diff --git a/doc/translations/de.po b/doc/translations/de.po index 109748849868..3bdbc9a0edeb 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -81,12 +81,15 @@ # Emil Krebs , 2024. # Flyon , 2024. # High Ruffy , 2024. +# BlueberryGecko , 2024. +# Least Significant Bite , 2024. +# da_kleckna , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-03-04 14:32+0000\n" -"Last-Translator: High Ruffy \n" +"PO-Revision-Date: 2024-04-29 17:07+0000\n" +"Last-Translator: Least Significant Bite \n" "Language-Team: German \n" "Language: de\n" @@ -94,7 +97,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.2\n" msgid "All classes" msgstr "Alle Klassen" @@ -224,6 +227,9 @@ msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Dieser Wert ist ein Integer, zusammengesetzt als Bitmaske der folgenden Flags." +msgid "No return value." +msgstr "Kein Rückgabewert." + msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" @@ -301,6 +307,12 @@ msgstr "" "Es macht einen großen Unterschied, wenn man diese API mit C# verwendet. Mehr " "Informationen unter :ref:`doc_c_sharp_differences`." +msgid "Deprecated:" +msgstr "Veraltet:" + +msgid "Experimental:" +msgstr "Experimentell:" + msgid "This signal may be changed or removed in future versions." msgstr "" "Dieses Signal könnte in späteren Versionen geändert oder entfernt werden." @@ -380,54 +392,6 @@ msgstr "" "Konstruktor erzeugt wurde. Um Fehler aufgrund von Gleitkomma Präzision zu " "vermeiden, kann [method Color.is_equal_approx] verwendet werden." -msgid "" -"Asserts that the [param condition] is [code]true[/code]. If the [param " -"condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " -"reporting errors to project developers or add-on users.\n" -"An optional [param message] can be shown in addition to the generic " -"\"Assertion failed\" message. You can use this to provide additional details " -"about why the assertion failed.\n" -"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " -"only executed in debug builds or when running the project from the editor. " -"Don't include code that has side effects in an [method assert] call. " -"Otherwise, the project will behave differently when exported in release " -"mode.\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20.\n" -"var speed = -10\n" -"assert(speed < 20) # True, the program will continue.\n" -"assert(speed >= 0) # False, the program will stop.\n" -"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " -"statements in one check.\n" -"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" -"[/codeblock]" -msgstr "" -"Stellt sicher, dass [param condition] [code]true[/code] ist. Wenn [param " -"condition] [code]false[/code] ist wird ein Fehler erzeugt. Wenn das Projekt " -"vom Editor aus gestartet wurde wird es außerdem pausiert. Zum Fortfahren muss " -"es vom Editor aus fortgesetzt werden.\n" -"Das optionale Argument [param message] wird, zusätzlich zu der allgemeinen " -"Fehlermeldung angezeigt. Das kann verwendet werden um genauere Informationen " -"zum Grund des Fehlers zu geben.\n" -"[b]Warnung:[/b] Der Code innerhalb von [method assert] wird nur in Debug-" -"Builds oder beim Ausführen des Spiels vom Editor ausgeführt. Deswegen sollte " -"kein Code mit Nebeneffekten (z.B.: ändern von Variablen) innerhalb der " -"Argumente von [method assert] genutzt werden. Sonst wird sich das Projekt in " -"exportierten Versionen anders verhalten als im Editor.\n" -"[codeblock]\n" -"# Angenommen, wir wollen immer eine Geschwindigkeit zwischen 0 und 20.\n" -"var geschwindigkeit = -10\n" -"assert(geschwindigkeit < 20) # Wahr, das Programm wird fortgesetzt\n" -"assert(geschwindigkeit >= 0) # Falsch, das Programm wird gestoppt\n" -"assert(geschwindigkeit >= 0 and geschwindigkeit < 20) # Zwei Aussagen können " -"in einer Prüfung zusammengefasst werden\n" -"assert(geschwindigkeit < 20, \"Geschwindigkeit = %f, aber die " -"Geschwindigkeitsbegrenzung beträgt 20\" % geschwindigkeit) # Zeigt eine " -"Nachricht mit klärenden Details\n" -"[/codeblock]" - msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" @@ -449,327 +413,59 @@ msgid "Use [method @GlobalScope.type_convert] instead." msgstr "Benutze [method @GlobalScope.type_convert] stattdessen." msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " -"Object instance. Can be useful for deserializing." -msgstr "" -"Konvertiert ein [param dictionary] (das zuvor mit [method inst_to_dict] " -"erstellt wurde) zurück in eine Instanz. Nützlich für die Deserialisierung." - -msgid "" -"Returns an array of dictionaries representing the current call stack. See " -"also [method print_stack].\n" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." -msgstr "" -"Gibt ein Array von Dictionaries zurück, das den aktuellen Aufruf-Stack " -"darstellt. Siehe auch [method print_stack].\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" "\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Ausgehend von [code]_ready()[/code] würde [code]bar()[/code] folgendes " -"ausgeben:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Diese Funktion funktioniert nur, wenn die laufende Instanz " -"mit einem Debugging-Server (d.h. einer Editor-Instanz) verbunden ist. Die " -"[Methode get_stack] funktioniert nicht in Projekten, die im Release-Modus " -"exportiert wurden, oder in Projekten, die im Debug-Modus exportiert wurden, " -"wenn sie nicht mit einem Debugging-Server verbunden sind.\n" -"[b]Hinweis:[/b] Der Aufruf dieser Funktion aus einem [Thread] wird nicht " -"unterstützt. In diesem Fall wird ein leeres Array zurückgegeben." - -msgid "" -"Returns the passed [param instance] converted to a Dictionary. Can be useful " -"for serializing.\n" -"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " -"attached or objects allocated within built-in scripts.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Prints out:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" -msgstr "" -"Gibt die übergebene [param instance] in ein Dictionary konvertiert zurück. " -"Kann für die Serialisierung nützlich sein.\n" -"[b]Hinweis:[/b] kann nicht verwendet werden, um Objekte mit eingebetteten " -"Skripten, oder Objekte, die in eingebetteten Skripten zugewiesen sind, zu " -"serialisieren.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Druckt aus:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" - -msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise a runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"Gibt [code]true[/code] zurück, wenn [param value] eine Instanz von [param " -"type] ist. Der [param type]-Wert muss einer der folgenden sein:\n" -"- Eine Konstante aus der Aufzählung [enum Variant.Type], zum Beispiel " -"[Konstante TYPE_INT].\n" -"- Eine von [Object] abgeleitete Klasse, die in [ClassDB] existiert, z. B. " -"[Node].\n" -"- Ein [Script] (Es kann eine beliebige Klasse verwendet werden, auch eine " -"innere).\n" -"Anders als der rechte Operand des [code]is[/code]-Operators kann [param type] " -"ein nicht-konstanter Wert sein. Der [code]is[/code]-Operator unterstützt mehr " -"Funktionen (wie typisierte Arrays) und ist performanter. Der Operator sollte " -"anstelle dieser Methode verwendet werden, wenn keine dynamische " -"Typüberprüfung benötigen benötigt wird.\n" -"Beispiele:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Wenn [param value] und/oder [param type] freigegebene Objekte " -"sind (siehe [method @GlobalScope.is_instance_valid]), oder [param type] keine " -"der oben genannten Optionen ist, löst diese Methode einen Laufzeitfehler " -"aus.\n" -"Siehe auch [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (und andere [Array]-Methoden)." - -msgid "" -"Returns a [Resource] from the filesystem located at [param path]. During run-" -"time, the resource is loaded when the script is being parsed. This function " -"effectively acts as a reference to that resource. Note that this function " -"requires [param path] to be a constant [String]. If you want to load a " -"resource from a dynamic/variable path, use [method load].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " -"the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Create instance of a scene.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" -"Liefert eine [Resource] aus dem Dateisystem, die sich unter dem Pfad [param " -"path] befindet. Während der Laufzeit wird die Ressource geladen, wenn das " -"Skript geparst wird. Diese Funktion fungiert quasi als Referenz auf diese " -"Ressource. Zu beachten ist, dass diese Funktion einn konstanten [String] für " -"[param path] erfordert. Wenn eine Ressource von einem dynamischen/variablen " -"Pfad geladen werden soll, muss [method load] verwendet werden.\n" -"[b]Hinweis:[/b] Ressourcenpfade können erhalten werden, indem mit der rechten " -"Maustaste auf eine Ressource im Dateisystem-Dock geklickt und \"Pfad " -"kopieren\" ausgewählt wird, oder indem die Datei aus dem Dateisystem-Dock in " -"das aktuelle Skript gezogen wird.\n" +"Konvertiert [param what] in [param type] auf die bestmögliche Weise. Der " +"[param type] verwendet die [enum Variant.Type] Werte.\n" "[codeblock]\n" -"# Instanz einer Szene erstellen.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Druckt true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Druckt [4, 2, 1]\n" +"print(b is Array) # Druckt false\n" "[/codeblock]" msgid "" -"Like [method @GlobalScope.print], but includes the current stack frame when " -"running with the debugger turned on.\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " +"Object instance. Can be useful for deserializing." msgstr "" -"Funktioniert wie [method @GlobalScope.print], schließt aber den aktuellen " -"Stack-Frame mit ein, wenn der Debugger eingeschaltet ist.\n" -"Die Ausgabe auf der Konsole kann wie folgt aussehen:\n" -"[codeblock]\n" -"Test print\n" -"Bei: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Der Aufruf dieser Funktion aus einem [Thread] wird nicht " -"unterstützt. In diesem Fall wird stattdessen die Thread-ID ausgegeben." +"Konvertiert ein [param dictionary] (das zuvor mit [method inst_to_dict] " +"erstellt wurde) zurück in eine Instanz. Nützlich für die Deserialisierung." msgid "" -"Prints a stack trace at the current code location. See also [method " -"get_stack].\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"Druckt einen Stack-Trace an der aktuellen Codestelle. Siehe auch [method " -"get_stack].\n" -"Die Ausgabe auf der Konsole kann wie folgt aussehen:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Diese Funktion funktioniert nur, wenn die laufende Instanz " -"mit einem Debugging-Server (z.B. einer Editor-Instanz) verbunden ist. [method " -"print_stack] funktioniert nicht in Projekten, die als Release exportiert " -"wurden, oder in Projekten, die als Debug exportiert wurden, wenn keine " -"Verbindung zu einem Debugging-Server besteht.\n" -"[b]Hinweis:[/b] Der Aufruf dieser Funktion aus einem [Thread] wird nicht " -"unterstützt. In diesem Fall wird stattdessen die Thread-ID ausgegeben." - -msgid "" -"Returns an array with the given range. [method range] can be called in three " -"ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " -"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" -"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " -"respectively.\n" -"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " -"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " -"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " -"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" -"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " -"[code]0[/code], an error message is printed.\n" -"[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" -"Examples:\n" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String] or [StringName], the element count of any array " +"type, or the size of a [Dictionary]. For every other Variant type, a run-time " +"error is generated and execution is stopped.\n" "[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" -"[/codeblock]\n" -"To iterate over an [Array] backwards, use:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"To iterate over [float], convert them in the loop.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" "[/codeblock]" msgstr "" -"Gibt ein Array mit dem angegebenen Bereich zurück. Die Methode [method range] " -"kann auf drei Arten aufgerufen werden:\n" -"[code]range(n: int)[/code]: Beginnt bei 0, erhöht sich in Schritten von 1 und " -"endet [i]vor[/i] [code]n[/code]. Das Argument [code]n[/code] ist [b]exklusiv[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Beginnt bei [code]b[/code], erhöht sich " -"in Schritten von 1 und endet [i]vor[/i] [code]n[/code]. Das Argument [code]b[/" -"code] ist [b]inklusiv[/b] und [code]n[/code] ist [b]exklusiv[/b].\n" -"[code]range(b: int, n: int, s: int)[/code]: Beginnt bei [code]b[/code], " -"erhöht/verringert sich um Schritte von [code]s[/code] und endet [i]vor[/i] " -"[code]n[/code]. Das Argument [code]b[/code] ist [b]inklusiv[/b] und [code]n[/" -"code] ist [b]exklusiv[/b]. Das Argument [code]s[/code] [b]kann[/b] negativ " -"sein, aber nicht [code]0[/code]. Wenn [code]s[/code] gleich [code]0[/code] " -"ist, wird eine Fehlermeldung ausgegeben.\n" -"Die Methode [method range] wandelt alle Argumente vor der Verarbeitung in " -"[int] um.\n" -"[b]Hinweis:[/b] Gibt ein leeres Array zurück, wenn kein Wert die " -"Werteinschränkung erfüllt (z. B. [code]range(2, 5, -1)[/code] oder " -"[code]range(5, 5, 1)[/code]).\n" -"Beispiele:\n" -"[codeblock]\n" -"print(range(4)) # Gibt [0, 1, 2, 3] aus\n" -"print(range(2, 5)) # Gibt [2, 3, 4] aus\n" -"print(range(0, 6, 2)) # Gibt [0, 2, 4] aus\n" -"print(range(4, 1, -1)) # Gibt [4, 3, 2] aus\n" -"[/codeblock]\n" -"Um rückwärts über ein [Array] zu iterieren, benutze:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i - 1])\n" -"[/codeblock]\n" -"Ausgabe:\n" +"Gibt die Länge der angegebenen Variante [param var] zurück. Die Länge kann " +"die Anzahl der Zeichen eines [String] oder [StringName], die Anzahl der " +"Elemente eines beliebigen Array-Typs oder die Größe eines [Dictionary] sein. " +"Für jeden anderen Variantentyp wird ein Laufzeitfehler erzeugt und die " +"Ausführung abgebrochen.\n" "[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"Um über [float] Werte zu iterieren, können sie in der Schleife umgewandelt " -"werden:\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Ausgabe:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Gibt 4 zurück\n" +"\n" +"b = \"Hallo!\"\n" +"len(b) # Gibt 6 zurück\n" "[/codeblock]" msgid "" @@ -957,352 +653,6 @@ msgstr "" "Unklarheiten zu vermeiden, sollten lieber [annotation @export_group] und " "[annotation @export_subgroup] verwendet werden." -msgid "" -"Export a [Color] property without allowing its transparency ([member Color." -"a]) to be edited.\n" -"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [Color] Eigenschaft, ohne Veränderungen ihrer Transparenz " -"([member Color.a]) zuzulassen.\n" -"Siehe auch [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" -"See also [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [String]-Eigenschaft als Pfad zu einem Ordner. Der Pfad wird " -"auf den Projektordner und seine Unterordner beschränkt. Siehe [annotation " -"@export_global_dir], um die Auswahl aus dem gesamten Dateisystem zu " -"ermöglichen.\n" -"Siehe auch [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " -"order the values are provided. You can add explicit values using a colon. If " -"the property is a [String], then the value is stored.\n" -"See also [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"If you want to set an initial value, you must specify it explicitly:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"If you want to use named GDScript enums, then use [annotation @export] " -"instead:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]- oder [String]-Eigenschaft als nummerierte Liste von " -"Optionen. Wenn die Eigenschaft vom Typ [int] ist, wird der Index des Wertes " -"gespeichert. Die Indizes sind durch die Reihenfolge der gegeben Argumente " -"gegeben. Mithilfe eines Doppelpunktes, kann ein spezieller Wert festgelegt " -"werden. Ist die Eigenschaft vom Typ [String], wird der Wert direkt " -"gespeichert.\n" -"Siehe auch [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Krieger\", \"Magier\", \"Dieb\") var character_class: int\n" -"@export_enum(\"Langsam:30\", \"Durchschnittlich:60\", \"Sehr schnell:200\") " -"var character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"Soll ein Anfangswert genutzt werden, muss dieser explizit festgelegt werden:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"Um benannte GDScript Enums zu nutzen, kann [annotation @export] genutzt " -"werden:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" - -msgid "" -"Export a floating-point property with an easing editor widget. Additional " -"hints can be provided to adjust the behavior of the widget. " -"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " -"for editing attenuation properties. [code]\"positive_only\"[/code] limits " -"values to only be greater than or equal to zero.\n" -"See also [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" -msgstr "" -"Exportiert eine Gleitkomma-Eigenschaft mit einem Easingeditor-Widget. " -"Zusätzliche Hinweise können bereitgestellt werden, um das Verhalten des " -"Widgets anzupassen. [code]\"attenuation\"[/code] spiegelt die Kurve, was die " -"Bearbeitung von Easing-eigenschaften intuitiver macht. " -"[code]\"positive_only\"[/code] begrenzt die Werte auf Werte, die größer oder " -"gleich Null sind.\n" -"Siehe auch [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a file. The path will be limited to " -"the project folder and its subfolders. See [annotation @export_global_file] " -"to allow picking from the entire filesystem.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [String]-Eigenschaft als Pfad zu einer Datei. Der Pfad wird " -"auf den Projektordner und seine Unterordner beschränkt. Siehe [annotation " -"@export_global_file] um die Auswahl aus dem gesamten Dateisystem zu " -"ermöglichen.\n" -"Wenn [param filter] angegeben wird, werden nur passende Dateien zur Auswahl " -"angeboten.\n" -"Siehe auch [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_file: String\n" -"@export_file(\"*.txt\") var notes_file: String\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field. This allows to store several " -"\"checked\" or [code]true[/code] values with one property, and comfortably " -"select them from the Inspector dock.\n" -"See also [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"You can add explicit values using a colon:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"You can also combine several flags:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft as Bit-Flag-Feld. Dies erlaubt mehrere " -"\"ausgewählte\" (oder [code]true[/code]) Werte in einer Eigenschaft zu " -"speichern und bequem vom Inspektor-Panel auszuwählen.\n" -"Siehe auch [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"Mithilfe eines Doppelpunktes können auch spezielle Werte festgelegt werden:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"Es ist außerdem möglich verschiedene Flags zu kombinieren:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Ein Flag-Wert muss zwischen [code]1[/code] und [code]2 ** 32 " -"- 1[/code] liegen.\n" -"[b]Hinweis:[/b] Im Gegensatz zu [annotation @export_enum], wird der letzte " -"explizit festegelegte Wert nicht in betracht gezogen. Im folgenden Beispiel " -"ist A 16, B 2 und C 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 2D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 2D Navigationsebenen. " -"Das Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/2d_navigation/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@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 "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 2D Physik-Ebenen. Das " -"Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/2d_physics/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [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 " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 2D Render-Ebenen. Das " -"Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/2d_render/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 3D Navigations-" -"Ebenen. Das Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/3d_navigation/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 3D Physik-Ebenen. Das " -"Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/3d_physics/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D render layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [int]-Eigenschaft als Bit-Flag-Feld für 3D Render-Ebenen. Das " -"Element im Inspektor-Pannel wird die in [member ProjectSettings." -"layer_names/3d_render/layer_1] für die Ebenen festgelegten Namen nutzen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for navigation avoidance " -"layers. The widget in the Inspector dock will use the layer names defined in " -"[member ProjectSettings.layer_names/avoidance/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" -msgstr "" -"Exportiert eine Ganzzahl-Eigenschaft als Bit-Flag-Feld für " -"Navigationsvermeidungsebenen. Das Widget im Inspektor-Dock verwendet die in " -"[member ProjectSettings.layer_names/avoidance/layer_1] definierten " -"Layernamen.\n" -"Siehe auch [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a directory. The path can " -"be picked from the entire filesystem. See [annotation @export_dir] to limit " -"it to the project folder and its subfolders.\n" -"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [String]-Eigenschaft als absoluten Pfad zu einem Ordner. Der " -"Pfad kann aus dem gesamten Dateisystem gewählt werden. Siehe [annotation " -"@export_dir] um die Auswahl auf den Projekt-Ordner und seine Unterordner zu " -"beschränken.\n" -"Siehe auch [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a file. The path can be " -"picked from the entire filesystem. See [annotation @export_file] to limit it " -"to the project folder and its subfolders.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [String]-Eigenschaft als absoluten Pfad zu einer Datei. Der " -"Pfad kann aus dem gesammten Dateisystem gewählt werden. Siehe [annotation " -"@export_file] um die Auswahl auf den Projekt-Ordner und seine Unterordner zu " -"beschränken.\n" -"Wenn [param filter] angegeben wird, werden nur passende Dateien zur Auswahl " -"angeboten.\n" -"Siehe auch [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " @@ -1359,54 +709,27 @@ msgstr "" "[/codeblock]" msgid "" -"Export a [String] property with a large [TextEdit] widget instead of a " -"[LineEdit]. This adds support for multiline content and makes it easier to " -"edit large amount of text stored in the property.\n" -"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@export_multiline var character_biography\n" -"[/codeblock]" -msgstr "" -"Exportiert eine [String]-Eigenschaft mit einem großen [TextEdit]-Widget " -"anstelle eines [LineEdit]. Dadurch werden mehrzeilige Inhalte möglich und die " -"Bearbeitung großer Textmengen, die in der Eigenschaft gespeichert sind, " -"erleichtert.\n" -"Siehe auch [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@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 "" -"Exportiert eine [NodePath]-Eigenschaft mit einem Filter für zulässige " -"Knotentypen.\n" -"Siehe auch [Konstante PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Der Typ muss eine native Klasse oder ein global registriertes " -"Skript (mit dem Schlüsselwort [code]class_name[/code]) sein, das [Node] erbt." - -msgid "" -"Export a [String] property with a placeholder text displayed in the editor " -"widget when no value is present.\n" -"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also the " +"property value is copied when [method Resource.duplicate] or [method Node." +"duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" -"Exportiert eine [String]-Eigenschaft mit einem Platzhaltertext, der im Editor-" -"Widget angezeigt wird, wenn kein Wert vorhanden ist.\n" -"Siehe auch [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"Exportiere eine Eigenschaft mit dem Flag [constant PROPERTY_USAGE_STORAGE]. " +"Die Eigenschaft wird nicht im Editor angezeigt, aber sie wird serialisiert " +"und in der Szene oder der Ressourcendatei gespeichert. Dies kann nützlich " +"sein für Skripte mit [annotation @tool]. Außerdem wird der Wert der " +"Eigenschaft kopiert, wenn [method Resource.duplicate] oder [method Node." +"duplicate] aufgerufen wird, im Gegensatz zu nicht exportierten Variablen.\n" "[codeblock]\n" -"@export_placeholder(\"Name in Kleinbuchstaben\") var character_id: String\n" +"var a # Nicht in der Datei gespeichert, nicht im Editor angezeigt.\n" +"@export_storage var b # In der Datei gespeichert, nicht im Editor angezeigt.\n" +"@export var c: int # In der Datei gespeichert, im Editor angezeigt.\n" "[/codeblock]" msgid "" @@ -1578,15 +901,6 @@ msgstr "" "func fn_default(): pass\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 " -"default values." -msgstr "" -"Macht ein Skript mit statischen Variablen nicht persistent, nachdem alle " -"Verweise verloren gegangen sind. Wenn das Skript erneut geladen wird, werden " -"die statischen Variablen auf ihre Standardwerte zurückgesetzt." - msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" @@ -2158,44 +1472,6 @@ msgstr "" "var r = deg_to_rad(180) # r ist 3.141593\n" "[/codeblock]" -msgid "" -"Returns an \"eased\" value of [param x] based on an easing function defined " -"with [param curve]. This easing function is based on an exponent. The [param " -"curve] can be any floating-point number, with specific values leading to the " -"following behaviors:\n" -"[codeblock]\n" -"- Lower than -1.0 (exclusive): Ease in-out\n" -"- 1.0: Linear\n" -"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" -"- 0.0: Constant\n" -"- Between 0.0 to 1.0 (exclusive): Ease out\n" -"- 1.0: Linear\n" -"- Greater than 1.0 (exclusive): Ease in\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" -"See also [method smoothstep]. If you need to perform more advanced " -"transitions, use [method Tween.interpolate_value]." -msgstr "" -"Gibt einen \"gelockerten\" Wert von [param x] zurück, der auf einer mit " -"[param curve] definierten Lockerungsfunktion basiert. Diese " -"Lockerungsfunktion basiert auf einem Exponenten. Die [param curve] kann eine " -"beliebige Fließkommazahl sein, wobei bestimmte Werte zu den folgenden " -"Verhaltensweisen führen:\n" -"[codeblock]\n" -"- Lower than -1.0 (exclusive): Ease in-out\n" -"- 1.0: Linear\n" -"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" -"- 0.0: Constant\n" -"- Between 0.0 to 1.0 (exclusive): Ease out\n" -"- 1.0: Linear\n" -"- Greater than 1.0 (exclusive): Ease in\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" -"Siehe auch [Methode smoothstep]. Wenn Sie komplexere Übergänge durchführen " -"möchten, verwenden Sie [method Tween.interpolate_value]." - msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" @@ -2297,49 +1573,6 @@ msgstr "" "Verwenden Sie den [code]%[/code]-Operator, um den ganzzahligen Divisionsrest " "zu erhalten." -msgid "" -"Returns the floating-point modulus of [param x] divided by [param y], " -"wrapping equally in positive and negative.\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" -msgstr "" -"Gibt den Fließkommamodul von [param x] geteilt durch [param y] zurück, wobei " -"positive und negative Werte gleichmäßig verteilt werden.\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" - msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" @@ -2513,63 +1746,6 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn [param x] ein NaN-Wert ist (Not A Number " "oder ungültig)." -msgid "" -"Returns [code]true[/code], for value types, if [param a] and [param b] share " -"the same value. Returns [code]true[/code], for reference types, if the " -"references of [param a] and [param b] are the same.\n" -"[codeblock]\n" -"# Vector2 is a value type\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array is a reference type\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"These are [Variant] value types: [code]null[/code], [bool], [int], [float], " -"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " -"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " -"[RID], [Callable] and [Signal].\n" -"These are [Variant] reference types: [Object], [Dictionary], [Array], " -"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " -"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " -"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]." -msgstr "" -"Gibt bei Werttypen [code]true[/code] zurück, wenn [param a] und [param b] " -"denselben Wert haben. Gibt [code]true[/code] für Referenztypen zurück, wenn " -"die Referenzen von [param a] und [param b] identisch sind.\n" -"[codeblock]\n" -"# Vector2 ist ein Wertetyp\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array ist ein Referenztyp\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"Dies sind [Variant]-Werttypen: [code]null[/code], [bool], [int], [float], " -"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " -"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " -"[RID], [Callable] und [Signal].\n" -"Dies sind [Variant]-Referenztypen: [Object], [Dictionary], [Array], " -"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " -"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " -"[PackedVector2Array], [PackedVector3Array] und [PackedColorArray]." - msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " "is done using a tolerance calculation with a small internal epsilon.\n" @@ -2753,19 +1929,6 @@ msgstr "" "[b]Hinweis:[/b] Der Logarithmus von [code]0[/code] ergibt [code]-inf[/code], " "während negative Werte [code]-nan[/code] ergeben." -msgid "" -"Returns the maximum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # Returns 7\n" -"[/codeblock]" -msgstr "" -"Gibt den größten der angegebenen Werte zurück. Diese Funktion akzeptiert eine " -"beliebige Anzahl an Argumenten.\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # Gibt 7 zurück\n" -"[/codeblock]" - msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" @@ -2792,19 +1955,6 @@ msgstr "" "maxi(-3, -4) # Ergebnis: -3\n" "[/codeblock]" -msgid "" -"Returns the minimum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # Returns -6\n" -"[/codeblock]" -msgstr "" -"Gibt den kleinsten der angegebenen Werte zurück. Diese Funktion akzeptiert " -"eine beliebige Anzahl an Argumenten.\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # Ergebnis: -6\n" -"[/codeblock]" - msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" @@ -2922,45 +2072,6 @@ msgstr "" "pingpong(6.0, 3.0) # Gibt 0.0 zurück\n" "[/codeblock]" -msgid "" -"Returns the integer modulus of [param x] divided by [param y] that wraps " -"equally in positive and negative.\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" -msgstr "" -"Gibt den ganzzahligen Modulus von [param x] geteilt durch [param y] zurück, " -"der gleichermaßen in positive und negative Werte umschlägt.\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"Produziert:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" - msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" @@ -3014,6 +2125,90 @@ msgstr "" "gleichzeitig einen Stack-Trace an, wenn ein Fehler oder eine Warnung " "ausgegeben wird." +msgid "" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" +"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"Color tags only support the following named colors: [code]black[/code], " +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " +"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" +"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " +"Hexadecimal color codes are not supported.\n" +"URL tags only support URLs wrapped by a URL tag, not URLs with a different " +"title.\n" +"When printing to standard output, the supported subset of BBCode is converted " +"to ANSI escape codes for the terminal emulator to display. Support for ANSI " +"escape codes varies across terminal emulators, especially for italic and " +"strikethrough. In standard output, [code]code[/code] is represented with " +"faint text but without any font change. Unsupported tags are left as-is in " +"standard output.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " +"world!\" in green with a bold font\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed.\n" +"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " +"escape codes in standard output.\n" +"[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" +"lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " +"tag's [code]address[/code] value is handled by [method OS.shell_open] when " +"clicked." +msgstr "" +"Konvertiert ein oder mehrere Argumente beliebigen Typs bestmöglich in einen " +"String und gibt diesen auf der Konsole aus.\n" +"Die folgenden BBCode-Tags werden unterstützt: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"Farb-Tags unterstützen nur die folgenden benannten Farben: [code]black[/" +"code], [code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" +"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " +"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" +"code]. Hexadezimale Farbcodes werden nicht unterstützt.\n" +"URL-Tags unterstützen nur URLs, die von einem URL-Tag umschlossen sind, nicht " +"aber URLs mit einem anderen Titel.\n" +"Beim Drucken auf die Standardausgabe wird die unterstützte Untergruppe von " +"BBCode in ANSI-Escape-Codes umgewandelt, damit der Terminalemulator sie " +"anzeigen kann. Die Unterstützung für ANSI-Escape-Codes variiert von Terminal " +"zu Terminal, insbesondere für kursiv und durchgestrichen. In der " +"Standardausgabe wird [code]code[/code] mit blassem Text, aber ohne " +"Schriftartänderung dargestellt. Nicht unterstützte Tags werden in der " +"Standardausgabe unverändert belassen.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Gibt \"Hallo Welt!" +"\" in grüner und fetter Schrift aus.\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Gibt \"Hallo " +"Welt!\" in grüner und fetter Schrift aus.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Hinweis:[/b] Erwägen Sie die Verwendung von [method push_error] und " +"[method push_warning] zum Ausgeben von Fehler- und Warnmeldungen anstelle von " +"[method print] oder [method print_rich]. Dies unterscheidet sie von " +"Meldungen, die zu Debugging-Zwecken verwendet werden, und zeigt gleichzeitig " +"einen Stack-Trace an, wenn ein Fehler oder eine Warnung ausgegeben wird.\n" +"[b]Hinweis:[/b] Unter Windows werden ANSI-Escape-Codes in der Standardausgabe " +"nur unter Windows 10 und höher korrekt angezeigt.\n" +"[b]Hinweis:[/b] Ausgaben im Editor unterstützen klickbare [code skip-lint]" +"[url=adresse]text[/url][/code]-Tags. Die [code]adresse[/code] des [code skip-" +"lint][url][/code]-Tags wird beim Klicken von [method OS.shell_open] " +"verarbeitet." + msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " @@ -3047,43 +2242,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Prints one or more arguments to strings in the best way possible to the OS " -"terminal. Unlike [method print], no newline is automatically added at the " -"end.\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# Prints ABC to terminal\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// Prints ABC to terminal\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt ein oder mehrere Argumente in Form von Zeichenketten in der " -"bestmöglichen Form auf dem OS-Terminal aus. Im Gegensatz zu [method print] " -"wird am Ende nicht automatisch ein Zeilenumbruch eingefügt.\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# Gibt ABC auf dem Terminal aus\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// Gibt ABC auf dem Terminal aus\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" @@ -3232,6 +2390,71 @@ msgstr "" "print(a[1])\t# Gibt 4 zurück\n" "[/codeblock]" +msgid "" +"Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/" +"code] (inclusive).\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf() # Returns e.g. 0.375671\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Randf(); // Returns e.g. 0.375671\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt einen zufälligen Fließkommawert zwischen [code]0.0[/code] und [code]1.0[/" +"code] (einschließlich) zurück.\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf() # gibt z. B. 0.375671 zurück\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Randf(); // gibt z. B. 0.375671 zurück\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a random floating-point value between [param from] and [param to] " +"(inclusive).\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf_range(0, 20.5) # Returns e.g. 7.45315\n" +"randf_range(-10, 10) # Returns e.g. -3.844535\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" +"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt einen zufälligen Fließkommawert zwischen [param from] und [param to] " +"(einschließlich) zurück.\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf_range(0, 20.5) # gibt z. B. 7.45315 zurück\n" +"randf_range(-10, 10) # gibt z. B. -3.844535 zurück\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.RandRange(0.0, 20.5); // gibt z. B. 7.45315 zurück\n" +"GD.RandRange(-10.0, 10.0); // gibt z. B. -3.844535 zurück\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." +msgstr "" +"Gibt einen [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudozufälligen Gleitkommawert zurück, basierend auf dem " +"angegebenen [param mean] und einer Standardabweichung [param deviation]. Dies " +"ist auch als Gaußverteilung bekannt.\n" +"[b]Hinweis:[/b] Diese Methode verwendet den [url=https://de.wikipedia.org/" +"wiki/Box-Muller-Algorithmus]Box-Muller-Transformations[/url]-Algorithmus." + msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -3339,21 +2562,6 @@ msgstr "" "Für komplexe Anwendungsfälle, in denen mehrere Bereiche benötigt werden, " "sollten Sie stattdessen [Curve] oder [Gradient] verwenden." -msgid "" -"Allocates a unique ID which can be used by the implementation to construct a " -"RID. This is used mainly from native extensions to implement servers." -msgstr "" -"Weist eine eindeutige ID zu, die von der Implementierung verwendet werden " -"kann, um eine RID zu erstellen. Dies wird hauptsächlich von nativen " -"Erweiterungen zur Implementierung von Servern verwendet." - -msgid "" -"Creates a RID from a [param base]. This is used mainly from native extensions " -"to build servers." -msgstr "" -"Erzeugt ein RID aus einer [param base]. Dies wird hauptsächlich von nativen " -"Erweiterungen verwendet, um Server zu erstellen." - msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" @@ -3370,6 +2578,32 @@ msgstr "" "in Richtung des entgegengesetzten Winkels, und geht nicht über den " "entgegengesetzten Winkel hinaus." +msgid "" +"Rounds [param x] to the nearest whole number, with halfway cases rounded away " +"from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " +"[Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"round(2.4) # Returns 2\n" +"round(2.5) # Returns 3\n" +"round(2.6) # Returns 3\n" +"[/codeblock]\n" +"See also [method floor], [method ceil], and [method snapped].\n" +"[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " +"[method Vector2.round], [method Vector3.round], or [method Vector4.round]." +msgstr "" +"Rundet [param x] auf die nächste ganze Zahl, wobei ab 0.5 aufgerundet wird. " +"Unterstützte Typen: [int], [float], [Vector2], [Vector2i], [Vector3], " +"[Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"round(2.4) # Gibt 2 zurück\n" +"round(2.5) # Gibt 3 zurück\n" +"round(2.6) # Gibt 3 zurück\n" +"[/codeblock]\n" +"Siehe auch [method floor], [method ceil], und [method snapped].\n" +"[b]Hinweis:[/b] Für bessere Typsicherheit können [method roundf], [method " +"roundi], [method Vector2.round], [method Vector3.round], oder [method Vector4." +"round] verwendet werden." + msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0.\n" @@ -3581,6 +2815,62 @@ msgstr "" "smoothstep_ease_comparison.png]Vergleich zwischen den Rückgabewerten von " "smoothstep() und ease(x, -1.6521)[/url]" +msgid "" +"Returns the multiple of [param step] that is the closest to [param x]. This " +"can also be used to round a floating-point number to an arbitrary number of " +"decimals.\n" +"The returned value is the same type of [Variant] as [param step]. Supported " +"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " +"[Vector4], [Vector4i].\n" +"[codeblock]\n" +"snapped(100, 32) # Returns 96\n" +"snapped(3.14159, 0.01) # Returns 3.14\n" +"\n" +"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" +"[/codeblock]\n" +"See also [method ceil], [method floor], and [method round].\n" +"[b]Note:[/b] For better type safety, use [method snappedf], [method " +"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " +"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " +"[method Vector4i.snapped]." +msgstr "" +"Gibt das Vielfache von [param step] zurück, das dem Wert von [param x] am " +"nächsten kommt. Dies kann auch verwendet werden, um eine Fließkommazahl auf " +"eine beliebige Anzahl von Nachkommastellen zu runden.\n" +"Der zurückgegebene Wert ist derselbe Typ von [Variant] wie [param step]. " +"Unterstützte Typen: [int], [float], [Vector2], [Vector2i], [Vector3], " +"[Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"snapped(100, 32) # Returns 96\n" +"snapped(3.14159, 0.01) # Gibt 3.14 zurück\n" +"\n" +"snapped(Vector2(34, 70), Vector2(8, 8)) # Gibt (32, 72) zurück\n" +"[/codeblock]\n" +"Siehe auch [method ceil], [method floor], und [method round].\n" +"[b]Hinweis:[/b] Für bessere Typsicherheit können [method snappedf], [method " +"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " +"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped] oder " +"[method Vector4i.snapped] verwendet werden." + +msgid "" +"Returns the multiple of [param step] that is the closest to [param x]. This " +"can also be used to round a floating-point number to an arbitrary number of " +"decimals.\n" +"A type-safe version of [method snapped], returning a [float].\n" +"[codeblock]\n" +"snappedf(32.0, 2.5) # Returns 32.5\n" +"snappedf(3.14159, 0.01) # Returns 3.14\n" +"[/codeblock]" +msgstr "" +"Gibt das Vielfache von [param step] zurück, das dem Wert von [param x] am " +"nächsten kommt. Dies kann auch verwendet werden, um eine Fließkommazahl auf " +"eine beliebige Anzahl von Dezimalstellen zu runden.\n" +"Eine typsichere Version von [method snapped], die einen [float] zurückgibt.\n" +"[codeblock]\n" +"snappedf(32.0, 2.5) # Gibt 32.5 zurück\n" +"snappedf(3.14159, 0.01) # Gibt 3.14 zurück\n" +"[/codeblock]" + msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" @@ -3715,6 +3005,45 @@ msgstr "" "tanh(a) # Gibt 0.6 zurück\n" "[/codeblock]" +msgid "" +"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 its 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 "" +"Konvertiert die angegebene [param variant] in den angegebenen [param type] " +"unter Verwendung der [enum Variant.Type]-Werte. Diese Methode ist großzügig " +"bei der Behandlung von Typen, sie kann automatisch zwischen Array-Typen " +"konvertieren, numerische [String]s in [int] konvertieren und die meisten " +"Dinge in [String] konvertieren.\n" +"Wenn die Typkonvertierung nicht durchgeführt werden kann, gibt diese Methode " +"den Standardwert für diesen Typ zurück, z.B. wird bei der Konvertierung von " +"[Rect2] nach [Vector2] immer [code]Vector2.ZERO[/code] zurückgegeben. Diese " +"Methode zeigt keine Fehlermeldungen an, solange [param type] ein gültiger " +"Variant-Typ ist.\n" +"Der zurückgegebene Wert ist ein [Variant], aber die darin enthaltenen Daten " +"und ihr Typ sind identisch mit dem angeforderten Typ.\n" +"[codeblock]\n" +"type_convert(\"Hi!\", TYPE_INT) # Gibt 0 zurück\n" +"type_convert(\"123\", TYPE_INT) # Gibt 123 zurück\n" +"type_convert(123.4, TYPE_INT) # Gibt 123 zurück\n" +"type_convert(5, TYPE_VECTOR2) # Gibt (0, 0) zurück\n" +"type_convert(\"Hi!\", TYPE_NIL) # Gibt null zurück\n" +"[/codeblock]" + msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" @@ -3762,50 +3091,33 @@ msgstr "" "Siehe auch [method type_string]." msgid "" -"Converts a [Variant] [param variable] to a formatted [String] that can then " -"be parsed using [method str_to_var].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Prints:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " -"result in an empty value for these types, regardless of their data." +"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].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." msgstr "" -"Konvertiert eine [Variant] [param-Variable] in einen formatierten [String], " -"der dann mit [method str_to_var] geparst werden kann.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Druckt:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]Hinweis:[/b] Die Konvertierung von [Signal] oder [Callable] wird nicht " -"unterstützt und führt zu einem leeren Wert für diese Typen, unabhängig von " -"ihren Daten." +"Kodiert einen [Variant]-Wert in ein Byte-Array, ohne Objekte zu kodieren. Die " +"Deserialisierung kann mit [method bytes_to_var] durchgeführt werden.\n" +"[b]Hinweis:[/b] Wenn Sie eine Objektserialisierung benötigen, siehe [method " +"var_to_bytes_with_objects].\n" +"[b]HInweis:[/b] Eine Kodierung von [Callable] wird nicht unterstützt und gibt " +"(unabhängig von den Daten), einen leeren Wert zurück." + +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].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." +msgstr "" +"Kodiert einen [Variant]-Wert in ein Byte-Array. Die Kodierung von Objekten " +"ist erlaubt (und kann möglicherweise ausführbaren Code enthalten). Die " +"Deserialisierung kann mit [method bytes_to_var_with_objects] durchgeführt " +"werden.\n" +"[b]HInweis:[/b] Eine Kodierung von [Callable] wird nicht unterstützt und gibt " +"(unabhängig von den Daten), einen leeren Wert zurück." msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. Can be " @@ -5085,6 +4397,44 @@ msgstr "" "Die maximale Anzahl der Achsen des Gamecontrollers: OpenVR unterstützt bis zu " "5 Joysticks mit insgesamt 10 Achsen." +msgid "" +"MIDI message sent when a note is released.\n" +"[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " +"MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" +"code]." +msgstr "" +"MIDI-Nachricht, gesendet, wenn eine Note losgelassen wird.\n" +"[b]Hinweis:[/b] Nicht alle MIDI-Geräte senden dieses Ereignis; einige senden " +"stattdessen [constant MIDI_MESSAGE_NOTE_ON] mit [member InputEventMIDI." +"velocity] [code]0[/code]." + +msgid "MIDI message sent when a note is pressed." +msgstr "MIDI Nachricht gesendet, wenn eine Note gespielt wird." + +msgid "" +"MIDI message sent to select a sequence or song to play.\n" +"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " +"implemented." +msgstr "" +"MIDI-Nachricht für Sequenz- oder Songauswahl.\n" +"[b]Hinweis:[/b] Die Daten dieser Nachricht aus [InputEventMIDI] abzurufen, " +"ist nicht implementiert." + +msgid "" +"MIDI message sent to start the current sequence or song from the beginning." +msgstr "" +"MIDI Start-Mitteilung. Startet die Wiedergabe der aktuellen Sequenz neu." + +msgid "" +"MIDI message sent to resume from the point the current sequence or song was " +"paused." +msgstr "" +"MIDI Wiederaufnahme-Mitteilung. Die Wiedergabe der Sequenz wird an dem Punkt " +"fortgesetzt, an dem die Wiedergabe pausiert wurde." + +msgid "MIDI message sent to pause the current sequence or song." +msgstr "MIDI Pause-Mitteilung. Pausiert die Wiedergabe der aktuellen Sequenz." + msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" @@ -5708,6 +5058,9 @@ msgstr "" "[b]Hinweis:[/b] Der abschließende Doppelpunkt ist erforderlich, um eingebaute " "Typen korrekt zu erkennen." +msgid "This hint is not used by the engine." +msgstr "Dieser Hinweis wird von der Engine nicht benutzt." + msgid "Hints that an object is too big to be sent via the debugger." msgstr "" "Weist darauf hin, dass ein Objekt zu groß ist, um über den Debugger gesendet " @@ -5720,6 +5073,37 @@ msgstr "" "Weist darauf hin, dass der Hinweis-String bestimmt, welche Node-Typen für " "[NodePath]-Eigenschaften gültig sind." +msgid "" +"Hints that a [String] property is a path to a file. Editing it will show a " +"file dialog for picking the path for the file to be saved at. The dialog has " +"access to the project's directory. The hint string can be a set of filters " +"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." +"filters]." +msgstr "" +"Weist darauf hin, dass eine [String]-Eigenschaft ein Pfad zu einer Datei ist. " +"Bei der Bearbeitung wird ein Dateidialog angezeigt, in dem der Pfad " +"ausgewählt werden kann. Der Dialog hat Zugriff auf das Projektverzeichnis. " +"Der Hinweis-String kann eine Reihe von Filtern mit Platzhaltern wie [code]\"*." +"png,*.jpg\"[/code] sein. Siehe auch [member FileDialog.filters]." + +msgid "" +"Hints that a [String] property is a path to a file. Editing it will show a " +"file dialog for picking the path for the file to be saved at. The dialog has " +"access to the entire filesystem. The hint string can be a set of filters with " +"wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." +"filters]." +msgstr "" +"Weist darauf hin, dass eine [String]-Eigenschaft ein Pfad zu einer Datei ist. " +"Bei der Bearbeitung wird ein Dateidialog angezeigt, in dem der Pfad " +"ausgewählt werden kann. Der Hinweis-String kann eine Reihe von Filtern mit " +"Platzhaltern wie [code]\"*.png,*.jpg\"[/code] sein. Siehe auch [member " +"FileDialog.filters]." + +msgid "Hints that an [int] property is a pointer. Used by GDExtension." +msgstr "" +"Weist darauf hin, dass eine [int]-Eigenschaft ein Zeiger ist. Wird von " +"GDExtension benutzt." + msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." @@ -5743,6 +5127,16 @@ msgstr "" "Übersetzungskarte ist. Die Wörterbuchschlüssel sind Gebietsschema-Codes und " "die Werte sind übersetzte Zeichenketten." +msgid "" +"Hints that a property is an instance of a [Node]-derived type, optionally " +"specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will " +"show a dialog for picking a node from the scene." +msgstr "" +"Weist darauf hin, dass es sich bei einer Eigenschaft um eine Instanz eines " +"von [Node] abgeleiteten Typs handelt, der optional über den Hinweis-String " +"angegeben werden kann (z. B. [code]\"Node2D\"[/code]). Bei der Bearbeitung " +"wird ein Dialog zum Auswählen eines Nodes aus der Szene angezeigt." + msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "" @@ -5819,6 +5213,13 @@ msgstr "" "Die Eigenschaft ist eine Skriptvariable, die serialisiert und in der " "Szenendatei gespeichert werden soll." +msgid "" +"The property value of type [Object] will be stored even if its value is " +"[code]null[/code]." +msgstr "" +"Der Wert der Eigenschaft vom Typ [Object] wird gespeichert, auch wenn der " +"Wert [code]null[/code] ist." + msgid "If this property is modified, all inspector fields will be refreshed." msgstr "" "Wenn diese Eigenschaft geändert wird, werden alle Inspektor Felder " @@ -6108,6 +5509,9 @@ msgstr "Unärer Plus-Operator ([code]+[/code])." msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Rest/Modulo-Operator ([code]%[/code])." +msgid "Power operator ([code]**[/code])." +msgstr "Potenz-Operator ([code]**[/code])." + msgid "Left shift operator ([code]<<[/code])." msgstr "Linksschiebe-Operator ([code]<<[/code])." @@ -6179,15 +5583,28 @@ msgstr "" "sind (gleich zu [constant Vector3.ZERO]). Ansonsten wird immer [code]true[/" "code] ausgewertet." +msgid "Math documentation index" +msgstr "Mathematik-Dokumentation: Inhaltsverzeichnis" + msgid "Vector math" msgstr "Vektor-Mathematik" msgid "Advanced vector math" msgstr "Fortgeschrittene Vektor-Mathematik" +msgid "" +"Constructs an [AABB] with its [member position] and [member size] set to " +"[constant Vector3.ZERO]." +msgstr "" +"Konstruiert ein [AABB] mit [member position] und [member size] auf [constant " +"Vector3.ZERO] gesetzt." + msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]." +msgid "Constructs an [AABB] by [param position] and [param size]." +msgstr "Konstruiert ein [AABB] aus [param position] und [param size]." + msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" @@ -6277,6 +5694,68 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns a copy of this bounding box expanded to align the edges with the " +"given [param to_point], if necessary.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # Prints (0, 0, 0)\n" +"print(box.size) # Prints (10, 2, 5)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # Prints (-5, 0, 0)\n" +"print(box.size) # Prints (15, 2, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // Prints (0, 0, 0)\n" +"GD.Print(box.Size); // Prints (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // Prints (-5, 0, 0)\n" +"GD.Print(box.Size); // Prints (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt eine Kopie dieses Rechtecks zurück, die so erweitert ist, dass die " +"Kanten am angegebenen [param to_point]-Punkt ausgerichtet sind, falls " +"erforderlich.\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # gibt (0, 0, 0) aus\n" +"print(box.size) # gibt (10, 2, 5) aus\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # gibt (-5, 0, 0) aus\n" +"print(box.size) # gibt (15, 2, 5) aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // gibt (0, 0, 0) aus\n" +"GD.Print(box.Size); // gibt (10, 2, 5) aus\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // gibt (-5, 0, 0) aus\n" +"GD.Print(box.Size); // gibt (15, 2, 5) aus\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the center point of the bounding box. This is the same as " +"[code]position + (size / 2.0)[/code]." +msgstr "" +"Gibt den Mittelpunkt des Begrenzungsrechtecks zurück. Äquivalent zu " +"[code]position + (size / 2.0)[/code]." + msgid "" "Returns the position of one of the 8 vertices that compose this bounding box. " "With a [param idx] of [code]0[/code] this is the same as [member position], " @@ -6410,6 +5889,15 @@ msgstr "" "Gibt die kürzeste Dimension der [member size] dieser Bounding Box zurück.\n" "Als Beispiel, siehe [method get_shortest_axis]." +msgid "" +"Returns the vertex's position of this bounding box that's the farthest in the " +"given direction. This point is commonly known as the support point in " +"collision detection algorithms." +msgstr "" +"Gibt die Position des Vertices dieser Bounding Box zurück, der in der " +"angegebenen Richtung am weitesten entfernt ist. Dieser Punkt ist in " +"Algorithmen zur Kollisionserkennung allgemein als Stützpunkt bekannt." + msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * size." "y * size.z[/code]. See also [method has_volume]." @@ -6465,6 +5953,36 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns [code]true[/code] if the bounding box contains the given [param " +"point]. By convention, points exactly on the right, top, and front sides are " +"[b]not[/b] included.\n" +"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " +"[member size]. Use [method abs] first to get a valid bounding box." +msgstr "" +"Gibt [code]true[/code] zurück, wenn das Begrenzungsrechteck den gegebenen " +"Punkt [param point] enthält. Konventionsgemäß werden Punkte, die genau auf " +"der rechten, oberen und vorderen Seite liegen, [b]nicht[/b] berücksichtigt.\n" +"[b]Hinweis:[/b] Diese Methode ist nicht zuverlässig für [AABB] mit einer " +"[i]negativen Größe[/i]. Verwenden Sie zuerst [method abs], um ein valides " +"Begrenzungreckteck zu erzeugen." + +msgid "" +"Returns [code]true[/code] if this bounding box has a surface or a length, " +"that is, at least one component of [member size] is greater than [code]0[/" +"code]. Otherwise, returns [code]false[/code]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn diese Bounding Box eine Oberfläche oder " +"Länge hat, also mindestens eine Komponente von [member size] größer als " +"[code]0[/code] ist. Ansonsten wird [code]false[/code] zurückgegeben." + +msgid "" +"Returns [code]true[/code] if this bounding box's width, height, and depth are " +"all positive. See also [method get_volume]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn Breite, Höhe und Tiefe dieser Bounding " +"Box alle positiv sind. Siehe auch [method get_volume]." + msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " @@ -6517,6 +6035,21 @@ msgstr "" "[b]Hinweis:[/b] Wenn Sie nur wissen müssen, ob die zwei Bounding Boxes sich " "überschneiden, nutzen Sie stattdessen [method intersects]." +msgid "" +"Returns [code]true[/code] if this bounding box overlaps with the box [param " +"with]. The edges of both boxes are [i]always[/i] excluded." +msgstr "" +"Gibt [code]true[/code] zurück, wenn sich diese Begrenzungsbox mit der Box " +"[param with] überschneidet. Die Kanten beider Boxen sind [i]immer[/i] " +"ausgeschlossen." + +msgid "" +"Returns [code]true[/code] if this bounding box is on both sides of the given " +"[param plane]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn diese Bounding Box auf beiden Seiten der " +"Ebene [param plane] liegt." + msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" @@ -6539,6 +6072,15 @@ msgstr "" "wird [code]null[/code] zurückgegeben.\n" "Das Segment beginnt bei [param from] und endet bei [param to]." +msgid "" +"Returns [code]true[/code] if this bounding box and [param aabb] are " +"approximately equal, by calling [method Vector2.is_equal_approx] on the " +"[member position] and the [member size]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn dieses Begrenzungsreckteck und [param " +"aabb] annähernd gleich sind, indem [method Vector2.is_equal_approx] für " +"[member position] und [member size] aufgerufen wird." + msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." @@ -6546,6 +6088,22 @@ msgstr "" "Gibt ein [AABB] zurück, das sowohl diesen Begrenzungsrahmen als auch [param " "with] an den Rändern umschließt. Siehe auch [method encloses]." +msgid "" +"The ending point. This is usually the corner on the top-right and forward of " +"the bounding box, and is equivalent to [code]position + size[/code]. Setting " +"this point affects the [member size]." +msgstr "" +"Endende Ecke. Normalerweise in der vorderen, oberen rechten Ecke der Bounding " +"Box. Wird berechnet als [code]position + size[/code]. Wenn Sie diesen Wert " +"einstellen, wird die Größe ([member size]) geändert." + +msgid "" +"The origin point. This is usually the corner on the bottom-left and back of " +"the bounding box." +msgstr "" +"Der Ursprungspunkt. Dieser befindet sich normalerweise in der linken unteren " +"Ecke und im hinteren Teil der Bounding Box." + msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" @@ -6565,6 +6123,17 @@ msgstr "" "äquivalenten Begrenzungsrahmen mit nicht negativer Größe zu erhalten, " "verwenden Sie [method abs]." +msgid "" +"Returns [code]true[/code] if the [member position] or [member size] of both " +"bounding boxes 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 [member position] oder [member size] " +"der beiden Rechtecke 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 " @@ -6585,6 +6154,20 @@ msgstr "" "mit Skalierung) kann stattdessen [code]transform.affine_inverse() * aabb[/" "code] verwendet werden. Siehe [Methode Transform3D.affine_inverse]." +msgid "" +"Returns [code]true[/code] if both [member position] and [member size] of the " +"bounding boxes are exactly equal, respectively.\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 sowohl [member position] als auch [member " +"size] der Rechtecke genau gleich sind.\n" +"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " +"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." + +msgid "A base dialog used for user notification." +msgstr "Basisdialog für Benutzerbenachrichtigung." + 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 " @@ -6657,9 +6240,29 @@ msgstr "" "Registriert ein [LineEdit] im Dialog. Wenn die Eingabetaste gedrückt ist, " "wird der Dialog übernommen." +msgid "" +"Removes the [param button] from the dialog. Does NOT free the [param button]. " +"The [param button] must be a [Button] added with [method add_button] or " +"[method add_cancel_button] method. After removal, pressing the [param button] " +"will no longer emit this dialog's [signal custom_action] or [signal canceled] " +"signals." +msgstr "" +"Entfernt den [param button] aus dem Dialog. Gibt den [param button] NICHT " +"frei. Der [param button] muss ein [Button] sein, der mit der [method " +"add_button]- oder [method add_cancel_button]-Methode hinzugefügt wurde. Nach " +"dem Entfernen wird das Drücken des [param button] nicht mehr das [signal " +"custom_action]- oder [signal canceled]-Signal dieses Dialogs auslösen." + msgid "Sets autowrapping for the text in the dialog." msgstr "Legt den automatischen Umbruch für den Text im Dialog fest." +msgid "" +"If [code]true[/code], the dialog will be hidden when the escape key " +"([constant KEY_ESCAPE]) is pressed." +msgstr "" +"Wenn [code]true[/code], wird der Dialog bei Drücken der Escape-Taste " +"([constant KEY_ESCAPE]) ausgeblendet." + msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. You " "can set it to [code]false[/code] if you want to do e.g. input validation when " @@ -6694,6 +6297,13 @@ msgstr "" "Der Text, der auf der Schaltfläche OK angezeigt wird (siehe [method " "get_ok_button])." +msgid "" +"Emitted when the dialog is closed or the button created with [method " +"add_cancel_button] is pressed." +msgstr "" +"Wird ausgegeben, wenn der Dialog geschlossen oder der Abbrechen-Button " +"(erstellt mit [method add_cancel_button]) gedrückt wird." + msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" "Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK " @@ -6900,6 +6510,18 @@ msgstr "" "[Konstante MODE_CBC_ENCRYPT] oder [Konstante MODE_CBC_DECRYPT] gestartet " "wurde." +msgid "" +"Start the AES context in the given [param mode]. A [param key] of either 16 " +"or 32 bytes must always be provided, while an [param iv] (initialization " +"vector) of exactly 16 bytes, is only needed when [param mode] is either " +"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." +msgstr "" +"Startet den AES-Kontext im angegebenen [param mode]. Ein [param key] von " +"entweder 16 oder 32 Byte muss immer angegeben werden, während ein [param iv] " +"(Initialisierungsvektor) von genau 16 Byte nur benötigt wird, wenn [param " +"mode] entweder [constant MODE_CBC_ENCRYPT] oder [constant MODE_CBC_DECRYPT] " +"ist." + msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " @@ -6936,6 +6558,26 @@ msgstr "" "Ein 2D-Physikkörper, der nicht durch externe Kräfte bewegt werden kann. Wenn " "er manuell bewegt wird, wirkt er sich auf andere Körper in seinem Pfad aus." +msgid "" +"An animatable 2D physics body. It can't be moved by external forces or " +"contacts, but can be moved manually by other means such as code, " +"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " +"[RemoteTransform2D].\n" +"When [AnimatableBody2D] is moved, its linear and angular velocity are " +"estimated and used to affect other physics bodies in its path. This makes it " +"useful for moving platforms, doors, and other moving objects." +msgstr "" +"Ein animierbarer 2D-Physikkörper. Er kann nicht durch externe Kräfte oder " +"Kontakte bewegt werden, kann aber manuell durch andere Mittel wie Code, " +"[AnimationMixer] (mit [member AnimationMixer.callback_mode_process] auf " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS] gesetzt) " +"und [RemoteTransform2D] bewegt werden.\n" +"Wenn [AnimatableBody2D] bewegt wird, werden seine lineare und winklige " +"Geschwindigkeit geschätzt und verwendet, um andere Physik-Körper in seinem " +"Pfad zu beeinflussen. Dies macht es nützlich für die Bewegung von " +"Plattformen, Türen und anderen beweglichen Objekten." + msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " @@ -6955,12 +6597,29 @@ msgstr "" "Ein 3D-Physikkörper, der nicht durch externe Kräfte bewegt werden kann. Wenn " "er manuell bewegt wird, wirkt er sich auf andere Körper in seinem Pfad aus." +msgid "" +"An animatable 3D physics body. It can't be moved by external forces or " +"contacts, but can be moved manually by other means such as code, " +"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " +"[RemoteTransform3D].\n" +"When [AnimatableBody3D] is moved, its linear and angular velocity are " +"estimated and used to affect other physics bodies in its path. This makes it " +"useful for moving platforms, doors, and other moving objects." +msgstr "" +"Ein animierbarer 3D-Physik-Körper. Er kann nicht durch externe Kräfte oder " +"Kontakte bewegt werden, kann aber manuell durch andere Mittel wie Code, " +"[AnimationMixer] (mit [member AnimationMixer.callback_mode_process] auf " +"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS] gesetzt) " +"und [RemoteTransform3D] bewegt werden.\n" +"Wenn [AnimatableBody3D] bewegt wird, werden seine lineare und winklige " +"Geschwindigkeit geschätzt und verwendet, um andere Physik-Körper in seinem " +"Pfad zu beeinflussen. Dies macht es nützlich für die Bewegung von " +"Plattformen, Türen und anderen beweglichen Objekten." + msgid "3D Physics Tests Demo" msgstr "3D-Physik Tests Demo" -msgid "Third Person Shooter Demo" -msgstr "Third Person Shooter Demo" - msgid "3D Voxel Demo" msgstr "3D Voxel Demo" @@ -6976,6 +6635,11 @@ msgstr "" "Plattformen. [b]nicht[/b] zusammen mit [Methode PhysicsBody3D." "move_and_collide] verwenden." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." +msgstr "" +"Sprite-Node, der mehrere Texturen als Frames für die Animation verwenden kann." + msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " @@ -7012,6 +6676,27 @@ msgstr "" "Gibt einen negativen Wert zurück, wenn die aktuelle Animation rückwärts " "abgespielt wird." +msgid "" +"Returns [code]true[/code] if an animation is currently playing (even if " +"[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." +msgstr "" +"Gibt [code]true[/code] zurück, wenn eine Animation gerade abgespielt wird " +"(auch, wenn [member speed_scale] und/oder [code]custom_speed[/code] [code]0[/" +"code] sind)." + +msgid "" +"Pauses the currently playing animation. The [member frame] and [member " +"frame_progress] will be kept and calling [method play] or [method " +"play_backwards] without arguments will resume the animation from the current " +"playback position.\n" +"See also [method stop]." +msgstr "" +"Pausiert die aktuell wiedergegebene Animation. Die [member frame] und [member " +"frame_progress] werden beibehalten und der Aufruf von [method play] oder " +"[method play_backwards] ohne Argumente setzt die Animation an der aktuellen " +"Abspielposition fort.\n" +"Siehe auch [method stop]." + msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " @@ -7081,6 +6766,18 @@ msgstr "" "[code]0[/code] zurückgesetzt und die [code]custom_speed[/code] wird auf " "[code]1.0[/code] zurückgesetzt. Siehe auch [Methode pause]." +msgid "" +"The current animation from the [member sprite_frames] resource. If this value " +"is changed, the [member frame] counter and the [member frame_progress] are " +"reset." +msgstr "" +"Die aktuelle Animation aus der Ressource [member sprite_frames]. Wenn sich " +"dieser Wert ändert, werden der [member frame]-Zähler und [member " +"frame_progress] zurückgesetzt." + +msgid "The key of the animation to play when the scene loads." +msgstr "Der Key der Animation, die beim Laden der Szene abgespielt werden soll." + msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Wenn [code]true[/code], wird die Textur horizontal gespiegelt." @@ -7132,6 +6829,29 @@ msgstr "" "Ermöglicht es Ihnen, die Zustände der [SpriteFrames]-Ressource zu laden, zu " "bearbeiten, zu löschen, eindeutig zu machen und zu speichern." +msgid "Emitted when [member animation] changes." +msgstr "Wird ausgegeben, wenn sich [member animation] ändert." + +msgid "" +"Emitted when the animation reaches the end, or the start if it is played in " +"reverse. When the animation finishes, it pauses the playback.\n" +"[b]Note:[/b] This signal is not emitted if an animation is looping." +msgstr "" +"Wird ausgesendet, wenn die Animation das Ende erreicht, oder den Anfang, wenn " +"sie rückwärts abgespielt wird. Wenn die Animation zu Ende ist, wird die " +"Wiedergabe angehalten.\n" +"[b]Hinweis:[/b] Dieses Signal wird nicht ausgesendet, wenn eine Animation in " +"einer Schleife läuft." + +msgid "Emitted when the animation loops." +msgstr "Wird ausgegeben, wenn sich die Animation wiederholt." + +msgid "Emitted when [member frame] changes." +msgstr "Wird ausgegeben, wenn [member frame] sich ändert." + +msgid "Emitted when [member sprite_frames] changes." +msgstr "Wird ausgegeben, wenn [member sprite_frames] sich ändert." + msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" @@ -7159,6 +6879,48 @@ msgstr "2D Sprite Animation (gilt ebenfalls für 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "Proxy-Textur für einfache framebasierte Animationen." +msgid "" +"[AnimatedTexture] is a resource format for frame-based animations, where " +"multiple textures can be chained automatically with a predefined delay for " +"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " +"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " +"can be used, e.g. in a [TileSet].\n" +"The playback of the animation is controlled by the [member speed_scale] " +"property, as well as each frame's duration (see [method set_frame_duration]). " +"The animation loops, i.e. it will restart at frame 0 automatically after " +"playing the last frame.\n" +"[AnimatedTexture] currently requires all frame textures to have the same " +"size, otherwise the bigger ones will be cropped to match the smallest one.\n" +"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " +"frame needs to be a separate [Texture2D].\n" +"[b]Warning:[/b] The current implementation is not efficient for the modern " +"renderers." +msgstr "" +"[AnimatedTexture] ist ein Ressourcenformat für Frame-basierte Animationen, " +"bei denen mehrere Texturen automatisch mit einer vordefinierten Verzögerung " +"für jeden Frame verkettet werden können. Im Gegensatz zu [AnimationPlayer] " +"oder [AnimatedSprite2D] ist es kein [Node], hat aber den Vorteil, dass es " +"überall verwendet werden kann, wo eine [Texture2D]-Ressource verwendet werden " +"kann, z.B. in einem [TileSet].\n" +"Die Wiedergabe der Animation wird durch die [member speed_scale]-Eigenschaft " +"gesteuert, ebenso wie die Dauer der einzelnen Frames (siehe [method " +"set_frame_duration]). Die Animation wird in einer Schleife abgespielt, d.h. " +"sie beginnt automatisch wieder bei Frame 0, nachdem der letzte Frame " +"abgespielt wurde.\n" +"[AnimatedTexture] erfordert derzeit, dass alle Frame-Texturen die gleiche " +"Größe haben, ansonsten werden die größeren Texturen auf die kleinste " +"zugeschnitten.\n" +"[b]Hinweis:[/b] AnimatedTexture unterstützt nicht die Verwendung von " +"[AtlasTexture]s. Jedes Bild muss eine eigene [Texture2D] sein.\n" +"[b]Warnung:[/b] Die aktuelle Implementierung ist für moderne Renderer nicht " +"effizient." + +msgid "Returns the given [param frame]'s duration, in seconds." +msgstr "Gibt die Dauer des angegebenen [param frame]s zurück." + +msgid "Returns the given frame's [Texture2D]." +msgstr "Gibt die [Texture2D] des angegebenen Frames zurück." + msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " @@ -7168,6 +6930,21 @@ msgstr "" "durch die [member speed_scale] beeinflusst. Bei [code]0[/code] wird das Bild " "bei der Wiedergabe übersprungen." +msgid "" +"Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " +"frame has ID 0, and the last frame of the animation has ID [member frames] - " +"1.\n" +"You can define any number of textures up to [constant MAX_FRAMES], but keep " +"in mind that only frames from 0 to [member frames] - 1 will be part of the " +"animation." +msgstr "" +"Weist dem angegebenen Frame eine [Texture2D] zu. Frame-IDs beginnen bei 0, " +"also hat das erste Frame die ID 0 und das letzte Frame der Animation die ID " +"[member frames] - 1.\n" +"Sie können eine beliebige Anzahl von Texturen bis zu [constant MAX_FRAMES] " +"definieren, aber beachten Sie, dass nur die Frames von 0 bis [member frames] " +"- 1 Teil der Animation sein werden." + msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " @@ -7208,12 +6985,168 @@ msgstr "" "wird an der Stelle fortgesetzt, an der sie angehalten wurde, wenn Sie diese " "Eigenschaft auf [code]false[/code] ändern." +msgid "" +"The animation speed is multiplied by this value. If set to a negative value, " +"the animation is played in reverse." +msgstr "" +"Die Animationsgeschwindigkeit wird mit diesem Wert multipliziert. Bei einem " +"negativen Wert wird die Animation rückwärts abgespielt." + +msgid "" +"The maximum number of frames supported by [AnimatedTexture]. If you need more " +"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." +msgstr "" +"Die maximale Anzahl von Bildern, die von [AnimatedTexture] unterstützt wird. " +"Wenn Sie mehr Bilder in Ihrer Animation benötigen, verwenden Sie " +"[AnimationPlayer] oder [AnimatedSprite2D]." + +msgid "Holds data that can be used to animate anything in the engine." +msgstr "Enthält Daten, mit denen alles in der Engine animiert werden kann." + +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 2.0 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, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// This creates an animation that makes the node \"Enemy\" move to the right " +"by\n" +"// 100 pixels in 2.0 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, 2.0f, 100);\n" +"animation.Length = 2.0f;\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 Tracks unterteilt und jeder " +"Track muss mit einem Node verbunden sein. Der Zustand dieses Nodes kann im " +"Laufe der Zeit geändert werden, indem zeitlich festgelegte Keys (Ereignisse) " +"zum Track hinzugefügt werden.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Dieses Skript erstellt eine Animation, um den Node \"Enemy\"\n" +"# mit 100 Pixeln pro 2.0 Sekunden nach rechts zu bewegen.\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, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// Dieses Skript erstellt eine Animation, um den Node \"Enemy\"\n" +"// mit 100 Pixeln pro 2.0 Sekunden nach rechts zu bewegen.\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, 2.0f, 100);\n" +"animation.Length = 2.0f;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Animationen sind lediglich Datencontainer und müssen zu Nodes wie einem " +"[AnimationPlayer] hinzugefügt werden, um abgespielt werden zu können. " +"Animations-Tracks 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 aus Leistungsgründen " +"die Verwendung der dedizierten [constant TYPE_POSITION_3D], [constant " +"TYPE_ROTATION_3D] und [constant TYPE_SCALE_3D] Track-Typen anstelle von " +"[constant TYPE_VALUE] empfohlen." + msgid "Animation documentation index" msgstr "Index der Animationsdokumentation" msgid "Adds a track to the Animation." msgstr "Fügt der Animation eine Spur hinzu." +msgid "" +"Returns the animation name at the key identified by [param key_idx]. The " +"[param track_idx] must be the index of an Animation Track." +msgstr "" +"Gibt den Animationsnamen an dem durch [param key_idx] identifizierten Key " +"zurück. Die [param track_idx] muss der Index einer Animationsspur sein." + +msgid "" +"Inserts a key with value [param animation] at the given [param time] (in " +"seconds). The [param track_idx] must be the index of an Animation Track." +msgstr "" +"Fügt einen Schlüssel mit dem Wert [param animation] zur angegebenen [param " +"time] (in Sekunden) ein. Die [param track_idx] muss der Index einer " +"Animationsspur sein." + +msgid "" +"Sets the key identified by [param key_idx] to value [param animation]. The " +"[param track_idx] must be the index of an Animation Track." +msgstr "" +"Setzt den durch [param key_idx] identifizierten Schlüssel auf den Wert [param " +"animation]. Die [param track_idx] muss der Index einer Animationsspur sein." + +msgid "" +"Returns the end offset of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of an Audio Track.\n" +"End offset is the number of seconds cut off at the ending of the audio stream." +msgstr "" +"Gibt den Endoffset des durch [param key_idx] identifizierten Schlüssels " +"zurück. Die [param track_idx] muss der Index eines Audio-Tracks sein.\n" +"End-Offset ist die Anzahl der Sekunden, die am Ende des Audio-Streams " +"abgeschnitten werden." + +msgid "" +"Returns the start offset of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of an Audio Track.\n" +"Start offset is the number of seconds cut off at the beginning of the audio " +"stream." +msgstr "" +"Gibt den Startoffset des durch [param key_idx] identifizierten Schlüssels " +"zurück. Die [param track_idx] muss der Index eines Audio-Tracks sein.\n" +"Start-Offset ist die Anzahl der Sekunden, die am Anfang des Audio-Streams " +"abgeschnitten werden." + +msgid "" +"Returns the audio stream of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of an Audio Track." +msgstr "" +"Gibt den Audio-Stream des durch [param key_idx] identifizierten Schlüssels " +"zurück. Der [param track_idx] muss der Index eines Audio-Tracks sein." + +msgid "" +"Inserts an Audio Track key at the given [param time] in seconds. The [param " +"track_idx] must be the index of an Audio Track.