dB" msgstr "Максимальное количество дБ" @@ -3364,6 +3810,9 @@ msgstr "Угол излучения" msgid "Degrees" msgstr "Градусы" +msgid "Cutoff Hz" +msgstr "Срез Гц" + msgid "dB" msgstr "дБ" @@ -3373,6 +3822,12 @@ msgstr "Имя Кости" msgid "Keep Aspect" msgstr "Хранить Аспект" +msgid "Cull Mask" +msgstr "Маска для удаления" + +msgid "Attributes" +msgstr "Атрибуты" + msgid "Projection" msgstr "Проекция" @@ -3403,6 +3858,9 @@ msgstr "Отключить Z" msgid "Flatness" msgstr "Плоскостность" +msgid "Albedo" +msgstr "Альбедо" + msgid "Normal" msgstr "Нормаль" @@ -3415,15 +3873,27 @@ msgstr "Параметры" msgid "Modulate" msgstr "Модулировать" +msgid "Albedo Mix" +msgstr "Смешивание альбедо" + +msgid "Distance Fade" +msgstr "Дистанция затухания" + msgid "Visibility AABB" msgstr "Видимость AABB" +msgid "Thickness" +msgstr "Толщина" + msgid "Update Mode" msgstr "Режим обновления" msgid "End" msgstr "Конец" +msgid "Impulse Clamp" +msgstr "Ограничение импульса" + msgid "Linear Limit" msgstr "Линейный лимит" @@ -3445,6 +3915,15 @@ msgstr "Нижний угол" msgid "Angular Motion" msgstr "Угловое движение" +msgid "X" +msgstr "X" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + msgid "Force Limit" msgstr "Форсировать лимиты" @@ -3484,12 +3963,24 @@ msgstr "Вертикальное выравнивание" msgid "Uppercase" msgstr "ВЕРХНИЙ РЕГИСТР" +msgid "Volumetric Fog Energy" +msgstr "Интенсивность объемного тумана" + msgid "Negative" msgstr "Негатив" +msgid "Specular" +msgstr "Отражающее" + msgid "Bake Mode" msgstr "Режим запекания" +msgid "Normal Bias" +msgstr "Смещение нормали" + +msgid "Opacity" +msgstr "Прозрачность" + msgid "Blur" msgstr "Размытие" @@ -3508,12 +3999,21 @@ msgstr "Раздельный 3" msgid "Shadow Mode" msgstr "Режим тени" +msgid "Spot" +msgstr "Точечный" + msgid "Angle Attenuation" msgstr "Угол угасания" msgid "Quality" msgstr "Качество" +msgid "Bounces" +msgstr "Отражения" + +msgid "Interior" +msgstr "Интерьер" + msgid "Use Denoiser" msgstr "Использовать шумоподавитель" @@ -3526,9 +4026,18 @@ msgstr "Пользовательский цвет" msgid "Custom Energy" msgstr "Пользовательская энергия" +msgid "Subdiv" +msgstr "Подразделение (Subdiv)" + msgid "Light Data" msgstr "Данные света" +msgid "Quaternion" +msgstr "Кватернион" + +msgid "Basis" +msgstr "Базовый" + msgid "Visibility" msgstr "Видимость" @@ -3643,12 +4152,27 @@ msgstr "Точность симуляции" msgid "Total Mass" msgstr "Общая масса" +msgid "Pressure Coefficient" +msgstr "Коэффициент давления" + +msgid "Damping Coefficient" +msgstr "Коэффициент ослабления" + +msgid "Drag Coefficient" +msgstr "Коэффициент сопротивления" + +msgid "Spring Length" +msgstr "Длина пружины" + msgid "Engine Force" msgstr "Сила движка" msgid "Wheel" msgstr "Колесо" +msgid "Roll Influence" +msgstr "Влияние поворота" + msgid "Suspension" msgstr "Подвеска" @@ -3664,6 +4188,9 @@ msgstr "Геометрия" msgid "Material Override" msgstr "Переопределить материалы" +msgid "LOD Bias" +msgstr "Смещение уровней детализации" + msgid "Lightmap Scale" msgstr "Масштаб карты освещения" @@ -3673,6 +4200,9 @@ msgstr "Динамический диапазон" msgid "Propagation" msgstr "Распространение" +msgid "Use Two Bounces" +msgstr "Использовать два отражения" + msgid "Pose" msgstr "Поза" @@ -3712,6 +4242,9 @@ msgstr "Корневой узел" msgid "Track" msgstr "Дорожка" +msgid "Method" +msgstr "Метод" + msgid "Reset" msgstr "Сбросить" @@ -3733,6 +4266,9 @@ msgstr "Текущая анимация" msgid "Default Blend Time" msgstr "Время смешения по умолчанию" +msgid "Movie Quit on Finish" +msgstr "Закрытие клипа по окончанию" + msgid "Tree Root" msgstr "Корень дерева" @@ -3772,6 +4308,9 @@ msgstr "Расширить иконку" msgid "Indentation" msgstr "Отступ" +msgid "Pairs" +msgstr "Пары" + msgid "Deferred Mode" msgstr "Отложенный режим" @@ -3787,6 +4326,9 @@ msgstr "Коэффициент растяжения" msgid "Localization" msgstr "Локализация" +msgid "Localize Numeral System" +msgstr "Локализовать систему счисления" + msgid "Tooltip" msgstr "Подсказка" @@ -3814,6 +4356,9 @@ msgstr "Автоперенос" msgid "Scroll Offset" msgstr "Смещение прокрутки" +msgid "Show Grid" +msgstr "Показать сетку" + msgid "Zoom Min" msgstr "Приблизить Min" @@ -3823,6 +4368,9 @@ msgstr "Приблизить Max" msgid "Zoom Step" msgstr "Приблизить шаг" +msgid "Toolbar Menu" +msgstr "Меню панели инструментов" + msgid "Selected" msgstr "Выделено" @@ -3841,12 +4389,24 @@ msgstr "Разрешить выбор ПКМ" msgid "Allow Search" msgstr "Разрешить поиск" +msgid "Max Text Lines" +msgstr "Макс. линий текста" + msgid "Auto Height" msgstr "Авто высота" msgid "Items" msgstr "Элементы" +msgid "Max Columns" +msgstr "Макс. количество столбцов" + +msgid "Same Column Width" +msgstr "Одинаковая ширина столбца" + +msgid "Fixed Column Width" +msgstr "Фиксированная ширина столбца" + msgid "Icon Mode" msgstr "Режим иконки" @@ -3856,6 +4416,9 @@ msgstr "Масштаб иконки" msgid "Fixed Icon Size" msgstr "Фиксированный размер иконки" +msgid "Max Lines Visible" +msgstr "Максимальное количество видимых линий" + msgid "Visible Characters" msgstr "Видимые символы" @@ -3883,9 +4446,30 @@ msgstr "Включить выделение" msgid "Right Icon" msgstr "Правая иконка" +msgid "Blink" +msgstr "Мерцание" + +msgid "Secret" +msgstr "Секретное" + +msgid "Underline" +msgstr "Подчеркивание" + +msgid "Prefer Global Menu" +msgstr "Выбрать глобальное меню" + msgid "Region Rect" msgstr "Прямоугольный регион" +msgid "Axis Stretch" +msgstr "Осевое растяжение" + +msgid "Fit to Longest Item" +msgstr "Подогнать по самому длинному элементу" + +msgid "Submenu Popup Delay" +msgstr "Задержка всплывающего уведомления подменю" + msgid "Fill Mode" msgstr "Режим заполнения" @@ -3904,6 +4488,12 @@ msgstr "Страница" msgid "Rounded" msgstr "Округлённый" +msgid "Allow Greater" +msgstr "Допускать большее" + +msgid "Allow Lesser" +msgstr "Допускать меньшее" + msgid "Border Color" msgstr "Цвет границы" @@ -3919,12 +4509,24 @@ msgstr "Относительный индекс" msgid "Scroll Active" msgstr "Активная прокрутка" +msgid "Scroll Following" +msgstr "Следование за прокруткой" + msgid "Tab Size" msgstr "Размер табов" +msgid "Markup" +msgstr "Разметка" + msgid "Custom Effects" msgstr "Пользовательские эффекты" +msgid "Meta Underlined" +msgstr "Подчеркнутая мета" + +msgid "Hint Underlined" +msgstr "Подчеркнутая подсказка" + msgid "Selection Enabled" msgstr "Включить выделение" @@ -3934,6 +4536,12 @@ msgstr "Пользовательский шаг" msgid "Follow Focus" msgstr "Следовать за фокусом" +msgid "Default Scroll Deadzone" +msgstr "Мертвая зона прокрутки по умолчанию" + +msgid "Scrollable" +msgstr "Прокручиваемый" + msgid "Tick Count" msgstr "Счетчик галочек" @@ -3946,24 +4554,57 @@ msgstr "Растянуть сжать" msgid "Current Tab" msgstr "Текущая вкладка" +msgid "Scrolling Enabled" +msgstr "Прокрутка включена" + msgid "Tabs Visible" msgstr "Видимость вкладок" +msgid "Use Hidden Tabs for Min Size" +msgstr "Использовать скрытые отступы для минимального размера" + msgid "Fit Content Height" msgstr "Вместить по высоте контента" +msgid "Move on Right Click" +msgstr "Переходить по щелчку правой кнопкой мыши" + msgid "Syntax Highlighter" msgstr "Подсветка синтаксиса" +msgid "Text Edit Idle Detect (sec)" +msgstr "Обнаружение редактирования текста (сек)" + +msgid "Text Edit Undo Stack Max Size" +msgstr "Максимальное количество элементов для отмены редактирования текста" + +msgid "Hover" +msgstr "Наведение" + msgid "Focused" msgstr "Сфокусировано" +msgid "Under" +msgstr "Под" + +msgid "Progress Offset" +msgstr "Смещение прогресса" + +msgid "Tint" +msgstr "Оттенок" + +msgid "Radial Fill" +msgstr "Радиальная заливка" + msgid "Initial Angle" msgstr "Начальный угол" msgid "Center Offset" msgstr "Смещение центра" +msgid "Custom Minimum Height" +msgstr "Настраиваемая минимальная высота" + msgid "Column Titles Visible" msgstr "Видимость заголовков столбцов" @@ -3982,6 +4623,9 @@ msgstr "Развернуть" msgid "Buffering Msec" msgstr "Буферизация Msec" +msgid "Show Behind Parent" +msgstr "Показать позади родителя" + msgid "Light Mask" msgstr "Маска света" @@ -3991,15 +4635,27 @@ msgstr "Z-позиция" msgid "Repeat" msgstr "Повторить" +msgid "Use Parent Material" +msgstr "Использовать материал родителя" + msgid "NormalMap" msgstr "Карта Нормалей" +msgid "Shininess" +msgstr "Блеск" + msgid "Download File" msgstr "Загрузить файл" msgid "Download Chunk Size" msgstr "Размер куска скачивания" +msgid "Body Size Limit" +msgstr "Лимит размера тела" + +msgid "Max Redirects" +msgstr "Макс. перенаправлений" + msgid "Timeout" msgstr "Таймаут" @@ -4018,6 +4674,9 @@ msgstr "Осталось времени" msgid "Debug Navigation Hint" msgstr "Подсказка режима навигации" +msgid "Shapes" +msgstr "Формы" + msgid "Contact Color" msgstr "Цвет контакта" @@ -4144,6 +4803,9 @@ msgstr "Вектор вверх" msgid "Background" msgstr "Фон" +msgid "Canvas Max Layer" +msgstr "Макс. слой холста" + msgid "Sky" msgstr "Небо" @@ -4177,12 +4839,27 @@ msgstr "Свечение" msgid "Levels" msgstr "Уровни" +msgid "1" +msgstr "1" + msgid "2" msgstr "2" msgid "3" msgstr "3" +msgid "4" +msgstr "4" + +msgid "5" +msgstr "5" + +msgid "6" +msgstr "6" + +msgid "7" +msgstr "7" + msgid "Mix" msgstr "Сочетание" @@ -4195,6 +4872,9 @@ msgstr "Туман" msgid "Volumetric Fog" msgstr "Объемный туман" +msgid "GI Inject" +msgstr "Вставка глобального отражения" + msgid "Anisotropy" msgstr "Анизотропия" @@ -4246,6 +4926,15 @@ msgstr "Отключить окружающие освещение" msgid "Vertex Color" msgstr "Цвет вершин" +msgid "Use as Albedo" +msgstr "Использовать как Альбедо" + +msgid "Is sRGB" +msgstr "Это sRGB" + +msgid "Metallic" +msgstr "Металлический" + msgid "Operator" msgstr "Оператор" @@ -4258,6 +4947,9 @@ msgstr "Максимальное количество слоёв" msgid "Subsurface Scattering" msgstr "Подповерхностное рассеяние" +msgid "Boost" +msgstr "Усиление" + msgid "Refraction" msgstr "Преломление (рефрацкция)" @@ -4267,6 +4959,15 @@ msgstr "UV Слой" msgid "UV1" msgstr "UV1" +msgid "Triplanar" +msgstr "Трипланарный" + +msgid "Triplanar Sharpness" +msgstr "Трипланарный резкость" + +msgid "World Triplanar" +msgstr "Трипланарное в мировых координатах" + msgid "UV2" msgstr "UV2" @@ -4306,12 +5007,24 @@ msgstr "Базовая текстура" msgid "Image Size" msgstr "Размер изображения" +msgid "Visible Instance Count" +msgstr "Число видимых экземпляров класса" + +msgid "Source Geometry Mode" +msgstr "Режим источника геометрии" + msgid "Source Group Name" msgstr "Название группы-источника" msgid "Cells" msgstr "Ячейки" +msgid "Max Climb" +msgstr "Макс. высота для подъема" + +msgid "Max Slope" +msgstr "Макс. наклон" + msgid "Regions" msgstr "Регионы" @@ -4327,6 +5040,9 @@ msgstr "Max Ошибка" msgid "Details" msgstr "Детали" +msgid "Low Hanging Obstacles" +msgstr "Низкорасположенные препятствия" + msgid "Baking AABB" msgstr "Запекание AABB" @@ -4339,9 +5055,42 @@ msgstr "Вложенный" msgid "Scale Curve" msgstr "Кривая масштаба" +msgid "Turbulence" +msgstr "Турбулентность" + +msgid "Initial Displacement Min" +msgstr "Мин. исходное смещение" + +msgid "Initial Displacement Max" +msgstr "Макс. исходное смещение" + +msgid "Influence over Life" +msgstr "Влияние за жизненный цикл" + +msgid "Rough" +msgstr "Шероховатый" + +msgid "Absorbent" +msgstr "Поглощающий" + +msgid "Keep Compressed Buffer" +msgstr "Сохранять буфер сжатым" + +msgid "Subdivide Width" +msgstr "Ширина подразделения(Subdiv)" + +msgid "Subdivide Height" +msgstr "Высота подразделения(Subdiv)" + +msgid "Subdivide Depth" +msgstr "Глубина подразделения(Subdiv)" + msgid "Bottom Radius" msgstr "Нижний радиус" +msgid "Is Hemisphere" +msgstr "Является полусферическим" + msgid "Curve Step" msgstr "Шаг кривой" @@ -4351,6 +5100,9 @@ msgstr "А" msgid "B" msgstr "Б" +msgid "Custom Solver Bias" +msgstr "Смещение пользовательского вычислителя" + msgid "Bone" msgstr "Кость" @@ -4360,6 +5112,9 @@ msgstr "Верхний цвет" msgid "Horizon Color" msgstr "Цвет горизонта" +msgid "Cover" +msgstr "Покрытие" + msgid "Ground" msgstr "Земля" @@ -4372,6 +5127,15 @@ msgstr "Солнце" msgid "Panorama" msgstr "Панорама" +msgid "Coefficient" +msgstr "Коэффициент" + +msgid "Eccentricity" +msgstr "Эксцентриситет" + +msgid "Turbidity" +msgstr "Затуманенность" + msgid "Ground Color" msgstr "Цвет земли" @@ -4390,6 +5154,9 @@ msgstr "Справа внизу" msgid "Bottom Left" msgstr "Слева внизу" +msgid "Corner Detail" +msgstr "Детали в углах" + msgid "Default Font" msgstr "Шрифт по умолчанию" @@ -4399,6 +5166,12 @@ msgstr "Местность" msgid "Custom Data" msgstr "Пользовательские данные" +msgid "Alternative Level" +msgstr "Альтернативный слой" + +msgid "UV Clipping" +msgstr "UV отсечение" + msgid "Transpose" msgstr "Транспонировать" @@ -4408,12 +5181,21 @@ msgstr "Центр координат текстуры" msgid "Y Sort Origin" msgstr "Y сортировочный центр координат" +msgid "Terrain" +msgstr "Ландшафт" + +msgid "Miscellaneous" +msgstr "Прочее" + msgid "Probability" msgstr "Вероятность" msgid "File" msgstr "Файл" +msgid "Output Port for Preview" +msgstr "Выходной порт для предварительного просмотра" + msgid "Modes" msgstr "Режимы" @@ -4429,9 +5211,15 @@ msgstr "Константа" msgid "Texture Type" msgstr "Тип текстуры" +msgid "Cube Map" +msgstr "Кубическая карта" + msgid "Function" msgstr "Функция" +msgid "Hint" +msgstr "Подсказка" + msgid "Default Value Enabled" msgstr "Значение по умолчанию включено" @@ -4450,12 +5238,18 @@ msgstr "Индекс поверхности" msgid "Plane" msgstr "Плоскость" +msgid "Panel" +msgstr "Панель" + msgid "Font Color" msgstr "Цвет шрифта" msgid "H Separation" msgstr "Горизонтальное разделение" +msgid "Arrow" +msgstr "Стрелка" + msgid "Clear Button Color" msgstr "Цвет кнопки Очистить" @@ -4471,9 +5265,15 @@ msgstr "Точка остановки" msgid "Folded" msgstr "Свёрнутый" +msgid "Decrement" +msgstr "Уменьшение" + msgid "Slider" msgstr "Слайдер" +msgid "Tick" +msgstr "Отсчет" + msgid "Title Font" msgstr "Шрифт заголовка" @@ -4507,6 +5307,9 @@ msgstr "Разделитель шрифта" msgid "V Separation" msgstr "V Разделение" +msgid "Slot" +msgstr "Слот" + msgid "Cursor" msgstr "Курсор" @@ -4534,6 +5337,9 @@ msgstr "Скорость прокрутки" msgid "Icon Margin" msgstr "Отступ иконки" +msgid "Menu" +msgstr "Меню" + msgid "Large" msgstr "Крупный" @@ -4552,6 +5358,9 @@ msgstr "Жирный шрифт" msgid "Italics Font" msgstr "Курсивный шрифт" +msgid "Bold Italics Font" +msgstr "Жирный курсивный шрифт" + msgid "Mono Font" msgstr "Моноширинный шрифт" @@ -4570,18 +5379,36 @@ msgstr "Отступ снизу" msgid "Autohide" msgstr "Скрывать автоматически" +msgid "Menu Panel" +msgstr "Панель меню" + msgid "Selection Fill" msgstr "Заполнение выделенного" msgid "Node" msgstr "Узел" +msgid "Buffer Length" +msgstr "Длина буфера" + +msgid "Voice Count" +msgstr "Количество голосов" + +msgid "Dry" +msgstr "Сухой" + +msgid "Wet" +msgstr "Мокрый" + msgid "Voice" msgstr "Голос" msgid "Delay (ms)" msgstr "Задержка (мс)" +msgid "Rate Hz" +msgstr "Частота, Гц" + msgid "Depth (ms)" msgstr "Глубина (мс)" @@ -4612,6 +5439,9 @@ msgstr "Диск" msgid "Resonance" msgstr "Резонанс" +msgid "Ceiling dB" +msgstr "Верхний уровень, дБ" + msgid "Threshold dB" msgstr "Порог, дБ" @@ -4627,12 +5457,18 @@ msgstr "Минимальный Диапазон Hz" msgid "Range Max Hz" msgstr "Максимальный Диапазон Hz" +msgid "Predelay" +msgstr "Предварительный" + msgid "Msec" msgstr "мс" msgid "Room Size" msgstr "Размер комнаты" +msgid "Surround" +msgstr "Окружение" + msgid "Channel Disable Threshold dB" msgstr "Порог Отключения Канала, дБ" @@ -4642,9 +5478,27 @@ msgstr "Компенсация Задержки Видео (мс)" msgid "Is Active" msgstr "Активен" +msgid "Metadata Flags" +msgstr "Флаги метаданных" + msgid "Default Cell Size" msgstr "Размер ячейки по умолчанию" +msgid "Avoidance Use High Priority Threads" +msgstr "Избегание использования потоков с высоким приоритетом" + +msgid "Baking Use High Priority Threads" +msgstr "При выпечке используются высокоприоритетные потоки" + +msgid "Enable Edge Lines X-Ray" +msgstr "Включить отображение краевых линий при полной прозрачности" + +msgid "Obstacles Radius Color" +msgstr "Цвет радиуса препятствия" + +msgid "Enable Obstacles Static" +msgstr "Включить статичные препятствия" + msgid "Inverse Mass" msgstr "Инвертированная масса" @@ -4678,6 +5532,12 @@ msgstr "Вершины" msgid "Fragment" msgstr "Фрагмент" +msgid "Tesselation Evaluation" +msgstr "Расчет тесселяции" + +msgid "Syntax" +msgstr "Синтаксис" + msgid "Render Loop Enabled" msgstr "Включить цикл рендера" @@ -4687,6 +5547,12 @@ msgstr "Сжатие VRAM" msgid "Lossless Compression" msgstr "Сжатие без потерь" +msgid "Use Physical Light Units" +msgstr "Используйте физические единицы света" + +msgid "Soft Shadow Filter Quality" +msgstr "Фильтр качества мягких теней" + msgid "Shadow Atlas" msgstr "Атлас теней" @@ -4699,6 +5565,9 @@ msgstr "GI" msgid "Overrides" msgstr "Переопределить" +msgid "Force Vertex Shading" +msgstr "Принудительное закрашивание вершин" + msgid "Decals" msgstr "Декали" @@ -4720,12 +5589,18 @@ msgstr "Размер буфера" msgid "OpenGL" msgstr "OpenGL" +msgid "Max Lights per Object" +msgstr "Макс. источников света на объект" + msgid "Shaders" msgstr "Шейдеры" msgid "AR" msgstr "AR" +msgid "Is Anchor Detection Enabled" +msgstr "Включено ли обнаружение привязки" + msgid "Primary Interface" msgstr "Основной интерфейс" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index 072f178285ba..208d1e2e82ee 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -3726,8 +3726,8 @@ msgstr "Kurulumu Kaldırınca Verileri Tut" msgid "Exclude From Recents" msgstr "Son Kullanılanlara Koyma" -msgid "Show in Android Tv" -msgstr "Android Tv'de göster" +msgid "Show in Android TV" +msgstr "Android TV'de göster" msgid "Show in App Library" msgstr "Uygulama Kitaplığında Göster" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index 681a82eb6dbe..be9685ed5252 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -58,7 +58,7 @@ # idleman <1524328475@qq.com>, 2019. # king , 2019. # silentbird , 2019. -# Haoyu Qiu , 2019, 2020, 2021, 2022, 2023. +# Haoyu Qiu , 2019, 2020, 2021, 2022, 2023, 2024. # Revan Ji , 2020. # nieyuanhong <15625988003@163.com>, 2020. # binotaliu , 2020. @@ -76,7 +76,7 @@ # twoBornottwoB <305766341@qq.com>, 2021. # Magian , 2021. # Weiduo Xie , 2021. -# suplife <2634557184@qq.com>, 2021, 2022. +# suplife <2634557184@qq.com>, 2021, 2022, 2023. # luoji <564144019@qq.com>, 2021. # zeng haochen , 2021. # Sam Sun , 2021. @@ -97,7 +97,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2023-11-12 10:25+0000\n" +"PO-Revision-Date: 2024-01-17 23:13+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -106,7 +106,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.2-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "应用" @@ -3723,7 +3723,7 @@ msgstr "卸载时保留数据" msgid "Exclude From Recents" msgstr "从最近列表中排除" -msgid "Show in Android Tv" +msgid "Show in Android TV" msgstr "显示在 Android TV 中" msgid "Show in App Library" @@ -4420,7 +4420,7 @@ msgid "Left" msgstr "左" msgid "Top" -msgstr "顶部" +msgstr "顶" msgid "Right" msgstr "右" @@ -5668,7 +5668,7 @@ msgid "Fade Start" msgstr "淡化起点" msgid "Pancake Size" -msgstr "Pancake 大小" +msgstr "压平区大小" msgid "Sky Mode" msgstr "天空模式" @@ -6721,10 +6721,10 @@ msgid "Mid Grapheme" msgstr "字素内部" msgid "Secret" -msgstr "秘密" +msgstr "密码" msgid "Secret Character" -msgstr "秘密字符" +msgstr "密码字符" msgid "Underline" msgstr "下划线" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index e7f18ed55a90..d37458d9fe53 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -46,13 +46,14 @@ # Youuin Wang , 2023. # Skyter Lin , 2023. # powder , 2023. +# lemtea8 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-10-24 17:38+0000\n" -"Last-Translator: Skyter Lin \n" +"PO-Revision-Date: 2024-01-16 01:10+0000\n" +"Last-Translator: lemtea8 \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -60,7 +61,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.1.1-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "應用" @@ -288,7 +289,7 @@ msgid "Memory" msgstr "記憶體" msgid "Limits" -msgstr "極限" +msgstr "限制" msgid "Multithreaded Server" msgstr "多執行序伺服器" @@ -3605,7 +3606,7 @@ msgstr "解除安裝時保留資料" msgid "Exclude From Recents" msgstr "從最近列表中排除" -msgid "Show in Android Tv" +msgid "Show in Android TV" msgstr "顯示在 Android TV 中" msgid "Show in App Library"