\n" +"[param stream] is the [AudioStream] resource to play. [param start_offset] is " +"the number of seconds cut off at the beginning of the audio stream, while " +"[param end_offset] is at the ending." +msgstr "" +"Fügt einen Audio-Track-Schlüssel bei der angegebenen [param time] in Sekunden " +"ein. Der [param track_idx] muss der Index eines Audio-Tracks sein.\n" +"[param stream] ist die [AudioStream]-Ressource, die abgespielt werden soll. " +"[param start_offset] ist die Anzahl der Sekunden, die am Anfang des Audio-" +"Streams abgeschnitten werden, während [param end_offset] am Ende steht." + msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." @@ -7221,6 +7154,30 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn der Track an [param track_idx] mit " "anderen Animationen überblendet wird." +msgid "" +"Sets the end offset of the key identified by [param key_idx] to value [param " +"offset]. The [param track_idx] must be the index of an Audio Track." +msgstr "" +"Setzt den Endoffset des durch [param key_idx] identifizierten Schlüssels auf " +"den Wert [param offset]. Der [param track_idx] muss der Index eines Audio-" +"Tracks sein." + +msgid "" +"Sets the start offset of the key identified by [param key_idx] to value " +"[param offset]. The [param track_idx] must be the index of an Audio Track." +msgstr "" +"Setzt den Startoffset des durch [param key_idx] identifizierten Schlüssels " +"auf den Wert [param offset]. Der [param track_idx] muss der Index eines Audio-" +"Tracks sein." + +msgid "" +"Sets the stream of the key identified by [param key_idx] to value [param " +"stream]. The [param track_idx] must be the index of an Audio Track." +msgstr "" +"Setzt den Stream des durch [param key_idx] identifizierten Schlüssels auf den " +"Wert [param offset]. Der [param track_idx] muss der Index eines Audio-Tracks " +"sein." + msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." @@ -7229,6 +7186,47 @@ msgstr "" "[code]true[/code], ändert sich die Lautstärke der Audiowiedergabe je nach " "Überblendungswert." +msgid "" +"Returns the in handle of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of a Bezier Track." +msgstr "" +"Gibt das In-Handle des durch [param key_idx] identifizierten Schlüssels " +"zurück. Der [param track_idx] muss der Index einer Bezier-Spur sein." + +msgid "" +"Returns the out handle of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of a Bezier Track." +msgstr "" +"Gibt das Out-Handle des durch [param key_idx] identifizierten Schlüssels " +"zurück. Die [param track_idx] muss der Index einer Bezier-Spur sein." + +msgid "" +"Returns the value of the key identified by [param key_idx]. The [param " +"track_idx] must be the index of a Bezier Track." +msgstr "" +"Gibt den Wert des durch [param key_idx] identifizierten Schlüssels zurück. " +"Der [param track_idx] muss der Index einer Bezier-Spur sein." + +msgid "" +"Inserts a Bezier Track key at the given [param time] in seconds. The [param " +"track_idx] must be the index of a Bezier Track.\n" +"[param in_handle] is the left-side weight of the added Bezier curve point, " +"[param out_handle] is the right-side one, while [param value] is the actual " +"value at this point." +msgstr "" +"Fügt einen Bezier-Track-Schlüssel zur angegebenen [param time] in Sekunden " +"ein. Die [param track_idx] muss der Index einer Bezier-Spur sein.\n" +"[param in_handle] ist die linksseitige Gewichtung des eingefügten " +"Bezierkurven-Punkts, [param out_handle] die rechtsseitige, während [param " +"value] der tatsächliche Wert an diesem Punkt ist." + +msgid "" +"Returns the interpolated value at the given [param time] (in seconds). The " +"[param track_idx] must be the index of a Bezier Track." +msgstr "" +"Gibt den interpolierten Wert zur angegebenen [param time] (in Sekunden) " +"zurück. Die [param track_idx] muss der Index einer Bezier-Spur sein." + msgid "Clear the animation (clear all tracks and reset all)." msgstr "" "Löschen Sie die Animation (löschen Sie alle Spuren und setzen Sie alle " @@ -7291,8 +7289,19 @@ msgstr "" msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "" -"Fügt einen Schlüssel in eine angegebene 3D-Skalenspur ein. Gibt den " -"Schlüsselindex zurück." +"Fügt einen Schlüssel in eine angegebene 3D-Skalenspur ein. Gibt den " +"Schlüsselindex zurück." + +msgid "" +"Finds the key index by time in a given track. Optionally, only find it if the " +"approx/exact time is given.\n" +"If [param limit] is [code]true[/code], it does not return keys outside the " +"animation range." +msgstr "" +"Findet den Key-Index nach Zeit in einem gegebenen Track. Findet ihn optional " +"nur, wenn die ungefähre/genaue Zeit angegeben ist.\n" +"Wenn [param limit] [code]true[/code] ist, werden keine Keys außerhalb des " +"Animationsbereichs gefunden." msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " @@ -7590,17 +7599,6 @@ msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Bewegt die Animationen manuell um die angegebene Zeit (in Sekunden) weiter." -msgid "" -"Returns the first [AnimationLibrary] with key [param name] or [code]null[/" -"code] if not found.\n" -"To get the [AnimationPlayer]'s global animation library, use " -"[code]get_animation_library(\"\")[/code]." -msgstr "" -"Gibt die erste [AnimationLibrary] mit dem Schlüssel [param name] zurück oder " -"[code]null[/code], falls nicht gefunden.\n" -"Um die globale Animationsbibliothek des [AnimationPlayer] zu erhalten, " -"verwende [code]get_animation_library(\"\")[/code]." - msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" @@ -7932,20 +7930,6 @@ msgstr "" "unbeabsichtigten diskreten Änderung kommen, so dass dies nur für einige " "einfache Anwendungsfälle sinnvoll ist." -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " -"key [param name]." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der [AnimationPlayer] eine [Animation] " -"mit dem Schlüssel [param name] speichert." - -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an " -"[AnimationLibrary] with key [param name]." -msgstr "" -"Gibt [code]true[/code] zurück, wenn der [AnimationPlayer] eine " -"[AnimationLibrary] mit dem Schlüssel [param name] speichert." - msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "Entfernt die [AnimationLibrary] mit der Taste [param name]." @@ -8050,13 +8034,6 @@ msgstr "" "Benachrichtigt, wenn die Caches geleert wurden, entweder automatisch oder " "manuell über [method clear_caches]." -msgid "" -"Editor only. Notifies when the property have been updated to update dummy " -"[AnimationPlayer] in animation player editor." -msgstr "" -"Nur Editor. Benachrichtigt, wenn die Eigenschaft aktualisiert wurde, um den " -"Dummy [AnimationPlayer] im Animationsplayer-Editor zu aktualisieren." - msgid "" "Process animation during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." @@ -8087,28 +8064,6 @@ msgstr "Methodenaufrufe sofort bei Erreichen in der Animation durchführen." msgid "Using AnimationTree" msgstr "Verwendung des AnimationTree" -msgid "" -"When inheriting from [AnimationRootNode], implement this virtual method to " -"run some code when this animation node is processed. The [param time] " -"parameter is a relative delta, unless [param seek] is [code]true[/code], in " -"which case it is absolute.\n" -"Here, call the [method blend_input], [method blend_node] or [method " -"blend_animation] functions. You can also use [method get_parameter] and " -"[method set_parameter] to modify local memory.\n" -"This function should return the time left for the current animation to finish " -"(if unsure, pass the value from the main blend being called)." -msgstr "" -"Wenn Sie von [AnimationRootNode] erben, implementieren Sie diese virtuelle " -"Methode, um einen Code auszuführen, wenn dieser Animationsknoten (Node) " -"verarbeitet wird. Der Parameter [param time] ist ein relatives Delta, es sei " -"denn, [param seek] ist [code]true[/code], in diesem Fall ist es absolut.\n" -"Rufen Sie hier die Funktionen [method blend_input], [method blend_node] oder " -"[method blend_animation] auf. Sie können auch [method get_parameter] und " -"[method set_parameter] verwenden, um den lokalen Speicher zu verändern.\n" -"Diese Funktion sollte die verbleibende Zeit bis zur Beendigung der aktuellen " -"Animation zurückgeben (wenn Sie unsicher sind, übergeben Sie den Wert aus der " -"aufgerufenen Hauptmischung)." - msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " @@ -8660,25 +8615,6 @@ msgstr "" "Legt fest, wie die Überblendung zwischen Animationen abgeschwächt wird. Wenn " "leer, wird der Übergang linear sein." -msgid "" -"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 0 second and " -"ends at 1 second during the animation." -msgstr "" -"Die Einblendungsdauer. Wenn Sie diesen Wert beispielsweise auf [code]1.0[/" -"code] für eine 5 Sekunden lange Animation setzen, wird eine Überblendung " -"erzeugt, die bei 0 Sekunden beginnt und bei 1 Sekunde während der Animation " -"endet." - -msgid "" -"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 4 second and " -"ends at 5 second during the animation." -msgstr "" -"Die Dauer der Ausblendung. Wenn Sie diesen Wert beispielsweise auf [code]1.0[/" -"code] für eine 5 Sekunden lange Animation setzen, beginnt die Überblendung " -"bei 4 Sekunden und endet bei 5 Sekunden während der Animation." - msgid "The request to play the animation connected to \"shot\" port." msgstr "" "Die Anforderung, die Animation abzuspielen, ist mit dem Anschluss \"shot\" " @@ -8999,9 +8935,6 @@ msgstr "" msgid "The transition type." msgstr "Der Übergangstyp." -msgid "The time to cross-fade between this state and the next." -msgstr "Die Überblendzeit zwischen diesem Zustand und dem nächsten." - msgid "Emitted when [member advance_condition] is changed." msgstr "Ausgesendet wenn [member advance_condition] verändert wird." @@ -9068,13 +9001,6 @@ msgstr "" msgid "AnimationTree" msgstr "AnimationTree" -msgid "" -"Base class for [AnimationNode]s with more than two input ports that must be " -"synchronized." -msgstr "" -"Basisklasse für [AnimationNode]s mit mehr als zwei Eingangsports, die " -"synchronisiert werden müssen." - msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." @@ -9243,12 +9169,6 @@ msgstr "" "Reset-Option in der Eingabe aktiviert ist, wird die Animation neu gestartet. " "Wenn [code]false[/code], passiert beim Übergang in den Eigenzustand nichts." -msgid "" -"Cross-fading time (in seconds) between each animation connected to the inputs." -msgstr "" -"Überblendzeit (in Sekunden) zwischen jeder an den Eingängen angeschlossenen " -"Animation." - msgid "A node used for animation playback." msgstr "" "Ein Knoten (Node), der für die Wiedergabe von Animationen verwendet wird." @@ -9338,6 +9258,28 @@ msgstr "" "dann wird diese in der Warteschlange nicht abgespielt, es sei denn, die " "Animation in der Schleife wird irgendwie gestoppt." +msgid "" +"Seeks the animation to the [param seconds] point in time (in seconds). If " +"[param update] is [code]true[/code], the animation updates too, otherwise it " +"updates at process time. Events between the current frame and [param seconds] " +"are skipped.\n" +"If [param update_only] is [code]true[/code], the method / audio / animation " +"playback tracks will not be processed.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"AnimationMixer.animation_finished]. If you want to skip animation and emit " +"the signal, use [method AnimationMixer.advance]." +msgstr "" +"Spult die Animation bis zum [param seconds]-Zeitpunkt (in Sekunden) vor. Wenn " +"[param update] [code]true[/code] ist, wird die Animation ebenfalls " +"aktualisiert, andernfalls wird sie zur process-zeit aktualisiert. Ereignisse " +"zwischen dem aktuellen Frame und [param seconds] werden übersprungen.\n" +"Wenn [param update_only] [code]true[/code] ist, werden die Methoden-/Audio-/" +"Animations-Wiedergabe-Tracks nicht verarbeitet.\n" +"[b]Hinweis:[/b] Das Vorspulen zum Ende der Animation sendet kein [Signal " +"AnimationMixer.animation_finished] aus. Wenn Sie die Animation überspringen " +"und das Signal aussenden wollen, verwenden Sie [Methode AnimationMixer." +"advance]." + msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" @@ -9452,6 +9394,29 @@ msgstr "" "Ein Bereich des 2D-Raums, der andere [CollisionObject2D]s erkennt, die ihn " "betreten oder verlassen." +msgid "" +"[Area2D] is a region of 2D space defined by one or multiple " +"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " +"[CollisionObject2D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses.\n" +"[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " +"interact as expected with [Area2D]s, and might not emit signals or track " +"objects correctly." +msgstr "" +"[Area2D] ist ein Bereich des 2D-Raums, der durch einen oder mehrere " +"[CollisionShape2D]- oder [CollisionPolygon2D]-Child-Nodes definiert ist. Er " +"erkennt, wenn andere [CollisionObject2D]s ihn betreten oder verlassen, und er " +"behält auch im Auge, welche Kollisionsobjekte ihn noch nicht verlassen haben " +"(d.h. welche ihn überlappen).\n" +"Dieser Node kann auch lokal Physikparameter (Schwerkraft, Dämpfung) ändern " +"oder außer Kraft setzen und Audio an benutzerdefinierte Audiobusse " +"weiterleiten.\n" +"[b]Hinweis:[/b] Areas und Körper, die mit [PhysicsServer2D] erstellt wurden, " +"interagieren möglicherweise nicht wie erwartet mit [Area2D]s und senden " +"möglicherweise keine Signale aus oder verfolgen Objekte nicht korrekt." + msgid "Using Area2D" msgstr "Verwendung von Area2D" @@ -9778,8 +9743,40 @@ msgstr "" "Ein Bereich des 3D-Raums, der andere [CollisionObject3D]s erkennt, die ihn " "betreten oder verlassen." -msgid "GUI in 3D Demo" -msgstr "Benutzeroberfläche in 3D-Demo" +msgid "" +"[Area3D] is a region of 3D space defined by one or multiple " +"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " +"[CollisionObject3D]s enter or exit it, and it also keeps track of which " +"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses.\n" +"[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " +"interact as expected with [Area3D]s, and might not emit signals or track " +"objects correctly.\n" +"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " +"child of this node (created e.g. by using the [b]Create Trimesh Collision " +"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " +"[MeshInstance3D] node) may give unexpected results, since this collision " +"shape is hollow. If this is not desired, it has to be split into multiple " +"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " +"cases it may be replaceable by a [CollisionPolygon3D]." +msgstr "" +"[Area3D] ist ein Bereich des 3D-Raums, der durch einen oder mehrere " +"[CollisionShape3D]- oder [CollisionPolygon3D]-Node definiert ist. Er erkennt, " +"wenn andere [CollisionObject3D]s ihn betreten oder verlassen, und er behält " +"auch im Auge, welche Kollisionsobjekte ihn noch nicht verlassen haben (d.h. " +"welche ihn überlappen).\n" +"Dieser Node kann auch lokal Physikparameter (Schwerkraft, Dämpfung) ändern " +"oder außer Kraft setzen und Audio an benutzerdefinierte Audiobusse " +"weiterleiten.\n" +"[b]Warnung:[/b] Die Verwendung eines [ConcavePolygonShape3D] innerhalb eines " +"[CollisionShape3D]-Child dieses Nodes (erstellt z.B. mit der Option " +"[b]Trimesh-Kollisionsnachbar erzeugen[/b] im [b]Mesh[/b]-Menü, das bei der " +"Auswahl eines [MeshInstance3D]-Nodes erscheint) kann zu unerwarteten " +"Ergebnissen führen, da diese Kollisionsform hohl ist. Wenn dies nicht " +"erwünscht ist, muss sie in mehrere [ConvexPolygonShape3D]s oder primitive " +"Formen wie [BoxShape3D] aufgeteilt werden, oder in einigen Fällen kann sie " +"durch ein [CollisionPolygon3D] ersetzt werden." msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " @@ -9899,27 +9896,6 @@ msgstr "" "[code]0[/code] bis [code]1[/code], mit einer Schrittgenauigkeit von " "[code]0.1[/code]." -msgid "" -"The exponential rate at which wind force decreases with distance from its " -"origin." -msgstr "" -"Die exponentielle Rate, mit der die Windstärke mit der Entfernung vom " -"Ursprung abnimmt." - -msgid "The magnitude of area-specific wind force." -msgstr "Das Ausmaß der flächenspezifischen Windstärke." - -msgid "" -"The [Node3D] which is used to specify the direction and origin of an area-" -"specific wind force. The direction is opposite to the z-axis of the " -"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " -"local transform." -msgstr "" -"Der [Node3D], der verwendet wird, um die Richtung und den Ursprung einer " -"gebietsspezifischen Windkraft anzugeben. Die Richtung ist entgegengesetzt zur " -"z-Achse der lokalen Transformation des [Node3D], und der Ursprung ist der " -"Ursprung der lokalen Transformation des [Node3D]." - msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -10051,95 +10027,6 @@ msgstr "" msgid "A built-in data structure that holds a sequence of elements." msgstr "Eine integrierte Datenstruktur, die eine Folge von Elementen enthält." -msgid "" -"An array data structure that can contain a sequence of elements of any type. " -"Elements are accessed by a numerical index starting at 0. Negative indices " -"are used to count from the back (-1 is the last element, -2 is the second to " -"last, etc.).\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One.\n" -"print(array[2]) # 3.\n" -"print(array[-1]) # Four.\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three.\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One.\n" -"GD.Print(array[2]); // 3.\n" -"GD.Print(array[array.Count - 1]); // Four.\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Arrays can be concatenated using the [code]+[/code] operator:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// Array concatenation is not possible with C# arrays, but is with Godot." -"Collections.Array.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " -"that can be modified independently of the original array, use [method " -"duplicate].\n" -"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " -"supported and will result in unpredictable behavior." -msgstr "" -"Eine Array-Datenstruktur, die eine Folge von Elementen beliebigen Typs " -"enthalten kann. Der Zugriff auf die Elemente erfolgt über einen numerischen " -"Index, der bei 0 beginnt. Negative Indizes werden verwendet, um von hinten zu " -"zählen (-1 ist das letzte Element, -2 ist das vorletzte usw.).\n" -"[b]Beispiel:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One.\n" -"print(array[2]) # 3.\n" -"print(array[-1]) # Four.\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three.\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One.\n" -"GD.Print(array[2]); // 3.\n" -"GD.Print(array[array.Count - 1]); // Four.\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Arrays können mit dem Operator [code]+[/code] verkettet werden:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// Array-Verkettung ist mit C#-Arrays nicht möglich, wohl aber mit Godot." -"Collections.Array.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Gibt [One, 2, 3, Four] zurück\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Hinweis:[/b] Arrays werden immer per Referenz übergeben. Um eine Kopie " -"eines Arrays zu erhalten, die unabhängig vom ursprünglichen Array geändert " -"werden kann, verwenden Sie [method duplicate].\n" -"[b]Hinweis:[/b] Das Löschen von Elementen beim Iterieren über Arrays wird " -"[b]nicht[/b] unterstützt und führt zu unvorhersehbarem Verhalten." - msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." @@ -10335,47 +10222,6 @@ msgstr "" "Zugriff über den Index zu einer Unterbrechung der Projektausführung, wenn es " "vom Editor aus ausgeführt wird." -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" -"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"Findet den Index eines vorhandenen Wertes (oder den Einfügeindex, der die " -"Sortierreihenfolge beibehält, wenn der Wert noch nicht im Array vorhanden " -"ist) mit Hilfe der binären Suche. Optional kann ein [param before]-" -"Spezifizierer übergeben werden. Wenn [code]false[/code], kommt der " -"zurückgegebene Index nach allen vorhandenen Einträgen des Wertes im Array.\n" -"[b]Hinweis:[/b] Der Aufruf der [Methode bsearch] auf ein unsortiertes Array " -"führt zu unerwartetem Verhalten." - -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search and a custom comparison method. Optionally, a [param before] specifier " -"can be passed. If [code]false[/code], the returned index comes after all " -"existing entries of the value in the array. The custom method receives two " -"arguments (an element from the array and the value searched for) and must " -"return [code]true[/code] if the first argument is less than the second, and " -"return [code]false[/code] otherwise.\n" -"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"Findet den Index eines vorhandenen Wertes (oder den Einfügeindex, der die " -"Sortierreihenfolge beibehält, wenn der Wert noch nicht im Array vorhanden " -"ist) unter Verwendung der binären Suche und einer benutzerdefinierten " -"Vergleichsmethode. Optional kann ein [param before]-Spezifizierer übergeben " -"werden. Wenn [code]false[/code], kommt der zurückgegebene Index nach allen " -"vorhandenen Einträgen des Wertes im Array. Die benutzerdefinierte Methode " -"erhält zwei Argumente (ein Element aus dem Array und den gesuchten Wert) und " -"muss [code]true[/code] zurückgeben, wenn das erste Argument kleiner als das " -"zweite ist, und ansonsten [code]false[/code].\n" -"[b]Hinweis:[/b] Der Aufruf der [Methode bsearch_custom] auf ein unsortiertes " -"Array führt zu unerwartetem Verhalten." - msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." @@ -10522,18 +10368,6 @@ msgstr "" "Zugriff über den Index zu einer Unterbrechung der Projektausführung, wenn es " "vom Editor aus ausgeführt wird." -msgid "" -"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " -"not typed, returns [constant TYPE_NIL]." -msgstr "" -"Gibt die Konstante [enum Variant.Type] für ein typisiertes Array zurück. Wenn " -"das [Array] nicht typisiert ist, wird [Konstante TYPE_NIL] zurückgegeben." - -msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]." -msgstr "" -"Gibt einen Klassennamen eines typisierten [Array] vom Typ [Konstante " -"TYPE_OBJECT] zurück." - msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblocks]\n" @@ -10858,6 +10692,25 @@ 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" +"Calling [method resize] once and assigning the new values is faster than " +"adding new elements one by one.\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 " +"[constant OK] zurück, oder einen der anderen [enum Error]-Werte, wenn der " +"Vorgang fehlgeschlagen ist.\n" +"Einmalig [method resize] aufzurufen und die neuen Werte zuzuweisen ist " +"schneller, als jedes Element einzeln hinzuzufügen.\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." @@ -11270,86 +11123,6 @@ msgstr "" "add_surface_from_arrays] hinzugefügt wird. Muss aufgerufen werden, bevor die " "Oberfläche hinzugefügt wird." -msgid "" -"Creates a new surface. [method Mesh.get_surface_count] will become the " -"[code]surf_idx[/code] for this new surface.\n" -"Surfaces are created to be rendered using a [param primitive], which may be " -"any of the values defined in [enum Mesh.PrimitiveType].\n" -"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." -"ARRAY_MAX] elements contains an array with some of the mesh data for this " -"surface as described by the corresponding member of [enum Mesh.ArrayType] or " -"[code]null[/code] if it is not used by the surface. For example, " -"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " -"is always required; the others are optional. Adding an index array puts this " -"surface into \"index mode\" where the vertex and other arrays become the " -"sources of data and the index array defines the vertex order. All sub-arrays " -"must have the same length as the vertex array (or be an exact multiple of the " -"vertex array's length, when multiple elements of a sub-array correspond to a " -"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " -"used.\n" -"The [param blend_shapes] argument is an array of vertex data for each blend " -"shape. Each element is an array of the same structure as [param arrays], but " -"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " -"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " -"all other entries are [code]null[/code].\n" -"The [param lods] argument is a dictionary with [float] keys and " -"[PackedInt32Array] values. Each entry in the dictionary represents a LOD " -"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " -"array to use for the LOD level and the key is roughly proportional to the " -"distance at which the LOD stats being used. I.e., increasing the key of a LOD " -"also increases the distance that the objects has to be from the camera before " -"the LOD is used.\n" -"The [param flags] argument is the bitwise or of, as required: One value of " -"[enum Mesh.ArrayCustomFormat] left shifted by " -"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " -"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." -"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " -"or triangles." -msgstr "" -"Erzeugt eine neue Oberfläche. Die [Methode Mesh.get_surface_count] wird zur " -"[code]surf_idx[/code] für diese neue Oberfläche.\n" -"Oberflächen werden erstellt, um mit einem [param primitive] gerendert zu " -"werden, der einer der in [enum Mesh.PrimitiveType] definierten Werte sein " -"kann.\n" -"Das Argument [param arrays] ist ein Array von Arrays. Jedes der [constant " -"Mesh.ARRAY_MAX]-Elemente enthält ein Array mit einigen der Mesh-Daten für " -"diese Oberfläche, wie sie durch das entsprechende Mitglied von [enum Mesh." -"ArrayType] beschrieben werden, oder [code]null[/code], wenn es nicht von der " -"Oberfläche verwendet wird. Zum Beispiel ist [code]arrays[0][/code] das Array " -"der Scheitelpunkte. Das erste Scheitelpunkt-Sub-Array ist immer erforderlich; " -"die anderen sind optional. Durch Hinzufügen eines Index-Arrays wird die " -"Oberfläche in den \"Index-Modus\" versetzt, in dem die Scheitelpunkt- und " -"anderen Arrays die Datenquellen sind und das Index-Array die Reihenfolge der " -"Scheitelpunkte bestimmt. Alle Unterarrays müssen die gleiche Länge wie das " -"Scheitelpunkt-Array haben (oder ein exaktes Vielfaches der Länge des " -"Scheitelpunkt-Arrays sein, wenn mehrere Elemente eines Unterarrays einem " -"einzelnen Scheitelpunkt entsprechen) oder leer sein, mit Ausnahme der " -"[Konstante Mesh.ARRAY_INDEX], falls sie verwendet wird.\n" -"Das Argument [param blend_shapes] ist ein Array mit Scheitelpunktdaten für " -"jede Mischform. Jedes Element ist ein Array mit der gleichen Struktur wie " -"[param arrays], aber die [Konstante Mesh.ARRAY_VERTEX], [Konstante Mesh." -"ARRAY_NORMAL] und [Konstante Mesh.ARRAY_TANGENT] werden nur gesetzt, wenn sie " -"in [param arrays] gesetzt sind und alle anderen Einträge [code]null[/code] " -"sind.\n" -"Das Argument [param lods] ist ein Wörterbuch mit [float]-Schlüsseln und " -"[PackedInt32Array]-Werten. Jeder Eintrag im Dictionary repräsentiert eine LOD-" -"Stufe der Oberfläche, wobei der Wert das [constant Mesh.ARRAY_INDEX]-Array " -"ist, das für die LOD-Stufe verwendet werden soll, und der Schlüssel ungefähr " -"proportional zur Entfernung ist, bei der die LOD-Statistiken verwendet " -"werden. D.h., wenn man den Schlüssel einer LOD-Stufe erhöht, erhöht sich auch " -"der Abstand, den die Objekte von der Kamera haben müssen, bevor die LOD-Stufe " -"verwendet wird.\n" -"Das Argument [param flags] ist das bitweise oder von, wie erforderlich: Ein " -"Wert von [enum Mesh.ArrayCustomFormat] linksverschoben um " -"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] für jeden verwendeten " -"benutzerdefinierten Kanal, [Konstante Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], " -"[Konstante Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], oder [Konstante Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Hinweis:[/b] Es wird empfohlen, bei der Verwendung von Indizes nur Punkte, " -"Linien oder Dreiecke zu verwenden." - msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Entfernt alle Mischformen aus diesem [ArrayMesh]." @@ -11719,79 +11492,6 @@ msgstr "" "5[/code] reicht. Es ist die Position im Segment, die dem angegebenen Punkt am " "nächsten liegt." -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"Gibt ein Array mit den IDs der Punkte zurück, die den von AStar2D gefundenen " -"Pfad zwischen den angegebenen Punkten bilden. Das Array ist vom Startpunkt " -"bis zum Endpunkt des Pfades geordnet.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # Standardgewicht ist 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Gibt [1, 2, 3] zurück\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // Standardgewicht ist 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Gibt [1, 2, 3] zurück\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Wenn du die Gewichtung des 2. Punktes auf 3 änderst, wird das Ergebnis " -"stattdessen [code][1, 4, 3][/code] sein, weil es jetzt, obwohl die Strecke " -"länger ist, \"einfacher\" ist, durch Punkt 4 zu kommen als durch Punkt 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -11869,6 +11569,121 @@ msgstr "" "Deaktiviert oder aktiviert den angegebenen Punkt für die Pfadfindung. " "Nützlich für die Erstellung eines temporären Hindernisses." +msgid "" +"A* (A star) is a computer algorithm used in pathfinding and graph traversal, " +"the process of plotting short paths among vertices (points), passing through " +"a given set of edges (segments). It enjoys widespread use due to its " +"performance and accuracy. Godot's A* implementation uses points in 3D space " +"and Euclidean distances by default.\n" +"You must add points manually with [method add_point] and create segments " +"manually with [method connect_points]. Once done, you can test if there is a " +"path between two points with the [method are_points_connected] function, get " +"a path containing indices by [method get_id_path], or one containing actual " +"coordinates with [method get_point_path].\n" +"It is also possible to use non-Euclidean distances. To do so, create a class " +"that extends [AStar3D] and override methods [method _compute_cost] and " +"[method _estimate_cost]. Both take two indices and return a length, as is " +"shown in the following example.\n" +"[codeblocks]\n" +"[gdscript]\n" +"class MyAStar:\n" +" extends AStar3D\n" +"\n" +" func _compute_cost(u, v):\n" +" return abs(u - v)\n" +"\n" +" func _estimate_cost(u, v):\n" +" return min(0, abs(u - v) - 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MyAStar : AStar3D\n" +"{\n" +" public override float _ComputeCost(long fromId, long toId)\n" +" {\n" +" return Mathf.Abs((int)(fromId - toId));\n" +" }\n" +"\n" +" public override float _EstimateCost(long fromId, long toId)\n" +" {\n" +" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[method _estimate_cost] should return a lower bound of the distance, i.e. " +"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " +"hint to the algorithm because the custom [method _compute_cost] might be " +"computation-heavy. If this is not the case, make [method _estimate_cost] " +"return the same value as [method _compute_cost] to provide the algorithm with " +"the most accurate information.\n" +"If the default [method _estimate_cost] and [method _compute_cost] methods are " +"used, or if the supplied [method _estimate_cost] method returns a lower bound " +"of the cost, then the paths returned by A* will be the lowest-cost paths. " +"Here, the cost of a path equals the sum of the [method _compute_cost] results " +"of all segments in the path multiplied by the [code]weight_scale[/code]s of " +"the endpoints of the respective segments. If the default methods are used and " +"the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], " +"then this equals the sum of Euclidean distances of all segments in the path." +msgstr "" +"A* (A-Star) ist ein Computeralgorithmus, der bei der Pfadfindung und der " +"Durchquerung von Graphen verwendet wird, d. h. bei der Erstellung kurzer " +"Pfade zwischen Vertices (Punkten), die durch eine bestimmte Menge von Kanten " +"(Segmenten) verlaufen. Aufgrund seiner Leistungsfähigkeit und Genauigkeit ist " +"er weit verbreitet. Die A*-Implementierung von Godot verwendet standardmäßig " +"Punkte im 3D-Raum und euklidische Abstände.\n" +"Sie müssen Punkte manuell mit [method add_point] hinzufügen und Segmente " +"manuell mit [method connect_points] erstellen. Danach können Sie mit der " +"Funktion [method are_points_connected] prüfen, ob es einen Pfad zwischen zwei " +"Punkten gibt, mit [method get_id_path] einen Pfad mit Indizes oder mit " +"[method get_point_path] einen Pfad mit tatsächlichen Koordinaten erhalten.\n" +"Es ist auch möglich, nicht-euklidische Distanzen zu verwenden. Erstellen Sie " +"dazu eine Klasse, die [code]AStar3D[/code] erweitert ([code]extends AStar3D[/" +"code]) und überschreiben Sie die Methoden [method _compute_cost] und [method " +"_estimate_cost]. Beide nehmen zwei Indizes und geben eine Länge zurück, wie " +"im folgenden Beispiel gezeigt wird.\n" +"[codeblocks]\n" +"[gdscript]\n" +"class MyAStar:\n" +" extends AStar3D\n" +"\n" +" func _compute_cost(u, v):\n" +" return abs(u - v)\n" +"\n" +" func _estimate_cost(u, v):\n" +" return min(0, abs(u - v) - 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MyAStar : AStar3D\n" +"{\n" +" public override float _ComputeCost(long fromId, long toId)\n" +" {\n" +" return Mathf.Abs((int)(fromId - toId));\n" +" }\n" +"\n" +" public override float _EstimateCost(long fromId, long toId)\n" +" {\n" +" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[method _estimate_cost] sollte eine Untergrenze des Abstands zurückgeben, d." +"h. [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Dies dient als " +"Hinweis für den Algorithmus, da die eigenen [code]_compute_cost[/code] " +"möglicherweise sehr rechenintensiv sind. Wenn dies nicht der Fall ist, sollte " +"[method _estimate_cost] denselben Wert wie [method _compute_cost] " +"zurückgeben, um dem Algorithmus die genauesten Informationen zu liefern.\n" +"Wenn die Standardmethoden [method _estimate_cost] und [method _compute_cost] " +"verwendet werden oder wenn die mitgelieferte Methode [method _estimate_cost] " +"eine untere Grenze der Kosten zurückgibt, dann sind die von A* " +"zurückgegebenen Pfade die Pfade mit den niedrigsten Kosten. Dabei sind die " +"Kosten eines Pfades gleich der Summe der [method _compute_cost]-Ergebnisse " +"aller Segmente des Pfades multipliziert mit den [code]weight_scale[/code]s " +"der Endpunkte der jeweiligen Segmente. Wenn die Standardmethoden verwendet " +"werden und die [code]weight_scale[/code]s aller Punkte auf [code]1.0[/code] " +"gesetzt werden, dann entspricht dies der Summe der euklidischen Abstände " +"aller Segmente im Pfad." + msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " @@ -11974,77 +11789,6 @@ msgstr "" "5[/code] reicht. Es ist die Position im Segment, die dem angegebenen Punkt am " "nächsten liegt." -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar3D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"Gibt ein Array mit den IDs der Punkte zurück, die den von AStar3D gefundenen " -"Pfad zwischen den angegebenen Punkten bilden. Das Array ist vom Startpunkt " -"bis zum Endpunkt des Pfades geordnet.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Standardgewicht ist 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Gibt [1, 2, 3] zurück\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Standardgewicht ist 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Gibt [1, 2, 3] zurück\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Wenn du die Gewichtung des 2. Punktes auf 3 änderst, wird das Ergebnis " -"stattdessen [code][1, 4, 3][/code] sein, weil es jetzt, obwohl die Strecke " -"länger ist, \"einfacher\" ist, durch Punkt 4 zu kommen als durch Punkt 2." - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -12198,15 +11942,6 @@ msgstr "" "[b]Hinweis:[/b] Der Aufruf von [method update] ist nach dem Aufruf dieser " "Funktion nicht erforderlich." -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path." -msgstr "" -"Gibt ein Array mit den IDs der Punkte zurück, die den von AStar2D gefundenen " -"Pfad zwischen den angegebenen Punkten bilden. Das Array ist vom Startpunkt " -"bis zum Endpunkt des Pfades geordnet." - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -12214,6 +11949,24 @@ msgstr "" "Zeigt an, dass die Gitterparameter geändert wurden und die [Methode update] " "aufgerufen werden muss." +msgid "" +"Returns [code]true[/code] if the [param x] and [param y] is a valid grid " +"coordinate (id), i.e. if it is inside [member region]. Equivalent to " +"[code]region.has_point(Vector2i(x, y))[/code]." +msgstr "" +"Gibt [code]true[/code] zurück wenn [param x] und [param y] eine valide " +"Gitterkoordinate (-ID) bilden, d. h. wenn sie innerhalb von [member region] " +"sind. Äquivalent zu [code]region.has_point(Vector2i(x, y))[/code]." + +msgid "" +"Returns [code]true[/code] if the [param id] vector is a valid grid " +"coordinate, i.e. if it is inside [member region]. Equivalent to [code]region." +"has_point(id)[/code]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn der Vektor [param id] eine valide " +"Gitterkoordinate ist, d. h. innerhalb von [member region]. Äquivalent zu " +"[code]region.has_point(id)[/code]." + msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By default, " "all points are enabled." @@ -12323,6 +12076,15 @@ msgstr "" "Wird er geändert, muss [method update] aufgerufen werden, bevor der nächste " "Pfad gefunden wird." +msgid "" +"The size of the grid (number of cells of size [member cell_size] on each " +"axis). If changed, [method update] needs to be called before finding the next " +"path." +msgstr "" +"Die Größe des Gitters (Anzahl der Zellen der Größe [member cell_size] auf " +"jeder Achse). Wenn sie geändert wird, muss [method update] aufgerufen werden, " +"bevor der nächste Pfad gefunden wird." + msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" @@ -12478,9 +12240,6 @@ msgstr "" msgid "Audio buses" msgstr "Audio-Busse" -msgid "Audio Mic Record Demo" -msgstr "Audio-Mikrofonaufnahme-Demo" - msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Erhöht oder verringert die über den Audiobus geleitete Lautstärke." @@ -12522,6 +12281,25 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn mindestens [param frames] Audio-Frames " "zum Lesen im internen Ringpuffer vorhanden sind." +msgid "" +"Gets the next [param frames] audio samples from the internal ring buffer.\n" +"Returns a [PackedVector2Array] containing exactly [param frames] audio " +"samples if available, or an empty [PackedVector2Array] if insufficient data " +"was available.\n" +"The samples are signed floating-point PCM between [code]-1[/code] and " +"[code]1[/code]. You will have to scale them if you want to use them as 8 or " +"16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" +msgstr "" +"Ruft die nächsten [param frames] Audio-Samples aus dem internen Ringpuffer " +"ab.\n" +"Gibt ein [PackedVector2Array] zurück, das genau [param frames] Audio-Samples " +"enthält, falls verfügbar, oder ein leeres [PackedVector2Array], falls nicht " +"genügend Daten verfügbar waren.\n" +"Die Samples sind vorzeichenbehaftete Fließkomma PCMs zwischen [code]-1[/code] " +"und [code]1[/code]. Sie müssen skaliert werden, wenn sie als 8- oder 16-Bit-" +"Integer-Proben verwendet werden sollen. ([code]v = 0x7fff * samples[0].x[/" +"code])" + msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." @@ -13137,6 +12915,32 @@ msgid "Audio effect used for recording the sound from an audio bus." msgstr "" "Audioeffekt, der für die Aufnahme des Tons von einem Audiobus verwendet wird." +msgid "" +"Allows the user to record the sound from an audio bus into an " +"[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " +"audio output by Godot.\n" +"Unlike [AudioEffectCapture], this effect encodes the recording with the given " +"format (8-bit, 16-bit, or compressed) instead of giving access to the raw " +"audio samples.\n" +"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" +"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" +"Ermöglicht dem Benutzer, Ton aus einem Audio-Bus in einen [AudioStreamWAV] " +"aufzunehmen. Bei Verwendung mit dem \"Master\" Audio-Bus enthält dies jede " +"Audio-Ausgabe von Godot.\n" +"Im Gegensatz zu [AudioEffectCapture] kodiert dieser Effekt die Aufnahme mit " +"dem angegebenen Format (8-Bit, 16-Bit, oder komprimiert), anstatt Zugriff auf " +"die rohen Audiosamples zu geben.\n" +"Kann (mit einem [AudioStreamMicrophone]) zur Aufnahme von einem Mikrofon " +"verwendet werden.\n" +"[b]Hinweis:[/b] [member ProjectSettings.audio/driver/enable_input] muss " +"[code]true[/code] sein, damit die Audioeingabe funktioniert. Siehe auch die " +"Beschreibung dieser Einstellung für Hinweise zu den Berechtigungen und den " +"Datenschutzeinstellungen des Betriebssystems." + msgid "Recording with microphone" msgstr "Aufnahme mit Mikrofon" @@ -13234,12 +13038,6 @@ msgstr "" "Echtzeit-Audiovisualisierungen verwendet werden.\n" "Siehe auch [AudioStreamGenerator] für die prozedurale Erzeugung von Klängen." -msgid "Audio Spectrum Demo" -msgstr "Audio-Spektrum-Demo" - -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 wird neue Audiofunktionen erhalten" - msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." @@ -13577,6 +13375,16 @@ msgstr "Audio-Generator-Demo" msgid "Returns the length of the audio stream in seconds." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." +msgid "" +"Returns [code]true[/code] if this audio stream only supports one channel " +"([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " +"more channels ([i]polyphony[/i])." +msgstr "" +"Gibt [code]true[/code] zurück, wenn dieser Audiostream nur einen einzigen " +"Kanal unterstützt ([i]monophone Wiedergabe[/i]), oder [code]false[/code], " +"wenn der Audiostream zwei oder mehr Kanäle unterstützt ([i]polyphone/" +"mehrstimmige Wiedergabe[/i])." + msgid "An audio stream with utilities for procedural sound generation." msgstr "Ein Audiostrom mit Hilfsprogrammen für die prozedurale Klangerzeugung." @@ -13769,6 +13577,9 @@ msgstr "" "Diese Klasse ist für die Verwendung mit [AudioStreamGenerator] gedacht, um " "die erzeugten Audiodaten in Echtzeit wiederzugeben." +msgid "Godot 3.2 will get new audio features" +msgstr "Godot 3.2 wird neue Audiofunktionen erhalten" + msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" @@ -13840,6 +13651,9 @@ msgstr "" "Beschreibung dieser Einstellung für Hinweise zu den Berechtigungen und den " "Datenschutzeinstellungen des Betriebssystems." +msgid "Audio Mic Record Demo" +msgstr "Audio-Mikrofonaufnahme-Demo" + msgid "MP3 audio stream driver." msgstr "MP3 Audio Stream Treiber." @@ -14044,109 +13858,6 @@ msgstr "" "Wird von der [Methode play_stream] zurückgegeben, wenn sie keinen Stream für " "die Wiedergabe zuweisen konnte." -msgid "Plays back audio non-positionally." -msgstr "Gibt Audiosignale nicht positioniert wieder." - -msgid "" -"Plays an audio stream non-positionally.\n" -"To play audio positionally, use [AudioStreamPlayer2D] or " -"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." -msgstr "" -"Spielt einen Audiostrom nichtpositioniert ab.\n" -"Um Audio positioniert abzuspielen, verwenden Sie [AudioStreamPlayer2D] oder " -"[AudioStreamPlayer3D] anstelle von [AudioStreamPlayer]." - -msgid "Returns the position in the [AudioStream] in seconds." -msgstr "Gibt die Position im [AudioStream] in Sekunden zurück." - -msgid "" -"Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer]." -msgstr "" -"Gibt das [AudioStreamPlayback]-Objekt zurück, das mit diesem " -"[AudioStreamPlayer] verbunden ist." - -msgid "" -"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " -"object or not." -msgstr "" -"Gibt zurück, ob der [AudioStreamPlayer] das [AudioStreamPlayback]-Objekt " -"zurückgeben kann oder nicht." - -msgid "Plays the audio from the given [param from_position], in seconds." -msgstr "Spielt den Ton ab der angegebenen [param from_position], in Sekunden." - -msgid "Sets the position from which audio will be played, in seconds." -msgstr "Legt die Position in Sekunden fest, ab der die Tonausgabe startet." - -msgid "Stops the audio." -msgstr "Beendet die Tonausgabe." - -msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "" -"Wenn [code]true[/code], wird der Ton abgespielt, wenn er zum Szenenbaum " -"hinzugefügt wird." - -msgid "" -"Bus on which this audio is playing.\n" -"[b]Note:[/b] When setting this property, keep in mind that no validation is " -"performed to see if the given name matches an existing bus. This is because " -"audio bus layouts might be loaded after this property is set. If this given " -"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" -"code]." -msgstr "" -"Der Audio-Bus, auf dem dieses Audio abgespielt wird.\n" -"[b]Hinweis:[/b] Beachten Sie beim Setzen dieser Eigenschaft, dass keine " -"Überprüfung erfolgt, ob der angegebene Name mit einem vorhandenen Bus " -"übereinstimmt. Der Grund dafür ist, dass Audio-Bus-Layouts geladen werden " -"können, nachdem diese Eigenschaft gesetzt wurde. Wenn der angegebene Name zur " -"Laufzeit nicht aufgelöst werden kann, wird er auf [code]\"Master\"[/code] " -"zurückgesetzt." - -msgid "" -"The maximum number of sounds this node can play at the same time. Playing " -"additional sounds after this value is reached will cut off the oldest sounds." -msgstr "" -"Die maximale Anzahl von Klängen, die dieser Knoten (Node) gleichzeitig " -"abspielen kann. Wenn nach Erreichen dieses Wertes weitere Klänge abgespielt " -"werden, werden die ältesten Klänge abgeschnitten." - -msgid "" -"If the audio configuration has more than two speakers, this sets the target " -"channels. See [enum MixTarget] constants." -msgstr "" -"Wenn die Audiokonfiguration mehr als zwei Lautsprecher hat, werden hier die " -"Zielkanäle festgelegt. Siehe [enum MixTarget] Konstanten." - -msgid "" -"The pitch and the tempo of the audio, as a multiplier of the audio sample's " -"sample rate." -msgstr "" -"Die Tonhöhe und das Tempo des Audiomaterials als Multiplikator der Abtastrate " -"des Audiosamples." - -msgid "If [code]true[/code], audio is playing." -msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt." - -msgid "The [AudioStream] object to be played." -msgstr "Das [AudioStream]-Objekt, das abgespielt werden soll." - -msgid "" -"If [code]true[/code], the playback is paused. You can resume it by setting " -"[member stream_paused] to [code]false[/code]." -msgstr "" -"Wenn [code]true[/code], wird die Wiedergabe angehalten. Sie können sie " -"fortsetzen, indem Sie [member stream_paused] auf [code]false[/code] setzen." - -msgid "Volume of sound, in dB." -msgstr "Lautstärke der Tonausgabe in dB." - -msgid "Emitted when the audio stops playing." -msgstr "Wird ausgegeben, wenn der Ton aufhört zu spielen." - -msgid "The audio will be played only on the first channel." -msgstr "Der Ton wird nur auf dem ersten Kanal wiedergegeben." - msgid "The audio will be played on all surround channels." msgstr "Der Ton wird auf allen Surround-Kanälen wiedergegeben." @@ -14192,6 +13903,13 @@ msgstr "" "Gibt das [AudioStreamPlayback]-Objekt zurück, das mit diesem " "[AudioStreamPlayer2D] verbunden ist." +msgid "" +"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " +"object or not." +msgstr "" +"Gibt zurück, ob der [AudioStreamPlayer] das [AudioStreamPlayback]-Objekt " +"zurückgeben kann oder nicht." + msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." @@ -14199,6 +13917,12 @@ msgstr "" "Stellt das Audio in eine Warteschlange, um es im nächsten Physik-Frame ab der " "angegebenen Position [param from_position] in Sekunden abzuspielen." +msgid "Sets the position from which audio will be played, in seconds." +msgstr "Legt die Position in Sekunden fest, ab der die Tonausgabe startet." + +msgid "Stops the audio." +msgstr "Beendet die Tonausgabe." + msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " @@ -14217,9 +13941,38 @@ msgid "The volume is attenuated over distance with this as an exponent." msgstr "" "Die Lautstärke wird über die Entfernung mit diesem Exponenten abgeschwächt." +msgid "If [code]true[/code], audio plays when added to scene tree." +msgstr "" +"Wenn [code]true[/code], wird der Ton abgespielt, wenn er zum Szenenbaum " +"hinzugefügt wird." + +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." +msgstr "" +"Der Audio-Bus, auf dem dieses Audio abgespielt wird.\n" +"[b]Hinweis:[/b] Beachten Sie beim Setzen dieser Eigenschaft, dass keine " +"Überprüfung erfolgt, ob der angegebene Name mit einem vorhandenen Bus " +"übereinstimmt. Der Grund dafür ist, dass Audio-Bus-Layouts geladen werden " +"können, nachdem diese Eigenschaft gesetzt wurde. Wenn der angegebene Name zur " +"Laufzeit nicht aufgelöst werden kann, wird er auf [code]\"Master\"[/code] " +"zurückgesetzt." + msgid "Maximum distance from which audio is still hearable." msgstr "Maximale Entfernung, aus ignore-duplicate:der der Ton noch hörbar ist." +msgid "" +"The maximum number of sounds this node can play at the same time. Playing " +"additional sounds after this value is reached will cut off the oldest sounds." +msgstr "" +"Die maximale Anzahl von Klängen, die dieser Knoten (Node) gleichzeitig " +"abspielen kann. Wenn nach Erreichen dieses Wertes weitere Klänge abgespielt " +"werden, werden die ältesten Klänge abgeschnitten." + msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " @@ -14230,9 +13983,29 @@ msgstr "" "Bei höheren Werten wird das Audio stärker von links nach rechts geschwenkt " "als bei niedrigeren Werten." +msgid "" +"The pitch and the tempo of the audio, as a multiplier of the audio sample's " +"sample rate." +msgstr "" +"Die Tonhöhe und das Tempo des Audiomaterials als Multiplikator der Abtastrate " +"des Audiosamples." + +msgid "The [AudioStream] object to be played." +msgstr "Das [AudioStream]-Objekt, das abgespielt werden soll." + +msgid "" +"If [code]true[/code], the playback is paused. You can resume it by setting " +"[member stream_paused] to [code]false[/code]." +msgstr "" +"Wenn [code]true[/code], wird die Wiedergabe angehalten. Sie können sie " +"fortsetzen, indem Sie [member stream_paused] auf [code]false[/code] setzen." + msgid "Base volume before attenuation." msgstr "Grundlautstärke vor Dämpfung." +msgid "Emitted when the audio stops playing." +msgstr "Wird ausgegeben, wenn der Ton aufhört zu spielen." + msgid "Plays positional sound in 3D space." msgstr "Spielt Positionsgeräusche im 3D-Raum ab." @@ -14565,17 +14338,6 @@ msgstr "" "zu speichern. Siehe auch [AudioStreamGenerator] für prozedurale " "Audioerzeugung." -msgid "" -"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " -"ADPCM format can't be saved.\n" -"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " -"[param path] if it is missing." -msgstr "" -"Speichert den AudioStreamWAV als WAV-Datei in [param Pfad]. Samples im IMA " -"ADPCM-Format können nicht gespeichert werden.\n" -"[b]Hinweis:[/b] Die Erweiterung [code].wav[/code] wird automatisch an [param " -"path] angehängt, wenn sie fehlt." - msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " @@ -15186,6 +14948,32 @@ msgstr "" "Textur, die verwendet wird, um den Hintergrund-Effekt pro Pixel zu steuern. " "Hinzugefügt zu [member backlight]." +msgid "" +"Controls how the object faces the camera. See [enum BillboardMode].\n" +"[b]Note:[/b] When billboarding is enabled and the material also casts " +"shadows, billboards will face [b]the[/b] camera in the scene when rendering " +"shadows. In scenes with multiple cameras, the intended shadow cannot be " +"determined and this will result in undefined behavior. See [url=https://" +"github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for " +"details.\n" +"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " +"vector of the camera is not horizontal when the screen is attached to your " +"head instead of on the table. See [url=https://github.com/godotengine/godot/" +"issues/41567]GitHub issue #41567[/url] for details." +msgstr "" +"Kontrolliert, wie das Objekt der Kamera zugewandt ist. Siehe [enum " +"BillboardMode].\n" +"[b]Hinweis:[/b] Wenn Billboarding aktiviert ist und das Material auch " +"Schatten wirft, zeigen Billboards beim Rendern von Schatten auf [b]die[/b] " +"Kamera in der Szene. In Szenen mit mehreren Kameras kann der beabsichtigte " +"Schatten nicht bestimmt werden, was zu einem undefinierten Verhalten führt. " +"Siehe [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull-" +"Request #72638[/url] für Details.\n" +"[b]Hinweis:[/b] Billboard-Modus ist nicht für VR geeignet, da der links-" +"rechts Vektor der Kamera nicht horizontal ist, wenn der Bildschirm statt auf " +"dem Tisch an Ihrem Kopf angebracht ist. Siehe [url=https://github.com/" +"godotengine/godot/issues/41567]GitHub Issue #41567[/url] für Details." + msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " @@ -15733,7 +15521,7 @@ msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied by " "[member refraction_scale]." msgstr "" -"Textur, die die Stärke der Brechung pro Pixel steuert. Multipliziert mit " +"Textur, um die Stärke der Brechung pro Pixel zu steuern. Multipliziert mit " "[member refraction_scale]." msgid "Sets the strength of the rim lighting effect." @@ -15816,26 +15604,6 @@ msgstr "Nicht spezifizierte Position." msgid "Custom drawing in 2D" msgstr "benutzerdefiniertes Zeichnen in 2D" -msgid "" -"Z index. Controls the order in which the nodes render. A node with a higher Z " -"index will display in front of others. Must be between [constant " -"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." -"CANVAS_ITEM_Z_MAX] (inclusive).\n" -"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " -"order, not the order in which input events are handled. This can be useful to " -"implement certain UI animations, e.g. a menu where hovered items are scaled " -"and should overlap others." -msgstr "" -"Z-Index. Steuert die Reihenfolge, in der die Knoten gerendert werden. Ein " -"Knoten (Node) mit einem höheren Z-Index wird vor den anderen angezeigt. Muss " -"zwischen [Konstante RenderingServer.CANVAS_ITEM_Z_MIN] und [Konstante " -"RenderingServer.CANVAS_ITEM_Z_MAX] (einschließlich) liegen.\n" -"[b]Hinweis:[/b] Das Ändern des Z-Index eines [Steuerelements] wirkt sich nur " -"auf die Zeichenreihenfolge aus, nicht auf die Reihenfolge, in der " -"Eingabeereignisse behandelt werden. Dies kann nützlich sein, um bestimmte UI-" -"Animationen zu implementieren, z. B. ein Menü, bei dem die Elemente, über die " -"man den Mauszeiger bewegt, skaliert werden und andere überlappen sollten." - msgid "Emitted when becoming hidden." msgstr "Gesendet wenn es versteckt wird." @@ -16897,28 +16665,6 @@ msgstr "" "zurück.\n" "[b]Hinweis:[/b] Diese Methode ist nur unter macOS implementiert." -msgid "" -"Returns the index of the item with the specified [param tag]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"Gibt den Index des Elements mit dem angegebenen [param tag] zurück. Der Index " -"wird jedem Element automatisch von der Engine zugewiesen. Der Index kann " -"nicht manuell festgelegt werden.\n" -"[b]Hinweis:[/b] Diese Methode ist nur unter macOS implementiert." - -msgid "" -"Returns the index of the item with the specified [param text]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"Gibt den Index des Elements mit dem angegebenen [param text] zurück. Der " -"Index wird jedem Element automatisch von der Engine zugewiesen. Der Index " -"kann nicht manuell festgelegt werden.\n" -"[b]Hinweis:[/b] Diese Methode ist nur unter macOS implementiert." - msgid "" "Returns the callback of the item accelerator at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -17221,12 +16967,6 @@ msgstr "" "Wenn [code]true[/code], werden [code]x86_64[/code] Binärdateien in das " "exportierte Projekt aufgenommen." -msgid "Export format for Gradle build." -msgstr "Exportformat für Gradle-Build." - -msgid "Application category for the Play Store." -msgstr "Anwendungskategorie für den Play Store." - msgid "Name of the application." msgstr "Name der Anwendung." @@ -17284,6 +17024,9 @@ msgstr "" "macOS SDK-Name, der zum Erstellen der ausführbaren Anwendungsdatei verwendet " "wird." +msgid "Exporting for Windows" +msgstr "Exportieren für Windows" + msgid "Exporter for the Web." msgstr "Exporter für das Web." @@ -17296,9 +17039,6 @@ msgstr "Index der Webdokumentation" msgid "Exporter for Windows." msgstr "Exporter für Windows." -msgid "Exporting for Windows" -msgstr "Exportieren für Windows" - msgid "" "Returns [code]true[/code] if the class specified by [param class_name] is " "disabled. When disabled, the class won't appear in the Create New Node dialog." @@ -18076,6 +17816,23 @@ msgstr "" msgid "Constructs an empty [PackedByteArray]." msgstr "Konstruiert ein leeres [PackedByteArray]." +msgid "" +"Finds the index of an existing value (or the insertion index that maintains " +"sorting order, if the value is not yet present in the array) using binary " +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" +"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " +"unexpected behavior." +msgstr "" +"Findet den Index eines vorhandenen Wertes (oder den Einfügeindex, der die " +"Sortierreihenfolge beibehält, wenn der Wert noch nicht im Array vorhanden " +"ist) mit Hilfe der binären Suche. Optional kann ein [param before]-" +"Spezifizierer übergeben werden. Wenn [code]false[/code], kommt der " +"zurückgegebene Index nach allen vorhandenen Einträgen des Wertes im Array.\n" +"[b]Hinweis:[/b] Der Aufruf der [Methode bsearch] auf ein unsortiertes Array " +"führt zu unerwartetem Verhalten." + msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." @@ -18336,42 +18093,6 @@ msgstr "" msgid "The attachment's data format." msgstr "Das Datenformat des Anhangs." -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt eine Kopie dieses Rechtecks zurück, die so erweitert ist, dass die " -"Kanten am angegebenen [param to]-Punkt ausgerichtet sind, falls " -"erforderlich.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2(10, 0)) # rect ist Rect2(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2(-5, 5)) # rect ist Rect2(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2(10, 0)); // rect ist Rect2(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2(-5, 5)); // rect ist Rect2(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "rectangles are not equal.\n" @@ -18394,42 +18115,6 @@ msgstr "" "[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " "stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2i(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2I(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Gibt eine Kopie dieses Rechtecks zurück, die so erweitert ist, dass die " -"Kanten am angegebenen [param to]-Punkt ausgerichtet sind, falls " -"erforderlich.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2i(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2i(10, 0)) # rect ist Rect2i(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2i(-5, 5)) # rect ist Rect2i(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2I(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2I(10, 0)); // rect ist Rect2I(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2I(-5, 5)); // rect ist Rect2I(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the center point of the rectangle. This is the same as [code]position " "+ (size / 2)[/code].\n" @@ -18984,10 +18669,6 @@ msgstr "" "code] ausgewertet, wenn er gleich [code]Vector3(0, 0, 0)[/code] ist. " "Andernfalls wird ein Vector3 immer als [code]true[/code] ausgewertet." -msgid "" -"Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "Gibt den Vektor reflektiert an der Ebene des Normalenvektors zurück." - msgid "Up unit vector." msgstr "Hoch-Einheitsvektor." @@ -20051,31 +19732,6 @@ msgstr "" msgid "A tracked object." msgstr "Ein getracktes Objekt." -msgid "" -"An instance of this object represents a device that is tracked, such as a " -"controller or anchor point. HMDs aren't represented here as they are handled " -"internally.\n" -"As controllers are turned on and the [XRInterface] detects them, instances of " -"this object are automatically added to this list of active tracking objects " -"accessible through the [XRServer].\n" -"The [XRController3D] and [XRAnchor3D] both consume objects of this type and " -"should be used in your project. The positional trackers are just under-the-" -"hood objects that make this all work. These are mostly exposed so that " -"GDExtension-based interfaces can interact with them." -msgstr "" -"Eine Instanz dieses Objekts stellt ein Gerät dar, das verfolgt wird, z. B. " -"einen Controller oder Ankerpunkt. HMDs werden hier nicht dargestellt, da sie " -"intern gehandhabt werden.\n" -"Wenn Steuergeräte eingeschaltet werden und das [XRInterface] sie erkennt, " -"werden Instanzen dieses Objekts automatisch zu dieser Liste aktiver " -"Verfolgungsobjekte hinzugefügt, auf die über den [XRServer] zugegriffen " -"werden kann.\n" -"Der [XRController3D] und der [XRAnchor3D] verbrauchen beide Objekte dieses " -"Typs und sollten in Ihrem Projekt verwendet werden. Die Positionsverfolger " -"sind nur Objekte, die unter der Haube liegen und dafür sorgen, dass das alles " -"funktioniert. Sie sind meist offengelegt, damit GDExtension-basierte " -"Schnittstellen mit ihnen interagieren können." - msgid "" "Returns an input for this tracker. It can return a boolean, float or " "[Vector2] value depending on whether the input is a button, trigger or " @@ -20117,31 +19773,9 @@ msgstr "" "Diese Methode wird von einer [XRInterface]-Implementierung aufgerufen und " "sollte nicht direkt verwendet werden." -msgid "The description of this tracker." -msgstr "Die Beschreibung dieses Trackers." - msgid "Defines which hand this tracker relates to." msgstr "Definiert auf welche Hand sich dieser Tracker bezieht." -msgid "" -"The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " -"maintains a number of reserved names that it expects the [XRInterface] to " -"implement if applicable:\n" -"- [code]left_hand[/code] identifies the controller held in the players left " -"hand\n" -"- [code]right_hand[/code] identifies the controller held in the players right " -"hand" -msgstr "" -"Der einzigartige Name dieses Trackers. Die verfügbaren Tracker unterscheiden " -"sich zwischen verschiedenen XR Runtimes und können oft vom Nutzer " -"konfiguriert werden. Godot pflegt eine Reihe reservierter Namen, von denen es " -"erwartet, dass das [XRInterface] sie implementiert.\n" -"- [code]left_hand[/code] identifiziert den Controller, der in der linken Hand " -"des Spielers gehalten wird\n" -"- [code]right_hand[/code] identifiziert den Controller, der in der rechten " -"Hand des Spielers gehalten wird" - msgid "" "The profile associated with this tracker, interface dependent but will " "indicate the type of controller being tracked." @@ -20149,9 +19783,6 @@ msgstr "" "Das Profil das mit diesem Tracker verbunden ist. Abhängig vom Interface, aber " "deutet auf den Typ des getrackten Controllers hin." -msgid "The type of tracker." -msgstr "Der Typ des Trackers." - msgid "" "Emitted when a button on this tracker is pressed. Note that many XR runtimes " "allow other inputs to be mapped to buttons." @@ -20211,13 +19842,6 @@ msgstr "" msgid "Registers an [XRInterface] object." msgstr "Registriert ein [XRInterface]-Objekt." -msgid "" -"Registers a new [XRPositionalTracker] that tracks a spatial location in real " -"space." -msgstr "" -"Registriert einen neuen [XRPositionalTracker], der eine räumliche Position im " -"realen Raum verfolgt." - msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" @@ -20315,9 +19939,6 @@ msgstr "Gibt ein Wörterbuch mit Trackern für [param tracker_types] zurück." msgid "Removes this [param interface]." msgstr "Entfernt dieses [param interface]." -msgid "Removes this positional [param tracker]." -msgstr "Entfernt diesen Positions-[param tracker]." - msgid "The primary [XRInterface] currently bound to the [XRServer]." msgstr "Das primäre [XRInterface], das derzeit an den [XRServer] gebunden ist." @@ -20417,6 +20038,12 @@ msgstr "" "Die Ausrichtung des HMD wird nicht zurückgesetzt, nur die Position des " "Spielers wird zentriert." +msgid "The description of this tracker." +msgstr "Die Beschreibung dieses Trackers." + +msgid "The type of tracker." +msgstr "Der Typ des Trackers." + msgid "Allows the creation of zip files." msgstr "Ermöglicht die Erzeugung von zip Dateien." diff --git a/doc/translations/es.po b/doc/translations/es.po index c202cd893c8f..0872b8087d02 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -28,7 +28,7 @@ # Manuel Cantón Guillén , 2021. # Rémi Verschelde , 2021. # Rémi Verschelde , 2021. -# Alfonso V , 2022. +# Alfonso V , 2022, 2024. # Alejandro Pérez , 2022. # Cristhian Pineda Castro , 2022. # Francesco Santoro , 2022. @@ -76,12 +76,15 @@ # Franco Ezequiel Ibañez , 2024. # Zeerats , 2024. # Agustín Da Silva , 2024. +# Daniel Miranda , 2024. +# Cristofer Binimelis , 2024. +# Yarelio , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-28 10:05+0000\n" -"Last-Translator: Agustín Da Silva \n" +"PO-Revision-Date: 2024-04-30 14:46+0000\n" +"Last-Translator: Yarelio \n" "Language-Team: Spanish \n" "Language: es\n" @@ -89,7 +92,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "All classes" msgstr "Todas las clases" @@ -222,6 +225,9 @@ msgstr "" "Este valor es un entero compuesto como una máscara de bits de los siguientes " "indicadores." +msgid "No return value." +msgstr "Sin valor de retorno." + msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" @@ -299,6 +305,35 @@ msgstr "" "Hay diferencias notables cuando usa esta API con C#. Vea :ref:" "`doc_c_sharp_differences` para más información." +msgid "Deprecated:" +msgstr "Obsoleto:" + +msgid "Experimental:" +msgstr "Experimental:" + +msgid "This signal may be changed or removed in future versions." +msgstr "Esta señal podría ser modificada o eliminada en versiones futuras." + +msgid "This constant may be changed or removed in future versions." +msgstr "Esta constante podría ser modificada o eliminada en versiones futuras." + +msgid "This property may be changed or removed in future versions." +msgstr "Esta propiedad podría ser modificada o eliminada en versiones futuras." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Este constructor podría ser modificado o eliminado en versiones futuras." + +msgid "This method may be changed or removed in future versions." +msgstr "Este método podría ser modificado o eliminado en versiones futuras." + +msgid "This operator may be changed or removed in future versions." +msgstr "Este operador podría ser modificado o eliminado en versiones futuras." + +msgid "This theme property may be changed or removed in future versions." +msgstr "" +"Esta propiedad de tema podría ser modificada o eliminada en versiones futuras." + msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, funciones y anotaciones de GDScript integradas." @@ -307,12 +342,12 @@ msgid "" "any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" -"Una lista de funciones de utilidad y anotaciones específicas de GDScript " +"Una lista de funciones de utilidad y anotaciones específicas de GDScript, " "accesibles desde cualquier script.\n" "Para la lista de funciones globales y constantes ver [@GlobalScope]." msgid "GDScript exports" -msgstr "Exportaciones de Scripts GD" +msgstr "Exportaciones de GDScript" msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " @@ -334,69 +369,19 @@ msgstr "" "Devuelve un [Color] construido a partir de rojo ([param r8]), verde ([param " "g8]), azul ([param b8]) y opcionalmente alfa ([param a8]), cada uno dividido " "entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] en " -"vez del constructor estándar [Color] es útil cuando necesita hacer coincidir " -"exactamente los valores de color en una [Image].\n" +"vez del constructor estándar [Color] es útil cuando se necesita hacer " +"coincidir exactamente los valores de color en una [Image].\n" "[codeblock]\n" -"var red = Color8(255, 0, 0) # Igual que Color(1, " -"0, 0)\n" -"var dark_blue = Color8(0, 0, 51) # Igual que Color(0, 0, " -"0.2).\n" +"var red = Color8(255, 0, 0) • • • • • • • • • • • # Igual que Color(1, 0, 0)\n" +"var dark_blue = Color8(0, 0, 51) • • • • • • # Igual que Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Igual que Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" -"[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparado con el " -"constructor estándar [Color], un color creado con [method Color8], " -"generalmente, no será igual al mismo color creado con el constructor estándar " -"[Color]. Utilice [method Color.is_equal_approx] para hacer comparaciones y " +"[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparada con la " +"del constructor estándar [Color], un color creado con [method Color8] " +"generalmente no será igual al mismo color creado con el constructor [Color] " +"estándar. Utilice [method Color.is_equal_approx] para hacer comparaciones y " "evitar problemas con errores de precisión de coma flotante." -msgid "" -"Asserts that the [param condition] is [code]true[/code]. If the [param " -"condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " -"reporting errors to project developers or add-on users.\n" -"An optional [param message] can be shown in addition to the generic " -"\"Assertion failed\" message. You can use this to provide additional details " -"about why the assertion failed.\n" -"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " -"only executed in debug builds or when running the project from the editor. " -"Don't include code that has side effects in an [method assert] call. " -"Otherwise, the project will behave differently when exported in release " -"mode.\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20.\n" -"var speed = -10\n" -"assert(speed < 20) # True, the program will continue.\n" -"assert(speed >= 0) # False, the program will stop.\n" -"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " -"statements in one check.\n" -"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" -"[/codeblock]" -msgstr "" -"Afirma que la [condición param] es [code]true[/code]. Si la [condición param] " -"es [code]false[/code], se genera un error. Cuando se ejecuta desde el editor, " -"el proyecto en ejecución también se pausará hasta que lo reanude. Esto se " -"puede utilizar como una forma más fuerte de [method @GlobalScope.push_error] " -"para informar de errores a los desarrolladores del proyecto o a los usuarios " -"del complemento.\n" -"Se puede mostrar un [param message] opcional además del mensaje genérico " -"\"Assertion failed\". Puede utilizarlo para proporcionar detalles adicionales " -"sobre por qué falló la aserción.\n" -"[b]Advertencia:[/b] Por razones de rendimiento, el código dentro de [method " -"assert] sólo se ejecuta en construcciones de depuración o cuando se ejecuta " -"el proyecto desde el editor. No incluya código que tenga efectos secundarios " -"en una llamada a [method assert]. De lo contrario, el proyecto se comportará " -"de forma diferente cuando se exporte en modo release.\n" -"[codeblock]\n" -"# Imagina que siempre queremos que la velocidad esté entre 0 y 20.\n" -"var speed = -10\n" -"assert(speed < 20) # Verdadero, el programa continuará.\n" -"assert(speed >= 0) # Falso, el programa se detendrá.\n" -"assert(speed >= 0 and speed < 20) # También puedes combinar las dos " -"sentencias condicionales en una sola comprobación.\n" -"assert(speed < 20, \"el límite de velocidad es 20\") # Muestra un mensaje.\n" -"[/codeblock]" - msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" @@ -414,321 +399,65 @@ msgstr "" "a = char(8364) # a es \"€\"\n" "[/codeblock]" -msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " -"Object instance. Can be useful for deserializing." -msgstr "" -"Convierte un [param dictionary] (creado con [method inst_to_dict]) en una " -"instancia de objeto. Puede ser útil para deserializar datos." +msgid "Use [method @GlobalScope.type_convert] instead." +msgstr "Utiliza el [método @GlobalScope.type_convert] en su lugar." msgid "" -"Returns an array of dictionaries representing the current call stack. See " -"also [method print_stack].\n" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" "\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." -msgstr "" -"Devuelve un array de diccionarios que representan la pila de llamadas actual. " -"Véase también [method print_stack].\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Empezando desde [code]_ready()[/code],[code]bar()[/code] esto imprimirá:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Nota:[/b] Esta función sólo funciona si la instancia en ejecución está " -"conectada a un servidor de depuración (i.e. una instancia de editor). [method " -"get_stack] no funcionará en proyectos exportados en modo release, o en " -"proyectos exportados en modo depuración si no se está conectado a un servidor " -"de depuración.\n" -"[b]Nota:[/b] La llamada a esta función desde un [Thread] no está soportada. " -"Si lo hace, devolverá un array vacío." - -msgid "" -"Returns the passed [param instance] converted to a Dictionary. Can be useful " -"for serializing.\n" -"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " -"attached or objects allocated within built-in scripts.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Prints out:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" -msgstr "" -"Devuelve la [instancia param] pasada, convertida en un Diccionario. Puede ser " -"útil para serializar.\n" -"[b]Nota:[/b] No se puede utilizar para serializar objetos con scripts " -"integrados adjuntos o objetos asignados dentro de scripts integrados.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst2dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Imprime:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" - -msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise a runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"Devuelve [code]true[/code] si [el valor del parámetro] es una instancia del " -"[tipo de parámetro]. El valor del [tipo de parámetro] debe de ser uno de los " -"siguientes:\n" -"- Una constante de la enumeración [enum Variant.Type], por ejemplo [constant " -"TYPE_INT].\n" -"- Una clase derivada de [Object] la cual existe en [ClassDB], por ejemplo " -"[Node].\n" -"- Un [Script] (puedes utilizar cualquier clase, incluyendo una interna).\n" -"A diferencia del operando derecho del operador [code]is[/code], [param type] " -"puede ser un valor no constante. El operador [code]is[/code] soporta más " -"características (como los arrays tipados) y es más eficaz. Utiliza el " -"operador en vez de este método si no necesitas chequeo de tipificación " -"dinámico (dynamic type checking).\n" -"Ejemplos:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Nota:[/b] Si [param value] y/o [param type] son objetos liberados (ver " -"[method @GlobalScope.is_instance_valid]), o [param type] no es una de las " -"opciones de arriba, este método lanzará un error de ejecución (runtime " -"error).\n" -"Ver también [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (y otros métodos [Array])." - -msgid "" -"Returns a [Resource] from the filesystem located at [param path]. During run-" -"time, the resource is loaded when the script is being parsed. This function " -"effectively acts as a reference to that resource. Note that this function " -"requires [param path] to be a constant [String]. If you want to load a " -"resource from a dynamic/variable path, use [method load].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " -"the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Create instance of a scene.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" -"Devuelve un [Recurso] del sistema de archivos ubicado en [parámetro ruta]. El " -"recurso se carga durante el análisis sintáctico del script, es decir, se " -"carga con el script y [method preload] actúa efectivamente como una " -"referencia a ese recurso. Tenga en cuenta que el método requiere una ruta " -"constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice " -"[method load].\n" -"[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con el " -"botón derecho del ratón en un recurso del Panel de activos y eligiendo " -"\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de " -"archivos al script.\n" +"[i]obsoleto.[/i] Usar [method @GlobalScope.type_convert] en su lugar.\n" +"Convierte [param what] a [param type] de la mejor forma posible. El [param " +"type] usa los valores de[enum Variant.Type].\n" "[codeblock]\n" -"# Instancia una escena.\n" -"var diamante = preload(\"res://diamante.tscn\").instance()\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Imprime true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b)• • • • • • • • # Prints [4, 2, 1]\n" +"print(b is Array) # Imprime false\n" "[/codeblock]" msgid "" -"Like [method @GlobalScope.print], but includes the current stack frame when " -"running with the debugger turned on.\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " +"Object instance. Can be useful for deserializing." msgstr "" -"Imprime una registro de la pila en la ubicación del código, solo funciona " -"cuando se ejecuta con el depurador activado.\n" -"La salida en la consola se vería algo así:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]" +"Convierte un [param dictionary] (creado con [method inst_to_dict]) en una " +"instancia de objeto. Puede ser útil para deserializar datos." msgid "" -"Prints a stack trace at the current code location. See also [method " -"get_stack].\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"Imprime un seguimiento de la pila en la ubicación de código actual. Véase " -"también [method get_stack].\n" -"La salida en la consola puede verse similar a la siguiente:\n" -"[codeblock[\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Nota:[/b] Esta función solo actua correctamente si la instancia ejecutada " -"está conectada a un servidor de depuración (p.e. una instancia de editor). " -"[method print_stack] no funcionará en proyectos exportados en modo release, o " -"en proyectos exportados en modo depurar si no está conectado a un server de " -"depuración.\n" -"[b]Nota:[/b] Llamar a esta función desde un hilo no está soportado. Hacerlo " -"en este caso imprimirá el ID del hilo." - -msgid "" -"Returns an array with the given range. [method range] can be called in three " -"ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " -"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" -"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " -"respectively.\n" -"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " -"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " -"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " -"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" -"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " -"[code]0[/code], an error message is printed.\n" -"[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" -"Examples:\n" -"[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" -"[/codeblock]\n" -"To iterate over an [Array] backwards, use:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"To iterate over [float], convert them in the loop.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Output:\n" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String] or [StringName], the element count of any array " +"type, or the size of a [Dictionary]. For every other Variant type, a run-time " +"error is generated and execution is stopped.\n" "[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" "[/codeblock]" msgstr "" -"Devuelve un array con el rango dado. [method range] puede ser invocado de " -"tres maneras:\n" -"[code]range(n: int)[/code]: Comienza desde 0, incrementa en intervalos de 1, " -"y para [i]antes de[/i] [code]n[/code]. El argumento [code]n[/code] es " -"[b]exclusivo[/b].\n" -"[code]range(b: int, n: int)[/code]: Comienza desde [code]b[/code], incrementa " -"en intervalos de 1, y para [i]antes de[/i] [code]n[/code]. Los argumentos " -"[code]b[/code] y [code]n[/code] son [b]inclusivo[/b] y [b]exclusivo[/b], " -"respectivamente.\n" -"[code]range(b: int, n: int, s: int)[/code]: Comiensa desde [code]b[/code], " -"incrementa o decrementa en pasos de [code]s[/code], y para [i]antes de[/i] " -"[code]n[/code]. Los argumentos [code]b[/code] y [code]n[/code] son " -"[b]inclusivo[/b] y [b]exclusivo[/b], respectivamente. El argumento [code]s[/" -"code] [b]puede[/b] ser negativo, pero no [code]0[/code]. Si [code]s[/code] es " -"[code]0[/code], se mostrará un mensaje de error.\n" -"[method range] convierte todos los argumentos a [int] antes de procesarse.\n" -"[b]Note:[/b] Devuelve un array vacío si ningún valor cumple la restricción de " -"valor (v.g. [code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n" -"Ejemplos:\n" -"[codeblock]\n" -"print(range(4)) # Imprime [0, 1, 2, 3]\n" -"print(range(2, 5)) # Imprime [2, 3, 4]\n" -"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n" -"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n" -"[/codeblock]\n" -"Para iterar un [Array] hacia atrás, utilice:\n" +"Devuelve la longitud de la variable [code]var[/code]. La longitud es el " +"número de caracteres de la cadena, el número de elementos de la matriz, el " +"tamaño del diccionario, etc. Para cualquier otro tipo de Variante, un error " +"de tiempo-de-ejecución es generado y la ejecución el detenida.\n" +"[b]Nota:[/b] Genera un error fatal si la variable no puede proporcionar una " +"longitud.\n" "[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size(), 0, -1):\n" -" print(array[i - 1])\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"Para iterar sobre [float], conviertelos en el bucle.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Salida:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Devuelve 4\n" +"\n" +"b = \"Hola!\"\n" +"len(b) # Devuelve 6\n" "[/codeblock]" msgid "" @@ -909,402 +638,82 @@ msgstr "" "[annotation @export_group] y [annotation @export_subgroup]." msgid "" -"Export a [Color] property without allowing its transparency ([member Color." -"a]) to be edited.\n" -"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" -msgstr "" -"Exportar una propiedad [Color] sin permitir que su transparencia ([member " -"Color.a]) sea editada.\n" -"Ver también [constante PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" -"See also [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"Exportar una propiedad [String] como ruta a un directorio. La ruta estará " -"limitada a la carpeta del proyecto y sus subcarpetas. Vease [annotation " -"@export_global_dir] para\n" -"permitir seleccionar un directorio del sistema de archivos completo.\n" -"Ver también [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " -"order the values are provided. You can add explicit values using a colon. If " -"the property is a [String], then the value is stored.\n" -"See also [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"If you want to set an initial value, you must specify it explicitly:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"If you want to use named GDScript enums, then use [annotation @export] " -"instead:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad [int] o [String] como una lista enumerada de opciones. " -"Si la propiedad es un [int], entonces el indice del valor es guardado, en el " -"mismo orden de los valores propocionados. Se pueden agregar valores " -"explicitos con un dos puntos (:). Si la propiedad es un [String], entonces el " -"valor es guardado.\n" -"Mirar tambien [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"Si queres asignar un valor inicial, lo debes especificar de forma explicita:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"Si queres usar los enums de GDSCript con nombre, entonces en cambio usa " -"[annotation @export]:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" - -msgid "" -"Export a floating-point property with an easing editor widget. Additional " -"hints can be provided to adjust the behavior of the widget. " -"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " -"for editing attenuation properties. [code]\"positive_only\"[/code] limits " -"values to only be greater than or equal to zero.\n" -"See also [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad de punto flotante con un widget de editor suavizado. " -"Pistas adicionales pueden ser dadas para ajustar el comportamiento del " -"widget. [code]\"attenuation\"[/code] invierte la curva, lo cual lo hace mas " -"intuitivo para editar las propiedades de atenuacion. [code]\"positive_only\"[/" -"code] limita los valores para ser iguales o mayores a cero.\n" -"Mirar ademas [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a file. The path will be limited to " -"the project folder and its subfolders. See [annotation @export_global_file] " -"to allow picking from the entire filesystem.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad [String] como una ruta hacia un archivo. La ruta va a " -"ser limitada a la carpeta del proyecto y sus subcarpetas. Ver [annotation " -"@export_global_file] para permitir elegir del sistema de archivos entero.\n" -"Si [param filter] es dado, solo archivos que coincidan estarán disponibles " -"para ser elegidos.\n" -"Mirar tambien [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field. This allows to store several " -"\"checked\" or [code]true[/code] values with one property, and comfortably " -"select them from the Inspector dock.\n" -"See also [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"You can add explicit values using a colon:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"You can also combine several flags:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" -msgstr "" -"Exporta la propiedad de un entero como un pequeño campo de indicador. Esto " -"permite guardar varios valores \"checked\" (revisados) o [code]true[/code] " -"con una propiedad, y seleccionarlos cómodamente desde el Panel inspector.\n" -"Véase también [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"Puedes añadir valores explícitos utilizando dos puntos:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"Pueden incluso combinarse varios indicadores:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] El valor de un indicador debe ser al menos [code]1[/code] y " -"máximo [code]2 ** 32 - 1[/code].\n" -"[b]Note:[/b] A diferencia de [annotation @export_enum], el valor explícito " -"anterior no está tomado en cuenta. En el siguiente ejemplo, A es 16, B es 2, " -"C es 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 2D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta una pripiedad entera como un flag binario para las capas de " -"navegación 2D. El widget en el Inspector dock va a usar los nombres de capas " -"definidos en [member ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"Mirar tambien [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@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 "" -"Exporta una propiedad de entero como un campo bit flag para capas físicas 2D. " -"El widget del inspector usará el nombre de la capa definido en [member " -"ProjectSettings.layer_names/2d_physics/layer_1].\n" -"Vea también [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 " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta un Integer como un campo bit flag para las capas de render 2D. El " -"widget del inspector usará el nombre de la capa definido en [member " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"Vea también [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name in " +"the Inspector dock.\n" +"If no [param prefix] is provided, then every following property will be added " +"to the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad de tipo Integer como big flag para las capas de " -"navegación 3D. La ventana del inspector usará los nombres de las capas " -"definidas en:\n" -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"Vea también:\n" -"PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" "\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad Integer como un bit flag para capas de físicas 3D. El " -"widget del inspector usará el nombre definido en[member ProjectSettings." -"layer_names/3d_physics/layer_1].\n" -"Vea también [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D render layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad de un numero entero como un campo de bits para capas de " -"render 3D. El widget en el panel de inspección utilizará el nombre de la capa " -"definido en [member ProjectSettings.layer_names/3d_render/layer_1].\n" -"Vea también [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for navigation avoidance " -"layers. The widget in the Inspector dock will use the layer names defined in " -"[member ProjectSettings.layer_names/avoidance/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad de tipo Integer como campo de bit flag para las capas " -"de prevención de navegación.\n" +"@export_group(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" "\n" -"El widget en el inspector usará los nombres definidos en [member " -"ProjectSettings.layer_names/avoidance/layer_1].\n" -"Consulte también [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a directory. The path can " -"be picked from the entire filesystem. See [annotation @export_dir] to limit " -"it to the project folder and its subfolders.\n" -"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" -"Exporta un [String] como ruta absoluta a un directorio. La ruta puede ser " -"tomada desde el Sistema de Archivos. Vea\n" -"[annotation @export_dir] para limitarlo a las carpetas del Proyecto y sus " -"subcarpetas.\n" -"Consulte también [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a file. The path can be " -"picked from the entire filesystem. See [annotation @export_file] to limit it " -"to the project folder and its subfolders.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"Define un nuevo grupo para las siguientes propiedades exportadas. Esto ayuda " +"a organizar las propiedades en el panel Inspector. Los grupos pueden ser " +"agregados con un [prefijo de parameteo] opcional, que podría hacer un grupo " +"para solo considerar las propiedades que tenga este prefijo. El agrupamiento " +"se romperá con la primera propiedad que no tenga un prefijo. El prefijo " +"también sera removido del nombre de la propiedad en el panel Inspector.\n" +"Si no se proporciona un [param prefix], entonces cada propiedad siguiente " +"sera agregada al grupo. El grupo se disuelve para cuando el grupo o categoría " +"siguiente es definida. Tambien puedes forzar la disolución de un grupo usando " +"esta anotación con cadenas vacías como parámetros, [code]@export_group(\"\", " +"\"\")[/code].\n" +"Los grupos no pueden ser anidados, usa[annotation @export_subgroup] para " +"añadir subgrupos dentro de grupos.\n" +"Véase Tambien [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exporta una propiedad de tipo[String] como ruta absoluta a un archivo. La " -"ruta puede ser escogida del FileSystem.\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" "\n" -"Vea [annotation @export_file] para limitarlo a las carpetas y subcarpetas del " -"proyecto.\n" -"Si [param filter] es establecido, sólo los archivos marcados estarán " -"disponibles para seleccionar.\n" +"@export_group(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" "\n" -"Vea también[constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" "[/codeblock]" msgid "" -"Export a [String] property with a large [TextEdit] widget instead of a " -"[LineEdit]. This adds support for multiline content and makes it easier to " -"edit large amount of text stored in the property.\n" -"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@export_multiline var character_biography\n" -"[/codeblock]" -msgstr "" -"Exportar una propiedad [String] con un widget [TextEdit] grande en vez de un " -"[LineEdit]. Esto añade soporte para contenido de múltiples líneas y facilita " -"editar una gran cantidad de texto almacenado en la propiedad.\n" -"Ver también [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@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" -"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also the " +"property value is copied when [method Resource.duplicate] or [method Node." +"duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" -"Exporta una propiedad [String] con un texto genérico mostrado en el widget " -"del editor cuando no hay valores presentes.\n" -"Vea también [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"Exporta una propiedad con el indicador [constant PROPERTY_USAGE_STORAGE]. La " +"propiedad no se muestra en el editor, pero es serializada y almacenada en la " +"escena o el archivo de recurso. Esto puede ser útil para los scripts " +"[annotation @tool]. Además, el valor de la propiedad es copiado cuando " +"[method Resource.duplicate] o [method Node.duplicate] es llamado, a " +"diferencia de las variables no-exportadas.\n" "[codeblock]\n" -"@export_placeholder(\"Nombre en minúscula\") var character_id: String\n" +"var a # No almacenado en el archivo, no se muestra en el editor.\n" +"@export_storage var b # Almacenado en el archivo, no se muestra en el " +"editor.\n" +"@export var c: int # Almacenado en el archivo, se muestra en el editor.\n" "[/codeblock]" msgid "" @@ -1389,15 +798,6 @@ msgstr "" "@onready var character_name: Label = $Label\n" "[/codeblock]" -msgid "" -"Make a script with static variables to not persist after all references are " -"lost. If the script is loaded again the static variables will revert to their " -"default values." -msgstr "" -"Crea un script con variables estáticas para no persistir después de perder " -"todas las referencias. Si el script es cargado nuevamente las variables " -"estática revierten su valor a sus respectivos valores predeterminados." - msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" @@ -1495,6 +895,40 @@ 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 hyperbolic arc (also called inverse) tangent of [param x], " +"returning a value in radians. Use it to get the angle from an angle's tangent " +"in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n" +"In mathematics, the inverse hyperbolic tangent is only defined for -1 < " +"[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " +"return negative [constant @GDScript.INF] and values equal or higher than 1 " +"return positive [constant @GDScript.INF] in order to prevent [method atanh] " +"from returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"var a = atanh(0.9) # Returns 1.47221948958322\n" +"tanh(a) # Returns 0.9\n" +"\n" +"var b = atanh(-2) # Returns -inf\n" +"tanh(b) # Returns -1\n" +"[/codeblock]" +msgstr "" +"Devuelve la tangente del arco hiperbólico (tambien llamado inverso) de [param " +"x], devolviendo un valor en radianes. Úsalo para obtener el ángulo desde la " +"tangente en un ángulo en espacio hiperbólico si [param x] está entre -1 y 1 " +"(no inclusivo).\n" +"En matemáticas, la inversa de la tangente hiperbólica es solo definida por -1 " +"< [param x] <1 en el conjunto real, por lo que valores iguales o menores a -1 " +"para [param x] develven [constant @GDScript.INF] negativos y valores iguales " +"o mayores a 1 devuelven [constant @GDScript.INF] positivo para prevenir que " +"[method atanh] devuelva [constant @GDScript.NAN].\n" +"[codeblock]\n" +"var a = atanh(0.9) # Devuelve 1.47221948958322\n" +"tanh(a) # Devuelve 0.9\n" +"\n" +"var b = atanh(-2) # Devuelve -inf\n" +"tanh(b) # Devuelve -1\n" +"[/codeblock]" + 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] " @@ -1505,6 +939,72 @@ msgstr "" "[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 "" +"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" +"[/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] (not currently supported by this method).\n" +"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" +"wise clamping, and will pick [param min] if [code]value < min[/code] or " +"[param max] if [code]value > max[/code]. To perform component-wise clamping " +"use the methods listed above." +msgstr "" +"Restringe el [param value], devolviendo una [Variant] no menor que [param " +"min] y no mayor que [param max]. Cualquier valor que pueda ser comparado con " +"los operadores \"menor que\" y \"mayor que\" funcionará.\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" +"[/codeblock]\n" +"[b]Nota:[/b] Para mejor seguridad de tipo, utilice [method clampf], [method " +"clampi], [method Vector2.clamp], [method Vector3.clamp], [method Vector3i." +"clamp], [method Vector4.clamp], [method Vector4i.clamp], o [method Color." +"clamp] (Actualmente no compatible con este método).\n" +"[b]Nota:[/b] Cuando utilice esto en vectores [i]no[/i] realizará restricción " +"de componentes, y elegirá [param min] si [code]value < min[/code] or [param " +"max] si [code]value > max[/code]. Para realizar restrición de componentes " +"utilice los metodos listados arriba." + +msgid "" +"Cubic interpolates between two values by the factor defined in [param weight] " +"with [param pre] and [param post] values." +msgstr "" +"Realiza una interpolación cúbica entre dos valores en base al factor definido " +"en [param weight] con los valores de [param pre] y [param post]." + +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]." +msgstr "" +"Realiza una interpolación cúbica entre dos valores de rotación con la ruta " +"más corta por el factor definido en [param weight] con los valores de [param " +"pre] y [param post]. Ver también [method lerp_angle]." + +msgid "" +"Cubic interpolates between two values by the factor defined in [param weight] " +"with [param pre] and [param post] values.\n" +"It can perform smoother interpolation than [method cubic_interpolate] by the " +"time values." +msgstr "" +"Realiza una interpolación cúbica entre dos valores según el factor definido " +"en [param weight] con los valores de [param pre] y [param post].\n" +"Puede realizar una interpolación más suave que [method cubic_interpolate] por " +"valores de tiempo." + msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibelios a energía lineal (audio)." @@ -1526,6 +1026,63 @@ msgstr "" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n" "[/codeblock]" +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x].\n" +"A type-safe version of [method floor], returning a [float]." +msgstr "" +"Redondea a [params x] hacia abajo (hacia el negativo infinito), devolviendo " +"el numero entero de mayor tamaño que no sea superior a [param x].\n" +"Una version con tipado seguro de [method floor], que devuelve un [float]." + +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x].\n" +"A type-safe version of [method floor], returning an [int].\n" +"[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " +"which rounds towards 0." +msgstr "" +"Redondea a [params x] hacia abajo (hacia el negativo infinito), devolviendo " +"el numero entero de mayor tamaño que no sea superior a [param x].\n" +"Una version con tipado seguro de [method floor], que devuelve un [int].\n" +"[b]Nota:[/b] Esta función [i]no[/i] es la misma que [code]int(x)[/code], la " +"cual redondea hacia 0." + +msgid "" +"Wraps [param value] between [code]0[/code] and the [param length]. If the " +"limit is reached, the next value the function returns is decreased to the " +"[code]0[/code] side or increased to the [param length] side (like a triangle " +"wave). If [param length] is less than zero, it becomes positive.\n" +"[codeblock]\n" +"pingpong(-3.0, 3.0) # Returns 3.0\n" +"pingpong(-2.0, 3.0) # Returns 2.0\n" +"pingpong(-1.0, 3.0) # Returns 1.0\n" +"pingpong(0.0, 3.0) # Returns 0.0\n" +"pingpong(1.0, 3.0) # Returns 1.0\n" +"pingpong(2.0, 3.0) # Returns 2.0\n" +"pingpong(3.0, 3.0) # Returns 3.0\n" +"pingpong(4.0, 3.0) # Returns 2.0\n" +"pingpong(5.0, 3.0) # Returns 1.0\n" +"pingpong(6.0, 3.0) # Returns 0.0\n" +"[/codeblock]" +msgstr "" +"Envuelve a [param value] entre [code]0[/code] y [param length]. Si el límite " +"es alcanzado, el siguiente valor que la función devuelva es reducido hacia " +"[code]0[/code] o incrementado hacia [param length] (como una ola triangular). " +"Si [param length] es menor que cero, se convierte en positivo.\n" +"[codeblock]\n" +"pingpong(-3.0, 3.0) # Devuelve 3.0\n" +"pingpong(-2.0, 3.0) # Devuelve 2.0\n" +"pingpong(-1.0, 3.0) # Devuelve 1.0\n" +"pingpong(0.0, 3.0) # Devuelve 0.0\n" +"pingpong(1.0, 3.0) # Devuelve 1.0\n" +"pingpong(2.0, 3.0) # Devuelve 2.0\n" +"pingpong(3.0, 3.0) # Devuelve 3.0\n" +"pingpong(4.0, 3.0) # Devuelve 2.0\n" +"pingpong(5.0, 3.0) # Devuelve 1.0\n" +"pingpong(6.0, 3.0) # Devuelve 0.0\n" +"[/codeblock]" + msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." @@ -2938,9 +2495,6 @@ msgstr "Para la animacion en ejecucion." msgid "The transition type." msgstr "El tipo de transicion." -msgid "The time to cross-fade between this state and the next." -msgstr "El tiempo de paso de este estado al siguiente." - msgid "Emitted when [member advance_condition] is changed." msgstr "Emitido cuando [member advance_condition] es cambiada." @@ -2968,12 +2522,6 @@ msgstr "" msgid "AnimationTree" msgstr "Árbol de Animación" -msgid "" -"Cross-fading time (in seconds) between each animation connected to the inputs." -msgstr "" -"Desvanecimiento en tiempo(en segundos) entre cada animacione conectada a las " -"salidas." - msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." @@ -4004,17 +3552,23 @@ msgstr "" msgid "Meta class for playing back audio." msgstr "Meta clase para reproducir el audio." -msgid "Plays back audio non-positionally." -msgstr "Reproduce el audio sin posición." +msgid "The audio will be played on all surround channels." +msgstr "El audio se reproducirá en todos los canales de sonido envolvente." -msgid "Returns the position in the [AudioStream] in seconds." -msgstr "Devuelve la posición en el [AudioStream] en segundos." +msgid "" +"The audio will be played on the second channel, which is usually the center." +msgstr "" +"El audio se reproducirá en el segundo canal, que suele ser el del centro." + +msgid "Returns the position in the [AudioStream]." +msgstr "Devuelve la posición en el [AudioStream]." msgid "" "Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer]." +"[AudioStreamPlayer2D]." msgstr "" -"Devuelve el objeto [AudioStreamPlayback] asociado a este [AudioStreamPlayer]." +"Devuelve el objeto [AudioStreamPlayback] asociado a este " +"[AudioStreamPlayer2D]." msgid "Sets the position from which audio will be played, in seconds." msgstr "" @@ -4028,12 +3582,8 @@ msgstr "" "Si [code]true[/code], el audio se reproduce cuando se añade al árbol de la " "escena." -msgid "" -"If the audio configuration has more than two speakers, this sets the target " -"channels. See [enum MixTarget] constants." -msgstr "" -"Si la configuración de audio tiene más de dos altavoces, esto establece los " -"canales de destino. Ver las constantes de [enum MixTarget]." +msgid "Maximum distance from which audio is still hearable." +msgstr "Distancia máxima desde la que se puede oír el audio." msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " @@ -4042,42 +3592,12 @@ msgstr "" "El tono y el tempo del audio, como multiplicador de la tasa de muestreo de la " "muestra de audio." -msgid "If [code]true[/code], audio is playing." -msgstr "Si [code]true[/code], el audio se está reproduciendo." - msgid "The [AudioStream] object to be played." msgstr "El objeto [AudioStream] que se va a reproducir." -msgid "Volume of sound, in dB." -msgstr "Volumen del sonido, en dB." - msgid "Emitted when the audio stops playing." msgstr "Emitido cuando el audio deja de reproducirse." -msgid "The audio will be played only on the first channel." -msgstr "El audio se reproducirá sólo en el primer canal." - -msgid "The audio will be played on all surround channels." -msgstr "El audio se reproducirá en todos los canales de sonido envolvente." - -msgid "" -"The audio will be played on the second channel, which is usually the center." -msgstr "" -"El audio se reproducirá en el segundo canal, que suele ser el del centro." - -msgid "Returns the position in the [AudioStream]." -msgstr "Devuelve la posición en el [AudioStream]." - -msgid "" -"Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer2D]." -msgstr "" -"Devuelve el objeto [AudioStreamPlayback] asociado a este " -"[AudioStreamPlayer2D]." - -msgid "Maximum distance from which audio is still hearable." -msgstr "Distancia máxima desde la que se puede oír el audio." - msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." @@ -6226,18 +5746,6 @@ msgstr "" "Devuelve [code]true[/code] si este es el control enfocado actual. Ver [member " "focus_mode]." -msgid "" -"The minimum size of the node's bounding rectangle. If you set it to a value " -"greater than (0, 0), the node's bounding rectangle will always have at least " -"this size, even if its content is smaller. If it's set to (0, 0), the node " -"sizes automatically to fit its content, be it a texture or child nodes." -msgstr "" -"El tamaño mínimo del rectángulo delimitador del nodo. Si lo fijas en un valor " -"mayor que (0, 0), el rectángulo delimitador del nodo siempre tendrá al menos " -"este tamaño, aunque su contenido sea menor. Si se establece en (0, 0), el " -"nodo se dimensiona automáticamente para ajustarse a su contenido, ya sea una " -"textura o un nodo hijo." - msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its current " @@ -7768,21 +7276,6 @@ msgstr "" "personalizado con [method remove_control_from_container] y libéralo con " "[method Node.queue_free]." -msgid "" -"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" -"If the dock is repositioned and as long as the plugin is active, the editor " -"will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_docks] and free it with [method Node.queue_free]." -msgstr "" -"Añade el control a una ranura específica del dock (ver [enum DockSlot] para " -"las opciones).\n" -"Si se reposiciona el dock y mientras el plugin esté activo, el editor " -"guardará la posición del dock en sesiones posteriores.\n" -"Cuando tu plugin esté desactivado, asegúrate de eliminar tu control " -"personalizado con [method remove_control_from_docks] y libéralo con [method " -"Node.queue_free]." - msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so use " "this object to make sure this happens when it's worth it." @@ -8251,13 +7744,6 @@ msgstr "Devuelve los siguientes 32 bits del archivo como un número real." msgid "Returns the size of the file in bytes." msgstr "Devuelve el tamaño del archivo en bytes." -msgid "" -"Returns the next line of the file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." -msgstr "" -"Devuelve la siguiente línea del archivo como una [String].\n" -"El texto se interpreta como codificado en UTF-8." - msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." @@ -8285,13 +7771,6 @@ msgstr "Devuelve la posición del cursor del archivo." msgid "Returns the next bits from the file as a floating-point number." msgstr "Devuelve los siguientes bits del archivo como un número real." -msgid "" -"Returns a SHA-256 [String] representing the file at the given path or an " -"empty [String] on failure." -msgstr "" -"Devuelve un SHA-256 [String] que representa el archivo en la ruta dada o un " -"[String] vacío al fallar." - msgid "Returns [code]true[/code] if the file is currently opened." msgstr "Devuelve [code]true[/code] si el archivo está actualmente abierto." @@ -8999,9 +8478,6 @@ msgstr "" "operaciones de bajo nivel y sólo está disponible en builds de Godot en mono.\n" " Ver también [CSharpScript]." -msgid "Restarts all the existing particles." -msgstr "Reinicia todas las partículas existentes." - msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." @@ -9009,9 +8485,6 @@ msgstr "" "Devuelve el cuadro delimitador alineado con el eje que contiene todas las " "partículas que están activas en el cuadro actual." -msgid "Restarts the particle emission, clearing existing particles." -msgstr "Reinicia la emisión de partículas, limpiando las partículas existentes." - msgid "[Mesh] that is drawn for the first draw pass." msgstr "[Mesh] que se dibuja para el primer pase de dibujado." @@ -9106,12 +8579,12 @@ msgstr "El icono del botón de reinicio del zoom." msgid "The background drawn under the grid." msgstr "El fondo dibujado bajo la cuadrícula." -msgid "The text displayed in the GraphNode's title bar." -msgstr "El texto que se muestra en la barra de título del GraphNode." - msgid "The color modulation applied to the resizer icon." msgstr "La modulación de color aplicada al icono de redimensionamiento." +msgid "The text displayed in the GraphNode's title bar." +msgstr "El texto que se muestra en la barra de título del GraphNode." + msgid "Horizontal offset for the ports." msgstr "Desplazamiento horizontal de los puertos." @@ -10750,17 +10223,6 @@ msgstr "" "Devuelve [code]true[/code] si el tipo de este evento de entrada es uno que " "puede ser asignado a una acción de entrada." -msgid "" -"The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " -"input from a touchscreen. This can be used to distinguish emulated mouse " -"input from physical mouse input." -msgstr "" -"El ID del dispositivo del evento.\n" -"[b]Nota:[/b] Este ID de dispositivo siempre será [code]-1[/code] para la " -"entrada emulada del ratón desde una pantalla táctil. Puede utilizarse para " -"distinguir la entrada de ratón emulada de la entrada de ratón física." - msgid "The action's name. Actions are accessed via this [String]." msgstr "" "El nombre de la acción. Se accede a las acciones a través de esta [String]." @@ -10865,9 +10327,6 @@ msgid "The drag event index in the case of a multi-drag event." msgstr "" "El índice de eventos de arrastre en el caso de un evento de arrastre múltiple." -msgid "The drag position." -msgstr "La posición de arrastre." - msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" @@ -12190,14 +11649,6 @@ msgstr "La [MultiMesh] que será dibujada por la [MultiMeshInstance2D]." msgid "Node that instances a [MultiMesh]." msgstr "Nodo que instancia un [MultiMesh]." -msgid "" -"Returns the sender's peer ID for the RPC currently being executed.\n" -"[b]Note:[/b] If not inside an RPC this method will return 0." -msgstr "" -"Devuelve la identificación del remitente para la RPC que se está ejecutando " -"actualmente.\n" -"[b]Nota:[/b] Si no está dentro de una RPC este método devolverá 0." - msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "Devuelve el estado actual de la conexión. Ver [enum ConnectionStatus]." @@ -12628,16 +12079,6 @@ msgstr "" msgid "The culling mode to use." msgstr "El modo de selección a utilizar." -msgid "" -"A [Vector2] array with the index for polygon's vertices positions.\n" -"[b]Note:[/b] The returned value is a copy of the underlying array, rather " -"than a reference." -msgstr "" -"Un array [Vector2] con el índice para las posiciones de los vértices del " -"polígono.\n" -"[b]Nota:[/b] El valor devuelto es una copia de la array subyacente, más que " -"una referencia." - msgid "Culling is disabled. See [member cull_mode]." msgstr "La extracción está desactivada. Ver [member cull_mode]." @@ -12758,13 +12199,6 @@ msgstr "Una abstracción de una escena serializada." msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos." -msgid "" -"Pack will ignore any sub-nodes not owned by given node. See [member Node." -"owner]." -msgstr "" -"Pack ignorará cualquier subnodo que no pertenezca a un nodo determinado. Ver " -"[member Node.owner]." - msgid "Appends a string element at end of the array." msgstr "Añade un elemento de string al final de la array." @@ -13135,30 +12569,6 @@ msgstr "Expone los datos relacionados con el rendimiento." msgid "Represents the size of the [enum Monitor] enum." msgstr "Representa el tamaño del enum [enum Monitor]." -msgid "" -"Called during physics processing, allowing you to read and safely modify the " -"simulation state for the object. By default, it works in addition to the " -"usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration for " -"a body." -msgstr "" -"Llamado durante el procesamiento de la física, que permite leer y modificar " -"con seguridad el estado de simulación del objeto. Por defecto, funciona " -"además del comportamiento físico habitual, pero la propiedad [member " -"custom_integrator] te permite deshabilitar el comportamiento por defecto y " -"hacer una integración de fuerza totalmente personalizada para un cuerpo." - -msgid "" -"If [code]true[/code], internal force integration will be disabled (like " -"gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] function, " -"if defined." -msgstr "" -"Si [code]true[/code], la integración de la fuerza interna se desactivará " -"(como la gravedad o la fricción del aire) para este cuerpo. Aparte de la " -"respuesta a la colisión, el cuerpo sólo se moverá según lo determinado por la " -"función [method _integrate_forces], si está definida." - msgid "The body's mass." msgstr "La masa del cuerpo." @@ -13224,9 +12634,6 @@ msgstr "Devuelve el índice de forma local de la colisión." msgid "Returns the current state of the space, useful for queries." msgstr "Devuelve el estado actual del espacio, útil para las consultas." -msgid "Calls the built-in force integration code." -msgstr "Llama al código de integración de fuerzas incorporado." - msgid "The inverse of the inertia of the body." msgstr "El inverso de la inercia del cuerpo." @@ -13597,13 +13004,6 @@ msgid "" msgstr "" "Si [code]true[/code], se activa el modo de detección de colisión continua." -msgid "" -"Returns whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"Devuelve si un cuerpo utiliza una función de retrollamada para calcular su " -"propia física (ver [method body_set_force_integration_callback])." - msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " @@ -13651,13 +13051,6 @@ msgstr "" "Establece el modo del cuerpo, a partir de una de las constantes de [enum " "BodyMode]." -msgid "" -"Sets whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"Establece si un cuerpo utiliza una función de llamada de retorno para " -"calcular su propia física (ver [method body_set_force_integration_callback])." - msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." @@ -13695,31 +13088,6 @@ msgstr "" "Establece un parámetro cone_twist_joint (ver las constantes [enum " "ConeTwistJointParam])." -msgid "" -"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "" -"Obtiene una flag generic_6_DOF_joint (véase las constantes [enum " -"G6DOFJointAxisFlag])." - -msgid "" -"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "" -"Obtiene un parámetro generic_6_DOF_joint (véase las constantes [enum " -"G6DOFJointAxisParam])." - -msgid "" -"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "" -"Establece una flag generic (véase las constantes [enum G6DOFJointAxisFlag])." - -msgid "" -"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "" -"Establece un parámetro generic_6_DOF_joint (véase las constantes [enum " -"G6DOFJointAxisParam])." - msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" "Obtiene una flag de hinge_joint (ver constantes de [enum HingeJointFlag])." @@ -14439,18 +13807,6 @@ msgstr "" "La descripción del proyecto, que se muestra como una sugerencia en el " "Administrador de Proyectos cuando se pasa el cursor por encima del proyecto." -msgid "" -"If [code]true[/code], enables low-processor usage mode. This setting only " -"works on desktop platforms. The screen is not redrawn if nothing changes " -"visually. This is meant for writing applications and editors, but is pretty " -"useless (and can hurt performance) in most games." -msgstr "" -"Si [code]true[/code], habilita el modo de uso del procesador bajo. Esta " -"configuración sólo funciona en plataformas de escritorio. La pantalla no se " -"redibuja si nada cambia visualmente. Esto está pensado para escribir " -"aplicaciones y editores, pero es bastante inútil (y puede perjudicar el " -"rendimiento) en la mayoría de los juegos." - msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." @@ -14608,13 +13964,6 @@ msgstr "" "Si [code]verdad[/code], el indicador de casa se oculta automáticamente. Esto " "sólo afecta a los dispositivos iOS sin un botón de inicio físico." -msgid "" -"When creating node names automatically, set the type of casing in this " -"project. This is mostly an editor setting." -msgstr "" -"Al crear los nombres de los nodos de forma automática, establezca el tipo de " -"carcasa en este proyecto. Esto es mayormente un ajuste de editor." - msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." @@ -14933,15 +14282,6 @@ msgstr "" "hay ningún objeto que intersecte el rayo (es decir, [method is_colliding] " "devuelve [code]false[/code])." -msgid "" -"Returns the shape ID of the first object that the ray intersects, or [code]0[/" -"code] if no object is intersecting the ray (i.e. [method is_colliding] " -"returns [code]false[/code])." -msgstr "" -"Devuelve el ID de la forma del primer objeto que el rayo intersecta, o " -"[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, " -"[method is_colliding] devuelve [code]false[/code])." - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -16158,21 +15498,6 @@ msgstr "La fuente por defecto." msgid "The normal background for the [RichTextLabel]." msgstr "El fondo normal para el [RichTextLabel]." -msgid "" -"Allows you to read and safely modify the simulation state for the object. Use " -"this instead of [method Node._physics_process] if you need to directly change " -"the body's [code]position[/code] or other physics properties. By default, it " -"works in addition to the usual physics behavior, but [member " -"custom_integrator] allows you to disable the default behavior and write " -"custom force integration for a body." -msgstr "" -"Permite leer y modificar con seguridad el estado de simulación del objeto. " -"Utilízalo en lugar del [method Node._physics_process] si necesitas cambiar " -"directamente la [code]position[/code] del cuerpo o otras propiedades físicas. " -"Por defecto, funciona además del comportamiento físico habitual, pero [member " -"custom_integrator] te permite desactivar el comportamiento por defecto y " -"escribir la integración de fuerza personalizada para un cuerpo." - msgid "" "Sets the body's velocity on the given axis. The velocity in the given vector " "axis will be set as the given vector length. This is useful for jumping " @@ -16198,15 +15523,6 @@ msgstr "" "Métodos para raycasting y shapecasting están disponibles. Véase [enum " "CCDMode] para más detalles." -msgid "" -"If [code]true[/code], internal force integration is disabled for this body. " -"Aside from collision response, the body will only move as determined by the " -"[method _integrate_forces] function." -msgstr "" -"Si es [code]true[/code], la integración para fuerzas internas está " -"desabilitada para este cuerpo. Aparte de reaccionar a colisiones, el cuerpo " -"sólo se moverá por la función [method _integrate_forces]." - msgid "" "Multiplies the gravity applied to the body. The body's gravity is calculated " "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > " @@ -16506,15 +15822,6 @@ msgstr "Devuelve el [RID] de una instancia de Skeleton2D." msgid "Clear all the bones in this skeleton." msgstr "Limpia todos los huesos de este esqueleto." -msgid "" -"Returns the overall transform of the specified bone, with respect to the " -"skeleton. Being relative to the skeleton frame, this is not the actual " -"\"global\" transform of the bone." -msgstr "" -"Devuelve la transformación general del hueso especificado, con respecto al " -"esqueleto. Siendo relativa al marco del esqueleto, esta no es la " -"transformación \"global\" real del hueso." - msgid "Radiance texture size is 32×32 pixels." msgstr "El tamaño de la textura de la radiación es de 32×32 píxeles." @@ -17245,15 +16552,6 @@ msgstr "" "Despeja toda la información pasada a la herramienta de la superficie hasta " "ahora." -msgid "" -"Commits the data to the same format used by [method ArrayMesh." -"add_surface_from_arrays]. This way you can further process the mesh data " -"using the [ArrayMesh] API." -msgstr "" -"Confirma los datos al mismo formato utilizado por el [method ArrayMesh." -"add_surface_from_arrays]. De esta manera se puede seguir procesando los datos " -"de la malla usando la API [ArrayMesh]." - msgid "Creates a vertex array from an existing [Mesh]." msgstr "Crea un array de vértices a partir de una [Mesh] existente." @@ -17461,12 +16759,6 @@ msgstr "Deselecciona la selección actual." msgid "Returns the text of a specific line." msgstr "Devuelve el texto de una línea específica." -msgid "Returns the selection begin line." -msgstr "Devuelve la línea de inicio de la selección." - -msgid "Returns the selection end line." -msgstr "Devuelve la línea final de selección." - msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Devuelve [code]true[/code] si una acción de \"redo\" está disponible." @@ -17476,14 +16768,6 @@ msgstr "Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\". msgid "Perform redo operation." msgstr "Realiza la operación de rehacer." -msgid "" -"Perform selection, from line/column to line/column.\n" -"If [member selecting_enabled] is [code]false[/code], no selection will occur." -msgstr "" -"Realiza la selección, de línea/columna a línea/columna.\n" -"Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna " -"selección." - msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -17492,9 +16776,6 @@ msgstr "" "Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna " "selección." -msgid "Sets the text for a specific line." -msgstr "Establece el texto para una línea específica." - msgid "Perform undo operation." msgstr "Realiza la operación de deshacer." @@ -18554,11 +17835,6 @@ msgstr "" "Hace que las operaciones de \"hacer\"/\"deshacer\" se mantengan en acciones " "separadas." -msgid "Makes subsequent actions with the same name be merged into one." -msgstr "" -"Hace que las acciones subsiguientes con el mismo nombre se fusionen en una " -"sola." - msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "Añade el [UPNPDevice] dado a la lista de dispositivos descubiertos." @@ -18894,11 +18170,6 @@ msgstr "" "Vector de la unidad de descenso. Y está abajo en 2D, así que este vector " "apunta a +Y." -msgid "" -"Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "" -"Devuelve el vector \"rebotado\" de un plano definido por la normalidad dada." - msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -19220,9 +18491,6 @@ msgstr "Representa el tamaño del enum [enum RenderInfo]." msgid "Objects are displayed normally." msgstr "Los objetos se muestran normalmente." -msgid "Objects are displayed in wireframe style." -msgstr "Los objetos se muestran en el estilo wireframe." - msgid "Parent of all visual 3D nodes." msgstr "Padre de todos los nodos visuales 3D." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index cdcafd34b2ff..e1cc7f7a6d72 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -96,13 +96,17 @@ # Pandores , 2024. # Didier Morandi , 2024. # Joshua Adamec , 2024. +# laumane , 2024. +# normigon , 2024. +# Miokoba , 2024. +# Xltec , 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: 2024-02-24 22:50+0000\n" -"Last-Translator: Joshua Adamec \n" +"PO-Revision-Date: 2024-05-01 22:07+0000\n" +"Last-Translator: Xltec \n" "Language-Team: French \n" "Language: fr\n" @@ -110,7 +114,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "All classes" msgstr "Toutes les classes" @@ -242,6 +246,9 @@ msgstr "" "Cette valeur est un nombre entier composé d'un masque de bits des options " "suivantes." +msgid "No return value." +msgstr "Aucune valeur de retour." + msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" @@ -400,56 +407,6 @@ msgstr "" "les comparaisons afin d'éviter les problèmes d'erreur de précision en virgule " "flottante." -msgid "" -"Asserts that the [param condition] is [code]true[/code]. If the [param " -"condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " -"reporting errors to project developers or add-on users.\n" -"An optional [param message] can be shown in addition to the generic " -"\"Assertion failed\" message. You can use this to provide additional details " -"about why the assertion failed.\n" -"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " -"only executed in debug builds or when running the project from the editor. " -"Don't include code that has side effects in an [method assert] call. " -"Otherwise, the project will behave differently when exported in release " -"mode.\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20.\n" -"var speed = -10\n" -"assert(speed < 20) # True, the program will continue.\n" -"assert(speed >= 0) # False, the program will stop.\n" -"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " -"statements in one check.\n" -"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" -"[/codeblock]" -msgstr "" -"Vérifie que la [param condition] est vraie ([code]true[/code]). Si la [param " -"condition] est fausse ([code]false[/code]), une erreur est générée. Si le " -"programme est lancé via l'éditeur, son exécution sera aussi interrompue " -"jusqu'à ce que vous le redémarriez. Cela peut être utilisé comme une " -"alternative plus radicale à [method @GlobalScope.push_error] pour signaler " -"des erreurs aux développeurs de projets ou utilisateurs de plugins.\n" -"Un [param message] facultatif peut être affiché en plus du message générique " -"\"Assertion failed\". Vous pouvez l'utiliser pour fournir des détails " -"supplémentaires sur la raison de l'échec de l'assertion.\n" -"[b]Attention :[/b] Par souci de performance, le code inclus dans [method " -"assert] n'est exécuté que dans les builds de débogage, ou quand vous lancez " -"votre projet depuis l'éditeur. N'incluez pas de code qui modifie l'état du " -"script dans un appel à [method assert]. Sinon, votre projet aura un " -"fonctionnement différent une fois exporté pour la production (release " -"build).\n" -"[codeblock]\n" -"# Imaginez que nous voulons une vitesse toujours comprise entre 0 et 20.\n" -"var speed = -10\n" -"assert(speed < 20) # Vrai, le programme continue.\n" -"assert(speed >= 0) # Faux, le programme s'interrompt.\n" -"assert(speed >= 0 and speed < 20) # Vous pouvez aussi combiner les deux " -"conditions en une seule vérification.\n" -"assert(speed < 20, \"speed = %f, mais la limite de vitesse est 20\" % speed) " -"# Affiche un message avec de plus amples détails.\n" -"[/codeblock]" - msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" @@ -501,142 +458,6 @@ msgstr "" "inst_to_dict]) à nouveau en une instance d'Objet. Utile pour la dé-" "sérialisation." -msgid "" -"Returns an array of dictionaries representing the current call stack. See " -"also [method print_stack].\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." -msgstr "" -"Renvoie un tableau de dictionnaires représentant la pile d'appels courante. " -"Voir aussi [method print_stack].\n" -"[codeblock]\n" -"func _ready() :\n" -" foo()\n" -"\n" -"func foo() :\n" -" bar()\n" -"\n" -"func bar() :\n" -" print(get_stack())\n" -"[/codeblock]\n" -"En partant de [code]_ready()[/code], [code]bar()[/code] imprimerait :\n" -"[codeblock]\n" -"[{fonction:bar, ligne:12, source:res://script.gd}, {fonction:foo, ligne:9, " -"source:res://script.gd}, {fonction:_ready, ligne:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note :[/b] Cette fonction ne fonctionne que si l'instance en cours " -"d'exécution est connectée à un serveur de débogage (c'est-à-dire une instance " -"d'éditeur). La [method get_stack] ne fonctionnera pas dans les projets " -"exportés en mode release, ou dans les projets exportés en mode debug s'ils ne " -"sont pas connectés à un serveur de débogage.\n" -"[b]Note(bis) :[/b] L'appel de cette fonction depuis un [Thread] n'est pas " -"pris en charge. Cela renverra un tableau vide." - -msgid "" -"Returns the passed [param instance] converted to a Dictionary. Can be useful " -"for serializing.\n" -"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " -"attached or objects allocated within built-in scripts.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Prints out:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" -msgstr "" -"Renvoie le [param instance] passé converti en un dictionnaire. Utile pour la " -"sérialisation.\n" -"[b]Remarque :[/b] Ne peut pas être utilisé pour sérialiser des objets " -"auxquels sont attachés des scripts intégrés ou des objets alloués dans des " -"scripts intégrés.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready() :\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Résultat :\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" - -msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise a runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"Renvoie [code]true[/code] si [param value] est une instance de [param type]. " -"La valeur de [param type] doit être l'une des suivantes :\n" -"- Une constante de l'énumération [enum Variant.Type], par exemple [constant " -"TYPE_INT].\n" -"- Une classe dérivée de [Object] qui existe dans [ClassDB], par exemple " -"[Node].\n" -"- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une " -"classe interne).\n" -"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param type] " -"peut être une valeur non constante. L'opérateur [code]is[/code] prend en " -"charge davantage de fonctionnalités (telles que les tableaux typés) et est " -"plus performant. Utilisez l'opérateur au lieu de cette méthode si vous n'avez " -"pas besoin d'une vérification dynamique des types.\n" -"Exemples :\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note :[/b] Si [param value] et/ou [param type] sont des objets libérés " -"(voir [method @GlobalScope.is_instance_valid]), ou si [param type] n'est pas " -"l'une des options ci-dessus, cette méthode lèvera une erreur d'exécution.\n" -"Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (et autres méthodes [Array])." - msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any array " @@ -662,252 +483,6 @@ msgstr "" "len(a) # Renvoie 6\n" "[/codeblock]" -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload]. This method is equivalent of " -"using [method ResourceLoader.load] with [constant ResourceLoader." -"CACHE_MODE_REUSE].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Load a scene called \"main\" located in the root of the project directory " -"and cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"Retourne une [Resource] depuis le système de fichiers localisé au chemin " -"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " -"un autre script ou dans la scène), la ressource est chargée depuis le disque " -"sur un appel de fonction, qui peut causer un petit délai, en particulier " -"pendant le chargement de larges scènes. Pour éviter des délais inutiles " -"lorsque vous chargez quelque chose plusieurs fois, vous pouvez stocker la " -"ressource dans une variable ou utiliser [method preload]. Cette méthode est " -"équivalent à utiliser [method ResourceLoader.load] avec [constant " -"ResourceLoader.CACHE_MODE_REUSE].\n" -"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " -"clic droit sur une ressource dans la barre d'outils du système de fichiers et " -"en choisissant \"Copier le chemin\", ou en déplaçant le fichier du système de " -"fichiers vers le script actuel.\n" -"[codeblock]\n" -"# Charge une scène appelée \"main\" située dans la racine du répertoire du " -"projet et la stocke dans une variable.\n" -"var main = load(\"res://main.tscn\") # main contiendra une ressource " -"PackedScene.\n" -"[/codeblock]\n" -"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera " -"toujours [code]null[/code].\n" -"Cette fonction est une version simplifiée de [method ResourceLoader.load], " -"qui peut être utilisée pour des scénarios plus avancés.\n" -"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en " -"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous " -"voulez importer des [Image]s au run-time, vous pouvez utiliser [method Image." -"load]. Si vous voulez importer des fichiers audios, vous pouvez utiliser " -"l'extrait décrit dans [member AudioStreamMP3.data].\n" -"[b]Note :[/b] Si [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] est [code]true[/code], [method @GDScript." -"load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si " -"vous comptez sur le chargement au moment de l'exécution des fichiers présents " -"dans le PCK, définissez [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] sur [code]false[/code]." - -msgid "" -"Returns a [Resource] from the filesystem located at [param path]. During run-" -"time, the resource is loaded when the script is being parsed. This function " -"effectively acts as a reference to that resource. Note that this function " -"requires [param path] to be a constant [String]. If you want to load a " -"resource from a dynamic/variable path, use [method load].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " -"the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Create instance of a scene.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" -"[/codeblock]" -msgstr "" -"Retourne la [Resource] localisée à [param path] dans le système de fichiers. " -"Pendant le run-time, la ressource est chargée lors de la lecture initiale du " -"script. Cette fonction agit efficacement comme une référence à cette " -"ressource. Notez que cette méthode nécessite que [param path] soit un " -"[String] constant. Si vous voulez charger une ressource depuis un chemin " -"variable/dynamique, utilisez [method load].\n" -"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en cliquant " -"avec le bouton droit sur la ressource dans la fenêtre des Assets puis en " -"choisissant \"Copier le chemin\", ou en faisant glisser le fichier depuis la " -"fenêtre \"Système de fichiers\" vers le script courant.\n" -"[codeblock]\n" -"# Instancie une scène.\n" -"var diamant = preload(\"res://diamant.tscn\").instantiate()\n" -"[/codeblock]" - -msgid "" -"Like [method @GlobalScope.print], but includes the current stack frame when " -"running with the debugger turned on.\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"Comme [method @GlobalScope.print], mais inclus l'image de la pile actuelle " -"quand le débogueur est activé.\n" -"La sortie dans la console ressemblerait à ceci :\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note : [/b] Appeler cette fonction depuis un [Thread] n'est pas supporté. " -"Le faire imprimerait alors l'ID du thread." - -msgid "" -"Prints a stack trace at the current code location. See also [method " -"get_stack].\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"Affiche une trace d'appels à l'endroit actuel du code. Voir également [method " -"get_stack].\n" -"Le résultat dans le terminal pourrait ressembler à ci-dessous :\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note :[/b] Cette fonction fonctionne uniquement si l'instance en cours " -"d’exécution est connectée à un serveur de débogage (par ex. une instance " -"d'éditeur). [method print_stack] ne fonctionnera pas dans les projets " -"exportés en mode publication, ou dans des projets exportés en mode débogage " -"s'il n'est pas connecté à un serveur de débogage.\n" -"[b]Note :[/b] Appeler cette fonction depuis un [Thread] n'est pas supporté. " -"Le faire ainsi écrira à la place l'ID du fil d'exécution." - -msgid "" -"Returns an array with the given range. [method range] can be called in three " -"ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " -"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" -"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " -"respectively.\n" -"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " -"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " -"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " -"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" -"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " -"[code]0[/code], an error message is printed.\n" -"[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" -"Examples:\n" -"[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" -"[/codeblock]\n" -"To iterate over an [Array] backwards, use:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"To iterate over [float], convert them in the loop.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" -msgstr "" -"Retourne un tableau avec l'intervalle donnée. [method range] peut être appelé " -"de trois façons :\n" -"[code]range(n: int)[/code] : Commence à 0, augmente par étape de 1, et " -"s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]n[/code] est " -"[b]exclusif[/b].\n" -"[code]range(b: int, n: int)[/code] : Commence à [code]b[/code], augmente par " -"étape de 1, et s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]b[/" -"code] est [b]inclusif[/b], et [code]n[/code] est [b]exclusif[/b], " -"respectivement.\n" -"[code]range(b: int, n: int, s: int)[/code] : Commence à [code]b[/code], " -"augmente/diminue par étape de [code]s[/code], et s'arrête [i]avant[/i] " -"[code]n[/code]. Les arguments [code]b[/code] et [code]n[/code] sont " -"[b]inclusifs[/b], et [code]n[/code] est [b]exclusif[/b]. L'argument [code]s[/" -"code] [b]peut[/b] être négatif, mais pas [code]0[/code]. Si [code]s[/code] " -"est [code]0[/code], un message d'erreur est affiché.\n" -"[method range] convertit tous les arguments en [int] avant le traitement.\n" -"[b]Note :[/b] Retourne un tableau vide si aucune valeur ne respecte les " -"contraintes (par ex. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/" -"code]).\n" -"Exemples :\n" -"[codeblock]\n" -"print(range(4)) # Affiche [0, 1, 2, 3]\n" -"print(range(2, 5)) # Affiche [2, 3, 4]\n" -"print(range(0, 6, 2)) # Affiche [0, 2, 4]\n" -"print(range(4, 1, -1)) # Affiche [4, 3, 2]\n" -"[/codeblock]\n" -"Pour parcourir un [Array] à l'envers, utilisez :\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"En sortie :\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"Pour itérer sur un [float], convertissez les dans la boucle.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"En sortie :\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" - msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -1012,361 +587,11 @@ msgstr "" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" -"[b]Note:[/b] Les catégories dans la liste de l'Inspector Dock divisent " +"[b]Note :[/b] Les catégories dans la liste de l'Inspector Dock divisent " "généralement les propriétés provenant de différentes classes (Node, Node2D, " "Sprite, etc.). Pour plus de clarté, il est recommandé d'utiliser plutôt " "[annotation @export_group] et [annotation @export_subgroup]." -msgid "" -"Export a [Color] property without allowing its transparency ([member Color." -"a]) to be edited.\n" -"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" -msgstr "" -"Exporter une propriété [Color] sans permettre l'édition de sa transparence " -"([membre Color.a]).\n" -"Voir aussi [constante PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" -"See also [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [String] en tant que chemin d'accès à un répertoire. Le " -"chemin sera limité au dossier du projet et à ses sous-dossiers. Voir " -"[annotation @export_global_dir] pour permettre de choisir dans l'ensemble du " -"système de fichiers.\n" -"Voir aussi [constante PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " -"order the values are provided. You can add explicit values using a colon. If " -"the property is a [String], then the value is stored.\n" -"See also [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"If you want to set an initial value, you must specify it explicitly:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"If you want to use named GDScript enums, then use [annotation @export] " -"instead:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [int] ou [String] sous la forme d'une liste énumérative " -"d'options. Si la propriété est un [int], l'index de la valeur est stocké, " -"dans l'ordre dans lequel les valeurs sont fournies. Vous pouvez ajouter des " -"valeurs explicites à l'aide de deux points. Si la propriété est un [String], " -"la valeur est stockée.\n" -"Voir aussi [constante PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Guerrier\", \"Magicien\", \"Voleur\") var character_class : " -"int\n" -"@export_enum(\"Lent :30\", \"Moyen :60\", \"Très rapide :200\") var " -"character_speed : int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name : String\n" -"[/codeblock]\n" -"Si vous souhaitez définir une valeur initiale, vous devez la spécifier " -"explicitement :\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name : String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"Si vous souhaitez utiliser des enums GDScript nommés, utilisez plutôt " -"[annotation @export] :\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name : CharacterName\n" -"[/codeblock]" - -msgid "" -"Export a floating-point property with an easing editor widget. Additional " -"hints can be provided to adjust the behavior of the widget. " -"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " -"for editing attenuation properties. [code]\"positive_only\"[/code] limits " -"values to only be greater than or equal to zero.\n" -"See also [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété nombre à virgule avec un widget d'éditeur de courbe. " -"Des aides additionnelles peuvent être ajoutées pour ajuster le comportement " -"de ce widget. [code]\"attenuation\"[/code] retourne la courbe, ce qui la rend " -"plus intuitive pour éditer des propriétés d'atténuation. " -"[code]\"positive_only\"[/code] oblige les valeurs à être supérieures ou " -"égales à zéro.\n" -"Voir aussi [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a file. The path will be limited to " -"the project folder and its subfolders. See [annotation @export_global_file] " -"to allow picking from the entire filesystem.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exporter une propriété [String] en tant que chemin vers un fichier. Le chemin " -"sera limité au dossier de projet et ses sous-dossiers. Voir [annotation " -"@export_global_file] pour autoriser la sélection depuis l'ensemble du système " -"de fichiers.\n" -"Si [param filter] est fourni, seuls les fichiers correspondants seront " -"disponible à la sélection.\n" -"Voir également [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field. This allows to store several " -"\"checked\" or [code]true[/code] values with one property, and comfortably " -"select them from the Inspector dock.\n" -"See also [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"You can add explicit values using a colon:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"You can also combine several flags:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété entière en tant que champ de bit flag. Cela permet de " -"stocker plusieurs valeurs \"vérifiée\" ou [code]true[/code] avec une " -"propriété, et de les sélectionner aisément depuis la barre d'outils de " -"l'Inspecteur.\n" -"Voir également [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Feu\", \"Eau\", \"Terre\", \"Vent\") var éléments_sort = 0\n" -"[/codeblock]\n" -"Vous pouvez ajouter des valeurs explicites en utilisant les deux-points :\n" -"[codeblock]\n" -"@export_flags(\"Soi:4\", \"Alliés:8\", \"Ennemis:16\") var cibles_sort = 0\n" -"[/codeblock]\n" -"Vous pouvez aussi combiner plusieurs options :\n" -"[codeblock]\n" -"@export_flags(\"Soi:4\", \"Alliés:8\", \"Alliés et soi:12\", \"Ennemis:16\")\n" -"var cibles_sort = 0\n" -"[/codeblock]\n" -"[b]Note :[/b] Une valeur de drapeau doit être au minimum [code]1[/code] et au " -"maximum [code]2 ** 32 - 1[/code].\n" -"[b]Note :[/b] Contrairement à [annotation @export_enum], la valeur explicite " -"précédente n'est pas prise en compte. Dans l'exemple suivant, A est 16, B est " -"2, C est 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 2D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété entière en tant qu'une option, un champ bit pour les " -"calques de navigation 2D. Le widget dans la barre d'outils de l'Inspecteur " -"utilisera les noms des calques définis dans [member ProjectSettings." -"layer_names/2d_navigation/layer_1].\n" -"Voir également [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@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 "" -"Exporter une propriété entière sous forme de champ d'indicateur de bits pour " -"les couches physiques 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 " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété entière en tant qu'un champ drapeau bit pour le calques " -"de rendu 2D. Le widget dans la barre d'outils de l'Inspecteur utilisera les " -"noms des calques définis dans [member ProjectSettings.layer_names/2d_render/" -"layer_1].\n" -"Voir également [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [int] en tant que champ de bits pour des couches de " -"navigation 3D. Le widget dans le dock Inspecteur utilisera les noms de couche " -"définis dans [member ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"Voir aussi [constant PROPERTY_HINT_LAYDERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [int] en tant que champ de bits pour couches physiques " -"3D. Le widget dans le dock Inspecteur utilisera les noms de couches définis " -"dans [member ProjectSettings.layer_names/3d_physics/layer_1].\n" -"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D render layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [int] en tant que champ de bits pour des couches de " -"rendu 3D. Le widget dans le dock Inspecteur utilisera les noms de couches " -"définis dans [member ProjectSettings.layer_names/3d_render/layer_1].\n" -"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for navigation avoidance " -"layers. The widget in the Inspector dock will use the layer names defined in " -"[member ProjectSettings.layer_names/avoidance/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété entière en tant qu'une option, un champ bit pour les " -"calques de navigation 2D. Le widget dans la barre d'outils de l'Inspecteur " -"utilisera les noms des calques définis dans [member ProjectSettings." -"layer_names/2d_navigation/layer_1].\n" -"Voir également [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers : int\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a directory. The path can " -"be picked from the entire filesystem. See [annotation @export_dir] to limit " -"it to the project folder and its subfolders.\n" -"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [String] en tant que chemin absolu vers un dossier. Le " -"chemin peut être sélectionné depuis l'entièreté du système de fichiers. Voir " -"[annotation @export_dir] pour le limiter au dossier du projet et ses sous-" -"dossiers.\n" -"Voir aussi [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a file. The path can be " -"picked from the entire filesystem. See [annotation @export_file] to limit it " -"to the project folder and its subfolders.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [String] en tant que chemin absolu à un fichier. Le " -"chemin peut être sélectionné depuis l'entièreté du système de fichiers. Voir " -"[annotation @export_file] afin de le limiter au dossier du projet et ses sous-" -"dossiers.\n" -"Si [param filter] est fourni, seul les fichiers correspondant seront " -"disponibles à la sélection.\n" -"Voir aussi [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " @@ -1422,57 +647,6 @@ msgstr "" "@export var nombre_sans_groupe= 3\n" "[/codeblock]" -msgid "" -"Export a [String] property with a large [TextEdit] widget instead of a " -"[LineEdit]. This adds support for multiline content and makes it easier to " -"edit large amount of text stored in the property.\n" -"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@export_multiline var character_biography\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [String] avec un widget [TextEdit] large à la place " -"d'un [LineEdit]. Cela ajoute du support pour un contenu multi-ligne et rend " -"plus facile l'édition de beaucoup de texte stocké dans la propriété.\n" -"Voir également [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@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 "" -"Exporte une propriété [NodePath] avec un filtre pour les types de nœud " -"autorisés.\n" -"Voir également [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]\n" -"[b]Note:[/b] Le type doit être une classe native ou un script enregistré " -"globalement (utilisant le mot-clé [code]class_name[/code] ) qui hérite de " -"[Node]." - -msgid "" -"Export a [String] property with a placeholder text displayed in the editor " -"widget when no value is present.\n" -"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" -"[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" -"[/codeblock]" -msgstr "" -"Exporte une propriété [String] avec un emplacement réservé de texte affiché " -"dans le widget d'éditeur widget quand aucune valeur n'est présente.\n" -"Voir également [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" -"[codeblock]\n" -"@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 " @@ -1498,19 +672,10 @@ msgstr "" "[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 " +"[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 " -"default values." -msgstr "" -"Créez un script avec des variables statiques pour ne pas persister après la " -"perte de toutes les références. Si le script est rechargé, les variables " -"statiques reviendront à leurs valeurs par défaut." - msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " @@ -1695,6 +860,21 @@ msgstr "" "var b = clampi(speed, -1, 1) # b vaut -1\n" "[/codeblock]" +msgid "" +"Returns the cosine of angle [param angle_rad] in radians.\n" +"[codeblock]\n" +"cos(PI * 2) # Returns 1.0\n" +"cos(PI) # Returns -1.0\n" +"cos(deg_to_rad(90)) # Returns 0.0\n" +"[/codeblock]" +msgstr "" +"Retourne le cosinus de l'angle [code]s[/code] en radians.\n" +"[codeblock]\n" +"a = cos(TAU) # a vaut 1.0\n" +"a = cos(PI) # a vaut -1.0\n" +"a = cos(deg_to_rad(90)) # a vaut 0.0\n" +"[/codeblock]" + msgid "Converts from decibels to linear energy (audio)." msgstr "Convertit les décibels en énergie linéaire (audio)." @@ -2802,9 +1982,6 @@ msgstr "Valeur maximale pour le mode énumeration." msgid "3D Physics Tests Demo" msgstr "Démo de tests physiques en 3D" -msgid "Third Person Shooter Demo" -msgstr "Démo de tir à la troisième personne" - msgid "3D Voxel Demo" msgstr "Démo voxel 3D" @@ -3296,9 +2473,6 @@ msgstr "Arrête l’animation en cours de lecture." msgid "The transition type." msgstr "Le type de transition." -msgid "The time to cross-fade between this state and the next." -msgstr "La durée du fondu entre cet état et le suivant." - msgid "Emitted when [member advance_condition] is changed." msgstr "Émis quand [member advance_condition] est changé." @@ -3391,6 +2565,12 @@ msgstr "" msgid "The name of the area's audio bus." msgstr "Le nom du bus audio de l'aire." +msgid "" +"If [code]true[/code], the area's audio bus overrides the default audio bus." +msgstr "" +"Si [code]true[/code], le bus audio de la zone remplace le bus audio par " +"défaut." + msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" @@ -3417,9 +2597,6 @@ msgstr "" msgid "This area does not affect gravity/damping." msgstr "Cette aire n'influe pas sur la gravité/amortissement." -msgid "GUI in 3D Demo" -msgstr "Démo d'interface graphique en 3D" - msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" @@ -3737,20 +2914,6 @@ msgstr "" msgid "Returns the number of points currently in the points pool." msgstr "Retourne le nombre de points actuellement dans le pool de points." -msgid "" -"Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector2Array] and will print an error message." -msgstr "" -"Retourne un tableau avec les points qui sont dans le chemin trouvé par " -"AStar2D entre les points données. Le tableau est dans l'ordre du point de " -"départ jusqu'au point d'arrivée.\n" -"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " -"[Thread], elle retournera un [PackedVector2Array] vide et affichera un " -"message d'erreur." - msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." @@ -3762,38 +2925,12 @@ msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "Retire le point associé à l'[param id] donné du pool des points." -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector3Array] and will print an error message." -msgstr "" -"Retourne un tableau avec les points qui sont dans le chemin trouvé par " -"AStar3D entre les points données. Le tableau est dans l'ordre du point de " -"départ jusqu'au point final du chemin.\n" -"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " -"[Thread], elle retournera un [PackedVector3Array] vide et affichera un " -"message d'erreur." - -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path." -msgstr "" -"Retourne un tableau avec les identifiants des points qui forment le chemin " -"trouvé par AStar2D entre les points donnés. Le tableau est dans l'ordre du " -"point de départ jusqu'au point final du chemin." - msgid "Stores information about the audio buses." msgstr "Stocke de l'information sur les bus audio." msgid "Audio buses" msgstr "Bus audio" -msgid "Audio Mic Record Demo" -msgstr "Démo d'enregistrement du microphone" - msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Augmente ou diminue le volume passé au bus audio." @@ -4232,12 +3369,6 @@ msgstr "" "Si [code]true[/code], le son sera enregistré. Notez que le redémarrage de " "l'enregistrement supprimera l'échantillon précédemment enregistré." -msgid "Audio Spectrum Demo" -msgstr "Démo de spectre audio" - -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" - msgid "Use the average value as magnitude." msgstr "Utiliser la valeur moyenne comme magnitude." @@ -4384,9 +3515,15 @@ msgstr "" "Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] pour " "lire l'audio généré en temps réel." +msgid "Godot 3.2 will get new audio features" +msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" + msgid "Clears the audio sample data buffer." msgstr "Efface la mémoire tampon des échantillons audio." +msgid "Audio Mic Record Demo" +msgstr "Démo d'enregistrement du microphone" + msgid "MP3 audio stream driver." msgstr "Le pilote de flux audio MP3." @@ -4403,57 +3540,6 @@ msgstr "Le temps en secondes où le flux commence après avoir bouclé." msgid "Meta class for playing back audio." msgstr "Classe méta pour la lecture audio." -msgid "Plays back audio non-positionally." -msgstr "Lit l'audio de manière non positionnée." - -msgid "" -"Plays an audio stream non-positionally.\n" -"To play audio positionally, use [AudioStreamPlayer2D] or " -"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." -msgstr "" -"Joue un flux audio indépendamment de la position.\n" -"Pour jouer audio en fonction de la position, utilisez [AudioStreamPlayer2D] " -"ou [AudioStreamPlayer3D] au lieu de [AudioStreamPlayer]." - -msgid "Returns the position in the [AudioStream] in seconds." -msgstr "Retourne la position dans le [AudioStream] en secondes." - -msgid "" -"Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer]." -msgstr "" -"Retourne l'objet [AudioStreamPlayback] associé à ce [AudioStreamPlayer]." - -msgid "Stops the audio." -msgstr "Arrête l'audio." - -msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "" -"Si [code]true[/code], il commence à jouer dès qu'il est ajouté à l'arbre des " -"scènes." - -msgid "If [code]true[/code], audio is playing." -msgstr "Si [code]true[/code], l'audio est en cours de lecture." - -msgid "The [AudioStream] object to be played." -msgstr "L'objet [AudioStream] à jouer." - -msgid "" -"If [code]true[/code], the playback is paused. You can resume it by setting " -"[member stream_paused] to [code]false[/code]." -msgstr "" -"Si [code]true[/code], la lecture est en pause. Vous pouvez la reprendre en " -"définissant [member stream_paused] à [code]false[/code]." - -msgid "Volume of sound, in dB." -msgstr "Le volume du son, en décibels (dB)." - -msgid "Emitted when the audio stops playing." -msgstr "Émis quand l'audio a fini de jouer." - -msgid "The audio will be played only on the first channel." -msgstr "L'audio ne sera joué que sur le premier canal." - msgid "The audio will be played on all surround channels." msgstr "L'audio sera joué sur tous les canaux surround." @@ -4474,6 +3560,9 @@ msgid "" msgstr "" "Retourne l'objet [AudioStreamPlayback] associé avec cet [AudioStreamPlayer2D]." +msgid "Stops the audio." +msgstr "Arrête l'audio." + msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " @@ -4488,9 +3577,27 @@ msgstr "" "zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par un bus " "audio pour les faire sonner comme ils étaient joués sous l'eau." +msgid "If [code]true[/code], audio plays when added to scene tree." +msgstr "" +"Si [code]true[/code], il commence à jouer dès qu'il est ajouté à l'arbre des " +"scènes." + msgid "Maximum distance from which audio is still hearable." msgstr "Distance maximale à laquelle cette piste audio peut être entendue." +msgid "The [AudioStream] object to be played." +msgstr "L'objet [AudioStream] à jouer." + +msgid "" +"If [code]true[/code], the playback is paused. You can resume it by setting " +"[member stream_paused] to [code]false[/code]." +msgstr "" +"Si [code]true[/code], la lecture est en pause. Vous pouvez la reprendre en " +"définissant [member stream_paused] à [code]false[/code]." + +msgid "Emitted when the audio stops playing." +msgstr "Émis quand l'audio a fini de jouer." + msgid "Plays positional sound in 3D space." msgstr "Joue un son localisé dans un espace 3D." @@ -5110,9 +4217,6 @@ msgstr "Utiliser les transformations 3D" msgid "Matrix Transform Demo" msgstr "Démo de transformation matricielle" -msgid "2.5D Demo" -msgstr "Démo 2,5D" - msgid "Boolean matrix." msgstr "Matrice booléenne." @@ -5171,9 +4275,6 @@ msgstr "" msgid "3D Kinematic Character Demo" msgstr "Démo de personnage cinématique en 3D" -msgid "OS Test Demo" -msgstr "Démo de test des fonctions OS (système d'exploitation)" - msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the text." @@ -5256,9 +4357,6 @@ msgstr "Nœud de caméra pour les scènes en 2D." msgid "2D Isometric Demo" msgstr "Démo 2D isométrique" -msgid "2D HDR Demo" -msgstr "Démo de plage dynamique étendue (HDR) en 2D" - msgid "Aligns the camera to the tracked node." msgstr "Aligne la caméra sur le nœud suivi." @@ -5508,21 +4606,6 @@ msgid "Server keeping track of different cameras accessible in Godot." msgstr "" "Le serveur garde la liste des différentes caméras accessibles dans Godot." -msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " -"These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera.\n" -"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " -"other platforms, no [CameraFeed]s will be available." -msgstr "" -"Le [CameraServer] garde en mémoire de différentes caméras accessibles dans " -"Godot. Ce sont des caméras externes telles que des webcams ou les caméras sur " -"votre téléphone.\n" -"Ce serveur est notamment utilisé pour fournir des flux vidéo venant de la " -"caméra aux modules AR.\n" -"[b]Note :[/b] Cette classe n'est actuellement implémentée que sur macOS et " -"iOS. Sur les autres plates-formes, aucun [CameraFeed] ne sera disponible." - msgid "Returns an array of [CameraFeed]s." msgstr "Retourne un tableau de [CameraFeed]s." @@ -6110,9 +5193,6 @@ msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." msgid "2D GD Paint Demo" msgstr "Démo 2D « GD Paint »" -msgid "Tween Demo" -msgstr "Démo des Tween" - msgid "GUI Drag And Drop Demo" msgstr "Démo de glisser-déplacer dans une interface graphique" @@ -6826,18 +5906,6 @@ msgstr "" "une alternative à [method Viewport.gui_is_drag_successful].\n" "Mieux utilisé avec [constant Node.NOTIFICATION_DRAG_END]." -msgid "" -"The minimum size of the node's bounding rectangle. If you set it to a value " -"greater than (0, 0), the node's bounding rectangle will always have at least " -"this size, even if its content is smaller. If it's set to (0, 0), the node " -"sizes automatically to fit its content, be it a texture or child nodes." -msgstr "" -"La taille minimale du rectangle englobant. Si vous le fixez à une valeur " -"supérieure à (0, 0), le rectangle englobant du nœud aura toujours au moins " -"cette taille, même si son contenu est plus petit. Si cette taille est à (0, " -"0), le nœud sera redimensionné automatiquement pour s'adapter à son contenu, " -"qu'il s'agisse d'une texture ou d'un nœud enfant." - msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its current " @@ -6994,31 +6062,6 @@ msgstr "Envoyé lorsque le nœud reçoit le focus." msgid "Sent when the node loses focus." msgstr "Envoyé lorsque le nœud perd le focus." -msgid "" -"Sent when the node needs to refresh its theme items. This happens in one of " -"the following cases:\n" -"- The [member theme] property is changed on this node or any of its " -"ancestors.\n" -"- The [member theme_type_variation] property is changed on this node.\n" -"- One of the node's theme property overrides is changed.\n" -"- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from changes " -"that occur while this node is outside of the scene tree. Instead, all of the " -"theme item updates can be applied at once when the node enters the scene tree." -msgstr "" -"Envoyé si le nœud a besoin de rafraîchir ses éléments de thème. Cela se passe " -"dans l'un des cas suivants :\n" -"- La propriété [member theme] est changée sur ce nœud ou sur un de ses " -"ancêtres.\n" -"- La propriété [member theme_type_variation] est changée sur ce nœud.\n" -"- Une des surcharges d'une propriété de thème est changée pour ce nœud.\n" -"- Le nœud entre la hiérarchie de la scène.\n" -"[b]Note :[/b] Pour plus d'optimisation, cette notification ne sera pas " -"envoyée pour les changements qui se passent pendant que ce nœud est en dehors " -"de la hiérarchie de la scène. À la place, toues les mises à jour d'éléments " -"de thème peuvent être appliqués dès que le nœud entre dans la hiérarchie de " -"la scène." - msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." @@ -8203,15 +7246,15 @@ msgstr "Exportation de macOS" msgid "Application distribution target." msgstr "Cible de distribution d'application." +msgid "Exporting for Windows" +msgstr "Exportation pour Windows" + msgid "Exporting for the Web" msgstr "Exportation pour le Web" msgid "Exporter for Windows." msgstr "Exportateur pour Windows." -msgid "Exporting for Windows" -msgstr "Exportation pour Windows" - msgid "A script that is executed when exporting the project." msgstr "Un script qui est exécuté à l'export du projet." @@ -8896,21 +7939,6 @@ msgstr "" "personnalisé avec [method remove_control_from_container] et de le libérer " "avec [method Node.queue_free]." -msgid "" -"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" -"If the dock is repositioned and as long as the plugin is active, the editor " -"will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_docks] and free it with [method Node.queue_free]." -msgstr "" -"Ajoute le contrôle à un emplacement spécifique du dock (voir [enum DockSlot] " -"pour les options).\n" -"Si le dock est repositionné et aussi longtemps que le greffon est actif, " -"l'éditeur enregistrera la position du dock pour d'autres sessions.\n" -"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre contrôle " -"personnalisé avec [method remove_control_from_container] et de le libérer " -"avec [method Node.queue_free]." - msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" @@ -9518,13 +8546,6 @@ msgstr "" msgid "Returns the size of the file in bytes." msgstr "Retourne la taille du fichier en octets." -msgid "" -"Returns the next line of the file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." -msgstr "" -"Retourne la ligne suivant du fichier en [String].\n" -"Le texte est interprété comme étant codé en UTF-8." - msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." @@ -9548,13 +8569,6 @@ msgstr "Retourne le chemin absolu en [String] pour l'actuel fichier ouvert." msgid "Returns the file cursor's position." msgstr "Retourne la position du curseur du fichier." -msgid "" -"Returns a SHA-256 [String] representing the file at the given path or an " -"empty [String] on failure." -msgstr "" -"Retourne le SHA-256 du fichier au chemin spécifié ou une [String] vide en cas " -"d'échec." - msgid "Returns [code]true[/code] if the file is currently opened." msgstr "Retourne [code]true[/code] si le fichier est actuellement ouvert." @@ -9586,13 +8600,6 @@ msgstr "" "Ouvre le fichier en lecture seule. Le curseur du fichier est placé au début " "du fichier." -msgid "" -"Opens the file for write operations. The file is created if it does not " -"exist, and truncated if it does." -msgstr "" -"Ouvre le fichier en écriture. Crée le fichier s'il n’existe pas, et le " -"tronque s’il existe déjà." - msgid "" "Opens the file for read and write operations. Does not truncate the file. The " "cursor is positioned at the beginning of the file." @@ -9600,14 +8607,6 @@ msgstr "" "Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque pas " "le fichier. Le curseur est placé au début du fichier." -msgid "" -"Opens the file for read and write operations. The file is created if it does " -"not exist, and truncated if it does. The cursor is positioned at the " -"beginning of the file." -msgstr "" -"Ouvre le fichier en lecture et écriture. Le fichier est créé s'il n'existe " -"pas, et est vidé sinon. Le curseur est positionné au début du fichier." - msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " "method." @@ -10012,15 +9011,9 @@ msgstr "" "Démo 2D « Dodge The Creeps » (utilise GPUParticles2D pour les traces derrière " "le joueur)" -msgid "Restarts all the existing particles." -msgstr "Redémarre toutes les particules existantes." - msgid "Controlling thousands of fish with Particles" msgstr "Contrôler des milliers de poissons en utilisant les Particles" -msgid "Restarts the particle emission, clearing existing particles." -msgstr "Relance l'émission de particules, effaçant les particules existantes." - msgid "[Mesh] that is drawn for the first draw pass." msgstr "Le [Mesh] qui est affiché lors de la première passe." @@ -10218,15 +9211,15 @@ msgstr "L'icône pour le bouton du rétablissement du zoom." msgid "The background drawn under the grid." msgstr "L’arrière-plan dessiné sous la grille." +msgid "The color modulation applied to the resizer icon." +msgstr "La couleur de modulation appliquée à l'icône de redimensionnement." + msgid "The text displayed in the GraphNode's title bar." msgstr "Le texte affiché dans la barre de titre du GraphNode." msgid "Emitted when any GraphNode's slot is updated." msgstr "Émis lorsqu’un emplacement du GraphNode est mis à jour." -msgid "The color modulation applied to the resizer icon." -msgstr "La couleur de modulation appliquée à l'icône de redimensionnement." - msgid "Horizontal offset for the ports." msgstr "Le décalage horizontal pour les ports." @@ -11193,9 +10186,6 @@ msgstr "" "L'index de l'événement de glissage dans le cas d'un événement de plusieurs " "glissages." -msgid "The drag position." -msgstr "La position du glissement." - msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" @@ -12444,14 +11434,6 @@ msgstr "Le [MultiMesh] qui sera affiché par ce [MultiMeshInstance2D]." msgid "Node that instances a [MultiMesh]." msgstr "Le nœud que instancie un [MultiMesh]." -msgid "" -"Returns the sender's peer ID for the RPC currently being executed.\n" -"[b]Note:[/b] If not inside an RPC this method will return 0." -msgstr "" -"Retourne l'identification par les pairs de l'expéditeur pour le RPC en cours " -"d'exécution.\n" -"[b]Note :[/b] Si n'est à l'intérieur d'un RPC, cette méthode retournera 0." - msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]." @@ -12571,9 +11553,6 @@ msgstr "" msgid "Using NavigationMeshes" msgstr "Utiliser les NavigationMesh" -msgid "3D Navmesh Demo" -msgstr "Démo de NavigationMesh (« navmesh ») en 3D" - msgid "" "Adds a polygon using the indices of the vertices you get when calling [method " "get_vertices]." @@ -12755,9 +11734,6 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "" "Classe d'aide pour la création et la suppression des maillages de navigation." -msgid "2D Navigation Demo" -msgstr "Démo de navigation 2D" - msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." @@ -13277,9 +12253,6 @@ msgstr "" msgid "Emitted when node visibility changes." msgstr "Émis lorsque la visibilité du nœud change." -msgid "2D Role Playing Game Demo" -msgstr "Démo 2D de jeu de role-play" - msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." @@ -13332,15 +12305,6 @@ msgstr "" msgid "The culling mode to use." msgstr "Le mode de culling à utiliser." -msgid "" -"A [Vector2] array with the index for polygon's vertices positions.\n" -"[b]Note:[/b] The returned value is a copy of the underlying array, rather " -"than a reference." -msgstr "" -"Un tableau de [Vector2] avec l'indice pour les positions des sommets.\n" -"[b]Note :[/b] La valeur retournée est une copie du tableau sous-jacent, et " -"non pas une référence." - msgid "Culling is disabled. See [member cull_mode]." msgstr "Le culling est désactivé. Voir [member cull_mode]." @@ -13526,9 +12490,6 @@ msgstr "Ajoute une chaine de caractère à la fin du tableau." msgid "Changes the [String] at the given index." msgstr "Change la [String] à la position donnée." -msgid "2D Navigation Astar Demo" -msgstr "Démo de navigation Astar en 2D" - msgid "Constructs an empty [PackedVector2Array]." msgstr "Construit un [PackedVector2Array] vide." @@ -13667,12 +12628,6 @@ msgstr "" "[b]Note :[/b] [method set_broadcast_enabled] doit être activé avant d'envoyer " "des paquets à une adresse de diffusion (par exemple [code]255.255.255[/code])." -msgid "2D Finite State Machine Demo" -msgstr "Démo 2D de machine à états finis" - -msgid "3D Inverse Kinematics Demo" -msgstr "Démo de cinématique inverse en 3D" - msgid "The style of [PanelContainer]'s background." msgstr "Le style de l'arrière-plan de [PanelContainer]." @@ -13992,13 +12947,6 @@ msgstr "" msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "Définit le mode du corps, avec l'une des constantes de [enum BodyMode]." -msgid "" -"Sets whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"Définit quand un corps utilise sa propre fonction pour calculer sa physique " -"(voir [method body_set_force_integration_callback])." - msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." @@ -14160,15 +13108,6 @@ msgstr "Définit le poids pour l'os spécifié." msgid "The offset applied to each vertex." msgstr "Le décalage appliqué à chaque sommet." -msgid "" -"The polygon's list of vertices. The final point will be connected to the " -"first.\n" -"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a " -"reference." -msgstr "" -"La liste des sommets du polygone. Le dernier point sera relié au premier.\n" -"[b]Note :[/b] Retourne une copie du [PackedVector2Array] et non une référence." - msgid "The texture's rotation in radians." msgstr "La rotation de la texture en radians." @@ -14479,13 +13418,6 @@ msgstr "" "Le décalage de la position des infobulles, relatif au point d'activation du " "curseur de la souris." -msgid "" -"When creating node names automatically, set the type of casing in this " -"project. This is mostly an editor setting." -msgstr "" -"Lorsque vous créez des noms de nœuds automatiquement, définissez le type de " -"casse dans ce projet. C'est surtout un réglage de l'éditeur." - msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." @@ -15177,9 +14109,6 @@ msgstr "" "Définit le délai en secondes avant que le [PropertyTweener] commence son " "interpolation. Par défaut, il n'y a pas de délai." -msgid "2D in 3D Demo" -msgstr "Démo pour la 2D en 3D" - msgid "Stops the [Range] from sharing its member variables with any other." msgstr "Arrête le [Range] de partager ses variables membres avec les autres." @@ -15224,15 +14153,6 @@ msgstr "" "aucun objet n'intersecte le rayon (c'est-à-dire [method is_colliding] " "retourne [code]false[/code])." -msgid "" -"Returns the shape ID of the first object that the ray intersects, or [code]0[/" -"code] if no object is intersecting the ray (i.e. [method is_colliding] " -"returns [code]false[/code])." -msgstr "" -"Retourne l'identifiant de forme du premier objet que le rayon intersecte, ou " -"[code]0[/code] si aucun objet n'intersecte le rayon (c'est-à-dire [method " -"is_colliding] renvoie [code]false[/code])." - msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -16859,18 +15779,12 @@ msgstr "" "moins que la taille de la texture ne corresponde parfaitement à la taille de " "la boîte de style." -msgid "3D in 2D Demo" -msgstr "Démo pour la 3D dans la 2D" - msgid "Screen Capture Demo" msgstr "Démo de capture d'écran" msgid "Dynamic Split Screen Demo" msgstr "Démo de l'écran partagé dynamique" -msgid "3D Viewport Scaling Demo" -msgstr "Démo de mise à l'échelle d'un fenêtre d'affichage 3D" - msgid "Always clear the render target before drawing." msgstr "Toujours effacer la cible de rendu avant d'y dessiner." @@ -17258,12 +16172,6 @@ msgstr "Désélectionne la sélection actuelle." msgid "Returns the text of a specific line." msgstr "Retourne le texte pour la ligne renseignée." -msgid "Returns the selection begin line." -msgstr "Retourne la ligne de début de sélection." - -msgid "Returns the selection end line." -msgstr "Retourne la ligne de fin de sélection." - msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Retourne [code]true[/code] si une action « refaire » est disponible." @@ -17273,14 +16181,6 @@ msgstr "Retourne [code]true[/code] si une action « annuler » est disponible." msgid "Perform redo operation." msgstr "Effectue une opération refaire." -msgid "" -"Perform selection, from line/column to line/column.\n" -"If [member selecting_enabled] is [code]false[/code], no selection will occur." -msgstr "" -"Effectue une sélection, de la ligne/colonne à la ligne/colonne.\n" -"Si [member selection_enabled] est [code]false[/code], aucune sélection ne " -"sera effectuée." - msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -17289,9 +16189,6 @@ msgstr "" "Si [member selecting_enabled] est [code]false[/code], aucun sélection ne se " "fera." -msgid "Sets the text for a specific line." -msgstr "Définit le texte pour la ligne spécifiée." - msgid "Perform undo operation." msgstr "Effectuer une opération d'annulation." @@ -18185,9 +17082,6 @@ msgstr "" "Fait que les opérations \"annuler\"/\"refaire\" utilisent des actions " "séparées." -msgid "Makes subsequent actions with the same name be merged into one." -msgstr "Fusionne les actions suivantes avec le même nom dans une seule." - msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "Ajouter le [UPNPDevice] spécifié à la liste des appareils découverts." @@ -18536,12 +17430,6 @@ msgstr "" msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Retourne l'angle non signé minimum avec le vecteur donné, en radians." -msgid "" -"Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "" -"Retourne le vecteur ayant \"rebondit\" sur un plan définit par la normale " -"donnée." - msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -18820,9 +17708,6 @@ msgstr "Représente la taille de l'énumération [enum RenderInfo]." msgid "Objects are displayed normally." msgstr "Les objets sont affichés normalement." -msgid "Objects are displayed in wireframe style." -msgstr "Les objets sont affichés en fil de fer." - msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]." msgstr "Correspond à [constant Node.PROCESS_MODE_WHEN_PAUSED]." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index b2a1bffecd82..79c867715498 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -76,7 +76,7 @@ # long li <2361520824@qq.com>, 2023. # yisui , 2023. # penghao123456 , 2023. -# Zae Chao , 2023. +# Zae Chao , 2023, 2024. # SamBillon , 2023. # ZhuQiLi <552084128@qq.com>, 2023. # HIM049 , 2023. @@ -84,12 +84,13 @@ # dinshin0129 <396321810@qq.com>, 2023. # CrimsonNinja , 2024. # 邵孟欧 , 2024. +# Zhen Liang <131206041lz@gmail.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-03-04 14:32+0000\n" -"Last-Translator: 邵孟欧 \n" +"PO-Revision-Date: 2024-04-26 13:04+0000\n" +"Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -97,7 +98,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.1\n" msgid "All classes" msgstr "所有类" @@ -218,6 +219,9 @@ msgstr "本方法描述的是使用本类型作为左操作数的有效操作符 msgid "This value is an integer composed as a bitmask of the following flags." msgstr "这个值是由下列标志构成的位掩码整数。" +msgid "No return value." +msgstr "无返回值。" + msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" @@ -365,48 +369,6 @@ msgstr "" "[method Color8] 创建的颜色通常与使用标准 [Color] 构造函数创建的相同颜色不相" "等。请使用 [method Color.is_equal_approx] 进行比较,避免浮点数精度误差。" -msgid "" -"Asserts that the [param condition] is [code]true[/code]. If the [param " -"condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " -"reporting errors to project developers or add-on users.\n" -"An optional [param message] can be shown in addition to the generic " -"\"Assertion failed\" message. You can use this to provide additional details " -"about why the assertion failed.\n" -"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " -"only executed in debug builds or when running the project from the editor. " -"Don't include code that has side effects in an [method assert] call. " -"Otherwise, the project will behave differently when exported in release " -"mode.\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20.\n" -"var speed = -10\n" -"assert(speed < 20) # True, the program will continue.\n" -"assert(speed >= 0) # False, the program will stop.\n" -"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " -"statements in one check.\n" -"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" -"[/codeblock]" -msgstr "" -"断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " -"为 [code]false[/code] ,则会生成错误。如果是从编辑器运行的,正在运行的项目还会" -"被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] 的加强" -"版,用于向项目开发者和插件用户报错。\n" -"如果给出了可选的 [param message] 参数,该信息会和通用的“Assertion failed”消息" -"一起显示。你可以使用它来提供关于断言失败原因的其他详细信息。\n" -"[b]警告:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" -"辑器运行项目时执行。请勿在 [method assert] 调用中加入具有副作用的代码。否则," -"项目在以发布模式导出后将有不一致的行为。\n" -"[codeblock]\n" -"# 比如说我们希望 speed 始终在 0 和 20 之间。\n" -"speed = -10\n" -"assert(speed < 20) # True,程序会继续执行\n" -"assert(speed >= 0) # False,程序会停止\n" -"assert(speed >= 0 and speed < 20) # 你还可以在单次检查中合并两个条件语句\n" -"assert(speed < 20, \"限速为 20\") # 显示消息。\n" -"[/codeblock]" - msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" @@ -456,130 +418,6 @@ msgstr "" "将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " "Object 实例。在反序列化时可能很有用。" -msgid "" -"Returns an array of dictionaries representing the current call stack. See " -"also [method print_stack].\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." -msgstr "" -"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" -"效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器" -"的情况下,以调试模式导出的项目。\n" -"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。" - -msgid "" -"Returns the passed [param instance] converted to a Dictionary. Can be useful " -"for serializing.\n" -"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " -"attached or objects allocated within built-in scripts.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Prints out:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" -msgstr "" -"返回传入的 [param instance] 转换为的字典。可用于序列化。\n" -"[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" - -msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise a runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。" -"[param type] 的值必须为下列值之一:\n" -"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n" -"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n" -"- [Script](可以用任何类,包括内部类)。\n" -"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。[code]is[/" -"code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不需要动态类型" -"检查,请使用该运算符,不要使用此方法。\n" -"示例:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 [method " -"@GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之一,则此方" -"法会报运行时错误。\n" -"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." -"is_same_typed](以及其他 [Array] 方法)。" - msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any array " @@ -594,7 +432,7 @@ msgid "" "[/codeblock]" msgstr "" "返回给定 Variant [param var] 的长度。长度可以是 [String] 或 [StringName] 的字" -"符数、任意数组类型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类" +"符数、任意数组类型的元素数或 [Dictionary] 的大小等。对于所有其他 Variant 类" "型,都会生成运行时错误并停止执行。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" @@ -604,226 +442,6 @@ msgstr "" "len(b) # 返回 6\n" "[/codeblock]" -msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload]. This method is equivalent of " -"using [method ResourceLoader.load] with [constant ResourceLoader." -"CACHE_MODE_REUSE].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Load a scene called \"main\" located in the root of the project directory " -"and cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data].\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" -"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能" -"会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要" -"的延迟,可以将资源存储在变量中或使用预加载 [method preload]。该方法相当于使用 " -"[constant ResourceLoader.CACHE_MODE_REUSE] 调用 [method ResourceLoader." -"load]。\n" -"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" -"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" -"[codeblock]\n" -"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" -"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" -"[/codeblock]\n" -"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" -"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" -"景。\n" -"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 " -"[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member " -"AudioStreamMP3.data] 中描述的代码片段。\n" -"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." -"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " -"中的文件,请将 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 设置为 [code]false[/code]。" - -msgid "" -"Returns a [Resource] from the filesystem located at [param path]. During run-" -"time, the resource is loaded when the script is being parsed. This function " -"effectively acts as a reference to that resource. Note that this function " -"requires [param path] to be a constant [String]. If you want to load a " -"resource from a dynamic/variable path, use [method load].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " -"the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Create instance of a scene.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" -"[/codeblock]" -msgstr "" -"返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在解" -"析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 [param " -"path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method " -"load]。\n" -"[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" -"将文件从文件系统停靠面板拖到脚本中来获得。\n" -"[codeblock]\n" -"# 创建场景的实例。\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" -"[/codeblock]" - -msgid "" -"Like [method @GlobalScope.print], but includes the current stack frame when " -"running with the debugger turned on.\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" -"控制台中的输出应该是类似这样的:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。" - -msgid "" -"Prints a stack trace at the current code location. See also [method " -"get_stack].\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" -"控制台中的输出是类似这样的:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" -"效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务" -"器的情况下,以调试模式导出的项目。\n" -"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" - -msgid "" -"Returns an array with the given range. [method range] can be called in three " -"ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " -"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" -"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " -"respectively.\n" -"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " -"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " -"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " -"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" -"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " -"[code]0[/code], an error message is printed.\n" -"[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" -"Examples:\n" -"[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" -"[/codeblock]\n" -"To iterate over an [Array] backwards, use:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"To iterate over [float], convert them in the loop.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" -msgstr "" -"返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n" -"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之前" -"[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" -"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " -"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" -"参数 [code]n[/code]。\n" -"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,以 " -"[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包含" -"[/b]参数 [code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/" -"code] [b]可以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 " -"[code]0[/code],则会输出一条错误消息。\n" -"[method range] 会先将所有参数转换为 [int] 再进行处理。\n" -"[b]注意:[/b]如果没有满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)[/" -"code] 和 [code]range(5, 5, 1)[/code])。\n" -"示例:\n" -"[codeblock]\n" -"print(range(4)) # 输出 [0, 1, 2, 3]\n" -"print(range(2, 5)) # 输出 [2, 3, 4]\n" -"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" -"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" -"[/codeblock]\n" -"要反向遍历 [Array],请使用:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"要遍历 [float],请在循环中进行转换。\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" - msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -992,323 +610,6 @@ msgstr "" "Sprite 等)的属性分隔开来。为了更明确,推荐改用 [annotation @export_group] 和 " "[annotation @export_subgroup]。" -msgid "" -"Export a [Color] property without allowing its transparency ([member Color." -"a]) to be edited.\n" -"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" -msgstr "" -"导出一个 [Color] 属性,不允许编辑其透明度 ([member Color.a])。\n" -"另请参阅 [constant PROPERTY_HINT_COLOR_NO_ALPHA] 。\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" -"See also [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。要允许在" -"整个文件系统中进行选择,见 [annotation @export_global_dir]。\n" -"另见 [constant PROPERTY_HINT_DIR]。\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " -"order the values are provided. You can add explicit values using a colon. If " -"the property is a [String], then the value is stored.\n" -"See also [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"If you want to set an initial value, you must specify it explicitly:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"If you want to use named GDScript enums, then use [annotation @export] " -"instead:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" -msgstr "" -"将 [int] 或 [String] 导出为枚举选项列表。如果属性为 [int],则保存的是值的索" -"引,与值的顺序一致。你可以通过冒号添加显式值。如果属性为 [String],则保存的是" -"值。\n" -"另见 [constant PROPERTY_HINT_ENUM]。\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"如果想要设置初始值,你必须进行显式指定:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"如果想要使用 GDScript 枚举,请改用 [annotation @export]:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" - -msgid "" -"Export a floating-point property with an easing editor widget. Additional " -"hints can be provided to adjust the behavior of the widget. " -"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " -"for editing attenuation properties. [code]\"positive_only\"[/code] limits " -"values to only be greater than or equal to zero.\n" -"See also [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" -msgstr "" -"使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。" -"[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。" -"[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n" -"另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a file. The path will be limited to " -"the project folder and its subfolders. See [annotation @export_global_file] " -"to allow picking from the entire filesystem.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许从" -"整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n" -"如果提供了 [param filter],则只有匹配的文件可供选择。\n" -"另请参见 [constant PROPERTY_HINT_FILE]。\n" -"[codeblock]\n" -"@export_file var sound_effect_file: String\n" -"@export_file(\"*.txt\") var notes_file: String\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field. This allows to store several " -"\"checked\" or [code]true[/code] values with one property, and comfortably " -"select them from the Inspector dock.\n" -"See also [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"You can add explicit values using a colon:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"You can also combine several flags:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为位标志字段。能够在单个属性中保存若干“勾选”或者说 [code]true[/" -"code] 值,可以很方便地在检查器面板中进行选择。\n" -"另见 [constant PROPERTY_HINT_FLAGS]。\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"你可以通过冒号来添加显式值:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"你还可以对标志进行组合:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n" -"[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的例" -"子中,A 为 16、B 为 2、C 为 4。\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 2D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为 2D 导航层的位标志字段。检查器停靠面板中的小部件,将使用在 " -"[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" -"[codeblock]\n" -"@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 "" -"将整数属性导出为 2D 物理层的位标志字段。检查器停靠面板中的小工具,将使用在 " -"[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n" -"另请参见 [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 " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为 2D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " -"[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 " -"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 " -"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D render layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " -"[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for navigation avoidance " -"layers. The widget in the Inspector dock will use the layer names defined in " -"[member ProjectSettings.layer_names/avoidance/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" -msgstr "" -"将整数属性导出为导航避障层的位标志字段。检查器停靠面板中的小工具,将使用在 " -"[member ProjectSettings.layer_names/avoidance/layer_1] 中定义的层名称。\n" -"另请参见 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a directory. The path can " -"be picked from the entire filesystem. See [annotation @export_dir] to limit " -"it to the project folder and its subfolders.\n" -"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"将 [String] 属性导出为目录路径。该路径可以从整个文件系统中选择。请参阅 " -"[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" -"另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a file. The path can be " -"picked from the entire filesystem. See [annotation @export_file] to limit it " -"to the project folder and its subfolders.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"将 [String] 属性作为文件路径导出。该路径可以在整个文件系统中进行选择。要将其限" -"制为项目文件夹及其子文件夹,见 [annotation @export_file]。\n" -"如果提供了 [param filter],则只有匹配的文件可供选择。\n" -"另见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " @@ -1358,110 +659,25 @@ msgstr "" "[/codeblock]" msgid "" -"Export a [String] property with a large [TextEdit] widget instead of a " -"[LineEdit]. This adds support for multiline content and makes it easier to " -"edit large amount of text stored in the property.\n" -"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@export_multiline var character_biography\n" -"[/codeblock]" -msgstr "" -"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了对" -"多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" -"参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" -"[codeblock]\n" -"@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 "" -"导出具有过滤器,并允许节点类型为 [NodePath] 的属性。\n" -"参见 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]\n" -"[b]注意:[/b] 类型必须是本地类或全局注册的脚本(使用[code][class_name][/code]关" -"键字)且继承自 [Node] 。" - -msgid "" -"Export a [String] property with a placeholder text displayed in the editor " -"widget when no value is present.\n" -"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also the " +"property value is copied when [method Resource.duplicate] or [method Node." +"duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" -"[/codeblock]" -msgstr "" -"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示该" -"占位符文本。\n" -"另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" -"[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [float] property as a range value. The range must be " -"defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[member EditorSettings.interface/inspector/default_float_step] setting.\n" -"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " -"provided, the editor widget will not cap the value at range boundaries. The " -"[code]\"exp\"[/code] hint will make the edited values on range to change " -"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " -"element of the editor widget.\n" -"Hints also allow to indicate the units for the edited value. Using " -"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " -"in radians, but should be displayed in degrees in the Inspector dock (the " -"range values are also in degrees). [code]\"degrees\"[/code] allows to add a " -"degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" -"See also [constant PROPERTY_HINT_RANGE].\n" -"[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" -"将 [int] 或 [float] 属性导出为范围值。范围必须由 [param min] 和 [param max] 定" -"义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param step] " -"的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [member " -"EditorSettings.interface/inspector/default_float_step] 设置。\n" -"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" -"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" -"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" -"的滑块。\n" -"提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可" -"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)。" -"[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 " -"[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符" -"串。\n" -"另见 [constant PROPERTY_HINT_RANGE]。\n" +"使用 [constant PROPERTY_USAGE_STORAGE] 标志导出属性。该属性不会在编辑器中显" +"示,但是会序列化并存储到场景或资源文件中。常用于 [annotation @tool] 脚本。调" +"用 [method Resource.duplicate] 和 [method Node.duplicate] 时也会复制该属性的" +"值,其他非导出变量则不会。\n" "[codeblock]\n" -"@export_range(0, 20) var number\n" -"@export_range(-10, 20) var number\n" -"@export_range(-10, 20, 0.2) var number: float\n" -"\n" -"@export_range(0, 100, 1, \"or_greater\") var power_percent\n" -"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" -"\n" -"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n" -"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" -"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" +"var a # 不保存进文件,不在编辑器中显示。\n" +"@export_storage var b # 保存进文件,不在编辑器中显示。\n" +"@export var c: int # 保存进文件,在编辑器中显示。\n" "[/codeblock]" msgid "" @@ -1615,14 +831,6 @@ msgstr "" "func fn_default(): pass\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 " -"default values." -msgstr "" -"使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静态" -"变量将恢复为默认值。" - msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" @@ -2149,41 +1357,6 @@ msgstr "" "var r = deg_to_rad(180) # r 是 3.141593\n" "[/codeblock]" -msgid "" -"Returns an \"eased\" value of [param x] based on an easing function defined " -"with [param curve]. This easing function is based on an exponent. The [param " -"curve] can be any floating-point number, with specific values leading to the " -"following behaviors:\n" -"[codeblock]\n" -"- Lower than -1.0 (exclusive): Ease in-out\n" -"- 1.0: Linear\n" -"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" -"- 0.0: Constant\n" -"- Between 0.0 to 1.0 (exclusive): Ease out\n" -"- 1.0: Linear\n" -"- Greater than 1.0 (exclusive): Ease in\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" -"See also [method smoothstep]. If you need to perform more advanced " -"transitions, use [method Tween.interpolate_value]." -msgstr "" -"基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数是" -"基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n" -"[codeblock]\n" -"- 低于 -1.0(开区间):缓入缓出\n" -"- -1.0:线性\n" -"- 在 -1.0 和 0.0 之间(开区间):缓出缓入\n" -"- 0.0:恒定\n" -"- 在 0.0 到 1.0 之间(开区间):缓出\n" -"- 1.0:线性\n" -"- 大于 1.0(开区间):缓入\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n" -"另见 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [method Tween." -"interpolate_value]。" - msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" @@ -2275,48 +1448,6 @@ msgstr "" "[/codeblock]\n" "对于整数取余运算,请使用 [code]%[/code] 运算符。" -msgid "" -"Returns the floating-point modulus of [param x] divided by [param y], " -"wrapping equally in positive and negative.\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 除以 [param y] 的浮点模数,正负轴均等包裹。\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"输出:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" - msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" @@ -2476,63 +1607,6 @@ msgid "" "value." msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" -msgid "" -"Returns [code]true[/code], for value types, if [param a] and [param b] share " -"the same value. Returns [code]true[/code], for reference types, if the " -"references of [param a] and [param b] are the same.\n" -"[codeblock]\n" -"# Vector2 is a value type\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array is a reference type\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"These are [Variant] value types: [code]null[/code], [bool], [int], [float], " -"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " -"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " -"[RID], [Callable] and [Signal].\n" -"These are [Variant] reference types: [Object], [Dictionary], [Array], " -"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " -"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " -"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]." -msgstr "" -"当 [param a] 和 [param b] 为值类型时,如果他们相同,那么返回 [code]true[/" -"code]。当 [param a] 和 [param b] 为引用类型时,如果它们的引用对象相同,那么返" -"回 [code]true[/code]。\n" -"[codeblock]\n" -"# Vector2 是值类型\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array 是引用类型\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"[Variant] 值类型有:[code]null[/code],[bool],[int],[float],[String]," -"[StringName],[Vector2],[Vector2i],[Vector3],[Vector3i],[Vector4]," -"[Vector4i],[Rect2],[Rect2i],[Transform2D],[Transform3D],[Plane]," -"[Quaternion],[AABB],[Basis],[Projection],[Color],[NodePath],[RID]," -"[Callable] 和 [Signal]。\n" -"[Variant] 引用类型有:[Object],[Dictionary],[Array],[PackedByteArray]," -"[PackedInt32Array],[PackedInt64Array],[PackedFloat32Array]," -"[PackedFloat64Array],[PackedStringArray],[PackedVector2Array]," -"[PackedVector3Array] 和 [PackedColorArray]。" - msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " "is done using a tolerance calculation with a small internal epsilon.\n" @@ -2697,18 +1771,6 @@ msgstr "" "[b]注意:[/b][code]0[/code] 的对数返回 [code]-inf[/code],负值返回 [code]-" "nan[/code]。" -msgid "" -"Returns the maximum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # Returns 7\n" -"[/codeblock]" -msgstr "" -"返回给定值的最大值。这个函数可以接受任意数量的参数。\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # 返回 7\n" -"[/codeblock]" - msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" @@ -2735,18 +1797,6 @@ msgstr "" "maxi(-3, -4) # 返回 -3\n" "[/codeblock]" -msgid "" -"Returns the minimum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # Returns -6\n" -"[/codeblock]" -msgstr "" -"返回给定数值中的最小值。这个函数可以接受任意数量的参数。\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # 返回 -6\n" -"[/codeblock]" - msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" @@ -2858,44 +1908,6 @@ msgstr "" "pingpong(6.0, 3.0) # 返回 0.0\n" "[/codeblock]" -msgid "" -"Returns the integer modulus of [param x] divided by [param y] that wraps " -"equally in positive and negative.\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 除以 [param y] 的整数模数,对正负数进行一致的循环。\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"结果:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" - msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" @@ -3053,42 +2065,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Prints one or more arguments to strings in the best way possible to the OS " -"terminal. Unlike [method print], no newline is automatically added at the " -"end.\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# Prints ABC to terminal\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// Prints ABC to terminal\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method print] " -"不同的是,最后不会自动添加换行符。\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# 输出 ABC 到终端\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// 输出 ABC 到终端\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" @@ -3229,6 +2205,68 @@ msgstr "" "print(a[1])\t# 输出 4\n" "[/codeblock]" +msgid "" +"Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/" +"code] (inclusive).\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf() # Returns e.g. 0.375671\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Randf(); // Returns e.g. 0.375671\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之间的随机浮点值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf() # 返回示例 0.375671\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Randf(); // 返回示例 0.375671\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a random floating-point value between [param from] and [param to] " +"(inclusive).\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf_range(0, 20.5) # Returns e.g. 7.45315\n" +"randf_range(-10, 10) # Returns e.g. -3.844535\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" +"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回 [param from] 和 [param to](包含)之间的随机浮点值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"randf_range(0, 20.5) # 返回示例 7.45315\n" +"randf_range(-10, 10) # 返回示例 -3.844535\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.RandRange(0.0, 20.5); // 返回示例 7.45315\n" +"GD.RandRange(-10.0, 10.0); // 返回示例 -3.844535\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." +msgstr "" +"返回一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]" +"的伪随机数,该正态分布具有指定 [param mean] 和标准 [param deviation]。这也被称" +"为高斯分布。\n" +"[b]注意:[/b]该方法使用 [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller 变换[/url]算法。" + msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -3325,18 +2363,6 @@ msgstr "" "[/codeblock]\n" "对于需要多个范围的复杂用例,请考虑改用 [Curve] 或 [Gradient]。" -msgid "" -"Allocates a unique ID which can be used by the implementation to construct a " -"RID. This is used mainly from native extensions to implement servers." -msgstr "" -"分配一个唯一的 ID,可被实现用来构造一个 RID。这主要被本地扩展使用以实现服务" -"器。" - -msgid "" -"Creates a RID from a [param base]. This is used mainly from native extensions " -"to build servers." -msgstr "从 [param base] 创建一个 RID。这主要被本地扩展使用以构建服务器。" - msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" @@ -3580,6 +2606,59 @@ msgstr "" "smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/" "url]" +msgid "" +"Returns the multiple of [param step] that is the closest to [param x]. This " +"can also be used to round a floating-point number to an arbitrary number of " +"decimals.\n" +"The returned value is the same type of [Variant] as [param step]. Supported " +"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " +"[Vector4], [Vector4i].\n" +"[codeblock]\n" +"snapped(100, 32) # Returns 96\n" +"snapped(3.14159, 0.01) # Returns 3.14\n" +"\n" +"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" +"[/codeblock]\n" +"See also [method ceil], [method floor], and [method round].\n" +"[b]Note:[/b] For better type safety, use [method snappedf], [method " +"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " +"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " +"[method Vector4i.snapped]." +msgstr "" +"返回最接近 [param x] 的 [param step] 的倍数。这也可用于将一个浮点数四舍五入为" +"任意小数位数。\n" +"返回值是与 [param step] 相同类型的 [Variant]。支持的类型:[int]、[float]、" +"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n" +"[codeblock]\n" +"snapped(100, 32) # 返回 96\n" +"snapped(3.14159, 0.01) # 返回 3.14\n" +"\n" +"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n" +"[/codeblock]\n" +"另见 [method ceil]、[method floor] 和 [method round]。\n" +"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method snappedi]、" +"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3." +"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、[method " +"Vector4i.snapped]。" + +msgid "" +"Returns the multiple of [param step] that is the closest to [param x]. This " +"can also be used to round a floating-point number to an arbitrary number of " +"decimals.\n" +"A type-safe version of [method snapped], returning a [float].\n" +"[codeblock]\n" +"snappedf(32.0, 2.5) # Returns 32.5\n" +"snappedf(3.14159, 0.01) # Returns 3.14\n" +"[/codeblock]" +msgstr "" +"返回最接近 [param x] 的 [param step] 的倍数。也可用于将浮点数四舍五入为任意的" +"小数位数。\n" +"[method snapped] 的类型安全版本,返回一个 [float]。\n" +"[codeblock]\n" +"snappedf(32.0, 2.5) # 返回 32.5\n" +"snappedf(3.14159, 0.01) # 返回 3.14\n" +"[/codeblock]" + msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" @@ -3810,51 +2889,6 @@ msgstr "" "反序列化可以使用 [method bytes_to_var_with_objects] 来完成。\n" "[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" -msgid "" -"Converts a [Variant] [param variable] to a formatted [String] that can then " -"be parsed using [method str_to_var].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Prints:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " -"result in an empty value for these types, regardless of their data." -msgstr "" -"将 [Variant] [param variable] 转换为格式化的 [String],后续可以使用 [method " -"str_to_var] 对其进行解析。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"输出:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]注意:[/b]不支持转换 [Signal] 和 [Callable],这些类型无论有什么数据,转换后" -"都是空值。" - msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns " "an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an " @@ -6493,9 +5527,9 @@ msgid "" "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" -"返回该边界框的 [member size] 的最长轴的索引(请参阅 [constant Vector3." -"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" -"有关示例,请参阅 [method get_longest_axis]。" +"返回该边界框的 [member size] 的最长轴的索引(见 [constant Vector3.AXIS_X]、" +"[constant Vector3.AXIS_Y] 和 [constant Vector3.AXIS_Z])。\n" +"示例见 [method get_longest_axis]。" msgid "" "Returns the longest dimension of this bounding box's [member size].\n" @@ -6527,7 +5561,7 @@ msgid "" "See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." msgstr "" "返回该边界框的 [member size] 的最短归一化轴,作为 [Vector3]([constant " -"Vector3.RIGHT]、[constant Vector3.UP]、或 [constant Vector3.BACK])。\n" +"Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" @@ -6552,9 +5586,9 @@ msgid "" "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" -"返回该边界框的 [member size] 的最短轴的索引(请参阅 [constant Vector3." -"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" -"有关示例,请参阅 [method get_shortest_axis]。" +"返回该边界框的 [member size] 的最短轴的索引(见 [constant Vector3.AXIS_X]、" +"[constant Vector3.AXIS_Y] 和 [constant Vector3.AXIS_Z])。\n" +"示例见 [method get_shortest_axis]。" msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" @@ -7220,9 +6254,6 @@ msgstr "" msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" -msgid "Third Person Shooter Demo" -msgstr "第三人称射击演示" - msgid "3D Voxel Demo" msgstr "3D 体素演示" @@ -7630,8 +6661,8 @@ msgstr "" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" -"# 创建动画,让“Enemy”节点在 2.0 秒内\n" -"# 向右移动 100 像素。\n" +"// 创建动画,让“Enemy”节点在 2.0 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" @@ -8139,16 +7170,6 @@ msgstr "在关键帧之间更新并保持值。" msgid "Update at the keyframes." msgstr "在关键帧更新。" -msgid "" -"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " -"of the current object and perform interpolation in some methods. See also " -"[method AnimationMixer.capture] and [method AnimationPlayer." -"play_with_capture]." -msgstr "" -"与 [constant UPDATE_CONTINUOUS] 相同,但是会捕获当前对象的取值并在部分方法中进" -"行插值。另见 [method AnimationMixer.capture] 和 [method AnimationPlayer." -"play_with_capture]。" - msgid "At both ends of the animation, the animation will stop playing." msgstr "在动画的两端,动画将停止播放。" @@ -8308,17 +7329,6 @@ msgstr "" "返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个" "空的 [StringName]。" -msgid "" -"Returns the first [AnimationLibrary] with key [param name] or [code]null[/" -"code] if not found.\n" -"To get the [AnimationPlayer]'s global animation library, use " -"[code]get_animation_library(\"\")[/code]." -msgstr "" -"返回第一个键为 [param name] 的 [AnimationLibrary],如果没有找到则返回 " -"[code]null[/code]。\n" -"要获得 [AnimationPlayer] 的全局动画库,请使用 " -"[code]get_animation_library(\"\")[/code]。" - msgid "Returns the list of stored library keys." msgstr "返回存储库的键名列表。" @@ -8637,20 +7647,6 @@ msgstr "" "然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" "下才有用。" -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " -"key [param name]." -msgstr "" -"如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 " -"[code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an " -"[AnimationLibrary] with key [param name]." -msgstr "" -"如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 " -"[code]true[/code]。" - msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。" @@ -8771,8 +7767,8 @@ msgstr "" "或 [code]\"character/mesh:transform/local\"[/code]。\n" "如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation." "TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的" -"变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" -"[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " +"变换,其动画看起来将是留在原地。另见 [method get_root_motion_position]、" +"[method get_root_motion_rotation]、[method get_root_motion_scale]、" "[RootMotionView]。" msgid "The node which node path references will travel from." @@ -8801,13 +7797,6 @@ msgstr "" "当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" "除。" -msgid "" -"Editor only. Notifies when the property have been updated to update dummy " -"[AnimationPlayer] in animation player editor." -msgstr "" -"仅用于编辑器。当属性已完成更新进而更新动画播放编辑器中的虚拟 " -"[AnimationPlayer] 时发出通知。" - msgid "" "Process animation during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " @@ -8838,6 +7827,24 @@ msgstr "" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" +msgid "" +"An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " +"blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." +"UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." +msgstr "" +"将 [constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." +"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时," +"[constant Animation.UPDATE_DISCRETE] 轨道值优先。这是 [AnimationPlayer] 的默认" +"行为。\n" +"[b]注意:[/b]如果值轨道具有非数字类型键值,则会在内部转换为使用 [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] 和 [constant Animation." +"UPDATE_DISCRETE]。" + msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track value takes precedence when blending the [constant " @@ -8861,18 +7868,6 @@ msgstr "" msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 节点的基类。与场景节点无关。" -msgid "" -"Base resource for [AnimationTree] nodes. In general, it's not used directly, " -"but you can create custom ones with custom blending formulas.\n" -"Inherit this when creating animation nodes mainly for use in " -"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " -"instead." -msgstr "" -"[AnimationTree] 节点的基础资源。通常不会直接使用,但你可以使用自定义混合公式创" -"建自定义节点。\n" -"创建动画节点时继承这个类主要是用在 [AnimationNodeBlendTree] 中,否则应改用 " -"[AnimationRootNode]。" - msgid "Using AnimationTree" msgstr "使用 AnimationTree" @@ -8889,6 +7884,14 @@ msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [param name] 来返回对" "应的子动画节点。" +msgid "" +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return all child animation nodes in order as a [code]name: node[/code] " +"dictionary." +msgstr "" +"继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典" +"的形式按顺序返回所有子动画节点。" + msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " @@ -8925,25 +7928,6 @@ msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是否" "只读。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" -msgid "" -"When inheriting from [AnimationRootNode], implement this virtual method to " -"run some code when this animation node is processed. The [param time] " -"parameter is a relative delta, unless [param seek] is [code]true[/code], in " -"which case it is absolute.\n" -"Here, call the [method blend_input], [method blend_node] or [method " -"blend_animation] functions. You can also use [method get_parameter] and " -"[method set_parameter] to modify local memory.\n" -"This function should return the time left for the current animation to finish " -"(if unsure, pass the value from the main blend being called)." -msgstr "" -"继承 [AnimationRootNode] 时,实现这个虚方法可以在这个动画节点进行处理时执行代" -"码。参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此时" -"为绝对增量。\n" -"请在此处调用 [method blend_input]、[method blend_node] 或 [method " -"blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method " -"set_parameter] 来修改本地存储。\n" -"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的值)。" - msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " @@ -8975,6 +7959,15 @@ msgstr "" "[param time] 是一个相对的增量,除非 [param seek] 是 [code]true[/code],此时它" "是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。" +msgid "" +"Blend another animation node (in case this animation node contains child " +"animation nodes). This function is only useful if you inherit from " +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." +msgstr "" +"混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你继" +"承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节点。" + msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." @@ -9611,22 +8604,6 @@ msgid "" "transition will be linear." msgstr "确定如何缓动动画之间的淡入淡出。如果为空,过渡将是线性的。" -msgid "" -"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 0 second and " -"ends at 1 second during the animation." -msgstr "" -"淡入持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将在动" -"画期间产生从 0 秒开始到 1 秒结束的交叉淡入淡出。" - -msgid "" -"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 4 second and " -"ends at 5 second during the animation." -msgstr "" -"淡出持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将产生" -"从 4 秒开始到 5 秒结束的交叉淡入淡出。" - msgid "The blend type." msgstr "混合类型。" @@ -10002,9 +8979,6 @@ msgid "" "Ease curve for better control over cross-fade between this state and the next." msgstr "缓动曲线可以更好地控制此状态和下一个状态之间的交叉淡入淡出。" -msgid "The time to cross-fade between this state and the next." -msgstr "这个状态和下一个状态之间的交叉渐变时间。" - msgid "Emitted when [member advance_condition] is changed." msgstr "变更 [member advance_condition] 时发出。" @@ -10069,21 +9043,23 @@ msgstr "" msgid "AnimationTree" msgstr "AnimationTree" -msgid "" -"Base class for [AnimationNode]s with more than two input ports that must be " -"synchronized." -msgstr "带有两个以上输入端口的 [AnimationNode] 基类,必须对这两个端口进行同步。" - msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" -"一种动画节点,用于将两个或多个动画组合、混合、或混合在一起,同时使它们在 " +"一种动画节点,用于将两个或多个动画组合、混合或混合在一起,同时使它们在 " "[AnimationTree] 中保持同步。" msgid "A time-scaling animation node used in [AnimationTree]." msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。" +msgid "" +"Allows to scale the speed of the animation (or reverse it) in any child " +"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." +msgstr "" +"允许缩放任何子节点中动画的速度(或反转)。将其设置为 [code]0.0[/code] 将暂停动" +"画。" + msgid "A time-seeking animation node used in [AnimationTree]." msgstr "对时间进行检索的动画节点,在 [AnimationTree] 中使用。" @@ -10256,10 +9232,6 @@ msgstr "" msgid "The number of enabled input ports for this animation node." msgstr "这个动画节点启用的输入端口的数量。" -msgid "" -"Cross-fading time (in seconds) between each animation connected to the inputs." -msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。" - msgid "A node used for animation playback." msgstr "用于播放动画的节点。" @@ -10368,33 +9340,6 @@ msgstr "" "更新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code]advance(0)" "[/code]。" -msgid "" -"See [method AnimationMixer.capture]. It is almost the same as the following:\n" -"[codeblock]\n" -"capture(name, duration, trans_type, ease_type)\n" -"play(name, custom_blend, custom_speed, from_end)\n" -"[/codeblock]\n" -"If name is blank, it specifies [member assigned_animation].\n" -"If [param duration] is a negative value, the duration is set to the interval " -"between the current position and the first key, when [param from_end] is " -"[code]true[/code], uses the interval between the current position and the " -"last key instead.\n" -"[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " -"but [param custom_speed] does not, because the capture cache is interpolated " -"with the blend result and the result may contain multiple animations." -msgstr "" -"见 [method AnimationMixer.capture]。几乎与下列代码等价:\n" -"[codeblock]\n" -"capture(name, duration, trans_type, ease_type)\n" -"play(name, custom_blend, custom_speed, from_end)\n" -"[/codeblock]\n" -"如果名称为空,则指定的是 [member assigned_animation]。\n" -"如果 [param duration] 为负数,则时长为当前位置和第一个关键帧的间隔,[param " -"from_end] 为 [code]true[/code] 时使用的是当前位置和最后一个关键帧的间隔。\n" -"[b]注意:[/b][param duration] 会考虑 [member speed_scale],但是 [param " -"custom_speed] 不会考虑,因为捕获缓存是和混合结果进行插值的,而插值结果可能包含" -"多个动画。" - msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued animation " @@ -10638,7 +9583,7 @@ msgstr "" "返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D." "collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的一" "部分,这样才能被检测到。\n" -"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修改," +"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理迭代时进行一次修改," "而不是在物体被移动后立即修改。可考虑改用信号。" msgid "" @@ -10944,33 +9889,32 @@ msgstr "" "另请参阅 [signal body_shape_entered]。" msgid "This area does not affect gravity/damping." -msgstr "这个区域不影响重力/阻尼。" +msgstr "该区域不影响重力/阻尼。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" -"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排" -"序)。" +"该区域将其重力/阻尼值加到目前已经计算出的结果上(按 [member priority] 顺序)。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" -"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] 顺" -"序),而忽略任何较低优先级的区域。" +"该区域将其重力/阻尼值加到目前已经计算出的结果上(按 [member priority] 顺序)," +"将忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any lower " "priority areas." -msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。" +msgstr "该区域将替换所有重力/阻尼,甚至是默认值,将忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" -"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序),但" -"继续计算其余的区域。" +"该区域将替换目前已经计算出的任何重力/阻尼(按 [member priority] 顺序),但仍将" +"继续计算其余区域。" msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " @@ -11009,9 +9953,6 @@ msgstr "" "[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " "[CollisionPolygon3D] 代替。" -msgid "GUI in 3D Demo" -msgstr "3D GUI 演示" - msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " @@ -11023,8 +9964,8 @@ msgstr "" "返回相交的 [Area3D] 的列表。重叠区域的 [member CollisionObject3D." "collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的一" "部分才能被检测到。\n" -"出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体被" -"移动后立即修改。可考虑改用信号。" +"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理迭代时进行一次修改," +"而不是在实体被移动后立即修改。可考虑改用信号。" msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " @@ -11175,23 +10116,6 @@ msgstr "" "该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 " "[code]0.1[/code]。" -msgid "" -"The exponential rate at which wind force decreases with distance from its " -"origin." -msgstr "风力随着距其原点的距离而衰减的指数速率。" - -msgid "The magnitude of area-specific wind force." -msgstr "特定区域风力的大小。" - -msgid "" -"The [Node3D] which is used to specify the direction and origin of an area-" -"specific wind force. The direction is opposite to the z-axis of the " -"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " -"local transform." -msgstr "" -"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相" -"反,其原点为 [Node3D] 局部变换的原点。" - msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -11311,97 +10235,9 @@ msgstr "" msgid "A built-in data structure that holds a sequence of elements." msgstr "一种内置数据结构,包含一系列元素。" -msgid "" -"An array data structure that can contain a sequence of elements of any type. " -"Elements are accessed by a numerical index starting at 0. Negative indices " -"are used to count from the back (-1 is the last element, -2 is the second to " -"last, etc.).\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One.\n" -"print(array[2]) # 3.\n" -"print(array[-1]) # Four.\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three.\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One.\n" -"GD.Print(array[2]); // 3.\n" -"GD.Print(array[array.Count - 1]); // Four.\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Arrays can be concatenated using the [code]+[/code] operator:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// Array concatenation is not possible with C# arrays, but is with Godot." -"Collections.Array.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " -"that can be modified independently of the original array, use [method " -"duplicate].\n" -"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " -"supported and will result in unpredictable behavior." -msgstr "" -"通用数组,可以包含任意类型的多个元素,可以通过从 0 开始的数字索引进行访问。负" -"数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数第" -"二,以此类推)。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One。\n" -"print(array[2]) # 3。\n" -"print(array[-1]) # Four。\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three。\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One。\n" -"GD.Print(array[2]); // 3。\n" -"GD.Print(array[array.Count - 1]); // Four。\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"可以使用 [code]+[/code] 运算符连接数组:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// C# 数组无法进行数组串联,但 Godot.Collections.Array 可以。\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的数" -"组的副本,请使用 [method duplicate]。\n" -"[b]注意:[/b][b]不[/b]支持在遍历数组时擦除元素,这将导致不可预知的行为。" - msgid "Constructs an empty [Array]." msgstr "构造空的 [Array]。" -msgid "Creates a typed array from the [param base] array." -msgstr "从 [param base] 数组创建具有类型的数组。" - msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." @@ -11589,40 +10425,6 @@ msgstr "" "[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空" "的,当从编辑器运行时,按索引访问将暂停项目的执行。" -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" -"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" -"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" -"返回的索引位于数组中该值的所有已有的条目之后。\n" -"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" - -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search and a custom comparison method. Optionally, a [param before] specifier " -"can be passed. If [code]false[/code], the returned index comes after all " -"existing entries of the value in the array. The custom method receives two " -"arguments (an element from the array and the value searched for) and must " -"return [code]true[/code] if the first argument is less than the second, and " -"return [code]false[/code] otherwise.\n" -"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"使用二分法和自定义比较方法查找已有值的索引(如果该值尚未存在于数组中,则为保持" -"排序顺序的插入索引)。传递 [param before] 说明符是可选的。如果该参数为 " -"[code]false[/code],则返回的索引位于数组中该值的所有已有条目之后。自定义方法接" -"收两个参数(数组中的一个元素和搜索到的值),如果第一个参数小于第二个参数,则必" -"须返回 [code]true[/code],否则返回 [code]false[/code] .\n" -"[b]注意:[/b]在未排序的数组上调用 [method bsearch_custom] 会产生预料之外的行" -"为。" - msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." @@ -11750,19 +10552,6 @@ msgstr "" "[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为空," "从编辑器运行时按索引访问将暂停项目执行。" -msgid "" -"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " -"not typed, returns [constant TYPE_NIL]." -msgstr "" -"返回类型化数组的 [enum Variant.Type] 常量。如果该 [Array] 不是类型化的,则返" -"回 [constant TYPE_NIL]。" - -msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]." -msgstr "返回类型为 [constant TYPE_OBJECT] 的 类型化 [Array] 的类名。" - -msgid "Returns the script associated with a typed array tied to a class name." -msgstr "返回与此类型化数组绑定的类名关联的脚本。" - msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblocks]\n" @@ -11842,9 +10631,9 @@ msgid "" "identical hash values due to hash collisions." msgstr "" "返回代表该数组及其内容的 32 位整数哈希值。\n" -"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致的" -"哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈" -"希值。" +"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。反之则不然。返回一致的哈希" +"值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈希" +"值。" msgid "" "Inserts a new element at a given position in the array. The position must be " @@ -12510,71 +11299,6 @@ msgstr "" "为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在添" "加面之前调用。" -msgid "" -"Creates a new surface. [method Mesh.get_surface_count] will become the " -"[code]surf_idx[/code] for this new surface.\n" -"Surfaces are created to be rendered using a [param primitive], which may be " -"any of the values defined in [enum Mesh.PrimitiveType].\n" -"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." -"ARRAY_MAX] elements contains an array with some of the mesh data for this " -"surface as described by the corresponding member of [enum Mesh.ArrayType] or " -"[code]null[/code] if it is not used by the surface. For example, " -"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " -"is always required; the others are optional. Adding an index array puts this " -"surface into \"index mode\" where the vertex and other arrays become the " -"sources of data and the index array defines the vertex order. All sub-arrays " -"must have the same length as the vertex array (or be an exact multiple of the " -"vertex array's length, when multiple elements of a sub-array correspond to a " -"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " -"used.\n" -"The [param blend_shapes] argument is an array of vertex data for each blend " -"shape. Each element is an array of the same structure as [param arrays], but " -"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " -"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " -"all other entries are [code]null[/code].\n" -"The [param lods] argument is a dictionary with [float] keys and " -"[PackedInt32Array] values. Each entry in the dictionary represents a LOD " -"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " -"array to use for the LOD level and the key is roughly proportional to the " -"distance at which the LOD stats being used. I.e., increasing the key of a LOD " -"also increases the distance that the objects has to be from the camera before " -"the LOD is used.\n" -"The [param flags] argument is the bitwise or of, as required: One value of " -"[enum Mesh.ArrayCustomFormat] left shifted by " -"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " -"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." -"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " -"or triangles." -msgstr "" -"创建一个新的表面。[method Mesh.get_surface_count] 将成为这个新表面的 " -"[code]surf_idx[/code]。\n" -"创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh.PrimitiveType] " -"中定义的任何值。\n" -"[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一个" -"数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描述" -"的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/code] " -"是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将此表面置" -"于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所有子数组的" -"长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数组的多个元素" -"对应于单个顶点时);或者为空,如果使用了 [constant Mesh.ARRAY_INDEX ] 则除" -"外。\n" -"[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 [param " -"arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh." -"ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且仅当在 [param " -"arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设置。\n" -"[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中的" -"每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh." -"ARRAY_INDEX] 数组,键大致与使用 LOD 统计信息的距离成正比。即,增加 LOD 的关键" -"点也会增加在使用 LOD 之前对象必须与相机的距离。\n" -"[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值左" -"移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道," -"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh." -"ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n" -"[b]注意:[/b]使用索引时,建议只使用点、线或三角形。" - msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有混合形状。" @@ -12949,77 +11673,6 @@ msgstr "" "结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给定" "点最近的位置。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从路" -"径的起点到终点进行排序。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # 默认权重为 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // 默认权重为 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" -"距离更长,通过第 4 点也比通过第 2 点“更容易”。" - msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -13090,18 +11743,6 @@ msgstr "返回点池中当前的点数。" msgid "Returns an array of all point IDs." msgstr "返回所有点 ID 的数组。" -msgid "" -"Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector2Array] and will print an error message." -msgstr "" -"返回一个数组,其中包含 AStar2D 在给定点之间找到的路径中的点。数组从路径的起点" -"到终点进行排序。\n" -"[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " -"[PackedVector2Array] 并打印一条错误消息。" - msgid "Returns the position of the point associated with the given [param id]." msgstr "返回与给定 [param id] 相关联的点的位置。" @@ -13402,75 +12043,6 @@ msgstr "" "结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离给" "定点最近的位置。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar3D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从路" -"径的起点到终点排序。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # 默认权重为 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 默认权重为 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" -"距离更长,但通过第 4 点也比通过第 2 点“更容易”。" - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -13527,18 +12099,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector3Array] and will print an error message." -msgstr "" -"返回一个数组,其中包含 AStar3D 在给定点之间找到的路径中的点。数组从路径的起点" -"到终点进行排序。\n" -"[b]注意:[/b]这种方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " -"[PackedVector3Array],并打印一条错误消息。" - msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid. New " @@ -13652,26 +12212,6 @@ msgstr "" "使用指定的值填充网格上 [param region] 区域的权重缩放。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path." -msgstr "" -"返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从路" -"径的起点到终点排序。" - -msgid "" -"Returns an array with the points that are in the path found by [AStarGrid2D] " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector3Array] and will print an error message." -msgstr "" -"返回一个数组,其中包含 [AStarGrid2D] 在给定点之间找到的路径上的点。数组从路径" -"的起点到终点排序。\n" -"[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 中调用它,它将返回一个空的 " -"[PackedVector3Array] 并打印一条错误消息。" - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -14014,8 +12554,41 @@ msgstr "" msgid "Audio buses" msgstr "音频总线" -msgid "Audio Mic Record Demo" -msgstr "音频麦克风录音演示" +msgid "" +"Override this method to customize the [AudioEffectInstance] created when this " +"effect is applied on a bus in the editor's Audio panel, or through [method " +"AudioServer.add_bus_effect].\n" +"[codeblock]\n" +"extends AudioEffect\n" +"\n" +"@export var strength = 4.0\n" +"\n" +"func _instantiate():\n" +" var effect = CustomAudioEffectInstance.new()\n" +" effect.base = self\n" +"\n" +" return effect\n" +"[/codeblock]\n" +"[b]Note:[/b] It is recommended to keep a reference to the original " +"[AudioEffect] in the new instance. Depending on the implementation this " +"allows the effect instance to listen for changes at run-time and be modified " +"accordingly." +msgstr "" +"覆盖该方法以自定义新创建的 [AudioEffectInstance],它是在编辑器的音频面板中将该" +"效果应用于总线时,或通过 [method AudioServer.add_bus_effect] 时创建的。\n" +"[codeblock]\n" +"extends AudioEffect\n" +"\n" +"@export var strength = 4.0\n" +"\n" +"func _instantiate():\n" +" var effect = CustomAudioEffectInstance.new()\n" +" effect.base = self\n" +"\n" +" return effect\n" +"[/codeblock]\n" +"[b]注意:[/b]建议在新实例中保留对原始 [AudioEffect] 的引用。根据实现,这允许效" +"果实例在运行时监听更改并进行相应的修改。" msgid "Adds an amplifying audio effect to an audio bus." msgstr "向音频总线添加一个放大的音频效果。" @@ -14542,6 +13115,42 @@ msgstr "向音频总线添加一个高架滤波器。" msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。" +msgid "Manipulates the audio it receives for a given effect." +msgstr "操纵它接收到的音频以获得给定的效果。" + +msgid "" +"An audio effect instance manipulates the audio it receives for a given " +"effect. This instance is automatically created by an [AudioEffect] when it is " +"added to a bus, and should usually not be created directly. If necessary, it " +"can be fetched at run-time with [method AudioServer.get_bus_effect_instance]." +msgstr "" +"音频效果实例操纵它接收到的音频以获得给定的效果。该实例在添加到总线时由 " +"[AudioEffect] 自动创建,通常不应直接创建。如果需要,可以在运行时使用 [method " +"AudioServer.get_bus_effect_instance] 获取它。" + +msgid "" +"Called by the [AudioServer] to process this effect. When [method " +"_process_silence] is not overridden or it returns [code]false[/code], this " +"method is called only when the bus is active.\n" +"[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " +"GDExtension can take advantage of it." +msgstr "" +"由 [AudioServer] 调用来处理该效果。当 [method _process_silence] 未被覆盖或返" +"回 [code]false[/code] 时,该方法仅在总线处于活动状态时调用。\n" +"[b]注意:[/b]在 GDScript 或 C# 中覆盖该方法没有用。只有 GDExtension 可以利用" +"它。" + +msgid "" +"Override this method to customize the processing behavior of this effect " +"instance.\n" +"Should return [code]true[/code] to force the [AudioServer] to always call " +"[method _process], even if the bus has been muted or cannot otherwise be " +"heard." +msgstr "" +"覆盖该方法以自定义该效果实例的处理行为。\n" +"应返回 [code]true[/code] 以强制 [AudioServer] 始终调用 [method _process],即使" +"总线已静音或无法听到。" + msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "为音频总线添加一个软剪辑限制器音频效果。" @@ -14829,12 +13438,6 @@ msgstr "" "这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" "使用程序生成声音请参阅 [AudioStreamGenerator]。" -msgid "Audio Spectrum Demo" -msgstr "音频频谱演示" - -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 将获得新的音频功能" - msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." @@ -15099,6 +13702,16 @@ msgid "" "Sets the volume of the bus at index [param bus_idx] to [param volume_db]." msgstr "将索引为 [param bus_idx] 的总线的音量设为 [param volume_db]。" +msgid "" +"If set to [code]true[/code], all instances of [AudioStreamPlayback] will call " +"[method AudioStreamPlayback._tag_used_streams] every mix step.\n" +"[b]Note:[/b] This is enabled by default in the editor, as it is used by " +"editor plugins for the audio stream previews." +msgstr "" +"如果设置为 [code]true[/code],[AudioStreamPlayback] 的所有实例将在每个混音步骤" +"调用 [method AudioStreamPlayback._tag_used_streams]。\n" +"[b]注意:[/b]这在编辑器中默认启用,因为编辑器插件将其用于音频流预览。" + msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "在索引为 [param bus_idx] 的总线中交换两个效果的位置。" @@ -15192,6 +13805,26 @@ msgstr "音频流" msgid "Audio Generator Demo" msgstr "音频生成器演示" +msgid "" +"Overridable method. Should return the total number of beats of this audio " +"stream. Used by the engine to determine the position of every beat.\n" +"Ideally, the returned value should be based off the stream's sample rate " +"([member AudioStreamWAV.mix_rate], for example)." +msgstr "" +"可覆盖的方法。应返回该音频流的总节拍数。由引擎用来确定每个节拍的位置。\n" +"理想情况下,返回值应基于流的采样率(例如,[member AudioStreamWAV.mix_rate])。" + +msgid "" +"Overridable method. Should return the tempo of this audio stream, in beats " +"per minute (BPM). Used by the engine to determine the position of every " +"beat.\n" +"Ideally, the returned value should be based off the stream's sample rate " +"([member AudioStreamWAV.mix_rate], for example)." +msgstr "" +"可覆盖的方法。应返回该音频流的节奏,以每分钟节拍数(BPM)为单位。由引擎用来确" +"定每个节拍的位置。\n" +"理想情况下,返回值应基于流的采样率(例如,[member AudioStreamWAV.mix_rate])。" + msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." @@ -15199,11 +13832,37 @@ msgstr "" "覆盖此方法以自定义 [method get_length] 所返回的值,应该返回这个音频流的长度," "单位为秒。" +msgid "" +"Return the controllable parameters of this stream. This array contains " +"dictionaries with a property info description format (see [method Object." +"get_property_list]). Additionally, the default value for this parameter must " +"be added tho each dictionary in \"default_value\" field." +msgstr "" +"返回该流的可控制参数。该数组包含具有属性信息描述格式的字典(请参阅 [method " +"Object.get_property_list])。此外,必须将该参数的默认值添加到 “default_value” " +"字段中的每个字典中。" + msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "覆盖该方法,以自定义分配给该音频流的名称。未被引擎使用。" +msgid "" +"Override this method to customize the returned value of [method " +"instantiate_playback]. Should returned a new [AudioStreamPlayback] created " +"when the stream is played (such as by an [AudioStreamPlayer]).." +msgstr "" +"覆盖该方法可以自定义 [method instantiate_playback] 的返回值。应该返回一个在播" +"放流(例如通过 [AudioStreamPlayer])时创建的新的 [AudioStreamPlayback]。" + +msgid "" +"Override this method to customize the returned value of [method " +"is_monophonic]. Should return [code]true[/code] if this audio stream only " +"supports one channel." +msgstr "" +"覆盖该方法以自定义 [method is_monophonic] 的返回值。如果该音频流仅支持一个通" +"道,则应返回 [code]true[/code]。" + msgid "Returns the length of the audio stream in seconds." msgstr "返回音频流的长度,单位为秒。" @@ -15410,6 +14069,9 @@ msgid "" "generated audio in real-time." msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。" +msgid "Godot 3.2 will get new audio features" +msgstr "Godot 3.2 将获得新的音频功能" + msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" @@ -15472,6 +14134,9 @@ msgstr "" "[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" "系统隐私设置相关的注意事项。" +msgid "Audio Mic Record Demo" +msgstr "音频麦克风录音演示" + msgid "MP3 audio stream driver." msgstr "MP3 音频流驱动程序。" @@ -15586,6 +14251,13 @@ msgstr "" "可以播放、循环播放、暂停滚动播放音频。有关用法,请参阅 [AudioStream] 和 " "[AudioStreamOggVorbis]。" +msgid "" +"Overridable method. Should return how many times this audio stream has " +"looped. Most built-in playbacks always return [code]0[/code]." +msgstr "" +"可覆盖的方法。应该返回该音频流已经循环了多少次。大多数内置播放始终返回 " +"[code]0[/code]。" + msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." @@ -15598,6 +14270,38 @@ msgid "" "stream, in seconds." msgstr "可覆盖的方法。应返回音频流的当前进度,单位为秒。" +msgid "" +"Overridable method. Should return [code]true[/code] if this playback is " +"active and playing its audio stream." +msgstr "" +"可覆盖的方法。如果该播放处于活动状态并正在播放其音频流,则应返回 [code]true[/" +"code]。" + +msgid "" +"Override this method to customize how the audio stream is mixed. This method " +"is called even if the playback is not active.\n" +"[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " +"GDExtension can take advantage of it." +msgstr "" +"覆盖该方法以自定义音频流的混合方式。即使播放未激活,也会调用该方法。\n" +"[b]注意:[/b]在 GDScript 或 C# 中覆盖该方法没有用。只有 GDExtension 可以利用" +"它。" + +msgid "" +"Override this method to customize what happens when seeking this audio stream " +"at the given [param position], such as by calling [method AudioStreamPlayer." +"seek]." +msgstr "" +"覆盖该方法以自定义在给定的 [param position] 处查找该音频流时发生的情况,例如通" +"过调用 [method AudioStreamPlayer.seek]。" + +msgid "" +"Set the current value of a playback parameter by name (see [method " +"AudioStream._get_parameter_list])." +msgstr "" +"按名称设置播放参数的当前值(请参阅 [method AudioStream." +"_get_parameter_list])。" + msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." @@ -15612,6 +14316,17 @@ msgstr "" "覆盖该方法以自定义播放停止时发生的情况,例如通过调用 [method " "AudioStreamPlayer.stop] 覆盖。" +msgid "" +"Overridable method. Called whenever the audio stream is mixed if the playback " +"is active and [method AudioServer.set_enable_tagging_used_audio_streams] has " +"been set to [code]true[/code]. Editor plugins may use this method to \"tag\" " +"the current position along the audio stream and display it in a preview." +msgstr "" +"可覆盖的方法。如果播放处于活动状态并且 [method AudioServer." +"set_enable_tagging_used_audio_streams] 已被设置为 [code]true[/code],则每当混" +"合音频流时调用。编辑器插件可以使用该方法以“标记”音频流中的当前位置并将其显示在" +"预览中。" + msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "[AudioStreamPolyphonic] 的播放实例。" @@ -15681,95 +14396,6 @@ msgid "" "playback." msgstr "无法为播放分配一个流时由 [method play_stream] 返回。" -msgid "Plays back audio non-positionally." -msgstr "播放音频,不考虑所处位置。" - -msgid "" -"Plays an audio stream non-positionally.\n" -"To play audio positionally, use [AudioStreamPlayer2D] or " -"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." -msgstr "" -"以非位置方式支持播放音频流。\n" -"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不" -"是 [AudioStreamPlayer]。" - -msgid "Returns the position in the [AudioStream] in seconds." -msgstr "返回 [AudioStream] 中的位置,单位为秒。" - -msgid "" -"Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer]." -msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。" - -msgid "" -"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " -"object or not." -msgstr "返回该 [AudioStreamPlayer] 是否能够返回 [AudioStreamPlayback] 对象。" - -msgid "Plays the audio from the given [param from_position], in seconds." -msgstr "从给定的位置 [param from_position] 播放音频,以秒为单位。" - -msgid "Sets the position from which audio will be played, in seconds." -msgstr "设置音频的播放位置,以秒为单位。" - -msgid "Stops the audio." -msgstr "停止音频。" - -msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" - -msgid "" -"Bus on which this audio is playing.\n" -"[b]Note:[/b] When setting this property, keep in mind that no validation is " -"performed to see if the given name matches an existing bus. This is because " -"audio bus layouts might be loaded after this property is set. If this given " -"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" -"code]." -msgstr "" -"这个音频在哪个总线上播放。\n" -"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" -"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" -"时无法解析,就会回退到 [code]\"Master\"[/code]。" - -msgid "" -"The maximum number of sounds this node can play at the same time. Playing " -"additional sounds after this value is reached will cut off the oldest sounds." -msgstr "" -"该节点可以同时播放的最大声音数。达到此值后,播放额外的声音将切断最旧的声音。" - -msgid "" -"If the audio configuration has more than two speakers, this sets the target " -"channels. See [enum MixTarget] constants." -msgstr "" -"如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。" - -msgid "" -"The pitch and the tempo of the audio, as a multiplier of the audio sample's " -"sample rate." -msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。" - -msgid "If [code]true[/code], audio is playing." -msgstr "如果为 [code]true[/code],则播放音频。" - -msgid "The [AudioStream] object to be played." -msgstr "要播放的 [AudioStream] 对象。" - -msgid "" -"If [code]true[/code], the playback is paused. You can resume it by setting " -"[member stream_paused] to [code]false[/code]." -msgstr "" -"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] 设" -"置为 [code]false[/code]来恢复它。" - -msgid "Volume of sound, in dB." -msgstr "音量,单位为 dB。" - -msgid "Emitted when the audio stops playing." -msgstr "当音频停止播放时发出。" - -msgid "The audio will be played only on the first channel." -msgstr "音频将只在第一个声道中播放。" - msgid "The audio will be played on all surround channels." msgstr "音频将在所有环绕声声道中播放。" @@ -15808,6 +14434,11 @@ msgid "" "[AudioStreamPlayer2D]." msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。" +msgid "" +"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " +"object or not." +msgstr "返回该 [AudioStreamPlayer] 是否能够返回 [AudioStreamPlayback] 对象。" + msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." @@ -15815,6 +14446,12 @@ msgstr "" "将要播放的音频入队,将在下一物理帧从给定的位置 [param from_position] 开始播" "放,单位为秒。" +msgid "Sets the position from which audio will be played, in seconds." +msgstr "设置音频的播放位置,以秒为单位。" + +msgid "Stops the audio." +msgstr "停止音频。" + msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " @@ -15829,9 +14466,31 @@ msgstr "" msgid "The volume is attenuated over distance with this as an exponent." msgstr "以该属性为指数,将音量随着距离的增加而衰减。" +msgid "If [code]true[/code], audio plays when added to scene tree." +msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" + +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." +msgstr "" +"这个音频在哪个总线上播放。\n" +"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" +"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" +"时无法解析,就会回退到 [code]\"Master\"[/code]。" + msgid "Maximum distance from which audio is still hearable." msgstr "音频仍可听到的最大距离。" +msgid "" +"The maximum number of sounds this node can play at the same time. Playing " +"additional sounds after this value is reached will cut off the oldest sounds." +msgstr "" +"该节点可以同时播放的最大声音数。达到此值后,播放额外的声音将切断最旧的声音。" + msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " @@ -15841,6 +14500,11 @@ msgstr "" "子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动" "音频。" +msgid "" +"The pitch and the tempo of the audio, as a multiplier of the audio sample's " +"sample rate." +msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。" + msgid "" "If [code]true[/code], audio is playing or is queued to be played (see [method " "play])." @@ -15848,9 +14512,22 @@ msgstr "" "如果为 [code]true[/code],则音频正在播放,或者已加入播放队列(见 [method " "play])。" +msgid "The [AudioStream] object to be played." +msgstr "要播放的 [AudioStream] 对象。" + +msgid "" +"If [code]true[/code], the playback is paused. You can resume it by setting " +"[member stream_paused] to [code]false[/code]." +msgstr "" +"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] 设" +"置为 [code]false[/code]来恢复它。" + msgid "Base volume before attenuation." msgstr "衰减前的基础音量。" +msgid "Emitted when the audio stops playing." +msgstr "当音频停止播放时发出。" + msgid "Plays positional sound in 3D space." msgstr "在 3D 空间中播放与位置相关的声音。" @@ -15869,8 +14546,8 @@ msgid "" "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" -"根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向性、" -"和多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 " +"根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向性和" +"多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 " "[member attenuation_filter_cutoff_hz] 设置为 [code]20500[/code] 来禁用。\n" "默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个 " "[AudioListener3D] 节点,并通过对其调用 [method AudioListener3D.make_current] " @@ -16153,17 +14830,6 @@ msgstr "" "这个类还可用于存储动态生成的 PCM 音频数据。另请参阅 [AudioStreamGenerator] 以" "了解程序化音频生成。" -msgid "" -"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " -"ADPCM format can't be saved.\n" -"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " -"[param path] if it is missing." -msgstr "" -"将 AudioStreamWAV 作为 WAV 文件保存到 [param path]。无法保存 IMA ADPCM 格式的" -"样本。\n" -"[b]注意:[/b]如果缺少 [code].wav[/code] 扩展名,则会自动将其追加到 [param " -"path]。" - msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " @@ -16921,8 +15587,8 @@ msgid "" "lighting." msgstr "" "如果为 [code]true[/code],则实体会发光。发光会使物体看起来更亮。如果使用 " -"[VoxelGI]、SDFGI、或 [LightmapGI],并且该对象用于烘焙光照,则该对象还可以将光" -"投射到其他对象上。" +"[VoxelGI]、SDFGI 或 [LightmapGI],并且该对象用于烘焙光照,则该对象还可以将光投" +"射到其他对象上。" msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "发出的光的乘数。请参阅 [member emission_enabled]。" @@ -17231,8 +15897,8 @@ msgid "" "in the blue channel. The alpha channel is ignored." msgstr "" "要使用的遮挡/粗糙度/金属纹理。这是对 [ORMMaterial3D] 中 [member ao_texture]、" -"[member roughness_texture]、和 [member metallic_texture] 的更有效替代。环境遮" -"挡被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通道" +"[member roughness_texture] 和 [member metallic_texture] 的更有效替代。环境遮挡" +"被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通道" "中。Alpha 通道将被忽略。" msgid "" @@ -18160,6 +16826,62 @@ 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 "" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" +"wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " +"and shear. It is frequently used within a [Transform3D].\n" +"A [Basis] is composed by 3 axis vectors, each representing a column of the " +"matrix: [member x], [member y], and [member z]. The length of each axis " +"([method Vector3.length]) influences the basis's scale, while the direction " +"of all axes influence the rotation. Usually, these axes are perpendicular to " +"one another. However, when you rotate any axis individually, the basis " +"becomes sheared. Applying a sheared basis to a 3D model will make the model " +"appear distorted.\n" +"A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A " +"basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A " +"basis is [b]uniform[/b] if all axes share the same length (see [method " +"get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and " +"normalized, which allows it to only represent rotations. A basis is " +"[b]conformal[/b] if it is both orthogonal and uniform, which ensures it is " +"not distorted.\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial.\n" +"[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol." +"org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the " +"same as OpenGL. However, they are stored internally in row-major order, which " +"is the same as DirectX." +msgstr "" +"[Basis] 内置 [Variant] 类型是一种 3×3 [url=https://en.wikipedia.org/wiki/" +"Matrix_(mathematics)]矩阵[/url],用于表示 3D 旋转、缩放和剪切。常用于 " +"[Transform3D]。\n" +"[Basis] 由 3 个轴向量组成,每个轴向量代表矩阵的一列:[member x]、[member y] " +"和 [member z]。每个轴的长度([method Vector3.length])都会影响该基的缩放,而所" +"有轴的方向将影响旋转。通常,这些轴彼此垂直。但是,当你单独旋转任意轴时,该基会" +"被剪切。对 3D 模型应用剪切基将使模型显得扭曲。\n" +"如果 [Basis] 的轴彼此垂直,则它是[b]正交的[/b]。如果每个轴的长度为 [code]1[/" +"code],则该基是[b]归一化的[/b]。如果所有轴共享相同的长度,则该基是[b]均匀的[/" +"b](请参阅 [method get_scale])。如果一个基既是正交的又是归一化的,则它是[b]正" +"交归一的[/b],这使得它只能表示旋转。如果一个基既正交又均匀,那么它就是[b]共形" +"的[/b],这确保了它不被扭曲。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。\n" +"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/" +"%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向" +"方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。" +"其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_scenes.html#d-asset-direction-conventions]《导入 3D " +"场景》[/url]。\n" +"[b]注意:[/b]基矩阵按[url=https://www.mindcontrol.org/~hplus/graphics/matrix-" +"layout.html]列为主[/url]的顺序公开,这与 OpenGL 一致。但是内部使用行为主的顺序" +"存储,这与 DirectX 一致。" + msgid "Matrices and transforms" msgstr "矩阵与变换" @@ -18169,9 +16891,6 @@ msgstr "使用 3D 变换" msgid "Matrix Transform Demo" msgstr "矩阵变换演示" -msgid "2.5D Demo" -msgstr "2.5D 演示" - msgid "Constructs a [Basis] identical to the [constant IDENTITY]." msgstr "构造一个与 [constant IDENTITY] 相同的 [Basis]。" @@ -18186,7 +16905,7 @@ msgid "" "IDENTITY] basis. With more than one angle consider using [method from_euler], " "instead." msgstr "" -"构造仅表示旋转的 [Basis],给定的 [parma angle] 以弧度为单位,表示围绕 [param " +"构造仅表示旋转的 [Basis],给定的 [param angle] 以弧度为单位,表示围绕 [param " "axis] 轴的旋转量。这个轴必须是归一化的向量。\n" "[b]注意:[/b]与对 [constant IDENTITY] 基使用 [method rotated] 一致。多角度旋转" "请改用 [method from_euler]。" @@ -18364,6 +17083,68 @@ msgstr "" "[b]注意:[/b]四元数更适合 3D 数学,但是并不那么符合直觉。用户界面相关的场合请" "考虑使用返回欧拉角的 [method get_euler] 方法。" +msgid "" +"Returns the length of each axis of this basis, as a [Vector3]. If the basis " +"is not sheared, this is the scaling factor. It is not affected by rotation.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(2, 0, 0),\n" +" Vector3(0, 4, 0),\n" +" Vector3(0, 0, 8)\n" +")\n" +"# Rotating the Basis in any way preserves its scale.\n" +"my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" +"\n" +"print(my_basis.get_scale()) # Prints (2, 4, 8).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" Vector3(2.0f, 0.0f, 0.0f),\n" +" Vector3(0.0f, 4.0f, 0.0f),\n" +" Vector3(0.0f, 0.0f, 8.0f)\n" +");\n" +"// Rotating the Basis in any way preserves its scale.\n" +"myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" +"myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" +"\n" +"GD.Print(myBasis.Scale); // Prints (2, 4, 8).\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If the value returned by [method determinant] is negative, the " +"scale is also negative." +msgstr "" +"返回该基的每个轴的长度,作为一个 [Vector3]。如果该基没有被剪切,这就是缩放系" +"数。它不受旋转的影响。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(2, 0, 0),\n" +" Vector3(0, 4, 0),\n" +" Vector3(0, 0, 8)\n" +")\n" +"# 以任何方式旋转基都会保持其缩放。\n" +"my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" +"\n" +"print(my_basis.get_scale()) # 输出 (2, 4, 8)。\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" Vector3(2.0f, 0.0f, 0.0f),\n" +" Vector3(0.0f, 4.0f, 0.0f),\n" +" Vector3(0.0f, 0.0f, 8.0f)\n" +");\n" +"// 以任何方式旋转基都会保持其缩放。\n" +"myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" +"myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" +"\n" +"GD.Print(myBasis.Scale); // 输出 (2, 4, 8)。\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]如果 [method determinant] 返回的值为负数,则缩放也为负数。" + msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." @@ -18371,6 +17152,15 @@ msgstr "" "返回 [url=https://en.wikipedia.org/wiki/Invertible_matrix]该基矩阵的逆矩阵[/" "url]。" +msgid "" +"Returns [code]true[/code] if this basis is conformal. A conformal basis is " +"both [i]orthogonal[/i] (the axes are perpendicular to each other) and " +"[i]uniform[/i] (the axes share the same length). This method can be " +"especially useful during physics calculations." +msgstr "" +"如果该基是共形的,则返回 [code]true[/code]。共形的基既是[i]正交的[/i](轴彼此" +"垂直)又是[i]均匀的[/i](轴共享相同长度)。该方法在物理计算过程中特别有用。" + msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " @@ -18386,6 +17176,403 @@ msgstr "" "如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 " "[method @GlobalScope.is_finite]。" +msgid "" +"Creates a new [Basis] with a rotation such that the forward axis (-Z) points " +"towards the [param target] position.\n" +"By default, the -Z axis (camera forward) is treated as forward (implies +X is " +"right). If [param use_model_front] is [code]true[/code], the +Z axis (asset " +"front) is treated as forward (implies +X is left) and points toward the " +"[param target] position.\n" +"The up axis (+Y) points as close to the [param up] vector as possible while " +"staying perpendicular to the forward axis. The returned basis is " +"orthonormalized (see [method orthonormalized]). The [param target] and [param " +"up] vectors cannot be [constant Vector3.ZERO], and cannot be parallel to each " +"other." +msgstr "" +"创建一个带有旋转的新 [Basis],使向前轴(-Z)指向 [param target] 的位置。\n" +"默认情况下,-Z 轴(相机向前)被视为向前(意味着 +X 位于右侧)。如果 [param " +"use_model_front] 为 [code]true[/code],则 +Z 轴(资产正面)被视为向前(意味着 " +"+X 位于左侧)并指向 [param target] 的位置。\n" +"向上轴(+Y)尽可能靠近 [param up] 向量,同时保持垂直于向前轴。返回的基是正交归" +"一化的(参见 [method orthonormalized])。[param target] 和 [param up] 向量不能" +"是 [constant Vector3.ZERO],并且不能彼此平行。" + +msgid "" +"Returns the orthonormalized version of this basis. An orthonormal basis is " +"both [i]orthogonal[/i] (the axes are perpendicular to each other) and " +"[i]normalized[/i] (the axes have a length of [code]1[/code]), which also " +"means it can only represent rotation.\n" +"It is often useful to call this method to avoid rounding errors on a rotating " +"basis:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Rotate this Node3D every frame.\n" +"func _process(delta):\n" +" basis = basis.rotated(Vector3.UP, TAU * delta)\n" +" basis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" +"\n" +" basis = basis.orthonormalized()\n" +"[/gdscript]\n" +"[csharp]\n" +"// Rotate this Node3D every frame.\n" +"public override void _Process(double delta)\n" +"{\n" +" Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" +" .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" +" .Orthonormalized();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该基的正交归一化版本。正交归一化基既是[i]正交的[/i](轴彼此垂直)又是[i]归" +"一化的[/i](轴长度为 [code]1[/code]),这也意味着它只能代表旋转。\n" +"调用该方法通常很有用,以避免旋转基上的舍入错误:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 每帧旋转该 Node3D。\n" +"func _process(delta):\n" +" basis = basis.rotated(Vector3.UP, TAU * delta)\n" +" basis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" +"\n" +" basis = basis.orthonormalized()\n" +"[/gdscript]\n" +"[csharp]\n" +"// 每帧旋转该 Node3D。\n" +"public override void _Process(double delta)\n" +"{\n" +" Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" +" .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" +" .Orthonormalized();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns this basis rotated around the given [param axis] by [param angle] (in " +"radians). The [param axis] must be a normalized vector (see [method Vector3." +"normalized]).\n" +"Positive values rotate this basis clockwise around the axis, while negative " +"values rotate it counterclockwise.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.IDENTITY\n" +"var angle = TAU / 2\n" +"\n" +"my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis " +"(yaw).\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " +"axis (pitch).\n" +"my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " +"axis (roll).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.Identity;\n" +"var angle = Mathf.Tau / 2.0f;\n" +"\n" +"myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis " +"(yaw).\n" +"myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " +"axis (pitch).\n" +"myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " +"axis (roll).\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回围绕给定 [param axis] 旋转 [param angle](单位为弧度)的基。[param axis] " +"必须是归一化的向量(请参阅 [method Vector3.normalized])。\n" +"正值绕该轴顺时针旋转该基,而负值则逆时针旋转该基。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.IDENTITY\n" +"var angle = TAU / 2\n" +"\n" +"my_basis = my_basis.rotated(Vector3.UP, angle) # 绕向上轴旋转(偏航)。\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, angle) # 绕向右轴旋转(俯仰)。\n" +"my_basis = my_basis.rotated(Vector3.BACK, angle) # 绕向后轴旋转(滚动)。\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.Identity;\n" +"var angle = Mathf.Tau / 2.0f;\n" +"\n" +"myBasis = myBasis.Rotated(Vector3.Up, angle); // 绕向上轴旋转(偏航)。\n" +"myBasis = myBasis.Rotated(Vector3.Right, angle); // 绕向右轴旋转(俯仰)。\n" +"myBasis = myBasis.Rotated(Vector3.Back, angle); // 绕向后轴旋转(滚动)。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns this basis with each axis's components scaled by the given [param " +"scale]'s components.\n" +"The basis matrix's rows are multiplied by [param scale]'s components. This " +"operation is a global scale (relative to the parent).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 1, 1),\n" +" Vector3(2, 2, 2),\n" +" Vector3(3, 3, 3)\n" +")\n" +"my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" +"\n" +"print(my_basis.x) # Prints (0, 2, -2).\n" +"print(my_basis.y) # Prints (0, 4, -4).\n" +"print(my_basis.z) # Prints (0, 6, -6).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 1.0f, 1.0f),\n" +" new Vector3(2.0f, 2.0f, 2.0f),\n" +" new Vector3(3.0f, 3.0f, 3.0f)\n" +");\n" +"myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" +"\n" +"GD.Print(myBasis.X); // Prints (0, 2, -2).\n" +"GD.Print(myBasis.Y); // Prints (0, 4, -4).\n" +"GD.Print(myBasis.Z); // Prints (0, 6, -6).\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该基,其中每个轴的分量都按给定的 [param scale] 的分量缩放。\n" +"该基矩阵的行乘以 [param scale] 的分量。该操作是全局缩放(相对于父级)。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 1, 1),\n" +" Vector3(2, 2, 2),\n" +" Vector3(3, 3, 3)\n" +")\n" +"my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" +"\n" +"print(my_basis.x) # 输出 (0, 2, -2).\n" +"print(my_basis.y) # 输出 (0, 4, -4).\n" +"print(my_basis.z) # 输出 (0, 6, -6).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 1.0f, 1.0f),\n" +" new Vector3(2.0f, 2.0f, 2.0f),\n" +" new Vector3(3.0f, 3.0f, 3.0f)\n" +");\n" +"myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" +"\n" +"GD.Print(myBasis.X); // 输出 (0, 2, -2).\n" +"GD.Print(myBasis.Y); // 输出 (0, 4, -4).\n" +"GD.Print(myBasis.Z); // 输出 (0, 6, -6).\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Performs a spherical-linear interpolation with the [param to] basis, given a " +"[param weight]. Both this basis and [param to] should represent a rotation.\n" +"[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " +"with a [Tween].\n" +"[codeblock]\n" +"var start_basis = Basis.IDENTITY\n" +"var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" +"\n" +"func _ready():\n" +" create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." +"TRANS_EXPO)\n" +"\n" +"func interpolate(weight):\n" +" basis = start_basis.slerp(target_basis, weight)\n" +"[/codeblock]" +msgstr "" +"使用 [param to] 基在给定 [param weight] 的情况下执行球面线性插值。该基和 " +"[param to] 两者都应该代表一个旋转。\n" +"[b]示例:[/b]使用 [Tween] 随时间平滑地将 [Node3D] 旋转到目标基。\n" +"[codeblock]\n" +"var start_basis = Basis.IDENTITY\n" +"var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" +"\n" +"func _ready():\n" +" create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." +"TRANS_EXPO)\n" +"\n" +"func interpolate(weight):\n" +" basis = start_basis.slerp(target_basis, weight)\n" +"[/codeblock]" + +msgid "" +"Returns the transposed dot product between [param with] and the [member x] " +"axis (see [method transposed]).\n" +"This is equivalent to [code]basis.x.dot(vector)[/code]." +msgstr "" +"返回 [param with] 和 [member x] 轴之间的转置点积(请参阅 [method " +"transposed])。\n" +"这相当于 [code]basis.x.dot(vector)[/code]。" + +msgid "" +"Returns the transposed dot product between [param with] and the [member y] " +"axis (see [method transposed]).\n" +"This is equivalent to [code]basis.y.dot(vector)[/code]." +msgstr "" +"返回 [param with] 和 [member y] 轴之间的转置点积(请参阅 [method " +"transposed])。\n" +"这相当于 [code]basis.y.dot(vector)[/code]。" + +msgid "" +"Returns the transposed dot product between [param with] and the [member z] " +"axis (see [method transposed]).\n" +"This is equivalent to [code]basis.z.dot(vector)[/code]." +msgstr "" +"返回 [param with] 和 [member z] 轴之间的转置点积(请参阅 [method " +"transposed])。\n" +"这相当于 [code]basis.z.dot(vector)[/code]。" + +msgid "" +"Returns the transposed version of this basis. This turns the basis matrix's " +"columns into rows, and its rows into columns.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 2, 3),\n" +" Vector3(4, 5, 6),\n" +" Vector3(7, 8, 9)\n" +")\n" +"my_basis = my_basis.transposed()\n" +"\n" +"print(my_basis.x) # Prints (1, 4, 7).\n" +"print(my_basis.y) # Prints (2, 5, 8).\n" +"print(my_basis.z) # Prints (3, 6, 9).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 2.0f, 3.0f),\n" +" new Vector3(4.0f, 5.0f, 6.0f),\n" +" new Vector3(7.0f, 8.0f, 9.0f)\n" +");\n" +"myBasis = myBasis.Transposed();\n" +"\n" +"GD.Print(myBasis.X); // Prints (1, 4, 7).\n" +"GD.Print(myBasis.Y); // Prints (2, 5, 8).\n" +"GD.Print(myBasis.Z); // Prints (3, 6, 9).\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该基的转置版本。这会将基矩阵的列转换为行,并将其行转换为列。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 2, 3),\n" +" Vector3(4, 5, 6),\n" +" Vector3(7, 8, 9)\n" +")\n" +"my_basis = my_basis.transposed()\n" +"\n" +"print(my_basis.x) # 输出 (1, 4, 7).\n" +"print(my_basis.y) # 输出 (2, 5, 8).\n" +"print(my_basis.z) # 输出 (3, 6, 9).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 2.0f, 3.0f),\n" +" new Vector3(4.0f, 5.0f, 6.0f),\n" +" new Vector3(7.0f, 8.0f, 9.0f)\n" +");\n" +"myBasis = myBasis.Transposed();\n" +"\n" +"GD.Print(myBasis.X); // 输出 (1, 4, 7).\n" +"GD.Print(myBasis.Y); // 输出 (2, 5, 8).\n" +"GD.Print(myBasis.Z); // 输出 (3, 6, 9).\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"The basis's X axis, and the column [code]0[/code] of the matrix.\n" +"On the identity basis, this vector points right ([constant Vector3.RIGHT])." +msgstr "" +"该基的 X 轴和矩阵的 [code]0[/code] 列。\n" +"在单位基上,该向量指向右侧([constant Vector3.RIGHT])。" + +msgid "" +"The basis's Y axis, and the column [code]1[/code] of the matrix.\n" +"On the identity basis, this vector points up ([constant Vector3.UP])." +msgstr "" +"该基的 Y 轴和矩阵的第 [code]1[/code] 列。\n" +"在单位基上,该向量指向上方([constant Vector3.UP])。" + +msgid "" +"The basis's Z axis, and the column [code]2[/code] of the matrix.\n" +"On the identity basis, this vector points back ([constant Vector3.BACK])." +msgstr "" +"该基的 Z 轴和矩阵的第 [code]2[/code] 列。\n" +"在单位基上,该向量指向后面([constant Vector3.BACK])。" + +msgid "" +"The identity basis. This is a basis with no rotation, no shear, and its scale " +"being [code]1[/code]. This means that:\n" +"- The [member x] points right ([constant Vector3.RIGHT]);\n" +"- The [member y] points up ([constant Vector3.UP]);\n" +"- The [member z] points back ([constant Vector3.BACK]).\n" +"[codeblock]\n" +"var basis := Basis.IDENTITY\n" +"print(\"| X | Y | Z\")\n" +"print(\"| %s | %s | %s\" % [basis.x.x, basis.y.x, basis.z.x])\n" +"print(\"| %s | %s | %s\" % [basis.x.y, basis.y.y, basis.z.y])\n" +"print(\"| %s | %s | %s\" % [basis.x.z, basis.y.z, basis.z.z])\n" +"# Prints:\n" +"# | X | Y | Z\n" +"# | 1 | 0 | 0\n" +"# | 0 | 1 | 0\n" +"# | 0 | 0 | 1\n" +"[/codeblock]\n" +"This is identical to creating [constructor Basis] without any parameters. " +"This constant can be used to make your code clearer, and for consistency with " +"C#." +msgstr "" +"单位基。这是一个没有旋转、没有剪切的基,其缩放为 [code]1[/code]。这意味着:\n" +"- [member x] 指向右侧([constant Vector3.RIGHT]);\n" +"- [member y] 指向上方([constant Vector3.UP]);\n" +"- [member z] 指向后面([constant Vector3.BACK])。\n" +"[codeblock]\n" +"var basis := Basis.IDENTITY\n" +"print(\"| X | Y | Z\")\n" +"print(\"| %s | %s | %s\" % [basis.x.x, basis.y.x, basis.z.x])\n" +"print(\"| %s | %s | %s\" % [basis.x.y, basis.y.y, basis.z.y])\n" +"print(\"| %s | %s | %s\" % [basis.x.z, basis.y.z, basis.z.z])\n" +"# 输出:\n" +"# | X | Y | Z\n" +"# | 1 | 0 | 0\n" +"# | 0 | 1 | 0\n" +"# | 0 | 0 | 1\n" +"[/codeblock]\n" +"这与创建没有任何参数的 [constructor Basis] 相同。该常量可用于使你的代码更清" +"晰,并与 C# 保持一致。" + +msgid "" +"When any basis is multiplied by [constant FLIP_X], it negates all components " +"of the [member x] axis (the X column).\n" +"When [constant FLIP_X] is multiplied by any basis, it negates the [member " +"Vector3.x] component of all axes (the X row)." +msgstr "" +"当任意基被 [constant FLIP_X] 相乘时,它会取负 [member x] 轴(X 列)的所有分" +"量。\n" +"当 [constant FLIP_X] 被任意基相乘时,它会取负所有轴(X 行)的 [member Vector3." +"x] 分量。" + +msgid "" +"When any basis is multiplied by [constant FLIP_Y], it negates all components " +"of the [member y] axis (the Y column).\n" +"When [constant FLIP_Y] is multiplied by any basis, it negates the [member " +"Vector3.y] component of all axes (the Y row)." +msgstr "" +"当任意基被 [constant FLIP_Y] 相乘时,它会取负 [member y] 轴(Y 列)的所有分" +"量。\n" +"当 [constant FLIP_Y] 被任意基相乘时,它会取负所有轴(Y 行)的 [member Vector3." +"y] 分量。" + +msgid "" +"When any basis is multiplied by [constant FLIP_Z], it negates all components " +"of the [member z] axis (the Z column).\n" +"When [constant FLIP_Z] is multiplied by any basis, it negates the [member " +"Vector3.z] component of all axes (the Z row)." +msgstr "" +"当任意基被 [constant FLIP_Z] 相乘时,它会取负 [member z] 轴(Z 列)的所有分" +"量。\n" +"当 [constant FLIP_Z] 被任意基相乘时,它会取负所有轴(Z 行)的 [member Vector3." +"z] 分量。" + msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" @@ -18396,6 +17583,41 @@ msgstr "" "[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" +msgid "" +"Transforms (multiplies) the [param right] basis by this basis.\n" +"This is the operation performed between parent and child [Node3D]s." +msgstr "" +"由该基转换(乘以) [param right] 基。\n" +"这是父级和子级 [Node3D] 之间执行的操作。" + +msgid "" +"Transforms (multiplies) the [param right] vector by this basis, returning a " +"[Vector3].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(Vector3(1, 1, 1), Vector3(1, 1, 1), Vector3(0, 2, 5))\n" +"print(my_basis * Vector3(1, 2, 3)) # Prints (7, 3, 16)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(new Vector3(1, 1, 1), new Vector3(1, 1, 1), new " +"Vector3(0, 2, 5));\n" +"GD.Print(my_basis * new Vector3(1, 2, 3)); // Prints (7, 3, 16)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"由该基变换(乘以)[param right] 向量,返回一个 [Vector3]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(Vector3(1, 1, 1), Vector3(1, 1, 1), Vector3(0, 2, 5))\n" +"print(my_basis * Vector3(1, 2, 3)) # 输出 (7, 3, 16)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(new Vector3(1, 1, 1), new Vector3(1, 1, 1), new " +"Vector3(0, 2, 5));\n" +"GD.Print(my_basis * new Vector3(1, 2, 3)); // 输出 (7, 3, 16)\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." @@ -18403,6 +17625,27 @@ msgstr "" "将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通过 " "[param right] 值调整所有 3 个轴的大小。" +msgid "" +"Multiplies all components of the [Basis] by the given [int]. This affects the " +"basis's scale uniformly, resizing all 3 axes by the [param right] value." +msgstr "" +"将该 [Basis] 的所有分量乘以给定的 [int]。这会均匀地影响该基的缩放,并通过 " +"[param right] 值调整所有 3 个轴的大小。" + +msgid "" +"Divides all components of the [Basis] by the given [float]. This affects the " +"basis's scale uniformly, resizing all 3 axes by the [param right] value." +msgstr "" +"将 [Basis] 的所有分量除以给定的 [float]。这会均匀地影响该基的缩放,并通过 " +"[param right] 值调整所有 3 个轴的大小。" + +msgid "" +"Divides all components of the [Basis] by the given [int]. This affects the " +"basis's scale uniformly, resizing all 3 axes by the [param right] value." +msgstr "" +"将 [Basis] 的所有分量除以给定的 [int]。这会均匀地影响该基的缩放,并通过 " +"[param right] 值调整所有 3 个轴的大小。" + msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" @@ -18413,6 +17656,20 @@ msgstr "" "[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" +msgid "" +"Accesses each axis (column) of this basis by their index. Index [code]0[/" +"code] is the same as [member x], index [code]1[/code] is the same as [member " +"y], and index [code]2[/code] is the same as [member z].\n" +"[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " +"[i]not[/i] the columns. For the same behavior as scripting languages, use the " +"[code]set_column[/code] and [code]get_column[/code] methods." +msgstr "" +"通过索引访问该基的每个轴(列)。索引 [code]0[/code] 与 [member x] 相同,索引 " +"[code]1[/code] 与 [member y] 相同,索引 [code]2[/code] 与 [member z] 相同。\n" +"[b]注意:[/b]在 C++ 中,该运算符访问基础矩阵的行,而[i]不[/i]是列。对于与脚本" +"语言相同的行为,请使用 [code]set_column[/code] 和 [code]get_column[/code] 方" +"法。" + msgid "Boolean matrix." msgstr "布尔矩阵。" @@ -18619,16 +17876,6 @@ msgstr "" "返回该 BoneAttachment3D 节点是否正在使用外部 [Skeleton3D],而不是尝试将其父节" "点用作 [Skeleton3D]。" -msgid "" -"A function that is called automatically when the [Skeleton3D] the " -"BoneAttachment3D node is using has a bone that has changed its pose. This " -"function is where the BoneAttachment3D node updates its position so it is " -"correctly bound when it is [i]not[/i] set to override the bone pose." -msgstr "" -"当该 BoneAttachment3D 节点正在使用的 [Skeleton3D] 中有骨骼已改变其姿势时,自动" -"调用的函数。该函数是 BoneAttachment3D 节点更新其位置的地方,以便在[i]未[/i]设" -"置为覆盖骨骼姿势时正确绑定。" - msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " @@ -18653,16 +17900,6 @@ msgstr "所附着骨骼的索引。" msgid "The name of the attached bone." msgstr "所附着骨骼的名称。" -msgid "" -"Whether the BoneAttachment3D node will override the bone pose of the bone it " -"is attached to. When set to [code]true[/code], the BoneAttachment3D node can " -"change the pose of the bone. When set to [code]false[/code], the " -"BoneAttachment3D will always be set to the bone's transform." -msgstr "" -"BoneAttachment3D 节点是否将覆盖它所附着到的骨骼的骨骼姿势。当设置为 " -"[code]true[/code] 时,BoneAttachment3D 节点可以改变骨骼的姿势。当设置为 " -"[code]false[/code] 时,BoneAttachment3D 将始终被设置为骨骼的变换。" - msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." @@ -19088,14 +18325,18 @@ msgstr "" "[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只" "能按下一个按钮。请用 [TouchScreenButton] 制作触发游戏移动或动作的按钮。" -msgid "OS Test Demo" -msgstr "操作系统测试演示" - msgid "" "Text alignment policy for the button's text, use one of the [enum " "HorizontalAlignment] constants." msgstr "按钮文本的文本对齐策略,使用 [enum HorizontalAlignment] 常量之一。" +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" +"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩" +"形内换行。" + msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the text." @@ -19347,12 +18588,161 @@ msgstr "当该组中的某个按钮被按下时发出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" +msgid "" +"[Callable] is a built-in [Variant] type that represents a function. It can " +"either be a method within an [Object] instance, or a custom callable used for " +"different purposes (see [method is_custom]). Like all [Variant] types, it can " +"be stored in variables and passed to other functions. It is most commonly " +"used for signal callbacks.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func print_args(arg1, arg2, arg3 = \"\"):\n" +" prints(arg1, arg2, arg3)\n" +"\n" +"func test():\n" +" var callable = Callable(self, \"print_args\")\n" +" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" +" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." +"gd)::print_args\".\n" +" callable.call(\"invalid\") # Invalid call, should have at least 2 " +"arguments.\n" +"[/gdscript]\n" +"[csharp]\n" +"// Default parameter values are not supported.\n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" +"{\n" +" GD.PrintS(arg1, arg2, arg3);\n" +"}\n" +"\n" +"public void Test()\n" +"{\n" +" // Invalid calls fail silently.\n" +" Callable callable = new Callable(this, MethodName.PrintArgs);\n" +" callable.Call(\"hello\", \"world\"); // Default parameter values are not " +"supported, should have 3 arguments.\n" +" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." +"cs)::PrintArgs\".\n" +" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In GDScript, it's possible to create lambda functions within a method. Lambda " +"functions are custom callables that are not associated with an [Object] " +"instance. Optionally, lambda functions can also be named. The name will be " +"displayed in the debugger, or when calling [method get_method].\n" +"[codeblock]\n" +"func _init():\n" +" var my_lambda = func (message):\n" +" print(message)\n" +"\n" +" # Prints Hello everyone!\n" +" my_lambda.call(\"Hello everyone!\")\n" +"\n" +" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" +" button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" +"[/codeblock]" +msgstr "" +"可调用体 [Callable] 是表示函数的内置 [Variant] 类型。它可以是 [Object] 实例中" +"的方法,也可以是用于不同目的的自定义可调用函数(请参阅 [method is_custom])。" +"与所有 [Variant] 类型一样,它可以存储在变量中,也可以传递给其他函数。它最常用" +"于信号回调。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func print_args(arg1, arg2, arg3 = \"\"):\n" +" prints(arg1, arg2, arg3)\n" +"\n" +"func test():\n" +" var callable = Callable(self, \"print_args\")\n" +" callable.call(\"hello\", \"world\") # 输出 “hello world ”。\n" +" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." +"gd)::print_args\".\n" +" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n" +"[/gdscript]\n" +"[csharp]\n" +"// 不支持参数默认值。\n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" +"{\n" +" GD.PrintS(arg1, arg2, arg3);\n" +"}\n" +"\n" +"public void Test()\n" +"{\n" +" // Invalid calls fail silently.\n" +" Callable callable = new Callable(this, MethodName.PrintArgs);\n" +" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参" +"数。\n" +" callable.Call(Vector2.Up, 42, callable); // 输出 “(0, -1) 42 Node(Node." +"cs)::PrintArgs”。\n" +" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 " +"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 " +"[method get_method] 中使用。\n" +"[codeblock]\n" +"func _init():\n" +" var my_lambda = func (message):\n" +" print(message)\n" +"\n" +" # 输出 大家好呀!\n" +" my_lambda.call(\"大家好呀!\")\n" +"\n" +" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n" +" button_pressed.connect(func(): print(\"全军出击!\"))\n" +"[/codeblock]\n" +"在 GDScript 中,可以将方法和全局函数作为 [Callable] 进行访问:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object 的方法。\n" +"tween.tween_callback(array.clear) # 内置类型的方法。\n" +"tween.tween_callback(print.bind(\"Test\")) # 全局函数。\n" +"[/codeblock]\n" +"[b]注意:[/b]由于键不明确,[Dictionary] 不支持上述内容。\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# 这行不通,“clear” 被视为一个键。\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# 这会有效。\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" +"[/codeblock]" + msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" +msgid "" +"Creates a new [Callable] for the method named [param method] in the specified " +"[param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." +msgstr "" +"创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方" +"法。\n" +"[b]注意:[/b]对于内置 [Variant] 类型的方法,请改用 [method create]。" + msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied by " @@ -19384,6 +18774,52 @@ msgid "" msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" +msgid "" +"Calls the method represented by this [Callable] in deferred mode, i.e. at the " +"end of the current frame. Arguments can be passed and should match the " +"method's signature.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" grab_focus.call_deferred()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" Callable.From(GrabFocus).CallDeferred();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" +"See also [method Object.call_deferred]." +msgstr "" +"使用延迟模式调用该 [Callable] 所代表的方法,即在当前帧的末尾调用。可以传递参" +"数,必须与该方法的签名相匹配。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" grab_focus.call_deferred()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" Callable.From(GrabFocus).CallDeferred();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]延迟调用会在空闲时间处理。空闲时间主要发生在进程和物理帧的末尾。" +"延迟调用将在其中一直运行,直到没有调用剩余为止,这意味着你可以从其他延迟调用中" +"使用延迟调用,并且它们仍将在当前空闲时间周期中运行。这同样意味着你不应从延迟调" +"用的方法(或从其调用的方法)中延迟调用其自身,因为这会导致无限递归,就像你直接" +"调用该方法一样。\n" +"另见 [method Object.call_deferred]。" + msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " @@ -19392,6 +18828,22 @@ msgstr "" "调用该 [Callable] 所代表的方法。与 [method call] 不同,这个方法需要所有参数都" "放在 [param arguments] [Array] 之中。" +msgid "" +"Creates a new [Callable] for the method named [param method] in the specified " +"[param variant]. To represent a method of a built-in [Variant] type, a custom " +"callable is used (see [method is_custom]). If [param variant] is [Object], " +"then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" +"为指定的 [param variant] 中名为 [param method] 的方法创建一个新的 [Callable]。" +"为了表示内置 [Variant] 类型的方法,使用自定义可调用函数(请参阅 [method " +"is_custom])。如果 [param variant] 是 [Object],则将改为创建一个标准的可调用对" +"象。\n" +"[b]注意:[/b]该方法对于 [Dictionary] 类型始终是必需的,因为属性语法被用于访问" +"其条目。当事先未知 [param variant] 的类型时(对于多态),你也可以使用该方法。" + msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " "greater than zero), or empty (if [method get_bound_arguments_count] is less " @@ -19437,6 +18889,22 @@ msgstr "" "同[i]并不[/i]意味着可调用体相等,因为不同的可调用体可能由于哈希冲突而具有相同" "的哈希值。引擎在 [method hash] 中使用 32 位哈希算法。" +msgid "" +"Returns [code]true[/code] if this [Callable] is a custom callable. Custom " +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." +msgstr "" +"如果该 [Callable] 是自定义可调用对象,则返回 [code]true[/code]。使用自定义可调" +"用对象:\n" +"- 用于绑定/解除绑定参数(参见 [method bind] 和 [method unbind]);\n" +"- 用于表示内置 [Variant] 类型的方法(参见 [method create]);\n" +"- 用于在 GDScript 中表示全局、lambda 和 RPC 函数;\n" +"- 用于核心、GDExtension 和 C# 中的其他目的。" + msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the method " "on." @@ -19591,9 +19059,6 @@ msgstr "" msgid "2D Isometric Demo" msgstr "2D 等轴演示" -msgid "2D HDR Demo" -msgstr "2D HDR 演示" - msgid "Aligns the camera to the tracked node." msgstr "将相机与跟踪的节点对齐。" @@ -20695,19 +20160,6 @@ msgstr "相机安装在了设备后部。" msgid "Server keeping track of different cameras accessible in Godot." msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。" -msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " -"These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera.\n" -"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " -"other platforms, no [CameraFeed]s will be available." -msgstr "" -"[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络" -"摄像头或手机上的摄像头。\n" -"主要用于为 AR 模块提供来自相机的视频源。\n" -"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " -"[CameraFeed]。" - msgid "Adds the camera [param feed] to the camera server." msgstr "将相机源 [param feed] 添加到相机服务器中。" @@ -20874,43 +20326,6 @@ msgstr "" msgid "Abstract base class for everything in 2D space." msgstr "2D 空间中所有对象的抽象基类。" -msgid "" -"Abstract base class for everything in 2D space. Canvas items are laid out in " -"a tree; children inherit and extend their parent's transform. [CanvasItem] is " -"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " -"objects.\n" -"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " -"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " -"request a redraw. Because of this, canvas items don't need to be redrawn on " -"every frame, improving the performance significantly. Several functions for " -"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " -"However, they can only be used inside [method _draw], its corresponding " -"[method Object._notification] or methods connected to the [signal draw] " -"signal.\n" -"Canvas items are drawn in tree order on their canvas layer. By default, " -"children are on top of their parents, so a root [CanvasItem] will be drawn " -"behind everything. This behavior can be changed on a per-item basis.\n" -"A [CanvasItem] can be hidden, which will also hide its children. By adjusting " -"various other properties of a [CanvasItem], you can also modulate its color " -"(via [member modulate] or [member self_modulate]), change its Z-index, blend " -"mode, and more." -msgstr "" -"2D 空间中所有对象的抽象基类。画布项目以树状排列;子节点继承并扩展其父节点的变" -"换。[CanvasItem] 由 [Control] 扩展为 GUI 相关的节点,由 [Node2D] 扩展为 2D 游" -"戏对象。\n" -"任何 [CanvasItem] 都可以进行绘图。绘图时,引擎会调用 [method queue_redraw],然" -"后 [constant NOTIFICATION_DRAW] 就会在空闲时被接收到以请求重绘。因此,画布项目" -"不需要每一帧都重绘,这显著提升了性能。这个类还提供了几个用于在 [CanvasItem] 上" -"绘图的函数(见 [code]draw_*[/code] 函数)。不过这些函数都只能在 [method " -"_draw] 及其对应的 [method Object._notification] 或连接到 [signal draw] 的方法" -"内使用。\n" -"画布项目在其画布层上是按树状顺序绘制的。默认情况下,子项目位于其父项目的上方," -"因此根 [CanvasItem] 将被画在所有项目的后面。这种行为可以针对每个画布项目进行更" -"改。\n" -"[CanvasItem] 可以隐藏,隐藏时也会隐藏其子项目。通过调整 [CanvasItem] 的各种其" -"它属性,你还可以调制它的颜色(通过 [member modulate] 或 [member " -"self_modulate])、更改 Z 索引、混合模式等。" - msgid "Viewport and canvas transforms" msgstr "Viewport 和画布变换" @@ -20969,13 +20384,6 @@ msgstr "使用自定义字体绘制字符串的第一个字符。" msgid "Draws a string first character outline using a custom font." msgstr "使用自定义字体绘制字符串中第一个字符的轮廓。" -msgid "" -"Draws a colored, filled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." -msgstr "" -"绘制彩色的实心圆。另见 [method draw_arc]、[method draw_polyline] 和 [method " -"draw_polygon]。" - msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole polygon." @@ -21481,6 +20889,15 @@ msgid "" "instead of global space." msgstr "[param event] 的输入发出的变换将在局部空间而不是全局空间中应用。" +msgid "" +"Moves this node to display on top of its siblings.\n" +"Internally, the node is moved to the bottom of parent's child list. The " +"method has no effect on nodes without a parent." +msgstr "" +"移动该节点以显示在其同级节点之上。\n" +"在内部,该节点被移动到父节点的子节点列表的底部。该方法对没有父节点的节点没有影" +"响。" + msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " @@ -21521,6 +20938,10 @@ msgstr "" "[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用各" "种 [code]popup*()[/code] 函数的其中之一。" +msgid "" +"Allows the current node to clip child nodes, essentially acting as a mask." +msgstr "允许当前节点裁剪子节点,本质上是充当遮罩。" + msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "该 [CanvasItem] 的渲染层,用于响应 [Light2D] 节点。" @@ -21602,22 +21023,6 @@ msgstr "" "[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " "[code]popup*()[/code] 函数之一。" -msgid "" -"If [code]true[/code], this [CanvasItem] and its [CanvasItem] child nodes are " -"sorted according to the Y position. Nodes with a lower Y position are drawn " -"before those with a higher Y position. If [code]false[/code], Y-sorting is " -"disabled.\n" -"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " -"same space as the parent Y-sort. This feature allows you to organize a scene " -"better or divide it into multiple ones without changing your scene tree." -msgstr "" -"如果为 [code]true[/code],则该 [CanvasItem] 及其 [CanvasItem] 子节点按照 Y 位" -"置排序。Y 位置较低的节点先于 Y 位置较高的节点绘制。如果为 [code]false[/code]," -"则禁用 Y 排序。\n" -"可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" -"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场" -"景。" - msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " @@ -21627,23 +21032,6 @@ msgstr "" "这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引" "将是 2 + 3 = 5。" -msgid "" -"Z index. Controls the order in which the nodes render. A node with a higher Z " -"index will display in front of others. Must be between [constant " -"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." -"CANVAS_ITEM_Z_MAX] (inclusive).\n" -"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " -"order, not the order in which input events are handled. This can be useful to " -"implement certain UI animations, e.g. a menu where hovered items are scaled " -"and should overlap others." -msgstr "" -"Z 索引。控制节点的渲染顺序。具有较高 Z 索引的节点将显示在其他节点的前面。必须" -"在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." -"CANVAS_ITEM_Z_MAX]之间(包含)。\n" -"[b]注意:[/b]改变 [Control] 的 Z 索引只影响绘图顺序,不影响处理输入事件的顺" -"序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他内" -"容重叠。" - msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " "NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" @@ -21786,6 +21174,11 @@ msgstr "纹理不会重复。" msgid "Texture will repeat normally." msgstr "纹理将正常重复。" +msgid "" +"Texture will repeat in a 2×2 tiled mode, where elements at even positions are " +"mirrored." +msgstr "纹理将以 2×2 平铺模式重复,其中偶数位置的元素会被镜像。" + msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "代表 [enum TextureRepeat] 枚举的大小。" @@ -22235,14 +21628,6 @@ msgstr "" "[constant Vector2.UP]。该值始终为正数,只有在调用了 [method move_and_slide] 并" "且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。" -msgid "" -"Returns the surface normal of the floor at the last collision point. Only " -"valid after calling [method move_and_slide] and when [method is_on_floor] " -"returns [code]true[/code]." -msgstr "" -"返回最近一次碰撞点的地面法线。只有在调用了 [method move_and_slide] 并且 " -"[method is_on_floor] 返回值为 [code]true[/code] 时才有效。" - msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " @@ -22329,14 +21714,6 @@ msgid "" msgstr "" "返回最近一次调用 [method move_and_slide] 时,该物体发生碰撞并改变方向的次数。" -msgid "" -"Returns the surface normal of the wall at the last collision point. Only " -"valid after calling [method move_and_slide] and when [method is_on_wall] " -"returns [code]true[/code]." -msgstr "" -"返回最近一次碰撞点的墙面法线。只有在调用了 [method move_and_slide] 并且 " -"[method is_on_wall] 返回值为 [code]true[/code] 时才有效。" - msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " @@ -23159,13 +22536,6 @@ msgstr "" "[b]注意:[/b]无论使用什么区域设置,[CodeEdit] 默认总是使用从左至右的文本方向来" "正确显示源代码。" -msgid "" -"Override this method to define how the selected entry should be inserted. If " -"[param replace] is true, any existing text should be replaced." -msgstr "" -"覆盖此方法以定义所选条目应如何插入。如果 [param replace] 为真,任何现有的文本" -"都应该被替换。" - msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" @@ -23176,13 +22546,6 @@ msgstr "" "参数 [param candidates] 和返回值都是一个 [Array] 的 [Dictionary],而 " "[Dictionary] 的键值,详见 [method get_code_completion_option]。" -msgid "" -"Override this method to define what happens when the user requests code " -"completion. If [param force] is true, any checks should be bypassed." -msgstr "" -"覆盖此方法以定义当用户请求代码完成时发生的情况。如果 [param force] 为真,会绕" -"过任何检查。" - msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " @@ -23205,6 +22568,30 @@ msgstr "" "[enum CodeEdit.CodeCompletionLocation]。\n" "[b]注意:[/b]这个列表将替换所有当前候选。" +msgid "" +"Adds a comment delimiter from [param start_key] to [param end_key]. Both keys " +"should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." +msgstr "" +"添加从 [param start_key] 到 [param end_key] 的注释分隔符。两个键都应该是符号," +"并且 [param start_key] 不得与其他分隔符共享。\n" +"如果 [param line_only] 为 [code]true[/code] 或 [param end_key] 为空 [String]," +"则该区块不会延续到下一行。" + +msgid "" +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." +msgstr "" +"定义从 [param start_key] 到 [param end_key] 的字符串分隔符。两个键都应该是符" +"号,并且 [param start_key] 不得与其他分隔符共享。\n" +"如果 [param line_only] 为 [code]true[/code] 或 [param end_key] 为空 [String]," +"则该区块不会延续到下一行。" + msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." @@ -23229,13 +22616,6 @@ msgstr "清除所有已执行的行。" msgid "Removes all string delimiters." msgstr "移除所有字符串分隔符。" -msgid "" -"Inserts the selected entry into the text. If [param replace] is true, any " -"existing text is replaced rather than merged." -msgstr "" -"将选定的条目插入到文本中。如果 [param replace] 为真,任何现有的文本都会被替" -"换,而不是被合并。" - msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" @@ -23423,16 +22803,6 @@ msgstr "移除带有 [param start_key] 的注释分隔符。" msgid "Removes the string delimiter with [param start_key]." msgstr "移除带有 [param start_key] 的字符串分隔符。" -msgid "" -"Emits [signal code_completion_requested], if [param force] is true will " -"bypass all checks. Otherwise will check that the caret is in a word or in " -"front of a prefix. Will ignore the request if all current options are of type " -"file path, node path or signal." -msgstr "" -"发出 [signal code_completion_requested],如果 [param force] 为真将绕过所有检" -"查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文件" -"路径、节点路径或信号类型,将忽略该请求。" - msgid "Sets the current selected completion option." msgstr "设置当前选定的补全选项。" @@ -23622,6 +22992,17 @@ msgstr "" "该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部" "类,确切的值表示它们的距离(就内部类而言)。" +msgid "" +"The option is from the containing class or a parent class, relative to the " +"location of the code completion query. Perform a bitwise OR with the class " +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." +msgstr "" +"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 " +"OR(或)运算(例如 [code]0[/code] 表示当前类,[code]1[/code] 表示父类," +"[code]2[/code] 表示父类的父类等),从而在当前类或父类中存储选项的深度。" + msgid "" "The option is from user code which is not local and not in a derived class (e." "g. Autoload Singletons)." @@ -23737,8 +23118,20 @@ msgid "" "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" -"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和其" -"他文本图案的颜色。" +"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字和其他" +"文本图案的颜色。" + +msgid "" +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." +msgstr "" +"添加从 [param start_key] 到 [param end_key] 的颜色区块(例如注释或字符串)。两" +"个键都应该是符号,并且 [param start_key] 不得与其他分隔符共享。\n" +"如果 [param line_only] 为 [code]true[/code] 或 [param end_key] 为空 [String]," +"则该区块不会延续到下一行。" msgid "" "Sets the color for a keyword.\n" @@ -24187,21 +23580,6 @@ msgstr "" "[b]警告:[/b]如果使用非均一缩放,则该节点可能无法按预期工作。建议让所有轴上的" "缩放保持一致,可以用对碰撞形状的调整来代替非均一缩放。" -msgid "" -"Receives unhandled [InputEvent]s. [param position] is the location in world " -"space of the mouse pointer on the surface of the shape with index [param " -"shape_idx] and [param normal] is the normal vector of the surface at that " -"point. Connect to the [signal input_event] signal to easily pick up these " -"events.\n" -"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be " -"[code]true[/code] and at least one [member collision_layer] bit to be set." -msgstr "" -"接收未处理的 [InputEvent]。[param position] 是鼠标指针在索引为 [param " -"shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连接" -"到 [signal input_event] 信号即可轻松获取这些事件。\n" -"[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 为 " -"[code]true[/code],并且至少要设置一个 [member collision_layer] 位。" - msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " @@ -24275,16 +23653,6 @@ msgstr "" "如果为 [code]true[/code],则当鼠标拖过其形状时,[CollisionObject3D] 将继续接收" "输入事件。" -msgid "" -"Emitted when the object receives an unhandled [InputEvent]. [param position] " -"is the location in world space of the mouse pointer on the surface of the " -"shape with index [param shape_idx] and [param normal] is the normal vector of " -"the surface at that point." -msgstr "" -"当对象收到未处理的 [InputEvent] 时发出。[param position] 是鼠标指针在索引为 " -"[param shape_idx] 的形状表面上的世界空间位置,[param normal] 是表面在该点的法" -"向量。" - msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " @@ -24345,21 +23713,6 @@ msgstr "" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父级提供多边形形状的节点。" -msgid "" -"A node that provides a thickened polygon shape (a prism) to a " -"[CollisionObject2D] parent and allows to edit it. The polygon can be concave " -"or convex. This can give a detection shape to an [Area2D] or turn " -"[PhysicsBody2D] into a solid object.\n" -"[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not " -"behave as expected. Make sure to keep its scale the same on all axes and " -"adjust its shape resource instead." -msgstr "" -"一个节点,为 [CollisionObject2D] 父级提供加厚多边形形状(角柱体)并允许对其进" -"行编辑。该多边形可以是凹的或凸的。这可以为 [Area2D] 提供检测形状,也能够将 " -"[PhysicsBody2D] 转变为实体对象。\n" -"[b]警告:[/b]非均匀缩放的 [CollisionShape2D] 可能不会按预期运行。可改为确保在" -"所有轴上保持其缩放相同,并调整其形状资源。" - msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" @@ -24385,18 +23738,6 @@ 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]Note:[/b] The returned vertices are in the local coordinate space of the " -"given [CollisionPolygon2D].\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]注意:[/b]返回的顶点位于给定的 [CollisionPolygon2D] 的局部坐标空间中。\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 " @@ -24451,18 +23792,6 @@ msgid "" "for more details." msgstr "生成的 [Shape3D] 的碰撞边距。详情见 [member Shape3D.margin]。" -msgid "" -"Array of vertices which define the 2D polygon in the local XY plane.\n" -"[b]Note:[/b] The returned value is a copy of the original. Methods which " -"mutate the size or properties of the return value will not impact the " -"original polygon. To change properties of the polygon, assign it to a " -"temporary variable and make changes before reassigning the class property." -msgstr "" -"顶点数组,定义局部 XY 平面上的 2D 多边形。\n" -"[b]注意:[/b]返回值为原始值的副本。修改返回值大小或属性的方法不会影响原始的多" -"边形。要修改该多边形的属性,请先将其赋值给临时变量,修改完成后再重新赋值给该类" -"属性。" - msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父级提供 [Shape2D] 的节点。" @@ -24540,6 +23869,9 @@ msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟 msgid "Use [signal Resource.changed] instead." msgstr "请改用 [signal Resource.changed]。" +msgid "This method does nothing." +msgstr "这个方法什么也不做。" + msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" @@ -24585,9 +23917,6 @@ msgstr "" msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" -msgid "Tween Demo" -msgstr "Tween 演示" - msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" @@ -24806,12 +24135,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Decodes a [Color] from a RGBE9995 format integer. See [constant Image." -"FORMAT_RGBE9995]." -msgstr "" -"从 RGBE9995 格式的整数解码 [Color]。见 [constant Image.FORMAT_RGBE9995]。" - msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " @@ -26147,14 +25470,42 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "该矩形的填充颜色。" +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "未来将添加更多渲染管道的定制。" + +msgid "Stores attributes used to customize how a Viewport is rendered." +msgstr "存储用于自定义视口渲染方式的属性。" + +msgid "" +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." +msgstr "合成器资源存储用于自定义 [Viewport] 渲染方式的属性。" + msgid "" "The custom [CompositorEffect]s that are applied during rendering of viewports " "using this compositor." msgstr "使用该合成器的视口在进行渲染时应用的自定义 [CompositorEffect]。" +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "随着时间的推移,更多的渲染内部结构会被暴露,实现可能会发生变化。" + msgid "This resource allows for creating a custom rendering effect." msgstr "用于创建自定义渲染效果的资源。" +msgid "" +"This resource defines a custom rendering effect that can be applied to " +"[Viewport]s through the viewports' [Environment]. You can implement a " +"callback that is called during rendering at a given stage of the rendering " +"pipeline and allows you to insert additional passes. Note that this callback " +"happens on the rendering thread." +msgstr "" +"这种资源定义的是自定义渲染效果,可以通过视口的 [Environment] 应用到 " +"[Viewport] 上。可以实现在渲染管道的给定阶段进行渲染期间调用的回调,并允许插入" +"其他阶段。请注意,该回调是在渲染线程上执行的。" + msgid "" "Implement this function with your custom rendering code. [param " "effect_callback_type] should always match the effect callback type you've " @@ -26269,6 +25620,35 @@ msgstr "" "如果为 [code]true[/code],则会触发镜面反射数据渲染至独立缓冲,在应用效果后进行" "混合,仅适用于 Forward+ 渲染器。" +msgid "" +"The callback is called before our opaque rendering pass, but after depth " +"prepass (if applicable)." +msgstr "该回调在我们的不透明渲染阶段之前、在深度前置阶段之后(如果适用)调用。" + +msgid "" +"The callback is called after our opaque rendering pass, but before our sky is " +"rendered." +msgstr "该回调在我们的不透明渲染阶段之后、天空渲染之前调用。" + +msgid "" +"The callback is called after our sky is rendered, but before our back buffers " +"are created (and if enabled, before subsurface scattering and/or screen space " +"reflections)." +msgstr "" +"在渲染天空之后、创建后台缓冲区之前(如果启用,则在次表面散射和/或屏幕空间反射" +"之前)调用回调。" + +msgid "" +"The callback is called before our transparent rendering pass, but after our " +"sky is rendered and we've created our back buffers." +msgstr "在我们的透明渲染阶段之前、渲染天空并且创建了后台缓冲区之后,调用回调。" + +msgid "" +"The callback is called after our transparent rendering pass, but before any " +"build in post effects and output to our render target." +msgstr "" +"该回调在我们的透明渲染阶段之后、任何构建后期效果和输出到渲染目标之前调用。" + msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "代表 [enum EffectCallbackType] 枚举的大小。" @@ -26674,204 +26054,6 @@ msgstr "代表 [enum Param] 枚举的大小。" msgid "Helper class to handle INI-style files." msgstr "用于处理 INI 样式文件的辅助类。" -msgid "" -"This helper class can be used to store [Variant] values on the filesystem " -"using INI-style formatting. The stored values are identified by a section and " -"a key:\n" -"[codeblock]\n" -"[section]\n" -"some_key=42\n" -"string_example=\"Hello World3D!\"\n" -"a_vector=Vector3(1, 0, 2)\n" -"[/codeblock]\n" -"The stored data can be saved to or parsed from a file, though ConfigFile " -"objects can also be used directly without accessing the filesystem.\n" -"The following example shows how to create a simple [ConfigFile] and save it " -"on disc:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Create new ConfigFile object.\n" -"var config = ConfigFile.new()\n" -"\n" -"# Store some values.\n" -"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" -"config.set_value(\"Player1\", \"best_score\", 10)\n" -"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" -"config.set_value(\"Player2\", \"best_score\", 9001)\n" -"\n" -"# Save it to a file (overwrite if already exists).\n" -"config.save(\"user://scores.cfg\")\n" -"[/gdscript]\n" -"[csharp]\n" -"// Create new ConfigFile object.\n" -"var config = new ConfigFile();\n" -"\n" -"// Store some values.\n" -"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" -"config.SetValue(\"Player1\", \"best_score\", 10);\n" -"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" -"config.SetValue(\"Player2\", \"best_score\", 9001);\n" -"\n" -"// Save it to a file (overwrite if already exists).\n" -"config.Save(\"user://scores.cfg\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"This example shows how the above file could be loaded:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var score_data = {}\n" -"var config = ConfigFile.new()\n" -"\n" -"# Load data from a file.\n" -"var err = config.load(\"user://scores.cfg\")\n" -"\n" -"# If the file didn't load, ignore it.\n" -"if err != OK:\n" -" return\n" -"\n" -"# Iterate over all sections.\n" -"for player in config.get_sections():\n" -" # Fetch the data for each section.\n" -" var player_name = config.get_value(player, \"player_name\")\n" -" var player_score = config.get_value(player, \"best_score\")\n" -" score_data[player_name] = player_score\n" -"[/gdscript]\n" -"[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" -"var config = new ConfigFile();\n" -"\n" -"// Load data from a file.\n" -"Error err = config.Load(\"user://scores.cfg\");\n" -"\n" -"// If the file didn't load, ignore it.\n" -"if (err != Error.Ok)\n" -"{\n" -" return;\n" -"}\n" -"\n" -"// Iterate over all sections.\n" -"foreach (String player in config.GetSections())\n" -"{\n" -" // Fetch the data for each section.\n" -" var player_name = (String)config.GetValue(player, \"player_name\");\n" -" var player_score = (int)config.GetValue(player, \"best_score\");\n" -" score_data[player_name] = player_score;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Any operation that mutates the ConfigFile such as [method set_value], [method " -"clear], or [method erase_section], only changes what is loaded in memory. If " -"you want to write the change to a file, you have to save the changes with " -"[method save], [method save_encrypted], or [method save_encrypted_pass].\n" -"Keep in mind that section and property names can't contain spaces. Anything " -"after a space will be ignored on save and on load.\n" -"ConfigFiles can also contain manually written comment lines starting with a " -"semicolon ([code];[/code]). Those lines will be ignored when parsing the " -"file. Note that comments will be lost when saving the ConfigFile. This can " -"still be useful for dedicated server configuration files, which are typically " -"never overwritten without explicit user action.\n" -"[b]Note:[/b] The file extension given to a ConfigFile does not have any " -"impact on its formatting or behavior. By convention, the [code].cfg[/code] " -"extension is used here, but any other extension such as [code].ini[/code] is " -"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " -"standardized, Godot's ConfigFile formatting may differ from files written by " -"other programs." -msgstr "" -"该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小" -"节和一个键标识:\n" -"[codeblock]\n" -"[section]\n" -"some_key=42\n" -"string_example=\"Hello World3D!\"\n" -"a_vector=Vector3(1, 0, 2)\n" -"[/codeblock]\n" -"存储的数据可以被保存到文件中或从文件中解析出来,尽管 ConfigFile 对象也可以直接" -"使用而无需访问文件系统。\n" -"以下示例显示了如何创建一个简单的 [ConfigFile] 并将其保存在磁盘上:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 创建新的 ConfigFile 对象。\n" -"var config = ConfigFile.new()\n" -"\n" -"# 存储一些值。\n" -"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" -"config.set_value(\"Player1\", \"best_score\", 10)\n" -"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" -"config.set_value(\"Player2\", \"best_score\", 9001)\n" -"\n" -"# 将其保存到文件中(如果已存在则覆盖)。\n" -"config.save(\"user://scores.cfg\")\n" -"[/gdscript]\n" -"[csharp]\n" -"// 创建新的 ConfigFile 对象。\n" -"var config = new ConfigFile();\n" -"\n" -"// 存储一些值。\n" -"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" -"config.SetValue(\"Player1\", \"best_score\", 10);\n" -"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" -"config.SetValue(\"Player2\", \"best_score\", 9001);\n" -"\n" -"// 将其保存到文件中(如果已存在则覆盖)。\n" -"config.Save(\"user://scores.cfg\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"该示例展示了如何加载上面的文件:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var score_data = {}\n" -"var config = ConfigFile.new()\n" -"\n" -"# 从文件加载数据。\n" -"var err = config.load(\"user://scores.cfg\")\n" -"\n" -"# 如果文件没有加载,忽略它。\n" -"if err != OK:\n" -" return\n" -"\n" -"# 迭代所有小节。\n" -"for player in config.get_sections():\n" -" # 获取每个小节的数据。\n" -" var player_name = config.get_value(player, \"player_name\")\n" -" var player_score = config.get_value(player, \"best_score\")\n" -" score_data[player_name] = player_score\n" -"[/gdscript]\n" -"[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" -"var config = new ConfigFile();\n" -"\n" -"// 从文件加载数据。\n" -"Error err = config.Load(\"user://scores.cfg\");\n" -"\n" -"// 如果文件没有加载,忽略它。\n" -"if (err != Error.Ok)\n" -"{\n" -" return;\n" -"}\n" -"\n" -"// 迭代所有小节。\n" -"foreach (String player in config.GetSections())\n" -"{\n" -" // 获取每个小节的数据。\n" -" var player_name = (String)config.GetValue(player, \"player_name\");\n" -" var player_score = (int)config.GetValue(player, \"best_score\");\n" -" score_data[player_name] = player_score;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"任何改变 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 " -"[method erase_section],只会改变加载到内存中的内容。如果要将更改写入文件,则必" -"须使用 [method save]、[method save_encrypted]、或 [method " -"save_encrypted_pass] 保存更改。\n" -"请记住,小节和属性名称不能包含空格。保存和加载时将忽略空格后的任何内容。\n" -"ConfigFiles 还可以包含以分号([code];[/code])开头的手动编写的注释行。解析文件" -"时将忽略这些行。请注意,保存 ConfigFile 时注释将丢失。注释对于专用服务器配置文" -"件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n" -"[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯" -"例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也" -"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Godot " -"的 ConfigFile 格式可能与其他程序编写的文件不同。" - msgid "Removes the entire contents of the config." msgstr "移除配置的全部内容。" @@ -27266,7 +26448,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用这个方法把 [param data] 传给你,这是从某个控件的 [method " +"Godot 调用该方法把 [param data] 传给你,这是从某个控件的 [method " "_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是" "否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] " "使用的是这个控件的局部坐标系。\n" @@ -27322,12 +26504,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" -"据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method " -"_can_drop_data] 和 [method _drop_data]。[param at_position] 是该控件的局部位" -"置。可以使用 [method force_drag] 强制拖动。\n" -"可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。设置预览的好时" -"机就是在这个方法中。\n" +"Godot 调用该方法来获取数据,这个数据将用于拖动操作,放置到期望放置数据的控件" +"上。如果没有要拖动的数据,则返回 [code]null[/code]。想要接收拖放数据的控件应该" +"实现 [method _can_drop_data] 和 [method _drop_data]。[param at_position] 是该" +"控件的局部位置。可以使用 [method force_drag] 强制拖动。\n" +"可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。本方法中非常适" +"合设置这个预览。\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" @@ -27810,7 +26992,7 @@ msgid "" "anchor_top]." msgstr "" "返回指定 [enum Side] 的锚点。用于 [member anchor_bottom]、[member " -"anchor_left]、[member anchor_right]、和 [member anchor_top] 的取值方法。" +"anchor_left]、[member anchor_right] 和 [member anchor_top] 的取值方法。" msgid "" "Returns [member offset_left] and [member offset_top]. See also [member " @@ -27841,7 +27023,7 @@ msgid "" "a neighbor is not assigned, use [method find_valid_focus_neighbor]." msgstr "" "返回指定 [enum Side] 的焦点邻居。用于 [member focus_neighbor_bottom]、[member " -"focus_neighbor_left]、[member focus_neighbor_right]、和 [member " +"focus_neighbor_left]、[member focus_neighbor_right] 和 [member " "focus_neighbor_top] 的取值方法。\n" "[b]注意:[/b]要查找特定 [enum Side] 上的下一个 [Control],即使未指定邻居,也请" "使用 [method find_valid_focus_neighbor]。" @@ -28315,7 +27497,7 @@ msgid "" "was [code]false[/code], the left anchor would get value 0.5." msgstr "" "将指定 [enum Side] 的锚点设置为 [param anchor]。用于 [member anchor_bottom]、" -"[member anchor_left]、[member anchor_right]、和 [member anchor_top] 的设值函" +"[member anchor_left]、[member anchor_right] 和 [member anchor_top] 的设值函" "数。\n" "如果 [param keep_offset] 为 [code]true[/code],则偏移量不会在该操作后更新。\n" "如果 [param push_opposite_anchor] 为 [code]true[/code],并且相对的锚点与该锚点" @@ -28462,7 +27644,7 @@ msgid "" "offset_right] and [member offset_top]." msgstr "" "将指定 [enum Side] 的偏移设置为 [param offset]。用于 [member offset_bottom]、" -"[member offset_left]、[member offset_right]、和 [member offset_top] 的设值方" +"[member offset_left]、[member offset_right] 和 [member offset_top] 的设值方" "法。" msgid "" @@ -28554,6 +27736,9 @@ msgstr "" "将节点的顶部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小" "时顶部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。" +msgid "Use [member Node.auto_translate_mode] instead." +msgstr "改用 [member Node.auto_translate_mode]。" + msgid "" "Toggles if any text should automatically change to its translated version " "depending on the current locale." @@ -28569,16 +27754,6 @@ msgstr "" "[code]true[/code],则子节点显示在该控件的矩形范围之外的部分,不会渲染,也不会" "接收输入。" -msgid "" -"The minimum size of the node's bounding rectangle. If you set it to a value " -"greater than (0, 0), the node's bounding rectangle will always have at least " -"this size, even if its content is smaller. If it's set to (0, 0), the node " -"sizes automatically to fit its content, be it a texture or child nodes." -msgstr "" -"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将始" -"终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应其" -"内容,无论是纹理还是子节点。" - msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard, gamepad, and " @@ -29073,8 +28248,8 @@ msgid "" "the keyboard, or using the D-pad buttons on a gamepad. Use with [member " "focus_mode]." msgstr "" -"该节点可以通过鼠标单击、使用键盘上的箭头和 Tab 键、或使用游戏手柄上的方向键来" -"获取焦点。用于 [member focus_mode]。" +"该节点可以通过鼠标单击、使用键盘上的箭头和 Tab 键或使用游戏手柄上的方向键来获" +"取焦点。用于 [member focus_mode]。" msgid "Sent when the node changes size. Use [member size] to get the new size." msgstr "当节点改变大小时发送。请使用 [member size] 获取新大小。" @@ -29109,6 +28284,9 @@ msgstr "" "[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到该通知。\n" "另见 [constant NOTIFICATION_MOUSE_EXIT_SELF]。" +msgid "The reason this notification is sent may change in the future." +msgstr "发送该通知的原因将来可能会发生变化。" + msgid "" "Sent when the mouse cursor enters the control's visible area, that is not " "occluded behind other Controls or Windows, provided its [member mouse_filter] " @@ -29141,26 +28319,6 @@ msgstr "当节点获得焦点时发送。" msgid "Sent when the node loses focus." msgstr "当节点失去焦点时发送。" -msgid "" -"Sent when the node needs to refresh its theme items. This happens in one of " -"the following cases:\n" -"- The [member theme] property is changed on this node or any of its " -"ancestors.\n" -"- The [member theme_type_variation] property is changed on this node.\n" -"- One of the node's theme property overrides is changed.\n" -"- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from changes " -"that occur while this node is outside of the scene tree. Instead, all of the " -"theme item updates can be applied at once when the node enters the scene tree." -msgstr "" -"当节点需要刷新其主题项目时发送。这发生在以下情况之一:\n" -"- 在该节点或其任何祖先节点上的 [member theme] 属性被更改。\n" -"- 该节点上的 [member theme_type_variation] 属性被更改。\n" -"- 该节点的一个主题属性覆盖被更改。\n" -"- 该节点进入场景树。\n" -"[b]注意:[/b]作为一种优化,当该节点在场景树之外时,发生的更改不会发送该通知。" -"相反,所有的主题项更新可以在该节点进入场景树时一次性应用。" - msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled when dragging the scrollable area [i]with a touch event[/i]. This " @@ -29173,8 +28331,9 @@ msgstr "" "当该节点位于 [ScrollContainer] 内部时发送,该容器在通过[i]触摸事件[/i]拖动该可" "滚动区域时已开始滚动。通过拖动滚动条滚动、使用鼠标滚轮滚动、或使用键盘/游戏手" "柄事件滚动时,[i]不[/i]会发送该通知。\n" -"[b]注意:[/b]该信号仅在在 Android 或 iOS 上、或当启用 [member ProjectSettings." -"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。" +"[b]注意:[/b]该信号仅会在 Android、iOS、桌面、Web 平台上发出,在桌面/Web 平台" +"上需要启用 [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse]。" msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " @@ -29188,8 +28347,9 @@ msgstr "" "当该节点位于 [ScrollContainer] 内部时发送,该容器在通过[i]触摸事件[/i]拖动该可" "滚动区域时已停止滚动。通过拖动滚动条滚动、使用鼠标滚轮滚动、或使用键盘/游戏手" "柄事件滚动时,[i]不[/i]会发送该通知。\n" -"[b]注意:[/b]该信号仅在在 Android 或 iOS 上、或当启用 [member ProjectSettings." -"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。" +"[b]注意:[/b]该信号仅会在 Android、iOS、桌面、Web 平台上发出,在桌面/Web 平台" +"上需要启用 [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse]。" msgid "Sent when control layout direction is changed." msgstr "当控件的布局方向改变时发送。" @@ -30743,58 +29903,6 @@ msgstr "" "生成可用于创建自签名证书并传递给 [method StreamPeerTLS.accept_stream] 的 RSA " "[CryptoKey]。" -msgid "" -"Generates a self-signed [X509Certificate] from the given [CryptoKey] and " -"[param issuer_name]. The certificate validity will be defined by [param " -"not_before] and [param not_after] (first valid date and last valid date). The " -"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the " -"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, " -"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n" -"A small example to generate an RSA key and a X509 self-signed certificate.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var crypto = Crypto.new()\n" -"# Generate 4096 bits RSA key.\n" -"var key = crypto.generate_rsa(4096)\n" -"# Generate self-signed certificate using the given key.\n" -"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " -"Game Company,C=IT\")\n" -"[/gdscript]\n" -"[csharp]\n" -"var crypto = new Crypto();\n" -"// Generate 4096 bits RSA key.\n" -"CryptoKey key = crypto.GenerateRsa(4096);\n" -"// Generate self-signed certificate using the given key.\n" -"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, " -"\"CN=mydomain.com,O=My Game Company,C=IT\");\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"根据给定的 [CryptoKey] 和 [param issuer_name] 生成自签名的 [X509Certificate]。" -"证书有效性将由 [param not_before] 和 [param not_after](第一个有效日期和最后一" -"个有效日期)定义。[param issuer_name] 必须至少包含“CN=”(通用名称,即域" -"名)、“O=”(组织,即你的公司名称)、“C=”(国家,即 2 个字母的该组织所在的国家/" -"地区的 ISO-3166 代码)。\n" -"生成 RSA 密钥和 X509 自签名证书的小示例。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var crypto = Crypto.new()\n" -"# 生成 4096 比特 RSA 密钥。\n" -"var key = crypto.generate_rsa(4096)\n" -"# 使用给定的密钥生成自签名证书。\n" -"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " -"Game Company,C=IT\")\n" -"[/gdscript]\n" -"[csharp]\n" -"var crypto = new Crypto();\n" -"// 生成 4096 比特 RSA 密钥。\n" -"CryptoKey key = crypto.GenerateRsa(4096);\n" -"// 使用给定的密钥生成自签名证书。\n" -"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, " -"\"CN=mydomain.com,O=My Game Company,C=IT\");\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[param msg] using [param key]. The [param hash_type] parameter is the hashing " @@ -31462,6 +30570,35 @@ msgstr "创建该资源的占位符版本([PlaceholderCubemap])。" msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 数组,存储在一起并使用单个引用。" +msgid "" +"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are " +"made of multiple textures, the amount of which must be divisible by 6 (one " +"for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in shader " +"code using a single texture reference. In other words, you can pass multiple " +"[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are " +"allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s " +"the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" +"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " +"backend." +msgstr "" +"[CubemapArray] 由一组 [Cubemap] 组成。它们像 [Cubemap] 一样是由多个纹理组成" +"的,其纹理的数量必须能被 6 整除(立方体的每个面都有一个)。\n" +"[CubemapArray] 的主要好处是可以使用单个纹理引用在着色器代码中访问它们。换句话" +"说,可以使用单个 [CubemapArray] 将多个 [Cubemap] 传入着色器。[Cubemap] 被分配" +"在 GPU 上相邻的缓存区块中。这使得 [CubemapArray] 成为存储多个 [Cubemap] 的最有" +"效方式。\n" +"[b]注意:[/b]如果将 [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] 设置为 [code]true[/code],Godot 在" +"内部会将 [CubemapArray] 用于多种效果,包括 [Sky]。要想自己创建这样的纹理文件," +"请使用文件系统停靠面板的导入预设重新导入你的图像文件。\n" +"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。" + msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." msgstr "创建该资源的占位符版本([PlaceholderCubemapArray])。" @@ -31693,8 +30830,8 @@ msgid "" msgstr "" "返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控" "制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/" -"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的" -"值会给出奇怪但可预测的结果。\n" +"code])或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的值" +"会给出奇怪但可预测的结果。\n" "如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽" "略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/" "code]。" @@ -31902,8 +31039,8 @@ msgid "" msgstr "" "返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控" "制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/" -"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的" -"值会给出奇怪但可预测的结果。\n" +"code])或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的值" +"会给出奇怪但可预测的结果。\n" "如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽" "略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0, 0)[/" "code]。" @@ -32900,6 +32037,14 @@ msgstr "" "返回该字典中与给定的键 [param key] 对应的值。如果 [param key] 不存在,则返回 " "[param default],如果省略了该参数则返回 [code]null[/code]。" +msgid "" +"Gets a value and ensures the key is set. If the [param key] exists in the " +"dictionary, this behaves like [method get]. Otherwise, the [param default] " +"value is inserted into the dictionary and returned." +msgstr "" +"获取一个值并确保设置了键。如果 [param key] 存在于字典中,则其行为类似于 " +"[method get]。否则,[param default] 值将被插入到字典中并返回。" + msgid "" "Returns [code]true[/code] if the dictionary contains an entry with the given " "[param key].\n" @@ -33758,8 +32903,8 @@ msgid "" "Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or " "both in the sky and in the scene. See [enum SkyMode] for options." msgstr "" -"设置该 [DirectionalLight3D] 是否在天空、场景、或天空和场景中可见。有关选项,请" -"参阅 [enum SkyMode]。" +"设置该 [DirectionalLight3D] 是仅在天空中可见,仅在场景中可见,还是在天空和场景" +"中均可见。选项见 [enum SkyMode]。" msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " @@ -33821,7 +32966,7 @@ msgstr "" "统可能支持多个显示服务器,所以与 [OS] 是分开的。\n" "[b]无头模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" "editor/command_line_tutorial.html]命令行参数[/url]启动引擎,就会禁用所有渲染和" -"窗口管理功能。此时 [DisplayServer] 的大多数函数都会返回虚拟值。" +"窗口管理功能。此时 [DisplayServer] 的大多数函数都会返回虚设值。" msgid "Returns the user's clipboard as a string if possible." msgstr "如果可能,将用户的剪贴板作为字符串返回。" @@ -33873,9 +33018,30 @@ msgstr "" "点击鼠标中键粘贴剪贴板数据。\n" "[b]注意:[/b]这个方法只在 Linux(X11/Wayland)上实现。" +msgid "" +"Creates a new application status indicator with the specified icon, tooltip, " +"and activation callback." +msgstr "使用指定的图标、工具提示和激活回调,创建新的应用程序状态指示器。" + msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。" +msgid "" +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See also " +"[method cursor_set_shape]." +msgstr "" +"为给定的形状 [param shape] 设置自定义鼠标指针图像。这意味着用户的操作系统和鼠" +"标光标主题不再影响鼠标光标的外观。\n" +"[param cursor] 可以是 [Texture2D] 或 [Image],并且它不应大于 256×256 才能正确" +"显示。还可以选择设置 [param hotspot] 以偏移图像相对于点击点的位置。默认情况" +"下,[param hotspot] 被设置为图像的左上角。另见 [method cursor_set_shape]。" + msgid "" "Sets the default mouse cursor shape. The cursor's appearance will vary " "depending on the user's operating system and mouse cursor theme. See also " @@ -33887,26 +33053,6 @@ msgstr "" msgid "Removes the application status indicator." msgstr "移除应用程序状态指示器。" -msgid "" -"Shows a text input dialog which uses the operating system's native look-and-" -"feel. [param callback] will be called with a [String] argument equal to the " -"text field's contents when the dialog is closed for any reason.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"显示文本输入对话框,这个对话框的外观和行为与操作系统原生对话框一致。无论该对话" -"框因为什么原因而关闭,都会使用文本字段的内容作为 [String] 参数来调用 [param " -"callback]。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。" - -msgid "" -"Shows a text dialog which uses the operating system's native look-and-feel. " -"[param callback] will be called when the dialog is closed for any reason.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"显示文本对话框,这个对话框的外观和行为与操作系统原生对话框一致。无论该对话框因" -"为什么原因而关闭,都会使用调用 [param callback]。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。" - msgid "" "Allows the [param process_id] PID to steal focus from this window. In other " "words, this disables the operating system's focus stealing protection for the " @@ -33917,74 +33063,6 @@ msgstr "" "定 PID 的焦点窃取保护。\n" "[b]注意:[/b]该方法仅在 Windows 上实现。" -msgid "" -"Displays OS native dialog for selecting files or directories in the file " -"system.\n" -"Callbacks have the following arguments: [code]status: bool, selected_paths: " -"PackedStringArray, selected_filter_index: int[/code].\n" -"[b]Note:[/b] This method is implemented if the display server has the " -"[constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux " -"(X11/Wayland), Windows, and macOS.\n" -"[b]Note:[/b] [param current_directory] might be ignored.\n" -"[b]Note:[/b] On Linux, [param show_hidden] is ignored.\n" -"[b]Note:[/b] On macOS, native file dialogs have no title.\n" -"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to " -"retain access to the opened folders across multiple sessions. Use [method OS." -"get_granted_permissions] to get a list of saved bookmarks." -msgstr "" -"显示操作系统原生对话框,用于选择文件系统中的文件或目录。\n" -"回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " -"selected_filter_index: int[/code]。\n" -"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" -"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" -"[b]注意:[/b][param current_directory] 可能会被忽略。\n" -"[b]注意:[/b]在 Linux 上,[param show_hidden] 被忽略。\n" -"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中" -"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书" -"签的列表。" - -msgid "" -"Displays OS native dialog for selecting files or directories in the file " -"system with additional user selectable options.\n" -"[param options] is array of [Dictionary]s with the following keys:\n" -"- [code]\"name\"[/code] - option's name [String].\n" -"- [code]\"values\"[/code] - [PackedStringArray] of values. If empty, boolean " -"option (check box) is used.\n" -"- [code]\"default\"[/code] - default selected option index ([int]) or default " -"boolean value ([bool]).\n" -"Callbacks have the following arguments: [code]status: bool, selected_paths: " -"PackedStringArray, selected_filter_index: int, selected_option: Dictionary[/" -"code].\n" -"[b]Note:[/b] This method is implemented if the display server has the " -"[constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux " -"(X11/Wayland), Windows, and macOS.\n" -"[b]Note:[/b] [param current_directory] might be ignored.\n" -"[b]Note:[/b] On Linux (X11), [param show_hidden] is ignored.\n" -"[b]Note:[/b] On macOS, native file dialogs have no title.\n" -"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to " -"retain access to the opened folders across multiple sessions. Use [method OS." -"get_granted_permissions] to get a list of saved bookmarks." -msgstr "" -"显示操作系统原生对话框,用于使用其他用户可选选项,选择文件系统中的文件或目" -"录。\n" -"[param options] 是具有以下键的 [Dictionary] 数组:\n" -"- [code]\"name\"[/code] - 选项的名称 [String]。\n" -"- [code]\"values\"[/code] - 值的 [PackedStringArray]。如果为空,则使用布尔选项" -"(复选框)。\n" -"- [code]\"default\"[/code] - 默认选择的选项索引([int])或默认布尔值" -"([bool])。\n" -"回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " -"selected_filter_index: int, selected_option: Dictionary[/code]。\n" -"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" -"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" -"[b]注意:[/b][param current_directory] 可能会被忽略。\n" -"[b]注意:[/b]在 Linux (X11)上,[param show_hidden] 被忽略。\n" -"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中" -"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书" -"签的列表。" - msgid "" "Forces window manager processing while ignoring all [InputEvent]s. See also " "[method process_events].\n" @@ -34080,33 +33158,6 @@ msgstr "" "[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影" "响。" -msgid "" -"Returns the ID of the window at the specified screen [param position] (in " -"pixels). On multi-monitor setups, the screen position is relative to the " -"virtual desktop area. On multi-monitor setups with different screen " -"resolutions or orientations, the origin may be located outside any display " -"like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]" -msgstr "" -"返回位于指定屏幕位置 [param position] 的窗口 ID(单位为像素)。使用多个监视器" -"时,屏幕位置是相对于虚拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或" -"朝向,原点有可能位于所有显示器之外,类似于:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]" - msgid "" "Returns the list of Godot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." @@ -34114,411 +33165,6 @@ msgstr "" "返回属于该进程的 Godot 窗口 ID 列表。\n" "[b]注意:[/b]这个列表中不含原生对话框。" -msgid "" -"Adds a new checkable item with text [param label] to the global menu with ID " -"[param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " -"[param label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new checkable item with text [param label] and icon [param icon] to " -"the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " -"[param label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] and icon [param icon] to the global " -"menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] and icon [param icon] " -"to the global menu with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " -"label],图标为 [param icon]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" -"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new item with text [param label] to the global menu with ID [param " -"menu_root].\n" -"Contrarily to normal binary items, multistate items can have more than two " -"states, as defined by [param max_states]. Each press or activate of the item " -"will increase the state by one. The default value is defined by [param " -"default_state].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] By default, there's no indication of the current item state, it " -"should be changed manually.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " -"label]。\n" -"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param max_states] " -"定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param default_state] " -"定义。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]默认情况下不会展示当前菜单项的状态,应该手动更改。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a new radio-checkable item with text [param label] to the global menu " -"with ID [param menu_root].\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"An [param accelerator] can optionally be defined, which is a keyboard " -"shortcut that can be pressed to trigger the menu button even if it's not " -"currently open. The [param accelerator] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " -"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n" -"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have " -"any built-in checking behavior and must be checked/unchecked manually. See " -"[method global_menu_set_item_checked] for more info on how to control it.\n" -"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to " -"accept exactly one Variant parameter, the parameter passed to the Callables " -"will be the value passed to [param tag].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " -"label]。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进" -"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按" -"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/" -"kbd])。\n" -"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" -"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " -"global_menu_set_item_checked]。\n" -"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " -"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds a separator between items to the global menu with ID [param menu_root]. " -"Separators also occupy an index.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加分隔符。分隔符也拥有索引。\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Adds an item that will act as a submenu of the global menu [param menu_root]. " -"The [param submenu] argument is the ID of the global menu root that will be " -"shown when the item is clicked.\n" -"Returns index of the inserted item, it's not guaranteed to be the same as " -"[param index] value.\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加作为子菜单的菜单项。[param submenu] " -"参数为全局菜单根菜单项的 ID,会在点击该菜单项时显示\n" -"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - -msgid "" -"Removes all items from the global menu with ID [param menu_root].\n" -"[b]Note:[/b] This method is implemented only on macOS.\n" -"[b]Supported system menu IDs:[/b]\n" -"[codeblock]\n" -"\"_main\" - Main menu (macOS).\n" -"\"_dock\" - Dock popup menu (macOS).\n" -"\"_apple\" - Apple menu (macOS, custom items added before \"Services\").\n" -"\"_window\" - Window menu (macOS, custom items added after \"Bring All to " -"Front\").\n" -"\"_help\" - Help menu (macOS).\n" -"[/codeblock]" -msgstr "" -"移除 ID 为 [param menu_root] 的全局菜单中的所有菜单项。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。\n" -"[b]支持的系统菜单 ID:[/b]\n" -"[codeblock]\n" -"\"_main\" - 主菜单(macOS)。\n" -"\"_dock\" - 程序坞弹出菜单(macOS)。\n" -"\"_apple\" - Apple 菜单(macOS,在“服务”之前添加的自定义项目)。\n" -"\"_window\" - 窗口菜单(macOS,“将所有内容置于前面”之后添加的自定义项目)。\n" -"\"_help\" - 帮助菜单 (macOS)。\n" -"[/codeblock]" - msgid "" "Returns the accelerator of the item at index [param idx]. Accelerators are " "special combinations of keys that activate the item, no matter which control " @@ -34557,26 +33203,6 @@ msgstr "" "返回索引为 [param idx] 的菜单项的水平偏移量。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。" -msgid "" -"Returns the index of the item with the specified [param tag]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"返回标签为指定的 [param tag] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。" -"索引无法手动设置。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。" - -msgid "" -"Returns the index of the item with the specified [param text]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"返回文本为指定的 [param text] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。" -"索引无法手动设置。\n" -"[b]注意:[/b]该方法仅在 macOS 上实现。" - msgid "" "Returns the callback of the item accelerator at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -34873,6 +33499,24 @@ msgstr "" "如果当前的 [DisplayServer] 支持指定的特性 [param feature],则返回 [code]true[/" "code],否则返回 [code]false[/code]。" +msgid "" +"Sets native help system search callbacks.\n" +"[param search_callback] has the following arguments: [code]String " +"search_string, int result_limit[/code] and return a [Dictionary] with \"key, " +"display name\" pairs for the search results. Called when the user enters " +"search terms in the [code]Help[/code] menu.\n" +"[param action_callback] has the following arguments: [code]String key[/code]. " +"Called when the user selects a search result in the [code]Help[/code] menu.\n" +"[b]Note:[/b] This method is implemented only on macOS." +msgstr "" +"设置原生帮助系统搜索回调。\n" +"[param search_callback] 的参数是 [code]String search_string, int " +"result_limit[/code],返回的是包含一对对“key、显示名称”的 [Dictionary]。用户在" +"[code]帮助[/code]菜单中输入搜索内容的时候就会调用这个回调。\n" +"[param action_callback] 的参数是 [code]String key[/code]。用户在[code]帮助[/" +"code]菜单中选择某个搜索结果时就会调用这个回调。\n" +"[b]注意:[/b]该方法仅在 macOS 上实现。" + msgid "" "Returns the text selection in the [url=https://en.wikipedia.org/wiki/" "Input_method]Input Method Editor[/url] composition string, with the " @@ -35008,40 +33652,6 @@ msgstr "" "force_process_and_drop_events]、[method Input.flush_buffered_events]、[member " "Input.use_accumulated_input]。" -msgid "" -"Returns the dots per inch density of the specified screen. If [param screen] " -"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " -"main window will be used.\n" -"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " -"scaling mode is used.\n" -"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " -"six generalized densities:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]Note:[/b] This method is implemented on Android, Linux (X11/Wayland), " -"macOS and Windows. Returns [code]72[/code] on unsupported platforms." -msgstr "" -"返回指定屏幕的每英寸点数密度。如果 [param screen] 为 [constant " -"SCREEN_OF_MAIN_WINDOW](默认值),则将使用带有主窗口的屏幕。\n" -"[b]注意:[/b]在 macOS 上,如果使用小数显示缩放模式,则返回值不准确。\n" -"[b]注意:[/b]在 Android 设备上,实际屏幕密度分为六种通用密度:\n" -"[codeblock]\n" -" ldpi - 120 dpi\n" -" mdpi - 160 dpi\n" -" hdpi - 240 dpi\n" -" xhdpi - 320 dpi\n" -" xxhdpi - 480 dpi\n" -"xxxhdpi - 640 dpi\n" -"[/codeblock]\n" -"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows 上实现。" -"在不受支持的平台上返回 [code]72[/code]。" - msgid "" "Returns screenshot of the [param screen].\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n" @@ -35084,37 +33694,6 @@ msgstr "" "[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁" "纸颜色。" -msgid "" -"Returns the screen's top-left corner position in pixels. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method screen_get_size].\n" -"[b]Note:[/b] On Linux (Wayland) this method always returns [code](0, 0)[/" -"code]." -msgstr "" -"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面区" -"域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显示器" -"之外,类似于:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另见 [method screen_get_size]。\n" -"[b]注意:[/b]在 Linux(Wayland)上,该方法始终返回 [code](0, 0)[/code]。" - msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " @@ -35192,31 +33771,6 @@ msgstr "" "[b]注意:[/b]在 iOS 上,如果 [member ProjectSettings.display/window/handheld/" "orientation] 未设置为 [constant SCREEN_SENSOR],则该方法无效。" -msgid "" -"Sets the window icon (usually displayed in the top-left corner) with an " -"[Image]. To use icons in the operating system's native format, use [method " -"set_native_icon] instead." -msgstr "" -"使用 [Image] 设置窗口图标(通常显示在左上角)。要使用操作系统的原生格式设置图" -"标,请改用 [method set_native_icon]。" - -msgid "" -"Sets the window icon (usually displayed in the top-left corner) in the " -"operating system's [i]native[/i] format. The file at [param filename] must be " -"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " -"using specially crafted [code].ico[/code] or [code].icns[/code] icons, " -"[method set_native_icon] allows specifying different icons depending on the " -"size the icon is displayed at. This size is determined by the operating " -"system and user preferences (including the display scale factor). To use " -"icons in other formats, use [method set_icon] instead." -msgstr "" -"使用操作系统的[i]原生[/i]格式设置窗口图标(通常显示在左上角)。位于 [param " -"filename] 的文件在 Windows 上必须为 [code].ico[/code] 格式,在 macOS 上必须为 " -"[code].icns[/code] 格式。使用特制的 [code].ico[/code] 或 [code].icns[/code] 图" -"标,就能够让 [method set_native_icon] 指定以不同尺寸显示图标时显示不同的图标。" -"大小由操作系统和用户首选项决定(包括显示器缩放系数)。要使用其他格式的图标,请" -"改用 [method set_icon]。" - msgid "" "Sets the [param callable] that should be called when system theme settings " "are changed. Callback method should have zero arguments.\n" @@ -35227,15 +33781,6 @@ msgstr "" "[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上实" "现。" -msgid "Sets the application status indicator activation callback." -msgstr "设置应用程序状态指示器激活回调。" - -msgid "Sets the application status indicator icon." -msgstr "设置应用程序状态指示器图标。" - -msgid "Sets the application status indicator tooltip." -msgstr "设置应用程序状态指示器工具提示。" - msgid "" "Returns current active tablet driver name.\n" "[b]Note:[/b] This method is implemented only on Windows." @@ -35257,6 +33802,21 @@ msgstr "" "返回给定索引的数位板驱动程序名称。\n" "[b]注意:[/b]该方法仅在 Windows 上实现。" +msgid "" +"Set active tablet driver name.\n" +"Supported drivers:\n" +"- [code]winink[/code]: Windows Ink API, default (Windows 8.1+ required).\n" +"- [code]wintab[/code]: Wacom Wintab API (compatible device driver required).\n" +"- [code]dummy[/code]: Dummy driver, tablet input is disabled.\n" +"[b]Note:[/b] This method is implemented only on Windows." +msgstr "" +"设置活动数位板驱动程序名称。\n" +"支持的驱动程序:\n" +"- [code]winink[/code]:Windows Ink API,默认(需要 Windows 8.1+)。\n" +"- [code]wintab[/code]:Wacom Wintab API(需要兼容的设备驱动程序)。\n" +"- [code]dummy[/code]:虚设驱动程序,数位板输入被禁用。\n" +"[b]注意:[/b]该方法仅在 Windows 上实现。" + msgid "" "Returns an [Array] of voice information dictionaries.\n" "Each [Dictionary] contains two [String] entries:\n" @@ -35730,39 +34290,6 @@ msgstr "" "[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现," "这可能会引入错误。" -msgid "" -"Sets the maximum size of the window specified by [param window_id] in pixels. " -"Normally, the user will not be able to drag the window to make it smaller " -"than the specified size. See also [method window_get_max_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"max_size] instead.\n" -"[b]Note:[/b] Using third-party tools, it is possible for users to disable " -"window geometry restrictions and therefore bypass this limit." -msgstr "" -"设置由 [param window_id] 指定的窗口的最大大小(单位为像素)。通常,用户将无法" -"拖动窗口使其小于指定大小。另见 [method window_get_max_size]。\n" -"[b]注意:[/b]建议改用 [member Window.max_size] 更改此值。\n" -"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。" - -msgid "" -"Sets the minimum size for the given window to [param min_size] (in pixels). " -"Normally, the user will not be able to drag the window to make it larger than " -"the specified size. See also [method window_get_min_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"min_size] instead.\n" -"[b]Note:[/b] By default, the main window has a minimum size of " -"[code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the " -"window is resized to a near-zero size.\n" -"[b]Note:[/b] Using third-party tools, it is possible for users to disable " -"window geometry restrictions and therefore bypass this limit." -msgstr "" -"将给定窗口的最小大小设置为 [param min_size](单位为像素)。通常,用户将无法拖" -"动窗口使其大于指定大小。另见 [method window_get_min_size]。\n" -"[b]注意:[/b]建议改用 [member Window.min_size] 来更改此值。\n" -"[b]注意:[/b]默认情况下,主窗口的最小大小为 [code]Vector2i(64, 64)[/code]。这" -"可以防止将窗口调整为接近零的大小时可能出现的问题。\n" -"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。" - msgid "" "Sets window mode for the given window to [param mode]. See [enum WindowMode] " "for possible values and how each mode behaves.\n" @@ -35846,39 +34373,6 @@ msgstr "" "设置用于打开弹出窗口的控件或菜单项的范围框,使用屏幕坐标系。在该区域中点击不会" "自动关闭该弹出框。" -msgid "" -"Sets the position of the given window to [param position]. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"See also [method window_get_position] and [method window_set_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"position] instead.\n" -"[b]Note:[/b] On Linux (Wayland): this method is a no-op." -msgstr "" -"将给定窗口的位置设置为 [param position]。使用多个监视器时,屏幕位置是相对于虚" -"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所" -"有显示器之外,类似于:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]\n" -"另见 [method window_get_position] 和 [method window_set_size]。\n" -"[b]注意:[/b]建议改用 [member Window.position] 更改此值。\n" -"[b]注意:[/b]在 Linux(Wayland)上:该方法是没有操作。" - msgid "" "Sets the [param callback] that will be called when the window specified by " "[param window_id] is moved or resized.\n" @@ -36030,13 +34524,6 @@ msgstr "" "显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux(X11/" "Wayland)、Web[/b]" -msgid "" -"Display server supports spawning dialogs using the operating system's native " -"look-and-feel. [b]Windows, macOS, Linux (X11/Wayland)[/b]" -msgstr "" -"显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]Windows、macOS、Linux" -"(X11/Wayland)[/b]" - msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" @@ -36147,6 +34634,15 @@ msgstr "将鼠标光标限制在游戏窗口内,并使其可见。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。" +msgid "" +"Represents the screen containing the mouse pointer.\n" +"[b]Note:[/b] On Linux (Wayland), this constant always represents the screen " +"at index [code]0[/code]." +msgstr "" +"表示包含鼠标指针的屏幕。\n" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" + msgid "" "Represents the screen containing the window with the keyboard focus.\n" "[b]Note:[/b] On Linux (Wayland), this constant always represents the screen " @@ -36156,6 +34652,15 @@ msgstr "" "[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" "幕。" +msgid "" +"Represents the primary screen.\n" +"[b]Note:[/b] On Linux (Wayland), this constant always represents the screen " +"at index [code]0[/code]." +msgstr "" +"代表主屏幕。\n" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" + msgid "" "Represents the screen where the main window is located. This is usually the " "default value in functions that allow specifying one of several screens.\n" @@ -36179,6 +34684,9 @@ 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 "The ID that refers to a nonexistent application status indicator." +msgstr "引用不存在的应用程序状态指示器的 ID。" + msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -36485,7 +34993,7 @@ msgstr "" "[b]注意:[/b]如果 [member ProjectSettings.display/window/" "per_pixel_transparency/allowed] 被设置为 [code]false[/code],则该标志无效。\n" "[b]注意:[/b]透明度支持在 Linux(X11/Wayland)、macOS 和 Windows 上实现,但可" -"用性可能因 GPU 驱动、显示管理器、和合成器功能而异。" +"用性可能因 GPU 驱动、显示管理器和合成器功能而异。" msgid "" "The window can't be focused. No-focus window will ignore all input, except " @@ -36685,315 +35193,6 @@ msgstr "发言到达单词或句子的边界。" msgid "Helper class to implement a DTLS server." msgstr "实现 DTLS 服务器的辅助类。" -msgid "" -"This class is used to store the state of a DTLS server. Upon [method setup] " -"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " -"[method take_connection] as DTLS clients. Under the hood, this class is used " -"to store the DTLS state and cookies of the server. The reason of why the " -"state and cookies are needed is outside of the scope of this documentation.\n" -"Below a small example of how to use it:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # Your private key.\n" -" var cert = load(\"cert.crt\") # Your X509 certificate.\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # It is normal that 50% of the connections fails due to " -"cookie exchange.\n" -" print(\"Peer connected!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # Must poll to update the state.\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"Received message from client: %s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"Hello DTLS client\".to_utf8_buffer())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array _peers = new Godot." -"Collections.Array();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load(\"key.key\"); // Your private key.\n" -" var cert = GD.Load(\"cert.crt\"); // Your X509 " -"certificate.\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // It is normal that 50% of the connections fails " -"due to cookie exchange.\n" -" }\n" -" GD.Print(\"Peer connected!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // Must poll to update the state.\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Received Message From Client: {p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"Hello DTLS Client\".ToUtf8Buffer());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for certificate " -"validation!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # Try to contact server\n" -" dtls.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"Connected: %s\" % dtls.get_packet()." -"get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in " -"production for certificate validation!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // Try to contact server\n" -" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Connected: {_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"该类用于存储 DTLS 服务器的状态。在 [method setup] 之后,它将连接的 " -"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它" -"们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么" -"需要状态和 cookie 的原因不在本文档的范围内。\n" -"下面是一个如何使用它的小例子:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # 你的私钥。\n" -" var cert = load(\"cert.crt\") # 你的 X509 证书。\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n" -" print(\"对等体已连接!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # 必须轮询以更新状态。\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"从客户端收到消息:%s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"你好 DTLS 客户端\".to_utf8_buffer())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array _peers = new Godot." -"Collections.Array();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load(\"key.key\"); // 你的私钥。\n" -" var cert = GD.Load(\"cert.crt\"); // 你的 X509 证" -"书。\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // 由于 cookie 交换,50% 的连接会失败,这是正常现" -"象。\n" -" }\n" -" GD.Print(\"对等体已连接!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // 必须轮询以更新状态。\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"从客户端收到消息:{p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"你好 DTLS 客户端\".ToUtf8Buffer());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # 尝试联系服务器\n" -" dtls.put_packet(\"回应是… 42!\".to_utf8_buffer())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"已连接:%s\" % dtls.get_packet().get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 " -"true 进行证书校验!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // 尝试联系服务器\n" -" _dtls.PutPacket(\"回应是… 42!\".ToUtf8Buffer());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"已连接:{_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Setup the DTLS server to use the given [param server_options]. See [method " "TLSOptions.server]." @@ -37319,6 +35518,9 @@ msgstr "" "信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method " "EditorExportPlugin._begin_customize_resources]。" +msgid "Console support in Godot" +msgstr "Godot 中的控制台支持" + msgid "" "Returns the name of the export operating system handled by this " "[EditorExportPlatform] class, as a friendly string. Possible return values " @@ -37327,7 +35529,7 @@ msgid "" msgstr "" "以友好字符串的形式,返回由该 [EditorExportPlatform] 类处理的导出操作系统的名" "称。可能的返回值为 [code]Windows[/code]、[code]Linux[/code]、[code]macOS[/" -"code]、[code]Android[/code]、[code]iOS[/code]、和 [code]Web[/code]。" +"code]、[code]Android[/code]、[code]iOS[/code] 和 [code]Web[/code]。" msgid "Exporter for Android." msgstr "适用于 Android 的导出器。" @@ -37349,22 +35551,6 @@ msgstr "" "许可政策用于创建 [url=https://developer.android.com/google/play/licensing/" "adding-licensing#impl-Obfuscator]Obfuscator[/url] 的随机字节数组。" -msgid "" -"If [code]true[/code], project resources are stored in the separate APK " -"expansion file, instead APK.\n" -"[b]Note:[/b] APK expansion should be enabled to use PCK encryption." -msgstr "" -"如果为 [code]true[/code],则项目资源被存储在单独的 APK 扩展文件中,而不是 " -"APK。\n" -"[b]注意:[/b]APK 扩展应被启用才能使用 PCK 加密。" - -msgid "" -"Base64 encoded RSA public key for your publisher account, available from the " -"profile page on the \"Play Console\"." -msgstr "" -"你的发布者帐户的 Base64 编码的 RSA 公钥,可从“Play 管理中心”的个人资料页面获" -"取。" - msgid "" "If [code]true[/code], [code]arm64[/code] binaries are included into exported " "project." @@ -37389,11 +35575,6 @@ msgid "" msgstr "" "如果为 [code]true[/code],[code]x86_64[/code] 二进制文件将包含在导出的项目中。" -msgid "" -"A list of additional command line arguments, exported project will receive " -"when started." -msgstr "附加命令行参数的列表,导出的项目将在启动时收到该列表。" - msgid "" "Path to an APK file to use as a custom export template for debug exports. If " "left empty, default template is used.\n" @@ -37421,14 +35602,21 @@ msgstr "" "保存 Gradle 构建中使用的导出模板源的 ZIP 文件的路径。如果留空,则使用默认模" "板。" -msgid "Export format for Gradle build." -msgstr "Gradle 构建的导出格式。" - -msgid "Minimal Android SDK version for Gradle build." -msgstr "Gradle 构建的最低 Android SDK 版本。" +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] Although your binary may be smaller, your application may load " +"slower because the native libraries are not loaded directly from the binary " +"at runtime." +msgstr "" +"如果为 [code]true[/code],则在执行 Gradle 构建时会压缩原生库。\n" +"[b]注意:[/b]虽然你的二进制文件可能较小,但你的应用程序仍可能加载速度较慢,因" +"为原生库在运行时不是直接从二进制文件加载的。" -msgid "Target Android SDK version for Gradle build." -msgstr "Gradle 构建的目标 Android SDK 版本。" +msgid "" +"Path to the Gradle build directory. If left empty, then [code]res://android[/" +"code] will be used." +msgstr "Gradle 构建目录的路径。如果留空,则将使用 [code]res://android[/code]。" msgid "If [code]true[/code], Gradle build is used instead of pre-built APK." msgstr "如果为 [code]true[/code],则使用 Gradle 构建而不是预构建的 APK。" @@ -37438,7 +35626,7 @@ msgid "" "runtime checking, validation, and logging)." msgstr "" "如果为 [code]true[/code],则将创建 OpenGL ES 调试上下文(额外的运行时检查、验" -"证、和日志记录)。" +"证和日志记录)。" msgid "" "Path of the debug keystore file.\n" @@ -37499,12 +35687,6 @@ msgstr "" "发布密钥库文件的用户名。\n" "可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆盖。" -msgid "Background layer of the application adaptive icon file." -msgstr "应用程序自适应图标文件的背景图层。" - -msgid "Foreground layer of the application adaptive icon file." -msgstr "应用程序自适应图标文件的前景图层。" - msgid "" "Application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]." @@ -37512,25 +35694,9 @@ msgstr "" "应用程序图标文件。如果留空,它将回退到 [member ProjectSettings.application/" "config/icon]。" -msgid "Application category for the Play Store." -msgstr "Play 商店的应用程序类别。" - -msgid "" -"If [code]true[/code], task initiated by main activity will be excluded from " -"the list of recently used applications." -msgstr "" -"如果为 [code]true[/code],则主 Activity 启动的任务将从最近使用的应用程序列表中" -"排除。" - msgid "Name of the application." msgstr "应用程序的名称。" -msgid "" -"If [code]true[/code], when the user uninstalls an app, a prompt to keep the " -"app's data will be shown." -msgstr "" -"如果为 [code]true[/code],当用户卸载应用程序时,将显示保留应用程序数据的提示。" - msgid "" "If [code]true[/code], the user will be able to set this app as the system " "launcher in Android preferences." @@ -37551,6 +35717,42 @@ msgstr "" msgid "If [code]true[/code], package signing is enabled." msgstr "如果为 [code]true[/code],则包签名被启用。" +msgid "" +"Unique application identifier in a reverse-DNS format. The reverse DNS format " +"should preferably match a domain name you control, but this is not strictly " +"required. For instance, if you own [code]example.com[/code], your package " +"unique name should preferably be of the form [code]com.example.mygame[/code]. " +"This identifier can only contain lowercase alphanumeric characters ([code]a-" +"z[/code], and [code]0-9[/code]), underscores ([code]_[/code]), and periods " +"([code].[/code]). Each component of the reverse DNS format must start with a " +"letter: for instance, [code]com.example.8game[/code] is not valid.\n" +"If [code]$genname[/code] is present in the value, it will be replaced by the " +"project name converted to lowercase. If there are invalid characters in the " +"project name, they will be stripped. If all characters in the project name " +"are stripped, [code]$genname[/code] is replaced by [code]noname[/code].\n" +"[b]Note:[/b] Changing the package name will cause the package to be " +"considered as a new package, with its own installation and data paths. The " +"new package won't be usable to update existing installations.\n" +"[b]Note:[/b] When publishing to Google Play, the package name must be " +"[i]globally[/i] unique. This means no other apps published on Google Play " +"must be using the same package name as yours. Otherwise, you'll be prevented " +"from publishing your app on Google Play." +msgstr "" +"唯一应用程序标识符,使用反向 DNS 格式。这个反向 DNS 格式的标识符应该最好和你控" +"制的域名相匹配,但也并不是硬性要求。例如你拥有 [code]example.com[/code] 的话," +"包的唯一名称就最好应该是 [code]com.example.mygame[/code] 这种格式。这个标识符" +"只能包含小写字母([code]a-z[/code])、数字([code]0-9[/code])、下划线" +"([code]_[/code])、英文句号([code].[/code])。反向 DNS 格式中的每个部分都必" +"须以字母开头:比如 [code]com.example.8game[/code] 就是无效的。\n" +"如果标识符中包含 [code]$genname[/code],那么这个字符串就会被替换为小写的项目名" +"称。项目名称包含的无效的字符都会被剥除。如果项目名称里的字符都会被剥除,那么 " +"[code]$genname[/code] 就会被替换为 [code]noname[/code]。\n" +"[b]注意:[/b]包名发生变化会导致系统认为这是一个新的包,拥有独立的安装路径和数" +"据路径。无法用新的包更新已安装的应用。\n" +"[b]注意:[/b]发布到 Google Play 时,包名必须是[i]全局[/i]唯一的。你的包名不能" +"和 Google Play 上已发布的其他 APP 相同。否则你的应用无法在 Google Play 上发" +"布。" + msgid "" "Allows read/write access to the \"properties\" table in the checkin database. " "See [url=https://developer.android.com/reference/android/Manifest." @@ -38167,6 +36369,19 @@ msgstr "" msgid "Deprecated in API level 15." msgstr "API 级别 15 中废弃。" +msgid "Deprecated in API level 29." +msgstr "在 API 级别 29 中已弃用。" + +msgid "" +"Allows an application to see the number being dialed during an outgoing call " +"with the option to redirect the call to a different number or abort the call " +"altogether. See [url=https://developer.android.com/reference/android/Manifest." +"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." +msgstr "" +"允许应用程序查看拨出呼叫期间拨打的号码,并可以选择将呼叫重定向到其他号码或完全" +"中止呼叫。见 [url=https://developer.android.com/reference/android/Manifest." +"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。" + msgid "" "Allows an application to read the user's calendar data. See [url=https://" "developer.android.com/reference/android/Manifest." @@ -38191,6 +36406,18 @@ msgstr "" "允许应用程序读取用户的联系人数据。见 [url=https://developer.android.com/" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" +msgid "Deprecated in API level 33." +msgstr "在 API 级别 33 中已弃用。" + +msgid "" +"Allows an application to read from external storage. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." +msgstr "" +"允许应用程序从外部存储中读取数据。见 [url=https://developer.android.com/" +"reference/android/Manifest." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。" + msgid "" "Allows an application to take screen shots and more generally get access to " "the frame buffer data." @@ -38754,6 +36981,25 @@ msgstr "" "developer.apple.com/cn/support/required-device-capabilities/]App 所需的设备功" "能[/url]。" +msgid "" +"Requires the graphics performance and features of the A12 Bionic and later " +"chips (devices supporting all Vulkan renderer features).\n" +"Enabling this option limits supported devices to: iPhone XS, iPhone XR, iPad " +"Mini (5th gen.), iPad Air (3rd gen.), iPad (8th gen) and newer." +msgstr "" +"需要 A12 Bionic 及更高版本芯片(支持所有 Vulkan 渲染器功能的设备)的图形性能和" +"功能。\n" +"启用该选项会将支持的设备限制为:iPhone XS、iPhone XR、iPad Mini(第 5 代)、" +"iPad Air(第 3 代)、iPad(第 8 代)及更新版本。" + +msgid "" +"Requires the graphics performance and features of the A17 Pro and later " +"chips.\n" +"Enabling this option limits supported devices to: iPhone 15 Pro and newer." +msgstr "" +"需要 A17 Pro 及更高版本芯片的图形性能和功能。\n" +"启用该选项将支持的设备限制为:iPhone 15 Pro 及更新版本。" + msgid "" "If [code]true[/code], push notifications are enabled. See [url=https://" "developer.apple.com/support/required-device-capabilities/]Required Device " @@ -39611,9 +37857,24 @@ msgstr "构建应用程序可执行文件所使用的 Xcode 版本。" msgid "Base class for the desktop platform exporter (Windows and Linux/BSD)." msgstr "桌面平台导出器的基类(Windows 与 Linux/BSD)。" +msgid "Exporting for Windows" +msgstr "为 Windows 导出" + msgid "Exporter for the Web." msgstr "Web 导出器。" +msgid "" +"The Web exporter customizes how a web build is handled. In the editor's " +"\"Export\" window, it is created when adding a new \"Web\" preset.\n" +"[b]Note:[/b] Godot on Web is rendered inside a [code][/code] tag. " +"Normally, the canvas cannot be positioned or resized manually, but otherwise " +"acts as the main [Window] of the application." +msgstr "" +"Web 导出器能够自定义 web 构建的处理方式。在编辑器的“导出”窗口中,添加“Web”预设" +"时会创建这个导出器。\n" +"[b]注意:[/b]Web 上的 Godot 是在一个 [code][/code] 标签中渲染的。这个" +"画布是作为程序的主 [Window] 使用的,但是一般没有办法手动调整位置和大小。" + msgid "Exporting for the Web" msgstr "为 Web 导出" @@ -39630,6 +37891,36 @@ msgid "" "empty, the default template is used." msgstr "用于发布版本的自定义导出模板的文件路径。如果留空,则默认模板将被使用。" +msgid "" +"Determines how the canvas should be resized by Godot.\n" +"- [b]None:[/b] The canvas is not automatically resized.\n" +"- [b]Project:[/b] The size of the canvas is dependent on the " +"[ProjectSettings].\n" +"- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the " +"web page as possible." +msgstr "" +"决定 Godot 应如何调整画布的大小。\n" +"- [b]None:[/b]画布不会自动调整大小。\n" +"- [b]Project:[/b]画布的大小由 [ProjectSettings] 决定。\n" +"- [b]Adaptive:[/b]画布自动调整到尽可能覆盖 Web 页面的大小。" + +msgid "" +"The custom HTML page that wraps the exported web build. If left empty, the " +"default HTML shell is used.\n" +"For more information, see the [url=$DOCS_URL/tutorials/platform/web/" +"customizing_html5_shell.html]Customizing HTML5 Shell[/url] tutorial." +msgstr "" +"包裹导出后 Web 构建的自定义 HTML 页面。留空时使用默认的 HTML 壳。\n" +"详情见教程[url=$DOCS_URL/tutorials/platform/web/customizing_html5_shell.html]" +"《自定义 HTML5 壳》[/url]。" + +msgid "" +"If [code]true[/code], embeds support for a virtual keyboard into the web " +"page, which is shown when necessary on touchscreen devices." +msgstr "" +"如果为 [code]true[/code],则将对虚拟键盘的支持嵌入到网页中,在触摸屏设备上会在" +"必要时显示。" + msgid "" "If [code]true[/code], the project icon will be used as the favicon for this " "application's web page." @@ -39642,9 +37933,101 @@ msgstr "" "如果为 [code]true[/code],则浏览器窗口已经获得焦点,且一旦加载应用程序时,画布" "就会获得焦点。" +msgid "" +"Additional HTML tags to include inside the [code][/code], such as " +"[code][/code] tags.\n" +"[b]Note:[/b] You do not need to add a [code][/code] tag, as it is " +"automatically included based on the project's name." +msgstr "" +"要在 [code]<head>[/code] 中额外添加的 HTML 标签,例如 [code]<meta>[/code] 标" +"签。\n" +"[b]注意:[/b][code]<title>[/code] 标签无须自行添加,会根据项目名称自动添加。" + msgid "The background color used behind the web application." msgstr "Web 应用程序后面使用的背景颜色。" +msgid "" +"The [url=https://developer.mozilla.org/en-US/docs/Web/Manifest/" +"display/]display mode[/url] to use for this progressive web application. " +"Different browsers and platforms may not behave the same.\n" +"- [b]Fullscreen:[/b] Displays the app in fullscreen and hides all of the " +"browser's UI elements.\n" +"- [b]Standalone:[/b] Displays the app in a separate window and hides all of " +"the browser's UI elements.\n" +"- [b]Minimal UI:[/b] Displays the app in a separate window and only shows the " +"browser's UI elements for navigation.\n" +"- [b]Browser:[/b] Displays the app as a normal web page." +msgstr "" +"用于该渐进式 Web 应用程序的 [url=https://developer.mozilla.org/en-US/docs/Web/" +"Manifest/display/]显示模式[/url]。不同的浏览器和平台的行为可能不同。\n" +"- [b]全屏:[/b]全屏显示应用程序并隐藏所有浏览器的 UI 元素。\n" +"- [b]独立:[/b]在单独的窗口中显示应用程序并隐藏所有浏览器的 UI 元素。\n" +"- [b]最小 UI:[/b]在单独的窗口中显示应用程序,并且仅显示浏览器的 UI 元素以进行" +"导航。\n" +"- [b]浏览器:[/b]将应用程序显示为普通网页。" + +msgid "" +"If [code]true[/code], turns this web build into a [url=https://en.wikipedia." +"org/wiki/Progressive_web_app]progressive web application[/url] (PWA)." +msgstr "" +"如果为 [code]true[/code],则会将该 Web 构建设置为 [url=https://zh.wikipedia." +"org/zh-cn/" +"%E6%B8%90%E8%BF%9B%E5%BC%8F%E7%BD%91%E7%BB%9C%E5%BA%94%E7%94%A8%E7%A8%8B%E5%BA%8F]" +"渐进式网络应用程序[/url](PWA)。" + +msgid "" +"When enabled, the progressive web app will make sure that each request has " +"cross-origin isolation headers (COEP/COOP).\n" +"This can simplify the setup to serve the exported game." +msgstr "" +"启用后,渐进式 Web 应用程序将确保每个请求都具有跨源隔离标头(COEP/COOP)。\n" +"这可以简化设置以服务导出的游戏。" + +msgid "" +"File path to the smallest icon for this web application. If not defined, " +"defaults to the project icon.\n" +"[b]Note:[/b] If the icon is not 144x144, it will be automatically resized for " +"the final build." +msgstr "" +"该 Web 应用程序的最小图标的文件路径。如果未定义,则默认为项目图标。\n" +"[b]注意:[/b]如果图标不是 144x144,则它将自动调整大小以适应最终构建。" + +msgid "" +"File path to the small icon for this web application. If not defined, " +"defaults to the project icon.\n" +"[b]Note:[/b] If the icon is not 180x180, it will be automatically resized for " +"the final build." +msgstr "" +"该 Web 应用程序的小图标的文件路径。如果未定义,则默认为项目图标。\n" +"[b]注意:[/b]如果图标不是 180x180,则它将自动调整大小以适应最终构建。" + +msgid "" +"File path to the smallest icon for this web application. If not defined, " +"defaults to the project icon.\n" +"[b]Note:[/b] If the icon is not 512x512, it will be automatically resized for " +"the final build." +msgstr "" +"该 Web 应用程序的最小图标的文件路径。如果未定义,则默认为项目图标。\n" +"[b]注意:[/b]如果图标不是 512x512,则它将自动调整大小以适应最终构建。" + +msgid "" +"The page to display, should the server hosting the page not be available. " +"This page is saved in the client's machine." +msgstr "" +"如果托管该页面的服务器不可用,则显示该页面。该页面保存在客户端的机器中。" + +msgid "" +"The orientation to use when the web application is run through a mobile " +"device.\n" +"- [b]Any:[/b] No orientation is forced.\n" +"- [b]Landscape:[/b] Forces a horizontal layout (wider than it is taller).\n" +"- [b]Portrait:[/b] Forces a vertical layout (taller than it is wider)." +msgstr "" +"通过移动设备运行 Web 应用程序时要使用的方向。\n" +"- [b]任意:[/b]不强制方向。\n" +"- [b]横向:[/b]强制水平布局(宽度大于高度)。\n" +"- [b]纵向:[/b]强制垂直布局(高度大于宽度)。" + msgid "If [code]true[/code] enables [GDExtension] support for this web build." msgstr "如果为 [code]true[/code],则启用对该 Web 构建的 [GDExtension] 支持。" @@ -39661,9 +38044,6 @@ msgstr "如果为 [code]true[/code],则允许通过 ETC2 算法针对移动设 msgid "Exporter for Windows." msgstr "Windows 导出器。" -msgid "Exporting for Windows" -msgstr "为 Windows 导出" - msgid "" "Company that produced the application. Required. See [url=https://learn." "microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" @@ -39690,6 +38070,13 @@ msgstr "" "用户可见的捆绑包版权声明。选填。见 [url=https://learn.microsoft.com/en-us/" "windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。" +msgid "" +"If [code]true[/code], and [member application/export_d3d12] is set, the " +"Agility SDK DLLs will be stored in arch-specific subdirectories." +msgstr "" +"如果为 [code]true[/code] 并且设置了 [member application/export_d3d12],则 " +"Agility SDK DLL 将被存储在特定于架构的子目录中。" + msgid "" "If set to [code]1[/code], Direct3D 12 runtime (DXIL, Agility SDK, PIX) " "libraries are exported with the exported application. If set to [code]0[/" @@ -40098,6 +38485,49 @@ msgstr "" "- [code]update_visibility[/code]:可选的布尔值。如果设为 [code]true[/code],则" "该选项发生变化时,预设会发出 [signal Object.property_list_changed]。" +msgid "" +"Return a [Dictionary] of override values for export options, that will be " +"used instead of user-provided values. Overridden options will be hidden from " +"the user interface.\n" +"[codeblock]\n" +"class MyExportPlugin extends EditorExportPlugin:\n" +" func _get_name() -> String:\n" +" return \"MyExportPlugin\"\n" +"\n" +" func _supports_platform(platform) -> bool:\n" +" if platform is EditorExportPlatformPC:\n" +" # Run on all desktop platforms including Windows, MacOS and " +"Linux.\n" +" return true\n" +" return false\n" +"\n" +" func _get_export_options_overrides(platform) -> Dictionary:\n" +" # Override \"Embed PCK\" to always be enabled.\n" +" return {\n" +" \"binary_format/embed_pck\": true,\n" +" }\n" +"[/codeblock]" +msgstr "" +"返回导出选项的覆盖值的 [Dictionary],将使用该值代替用户提供的值。覆盖的选项将" +"从用户界面中隐藏。\n" +"[codeblock]\n" +"class MyExportPlugin extends EditorExportPlugin:\n" +" func _get_name() -> String:\n" +" return \"MyExportPlugin\"\n" +"\n" +" func _supports_platform(platform) -> bool:\n" +" if platform is EditorExportPlatformPC:\n" +" # 可在所有桌面平台上运行,包括 Windows、MacOS 和 Linux。\n" +" return true\n" +" return false\n" +"\n" +" func _get_export_options_overrides(platform) -> Dictionary:\n" +" # 覆盖“嵌入 PCK”以始终启用。\n" +" return {\n" +" \"binary_format/embed_pck\": true,\n" +" }\n" +"[/codeblock]" + msgid "" "Return the name identifier of this plugin (for future identification by the " "exporter). The plugins are sorted by name before exporting.\n" @@ -40422,6 +38852,29 @@ msgstr "" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +msgid "" +"Returns the default value index of the [OptionButton] or [CheckBox] with " +"index [param option]." +msgstr "" +"返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" + +msgid "" +"Returns the name of the [OptionButton] or [CheckBox] with index [param " +"option]." +msgstr "返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" + +msgid "" +"Returns an array of values of the [OptionButton] with index [param option]." +msgstr "返回索引为 [param option] 的 [OptionButton] 值的数组。" + +msgid "" +"Returns a [Dictionary] with the selected values of the additional " +"[OptionButton]s and/or [CheckBox]es. [Dictionary] keys are names and values " +"are selected value indices." +msgstr "" +"返回一个 [Dictionary],其中包含附加 [OptionButton] 和/或 [CheckBox] 的选定值。" +"[Dictionary] 的键是名称,而值是选定的值索引。" + msgid "" "Returns the [VBoxContainer] used to display the file system.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " @@ -40438,6 +38891,19 @@ msgid "" msgstr "" "通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。" +msgid "" +"Sets the default value index of the [OptionButton] or [CheckBox] with index " +"[param option]." +msgstr "" +"设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" + +msgid "" +"Sets the name of the [OptionButton] or [CheckBox] with index [param option]." +msgstr "设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" + +msgid "Sets the option values of the [OptionButton] with index [param option]." +msgstr "设置索引为 [param option] 的 [OptionButton] 的选项值。" + msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." @@ -40483,6 +38949,9 @@ msgstr "" "[code]\"*.png, *.jpg, *.jpeg ; 支持的图片\"[/code] 时,将同时显示 PNG 和 JPEG " "文件。" +msgid "The number of additional [OptionButton]s and [CheckBox]es in the dialog." +msgstr "对话框中附加的 [OptionButton] 和 [CheckBox] 的数量。" + msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]. This property is synchronized with [member EditorSettings." @@ -42386,65 +40855,6 @@ msgstr "" msgid "File paths in Godot projects" msgstr "Godot 项目中的文件路径" -msgid "" -"Returns the absolute path to the user's cache folder. This folder should be " -"used for temporary data that can be removed safely whenever the editor is " -"closed (such as generated resource thumbnails).\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" -"- Linux: ~/.cache/godot/\n" -"[/codeblock]" -msgstr "" -"返回用户缓存文件夹的绝对路径。该文件夹应该用于临时数据,关闭编辑器时应该能够安" -"全地移除这些数据(例如生成的资源预览图)。\n" -"[b]各平台的默认路径:[/b]\n" -"[codeblock]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" -"- Linux: ~/.cache/godot/\n" -"[/codeblock]" - -msgid "" -"Returns the absolute path to the user's configuration folder. This folder " -"should be used for [i]persistent[/i] user configuration files.\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n" -"- Linux: ~/.config/godot/\n" -"[/codeblock]" -msgstr "" -"返回用户配置文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户配置文件。\n" -"[b]各平台的默认路径:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`)\n" -"- Linux: ~/.config/godot/\n" -"[/codeblock]" - -msgid "" -"Returns the absolute path to the user's data folder. This folder should be " -"used for [i]persistent[/i] user data files such as installed export " -"templates.\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (same as " -"`get_config_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n" -"- Linux: ~/.local/share/godot/\n" -"[/codeblock]" -msgstr "" -"返回用户数据文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户数据文件,例" -"如已安装的导出模板。\n" -"[b]各平台的默认路径:[/b]\n" -"[codeblock]\n" -"- Windows:%APPDATA%\\Godot\\ (同 `get_config_dir()` )\n" -"- macOS:~/Library/Application Support/Godot/ (同 `get_config_dir()` )\n" -"- Linux:~/.local/share/godot/\n" -"[/codeblock]" - msgid "" "Returns the project-specific editor settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific editor settings " @@ -42920,6 +41330,61 @@ msgstr "" "该函数用于编辑基于脚本的对象的编辑器。可以返回格式为([code]script:line[/" "code])的断点的列表,例如:[code]res://path_to_script.gd:25[/code]。" +msgid "" +"Override this method in your plugin to return a [Texture2D] in order to give " +"it an icon.\n" +"For main screen plugins, this appears at the top of the screen, to the right " +"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" +"Ideally, the plugin icon should be white with a transparent background and " +"16×16 pixels in size.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get_plugin_icon():\n" +" # You can use a custom icon:\n" +" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" +" # Or use a built-in icon:\n" +" return EditorInterface.get_editor_theme().get_icon(\"Node\", " +"\"EditorIcons\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Texture2D _GetPluginIcon()\n" +"{\n" +" // You can use a custom icon:\n" +" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/" +"my_plugin_icon.svg\");\n" +" // Or use a built-in icon:\n" +" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", " +"\"EditorIcons\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"在插件中覆盖该方法,以返回一个 [Texture2D] 以便为插件提供一个图标。\n" +"对于主界面插件,它出现在屏幕顶部,“2D”、“3D”、“脚本”和 “AssetLib” 按钮的右" +"侧。\n" +"理想情况下,插件图标应为透明背景的白色,大小为 16×16 像素。\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _get_plugin_icon():\n" +" # 你可以使用一个自定义的图标:\n" +" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" +" # 或者使用一个内置的图标:\n" +" return EditorInterface.get_editor_theme().get_icon(\"Node\", " +"\"EditorIcons\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Texture2D _GetPluginIcon()\n" +"{\n" +" // 你可以使用一个自定义的图标:\n" +" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/" +"my_plugin_icon.svg\");\n" +" // 或者使用一个内置的图标:\n" +" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", " +"\"EditorIcons\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" @@ -43035,7 +41500,7 @@ msgid "" "[/codeblock]" msgstr "" "覆盖该方法,以提供该插件的 GUI 布局、或想要存储的任何其他数据。这用于在调用 " -"[method queue_save_layout]、或更改编辑器布局(例如更改停靠面板的位置)时,保存" +"[method queue_save_layout] 或更改编辑器布局(例如更改停靠面板的位置)时,保存" "项目的编辑器布局。数据被存储在编辑器元数据目录中的 [code]editor_layout.cfg[/" "code] 文件中。\n" "使用 [method _set_window_layout] 恢复保存的布局。\n" @@ -43204,19 +41669,6 @@ msgstr "" "当插件被停用时,请确保使用 [method remove_control_from_container] 移除自定义控" "件,并使用 [method Node.queue_free] 将其释放。" -msgid "" -"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" -"If the dock is repositioned and as long as the plugin is active, the editor " -"will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_docks] and free it with [method Node.queue_free]." -msgstr "" -"将控件添加到特定的停靠面板(有关选项,请参阅 [enum DockSlot])。\n" -"如果重新放置了停靠面板,并且只要该插件处于活动状态,编辑器就会在以后的会话中保" -"存停靠面板的位置。\n" -"停用插件后,请确保使用 [method remove_control_from_docks] 移除自定义控件,并使" -"用 [method Node.queue_free] 将其释放。" - msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" @@ -43390,9 +41842,9 @@ msgstr "" "当在检查器中修改属性时,将一个回调函数挂钩到撤消/重做动作创建中。例如,这允许" "保存在修改给定属性时可能丢失的其他属性。\n" "该回调函数应该有 4 个参数:[Object] [code]undo_redo[/code]、[Object] " -"[code]modified_object[/code]、[String] [code]property[/code]、和 [Variant] " +"[code]modified_object[/code]、[String] [code]property[/code] 和 [Variant] " "[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对" -"象、修改的属性的名称、和该属性即将采用的新值。" +"象、修改的属性的名称和该属性即将采用的新值。" msgid "" "[EditorInterface] is a global singleton and can be accessed directly by its " @@ -44221,6 +42673,35 @@ msgstr "" msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 场景文件格式的导入器。" +msgid "" +"Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " +"the FBX2glTF command line tool.\n" +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" +"通过使用 FBX2glTF 命令行工具将 Autodesk FBX 3D 场景转换为 glTF 2.0 来导入它" +"们。\n" +"FBX2glTF 可执行文件的位置通过 [member EditorSettings.filesystem/import/" +"fbx2gltf/fbx2gltf_path] 编辑器设置进行设置。\n" +"仅当 [member ProjectSettings.filesystem/import/fbx2gltf/enabled] 设置为 " +"[code]true[/code] 时,才使用该导入器。" + +msgid "Import FBX files using the ufbx library." +msgstr "使用 ufbx 库导入 FBX 文件。" + +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports both " +"binary and ASCII FBX files from version 3000 onward. This class supports " +"various 3D object types like meshes, skins, blend shapes, materials, and " +"rigging information. The class aims for feature parity with the official FBX " +"SDK and supports FBX 7.4 specifications." +msgstr "" +"EditorSceneFormatImporterUFBX 旨在加载 FBX 文件,并支持从版本 3000 开始的二进" +"制和 ASCII FBX 文件。该类支持各种 3D 对象类型,例如网格、皮肤、混合形状、材质" +"和绑定信息。该类旨在与官方 FBX SDK 功能相同,并支持 FBX 7.4 规范。" + msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" @@ -44548,6 +43029,17 @@ msgstr "" msgid "Clear the selection." msgstr "清除选中项。" +msgid "Returns the list of selected nodes." +msgstr "返回所选节点的列表。" + +msgid "" +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations where " +"a node is selected and is also a child/grandchild." +msgstr "" +"返回选定节点的列表,针对变换操作(即移动它们、旋转等)进行了优化。该列表可用于" +"避免被选择的节点同时也是子节点/孙节点的情况。" + msgid "Removes a node from the selection." msgstr "从选择中删除一个节点。" @@ -44802,6 +43294,14 @@ msgstr "" "如果为 [code]true[/code],则在从编辑器运行项目时自动切换到[b]远程[/b]场景树。" "如果为 [code]false[/code],则在从编辑器运行项目时保持[b]本地[/b]场景树。" +msgid "" +"If [code]true[/code], enables collection of profiling data from non-GDScript " +"Godot functions, such as engine class methods. Enabling this slows execution " +"while profiling further." +msgstr "" +"如果为 [code]true[/code],则启用从非 GDScript Godot 函数(例如引擎类方法)收集" +"分析数据。启用该功能会减慢执行速度,同时进一步进行分析。" + msgid "" "The size of the profiler's frame history. The default value (3600) allows " "seeing up to 60 seconds of profiling if the project renders at a constant 60 " @@ -45196,7 +43696,7 @@ msgstr "" "如果为 [code]true[/code],启用 3 键鼠标模拟模式。这在使用触控板的笔记本电脑上" "很有用。\n" "启用 3 键鼠标模拟模式后,即使未按住任何鼠标按钮,也始终可以在 3D 编辑器视口中" -"使用平移、缩放、和视轨修饰键。\n" +"使用平移、缩放和视轨修饰键。\n" "[b]注意:[/b]无论 [member editors/3d/navigation/orbit_modifier] 中配置的视轨修" "饰键如何,[kbd]Alt[/kbd] 在该模式下始终可用于视轨,以提高绘图板的可用性。" @@ -45220,8 +43720,8 @@ msgid "" "If [code]true[/code], invert the vertical mouse axis when panning, orbiting, " "or using freelook mode in the 3D editor." msgstr "" -"如果为 [code]true[/code],则在 3D 编辑器中平移、视轨、或使用自由观看模式时,反" -"转鼠标垂直轴。" +"如果为 [code]true[/code],则在 3D 编辑器中平移、视轨或使用自由观看模式时,反转" +"鼠标垂直轴。" msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " @@ -45465,8 +43965,8 @@ msgid "" "animation_editors_panning_scheme]." msgstr "" "控制鼠标滚轮滚动在子编辑器中是缩放还是平移。受影响的子编辑器列表有:动画混合树" -"编辑器、[Polygon2D] 编辑器、图块集编辑器、纹理区域编辑器、和可视着色器编辑器。" -"另请参阅 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/" +"编辑器、[Polygon2D] 编辑器、图块集编辑器、纹理区域编辑器和可视着色器编辑器。另" +"请参阅 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/" "panning/animation_editors_panning_scheme]。" msgid "" @@ -45477,6 +43977,14 @@ msgstr "" "如果为 [code]true[/code],则会在 2D 编辑器中平移时,鼠标超出 2D 视口范围后将其" "传送到对侧。这样在大型区域中平移就不必先退出平移然后调整鼠标光标。" +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" +"延迟数秒,直到更复杂且性能成本更高的多边形编辑器提交其轮廓,例如 2D 导航多边形" +"编辑器重新烘焙导航网格多边形。负值会停止自动烘焙。" + msgid "" "The radius in which points can be selected in the [Polygon2D] and " "[CollisionPolygon2D] editors (in pixels). Higher values make it easier to " @@ -45518,6 +44026,84 @@ msgstr "" "[b]注意:[/b]仅当 [member editors/tiles_editor/display_grid] 为 [code]true[/" "code] 时有效。" +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "当图形节点属于“颜色”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "当图形节点属于“条件”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "当图形节点属于“输入”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" category." +msgstr "当图形节点属于“输出”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "当图形节点属于“粒子”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" category." +msgstr "当图形节点属于“标量”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "当图形节点属于“特殊”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "当图形节点属于“纹理”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "当图形节点属于“变换”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "当图形节点属于“实用程序”类别时其标题的颜色。" + +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" category." +msgstr "当图形节点属于“向量”类别时其标题的颜色。" + +msgid "The color theme to use in the visual shader editor." +msgstr "在可视化着色器编辑器中使用的颜色主题。" + +msgid "The color of a port/connection of boolean type." +msgstr "布尔类型的端口/连接的颜色。" + +msgid "The color of a port/connection of sampler type." +msgstr "采样器类型的端口/连接的颜色。" + +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "标量类型(float、int、unsigned int)的端口/连接的颜色。" + +msgid "The color of a port/connection of transform type." +msgstr "变换类型的端口/连接的颜色。" + +msgid "The color of a port/connection of Vector2 type." +msgstr "Vector2 类型的端口/连接的颜色。" + +msgid "The color of a port/connection of Vector3 type." +msgstr "Vector3 类型的端口/连接的颜色。" + +msgid "The color of a port/connection of Vector4 type." +msgstr "Vector4 类型的端口/连接的颜色。" + +msgid "The pattern used for the background grid." +msgstr "用于背景栅格的图案。" + msgid "" "The curvature to use for connection lines in the visual shader editor. Higher " "values will make connection lines appear more curved, with values above " @@ -45591,6 +44177,60 @@ msgstr "" "点击文件系统面板中的“在外部程序中打开”选项时,用于打开位图文件的程序。如果未指" "定,则该文件会使用系统默认的程序打开。" +msgid "" +"The terminal emulator program to use when using [b]Open in Terminal[/b] " +"context menu action in the FileSystem dock. You can enter an absolute path to " +"a program binary, or a path to a program that is present in the [code]PATH[/" +"code] environment variable.\n" +"If left empty, Godot will use the default terminal emulator for the system:\n" +"- [b]Windows:[/b] PowerShell\n" +"- [b]macOS:[/b] Terminal.app\n" +"- [b]Linux:[/b] The first terminal found on the system in this order: gnome-" +"terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, " +"xterm.\n" +"To use Command Prompt (cmd) instead of PowerShell on Windows, enter " +"[code]cmd[/code] in this field and the correct flags will automatically be " +"used.\n" +"On macOS, make sure to point to the actual program binary located within the " +"[code]Programs/MacOS[/code] folder of the .app bundle, rather than the .app " +"bundle directory.\n" +"If specifying a custom terminal emulator, you may need to override [member " +"filesystem/external_programs/terminal_emulator_flags] so it opens in the " +"correct folder." +msgstr "" +"执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时使用的终端模拟器程序。可" +"以输入可执行文件的绝对路径,也可以输入存在于 [code]PATH[/code] 环境变量中的程" +"序路径。\n" +"留空时 Godot 会使用系统的默认终端模拟器:\n" +"- [b]Windows:[/b]PowerShell\n" +"- [b]macOS:[/b]Terminal.app\n" +"- [b]Linux:[/b]按以下顺序找到的第一个终端:gnome-terminal、konsole、xfce4-" +"terminal、lxterminal、kitty、alacritty、urxvt、xterm。\n" +"如果想要在 Windows 上使用“命令提示符”(cmd)代替 PowerShell,请在这个字段中输" +"入 [code]cmd[/code],这样就会自动使用正确的标志。\n" +"在 macOS 上,请确保指向的是位于 .app 捆绑包的 [code]Programs/MacOS[/code] 文件" +"夹中的实际可执行文件,不要指向 .app 捆绑包目录。\n" +"指定自定义终端模拟器时,你可能还会需要覆盖 [member filesystem/" +"external_programs/terminal_emulator_flags],从而让它在正确的文件夹中打开。" + +msgid "" +"The command-line arguments to pass to the terminal emulator that is run when " +"using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See " +"also [member filesystem/external_programs/terminal_emulator].\n" +"If left empty, the default flags are [code]{directory}[/code], which is " +"replaced by the absolute path to the directory that is being opened in the " +"terminal.\n" +"[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, " +"Godot will automatically prepend arguments to this list, as these terminals " +"require nonstandard arguments to open in the correct folder." +msgstr "" +"执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时传递给终端模拟器的命令行" +"参数。另见 [member filesystem/external_programs/terminal_emulator]。\n" +"留空时默认的标志是 [code]{directory}[/code],会替换为要在终端中打开的目录的绝" +"对路径。\n" +"[b]注意:[/b]终端模拟器为 PowerShell、cmd、Konsole 时,Godot 会自动在这个列表" +"前加入一些额外的参数,因为这些终端需要非标准的参数才能够在正确的文件夹中打开。" + msgid "" "The program that opens vector image files when clicking \"Open in External " "Program\" option in Filesystem Dock. If not specified, the file will be " @@ -45657,6 +44297,17 @@ msgstr "" "Blender 进程的最大空闲运行时间(单位为秒)。\n" "能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。" +msgid "" +"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " +"files [code].fbx[/code] to glTF 2.0 format during import.\n" +"To enable this feature for your specific project, use [member ProjectSettings." +"filesystem/import/fbx2gltf/enabled]." +msgstr "" +"包含 FBX2glTF 可执行文件的目录,导入时会使用 FBX2glTF 将 Autodesk FBX 3D 场景" +"文件 [code].fbx[/code] 转换为 glTF 2.0 格式。\n" +"要为指定项目启用这个功能,请使用 [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled]。" + msgid "If [code]true[/code], uses lossless compression for binary resources." msgstr "如果为 [code]true[/code],则对二进制资源使用无损压缩。" @@ -45879,6 +44530,19 @@ msgstr "" "有编辑器字体强制使用相同的子像素定位模式,无论其大小如何(其中[b]四分之一像素" "[/b]是最高质量的选项)。" +msgid "" +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed in " +"the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." +msgstr "" +"如果为 [code]true[/code],则编辑器中的设置名称将尽可能本地化。\n" +"[b]注意:[/b]该设置会影响编辑器 UI 中的大多数 [EditorInspector],主要是项目设" +"置和编辑器设置。要控制检查器面板中显示的名称,请改用 [member interface/" +"inspector/default_property_name_style]。" + msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " @@ -45936,6 +44600,16 @@ msgstr "" "b]动作后,编辑器将保存所有场景。如果为 [code]true[/code],则编辑器将要求单独保" "存每个场景。" +msgid "" +"If [code]true[/code], scenes and scripts are saved when the editor loses " +"focus. Depending on the work flow, this behavior can be less intrusive than " +"[member text_editor/behavior/files/autosave_interval_secs] or remembering to " +"save manually." +msgstr "" +"如果为 [code]true[/code],则会在编辑器丢失焦点时保存场景和脚本。根据具体工作流" +"程的不同,这种行为可能会比 [member text_editor/behavior/files/" +"autosave_interval_secs] 和自己记得手动保存要方便。" + msgid "" "If [code]true[/code], the editor's Script tab will have a separate " "distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], " @@ -45959,6 +44633,33 @@ msgstr "" "默认的 [b]Auto[/b] 只会在使用 [code]dev_build=yes[/code] SCons 选项(默认为 " "[code]dev_build=no[/code])编译的编辑器中启用该功能。" +msgid "" +"If enabled, displays an icon in the top-right corner of the editor that spins " +"when the editor redraws a frame. This can be used to diagnose situations " +"where the engine is constantly redrawing, which should be avoided as this " +"increases CPU and GPU utilization for no good reason. To further troubleshoot " +"these situations, start the editor with the [code]--debug-canvas-item-redraw[/" +"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " +"argument[/url].\n" +"Consider enabling this if you are developing editor plugins to ensure they " +"only make the editor redraw when required.\n" +"The default [b]Auto[/b] value will only enable this if the editor was " +"compiled with the [code]dev_build=yes[/code] SCons option (the default is " +"[code]dev_build=no[/code]).\n" +"[b]Note:[/b] If [member interface/editor/update_continuously] is [code]true[/" +"code], the spinner icon displays in red." +msgstr "" +"如果启用,则会在编辑器右上角显示一个图标,会在编辑器发生帧重绘时旋转。可以用来" +"诊断引擎不断重绘的问题,防止无意义地增加对 CPU 和 GPU 的占用。要进一步排查这种" +"情况,请在启动编辑器时使用 [code]--debug-canvas-item-redraw[/code] " +"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/" +"url]。\n" +"如果你在开发编辑器插件,请考虑启用这个设置,确保只在必要时触发编辑器的重绘。\n" +"默认为 [b]Auto[/b] 只会在编辑器是使用 [code]dev_build=yes[/code] Scons 选项时" +"启用这个图标(默认为 [code]dev_build=no[/code])。\n" +"[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " +"[code]true[/code],则旋转图会以红色显示。" + msgid "" "If [code]true[/code], embed modal windows such as docks inside the main " "editor window. When single-window mode is enabled, tooltips will also be " @@ -45998,6 +44699,20 @@ msgstr "" "[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " "[code]true[/code],则忽略该设置,因为启用该设置会禁用低处理器模式。" +msgid "" +"If [code]true[/code], redraws the editor every frame even if nothing has " +"changed on screen. When this setting is enabled, the update spinner displays " +"in red (see [member interface/editor/show_update_spinner]).\n" +"[b]Warning:[/b] This greatly increases CPU and GPU utilization, leading to " +"increased power usage. This should only be enabled for troubleshooting " +"purposes." +msgstr "" +"如果为 [code]true[/code],则即使屏幕上没有任何更改,也会在每一帧中重新绘制编辑" +"器。启用该设置后,更新微调器显示为红色(请参阅 [member interface/editor/" +"show_update_spinner])。\n" +"[b]警告:[/b]这会大大增加 CPU 和 GPU 的利用率,从而导致功耗增加。仅应出于故障" +"排除目的启用该功能。" + msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " "system global menu.\n" @@ -46022,6 +44737,14 @@ msgstr "" "[b]注意:[/b]除[b]启用[/b]之外的垂直同步模式,仅支持 Forward+ 和 Mobile 渲染方" "式,不支持 Compatibility。" +msgid "" +"If [code]true[/code], automatically expands property groups in the Inspector " +"dock when opening a scene that hasn't been opened previously. If [code]false[/" +"code], all groups remain collapsed by default." +msgstr "" +"如果为 [code]true[/code],则会在打开之前没有打开过的场景时,自动展开“检查器”面" +"板中的属性分组。如果为 [code]false[/code],则默认折叠所有分组。" + msgid "" "The default color picker mode to use when opening [ColorPicker]s in the " "editor. This mode can be temporarily adjusted on the color picker itself." @@ -46036,6 +44759,33 @@ msgstr "" "在编辑器中打开 [ColorPicker] 时使用的默认取色器形状。形状可以在取色器中临时调" "整。" +msgid "" +"The floating-point precision to use for properties that don't define an " +"explicit precision step. Lower values allow entering more precise values." +msgstr "" +"浮点数精度,适用于没有显式定义精度步长的属性。取值越小,输入值所能达到的精度就" +"越高。" + +msgid "" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" +"- [b]Localized:[/b] Displays the localized string for the current editor " +"language if a translation is available for the given property. If no " +"translation is available, falls back to [b]Capitalized[/b].\n" +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." +msgstr "" +"在检查器面板中显示的默认属性名称风格。可以在检查器面板的菜单中临时调整该风" +"格。\n" +"- [b]Raw:[/b]以 [code]snake_case[/code] 风格显示属性。\n" +"- [b]Capitalized:[/b]首字母大写显示属性。\n" +"- [b]Localized:[/b]如果给定属性有可用的翻译,则根据当前编辑器语言显示本地化字" +"符串。如果没有可用的翻译,则回退至 [b]Capitalized[/b]。\n" +"[b]注意:[/b]要在“项目设置”和“编辑器设置”中显示翻译后的设置名称,请改用 " +"[member interface/editor/localize_settings]。" + msgid "" "If [code]true[/code], forces all property groups to be expanded in the " "Inspector dock and prevents collapsing them." @@ -46147,6 +44897,17 @@ msgstr "控制关闭(X)按钮何时显示在编辑器顶部的场景选项 msgid "The maximum width of each scene tab at the top editor (in pixels)." msgstr "顶部编辑器中每个场景选项卡的最大宽度(以像素为单位)。" +msgid "" +"If [code]true[/code], when a project is loaded, restores scenes that were " +"opened on the last editor session.\n" +"[b]Note:[/b] With many opened scenes, the editor may take longer to become " +"usable. If starting the editor quickly is necessary, consider setting this to " +"[code]false[/code]." +msgstr "" +"如果为 [code]true[/code],则在加载项目时会恢复上一次编辑器会话中打开的场景。\n" +"[b]注意:[/b]如果打开的场景很多,编辑器可能会花费较长的时间才能启动完成。如果" +"必须快速启动编辑器,请考虑将其设置为 [code]false[/code]。" + msgid "" "If [code]true[/code], show a button next to each scene tab that opens the " "scene's \"dominant\" script when clicked. The \"dominant\" script is the one " @@ -46229,22 +44990,9 @@ msgstr "" "[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。" msgid "" -"The icon and font color scheme to use in the editor.\n" -"- [b]Auto[/b] determines the color scheme to use automatically based on " -"[member interface/theme/base_color].\n" -"- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon " -"colors are automatically converted by the editor following the set of rules " -"defined in [url=https://github.com/godotengine/godot/blob/master/editor/" -"editor_themes.cpp]this file[/url].\n" -"- [b]Light[/b] makes fonts and icons light (suitable for dark themes)." -msgstr "" -"在编辑器中使用的图标和字体的配色方案。\n" -"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方" -"案。\n" -"- [b]Dark[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照" -"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes." -"cpp]该文件[/url]中定义的一组规则自动转换。\n" -"- [b]Light[/b] 使字体和图标变亮(适合深色主题)。" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "如果为 [code]true[/code],则编辑器主题预设将尝试自动匹配系统主题。" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " @@ -46268,6 +45016,20 @@ msgstr "" "在编辑器的基于 [Tree] 的 GUI(例如场景树停靠栏)中,绘制关系线时使用的不透明" "度。" +msgid "" +"The editor theme spacing preset to use. See also [member interface/theme/" +"base_spacing] and [member interface/theme/additional_spacing]." +msgstr "" +"预设要使用的编辑器主题间距。另见 [member interface/theme/base_spacing] 和 " +"[member interface/theme/additional_spacing]。" + +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"如果为 [code]true[/code],则根据系统设置设置强调色。\n" +"[b]注意:[/b]该设置仅在 Windows 和 MacOS 上有效。" + msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." @@ -46356,8 +45118,8 @@ msgid "" "project. Accepted strings are \"forward_plus\", \"mobile\" or " "\"gl_compatibility\"." msgstr "" -"创建新项目时默认勾选的渲染器类型。可接受的字符串是“forward_plus”、“mobile”、" -"或“gl_compatibility”。" +"创建新项目时默认勾选的渲染器类型。可接受的字符串" +"是“forward_plus”“mobile”或“gl_compatibility”。" msgid "" "The sorting order to use in the project manager. When changing the sorting " @@ -47669,9 +46431,9 @@ msgid "" msgstr "" "返回 [Dictionary] 项的数组(参见 [method create_diff_file]、[method " "create_diff_hunk]、[method create_diff_line]、[method " -"add_line_diffs_into_diff_hunk]、和 [method add_diff_hunks_into_diff_file])," -"每项都包含一个差异的信息。如果 [param identifier] 是文件路径,则返回文件差异;" -"如果它是提交标识符,则返回提交差异。" +"add_line_diffs_into_diff_hunk] 和 [method add_diff_hunks_into_diff_file]),每" +"项都包含一个差异的信息。如果 [param identifier] 是文件路径,则返回文件差异;如" +"果它是提交标识符,则返回提交差异。" msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " @@ -47917,8 +46679,8 @@ msgstr "" "用压缩,可能需要测试哪一种最适合你的用例。\n" "[b]注意:[/b]大多数游戏的网络设计,都涉及频繁发送许多小数据包(每个小于 4 " "KB)。如果有疑问,建议保留默认压缩算法,因为它最适合这些小数据包。\n" -"[b]注意:[/b]压缩模式必须在服务端及其所有客户端上设置为相同的值。如果客户端上" -"设置的压缩模式与服务端上设置的不同,则客户端将无法连接。" +"[b]注意:[/b]压缩模式必须在服务器及其所有客户端上设置为相同的值。如果客户端上" +"设置的压缩模式与服务器上设置的不同,则客户端将无法连接。" msgid "" "Initiates a connection to a foreign [param address] using the specified " @@ -48003,7 +46765,7 @@ msgid "" "[b]Note:[/b] This method is only relevant after calling [method " "dtls_server_setup]." msgstr "" -"将 DTLS 服务端配置为自动断开新连接。\n" +"将 DTLS 服务器配置为自动断开新连接。\n" "[b]注意:[/b]这个方法只有在调用了 [method dtls_server_setup] 后才有用。" msgid "" @@ -48020,7 +46782,7 @@ msgstr "" "个元素。[enum EventType]、生成事件的 [ENetPacketPeer]、事件关联的数据(如果" "有)、事件关联的通道(如果有)。如果生成的事件是 [constant EVENT_RECEIVE],则" "接收到的数据包,将被队列到关联的 [ENetPacketPeer]。\n" -"定期调用该函数来处理连接、断开连接、和接收新数据包。" +"定期调用该函数来处理连接、断开连接和接收新数据包。" msgid "" "Sends a [param packet] toward a destination from the address and port " @@ -48580,17 +47342,525 @@ msgstr "" msgid "Provides access to engine properties." msgstr "提供对引擎属性的访问。" +msgid "" +"The [Engine] singleton allows you to query and modify the project's run-time " +"parameters, such as frames per second, time scale, and others. It also stores " +"information about the current build of Godot, such as the current version." +msgstr "" +"[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间缩放等。它" +"还存储有关 Godot 当前构建的信息,例如当前版本。" + +msgid "" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." +msgstr "" +"以 [Dictionary] 形式返回引擎作者信息,其中每个条目都是一个字符串 [Array],其中" +"包含 Godot 引擎著名贡献者的姓名:[code]lead_developers[/code]、" +"[code]founders[/code]、[code]project_managers[/code] 和 [code]developers[/" +"code]。" + +msgid "" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected by " +"this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." +msgstr "" +"返回包含 Godot 源码组件版权信息的字典的 [Array]。\n" +"每个 [Dictionary] 中都包含了名称标识符 [code]name[/code] 以及另一个字典数组 " +"[code]parts[/code]。后者详细描述了对应的组件,包含的字段如下:\n" +"- [code]files[/code] - 受到该组件影响的源码文件路径 [Array];\n" +"- [code]copyright[/code] - 该组件的所有者 [Array];\n" +"- [code]license[/code] - 该组件适用的协议(例如 \"[url=https://en.wikipedia." +"org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\" 或 \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")。" + +msgid "" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" +"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " +"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " +"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" +"code], [code]bronze_donors[/code]}" +msgstr "" +"返回分类捐赠者姓名的 [Dictionary]。每个条目都是一个字符串 [Array]:\n" +"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " +"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " +"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" +"code], [code]bronze_donors[/code]}" + +msgid "" +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." +msgstr "" +"返回自引擎启动以来绘制的帧的总数。\n" +"[b]注意:[/b]在无头平台上,或者如果通过命令行使用 [code]--disable-render-" +"loop[/code] 禁用渲染,则该方法始终返回 [code]0[/code]。请参阅 [method " +"get_process_frames]。" + +msgid "" +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." +msgstr "返回每秒渲染的平均帧数(FPS),也被称为帧速率。" + +msgid "" +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en.wikipedia." +"org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated " +"text." +msgstr "" +"返回 Godot 和包含的第三方组件使用的许可证的 [Dictionary]。每个条目都是一个许可" +"证名称(例如 \"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\")及其关联的文本。" + +msgid "Returns the full Godot license text." +msgstr "返回完整的 Godot 许可证文本。" + +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" +"返回该 [MainLoop] 的实例。这通常是主 [SceneTree] 并且与 [method Node." +"get_tree] 相同。\n" +"[b]注意:[/b]作为主循环的实例化类型可以通过 [member ProjectSettings." +"application/run/main_loop_type] 更改。" + +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " +"get_process_frames].\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _physics_process(_delta):\n" +" if Engine.get_physics_frames() % 2 == 0:\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _PhysicsProcess(double delta)\n" +"{\n" +" base._PhysicsProcess(delta);\n" +"\n" +" if (Engine.GetPhysicsFrames() % 2 == 0)\n" +" {\n" +" // Run expensive logic only once every 2 physics frames here.\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回自引擎启动以来经过的总帧数。这个数字每个[b]物理帧[/b]都会增加。另见 " +"[method get_process_frames]。\n" +"该方法可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻辑的次数:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _physics_process(_delta):\n" +" if Engine.get_physics_frames() % 2 == 0:\n" +" pass # 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _PhysicsProcess(double delta)\n" +"{\n" +" base._PhysicsProcess(delta);\n" +"\n" +" if (Engine.GetPhysicsFrames() % 2 == 0)\n" +" {\n" +" // 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。" +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " +"get_physics_frames].\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(_delta):\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Process(double delta)\n" +"{\n" +" base._Process(delta);\n" +"\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" +" {\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回自引擎启动以来经过的总帧数,无论渲染循环是否启用,每个[b]处理帧[/b]都会增" +"加该数字。另见 [method get_frames_drawn] 和 [method get_physics_frames]。\n" +"[method get_process_frames] 可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻" +"辑的次数:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(_delta):\n" +" if Engine.get_process_frames() % 2 == 0:\n" +" pass # 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Process(double delta)\n" +"{\n" +" base._Process(delta);\n" +"\n" +" if (Engine.GetProcessFrames() % 2 == 0)\n" +" {\n" +" // 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "返回给定索引 [param index] 处的 [ScriptLanguage] 实例。" + msgid "" "Returns the number of available script languages. Use with [method " "get_script_language]." msgstr "返回可用脚本语言的数量。请配合 [method get_script_language] 使用。" +msgid "" +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" +"返回具有给定 [param name] 的全局单例,如果不存在则返回 [code]null[/code]。常用" +"于插件。另见 [method has_singleton] and [method get_singleton_list]。\n" +"[b]注意:[/b]全局单例与自动加载的节点不同,后者可以在项目设置中进行配置。" + +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "返回所有可用全局单例的名称列表。另见 [method get_singleton]。" + +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" +"The [code]hex[/code] value is encoded as follows, from left to right: one " +"byte for the major, one byte for the minor, one byte for the patch version. " +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" +"else:\n" +" pass # Do things specific to versions before 4.1.\n" +"[/gdscript]\n" +"[csharp]\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" +"{\n" +" // Do things specific to version 4.1 or later.\n" +"}\n" +"else\n" +"{\n" +" // Do things specific to versions before 4.1.\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"以包含以下条目的 [Dictionary] 形式返回当前引擎版本信息:\n" +"- [code]major[/code] - 主要版本号为一个 int;\n" +"- [code]minor[/code] - 次要版本号为一个 int;\n" +"- [code]patch[/code] - 补丁版本号为一个 int;\n" +"- [code]hex[/code] - 完整版本被编码为一个十六进制 int,每个数字一个字节(2 个" +"十六进制数字)(参见下面的示例);\n" +"- [code]status[/code] - 状态(例如“beta”、“rc1”、“rc2”、“stable” 等)为一串字" +"符串;\n" +"- [code]build[/code] - 构建名称(例如 “custom_build”)为一串字符串;\n" +"- [code]hash[/code] - 完整的 Git 提交哈希为一串字符串;\n" +"- [code]timestamp[/code] - 以秒为单位,以 int 形式保存 Git 提交日期 UNIX 时间" +"戳,如果不可用,则保存为 [code]0[/code];\n" +"- [code]string[/code] - 将 [code]major[/code] + [code]minor[/code] + " +"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符串" +"中。\n" +"[code]hex[/code] 值的编码方式如下,从左到右:主版本对应一字节,次版本对应一字" +"节,补丁版本对应一字节。例如,“3.1.12”将是 [code]0x03010C[/code]。\n" +"[b]注意:[/b][code]hex[/code] 值内部还是一个 [int],打印出来就是它的十进制表" +"示,没有特别的意义。使用十六进制文字从代码中快速比较版本:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # 执行特定于版本 4.1 或更高版本的操作。\n" +"else:\n" +" pass # 执行特定于 4.1 之前版本的操作。\n" +"[/gdscript]\n" +"[csharp]\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" +"{\n" +" // 执行特定于版本 4.1 或更高版本的操作。\n" +"}\n" +"else\n" +"{\n" +" // 执行特定于 4.1 之前版本的操作。\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the path to the [MovieWriter]'s output file, or an empty string if " +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." +msgstr "" +"返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则返" +"回一个空字符串。该默认路径可以在 [member ProjectSettings.editor/movie_writer/" +"movie_file] 中更改。" + +msgid "" +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" +"如果全局范围内存在具有给定 [param name] 的单例,则返回 [code]true[/code]。另" +"见 [method get_singleton]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # 输出 true\n" +"print(Engine.has_singleton(\"Engine\")) # 输出 true\n" +"print(Engine.has_singleton(\"AudioServer\")) # 输出 true\n" +"print(Engine.has_singleton(\"Unknown\")) # 输出 false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // 输出 true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // 输出 true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // 输出 true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // 输出 false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]全局单例与自动加载的节点不同,后者可以在项目设置中进行配置。" + +msgid "" +"Returns [code]true[/code] if the script is currently running inside the " +"editor, otherwise returns [code]false[/code]. This is useful for [code]@tool[/" +"code] scripts to conditionally draw editor helpers, or prevent accidentally " +"running \"game\" code that would affect the scene state while in the editor:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if Engine.is_editor_hint():\n" +" draw_gizmos()\n" +"else:\n" +" simulate_physics()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (Engine.IsEditorHint())\n" +" DrawGizmos();\n" +"else\n" +" SimulatePhysics();\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " +"code in the editor[/url] in the documentation for more information.\n" +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")" +"[/code] evaluate to [code]true[/code] both when the script is running in the " +"editor and when running the project from the editor, but returns [code]false[/" +"code] when run from an exported project." +msgstr "" +"如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 [code]false[/" +"code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编辑器助手,或者" +"防止在编辑器中意外运行会影响场景状态的“游戏”代码:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if Engine.is_editor_hint():\n" +" draw_gizmos()\n" +"else:\n" +" simulate_physics()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (Engine.IsEditorHint())\n" +" DrawGizmos();\n" +"else\n" +" SimulatePhysics();\n" +"[/csharp]\n" +"[/codeblocks]\n" +"有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n" +"[b]注意:[/b]要检测脚本是否在编辑器[i]构建[/i]上运行(例如,当按 [kbd]F5[/" +"kbd] 时),请改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 参数。" +"[code]OS.has_feature(\"editor\")[/code] 将在编辑器中运行脚本和从编辑器运行项目" +"时,被评估为 [code]true[/code];但当从导出的项目运行时,它将被评估为 " +"[code]false[/code]。" + +msgid "" +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" +msgstr "" +"如果引擎位于主循环的固定物理处理步骤内,则返回 [code]true[/code]。\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # 根据节点添加到树中的时间,\n" +" # 输出 “true” 或 “false”。\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # 输出 false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # 输出 true\n" +"[/codeblock]" + +msgid "" +"Registers a [ScriptLanguage] instance to be available with " +"[code]ScriptServer[/code].\n" +"Returns:\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" +"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " +"a language with similar extension/name/type." +msgstr "" +"注册一个 [ScriptLanguage] 实例,供 [code]ScriptServer[/code] 使用。\n" +"返回:\n" +"- [constant OK] 表示成功;\n" +"- [constant ERR_UNAVAILABLE] 表示 [code]ScriptServer[/code] 已达到限制,无法注" +"册任何新语言;\n" +"- [constant ERR_ALREADY_EXISTS] 表示 [code]ScriptServer[/code] 已经包含一个具" +"有相似扩展名/名称/类型的语言。" + +msgid "" +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." +msgstr "" +"将给定的 [Object] [param instance] 注册为单例,在名称 [param name] 下全局可" +"用。对于插件很有用。" + +msgid "" +"Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" +"Returns:\n" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." +msgstr "" +"从 [code]ScriptServer[/code] 注销该 [ScriptLanguage] 实例。\n" +"返回:\n" +"- [constant OK] 表示成功;\n" +"- [constant ERR_DOES_NOT_EXIST] 表示该语言尚未在 [code]ScriptServer[/code] 中" +"注册。" + +msgid "" +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " +"[method register_singleton]." +msgstr "" +"移除在 [param name] 下注册的单例。该单例对象[i]不会[/i]被释放。仅适用于使用 " +"[method register_singleton] 注册的用户定义的单例。" + +msgid "" +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"consistently used in physics calculations. To avoid this, increase [member " +"max_physics_steps_per_frame] if you have increased [member " +"physics_ticks_per_second] significantly above its default value." +msgstr "" +"每个渲染帧所能模拟的最大物理迭代数。\n" +"[b]注意:[/b]调整默认值是为了防止昂贵的物理模拟无限期地触发更昂贵的模拟。然" +"而,如果渲染 FPS 小于 [member physics_ticks_per_second] 的 [code]1 / " +"max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始终" +"使用 [code]delta[/code] 也一样会发生。要避免这种情况,如果已经增大了 [member " +"physics_ticks_per_second],而且远大于其默认值,那么建议将 [member " +"max_physics_steps_per_frame] 也调大。" + +msgid "" +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game clock " +"to deviate more from the real clock, but they smooth out framerate jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." +msgstr "" +"有多少物理滴答与实际时间同步。如果为 [code]0[/code] 或更少,则滴答完全同步。较" +"高的值会导致游戏中的时钟与真实时钟的偏差更大,但它们可以平滑帧率抖动。\n" +"[b]注意:[/b]默认值 [code]0.5[/code] 对于大多数情况来说应该足够了;高于 " +"[code]2[/code] 的值可能会导致游戏对掉帧做出反应并出现明显的延迟,因此不推荐使" +"用。\n" +"[b]注意:[/b]当使用自定义物理插值解决方案或在网络游戏中时,建议通过将该属性设" +"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 " @@ -48620,6 +47890,61 @@ msgstr "" "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 "" +"If [code]false[/code], stops printing error and warning messages to the " +"console and editor Output log. This can be used to hide error and warning " +"messages during unit test suite runs. This property is equivalent to the " +"[member ProjectSettings.application/run/disable_stderr] project setting.\n" +"[b]Note:[/b] This property does not impact the editor's Errors tab when " +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." +msgstr "" +"如果为 [code]false[/code],则停止向控制台和编辑器输出日志打印错误和警告消息。" +"这可用于在单元测试套件运行期间隐藏错误和警告消息。该属性等效于 [member " +"ProjectSettings.application/run/disable_stderr] 项目设置。\n" +"[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。\n" +"[b]警告:[/b]如果在项目的任何地方将该项设置为 [code]false[/code],则重要的错误" +"消息可能会被隐藏,即使它们是从其他脚本发出的。在 [code]@tool[/code] 脚本中,这" +"也会影响编辑器本身。在确保错误消息被启用(默认情况下)之前,[i]不[/i]要报告错" +"误。" + +msgid "" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" +"[b]Note:[/b] This does not affect audio playback speed. Use [member " +"AudioServer.playback_speed_scale] to adjust audio playback speed " +"independently of [member Engine.time_scale].\n" +"[b]Note:[/b] This does not automatically adjust [member " +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." +msgstr "" +"游戏内部时钟更新的速度乘数,相对于真实时间。例如设置为 [code]2.0[/code] 就会让" +"游戏以二倍速运行,设置为 [code]0.5[/code] 就会让游戏以一半的速度运行。\n" +"这个值会影响 [Timer]、[SceneTreeTimer] 以及其他使用 [code]delta[/code] 时间进" +"行的仿真(例如 [method Node._process] 和 [method Node._physics_process])。\n" +"[b]注意:[/b]建议让这个属性保持大于 [code]0.0[/code],否则可能导致游戏产生意外" +"的行为。\n" +"[b]注意:[/b]这个属性不会影响音频的播放。请使用 [member AudioServer." +"playback_speed_scale] 来调整音频播放的速度,配合 [member Engine." +"time_scale]。\n" +"[b]注意:[/b]这个属性不会自动调整 [member physics_ticks_per_second]。大于 " +"[code]1.0[/code] 时可能导致物理仿真精度的下降,因为每个物理周期都会被拉伸到覆" +"盖引擎中的一大段时间。修改 [member Engine.time_scale] 大幅加速仿真速度时,请考" +"虑同时增大 [member physics_ticks_per_second],让仿真更可靠。" + msgid "Exposes the internal debugger." msgstr "暴露内部调试器。" @@ -48907,6 +48232,47 @@ msgstr "" "说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " "[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" +msgid "" +"The fog density to be used. This is demonstrated in different ways depending " +"on the [member fog_mode] mode chosen:\n" +"[b]Exponential Fog Mode:[/b] Higher values result in denser fog. The fog " +"rendering is exponential like in real life.\n" +"[b]Depth Fog mode:[/b] The maximum intensity of the deep fog, effect will " +"appear in the distance (relative to the camera). At [code]1.0[/code] the fog " +"will fully obscure the scene, at [code]0.0[/code] the fog will not be visible." +msgstr "" +"要使用的雾密度。根据所选的 [member fog_mode] 模式,可以通过不同的方式进行演" +"示:\n" +"[b]指数雾模式:[/b]数值越高,雾就越浓。雾渲染就像现实生活中一样呈指数级增" +"长。\n" +"[b]深度雾模式:[/b]深度雾的最大强度,效果将出现在远处(相对于相机)。在 " +"[code]1.0[/code] 处,雾将完全遮盖场景,在 [code]0.0[/code] 处,雾将不可见。" + +msgid "" +"The fog's depth starting distance from the camera. Only available when " +"[member fog_mode] is set to [constant FOG_MODE_DEPTH]." +msgstr "" +"雾距相机的深度起始距离。仅当 [member fog_mode] 被设置为 [constant " +"FOG_MODE_DEPTH] 时可用。" + +msgid "" +"The fog depth's intensity curve. A number of presets are available in the " +"Inspector by right-clicking the curve. Only available when [member fog_mode] " +"is set to [constant FOG_MODE_DEPTH]." +msgstr "" +"雾深度的强度曲线。通过右键点击曲线,可以在检查器中使用许多预设。仅当 [member " +"fog_mode] 被设置为 [constant FOG_MODE_DEPTH] 时可用。" + +msgid "" +"The fog's depth end distance from the camera. If this value is set to " +"[code]0[/code], it will be equal to the current camera's [member Camera3D." +"far] value. Only available when [member fog_mode] is set to [constant " +"FOG_MODE_DEPTH]." +msgstr "" +"雾距相机的深度结束的距离。如果该值被设置为 [code]0[/code],它将等于当前相机的 " +"[member Camera3D.far] 值。仅当 [member fog_mode] 被设置为 [constant " +"FOG_MODE_DEPTH] 时可用。" + msgid "If [code]true[/code], fog effects are enabled." msgstr "如果为 [code]true[/code],则启用雾效果。" @@ -48948,6 +48314,16 @@ msgstr "" "如果设置为 [code]0.0[/code] 以上,则根据视角以雾色渲染场景的定向光。这可以用来" "给人一种太阳正在“穿透”雾的印象。" +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"辉光混合模式。\n" +"[b]注意:[/b][member glow_blend_mode] 在使用兼容性渲染方法时没有效果,因为这种" +"渲染方法使用针对低端设备优化的更简单的辉光实现。" + msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." @@ -48955,6 +48331,28 @@ msgstr "" "泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " "glow_hdr_threshold] 成员更暗的区域中显示辉光。" +msgid "" +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different due " +"to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." +msgstr "" +"如果为 [code]true[/code],则会启用辉光效果。这个效果模拟的是真实世界中眼睛/相" +"机的行为,亮度很高的像素会溢出到周围的像素中。\n" +"[b]注意:[/b]使用“移动”渲染方法时,辉光的外观会不一样,因为“移动”渲染方法中只" +"能使用低动态范围。\n" +"[b]注意:[/b]使用“兼容”渲染方法时,辉光的实现方式不同,部分属性不可用,会在检" +"查器中隐藏:[code]glow_levels/*[/code]、[member glow_normalized]、[member " +"glow_strength]、[member glow_blend_mode]、[member glow_mix]、[member " +"glow_map]、[member glow_map_strength]。这种实现方式是针对在低端设备上运行而优" +"化的,因此灵活性较差。" + msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold will " "be clamped for the purposes of the glow effect." @@ -48985,6 +48383,156 @@ msgstr "" "辉光效果的整体亮度倍数。使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 " "[code]2.0[/code]),应将其增加到 [code]1.5[/code] 进行补偿。" +msgid "" +"The intensity of the 1st level of glow. This is the most \"local\" level " +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第一级辉光的强度。这是最“局部”的级别(最不模糊)。\n" +"[b]注意:[/b][member glow_levels/1] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第二级辉光的强度。\n" +"[b]注意:[/b][member glow_levels/2] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第三级辉光的强度。\n" +"[b]注意:[/b][member glow_levels/3] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第四级辉光的强度。\n" +"[b]注意:[/b][member glow_levels/4] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第五级辉光的强度。\n" +"[b]注意:[/b][member glow_levels/5] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第六级辉光的强度。\n" +"[b]注意:[/b][member glow_levels/6] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The intensity of the 7th level of glow. This is the most \"global\" level " +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"第七级辉光的强度。这是最“全局”的级别(最模糊)。\n" +"[b]注意:[/b][member glow_levels/7] 在使用兼容性渲染方法时没有效果,因为这种渲" +"染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The texture that should be used as a glow map to [i]multiply[/i] the " +"resulting glow color according to [member glow_map_strength]. This can be " +"used to create a \"lens dirt\" effect. The texture's RGB color channels are " +"used for modulation, but the alpha channel is ignored.\n" +"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " +"recommended to use a texture with an aspect ratio that matches your project's " +"base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." +msgstr "" +"该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生成" +"的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调" +"制,但 Alpha 通道将被忽略。\n" +"[b]注意:[/b]该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比" +"(通常为 16:9)相匹配的纹理。\n" +"[b]注意:[/b][member glow_map] 在使用兼容性渲染方法时没有效果,因为该渲染方法" +"使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"How strong of an impact the [member glow_map] should have on the overall glow " +"effect. A strength of [code]0.0[/code] means the glow map has no effect on " +"the overall glow effect. A strength of [code]1.0[/code] means the glow has a " +"full effect on the overall glow effect (and can turn off glow entirely in " +"specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"[member glow_map] 应该对整体发光效果产生多大的影响。[code]0.0[/code] 的强度," +"表示辉光贴图对整体辉光效果没有影响。[code]1.0[/code] 的强度,表示辉光对整体辉" +"光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭辉" +"光)。\n" +"[b]注意:[/b][member glow_map_strength] 在使用兼容性渲染方法时没有效果,因为该" +"渲染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " +"controls how much the source image is blended with the glow layer. A value of " +"[code]0.0[/code] makes the glow rendering invisible, while a value of " +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." +msgstr "" +"当使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 时,它控制源图" +"像与辉光层混合的程度。[code]0.0[/code] 的值使辉光渲染不可见,而 [code]1.0[/" +"code] 的值等效于 [constant GLOW_BLEND_MODE_REPLACE]。\n" +"[b]注意:[/b][member glow_mix] 在使用兼容性渲染方法时没有效果,因为该渲染方法" +"使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"If [code]true[/code], glow levels will be normalized so that summed together " +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"如果为 [code]true[/code],则辉光级别将被归一化,以便它们的强度总和等于 " +"[code]1.0[/code]。\n" +"[b]注意:[/b][member glow_normalized] 在使用兼容性渲染方法时没有效果,因为这种" +"渲染方法使用针对低端设备优化的更简单的辉光实现。" + +msgid "" +"The strength of the glow effect. This applies as the glow is blurred across " +"the screen and increases the distance and intensity of the blur. When using " +"the Mobile rendering method, this should be increased to compensate for the " +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" +"辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 Mobile " +"渲染方法时应将其提高,对低动态范围进行补偿。\n" +"[b]注意:[/b][member glow_strength] 在使用兼容性渲染方法时没有效果,因为该渲染" +"方法使用针对低端设备优化的更简单的辉光实现。" + msgid "The reflected (specular) light source." msgstr "反射(镜面反射)光源。" @@ -49335,14 +48883,6 @@ msgid "" "image. See also [member tonemap_white]." msgstr "色调映射的默认曝光。值越高,图像越亮。另见 [member tonemap_white]。" -msgid "" -"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on a LDR display. (Godot doesn't support " -"rendering on HDR displays yet.)" -msgstr "" -"要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 " -"LDR 显示器上渲染。(Godot 尚不支持在 HDR 显示器上进行渲染。)" - msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " "Higher values can make highlights look less blown out, and will also slightly " @@ -49444,8 +48984,8 @@ msgid "" msgstr "" "启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的精" "确体积散射。体积雾与 [FogVolume] 和灯光交互,以计算局部和全局的雾。体积雾使用" -"一个基于消光、散射、和自发光的 PBR 单一散射模型,它以密度、反照率、和自发光的" -"形式暴露给用户。\n" +"一个基于消光、散射和自发光的 PBR 单一散射模型,它以密度、反照率和自发光的形式" +"暴露给用户。\n" "[b]注意:[/b]体积雾只支持 Forward+ 渲染方式,不支持移动和兼容模式。" msgid "" @@ -49653,6 +49193,17 @@ msgid "" "much while still maintaining a glow effect." msgstr "将辉光与底层颜色混合,以避免在保持辉光效果的同时,尽可能多地增加亮度。" +msgid "Use a physically-based fog model defined primarily by fog density." +msgstr "使用主要由雾密度定义的基于物理的雾模型。" + +msgid "" +"Use a simple fog model defined by start and end positions and a custom curve. " +"While not physically accurate, this model can be useful when you need more " +"artistic control." +msgstr "" +"使用由开始位置和结束位置以及自定义曲线定义的简单雾模型。虽然在物理上并不准确," +"但当你需要更多的艺术控制时,该模型可能会很有用。" + msgid "" "Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice " "as short as they are wide. This allows providing increased GI detail and " @@ -50061,104 +49612,36 @@ msgid "" "distortion." msgstr "为每个八度音阶独立地扭曲空间,从而导致更混乱的失真。" -msgid "Provides methods for file reading and writing operations." -msgstr "提供用于文件读写操作的方法。" +msgid "Handles FBX documents." +msgstr "处理 FBX 文档。" msgid "" -"This class can be used to permanently store data in the user device's file " -"system and to read from it. This is useful for store game save data or player " -"configuration files.\n" -"Here's a sample on how to write and read from a file:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func save(content):\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" -" file.store_string(content)\n" -"\n" -"func load():\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" -" var content = file.get_as_text()\n" -" return content\n" -"[/gdscript]\n" -"[csharp]\n" -"public void Save(string content)\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Write);\n" -" file.StoreString(content);\n" -"}\n" -"\n" -"public string Load()\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Read);\n" -" string content = file.GetAsText();\n" -" return content;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In the example above, the file will be saved in the user data folder as " -"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] " -"documentation.\n" -"[FileAccess] will close when it's freed, which happens when it goes out of " -"scope or when it gets assigned with [code]null[/code]. [method close] can be " -"used to close it before then explicitly. In C# the reference must be disposed " -"manually, which can be done with the [code]using[/code] statement or by " -"calling the [code]Dispose[/code] method directly.\n" -"[b]Note:[/b] To access project resources once exported, it is recommended to " -"use [ResourceLoader] instead of [FileAccess], as some files are converted to " -"engine-specific formats and their original source files might not be present " -"in the exported PCK package.\n" -"[b]Note:[/b] Files are automatically closed only if the process exits " -"\"normally\" (such as by clicking the window manager's close button or " -"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " -"[b]F8[/b] while the project is running, the file won't be closed as the game " -"process will be killed. You can work around this by calling [method flush] at " -"regular intervals." -msgstr "" -"这个类可以用于在用户设备的文件系统中永久存储数据,也可以从中读取数据。适用于存" -"储游戏存档数据或玩家配置文件。\n" -"下面是一个关于如何写入和读取文件的示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func save(content):\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" -" file.store_string(content)\n" -"\n" -"func load():\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" -" var content = file.get_as_text()\n" -" return content\n" -"[/gdscript]\n" -"[csharp]\n" -"public void Save(string content)\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Write);\n" -" file.StoreString(content);\n" -"}\n" -"\n" -"public string Load()\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Read);\n" -" string content = file.GetAsText();\n" -" return content;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在上面的例子中,文件将被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]数据" -"路径[/url]文件中指定的用户数据文件夹中。\n" -"[FileAccess] 会在释放时关闭,超出作用于、赋值为 [code]null[/code] 等情况都会导" -"致释放。可以使用 [method close] 在此之前显式关闭。在 C# 中,引用必须手动释放," -"可以通过 [code]using[/code] 语句或直接调用 [code]Dispose[/code] 方法来完成。\n" -"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 " -"[FileAccess],因为有些文件已被转换为特定于引擎的格式,并且它们的原始源文件可能" -"并不存在于导出的 PCK 包中。\n" -"[b]注意:[/b]只有当进程“正常”退出时(例如通过单击窗口管理器的关闭按钮或按 " -"[b]Alt + F4[/b]),文件才会自动关闭。如果在项目运行时按 [b]F8[/b] 停止项目执" -"行,则不会关闭文件,因为游戏进程将被杀死。可以通过定期调用 [method flush] 来解" -"决这个问题。" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" +"FBXDocument 处理 FBX 文档。它提供了从缓冲区或文件追加数据、生成场景、以及注册/" +"取消注册文档扩展名的方法。\n" +"从 Blender 导出 FBX 时,请使用 “FBX 单位缩放” 选项。“FBX 单位缩放” 选项设置正" +"确的缩放系数,并避免在重新导入到 Blender 时(例如通过 glTF 导出)进行手动调" +"整。" + +msgid "The FBXState handles the state data imported from FBX files." +msgstr "FBXState 处理从 FBX 文件导入的状态数据。" + +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called geometry " +"helper nodes. These nodes help preserve the pivots and transformations of the " +"original 3D model during import." +msgstr "" +"如果为 [code]true[/code],则导入过程使用被称为几何辅助节点的辅助节点。这些节点" +"有助于在导入过程中保留原始 3D 模型的枢轴和变换。" + +msgid "Provides methods for file reading and writing operations." +msgstr "提供用于文件读写操作的方法。" msgid "" "Closes the currently opened file and prevents subsequent read/write " @@ -50284,42 +49767,6 @@ msgstr "" msgid "Returns next [param length] bytes of the file as a [PackedByteArray]." msgstr "将文件中接下来的 [param length] 个字节作为 [PackedByteArray] 返回。" -msgid "" -"Returns the next value of the file in CSV (Comma-Separated Values) format. " -"You can pass a different delimiter [param delim] to use other than the " -"default [code]\",\"[/code] (comma). This delimiter must be one-character " -"long, and cannot be a double quotation mark.\n" -"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " -"double quotes if they include the delimiter character. Double quotes within a " -"text value can be escaped by doubling their occurrence.\n" -"For example, the following CSV lines are valid and will be properly parsed as " -"two strings each:\n" -"[codeblock]\n" -"Alice,\"Hello, Bob!\"\n" -"Bob,Alice! What a surprise!\n" -"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" -"[/codeblock]\n" -"Note how the second line can omit the enclosing quotes as it does not include " -"the delimiter. However it [i]could[/i] very well use quotes, it was only " -"written without for demonstration purposes. The third line must use " -"[code]\"\"[/code] for each quotation mark that needs to be interpreted as " -"such instead of the end of a text value." -msgstr "" -"以 CSV(逗号分隔值)格式返回文件的下一个值。可以传递不同的分隔符 [param " -"delim],以使用默认 [code]\",\"[/code](逗号)以外的其他分隔符。这个分隔符必须" -"为一个字符长,且不能是双引号。\n" -"文本被解析为 UTF-8 编码。如果文本值包含分隔符,则它们必须用双引号引起来。文本" -"值中的双引号可以通过将它们的出现次数加倍来转义。\n" -"例如,以下 CSV 行是有效的,每行将被正确解析为两个字符串:\n" -"[codeblock]\n" -"Alice,\"Hello, Bob!\"\n" -"Bob,Alice! What a surprise!\n" -"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" -"[/codeblock]\n" -"请注意第二行如何省略封闭的引号,因为它不包含分隔符。然而它[i]可以[/i]很好地使" -"用引号,它只是为了演示目的而没有编写。第三行必须为每个需要被解析为引号而不是文" -"本值的末尾而使用 [code]\"\"[/code]。" - msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "将文件中接下来的 64 位作为浮点数返回。" @@ -50363,13 +49810,6 @@ msgstr "" msgid "Returns the size of the file in bytes." msgstr "返回该文件的大小,单位为字节。" -msgid "" -"Returns the next line of the file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." -msgstr "" -"将文件中的下一行作为 [String] 字符串返回。\n" -"将按照 UTF-8 编码解析文本。" - msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." @@ -50409,12 +49849,6 @@ msgstr "" msgid "Returns the next bits from the file as a floating-point number." msgstr "将文件中接下来的若干位以浮点数形式返回。" -msgid "" -"Returns a SHA-256 [String] representing the file at the given path or an " -"empty [String] on failure." -msgstr "" -"返回一个给定路径的文件的 SHA-256 字符串,如果失败则返回一个空的 [String]。" - msgid "" "Returns file UNIX permissions.\n" "[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS." @@ -50747,24 +50181,11 @@ msgid "" "of the file." msgstr "打开文件进行读取操作。光标位于文件的开头。" -msgid "" -"Opens the file for write operations. The file is created if it does not " -"exist, and truncated if it does." -msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。" - msgid "" "Opens the file for read and write operations. Does not truncate the file. The " "cursor is positioned at the beginning of the file." msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。" -msgid "" -"Opens the file for read and write operations. The file is created if it does " -"not exist, and truncated if it does. The cursor is positioned at the " -"beginning of the file." -msgstr "" -"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于文" -"件的开头。" - msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method." msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 压缩方法。" @@ -50865,21 +50286,6 @@ msgstr "清除对话框中所有添加的过滤器。" msgid "Clear all currently selected items in the dialog." msgstr "清除对话框中所有当前选定的项目。" -msgid "" -"Returns the default value index of the [OptionButton] or [CheckBox] with " -"index [param option]." -msgstr "" -"返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" - -msgid "" -"Returns the name of the [OptionButton] or [CheckBox] with index [param " -"option]." -msgstr "返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" - -msgid "" -"Returns an array of values of the [OptionButton] with index [param option]." -msgstr "返回索引为 [param option] 的 [OptionButton] 值的数组。" - msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" @@ -50894,19 +50300,6 @@ msgstr "" msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" -msgid "" -"Sets the default value index of the [OptionButton] or [CheckBox] with index " -"[param option]." -msgstr "" -"设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" - -msgid "" -"Sets the name of the [OptionButton] or [CheckBox] with index [param option]." -msgstr "设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的名称。" - -msgid "Sets the option values of the [OptionButton] with index [param option]." -msgstr "设置索引为 [param option] 的 [OptionButton] 的选项值。" - msgid "" "The file system access scope. See [enum Access] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or " @@ -51014,6 +50407,9 @@ msgstr "应用于文件夹图标的颜色调制。" msgid "Custom icon for the back arrow." msgstr "向后箭头的自定义图标。" +msgid "Custom icon for the create folder button." +msgstr "用于创建文件夹按钮的自定义图标。" + msgid "Custom icon for files." msgstr "文件的自定义图标。" @@ -51090,6 +50486,9 @@ msgstr "在编辑器中实例化给定场景时发出。" msgid "Emitted when an external [param resource] had its file removed." msgstr "外部资源 [param resource] 的对应文件被移除时发出。" +msgid "A built-in type for floating-point numbers." +msgstr "浮点数内置类型。" + msgid "" "The [float] built-in type is a 64-bit double-precision floating-point number, " "equivalent to [code]double[/code] in C++. This type has 14 reliable decimal " @@ -51404,6 +50803,12 @@ msgstr "" "列。\n" "使用 [HFlowContainer] 和 [VFlowContainer] 时不能改变。" +msgid "The horizontal separation of child nodes." +msgstr "子节点的水平分隔量。" + +msgid "The vertical separation of child nodes." +msgstr "子节点的垂直分隔量。" + msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." @@ -51663,6 +51068,18 @@ msgstr "" "[b]注意:[/b]字符串的实际上高是上下文相关的,并且可能与该函数返回的值有很大不" "同。仅将其用作粗略估计(例如作为空行的上高)。" +msgid "" +"Returns the size of a character. Does not take kerning into account.\n" +"[b]Note:[/b] Do not use this function to calculate width of the string " +"character by character, use [method get_string_size] or [TextLine] instead. " +"The height returned is the font height (see also [method get_height]) and has " +"no relation to the glyph height." +msgstr "" +"返回字符的大小。不考虑字偶距。\n" +"[b]注意:[/b]不要使用这个函数逐个字符地计算字符串的宽度,而是使用 [method " +"get_string_size] 或 [TextLine]。返回的高度是字体高度(另见 [method " +"get_height])并且与字形高度无关。" + msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " @@ -51968,15 +51385,6 @@ msgstr "" msgid "Removes all font cache entries." msgstr "移除所有字体缓存条目。" -msgid "" -"Removes all rendered glyphs information from the cache entry.\n" -"[b]Note:[/b] This function will not remove textures associated with the " -"glyphs, use [method remove_texture] to remove them manually." -msgstr "" -"从字体缓存条目中,移除所有渲染的字形信息。\n" -"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] 手" -"动移除它们。" - msgid "Removes all kerning overrides." msgstr "移除所有字距调整覆盖。" @@ -52022,6 +51430,9 @@ msgid "" "outlines. Negative values reduce the outline thickness." msgstr "返回加粗强度,如果不等于零,则加粗字体轮廓。负值会减小轮廓粗细。" +msgid "Returns extra baseline offset (as a fraction of font height)." +msgstr "返回额外的基线偏移(作为字体高度的一部分)。" + msgid "" "Returns spacing for [param spacing] (see [enum TextServer.SpacingType]) in " "pixels (not relative to the font size)." @@ -52190,6 +51601,9 @@ msgid "" "Negative values reduce the outline thickness." msgstr "设置加粗强度,如果不等于零,则会加粗字体的轮廓。负值会减小轮廓的厚度。" +msgid "Sets extra baseline offset (as a fraction of font height)." +msgstr "设置额外的基线偏移(作为字体高度的一部分)。" + msgid "" "Sets the spacing for [param spacing] (see [enum TextServer.SpacingType]) to " "[param value] in pixels (not relative to the font size)." @@ -52235,11 +51649,6 @@ msgstr "设置字体缓存纹理图像。" msgid "Sets array containing glyph packing data." msgstr "设置包含字形打包数据的数组。" -msgid "" -"Sets 2D transform, applied to the font outlines, can be used for slanting, " -"flipping and rotating glyphs." -msgstr "设置应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。" - msgid "" "Sets variation coordinates for the specified font cache entry. See [method " "Font.get_supported_variation_list] for more info." @@ -52442,6 +51851,9 @@ msgid "" "used." msgstr "用于创建变体的基础字体。如果未设置,则使用默认的 [Theme] 字体。" +msgid "Extra baseline offset (as a fraction of font height)." +msgstr "额外的基线偏移(作为字体高度的一部分)。" + msgid "" "A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-" "us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." @@ -52512,15 +51924,90 @@ msgstr "" msgid "Framebuffer cache manager for Rendering Device based renderers." msgstr "基于渲染设备的渲染器的帧缓冲区缓存管理器。" +msgid "" +"Framebuffer cache manager for Rendering Device based renderers. Provides a " +"way to create a framebuffer and reuse it in subsequent calls for as long as " +"the used textures exists. Framebuffers will automatically be cleaned up when " +"dependent objects are freed." +msgstr "" +"基于渲染设备的渲染器的帧缓冲区缓存管理器。提供一种创建帧缓冲区并在后续调用中重" +"用它(只要使用的纹理存在)的方法。当依赖的对象被释放时,帧缓冲区将被自动清理。" + +msgid "" +"Creates, or obtains a cached, framebuffer. [param textures] lists textures " +"accessed. [param passes] defines the subpasses and texture allocation, if " +"left empty a single pass is created and textures are allocated depending on " +"their usage flags. [param views] defines the number of views used when " +"rendering." +msgstr "" +"创建或获取缓存的帧缓冲区。[param textures] 列出访问的纹理。[param passes] 定义" +"子通道和纹理分配,如果留空,则会创建单个通道并根据其使用标志分配纹理。[param " +"views] 定义渲染时使用的视图数量。" + msgid "A native library for GDExtension." msgstr "GDExtension 的原生库。" +msgid "" +"The [GDExtension] resource type represents a [url=https://en.wikipedia.org/" +"wiki/Shared_library]shared library[/url] which can expand the functionality " +"of the engine. The [GDExtensionManager] singleton is responsible for loading, " +"reloading, and unloading [GDExtension] resources.\n" +"[b]Note:[/b] GDExtension itself is not a scripting language and has no " +"relation to [GDScript] resources." +msgstr "" +"[GDExtension] 资源类型代表一个[url=https://en.wikipedia.org/wiki/" +"Shared_library]共享库[/url],它可以扩展引擎的功能。[GDExtensionManager] 单例负" +"责加载、重新加载和卸载 [GDExtension] 资源。\n" +"[b]注意:[/b]GDExtension 本身不是脚本语言,与 [GDScript] 资源没有关系。" + +msgid "GDExtension overview" +msgstr "GDExtension 概述" + +msgid "GDExtension example in C++" +msgstr "C++ 的 GDExtension 示例" + +msgid "" +"Returns the lowest level required for this extension to be properly " +"initialized (see the [enum InitializationLevel] enum)." +msgstr "" +"返回正确初始化该扩展所需的最低级别(请参阅 [enum InitializationLevel] 枚举)。" + msgid "Returns [code]true[/code] if this extension's library has been opened." msgstr "如果该扩展的库已被打开,则返回 [code]true[/code]。" +msgid "" +"The library is initialized at the same time as the core features of the " +"engine." +msgstr "该库与引擎的核心功能同时初始化。" + +msgid "" +"The library is initialized at the same time as the engine's servers (such as " +"[RenderingServer] or [PhysicsServer3D])." +msgstr "" +"该库与引擎的服务器(例如 [RenderingServer] 或 [PhysicsServer3D])同时初始化。" + +msgid "" +"The library is initialized at the same time as the engine's scene-related " +"classes." +msgstr "该库与引擎的场景相关类同时初始化。" + +msgid "" +"The library is initialized at the same time as the engine's editor classes. " +"Only happens when loading the GDExtension in the editor." +msgstr "该库与引擎的编辑器类同时初始化。仅在编辑器中加载 GDExtension 时发生。" + msgid "Provides access to GDExtension functionality." msgstr "提供对 GDExtension 功能的访问。" +msgid "" +"The GDExtensionManager loads, initializes, and keeps track of all available " +"[GDExtension] libraries in the project.\n" +"[b]Note:[/b] Do not worry about GDExtension unless you know what you are " +"doing." +msgstr "" +"GDExtensionManager 加载、初始化、并跟踪项目中所有可用的 [GDExtension] 库。\n" +"[b]注意:[/b]除非你知道自己在做什么,否则无需担心 GDExtension。" + msgid "" "Returns the [GDExtension] at the given file [param path], or [code]null[/" "code] if it has not been loaded or does not exist." @@ -52538,18 +52025,54 @@ msgstr "" "如果给定文件 [param path] 处的扩展已成功加载,则返回 [code]true[/code]。另请参" "阅 [method get_loaded_extensions]。" +msgid "" +"Loads an extension by absolute file path. The [param path] needs to point to " +"a valid [GDExtension]. Returns [constant LOAD_STATUS_OK] if successful." +msgstr "" +"使用绝对文件路径加载扩展。[param path] 需要指向有效的 [GDExtension]。成功时返" +"回 [constant LOAD_STATUS_OK]。" + +msgid "" +"Reloads the extension at the given file path. The [param path] needs to point " +"to a valid [GDExtension], otherwise this method may return either [constant " +"LOAD_STATUS_NOT_LOADED] or [constant LOAD_STATUS_FAILED]. \n" +"[b]Note:[/b] You can only reload extensions in the editor. In release builds, " +"this method always fails and returns [constant LOAD_STATUS_FAILED]." +msgstr "" +"重新加载给定文件路径处的扩展。[param path] 需要指向有效的 [GDExtension],否则" +"该方法可能返回 [constant LOAD_STATUS_NOT_LOADED] 或 [constant " +"LOAD_STATUS_FAILED]。\n" +"[b]注意:[/b]你只能在编辑器中重新加载扩展。在发布构建中,该方法总是失败并返回 " +"[constant LOAD_STATUS_FAILED]。" + +msgid "" +"Unloads an extension by file path. The [param path] needs to point to an " +"already loaded [GDExtension], otherwise this method returns [constant " +"LOAD_STATUS_NOT_LOADED]." +msgstr "" +"按文件路径卸载扩展。[param path] 需要指向已经加载的 [GDExtension],否则该方法" +"返回 [constant LOAD_STATUS_NOT_LOADED]。" + msgid "Emitted after the editor has finished reloading one or more extensions." msgstr "在编辑器已完成重新加载一个或多个扩展后发出。" msgid "The extension has loaded successfully." msgstr "扩展已被成功加载。" +msgid "" +"The extension has failed to load, possibly because it does not exist or has " +"missing dependencies." +msgstr "扩展加载失败,可能是因为它不存在或缺少依赖项。" + msgid "The extension has already been loaded." msgstr "扩展已被加载。" msgid "The extension has not been loaded." msgstr "扩展尚未被加载。" +msgid "The extension requires the application to restart to fully load." +msgstr "该扩展需要应用程序重新启动才能完全加载。" + msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" @@ -53564,9 +53087,9 @@ msgid "" msgstr "" "[LightmapGI] 中用于光照贴图的纹素密度。较大的缩放值可在光照贴图中提供更高的分" "辨率,这可以为同时烘焙了直接光和间接光的灯光,生成更清晰的阴影。但是,更大的缩" -"放值也会增加光照贴图纹理中网格占用的空间,从而增加需要的内存、存储空间、和烘焙" -"时间。在不同缩放下使用单个网格时,请考虑调整该值,以保持光照贴图纹素密度在网格" -"之间保持一致。" +"放值也会增加光照贴图纹理中网格占用的空间,从而增加需要的内存、存储空间和烘焙时" +"间。在不同缩放下使用单个网格时,请考虑调整该值,以保持光照贴图纹素密度在网格之" +"间保持一致。" msgid "" "The global illumination mode to use for the whole geometry. To avoid " @@ -53624,31 +53147,6 @@ msgstr "" "如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何材" "质。" -msgid "" -"The transparency applied to the whole geometry (as a multiplier of the " -"materials' existing transparency). [code]0.0[/code] is fully opaque, while " -"[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] " -"(exclusive) will force the geometry's materials to go through the transparent " -"pipeline, which is slower to render and can exhibit rendering issues due to " -"incorrect transparency sorting. However, unlike using a transparent material, " -"setting [member transparency] to a value greater than [code]0.0[/code] " -"(exclusive) will [i]not[/i] disable shadow rendering.\n" -"In spatial shaders, [code]1.0 - transparency[/code] is set as the default " -"value of the [code]ALPHA[/code] built-in.\n" -"[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and " -"[code]1.0[/code], so this property cannot be used to make transparent " -"materials more opaque than they originally are." -msgstr "" -"应用于整个几何体的透明度(作为材质现有透明度的乘数)。[code]0.0[/code] 是完全" -"不透明的,而 [code]1.0[/code] 是完全透明的。大于 [code]0.0[/code](不含)的值" -"将强制几何体的材质通过透明管道,这会导致渲染速度变慢,并且可能会因不正确的透明" -"度排序而出现渲染问题。但是,与使用透明材质不同的是,将 [member transparency] " -"设置为大于 [code]0.0[/code](不含)的值并[i]不会[/i]禁用阴影渲染。\n" -"在空间着色器中,[code]1.0 - transparency[/code] 被设置为内置 [code]ALPHA[/" -"code] 的默认值。\n" -"[b]注意:[/b][member transparency] 被钳制在 [code]0.0[/code] 和 [code]1.0[/" -"code] 之间,所以这个属性不能被用来使透明材质变得比原来更加不透明。" - msgid "" "Starting distance from which the GeometryInstance3D will be visible, taking " "[member visibility_range_begin_margin] into account as well. The default " @@ -53741,19 +53239,6 @@ msgstr "" "只显示从这个物体投射出来的阴影。\n" "换句话说,实际的网格将不可见,只有网格投影可见。" -msgid "" -"Disabled global illumination mode. Use for dynamic objects that do not " -"contribute to global illumination (such as characters). When using [VoxelGI] " -"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections " -"but the geometry will not be considered in GI baking. When using " -"[LightmapGI], the object will receive indirect lighting using lightmap probes " -"instead of using the baked lightmap texture." -msgstr "" -"禁用全局照明模式。用于对全局照明没有贡献的动态对象(例如角色)。使用 " -"[VoxelGI] 和 SDFGI 时,几何体将[i]接收[/i]间接照明和反射,但在 GI 烘焙中不会考" -"虑几何体。使用 [LightmapGI] 时,对象将使用光照贴图探针接收间接光照,而不是使用" -"烘焙的光照贴图纹理。" - msgid "" "Baked global illumination mode. Use for static objects that contribute to " "global illumination (such as level geometry). This GI mode is effective when " @@ -53762,16 +53247,6 @@ msgstr "" "烘焙全局照明模式。用于有助于全局照明的静态对象(例如关卡几何体)。该 GI 模式在" "使用 [VoxelGI]、SDFGI 和 [LightmapGI] 时有效。" -msgid "" -"Dynamic global illumination mode. Use for dynamic objects that contribute to " -"global illumination. This GI mode is only effective when using [VoxelGI], but " -"it has a higher performance impact than [constant GI_MODE_STATIC]. When using " -"other GI methods, this will act the same as [constant GI_MODE_DISABLED]." -msgstr "" -"动态全局照明模式。用于有助于全局照明的动态对象。这种 GI 模式只有在使用 " -"[VoxelGI] 时才有效,但它对性能的影响,比 [constant GI_MODE_STATIC] 更高。当使" -"用其他 GI 方法时,它的作用与 [constant GI_MODE_DISABLED] 相同。" - msgid "The standard texel density for lightmapping with [LightmapGI]." msgstr "使用 [LightmapGI] 进行光照贴图的标准纹素密度。" @@ -53814,35 +53289,91 @@ msgstr "" "息,请参阅 [member visibility_range_begin] 和 [member Node3D." "visibility_parent]。" +msgid "Represents a GLTF accessor." +msgstr "代表 GLTF 访问器。" + msgid "" -"Will fade-out itself when reaching the limits of its own visibility range. " -"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can " -"provide smoother transitions. The fading range is determined by [member " -"visibility_range_begin_margin] and [member visibility_range_end_margin]." +"GLTFAccessor is a data structure representing GLTF a [code]accessor[/code] " +"that would be found in the [code]\"accessors\"[/code] array. A buffer is a " +"blob of binary data. A buffer view is a slice of a buffer. An accessor is a " +"typed interpretation of the data in a buffer view.\n" +"Most custom data stored in GLTF does not need accessors, only buffer views " +"(see [GLTFBufferView]). Accessors are for more advanced use cases such as " +"interleaved mesh data encoded for the GPU." msgstr "" -"当达到自身可见范围的极限时,会自行淡出。这比 [constant " -"VISIBILITY_RANGE_FADE_DISABLED] 慢,但它可以提供更平滑的过渡。淡出范围由 " -"[member visibility_range_begin_margin] 和 [member " -"visibility_range_end_margin] 决定。" +"GLTFAccessor 是一个表示 GLTF 的数据结构,一个可以在 [code]\"accessors\"[/" +"code] 数组中找到的 [code]accessor[/code]。缓冲区是二进制数据的 blob。缓冲区视" +"图是缓冲区的一个切片。访问器是缓冲区视图中数据的类型化解释。\n" +"大多数存储在 GLTF 中的自定义数据不需要访问器,只需要缓冲区视图(请参阅 " +"[GLTFBufferView])。访问器适用于更高级的用例,例如为 GPU 编码的交错网格数据。" + +msgid "Buffers, BufferViews, and Accessors in Khronos glTF specification" +msgstr "Khronos glTF 规范中的缓冲区、BufferView 和访问器" msgid "" -"Will fade-in its visibility dependencies (see [member Node3D." -"visibility_parent]) when reaching the limits of its own visibility range. " -"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can " -"provide smoother transitions. The fading range is determined by [member " -"visibility_range_begin_margin] and [member visibility_range_end_margin]." +"The index of the buffer view this accessor is referencing. If [code]-1[/" +"code], this accessor is not referencing any buffer view." msgstr "" -"当达到其自身可见性范围的限制时,将淡入其可见性依赖项(参见 [member Node3D." -"visibility_parent])。这比 [constant VISIBILITY_RANGE_FADE_DISABLED] 慢,但它" -"可以提供更平滑的过渡。淡出范围由 [member visibility_range_begin_margin] 和 " -"[member visibility_range_end_margin] 决定。" +"该访问器正在引用的缓冲区视图的索引。如果为 [code]-1[/code],则该访问器未引用任" +"何缓冲区视图。" -msgid "Represents a GLTF accessor." -msgstr "代表 GLTF 访问器。" +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在这个 [GLTFAnimation] 实例中获取额外的任意数据。这可用于将每个节点的状态数据" +"保存在 [GLTFDocumentExtension] 类中,这很重要,因为它们是无状态的。\n" +"参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名匹配)," +"且返回值可以是你设置的任何值。如果没有设置任何内容,则返回值为 null。" + +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." +msgstr "" +"在这个 [GLTFAnimation] 实例中设置额外的任意数据。这可用于将每个节点的状态数据" +"保存在 [GLTFDocumentExtension] 类中,这很重要,因为它们是无状态的。\n" +"第一个参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名匹" +"配),第二个参数可以是你想要的任何内容。" + +msgid "The original name of the animation." +msgstr "动画的原名。" msgid "Represents a GLTF buffer view." msgstr "代表 GLTF 缓冲区视图。" +msgid "" +"GLTFBufferView is a data structure representing GLTF a [code]bufferView[/" +"code] that would be found in the [code]\"bufferViews\"[/code] array. A buffer " +"is a blob of binary data. A buffer view is a slice of a buffer that can be " +"used to identify and extract data from the buffer.\n" +"Most custom uses of buffers only need to use the [member buffer], [member " +"byte_length], and [member byte_offset]. The [member byte_stride] and [member " +"indices] properties are for more advanced use cases such as interleaved mesh " +"data encoded for the GPU." +msgstr "" +"GLTFBufferView 是一个表示 GLTF 的数据结构,一个可以在 [code]\"bufferViews\"[/" +"code] 数组中找到的 [code]bufferView[/code]。缓冲区是二进制数据的 blob。缓冲区" +"视图是缓冲区的一个切片,可用于识别缓冲区并从缓冲区中提取数据。\n" +"大多数缓冲区的自定义用途只需要使用 [member buffer]、[member byte_length] 和 " +"[member byte_offset]。[member byte_stride] 和 [member indices] 属性适用于更高" +"级的用例,例如为 GPU 编码的交错网格数据。" + +msgid "" +"Loads the buffer view data from the buffer referenced by this buffer view in " +"the given [GLTFState]. Interleaved data with a byte stride is not yet " +"supported by this method. The data is returned as a [PackedByteArray]." +msgstr "" +"从给定 [GLTFState] 中该缓冲区视图引用的缓冲区加载缓冲区视图数据。该方法尚不支" +"持具有字节步幅的交错数据。数据以 [PackedByteArray] 形式返回。" + msgid "" "The index of the buffer this buffer view is referencing. If [code]-1[/code], " "this buffer view is not referencing any buffer." @@ -53952,8 +53483,8 @@ msgid "" "[method register_gltf_document_extension]. This allows for custom data to be " "imported and exported." msgstr "" -"GLTFDocument 支持从 glTF 文件、缓冲区、或 Godot 场景中读取数据。然后可以将该数" -"据写入文件系统、缓冲区、或用于创建 Godot 场景。\n" +"GLTFDocument 支持从 glTF 文件、缓冲区或 Godot 场景中读取数据。然后可以将该数据" +"写入文件系统、缓冲区或用于创建 Godot 场景。\n" "GLTF 场景中的所有数据都存储在 [GLTFState] 类中。GLTFDocument 处理状态对象,但" "本身不包含任何场景数据。GLTFDocument 有成员变量来存储如图像格式等导出配置设" "置,但在其他方面是无状态的。可以使用相同的 GLTFDocument 对象和不同的 " @@ -54050,7 +53581,7 @@ msgid "" msgstr "" "导出图像格式的用户友好名称。这被用于导出 GLTF 文件,包括写入文件和写入字节数" "组。\n" -"默认情况下,Godot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”、和“有损 " +"默认情况下,Godot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”和“有损 " "WebP”。可以使用 [GLTFDocumentExtension] 类添加对更多图像格式的支持。" msgid "" @@ -54467,6 +53998,53 @@ msgstr "" "灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的物" "理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" +"GLTFMesh 处理从 GLTF 文件导入的 3D 网格数据。它包括混合通道、混合权重、实例材" +"质和网格本身的属性。" + +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在这个 [GLTFMesh] 实例中获取额外的任意数据。这可用于将每个节点的状态数据保存" +"在 [GLTFDocumentExtension] 类中,这很重要,因为它们是无状态的。\n" +"参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名匹配)," +"且返回值可以是你设置的任何值。如果没有设置任何内容,则返回值为 null。" + +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." +msgstr "" +"在这个 [GLTFMesh] 实例中设置额外的任意数据。这可用于将每个节点的状态数据保存" +"在 [GLTFDocumentExtension] 类中,这很重要,因为它们是无状态的。\n" +"第一个参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名匹" +"配),第二个参数可以是你想要的任何内容。" + +msgid "An array of floats representing the blend weights of the mesh." +msgstr "float 数组,代表网格的混合权重。" + +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "Material 对象数组,代表网格所使用的材质。" + +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "代表网格本身的 [ImporterMesh] 对象。" + +msgid "The original name of the mesh." +msgstr "网格的原名。" + msgid "GLTF node class." msgstr "GLTF 节点类。" @@ -54525,6 +54103,12 @@ msgstr "" "如果该 GLTF 节点是一个相机,则 [GLTFState] 中 [GLTFCamera] 的索引将描述该相机" "的属性。如果为 -1,则该节点不是相机。" +msgid "" +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." +msgstr "" +"[GLTFState] 中子节点的索引。如果该 GLTF 节点没有子节点,则这将是一个空数组。" + msgid "" "How deep into the node hierarchy this node is. A root node will have a height " "of 0, its children will have a height of 1, and so on. If -1, the height has " @@ -54547,6 +54131,9 @@ msgstr "" "如果该 GLTF 节点是网格,则 [GLTFState] 中 [GLTFMesh] 的索引将描述该网格的属" "性。如果为 -1,则该节点不是网格。" +msgid "The original name of the node." +msgstr "节点的原名。" + msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " "node." @@ -54606,11 +54193,6 @@ msgstr "" "通过解析 [code]OMI_physics_body[/code] GLTF 扩展格式中给定的 [Dictionary],创" "建新的 GLTFPhysicsBody 实例。" -msgid "" -"Create a new GLTFPhysicsBody instance from the given Godot " -"[CollisionObject3D] node." -msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。" - msgid "" "Serializes this GLTFPhysicsBody instance into a [Dictionary]. It will be in " "the format expected by the [code]OMI_physics_body[/code] GLTF extension." @@ -54636,9 +54218,9 @@ msgid "" "\"dynamic\" motion types, or the \"trigger\" property." msgstr "" "该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] 节点。" -"有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、和 " -"“trigger”。导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之" -"一,或为 “trigger” 属性。" +"有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、“trigger”。" +"导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之一,或为 " +"“trigger” 属性。" msgid "" "The center of mass of the body, in meters. This is in local space relative to " @@ -54658,6 +54240,15 @@ msgstr "" "张量矩阵的对角线。仅在物体类型为 “rigid” 或 “vehicle” 时使用。\n" "当转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" +msgid "" +"The inertia orientation of the physics body. This defines the rotation of the " +"inertia's principle axes relative to the object's local axes. This is only " +"used when the body type is \"rigid\" or \"vehicle\" and [member " +"inertia_diagonal] is set to a non-zero value." +msgstr "" +"物理体的惯性方向。这定义了惯性主轴相对于对象局部轴的旋转。仅当物体类型为“刚" +"性”或“车辆”且 [member inertia_diagonal] 被设置为非零值时才使用。" + msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" @@ -54666,7 +54257,7 @@ msgid "" msgstr "" "该物理体的惯性张量,单位为千克平方米(kg⋅m²)。仅在物体类型" "为“rigid”或“vehicle”时使用。\n" -"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。" +"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算该惯量。" msgid "" "The linear velocity of the physics body, in meters per second. This is only " @@ -54702,11 +54293,6 @@ msgid "" "Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary]." msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsShape 实例。" -msgid "" -"Create a new GLTFPhysicsShape instance from the given Godot " -"[CollisionShape3D] node." -msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。" - msgid "" "Serializes this GLTFPhysicsShape instance into a [Dictionary] in the format " "defined by [code]OMI_physics_shape[/code]." @@ -54858,6 +54444,16 @@ msgstr "" "GLTFDocumentExtension._export_post] 中运行它,因为那个阶段已来不及添加扩展。最" "终的列表将按字母顺序排序。" +msgid "" +"Appends the given byte array data to the buffers and creates a " +"[GLTFBufferView] for it. The index of the destination [GLTFBufferView] is " +"returned. If [param deduplication] is true, the buffers will first be " +"searched for duplicate data, otherwise new bytes will always be appended." +msgstr "" +"将给定的字节数组数据附加到缓冲区并为其创建一个 [GLTFBufferView]。返回目标 " +"[GLTFBufferView] 的索引。如果 [param deduplication] 为 true,则将首先在缓冲区" +"中搜索重复数据,否则将始终追加新字节。" + msgid "" "Gets additional arbitrary data in this [GLTFState] instance. This can be used " "to keep per-file state data in [GLTFDocumentExtension] classes, which is " @@ -55106,6 +54702,17 @@ msgstr "" "的 GLTF,否则这是二进制 GLB。这将在导入期间从文件追加时设置,并将在导出期间写" "入文件时设置。如果写入到缓冲区,这将是一个空字符串。" +msgid "The binary buffer attached to a .glb file." +msgstr "附加到 .glb 文件的二进制缓冲区。" + +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D godot 节点的骨骼。" + +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "与该 GLTFState 对应的原始 JSON 文档。" + msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " @@ -55255,9 +54862,6 @@ msgstr "" "默认的 ParticleProcessMaterial 将覆盖 [param color] 并使用 [param custom] 的内" "容作为 [code](rotation, age, animation, lifetime)[/code]。" -msgid "Restarts all the existing particles." -msgstr "重新启动所有现有的粒子。" - msgid "" "The number of particles to emit in one emission cycle. The effective emission " "rate is [code](amount * amount_ratio) / lifetime[/code] particles per second. " @@ -55384,9 +54988,8 @@ msgstr "" "[b]注意:[/b]要使用翻页纹理,请将新的 [CanvasItemMaterial] 分配给 " "[GPUParticles2D] 的 [member CanvasItem.material] 属性,然后启用 [member " "CanvasItemMaterial.particles_animation] 并设置 [member CanvasItemMaterial." -"particles_anim_h_frames]、[member CanvasItemMaterial." -"particles_anim_v_frames]、和 [member CanvasItemMaterial.particles_anim_loop] " -"来匹配该翻页纹理。" +"particles_anim_h_frames]、[member CanvasItemMaterial.particles_anim_v_frames] " +"和 [member CanvasItemMaterial.particles_anim_loop] 来匹配该翻页纹理。" msgid "" "If [code]true[/code], enables particle trails using a mesh skinning system.\n" @@ -55436,17 +55039,6 @@ msgstr "" "如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码或" "使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。" -msgid "" -"Emitted when all active particles have finished processing. When [member " -"one_shot] is disabled, particles will process continuously, so this is never " -"emitted.\n" -"[b]Note:[/b] Due to the particles being computed on the GPU there might be a " -"delay before the signal gets emitted." -msgstr "" -"当所有活动粒子完成处理时发出。当 [member one_shot] 被禁用时,粒子将连续处理," -"因此它永远不会发出。\n" -"[b]注意:[/b]由于粒子是在 GPU 上计算的,因此在该信号发出之前可能会有延迟。" - msgid "" "Particles are drawn in reverse order of remaining lifetime. In other words, " "the particle with the lowest lifetime is drawn at the front." @@ -55500,9 +55092,6 @@ msgstr "设置该节点的属性以匹配给定的 [CPUParticles3D] 节点。" msgid "Returns the [Mesh] that is drawn at index [param pass]." msgstr "返回在索引 [param pass] 处绘制的 [Mesh] 。" -msgid "Restarts the particle emission, clearing existing particles." -msgstr "重新发射粒子,清除现有的粒子。" - msgid "Sets the [Mesh] that is drawn at index [param pass]." msgstr "设置在索引 [param pass] 处绘制的 [Mesh] 。" @@ -56131,7 +55720,7 @@ msgid "" "moved." msgstr "" "碰撞形状的厚度。与其他粒子碰撞器不同,[GPUParticlesCollisionSDF3D] 实际上内部" -"是空心的。可以增加 [member thickness],以防止粒子在高速运动、或者当 " +"是空心的。可以增加 [member thickness],以防止粒子在高速运动或者当 " "[GPUParticlesCollisionSDF3D] 移动时,穿过碰撞形状。" msgid "" @@ -56232,18 +55821,6 @@ msgstr "设置渐变色在索引 [param point] 处的颜色。" msgid "Sets the offset for the gradient color at index [param point]." msgstr "设置渐变色在索引 [param point] 处的偏移。" -msgid "" -"Gradient's colors returned as a [PackedColorArray].\n" -"[b]Note:[/b] This property returns a copy, modifying the return value does " -"not update the gradient. To update the gradient use [method set_color] method " -"(for updating colors individually) or assign to this property directly (for " -"bulk-updating all colors at once)." -msgstr "" -"[PackedColorArray] 形式的渐变色颜色。\n" -"[b]注意:[/b]这个属性返回的是副本,修改返回值并不会对渐变色进行更新。要更新渐" -"变色,请使用 [method set_color] 方法(单独更新颜色)或直接为这个属性赋值(一次" -"性更新所有颜色)。" - msgid "" "The color space used to interpolate between points of the gradient. It does " "not affect the returned colors, which will always be in sRGB space. See [enum " @@ -56261,18 +55838,6 @@ msgid "" "InterpolationMode] for available modes." msgstr "用于在渐变点之间进行插值的算法。可用的模式见 [enum InterpolationMode]。" -msgid "" -"Gradient's offsets returned as a [PackedFloat32Array].\n" -"[b]Note:[/b] This property returns a copy, modifying the return value does " -"not update the gradient. To update the gradient use [method set_offset] " -"method (for updating offsets individually) or assign to this property " -"directly (for bulk-updating all offsets at once)." -msgstr "" -"[PackedFloat32Array] 形式的渐变色偏移。\n" -"[b]注意:[/b]这个属性返回的是副本,修改返回值并不会对渐变色进行更新。要更新渐" -"变色,请使用 [method set_offset] 方法(单独更新偏移)或直接为这个属性赋值(一" -"次性更新所有偏移)。" - msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " @@ -56625,6 +56190,32 @@ msgstr "" "[b]注意:[/b]该方法会抑制除 [signal connection_drag_ended] 之外的任何其他连接" "请求信号。" +msgid "" +"Returns the closest connection to the given point in screen space. If no " +"connection is found within [param max_distance] pixels, an empty [Dictionary] " +"is returned.\n" +"A connection consists in a structure of the form [code]{ from_port: 0, " +"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }[/" +"code].\n" +"For example, getting a connection at a given mouse position can be achieved " +"like this:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var connection = get_closest_connection_at_point(mouse_event.get_position())\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"返回到屏幕空间中给定点的最近连接。如果在 [param max_distance] 像素内未找到连" +"接,则返回空的 [Dictionary]。\n" +"连接由以下形式的结构组成:[code]{ from_port: 0, from_node: \"GraphNode name " +"0\", to_port: 1, to_node: \"GraphNode name 1\" }[/code]。\n" +"例如,可以像这样实现获取在给定鼠标位置处的连接:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var connection = get_closest_connection_at_point(mouse_event.get_position())\n" +"[/gdscript]\n" +"[/codeblocks]" + msgid "" "Returns the points which would make up a connection between [param from_node] " "and [param to_node]." @@ -56890,14 +56481,6 @@ msgstr "" "当该 [GraphEdit] 捕获 [code]ui_paste[/code] 动作(默认为 [kbd]Ctrl + V[/kbd])" "时触发。一般来说,该信号指示应被粘贴的先前复制的 [GraphElement]。" -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 " -"signal is sent." -msgstr "" -"当请求弹出窗口时发出。在 GraphEdit 中右键点击时发生。[param position]为该信号" -"被发出时鼠标指针的位置。" - msgid "" "Emitted when the scroll offset is changed by the user. It will not be emitted " "when changed in code." @@ -56925,6 +56508,21 @@ msgid "" msgstr "" "根据连接的活动值插入连接线的颜色(请参阅 [method set_connection_activity])。" +msgid "" +"Color which is blended with the connection line when the mouse is hovering " +"over it." +msgstr "当鼠标悬停在连接线上时与该连接线混合的颜色。" + +msgid "" +"Color of the rim around each connection line used for making intersecting " +"lines more distinguishable." +msgstr "每条连接线周围的边缘颜色,用于使相交线更容易区分。" + +msgid "" +"Color which is blended with the connection line when the currently dragged " +"connection is hovering over a valid target port." +msgstr "当前拖动的连接悬停在有效目标端口上时与该连接线混合的颜色。" + msgid "Color of major grid lines/dots." msgstr "主要栅格线/点的颜色。" @@ -56979,8 +56577,8 @@ msgid "" "[GraphNode]." msgstr "" "[GraphElement] 允许为 [GraphEdit] 图表创建自定义元素。默认情况下,可以此类元素" -"可以被选择、调整大小、和重新定位,但它们无法被连接。对于允许连接的图形元素,请" -"参阅 [GraphNode]。" +"可以被选择、调整大小和重新定位,但它们无法被连接。对于允许连接的图形元素,请参" +"阅 [GraphNode]。" msgid "If [code]true[/code], the user can drag the GraphElement." msgstr "如果为 [code]true[/code],则用户能够拖动该 GraphElement。" @@ -56990,15 +56588,6 @@ msgid "" "[GraphEdit]." msgstr "GraphElement 的偏移量,相对于 [GraphEdit] 的滚动偏移量。" -msgid "" -"If [code]true[/code], the user can resize the GraphElement.\n" -"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " -"signal, the GraphElement needs to be resized manually." -msgstr "" -"如果为 [code]true[/code],则用户可以调整 GraphElement 的大小。\n" -"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphElement 需要" -"手动调整大小。" - msgid "If [code]true[/code], the user can select the GraphElement." msgstr "如果为 [code]true[/code],则用户能够选中该 GraphElement。" @@ -57038,6 +56627,9 @@ msgid "" "The icon used for the resizer, visible when [member resizable] is enabled." msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。" +msgid "The color modulation applied to the resizer icon." +msgstr "应用于调整尺寸大小图标的颜色调制。" + msgid "A container with connection ports, representing a node in a [GraphEdit]." msgstr "带有连接端口的容器,代表 [GraphEdit] 中的一个节点。" @@ -57294,9 +56886,6 @@ msgstr "显示在 GraphNode 标题栏中的文本。" msgid "Emitted when any GraphNode's slot is updated." msgstr "当任何图形节点的插槽更新时发出。" -msgid "The color modulation applied to the resizer icon." -msgstr "应用于调整尺寸大小图标的颜色调制。" - msgid "Horizontal offset for the ports." msgstr "端口的水平偏移量。" @@ -57606,123 +57195,9 @@ msgid "" "Provides functionality for computing cryptographic hashes chunk by chunk." msgstr "提供分段计算加密哈希的功能。" -msgid "" -"The HashingContext class provides an interface for computing cryptographic " -"hashes over multiple iterations. Useful for computing hashes of big files (so " -"you don't have to load them all in memory), network streams, and data streams " -"in general (so you don't have to hold buffers).\n" -"The [enum HashType] enum shows the supported hashing algorithms.\n" -"[codeblocks]\n" -"[gdscript]\n" -"const CHUNK_SIZE = 1024\n" -"\n" -"func hash_file(path):\n" -" # Check that file exists.\n" -" if not FileAccess.file_exists(path):\n" -" return\n" -" # Start a SHA-256 context.\n" -" var ctx = HashingContext.new()\n" -" ctx.start(HashingContext.HASH_SHA256)\n" -" # Open the file to hash.\n" -" var file = FileAccess.open(path, FileAccess.READ)\n" -" # Update the context after reading each chunk.\n" -" while not file.eof_reached():\n" -" ctx.update(file.get_buffer(CHUNK_SIZE))\n" -" # Get the computed hash.\n" -" var res = ctx.finish()\n" -" # Print the result as hex string and array.\n" -" printt(res.hex_encode(), Array(res))\n" -"[/gdscript]\n" -"[csharp]\n" -"public const int ChunkSize = 1024;\n" -"\n" -"public void HashFile(string path)\n" -"{\n" -" // Check that file exists.\n" -" if (!FileAccess.FileExists(path))\n" -" {\n" -" return;\n" -" }\n" -" // Start a SHA-256 context.\n" -" var ctx = new HashingContext();\n" -" ctx.Start(HashingContext.HashType.Sha256);\n" -" // Open the file to hash.\n" -" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" -" // Update the context after reading each chunk.\n" -" while (!file.EofReached())\n" -" {\n" -" ctx.Update(file.GetBuffer(ChunkSize));\n" -" }\n" -" // Get the computed hash.\n" -" byte[] res = ctx.Finish();\n" -" // Print the result as hex string and array.\n" -" GD.PrintT(res.HexEncode(), (Variant)res);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"HashingContext 类提供了一个接口,用于在多次迭代中计算加密哈希值。常用于计算大" -"文件(不必全部加载到内存中)、网络流和一般数据流(不必持有缓冲区)的哈希值。\n" -"[enum HashType] 枚举显示了支持的哈希算法。\n" -"[codeblocks]\n" -"[gdscript]\n" -"const CHUNK_SIZE = 1024\n" -"\n" -"func hash_file(path):\n" -" # 检查文件是否存在。\n" -" if not FileAccess.file_exists(path):\n" -" return\n" -" # 启动一个 SHA-256 上下文。\n" -" var ctx = HashingContext.new()\n" -" ctx.start(HashingContext.HASH_SHA256)\n" -" # 打开文件进行哈希处理。\n" -" var file = FileAccess.open(path, FileAccess.READ)\n" -" # 读取每个块后更新上下文。\n" -" while not file.eof_reached():\n" -" ctx.update(file.get_buffer(CHUNK_SIZE))\n" -" # 获取计算的哈希值。\n" -" var res = ctx.finish()\n" -" # 将结果打印为十六进制字符串和数组。\n" -" printt(res.hex_encode(), Array(res))\n" -"[/gdscript]\n" -"[csharp]\n" -"public const int ChunkSize = 1024;\n" -"\n" -"public void HashFile(string path)\n" -"{\n" -" // 检查文件是否存在。\n" -" if (!FileAccess.FileExists(path))\n" -" {\n" -" return;\n" -" }\n" -" // 启动一个 SHA-256 上下文。\n" -" var ctx = new HashingContext();\n" -" ctx.Start(HashingContext.HashType.Sha256);\n" -" // 打开文件进行哈希处理。\n" -" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" -" // 读取每个块后更新上下文。\n" -" while (!file.EofReached())\n" -" {\n" -" ctx.Update(file.GetBuffer(ChunkSize));\n" -" }\n" -" // 获取计算的哈希值。\n" -" byte[] res = ctx.Finish();\n" -" // 将结果打印为十六进制字符串和数组。\n" -" GD.PrintT(res.HexEncode(), (Variant)res);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Closes the current context, and return the computed hash." msgstr "关闭当前上下文,并返回计算出的哈希值。" -msgid "" -"Starts a new hash computation of the given [param type] (e.g. [constant " -"HASH_SHA256] to start computation of a SHA-256)." -msgstr "" -"开始对给定类型 [param type] 的哈希计算(例如 [constant HASH_SHA256] 会开始计" -"算 SHA-256)。" - msgid "Updates the computation with the given [param chunk] of data." msgstr "使用给定的数据块 [param chunk] 更新计算。" @@ -57750,19 +57225,18 @@ msgid "A 3D height map shape used for physics collision." msgstr "3D 高度图形状,用于物理碰撞。" msgid "" -"A 3D heightmap shape, intended for use in physics. Usually used to provide a " -"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited " -"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] " -"are created by assigning very low values to points in the desired area.\n" -"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against " -"than [ConcavePolygonShape3D], but it is significantly slower than primitive " -"shapes like [BoxShape3D]." +"Returns the largest height value found in [member map_data]. Recalculates " +"only when [member map_data] changes." msgstr "" -"3D 高度图形状,旨在用于物理。常用于为 [CollisionShape3D] 提供形状。可用于地" -"形,但是有无法存储悬垂部分(如洞窟)的限制。[HeightMapShape3D] 中创建洞的方法" -"是为所需区域分配极低的值。\n" -"[b]性能:[/b]对 [HeightMapShape3D] 的碰撞检测比 [ConcavePolygonShape3D] 快,但" -"与 [BoxShape3D] 等图元形状相比显著要慢。" +"返回在 [member map_data] 中找到的最大高度值。仅当 [member map_data] 更改时重新" +"计算。" + +msgid "" +"Returns the smallest height value found in [member map_data]. Recalculates " +"only when [member map_data] changes." +msgstr "" +"返回在 [member map_data] 中找到的最小高度值。仅当 [member map_data] 更改时重新" +"计算。" msgid "" "Height map data. The array's size must be equal to [member map_width] " @@ -58064,16 +57538,16 @@ msgid "" "managed certificates with a short validity period." msgstr "" "超文本传输协议客户端(有时称为“用户代理”)。用于发出 HTTP 请求以下载网络内容," -"上传文件和其他数据、或与各种服务通信,以及其他用例。\n" +"上传文件和其他数据或与各种服务通信,以及其他用例。\n" "请参阅 [HTTPRequest] 节点以获取更高级别的替代方案。\n" "[b]注意:[/b]这个客户端只需要连接一个主机一次(见[method connect_to_host])," "就可以发送多个请求。因此,使用 URL 的方法通常只使用主机后面的部分而不是完整的 " "URL,因为客户端已经连接到主机。请参阅 [method request] 以获取完整示例并开始使" "用。\n" -"[HTTPClient] 应该在多个请求之间重用、或连接到不同的主机,而不是为每个请求创建" -"一个客户端。支持传输层安全 (TLS),包括服务器证书验证。2xx 范围内的 HTTP 状态代" -"码表示成功,3xx 表示重定向(即“再试一次,但在这里”),4xx 表示请求有问题,5xx " -"表示服务器端出了问题。\n" +"[HTTPClient] 应该在多个请求之间重用或连接到不同的主机,而不是为每个请求创建一" +"个客户端。支持传输层安全 (TLS),包括服务器证书验证。2xx 范围内的 HTTP 状态代码" +"表示成功,3xx 表示重定向(即“再试一次,但在这里”),4xx 表示请求有问题,5xx 表" +"示服务器端出了问题。\n" "有关 HTTP 的更多信息,请参阅 [url=https://developer.mozilla.org/en-US/docs/" "Web/HTTP]MDN 上 HTTP 的文档[/url](或阅读 [url=https://tools.ietf.org/html/" "rfc2616]RFC 2616[/url],直接从根源了解)。\n" @@ -58250,72 +57724,6 @@ msgstr "" msgid "Reads one chunk from the response." msgstr "从响应中读取一块数据。" -msgid "" -"Sends a request to the connected host.\n" -"The URL parameter is usually just the part after the host, so for " -"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. " -"When sending requests to an HTTP proxy server, it should be an absolute URL. " -"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " -"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " -"authority component ([code]host:port[/code]).\n" -"Headers are HTTP request headers. For available HTTP methods, see [enum " -"Method].\n" -"To create a POST request with query strings to push to the server, do:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" -"var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" -"Length: \" + str(query_string.length())]\n" -"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " -"headers, query_string)\n" -"[/gdscript]\n" -"[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " -"{ \"password\", \"pass\" } };\n" -"string queryString = new HTTPClient().QueryStringFromDict(fields);\n" -"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" -"\"Content-Length: {queryString.Length}\" };\n" -"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", " -"headers, queryString);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] The [param body] parameter is ignored if [param method] is " -"[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain " -"request data. As a workaround, you can pass request data as a query string in " -"the URL. See [method String.uri_encode] for an example." -msgstr "" -"向连接的服务器发送请求。\n" -"URL 参数通常只是主机名后面的部分,所以对于 [code]https://somehost.com/index." -"php[/code] 来说就是 [code]/index.php[/code]。当向 HTTP 代理服务器发送请求时," -"它应该是一个绝对 URL。对于 [constant HTTPClient.METHOD_OPTIONS] 请求," -"[code]*[/code] 也是允许的。对于 [constant HTTPClient.METHOD_CONNECT] 请求,它" -"应该是权限组件 ([code]host:port[/code])。\n" -"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum Method]。\n" -"要创建带有查询字符串的 POST 请求以推送到服务器,请执行以下操作:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" -"var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" -"Length: \" + str(query_string.length())]\n" -"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " -"headers, query_string)\n" -"[/gdscript]\n" -"[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " -"{ \"password\", \"pass\" } };\n" -"string queryString = new HTTPClient().QueryStringFromDict(fields);\n" -"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" -"\"Content-Length: {queryString.Length}\" };\n" -"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", " -"headers, queryString);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]如果 [param method] 是 [constant HTTPClient.METHOD_GET],则忽略 " -"[param body] 参数。这是因为 GET 方法不能包含请求数据。解决方法是,可以将请求数" -"据作为 URL 中的查询字符串传递。有关示例,请参见 [method String.uri_encode]。" - msgid "" "Sends a raw request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " @@ -58621,6 +58029,11 @@ msgstr "" "HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不" "是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。" +msgid "" +"Many clients ignore this response code for security reasons. It is also " +"deprecated by the HTTP standard." +msgstr "出于安全原因,许多客户端会忽略该响应代码。HTTP 标准也已弃用它。" + msgid "HTTP status code [code]305 Use Proxy[/code]." msgstr "HTTP 状态码 [code]305 Use Proxy[/code]。" @@ -58976,334 +58389,6 @@ msgstr "" msgid "A node with the ability to send HTTP(S) requests." msgstr "具有发送 HTTP(S) 请求能力的节点。" -msgid "" -"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n" -"Can be used to make HTTP requests, i.e. download or upload files or web " -"content via HTTP.\n" -"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " -"especially regarding TLS security.\n" -"[b]Note:[/b] When exporting to Android, make sure to enable the " -"[code]INTERNET[/code] permission in the Android export preset before " -"exporting the project or using one-click deploy. Otherwise, network " -"communication of any kind will be blocked by Android.\n" -"[b]Example of contacting a REST API and printing one of its returned fields:[/" -"b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # Perform a GET request. The URL below returns JSON as of writing.\n" -" var error = http_request.request(\"https://httpbin.org/get\")\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -" # Perform a POST request. The URL below returns JSON as of writing.\n" -" # Note: Don't make simultaneous requests using a single HTTPRequest " -"node.\n" -" # The snippet below is provided for reference only.\n" -" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" -" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." -"METHOD_POST, body)\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -"# Called when the HTTP request is completed.\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" var json = JSON.new()\n" -" json.parse(body.get_string_from_utf8())\n" -" var response = json.get_data()\n" -"\n" -" # Will print the user agent string used by the HTTPRequest node (as " -"recognized by httpbin.org).\n" -" print(response.headers[\"User-Agent\"])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // Create an HTTP request node and connect its completion signal.\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // Perform a GET request. The URL below returns JSON as of writing.\n" -" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"\n" -" // Perform a POST request. The URL below returns JSON as of writing.\n" -" // Note: Don't make simultaneous requests using a single HTTPRequest " -"node.\n" -" // The snippet below is provided for reference only.\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" -" {\n" -" { \"name\", \"Godette\" }\n" -" });\n" -" error = httpRequest.Request(\"https://httpbin.org/post\", null, " -"HTTPClient.Method.Post, body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"}\n" -"\n" -"// Called when the HTTP request is completed.\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" var json = new Json();\n" -" json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" -"\n" -" // Will print the user agent string used by the HTTPRequest node (as " -"recognized by httpbin.org).\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # Perform the HTTP request. The URL below returns a PNG image as of " -"writing.\n" -" var error = http_request.request(\"https://via.placeholder.com/512\")\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -"# Called when the HTTP request is completed.\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" if result != HTTPRequest.RESULT_SUCCESS:\n" -" push_error(\"Image couldn't be downloaded. Try a different image.\")\n" -"\n" -" var image = Image.new()\n" -" var error = image.load_png_from_buffer(body)\n" -" if error != OK:\n" -" push_error(\"Couldn't load the image.\")\n" -"\n" -" var texture = ImageTexture.create_from_image(image)\n" -"\n" -" # Display the image in a TextureRect node.\n" -" var texture_rect = TextureRect.new()\n" -" add_child(texture_rect)\n" -" texture_rect.texture = texture\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // Create an HTTP request node and connect its completion signal.\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // Perform the HTTP request. The URL below returns a PNG image as of " -"writing.\n" -" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"}\n" -"\n" -"// Called when the HTTP request is completed.\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" if (result != (long)HTTPRequest.Result.Success)\n" -" {\n" -" GD.PushError(\"Image couldn't be downloaded. Try a different image." -"\");\n" -" }\n" -" var image = new Image();\n" -" Error error = image.LoadPngFromBuffer(body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"Couldn't load the image.\");\n" -" }\n" -"\n" -" var texture = ImageTexture.CreateFromImage(image);\n" -"\n" -" // Display the image in a TextureRect node.\n" -" var textureRect = new TextureRect();\n" -" AddChild(textureRect);\n" -" textureRect.Texture = texture;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle " -"decompression of response bodies. A [code]Accept-Encoding[/code] header will " -"be automatically added to each of your requests, unless one is already " -"specified. Any response with a [code]Content-Encoding: gzip[/code] header " -"will automatically be decompressed and delivered to you as uncompressed bytes." -msgstr "" -"一种具有发送 HTTP 请求能力的节点。内部使用 [HTTPClient]。\n" -"可用于发出 HTTP 请求,即通过 HTTP 下载或上传文件或网络内容。\n" -"[b]警告:[/b]请参阅 [HTTPClient] 中的注释和警告以了解限制,尤其是有关 TLS 安全" -"性的限制。\n" -"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android " -"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " -"Android 阻止。\n" -"[b]联系 REST API 并打印其返回字段之一的示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # 创建一个 HTTP 请求节点并连接其完成信号。\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n" -" var error = http_request.request(\"https://httpbin.org/get\")\n" -" if error != OK:\n" -" push_error(\"在HTTP请求中发生了一个错误。\")\n" -"\n" -" # 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n" -" # 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n" -" # 下面的代码片段仅供参考。\n" -" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" -" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." -"METHOD_POST, body)\n" -" if error != OK:\n" -" push_error(\"在HTTP请求中发生了一个错误。\")\n" -"\n" -"# 当 HTTP 请求完成时调用。\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" var json = JSON.new()\n" -" json.parse(body.get_string_from_utf8())\n" -" var response = json.get_data()\n" -"\n" -" # 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n" -" print(response.headers[\"User-Agent\"])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // 创建一个 HTTP 请求节点并连接其完成信号。\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n" -" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" -" }\n" -"\n" -" // 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n" -" // 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n" -" // 下面的代码片段仅供参考。\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" -" {\n" -" { \"name\", \"Godette\" }\n" -" });\n" -" error = httpRequest.Request(\"https://httpbin.org/post\", null, " -"HTTPClient.Method.Post, body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" -" }\n" -"}\n" -"\n" -"// 当 HTTP 请求完成时调用。\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" var json = new Json();\n" -" json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" -"\n" -" // 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]使用 HTTPRequest 加载和显示图像的示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # 创建一个 HTTP 请求节点并连接其完成信号。\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n" -" var error = http_request.request(\"https://via.placeholder.com/512\")\n" -" if error != OK:\n" -" push_error(\"在HTTP请求中发生了一个错误。\")\n" -"\n" -"# 当 HTTP 请求完成时调用。\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" if result != HTTPRequest.RESULT_SUCCESS:\n" -" push_error(\"无法下载图像。尝试一个不同的图像。\")\n" -"\n" -" var image = Image.new()\n" -" var error = image.load_png_from_buffer(body)\n" -" if error != OK:\n" -" push_error(\"无法加载图像。\")\n" -"\n" -" var texture = ImageTexture.create_from_image(image)\n" -"\n" -" # 在 TextureRect 节点中显示图像。\n" -" var texture_rect = TextureRect.new()\n" -" add_child(texture_rect)\n" -" texture_rect.texture = texture\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // 创建一个 HTTP 请求节点并连接其完成信号。\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n" -" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n" -" }\n" -"}\n" -"\n" -"// 当 HTTP 请求完成时调用。\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" if (result != (long)HTTPRequest.Result.Success)\n" -" {\n" -" GD.PushError(\"无法下载图像。尝试一个不同的图像。\");\n" -" }\n" -" var image = new Image();\n" -" Error error = image.LoadPngFromBuffer(body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"无法加载图像。\");\n" -" }\n" -"\n" -" var texture = ImageTexture.CreateFromImage(image);\n" -"\n" -" // 在 TextureRect 节点中显示图像。\n" -" var textureRect = new TextureRect();\n" -" AddChild(textureRect);\n" -" textureRect.Texture = texture;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Gzipped 响应体[/b]:HTTPRequest 将自动处理响应体的解压缩。除非已经指定了一" -"个,否则 [code]Accept-Encoding[/code] 报头将自动添加到你的每个请求中。任何带" -"有 [code]Content-Encoding: gzip[/code] 报头的响应都将自动解压,并作为未压缩的" -"字节传送给你。" - msgid "Making HTTP requests" msgstr "发出 HTTP 请求" @@ -59865,8 +58950,8 @@ msgid "" msgstr "" "从 [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] 文件的二进制内" "容加载图像。与大多数图像格式不同,KTX 可以存储 VRAM 压缩数据并嵌入 mipmap。\n" -"[b]注意:[/b]Godot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组、" -"和去填充。\n" +"[b]注意:[/b]Godot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组和" +"去填充。\n" "[b]注意:[/b]该方法仅在启用了 KTX 模块的引擎版本中可用。默认情况下,KTX 模块是" "启用的,但可以在构建时使用 [code]module_ktx_enabled=no[/code] SCons 选项禁用" "它。" @@ -59890,17 +58975,6 @@ msgstr "" "启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用" "它。" -msgid "" -"Loads an image from the string contents of a SVG file ([b].svg[/b]).\n" -"[b]Note:[/b] This method is only available in engine builds with the SVG " -"module enabled. By default, the SVG module is enabled, but it can be disabled " -"at build-time using the [code]module_svg_enabled=no[/code] SCons option." -msgstr "" -"从 SVG 文件([b].svg[/b])的字符串内容加载图像。\n" -"[b]注意:[/b]该方法仅在启用了 SVG 模块的引擎版本中可用。默认情况下,SVG 模块是" -"启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用" -"它。" - msgid "" "Loads an image from the binary contents of a TGA file.\n" "[b]Note:[/b] This method is only available in engine builds with the TGA " @@ -60496,12 +59570,30 @@ msgstr "" "式,也叫 Block Compression 3、BC3。能够压缩 RA 数据并将其解释为两个通道(红和" "绿)。另见 [constant FORMAT_DXT5]。" +msgid "" +"[url=https://en.wikipedia.org/wiki/" +"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" +"url]. This implements the 4×4 (high quality) mode." +msgstr "" +"[url=https://zh.wikipedia.org/wiki/" +"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" +"自适应可伸缩纹理压缩[/url]。这实现了 4×4(高质量)模式。" + msgid "" "Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU " "know it is used for HDR." msgstr "" "与 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以让 GPU 知道它用于 HDR。" +msgid "" +"[url=https://en.wikipedia.org/wiki/" +"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" +"url]. This implements the 8×8 (low quality) mode." +msgstr "" +"[url=https://zh.wikipedia.org/wiki/" +"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" +"自适应可伸缩纹理压缩[/url]。这实现了 8×8(低质量)模式。" + msgid "" "Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU " "know it is used for HDR." @@ -60621,6 +59713,16 @@ msgid "" "compressed into two channels)." msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。" +msgid "" +"Hint to indicate that the high quality 4×4 ASTC compression format should be " +"used." +msgstr "表示应该使用高质量 4×4 ASTC 压缩格式的提示。" + +msgid "" +"Hint to indicate that the low quality 8×8 ASTC compression format should be " +"used." +msgstr "表示应该使用低质量 8×8 ASTC 压缩格式的提示。" + msgid "Base class to add support for specific image formats." msgstr "用于添加特定图像格式支持的基类。" @@ -60771,9 +59873,9 @@ msgid "" "texture each time." msgstr "" "用新的 [Image] 替换该纹理的数据。\n" -"[b]注意:[/b]该纹理必须使用 [method create_from_image] 创建、或首先使用 " -"[method set_image] 方法初始化,然后才能更新。新的图像大小、格式和 mipmaps 配" -"置,应与现有纹理的图像配置相匹配。\n" +"[b]注意:[/b]该纹理必须使用 [method create_from_image] 创建或首先使用 [method " +"set_image] 方法初始化,然后才能更新。新的图像大小、格式和 mipmap 配置,应与现" +"有纹理的图像配置相匹配。\n" "如果需要频繁更新纹理,请使用该方法而不是 [method set_image],这比每次为一个新" "纹理分配额外内存要快。" @@ -60788,11 +59890,11 @@ msgid "" "[GPUParticlesAttractorVectorField3D] and collision maps for " "[GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders." msgstr "" -"[ImageTexture3D] 是一种具有宽度、高度、和深度的三维 [ImageTexture]。另请参阅 " +"[ImageTexture3D] 是一种具有宽度、高度和深度的三维 [ImageTexture]。另请参阅 " "[ImageTextureLayered]。\n" "3D 纹理通常用于存储 [FogMaterial] 的密度图、[Environment] 的色彩校正 LUT、" -"[GPUParticlesAttractorVectorField3D] 的矢量场、和 " -"[GPUParticlesCollisionSDF3D] 的碰撞图。3D 纹理也可用于自定义着色器。" +"[GPUParticlesAttractorVectorField3D] 的矢量场和 [GPUParticlesCollisionSDF3D] " +"的碰撞图。3D 纹理也可用于自定义着色器。" msgid "" "Creates the [ImageTexture3D] with specified [param width], [param height], " @@ -60851,8 +59953,8 @@ msgid "" "The update is immediate: it's synchronized with drawing." msgstr "" "用这个新图像替换给定 [param layer] 的现有 [Image] 数据。\n" -"给定的 [Image] 必须与其余引用的图像具有相同的宽度、高度、图像格式、和多级渐远" -"纹理标志。\n" +"给定的 [Image] 必须与其余引用的图像具有相同的宽度、高度、图像格式和多级渐远纹" +"理标志。\n" "如果图像格式不受支持,它将被解压缩并转换为一个相似且受支持的 [enum Image." "Format]。\n" "更新是即时的:它与绘制同步。" @@ -61223,18 +60325,6 @@ msgid "" "JoyAxis])." msgstr "返回给定索引(参见 [enum JoyAxis])处的游戏手柄轴的当前值。" -msgid "" -"Returns a SDL2-compatible device GUID on platforms that use gamepad " -"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns " -"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://" -"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] " -"to determine gamepad names and mappings based on this GUID." -msgstr "" -"如果平台使用游戏手柄重映射,则返回设备的 GUID,与 SDL2 兼容,例如 " -"[code]030000004c050000c405000000010000[/code]。否则返回 [code]\"Default " -"Gamepad\"[/code]。Godot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/" -"SDL_GameControllerDB]SDL2 游戏控制器数据库[/url]来确定游戏手柄的名称和映射。" - msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" @@ -61418,9 +60508,9 @@ msgid "" "is being pressed. This will also return [code]true[/code] if any action is " "simulated via code by calling [method action_press]." msgstr "" -"如果任何动作、按键、游戏手柄按钮、或鼠标按钮正被按下,则返回 [code]true[/" -"code]。如果动作是通过调用 [method action_press] 以通过代码来模拟,该方法也将返" -"回 [code]true[/code]。" +"如果任何动作、按键、游戏手柄按钮或鼠标按钮正被按下,则返回 [code]true[/code]。" +"如果动作是通过调用 [method action_press] 以通过代码来模拟,该方法也将返回 " +"[code]true[/code]。" msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " @@ -61500,6 +60590,51 @@ msgstr "" "阅文档中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]" "《输入示例》[/url]。" +msgid "" +"Feeds an [InputEvent] to the game. Can be used to artificially trigger input " +"events from code. Also generates [method Node._input] calls.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var cancel_event = InputEventAction.new()\n" +"cancel_event.action = \"ui_cancel\"\n" +"cancel_event.pressed = true\n" +"Input.parse_input_event(cancel_event)\n" +"[/gdscript]\n" +"[csharp]\n" +"var cancelEvent = new InputEventAction();\n" +"cancelEvent.Action = \"ui_cancel\";\n" +"cancelEvent.Pressed = true;\n" +"Input.ParseInputEvent(cancelEvent);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." +msgstr "" +"向游戏提供一个 [InputEvent]。可用于通过代码人为地触发输入事件。也会产生 " +"[method Node._input] 调用。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var cancel_event = InputEventAction.new()\n" +"cancel_event.action = \"ui_cancel\"\n" +"cancel_event.pressed = true\n" +"Input.parse_input_event(cancel_event)\n" +"[/gdscript]\n" +"[csharp]\n" +"var cancelEvent = new InputEventAction();\n" +"cancelEvent.Action = \"ui_cancel\";\n" +"cancelEvent.Pressed = true;\n" +"Input.ParseInputEvent(cancelEvent);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]调用该函数不会影响操作系统。因此,发送 [InputEventMouseMotion] 事" +"件并不会将操作系统的鼠标光标移动到指定位置(请改用 [method warp_mouse]),发" +"送 [kbd]Alt/Cmd + Tab[/kbd] 对应的 [InputEventKey] 也不会触发当前窗口的切换。" + msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。" @@ -61515,6 +60650,41 @@ msgstr "" "PC 上的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" +msgid "" +"Sets a custom mouse cursor image, which is only visible inside the game " +"window. The hotspot can also be specified. Passing [code]null[/code] to the " +"image parameter resets to the system cursor. See [enum CursorShape] for the " +"list of shapes.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be lower " +"than or equal to 256×256. To avoid rendering issues, sizes lower than or " +"equal to 128×128 are recommended.\n" +"[param hotspot] must be within [param image]'s size.\n" +"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " +"using an [AnimatedTexture], only the first frame will be displayed.\n" +"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] " +"compression modes are recommended. The [b]Video RAM[/b] compression mode can " +"be used, but it will be decompressed on the CPU, which means loading times " +"are slowed down and no memory is saved compared to lossless modes.\n" +"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " +"128×128. Cursor images larger than 32×32 will also only be displayed if the " +"mouse cursor image is entirely located within the page for [url=https://" +"chromestatus.com/feature/5825971391299584]security reasons[/url]." +msgstr "" +"设置自定义鼠标光标图像,该图像仅在游戏窗口内可见。还可以指定热点。将 " +"[code]null[/code] 传递给 image 参数将重置为系统光标。形状列表见 [enum " +"CursorShape]。\n" +"[param image] 可以是 [Texture2D] 或 [Image],其大小必须小于等于 256×256。为了" +"避免渲染问题,建议使用小于等于 128×128 的大小。\n" +"[param hotspot] 必须在 [param image] 的大小范围内。\n" +"[b]注意:[/b]不支持使用 [AnimatedTexture] 作为自定义鼠标光标。如果使用 " +"[AnimatedTexture],则只会显示第一帧。\n" +"[b]注意:[/b]推荐使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 压" +"缩模式。[b]Video RAM[/b] 压缩模式也可以,但会使用 CPU 解压,拖慢加载,相对于无" +"损模式也并不节省内存。\n" +"[b]注意:[/b]在网络平台上,光标图像允许的最大尺寸为 128×128。 出于" +"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当" +"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。" + msgid "" "Sets the default cursor shape to be used in the viewport instead of [constant " "CURSOR_ARROW].\n" @@ -61603,26 +60773,6 @@ msgid "" "Stops the vibration of the joypad started with [method start_joy_vibration]." msgstr "停止使用 [method start_joy_vibration] 启动的游戏手柄的振动。" -msgid "" -"Vibrate the handheld device for the specified duration in milliseconds.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no " -"effect on other platforms.\n" -"[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the " -"[code]VIBRATE[/code] permission in the export preset. Otherwise, [method " -"vibrate_handheld] will have no effect.\n" -"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and " -"later.\n" -"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " -"support [method vibrate_handheld]." -msgstr "" -"使手持设备振动指定的持续时间,单位为毫秒。\n" -"[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。它对其他平台没有影响。\n" -"[b]注意:[/b]对于 Android,[method vibrate_handheld] 需要在导出预设中启用 " -"[code]VIBRATE[/code] 权限。否则,[method vibrate_handheld] 将无效。\n" -"[b]注意:[/b]对于 iOS,仅 iOS 13 及更高版本支持指定持续时间。\n" -"[b]注意:[/b]某些网络浏览器,如 Safari 和 Android 版的 Firefox 不支持 [method " -"vibrate_handheld]。" - msgid "" "Sets the mouse position to the specified vector, provided in pixels and " "relative to an origin at the upper left corner of the currently focused " @@ -61702,6 +60852,19 @@ msgid "" "be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" +msgid "" +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." +msgstr "" +"等待光标。表示应用程序正忙于执行某项操作,并且它在操作期间无法使用(例如,某些" +"东西正在阻塞其主线程)。" + +msgid "" +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." +msgstr "忙碌光标。表示应用程序正忙于执行某项操作,并且它在操作期间仍然可用。" + msgid "" "Drag cursor. Usually displayed when dragging something.\n" "[b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is " @@ -61922,19 +61085,9 @@ msgid "" msgstr "" "返回给定输入事件的副本,该副本已被 [param local_ofs] 偏移并被 [param xform] 变" "换。与 [InputEventMouseButton]、[InputEventMouseMotion]、" -"[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture]、" +"[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture] " "和 [InputEventPanGesture] 类型的事件相关。" -msgid "" -"The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " -"input from a touchscreen. This can be used to distinguish emulated mouse " -"input from physical mouse input." -msgstr "" -"该事件的设备 ID。\n" -"[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。" -"可用于区分模拟鼠标输入和物理鼠标输入。" - msgid "An input event type for actions." msgstr "动作的输入事件类型。" @@ -62150,57 +61303,9 @@ msgstr "" "键。" msgid "" -"Represents the localized label printed on the key in the current keyboard " -"layout, which corresponds to one of the [enum Key] constants or any valid " -"Unicode character.\n" -"For keyboard layouts with a single label on the key, it is equivalent to " -"[member keycode].\n" -"To get a human-readable representation of the [InputEventKey], use [code]OS." -"get_keycode_string(event.key_label)[/code] where [code]event[/code] is the " -"[InputEventKey].\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"表示当前键盘布局中印在键上的本地化标签,对应于 [enum Key] 常量之一或任何有效" -"的 Unicode 字符。\n" -"对于键上只有一个标签的键盘布局,它等同于 [member keycode]。\n" -"要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS." -"get_keycode_string(event.key_label)[/code],其中 [code]event[/code] 是 " -"[InputEventKey]。\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" - -msgid "" -"Latin label printed on the key in the current keyboard layout, which " -"corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [code]OS." -"get_keycode_string(event.keycode)[/code] where [code]event[/code] is the " -"[InputEventKey].\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"当前键盘布局中键上打印的拉丁标签,对应于 [enum Key] 常量之一。\n" -"要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS." -"get_keycode_string(event.keycode)[/code],其中 [code]event[/code] 是 " -"[InputEventKey]。\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - 键码\n" -" | Й | | ض | - \"Й\" 和 \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" +"Represents the location of a key which has both left and right versions, such " +"as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." +msgstr "表示具有左右版本的键的位置,例如 [kbd]Shift[/kbd] 和 [kbd]Alt[/kbd]。" msgid "" "Represents the physical location of a key on the 101/102-key US QWERTY " @@ -62295,131 +61400,6 @@ msgid "" "Represents a MIDI message from a MIDI device, such as a musical keyboard." msgstr "代表来自 MIDI 设备的 MIDI 消息,例如来自音乐键盘。" -msgid "" -"InputEventMIDI stores information about messages from [url=https://en." -"wikipedia.org/wiki/MIDI]MIDI[/url] (Musical Instrument Digital Interface) " -"devices. These may include musical keyboards, synthesizers, and drum " -"machines.\n" -"MIDI messages can be received over a 5-pin MIDI connector or over USB. If " -"your device supports both be sure to check the settings in the device to see " -"which output it is using.\n" -"By default, Godot does not detect MIDI devices. You need to call [method OS." -"open_midi_inputs], first. You can check which devices are detected with " -"[method OS.get_connected_midi_inputs], and close the connection with [method " -"OS.close_midi_inputs].\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event):\n" -" print(midi_event)\n" -" print(\"Channel \", midi_event.channel)\n" -" print(\"Message \", midi_event.message)\n" -" print(\"Pitch \", midi_event.pitch)\n" -" print(\"Velocity \", midi_event.velocity)\n" -" print(\"Instrument \", midi_event.instrument)\n" -" print(\"Pressure \", midi_event.pressure)\n" -" print(\"Controller number: \", midi_event.controller_number)\n" -" print(\"Controller value: \", midi_event.controller_value)\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent inputEvent)\n" -"{\n" -" if (inputEvent is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Godot does not support MIDI output, so there is no way to emit " -"MIDI messages from Godot. Only MIDI input is supported." -msgstr "" -"InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url]" -"(乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓机。\n" -"MIDI 消息可以通过 5 针 MIDI 连接器或 USB 接收。如果你的设备支持这两种方式,请" -"务必检查设备中的设置以查看它正在使用哪种输出。\n" -"默认情况下,Godot 不检测 MIDI 设备。需要首先调用 [method OS." -"open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] 检查检测到哪" -"些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" OS.open_midi_inputs()\n" -" print(OS.get_connected_midi_inputs())\n" -"\n" -"func _input(input_event):\n" -" if input_event is InputEventMIDI:\n" -" _print_midi_info(input_event)\n" -"\n" -"func _print_midi_info(midi_event):\n" -" print(midi_event)\n" -" print(\"Channel \", midi_event.channel)\n" -" print(\"Message \", midi_event.message)\n" -" print(\"Pitch \", midi_event.pitch)\n" -" print(\"Velocity \", midi_event.velocity)\n" -" print(\"Instrument \", midi_event.instrument)\n" -" print(\"Pressure \", midi_event.pressure)\n" -" print(\"Controller number: \", midi_event.controller_number)\n" -" print(\"Controller value: \", midi_event.controller_value)\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" OS.OpenMidiInputs();\n" -" GD.Print(OS.GetConnectedMidiInputs());\n" -"}\n" -"\n" -"public override void _Input(InputEvent inputEvent)\n" -"{\n" -" if (inputEvent is InputEventMIDI midiEvent)\n" -" {\n" -" PrintMIDIInfo(midiEvent);\n" -" }\n" -"}\n" -"\n" -"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n" -"{\n" -" GD.Print(midiEvent);\n" -" GD.Print($\"Channel {midiEvent.Channel}\");\n" -" GD.Print($\"Message {midiEvent.Message}\");\n" -" GD.Print($\"Pitch {midiEvent.Pitch}\");\n" -" GD.Print($\"Velocity {midiEvent.Velocity}\");\n" -" GD.Print($\"Instrument {midiEvent.Instrument}\");\n" -" GD.Print($\"Pressure {midiEvent.Pressure}\");\n" -" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n" -" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]Godot 不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 消息。仅支持 " -"MIDI 输入。" - msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" @@ -62429,6 +61409,86 @@ msgstr "维基百科通用 MIDI 乐器列表" msgid "Wikipedia Piano Key Frequencies List" msgstr "维基百科钢琴琴键频率列表" +msgid "" +"The MIDI channel of this message, ranging from [code]0[/code] to [code]15[/" +"code]. MIDI channel [code]9[/code] is reserved for percussion instruments." +msgstr "" +"该消息的 MIDI 通道,范围从 [code]0[/code] 到 [code]15[/code]。MIDI 通道 " +"[code]9[/code] 是为打击乐器保留的。" + +msgid "" +"The unique number of the controller, if [member message] is [constant " +"MIDI_MESSAGE_CONTROL_CHANGE], otherwise this is [code]0[/code]. This value " +"can be used to identify sliders for volume, balance, and panning, as well as " +"switches and pedals on the MIDI device. See the [url=https://en.wikipedia.org/" +"wiki/General_MIDI#Controller_events]General MIDI specification[/url] for a " +"small list." +msgstr "" +"如果 [member message] 为 [constant MIDI_MESSAGE_CONTROL_CHANGE],控制器的唯一" +"编号;否则为 [code]0[/code]。该值可用于识别用于音量、平衡和平移的滑块,以及 " +"MIDI 设备上的开关和踏板。有关小列表,请参阅[url=https://en.wikipedia.org/wiki/" +"General_MIDI#Controller_events]通用 MIDI 规范[/url]。" + +msgid "" +"The value applied to the controller. If [member message] is [constant " +"MIDI_MESSAGE_CONTROL_CHANGE], this value ranges from [code]0[/code] to " +"[code]127[/code], otherwise it is [code]0[/code]. See also [member " +"controller_value]." +msgstr "" +"应用于控制器的值。如果 [member message] 为 [constant " +"MIDI_MESSAGE_CONTROL_CHANGE],则该值介于 [code]0[/code] 到 [code]127[/code] 之" +"间,否则为 [code]0[/code]。另见 [member controller_value]。" + +msgid "" +"The instrument (also called [i]program[/i] or [i]preset[/i]) used on this " +"MIDI message. This value ranges from [code]0[/code] to [code]127[/code].\n" +"To see what each value means, refer to the [url=https://en.wikipedia.org/wiki/" +"General_MIDI#Program_change_events]General MIDI's instrument list[/url]. Keep " +"in mind that the list is off by 1 because it does not begin from 0. A value " +"of [code]0[/code] corresponds to the acoustic grand piano." +msgstr "" +"该 MIDI 消息上使用的乐器(也称为 [i]程序[/i] 或 [i]预设[/i])。该值介于 " +"[code]0[/code] 到 [code]127[/code] 之间。\n" +"要了解每个值的含义,请参阅[url=https://en.wikipedia.org/wiki/" +"General_MIDI#Program_change_events]通用 MIDI 乐器列表[/url]。请记住,该列表相" +"差 1,因为它不是从 0 开始的。值 [code]0[/code] 对应于原声三角钢琴。" + +msgid "" +"Represents the type of MIDI message (see the [enum MIDIMessage] enum).\n" +"For more information, see the [url=https://www.midi.org/specifications-old/" +"item/table-2-expanded-messages-list-status-bytes]MIDI message status byte " +"list chart[/url]." +msgstr "" +"表示 MIDI 消息的类型(请参阅 [enum MIDIMessage] 枚举)。\n" +"有关更多信息,请参阅 [url=https://www.midi.org/specifications-old/item/" +"table-2-expanded-messages-list-status-bytes]MIDI 消息状态字节列表图表[/url]。" + +msgid "" +"The pitch index number of this MIDI message. This value ranges from [code]0[/" +"code] to [code]127[/code].\n" +"On a piano, the [b]middle C[/b] is [code]60[/code], followed by a [b]C-sharp[/" +"b] ([code]61[/code]), then a [b]D[/b] ([code]62[/code]), and so on. Each " +"octave is split in offsets of 12. See the \"MIDI note number\" column of the " +"[url=https://en.wikipedia.org/wiki/Piano_key_frequencies]piano key frequency " +"chart[/url] a full list." +msgstr "" +"该 MIDI 消息的音高索引号。该值的范围从 [code]0[/code] 到 [code]127[/code]。\n" +"在钢琴上,[b]中音 C[/b]为 [code]60[/code],后跟 [b]C 升音[/b]([code]61[/" +"code]),然后是 [b]D[/b]([code]62[/code]),等等。每个八度音阶以 12 为偏移量" +"进行分割。请参阅 [url=https://en.wikipedia.org/wiki/Piano_key_frequencies]钢琴" +"键频率图表[/url] 完整列表的“MIDI 音符编号”列。" + +msgid "" +"The strength of the key being pressed. This value ranges from [code]0[/code] " +"to [code]127[/code].\n" +"[b]Note:[/b] For many devices, this value is always [code]0[/code]. Other " +"devices such as musical keyboards may simulate pressure by changing the " +"[member velocity], instead." +msgstr "" +"按键的力度。该值的范围从 [code]0[/code] 到 [code]127[/code]。\n" +"[b]注意:[/b]对于许多设备,该值始终为 [code]0[/code]。其他如音乐键盘等设备可以" +"通过改用更改 [member velocity] 来模拟压力。" + msgid "" "The velocity of the MIDI message. This value ranges from [code]0[/code] to " "[code]127[/code]. For a musical keyboard, this corresponds to how quickly the " @@ -62576,6 +61636,27 @@ msgid "" "code] to [code]1.0[/code]." msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。" +msgid "" +"The mouse position relative to the previous position (position at the last " +"frame).\n" +"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " +"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" +"code] when the user stops moving the mouse.\n" +"[b]Note:[/b] [member relative] is automatically scaled according to the " +"content scale factor, which is defined by the project's stretch mode " +"settings. This means mouse sensitivity will appear different depending on " +"resolution when using [member relative] in a script that handles mouse aiming " +"with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid this, use " +"[member screen_relative] instead." +msgstr "" +"鼠标相对于前一个位置(上一帧时的位置)的位置。\n" +"[b]注意:[/b]因为 [InputEventMouseMotion] 只会在鼠标移动时发出,用户停止移动鼠" +"标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。\n" +"[b]注意:[/b][member relative] 会根据内容缩放系数自动进行缩放,这个系数是在项" +"目的拉伸模式设置中定义的。也就是说在 [constant Input.MOUSE_MODE_CAPTURED] 鼠标" +"模式下,如果在脚本中使用 [member relative] 来处理鼠标瞄准,那么鼠标的灵敏度就" +"会因分辨率的不同而不同。为了避免这种情况,请改用 [member screen_relative]。" + msgid "" "The unscaled mouse position relative to the previous position in the " "coordinate system of the screen (position at the last frame).\n" @@ -62594,6 +61675,18 @@ msgstr "" "[constant Input.MOUSE_MODE_CAPTURED] 鼠标模式时,无论项目的拉伸模式如何,对于" "鼠标瞄准来说,这都应该优于 [member relative]。" +msgid "" +"The unscaled mouse velocity in pixels per second in screen coordinates. This " +"velocity is [i]not[/i] scaled according to the content scale factor or calls " +"to [method InputEvent.xformed_by]. This should be preferred over [member " +"velocity] for mouse aiming when using the [constant Input." +"MOUSE_MODE_CAPTURED] mouse mode, regardless of the project's stretch mode." +msgstr "" +"屏幕坐标中未缩放的鼠标速度(单位为每秒像素数)。该速度[i]不[/i]根据内容缩放系" +"数或对 [method InputEvent.xformed_by] 的调用进行缩放。当使用 [constant Input." +"MOUSE_MODE_CAPTURED] 鼠标模式时,无论项目的拉伸模式如何,这都应该优先于鼠标瞄" +"准的 [member velocity]。" + msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " @@ -62603,6 +61696,21 @@ msgstr "" "代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两" "个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" +msgid "" +"The mouse velocity in pixels per second.\n" +"[b]Note:[/b] [member velocity] is automatically scaled according to the " +"content scale factor, which is defined by the project's stretch mode " +"settings. This means mouse sensitivity will appear different depending on " +"resolution when using [member velocity] in a script that handles mouse aiming " +"with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid this, use " +"[member screen_velocity] instead." +msgstr "" +"鼠标速度(单位为像素每秒)。\n" +"[b]注意:[/b][member velocity] 根据内容缩放系数自动缩放,内容缩放系数由项目的" +"拉伸模式设置定义。这意味着在使用 [constant Input.MOUSE_MODE_CAPTURED] 鼠标模式" +"处理鼠标瞄准的脚本中使用 [member velocity] 时,鼠标灵敏度将根据分辨率而有所不" +"同。为了避免这种情况,请改用 [member screen_velocity]。" + msgid "Represents a panning touch gesture." msgstr "代表平移触摸手势。" @@ -62634,8 +61742,55 @@ msgstr "多次拖动事件中的拖动事件索引。" msgid "Returns [code]true[/code] when using the eraser end of a stylus pen." msgstr "正在使用手写笔的橡皮端时,会返回 [code]true[/code]。" -msgid "The drag position." -msgstr "拖拽的位置。" +msgid "" +"The drag position relative to the previous position (position at the last " +"frame).\n" +"[b]Note:[/b] [member relative] is automatically scaled according to the " +"content scale factor, which is defined by the project's stretch mode " +"settings. This means touch sensitivity will appear different depending on " +"resolution when using [member relative] in a script that handles touch " +"aiming. To avoid this, use [member screen_relative] instead." +msgstr "" +"相对于前一位置(上一帧的位置)的拖动位置。\n" +"[b]注意:[/b][member relative] 根据内容缩放系数自动缩放,内容缩放系数由项目的" +"拉伸模式设置定义。这意味着在处理触摸瞄准的脚本中使用 [member relative] 时,触" +"摸灵敏度将根据分辨率而有所不同。为了避免这种情况,请改用 [member " +"screen_relative]。" + +msgid "" +"The unscaled drag position relative to the previous position in screen " +"coordinates (position at the last frame). This position is [i]not[/i] scaled " +"according to the content scale factor or calls to [method InputEvent." +"xformed_by]. This should be preferred over [member relative] for touch aiming " +"regardless of the project's stretch mode." +msgstr "" +"相对于屏幕坐标中的上一个位置(上一帧的位置)的未缩放拖动位置。该位置[i]不[/i]" +"根据内容缩放系数或调用 [method InputEvent.xformed_by] 进行缩放。无论项目的拉伸" +"模式如何,对于触摸瞄准来说,这都应该优先于 [member relative]。" + +msgid "" +"The unscaled drag velocity in pixels per second in screen coordinates. This " +"velocity is [i]not[/i] scaled according to the content scale factor or calls " +"to [method InputEvent.xformed_by]. This should be preferred over [member " +"velocity] for touch aiming regardless of the project's stretch mode." +msgstr "" +"屏幕坐标中未缩放的拖动速度(单位为每秒像素数)。该速度[i]不会[/i]根据内容缩放" +"系数或对 [method InputEvent.xformed_by] 的调用进行缩放。无论项目的拉伸模式如" +"何,对于触摸瞄准来说,这都应该优先于 [member velocity]。" + +msgid "" +"The drag velocity.\n" +"[b]Note:[/b] [member velocity] is automatically scaled according to the " +"content scale factor, which is defined by the project's stretch mode " +"settings. This means touch sensitivity will appear different depending on " +"resolution when using [member velocity] in a script that handles touch " +"aiming. To avoid this, use [member screen_velocity] instead." +msgstr "" +"拖动速度。\n" +"[b]注意:[/b][member velocity] 根据内容缩放系数自动缩放,内容缩放系数由项目的" +"拉伸模式设置定义。这意味着在处理触摸瞄准的脚本中使用 [member velocity] 时,触" +"摸灵敏度将根据分辨率而表现不同。为了避免这种情况,请改用 [member " +"screen_velocity]。" msgid "Represents a screen touch event." msgstr "代表屏幕触摸事件。" @@ -62657,9 +61812,6 @@ msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。" -msgid "The touch position, in screen (global) coordinates." -msgstr "触摸位置,使用屏幕(全局)坐标。" - msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." @@ -62890,6 +62042,99 @@ msgstr "" msgid "A built-in type for integers." msgstr "整数内置类型。" +msgid "" +"Signed 64-bit integer type. This means that it can take values from " +"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " +"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " +"it exceeds these bounds, it will wrap around.\n" +"[int]s can be automatically converted to [float]s when necessary, for example " +"when passing them as arguments in functions. The [float] will be as close to " +"the original integer as possible.\n" +"Likewise, [float]s can be automatically converted into [int]s. This will " +"truncate the [float], discarding anything after the floating-point.\n" +"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" +"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var x: int = 1 # x is 1\n" +"x = 4.2 # x is 4, because 4.2 gets truncated\n" +"var max_int = 9223372036854775807 # Biggest value an int can store\n" +"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n" +"[/gdscript]\n" +"[csharp]\n" +"int x = 1; // x is 1\n" +"x = (int)4.2; // x is 4, because 4.2 gets truncated\n" +"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-" +"bit.\n" +"long maxLong = 9223372036854775807; // Biggest value a long can store\n" +"maxLong++; // maxLong is now -9223372036854775808, because it wrapped " +"around.\n" +"\n" +"// Alternatively with C#'s 32-bit int type, which has a smaller maximum " +"value.\n" +"int maxInt = 2147483647; // Biggest value an int can store\n" +"maxInt++; // maxInt is now -2147483648, because it wrapped around\n" +"[/csharp]\n" +"[/codeblocks]\n" +"You can use the [code]0b[/code] literal for binary representation, the " +"[code]0x[/code] literal for hexadecimal representation, and the [code]_[/" +"code] symbol to separate long numbers and improve readability.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var x = 0b1001 # x is 9\n" +"var y = 0xF5 # y is 245\n" +"var z = 10_000_000 # z is 10000000\n" +"[/gdscript]\n" +"[csharp]\n" +"int x = 0b1001; // x is 9\n" +"int y = 0xF5; // y is 245\n" +"int z = 10_000_000; // z is 10000000\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 - " +"1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 " +"[code]9223372036854775807[/code]。超出这个范围后,值会绕回到另一端。\n" +"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。[float] " +"会尽可能与原始整数接近。\n" +"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的部" +"分。\n" +"[b]注意:[/b]布尔环境中会将等于 [code]0[/code] 的 [int] 评估为 [code]false[/" +"code],其他值则为 [code]true[/code]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var x: int = 1 # x 为 1\n" +"x = 4.2 # x 为 4,因为 4.2 发生了截断\n" +"var max_int = 9223372036854775807 # int 所能存储的最大值\n" +"max_int += 1 # max_int 现在是 -9223372036854775808,因为它绕到了另一端\n" +"[/gdscript]\n" +"[csharp]\n" +"int x = 1; // x 为 1\n" +"x = (int)4.2; // x 为 4,因为 4.2 发生了截断\n" +"// 下面使用 long,因为 GDScript 的 int 为 64 位,而 C# 的 int 为 32 位。\n" +"long maxLong = 9223372036854775807; // long 所能存储的最大值\n" +"maxLong++; // maxLong 现在是 -9223372036854775808,因为它绕到了另一端。\n" +"\n" +"// 也可以使用 C# 的 32 位 int 类型,最大值较小。\n" +"int maxInt = 2147483647; // int 所能存储的最大值\n" +"maxInt++; // maxInt 现在是 -2147483648,因为它绕到了另一端。\n" +"[/csharp]\n" +"[/codeblocks]\n" +"你可以使用 [code]0b[/code] 字面量书写二进制值,使用 [code]0x[/code] 字面量书写" +"十六进制值,使用 [code]_[/code] 符号分隔较长的数字,提升可读性。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var x = 0b1001 # x 为 9\n" +"var y = 0xF5 # y 为 245\n" +"var z = 10_000_000 # z 为 10000000\n" +"[/gdscript]\n" +"[csharp]\n" +"int x = 0b1001; // x 为 9\n" +"int y = 0xF5; // y 为 245\n" +"int z = 10_000_000; // z 为 10000000\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Constructs an [int] set to [code]0[/code]." msgstr "构造设为 [code]0[/code] 的 [int]。" @@ -64581,6 +63826,16 @@ msgstr "" "用于显示纯文本的控件。可以控制水平和垂直对齐方式以及文本在节点包围框内的换行方" "式。不支持粗体、斜体等富文本格式。这种需求请改用 [RichTextLabel]。" +msgid "" +"Returns the bounding rectangle of the character at position [param pos]. If " +"the character is a non-visual character or [param pos] is outside the valid " +"range, an empty [Rect2] is returned. If the character is a part of a " +"composite grapheme, the bounding rectangle of the whole grapheme is returned." +msgstr "" +"返回位置 [param pos] 处字符的边界矩形。如果字符是非视觉字符或 [param pos] 超出" +"有效范围,则返回空 [Rect2]。如果字符是复合字素的一部分,则返回整个字素的边界矩" +"形。" + msgid "Returns the number of lines of text the Label has." msgstr "返回该 Label 的文本行数。" @@ -64620,12 +63875,15 @@ msgstr "" "如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁剪" "文本。" +msgid "Ellipsis character used for text clipping." +msgstr "用于文本裁剪的省略字符。" + msgid "" "Controls the text's horizontal alignment. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum HorizontalAlignment] constants." msgstr "" -"控制文本的水平对齐方式。支持左对齐、居中对齐、右对齐、和填充、或两端对齐。将其" -"设置为 [enum HorizontalAlignment] 常量之一。" +"控制文本的水平对齐方式。支持左对齐、居中对齐、右对齐、填充(即两端对齐)。请将" +"其设置为 [enum HorizontalAlignment] 常量。" msgid "" "Line fill alignment rules. For more info see [enum TextServer." @@ -64664,7 +63922,7 @@ msgid "" "Controls the text's vertical alignment. Supports top, center, bottom, and " "fill. Set it to one of the [enum VerticalAlignment] constants." msgstr "" -"控制文本的垂直对齐方式。支持顶部对齐、居中对齐、底部对齐、和填充。将其设置为 " +"控制文本的垂直对齐方式。支持顶部对齐、居中对齐、底部对齐和填充。将其设置为 " "[enum VerticalAlignment] 常量之一。" msgid "" @@ -64940,8 +64198,8 @@ msgid "" "this mode might have transparency sorting issues between the main text and " "the outline." msgstr "" -"该模式仅允许完全透明、或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿" -"(请参阅 [member ProjectSettings.rendering/anti_aliasing/quality/" +"该模式仅允许完全透明或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿" +"(见 [member ProjectSettings.rendering/anti_aliasing/quality/" "screen_space_aa]),否则会看到粗糙的边缘。该模式也被称为 [i]Alpha 测试[/i] 或 " "[i]1 位透明度[/i]。\n" "[b]注意:[/b]该模式可能会出现抗锯齿字体和轮廓问题,请尝试调整 [member " @@ -65815,6 +65073,17 @@ msgstr "" "要进一步加快烘焙时间,请在导入停靠面板中减少 [member bounces]、禁用 [member " "use_denoiser]、并增加 3D 场景的光照贴图纹素大小。" +msgid "" +"Scales the lightmap texel density of all meshes for the current bake. This is " +"a multiplier that builds upon the existing lightmap texel size defined in " +"each imported 3D scene, along with the per-mesh density multiplier (which is " +"designed to be used when the same mesh is used at different scales). Lower " +"values will result in faster bake times." +msgstr "" +"缩放当前烘焙的所有网格的光照贴图纹素密度。这是一个基于每个导入的 3D 场景中定义" +"的已有光照贴图纹素大小、以及每个网格密度乘数(设计用于在不同缩放使用相同网格时" +"使用)的乘数。较低的值将导致更快的烘焙时间。" + msgid "" "If [code]true[/code], uses a GPU-based denoising algorithm on the generated " "lightmap. This eliminates most noise within the generated lightmap at the " @@ -67091,6 +66360,129 @@ 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" +"[GlobalClass]\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" +"[GlobalClass]\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。" @@ -67175,6 +66567,18 @@ msgstr "" "当应用程序恢复时,从操作系统收到的通知。\n" "具体针对 Android 和 iOS 平台。" +msgid "" +"Notification received from the OS when the application is paused.\n" +"Specific to the Android and iOS platforms.\n" +"[b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task " +"started by this signal. If you go over this allotment, iOS will kill the app " +"instead of pausing it." +msgstr "" +"应用程序暂停时从操作系统收到的通知。\n" +"特定于 Android 和 iOS 平台。\n" +"[b]注意:[/b]在 iOS 上,你只有大约 5 秒时间来完成由该信号启动的任务。如果你超" +"过了该分配,则 iOS 将终止该应用程序而不是暂停它。" + msgid "" "Notification received from the OS when the application is focused, i.e. when " "changing the focus from the OS desktop or a thirdparty application to any " @@ -67859,6 +67263,58 @@ msgstr "UV 坐标的 [PackedVector2Array]。" msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 坐标的 [PackedVector2Array]。" +msgid "" +"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_SNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_SNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_SNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." +"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) " +"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant " +"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_SNORM]、[constant " +"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + msgid "" "[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 " "or 8 numbers per vertex depending on the presence of the [constant " @@ -67889,9 +67345,9 @@ msgid "" "vertices of each triangle. For lines, the index array is in pairs indicating " "the start and end of each line." msgstr "" -"整数的 [PackedInt32Array],用作引用顶点、颜色、法线、切线、和纹理的索引。所有" -"这些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。当" -"该索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 [i]i[/i] 个顶点、法" +"整数的 [PackedInt32Array],用作引用顶点、颜色、法线、切线和纹理的索引。所有这" +"些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。当该" +"索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 [i]i[/i] 个顶点、法" "线、切线、颜色、UV 等。这意味着,如果想要沿着一条边有不同的法线或颜色,则必须" "复制这些顶点。\n" "对于三角形,索引数组被解释为三元组,指代每个三角形的顶点。对于线条,索引数组成" @@ -68067,8 +67523,8 @@ msgstr "" "压缩后,顶点位置将被打包到 RGBA16UNORM 属性中,并在顶点着色器中进行缩放。法线" "和切线将被打包到表示一个轴的 RG16UNORM 中,并在顶点的 A 通道中存储一个 16 位浮" "点数。UV 将使用 16 位标准化浮点数而不是完整的 32 位有符号浮点数。使用该压缩模" -"式时,必须使用顶点、法线、和切线或仅使用顶点。你无法使用没有切线的法线。如果可" -"以的话,导入器将自动启用这种压缩。" +"式时,必须使用顶点、法线和切线或仅使用顶点。你无法使用没有切线的法线。如果可以" +"的话,导入器将自动启用这种压缩。" msgid "Blend shapes are normalized." msgstr "混合形状是被归一化了的。" @@ -68079,6 +67535,9 @@ msgstr "混合形状是相对于基础的权重。" msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "用于 [Mesh] 凸分解操作的参数。" +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "如果为 [code]true[/code],则在计算凸包时使用近似计算。" + msgid "" "Controls the precision of the convex-hull generation process during the " "clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]." @@ -68107,12 +67566,24 @@ msgstr "" msgid "Mode for the approximate convex decomposition." msgstr "近似凸分解的模式。" +msgid "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "如果为 [code]true[/code],则会在应用凸分解前将网格归一化。" + msgid "" "Controls the granularity of the search for the \"best\" clipping plane. " "Ranges from [code]1[/code] to [code]16[/code]." msgstr "" "控制搜索“最佳”裁剪平面的颗粒度。范围从 [code]1[/code] 到 [code]16[/code]。" +msgid "" +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." +msgstr "" +"如果为 [code]true[/code],则项目会将凸包顶点输出到该源网格之上,提高结果的浮点" +"数精度。" + msgid "Maximum number of voxels generated during the voxelization stage." msgstr "体素化阶段生成的最大体素数量。" @@ -68240,7 +67711,7 @@ msgstr "" "AddChild(mi);\n" "[/csharp]\n" "[/codeblocks]\n" -"另请参阅 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以了解程序化几何生" +"另请参阅 [ArrayMesh]、[ImmediateMesh] 和 [SurfaceTool],以了解程序化几何生" "成。\n" "[b]注意:[/b]对于三角形基元模式的前面,Godot 使用顺时针[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" @@ -68332,6 +67803,17 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." +msgstr "" +"将 [Mesh] 的格式返回为 [enum Mesh.ArrayFormat] 标志的组合。例如,包含顶点和法" +"线的网格将返回为 [code]3[/code] 的格式,因为 [constant Mesh." +"ARRAY_FORMAT_VERTEX] 是 [code]1[/code],而 [constant Mesh." +"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。" + msgid "Returns the material assigned to the [Mesh]." msgstr "返回分配给该 [Mesh] 的材质。" @@ -68515,7 +67997,7 @@ msgid "" msgstr "" "返回 [Mesh] 在绘制时将使用的 [Material]。这可以返回 [member " "GeometryInstance3D.material_override]、在该 [MeshInstance3D] 中定义的表面覆盖 " -"[Material]、或 [member mesh] 中定义的表面 [Material]。例如,如果使用 [member " +"[Material] 或 [member mesh] 中定义的表面 [Material]。例如,如果使用 [member " "GeometryInstance3D.material_override],则所有表面都将返回该覆盖材质。\n" "如果没有材质处于活动状态,包括当 [member mesh] 为 [code]null[/code] 时,则返" "回 [code]null[/code]。" @@ -68772,6 +68254,11 @@ msgstr "" "[b]警告:[/b]除非你知道自己在做什么,否则忽略丢失的节点。丢失节点上的已有属性" "可以在代码中自由修改,无论它们的类型如何。" +msgid "" +"The name of the class this node was supposed to be (see [method Object." +"get_class])." +msgstr "该节点本来的类名(见 [method Object.get_class])。" + msgid "Returns the path of the scene this node was instance of originally." msgstr "返回该节点最初是其实例的场景的路径。" @@ -68801,6 +68288,18 @@ msgstr "" "[b]警告:[/b]除非你知道自己在做什么,否则忽略缺失的资源。缺失资源的已有属性可" "以在代码中自由修改,无论它们的类型如何。" +msgid "" +"The name of the class this resource was supposed to be (see [method Object." +"get_class])." +msgstr "该资源本来的类名(见 [method Object.get_class])。" + +msgid "" +"If set to [code]true[/code], allows new properties to be added on top of the " +"existing ones with [method Object.set]." +msgstr "" +"如果设置为 [code]true[/code],则允许使用 [method Object.set] 在已有属性之上添" +"加新属性。" + msgid "Generic mobile VR implementation." msgstr "通用移动 VR 实现。" @@ -68994,7 +68493,7 @@ msgid "" "command_line_tutorial.html]command line argument[/url]." msgstr "" "在引擎开始写入视频和音频数据之前调用一次。[param movie_size] 是要保存的视频的" -"宽度和高度。[param fps] 是指定的每秒帧数,在项目设置中、或使用 [code]--fixed-" +"宽度和高度。[param fps] 是指定的每秒帧数,在项目设置中或使用 [code]--fixed-" "fps <fps>[/code][url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]" "《命令行参数》[/url]指定。" @@ -69104,12 +68603,57 @@ msgstr "" "[code]true[/code]。如果打算设置绝对颜色而不是着色,请确保材质的反照率颜色被设" "置为纯白色 ([code]Color(1, 1, 1)[/code])。" +msgid "" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" +"For the custom data to be used, ensure that [member use_custom_data] is " +"[code]true[/code].\n" +"This custom instance data has to be manually accessed in your custom shader " +"using [code]INSTANCE_CUSTOM[/code]." +msgstr "" +"为特定的实例设置自定义数据。[param custom_data] 是一个 [Color] 类型,仅为了包" +"含 4 个浮点数。\n" +"对于要使用的自定义数据,请确保 [member use_custom_data] 为 [code]true[/" +"code]。\n" +"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例数" +"据。" + msgid "Sets the [Transform3D] for a specific instance." msgstr "为指定实例设置 [Transform3D]。" msgid "Sets the [Transform2D] for a specific instance." msgstr "为指定实例设置 [Transform2D]。" +msgid "" +"Accessing this property is very slow. Use [method set_instance_color] and " +"[method get_instance_color] instead." +msgstr "" +"访问该属性非常慢。请改用 [method set_instance_color] 和 [method " +"get_instance_color]。" + +msgid "Array containing each [Color] used by all instances of this mesh." +msgstr "包含该网格所有实例使用的每种 [Color] 的数组。" + +msgid "" +"Custom AABB for this MultiMesh resource. Setting this manually prevents " +"costly runtime AABB recalculations." +msgstr "" +"为该 MultiMesh 资源自定义 AABB。手动设置该项可以防止高昂的运行时 AABB 重新计算" +"成本。" + +msgid "" +"Accessing this property is very slow. Use [method set_instance_custom_data] " +"and [method get_instance_custom_data] instead." +msgstr "" +"访问该属性非常慢。请改用 [method set_instance_custom_data] 和 [method " +"get_instance_custom_data]。" + +msgid "" +"Array containing each custom data value used by all instances of this mesh, " +"as a [PackedColorArray]." +msgstr "" +"包含该网格的所有实例所使用的每个自定义数据值的数组,作为 [PackedColorArray]。" + msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. Setting data format or flags afterwards will have no effect.\n" @@ -69130,6 +68674,40 @@ msgstr "" "各个实例的外观可以通过 [method set_instance_color] 和 [method " "set_instance_custom_data] 来修改。" +msgid "" +"Accessing this property is very slow. Use [method set_instance_transform_2d] " +"and [method get_instance_transform_2d] instead." +msgstr "" +"访问该属性非常慢。请改用 [method set_instance_transform_2d] 和 [method " +"get_instance_transform_2d]。" + +msgid "" +"Array containing each [Transform2D] value used by all instances of this mesh, " +"as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] values " +"corresponding to the transforms' [code]x[/code], [code]y[/code], and " +"[code]origin[/code]." +msgstr "" +"包含该网格的所有实例所使用的每个 [Transform2D] 值的数组,作为 " +"[PackedVector2Array]。每个变换被分为 3 个 [Vector2] 值,分别对应于变换的 " +"[code]x[/code]、[code]y[/code] 和 [code]origin[/code]。" + +msgid "" +"Accessing this property is very slow. Use [method set_instance_transform] and " +"[method get_instance_transform] instead." +msgstr "" +"访问该属性非常慢。请改用 [method set_instance_transform] 和 [method " +"get_instance_transform]。" + +msgid "" +"Array containing each [Transform3D] value used by all instances of this mesh, " +"as a [PackedVector3Array]. Each transform is divided into 4 [Vector3] values " +"corresponding to the transforms' [code]x[/code], [code]y[/code], [code]z[/" +"code], and [code]origin[/code]." +msgstr "" +"包含该网格的所有实例所使用的每个 [Transform3D] 值的数组,作为 " +"[PackedVector3Array]。每个变换被分为 4 个 [Vector3] 值,分别对应于变换的 " +"[code]x[/code]、[code]y[/code]、[code]z[/code] 和 [code]origin[/code]。" + msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "用于变换网格的变换格式,可以是 2D 或 3D。" @@ -69243,13 +68821,6 @@ msgstr "" "返回这个 MultiplayerAPI 的 [member multiplayer_peer] 所有已连接对等体的对等体 " "ID。" -msgid "" -"Returns the sender's peer ID for the RPC currently being executed.\n" -"[b]Note:[/b] If not inside an RPC this method will return 0." -msgstr "" -"返回当前正在执行的 RPC 的发送方的对等体 ID。\n" -"[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。" - msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]." msgstr "返回这个 MultiplayerAPI 的 [member multiplayer_peer] 唯一对等体 ID。" @@ -69639,9 +69210,6 @@ msgstr "" "Android 导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信" "都会被安卓阻止。" -msgid "WebRTC Signaling Demo" -msgstr "WebRTC 信号演示" - msgid "" "Immediately close the multiplayer peer returning to the state [constant " "CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting " @@ -70824,6 +70392,16 @@ msgstr "" "避障代理的高度。2D 避障时,代理会忽略位于其上方或低于当前位置 + 高度的其他代理" "或障碍物。3D 避障时只使用半径球体,该设置无效。" +msgid "" +"If [code]true[/code], and the agent uses 2D avoidance, it will remember the " +"set y-axis velocity and reapply it after the avoidance step. While 2D " +"avoidance has no y-axis and simulates on a flat plane this setting can help " +"to soften the most obvious clipping on uneven 3D geometry." +msgstr "" +"如果为 [code]true[/code],并且代理使用 2D 避障,它将记住设置的 y 轴速度并在避" +"障步进后重新应用它。虽然 2D 避障没有 y 轴并在平坦平面上进行模拟,但该设置可以" +"帮助柔化不均匀 3D 几何体上最明显的裁剪。" + msgid "" "The height offset is subtracted from the y-axis value of any vector path " "position for this NavigationAgent. The NavigationAgent height offset does not " @@ -71069,9 +70647,6 @@ msgstr "" msgid "Using NavigationMeshes" msgstr "使用 NavigationMesh" -msgid "3D Navmesh Demo" -msgstr "3D 导航网格演示" - msgid "" "Adds a polygon using the indices of the vertices you get when calling [method " "get_vertices]." @@ -71364,6 +70939,69 @@ msgstr "代表 [enum SourceGeometryMode] 枚举的大小。" msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" +msgid "" +"This class is responsible for creating and clearing 3D navigation meshes used " +"as [NavigationMesh] resources inside [NavigationRegion3D]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation " +"mesh baking process expects 3D node types and 3D source geometry to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"slow and performance-intensive operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on 3D " +"source geometry and properties of the [NavigationMesh] resource. In the first " +"step, starting from a root node and depending on [NavigationMesh] properties " +"all valid 3D source geometry nodes are collected from the [SceneTree]. " +"Second, all collected nodes are parsed for their relevant 3D geometry data " +"and a combined 3D mesh is build. Due to the many different types of parsable " +"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various " +"[CollisionObject3D]s, some operations to collect geometry data can trigger " +"[RenderingServer] and [PhysicsServer3D] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects and " +"the continuous synchronization with other threaded Servers can increase the " +"baking time significantly. On the other hand only a few but very large and " +"complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total number of " +"parsable objects and their individual size and complexity should be balanced " +"to avoid framerate issues or very long baking times. The combined mesh is " +"then passed to the Recast Navigation Object to test the source geometry for " +"walkable terrain suitable to [NavigationMesh] agent properties by creating a " +"voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has no " +"concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." +msgstr "" +"该类负责创建和清除用作 [NavigationRegion3D] 内的 [NavigationMesh] 资源的 3D 导" +"航网格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因为导航网格烘焙过程" +"需要 3D 节点类型和 3D 源几何体来解析。\n" +"整个导航网格的烘焙最好在单独的线程中完成,因为所涉及的体素化、碰撞测试和网格优" +"化步骤是非常缓慢且性能密集型的操作。\n" +"导航网格的烘焙分成若干步进行,最终结果取决于 [NavigationMesh] 资源的 3D 源几何" +"体和该资源的属性。第一步是从根节点开始,并根据 [NavigationMesh] 的属性从 " +"[SceneTree] 收集所有有效的 3D 源几何体节点。第二步会对所有收集的节点进行解析," +"以获得其相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众" +"多,从普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各种 [CollisionObject3D],其" +"中某些收集几何数据的操作可能会触发 [RenderingServer] 和 [PhysicsServer3D] 的同" +"步。服务器同步通常涉及 [Mutex] 锁定以确保线程安全,这会对烘焙时间或帧率产生负" +"面影响。可解析对象过多,以及与多线程服务器之间的连续同步,都会大幅影响烘焙时" +"间。而如果对象数量较少,但都是非常大而且复杂的对象,那么就会在为服务器准备数据" +"上花费时间,这可能会明显拖延下一帧渲染。一般而言,可解析对象的总数与它们各自的" +"大小和复杂度之间应该达到平衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后" +"续会被交给 Recast 导航对象,通过在网格的包围区域周边创建体素世界,来测试适合 " +"[NavigationMesh] 代理属性的可行走地形的源几何体。\n" +"最终的导航网格然后将被返回并被存储在 [NavigationMesh] 中,用作 " +"[NavigationRegion3D] 节点内的资源。\n" +"[b]注意:[/b]使用网格不仅定义可行走的表面的导航烘焙,而且定义障碍的导航烘焙," +"并不总会有效。在处理网格源几何体时,导航烘焙没有什么是几何体“位于内部”的概念," +"这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容纳一个" +"导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" + msgid "" "This method is deprecated due to core threading changes. To upgrade existing " "code, first create a [NavigationMeshSourceGeometryData3D] resource. Use this " @@ -71509,35 +71147,6 @@ msgstr "" "设置解析得到的源几何体数据顶点。顶点需要与正确的索引相匹配。\n" "[b]警告:[/b]数据不正确会导致相关第三方库在烘焙过程中崩溃。" -msgid "" -"2D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area." -msgstr "" -"用于导航的 2D 障碍物,能够将启用了避障处理的代理约束在某个区域之外或之内。" - -msgid "" -"2D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area. The obstacle needs a navigation map and outline " -"vertices defined to work correctly.\n" -"If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" -"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " -"Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" -"Obstacles using vertices can warp to a new position but should not moved " -"every frame as each move requires a rebuild of the avoidance map." -msgstr "" -"导航中使用的 2D 障碍物,能够将由避障控制的代理约束在某个区域之外或之内。障碍物" -"定义导航地图和轮廓顶点后才能正常工作。\n" -"如果障碍物的顶点使用顺时针顺序缠绕,则避障代理会被推入障碍物,否则避障代理就会" -"被推出障碍物。轮廓必须不存在交叉和重叠。\n" -"障碍物[b]不是[/b](重新)烘焙导航网格的替代品。障碍物[b]不会[/b]改变寻路的结" -"果,障碍物只会修改避障代理的推荐速度,从而影响导航避障代理的移动。\n" -"使用顶点的障碍物可以传送至新位置,但不应该每一帧都移动,因为每次移动都需要重新" -"构建避障地图。" - msgid "Using NavigationObstacles" msgstr "使用 NavigationObstacle" @@ -71600,35 +71209,6 @@ msgstr "" "理向内推,否则就会向外推。轮廓不能交叉或重叠。如果这些顶点直接跳到了新的位置," "那么其他代理可能无法预测这种行为,导致被困在障碍物内。" -msgid "" -"3D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area." -msgstr "" -"用于导航的 3D 障碍物,能够将启用了避障处理的代理约束在某个区域之外或之内。" - -msgid "" -"3D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area. The obstacle needs a navigation map and outline " -"vertices defined to work correctly.\n" -"If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" -"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " -"Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" -"Obstacles using vertices can warp to a new position but should not moved " -"every frame as each move requires a rebuild of the avoidance map." -msgstr "" -"导航中使用的 3D 障碍物,能够将由避障控制的代理约束在某个区域之外或之内。障碍物" -"定义导航地图和轮廓顶点后才能正常工作。\n" -"如果障碍物的顶点使用顺时针顺序缠绕,则避障代理会被推入障碍物,否则避障代理就会" -"被推出障碍物。轮廓必须不存在交叉和重叠。\n" -"障碍物[b]不是[/b](重新)烘焙导航网格的替代品。障碍物[b]不会[/b]改变寻路的结" -"果,障碍物只会修改避障代理的推荐速度,从而影响导航避障代理的移动。\n" -"使用顶点的障碍物可以传送至新位置,但不应该每一帧都移动,因为每次移动都需要重新" -"构建避障地图。" - msgid "Returns the [RID] of this obstacle on the [NavigationServer3D]." msgstr "返回这个障碍物在 [NavigationServer3D] 上的 [RID]。" @@ -71892,9 +71472,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "2D Navigation Demo" -msgstr "2D 导航演示" - msgid "" "Appends a [PackedVector2Array] that contains the vertices of an outline to " "the internal array that contains all the outlines." @@ -71997,6 +71574,17 @@ msgstr "如果烘焙的 [Rect2] 存在面积,则导航网格烘焙将被限制 msgid "The position offset applied to the [member baking_rect] [Rect2]." msgstr "应用于 [member baking_rect] [Rect2] 的位置偏移量。" +msgid "" +"The size of the non-navigable border around the bake bounding area defined by " +"the [member baking_rect] [Rect2].\n" +"In conjunction with the [member baking_rect] the border size can be used to " +"bake tile aligned navigation meshes without the tile edges being shrunk by " +"[member agent_radius]." +msgstr "" +"由 [member baking_rect] [Rect2] 定义的烘焙边界区域周围的不可导航边框的大小。\n" +"与 [member baking_rect] 结合使用,边框大小可用于烘焙图块对齐的导航网格,而图块" +"边缘不会因 [member agent_radius] 而缩小。" + msgid "" "The cell size used to rasterize the navigation mesh vertices. Must match with " "the cell size on the navigation map." @@ -72128,9 +71716,6 @@ msgstr "" "设置该区块应使用的导航地图的 [RID]。默认情况下,该区块会自动加入 [World2D] 默" "认导航地图,因此该函数只需要覆盖默认地图即可。" -msgid "A bitfield determining all avoidance layers for the avoidance constrain." -msgstr "位域,确定避障约束的所有避障层。" - msgid "Determines if the [NavigationRegion2D] is enabled or disabled." msgstr "决定该 [NavigationRegion2D] 是启用还是禁用。" @@ -72276,6 +71861,54 @@ msgstr "[NavigationMesh] 发生变化时发出通知。" msgid "A server interface for low-level 2D navigation access." msgstr "用于访问低阶 2D 导航的服务器接口。" +msgid "" +"NavigationServer2D is the server that handles navigation maps, regions and " +"agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" +"Maps are divided into regions, which are composed of navigation polygons. " +"Together, they define the traversable areas in the 2D world.\n" +"[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation-related nodes in the scene tree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [code]edge_connection_margin[/code] to the " +"respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method NavigationServer2D." +"region_set_navigation_layers], which then can be checked upon when requesting " +"a path with [method NavigationServer2D.map_get_path]. This can be used to " +"allow or deny certain areas for some objects.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity directly may move an agent outside of the traversable area. " +"This is a limitation of the collision avoidance system, any more complex " +"situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync phase. " +"This means that you can request any change to the map, using any thread, " +"without worrying." +msgstr "" +"NavigationServer2D 是负责处理导航地图、区块、代理的服务器。不负责处理 " +"[AStar2D] 和 [AStarGrid2D] 的 A* 导航。\n" +"地图被划分为多个区块,这些区块由导航多边形组成。它们共同定义了 2D 世界中的可穿" +"越区域。\n" +"[b]注意:[/b]大多数 [NavigationServer2D] 的更改都是在下一个物理帧进行的,不会" +"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作" +"出的更改,还是通过脚本作出的更改。\n" +"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点" +"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连" +"的。\n" +"可以使用 [method NavigationServer2D.region_set_navigation_layers] 为区块分配导" +"航层,使用 [method NavigationServer2D.map_get_path] 请求路径时会对导航层进行检" +"查。可用于允许或禁止某些对象进入特定的区域。\n" +"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回" +"调,提供修改后的速度。\n" +"[b]注意:[/b]碰撞躲避系统并不考虑区块。直接使用修改后的速度可能会将代理移动到" +"可达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n" +"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请" +"求对地图作出任何修改。" + msgid "Using NavigationServer" msgstr "使用 NavigationServer" @@ -72380,6 +72013,21 @@ msgstr "设置该代理的 [code]avoidance_layers[/code] 位掩码。" msgid "Set the agent's [code]avoidance_mask[/code] bitmask." msgstr "设置该代理的 [code]avoidance_mask[/code] 位掩码。" +msgid "" +"Set the agent's [code]avoidance_priority[/code] with a [param priority] " +"between 0.0 (lowest priority) to 1.0 (highest priority).\n" +"The specified [param agent] does not adjust the velocity for other agents " +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with this " +"agent." +msgstr "" +"设置该代理的 [code]avoidance_priority[/code],优先级 [param priority] 在 0.0" +"(最低优先级)到 1.0(最高优先级)之间。\n" +"[param agent] 指定的代理不会针对 [code]avoidance_mask[/code] 存在匹配但 " +"[code]avoidance_priority[/code] 更低的代理调整速度。相应地,优先级更低的代理则" +"会对其速度进行更大的调整,从而避免与这个代理发生碰撞。" + msgid "Puts the agent in the map." msgstr "将代理放入地图中。" @@ -72632,6 +72280,17 @@ msgid "" "a distance used to connect two regions." msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。" +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" +"返回导航地图的当前迭代 ID。导航地图发生更改并同步时都会增加迭代 ID。迭代 ID " +"为 0 表示导航地图从未进行过同步。\n" +"[b]注意:[/b]迭代 ID 超过取值范围后会绕回 1。" + msgid "" "Returns the link connection radius of the map. This distance is the maximum " "range any link will search for navigation mesh polygons to connect to." @@ -72972,6 +72631,54 @@ msgstr "当导航调试设置更改时发出。仅在调试版本中可用。" msgid "A server interface for low-level 3D navigation access." msgstr "用于访问低阶 3D 导航的服务器接口。" +msgid "" +"NavigationServer3D is the server that handles navigation maps, regions and " +"agents. It does not handle A* navigation from [AStar3D].\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation-related nodes in the scene tree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [code]edge_connection_margin[/code] to the " +"respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method NavigationServer3D." +"region_set_navigation_layers], which then can be checked upon when requesting " +"a path with [method NavigationServer3D.map_get_path]. This can be used to " +"allow or deny certain areas for some objects.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity directly may move an agent outside of the traversable area. " +"This is a limitation of the collision avoidance system, any more complex " +"situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync phase. " +"This means that you can request any change to the map, using any thread, " +"without worrying." +msgstr "" +"NavigationServer3D 是处理导航地图、区块、代理的服务器。它不处理来自 [AStar3D] " +"的 A* 导航。\n" +"地图分为多个区块,这些区块由导航网格组成。它们共同定义了 3D 世界中的可导航区" +"域。\n" +"[b]注意:[/b]大多数 [NavigationServer3D] 的更改都是在下一个物理帧进行的,不会" +"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作" +"出的更改,还是通过脚本作出的更改。\n" +"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点" +"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连" +"的。\n" +"可以使用 [method NavigationServer3D.region_set_navigation_layers] 为区块分配导" +"航层,使用 [method NavigationServer3D.map_get_path] 请求路径时会对导航层进行检" +"查。可用于针对某些对象允许或禁止特定的区域。\n" +"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回" +"调,提供修改后的速度。\n" +"[b]注意:[/b]碰撞躲避系统会忽略区块。直接使用修改后的速度可能会将代理移动到可" +"达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n" +"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请" +"求对地图作出任何修改。" + msgid "" "Returns [code]true[/code] if the provided [param agent] has avoidance enabled." msgstr "如果指定代理 [param agent] 启用了避障,则返回 [code]true[/code]。" @@ -73486,7 +73193,7 @@ msgid "" "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 " +"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] " @@ -73636,36 +73343,6 @@ msgstr "" "次添加该节点时,将[b]不[/b]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。" -msgid "" -"Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " -"by [method _input] or any GUI [Control] item. It is called before [method " -"_unhandled_key_input] and [method _unhandled_input]. The input event " -"propagates up through the node tree until a node consumes it.\n" -"It is only called if shortcut processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_shortcut_input].\n" -"To consume the input event and stop it propagating further to other nodes, " -"[method Viewport.set_input_as_handled] can be called.\n" -"This method can be used to handle shortcuts. For generic GUI events, use " -"[method _input] instead. Gameplay events should usually be handled with " -"either [method _unhandled_input] or [method _unhandled_key_input].\n" -"[b]Note:[/b] This method is only called if the node is present in the scene " -"tree (i.e. if it's not orphan)." -msgstr "" -"当一个 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 " -"GUI [Control] 项使用时调用。这是在 [method _unhandled_key_input] 和 [method " -"_unhandled_input] 之前调用的。输入事件通过节点树向上传播,直到一个节点消耗" -"它。\n" -"它仅在启用快捷键处理时调用,如果此方法被覆盖,则会自动调用,并且可以使用 " -"[method set_process_shortcut_input] 进行开关。\n" -"要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport." -"set_input_as_handled]。\n" -"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(即它不是一个孤立节点)时,此方法才会被" -"调用。" - msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. It is called after [method _shortcut_input] and after " @@ -73786,7 +73463,7 @@ msgstr "" "[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" +"虚设名称。\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] 等方法会忽略这些节点,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" @@ -73839,7 +73516,7 @@ msgstr "" "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" +"code] 为特色的虚设名称。\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,则添加的同级节点也将是内部的(参见 [method " @@ -73869,28 +73546,6 @@ msgstr "" "[b]注意:[/b]不再场景树中时,[SceneTree] 的分组方法[i]无法[/i]正常工作(见 " "[method is_inside_tree])。" -msgid "" -"Translates a [param message], using the translation catalogs configured in " -"the Project Settings. Further [param context] can be specified to help with " -"the translation.\n" -"This method works the same as [method Object.tr], with the addition of " -"respecting the [member auto_translate_mode] state.\n" -"If [method Object.can_translate_messages] is [code]false[/code], or no " -"translation is available, this method returns the [param message] without " -"changes. See [method Object.set_message_translation].\n" -"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" -"internationalizing_games.html]Internationalizing games[/url]." -msgstr "" -"使用项目设置中配置的翻译目录,翻译一条 [param message]。可以进一步指定 [param " -"context] 来帮助翻译。\n" -"该方法的工作方式与 [method Object.tr] 相同,此外还遵循 [member " -"auto_translate_mode] 状态。\n" -"如果 [method Object.can_translate_messages] 为 [code]false[/code],或者没有翻" -"译可用,则该方法将返回 [param message] 而不做任何更改。请参阅 [method Object." -"set_message_translation]。\n" -"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." -"html]《国际化游戏》[/url]。" - msgid "" "Translates a [param message] or [param plural_message], using the translation " "catalogs configured in the Project Settings. Further [param context] can be " @@ -73945,6 +73600,41 @@ 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 receive processing notifications " +"and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc.) " +"from the [SceneTree] and [Viewport]. The returned value depends on [member " +"process_mode]:\n" +"- If set to [constant PROCESS_MODE_PAUSABLE], returns [code]true[/code] when " +"the game is processing, i.e. [member SceneTree.paused] is [code]false[/" +"code];\n" +"- If set to [constant PROCESS_MODE_WHEN_PAUSED], returns [code]true[/code] " +"when the game is paused, i.e. [member SceneTree.paused] is [code]true[/" +"code];\n" +"- If set to [constant PROCESS_MODE_ALWAYS], always returns [code]true[/" +"code];\n" +"- If set to [constant PROCESS_MODE_DISABLED], always returns [code]false[/" +"code];\n" +"- If set to [constant PROCESS_MODE_INHERIT], use the parent node's [member " +"process_mode] to determine the result.\n" +"If the node is not inside the tree, returns [code]false[/code] no matter the " +"value of [member process_mode]." +msgstr "" +"如果节点可以接收 [SceneTree] 和 [Viewport] 的处理通知和输入回调([constant " +"NOTIFICATION_PROCESS]、[method _input] 等)则返回 [code]true[/code]。返回值取" +"决于 [member process_mode]:\n" +"- 如果设为 [constant PROCESS_MODE_PAUSABLE],则会在游戏处理时返回 [code]true[/" +"code],即 [member SceneTree.paused] 为 [code]false[/code] 的情况;\n" +"- 如果设为 [constant PROCESS_MODE_WHEN_PAUSED],则会在游戏暂停时返回 " +"[code]true[/code],即 [member SceneTree.paused] 为 [code]true[/code] 的情" +"况;\n" +"- 如果设为 [constant PROCESS_MODE_ALWAYS],则始终返回 [code]true[/code];\n" +"- 如果设为 [constant PROCESS_MODE_DISABLED],则始终返回 [code]false[/code];\n" +"- 如果设为 [constant PROCESS_MODE_INHERIT],则会根据父节点的 [member " +"process_mode] 决定返回值。\n" +"如果节点不在场景树中,则无论 [member process_mode] 是什么都返回 [code]false[/" +"code]。" + msgid "" "Creates a new [Tween] and binds it to this node.\n" "This is the equivalent of doing:\n" @@ -74217,79 +73907,6 @@ 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 either be a relative path (from this " -"node), or an absolute path (from the [member SceneTree.root]) to a node. If " -"[param path] does not point to a valid node, generates an error and returns " -"[code]null[/code]. Attempts to access methods on the return value will result " -"in an [i]\"Attempt to call <method> on a null instance.\"[/i] error.\n" -"[b]Note:[/b] Fetching by absolute path only works when the node is inside the " -"scene tree (see [method is_inside_tree]).\n" -"[b]Example:[/b] Assume this method is called from the Character node, inside " -"the following tree:\n" -"[codeblock]\n" -" ┖╴root\n" -" ┠╴Character (you are here!)\n" -" ┃ ┠╴Sword\n" -" ┃ ┖╴Backpack\n" -" ┃ ┖╴Dagger\n" -" ┠╴MyGame\n" -" ┖╴Swamp\n" -" ┠╴Alligator\n" -" ┠╴Mosquito\n" -" ┖╴Goblin\n" -"[/codeblock]\n" -"The following calls will return a valid node:\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(从该节点开始)或绝对路径" -"(从 [member SceneTree.root] 开始)。如果 [param path] 未指向一个有效节点,则" -"会生成错误并返回 [code]null[/code]。尝试访问返回值上的方法将导致[i]“尝试在一" -"个 null 实例上调用 <method>。”[/i]错误。\n" -"[b]注意:[/b]通过绝对路径获取,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]假设从以下树内的 Character 节点调用该方法:\n" -"[codeblock]\n" -" ┖╴root\n" -" ┠╴Character (you are here!)\n" -" ┃ ┠╴Sword\n" -" ┃ ┖╴Backpack\n" -" ┃ ┖╴Dagger\n" -" ┠╴MyGame\n" -" ┖╴Swamp\n" -" ┠╴Alligator\n" -" ┠╴Mosquito\n" -" ┖╴Goblin\n" -"[/codeblock]\n" -"以下调用将返回一个有效节点:\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 its most nested resource as specified by the [NodePath]'s " "subname. Returns an [Array] of size [code]3[/code] where:\n" @@ -74454,60 +74071,6 @@ msgstr "" "返回包含该节点的 [SceneTree]。如果该节点不在场景树内,则会生成错误并返回 " "[code]null[/code]。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/" -"pasting into the [method get_node] function. It also can be used in game UI/" -"UX.\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 "" -"将树以 [String] 的形式返回。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。也可以用于游戏中的 UI/UX。\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 get_tree_string], this returns the tree as a [String]. " -"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 get_tree_string],会将树以 [String] 的形式返回。这个版本使用的" -"是一种更加图形化的呈现方式,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 "" "Returns the node's closest [Viewport] ancestor, if the node is inside the " "tree. Otherwise, returns [code]null[/code]." @@ -74687,62 +74250,6 @@ msgstr "" "[b]注意:[/b]该方法仅适用于调试构建版本。在以发布模式导出的项目中不执行任何操" "作。" -msgid "" -"Prints the node and its children to the console, recursively. The node does " -"not have to be inside the tree. This method outputs [NodePath]s relative to " -"this node, and is good for copy/pasting into [method get_node]. See also " -"[method print_tree_pretty].\n" -"[b]Example output:[/b]\n" -"[codeblock]\n" -".\n" -"Menu\n" -"Menu/Label\n" -"Menu/Camera2D\n" -"SplashScreen\n" -"SplashScreen/Camera2D\n" -"[/codeblock]" -msgstr "" -"将该节点及其子节点打印到标准输出,会进行递归操作。该节点可以不在树中。这个方法" -"输出的是相对于当前节点的路径,适合复制/粘贴到 [method get_node] 函数中。另见 " -"[method print_tree_pretty]。\n" -"[b]示例输出:[/b]\n" -"[codeblock]\n" -".\n" -"Menu\n" -"Menu/Label\n" -"Menu/Camera2D\n" -"SplashScreen\n" -"SplashScreen/Camera2D\n" -"[/codeblock]" - -msgid "" -"Prints the node and its children to the console, recursively. The node does " -"not have to be inside the tree. Similar to [method print_tree], but the " -"graphical representation looks like what is displayed in the editor's 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 "" -"递归地将节点及其子节点打印到控制台。节点不必位于场景树中。类似于 [method " -"print_tree],但图形表示看起来像编辑器的场景面板中显示的内容。利于检查较大的" -"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 [param method] name, passing [param args] as arguments, on " "this node and all of its children, recursively.\n" @@ -74975,7 +74482,7 @@ msgstr "" "如果 [param recursive] 为 [code]true[/code],则该节点的所有子节点将递归地将给" "定的对等体设置为控制方。\n" "[b]警告:[/b]这[b]不会[/b]自动将新的控制方复制给其他对等体。是否这样做由开发者" -"负责。可以使用 [member MultiplayerSpawner.spawn_function]、RPC、或 " +"负责。可以使用 [member MultiplayerSpawner.spawn_function]、RPC 或 " "[MultiplayerSynchronizer] 复制新控制方的信息。此外,父节点的控制方[b]不会[/b]" "传播给新添加的子节点。" @@ -75033,6 +74540,16 @@ msgstr "" "_physics_process] 等其他回调没有影响。如果要禁用节点的所有处理,请将 [member " "process_mode] 设置为 [constant PROCESS_MODE_DISABLED]。" +msgid "" +"If set to [code]true[/code], enables input processing.\n" +"[b]Note:[/b] If [method _input] is overridden, this will be automatically " +"enabled before [method _ready] is called. Input processing is also already " +"enabled for GUI controls, such as [Button] and [TextEdit]." +msgstr "" +"如果设为 [code]true[/code],则会启用输入处理。\n" +"[b]注意:[/b]如果覆盖了 [method _input],则会在调用 [method _ready] 前自动启" +"用。[Button]、[TextEdit] 等 GUI 控件也会自动启用输入处理。" + msgid "" "If set to [code]true[/code], enables internal processing for this node. " "Internal processing happens in isolation from the normal [method _process] " @@ -75100,16 +74617,6 @@ msgstr "" "刷新场景面板中为该节点显示的警告。使用 [method _get_configuration_warnings] 自" "定义要显示的警告消息。" -msgid "" -"Defines if any text should automatically change to its translated version " -"depending on the current locale (for nodes such as [Label], [RichTextLabel], " -"[Window], etc.). See [enum AutoTranslateMode].\n" -"Also decides if the node's strings should be parsed for POT generation." -msgstr "" -"定义任何文本是否应根据当前区域设置自动更改为其翻译版本(对于 [Label]、" -"[RichTextLabel]、[Window] 等节点)。请参阅 [enum AutoTranslateMode]。\n" -"还决定节点的字符串是否应被解析以生成 POT。" - msgid "" "An optional description to the node. It will be displayed as a tooltip when " "hovering over the node in the editor's Scene dock." @@ -75180,9 +74687,53 @@ msgid "" "value is [i]lower[/i] call their process callbacks first, regardless of tree " "order." msgstr "" -"处理回调([method _process]、[method _physics_process]、和内部处理)的节点执行" +"处理回调([method _process]、[method _physics_process] 和内部处理)的节点执行" "顺序。无论树顺序如何,优先级值[i]较低[/i]的节点将先调用其处理回调。" +msgid "" +"Set the process thread group for this node (basically, whether it receives " +"[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " +"[method _process] or [method _physics_process] (and the internal versions) on " +"the main thread or in a sub-thread.\n" +"By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], " +"which means that this node belongs to the same thread group as the parent " +"node. The thread groups means that nodes in a specific thread group will " +"process together, separate to other thread groups (depending on [member " +"process_thread_group_order]). If the value is set is [constant " +"PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub " +"thread (not the main thread), otherwise if set to [constant " +"PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If " +"there is not a parent or grandparent node set to something other than " +"inherit, the node will belong to the [i]default thread group[/i]. This " +"default group will process on the main thread and its group order is 0.\n" +"During processing in a sub-thread, accessing most functions in nodes outside " +"the thread group is forbidden (and it will result in an error in debug mode). " +"Use [method Object.call_deferred], [method call_thread_safe], [method " +"call_deferred_thread_group] and the likes in order to communicate from the " +"thread groups to the main thread (or to other thread groups).\n" +"To better understand process thread groups, the idea is that any node set to " +"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any " +"child (and grandchild) nodes set to inherit into its process thread group. " +"This means that the processing of all the nodes in the group will happen " +"together, at the same time as the node including them." +msgstr "" +"设置这个节点的处理线程组(基本上就是在主线程还是子线程中接收 [constant " +"NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method " +"_process]、[method _physics_process] 以及这些回调的内部版本)。\n" +"默认情况下线程组为 [constant PROCESS_THREAD_GROUP_INHERIT],表示这个节点所属的" +"线程组与父节点一致。同一线程组中的节点会一起处理,独立于其他线程组(由 " +"[member process_thread_group_order] 决定)。如果设为 [constant " +"PROCESS_THREAD_GROUP_SUB_THREAD],则该线程组会在子线程(非主线程)中执行,而如" +"果设为 [constant PROCESS_THREAD_GROUP_MAIN_THREAD] 就会在主线程中处理。如果父" +"节点和先祖节点都没有设置为非继承,则该节点属于[i]默认线程组[/i]。默认分组在主" +"线程中处理,分组顺序为 0。\n" +"在子线程中处理时,禁止访问不属于该线程组的节点的大多数函数(调试模式下会报" +"错)。请使用 [method Object.call_deferred]、[method call_thread_safe]、" +"[method call_deferred_thread_group] 等方法与主线程(或其他线程组)通信。\n" +"为了更好地理解线程组,你可以认为非 [constant PROCESS_THREAD_GROUP_INHERIT] 的" +"节点都会将设为继承的子节点(以及后续子孙节点)纳入它的处理线程组。这样该分组中" +"的节点就会一起处理,包括包含它们的节点。" + msgid "" "Change the process thread group order. Groups with a lesser order will " "process before groups with a greater order. This is useful when a large " @@ -75190,7 +74741,7 @@ msgid "" "collect their result in the main thread, as an example." msgstr "" "修改处理线程组的顺序。顺序取值较小的分组会在较大的分组前处理。例如,可以让大量" -"的节点先在子线程中处理,然后另一组节点要在主线程中获取它们的处理结果。" +"的节点先在子线程中处理,然后再让另一组节点在主线程中获取它们的处理结果。" msgid "" "Set whether the current thread group will process messages (calls to [method " @@ -75398,9 +74949,9 @@ msgstr "" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" msgid "" -"Notification received when the node's [member name] or one of its " -"ancestors' [member name] is changed. This notification is [i]not[/i] received " -"when the node is removed from the [SceneTree]." +"Notification received when the node's [member name] or one of its ancestors' " +"[member name] is changed. This notification is [i]not[/i] received when the " +"node is removed from the [SceneTree]." msgstr "" "当该节点的 [member name] 或其祖先节点之一的 [member name] 更改时收到的通知。当" "节点从 [SceneTree] 中移除时,[i]不会[/i]收到该通知。" @@ -75618,7 +75169,7 @@ msgid "" "Always process. Keeps processing, ignoring [member SceneTree.paused]. This is " "the inverse of [constant PROCESS_MODE_DISABLED]." msgstr "" -"始终处理。继续处理,忽略 [member SceneTree.paused]。与 [constant " +"始终处理。忽略 [member SceneTree.paused] 的取值,保持处理。与 [constant " "PROCESS_MODE_DISABLED] 相反。" msgid "" @@ -75628,12 +75179,48 @@ msgstr "" "从不处理。完全禁用处理,忽略 [member SceneTree.paused]。与 [constant " "PROCESS_MODE_ALWAYS] 相反。" +msgid "" +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." +msgstr "" +"根据第一个具有非继承线程组模式的父节点(或祖父节点)的线程组模式来处理该节点。" +"详见 [member process_thread_group]。" + +msgid "" +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." +msgstr "" +"在主线程上处理该节点(以及设为继承的子节点)。详见 [member " +"process_thread_group]。" + +msgid "" +"Process this node (and child nodes set to inherit) on a sub-thread. See " +"[member process_thread_group] for more information." +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 "" +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before [method _process] is called." +msgstr "" +"允许该节点在调用 [method _process] 前处理 [method call_deferred_thread_group] " +"创建的多线程消息。" + +msgid "" +"Allows this node to process threaded messages created with [method " +"call_deferred_thread_group] right before [method _physics_process] is called." +msgstr "" +"允许该节点在调用 [method _physics_process] 前处理 [method " +"call_deferred_thread_group] 创建的多线程消息。" + msgid "" "Allows this node to process threaded messages created with [method " "call_deferred_thread_group] right before either [method _process] or [method " "_physics_process] are called." msgstr "" -"允许该节点在调用 [method _process] 或 [method _physicals_process] 之前,处理使" +"允许该节点在调用 [method _process] 或 [method _physics_process] 之前,处理使" "用 [method call_deferred_thread_group] 创建的线程消息。" msgid "Duplicate the node's signal connections." @@ -75660,6 +75247,16 @@ msgstr "" msgid "The node will not be internal." msgstr "该节点不是内部节点。" +msgid "" +"The node will be placed at the beginning of the parent's children, before any " +"non-internal sibling." +msgstr "该节点将被放置在父节点的子节点开头,位于所有非内部兄弟节点之前。" + +msgid "" +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." +msgstr "该节点将被放置在父节点的子节点末尾,位于所有非内部兄弟节点之后。" + msgid "" "Inherits [member auto_translate_mode] from the node's parent. This is the " "default for any newly created node." @@ -75667,6 +75264,23 @@ msgstr "" "从该节点的父节点继承 [member auto_translate_mode]。这是任何新创建的节点的默认" "设置。" +msgid "" +"Always automatically translate. This is the inverse of [constant " +"AUTO_TRANSLATE_MODE_DISABLED], and the default for the root node." +msgstr "" +"始终自动翻译。和 [constant AUTO_TRANSLATE_MODE_DISABLED] 相反,是根节点的默认" +"值。" + +msgid "" +"Never automatically translate. This is the inverse of [constant " +"AUTO_TRANSLATE_MODE_ALWAYS].\n" +"String parsing for POT generation will be skipped for this node and children " +"that are set to [constant AUTO_TRANSLATE_MODE_INHERIT]." +msgstr "" +"始终不自动翻译。和 [constant AUTO_TRANSLATE_MODE_ALWAYS] 相反。\n" +"生成 POT 解析字符串时会跳过对该节点,如果子节点为 [constant " +"AUTO_TRANSLATE_MODE_INHERIT] 则还会跳过子节点。" + msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -75703,11 +75317,6 @@ msgstr "返回相对于此节点的父节点的 [Transform2D]。" msgid "Adds the [param offset] vector to the node's global position." msgstr "将偏移向量 [param offset] 添加到该节点的全局位置。" -msgid "" -"Rotates the node so it points towards the [param point], which is expected to " -"use global coordinates." -msgstr "旋转该节点,使其指向 [param point],该点应使用全局坐标。" - msgid "" "Applies a local translation on the node's X axis based on the [method Node." "_process]'s [param delta]. If [param scaled] is [code]false[/code], " @@ -75869,6 +75478,17 @@ msgstr "" msgid "Returns all the gizmos attached to this [Node3D]." msgstr "返回附加到该 [Node3D] 的所有小工具。" +msgid "" +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." +msgstr "" +"返回 [Node3D] 父节点,如果没有父节点、父节点不是 [Node3D] 类型或 [member " +"top_level] 为 [code]true[/code],则返回 [code]null[/code]。\n" +"[b]注意:[/b]调用这个方法并不等价于 [code]get_parent() as Node3D[/code],后者" +"不会考虑 [member top_level]。" + msgid "" "Returns the current [World3D] resource this [Node3D] node is registered to." msgstr "返回此 [Node3D] 节点所注册的当前 [World3D] 资源。" @@ -76060,6 +75680,11 @@ msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置 msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "更新附加于该节点的所有 [Node3D] 小工具。" +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, and " +"shear of this node." +msgstr "[member transform] 属性的基。代表该节点的旋转、缩放、切变。" + msgid "" "Global basis of this node. This is equivalent to [code]global_transform." "basis[/code]." @@ -76256,8 +75881,96 @@ msgstr "" msgid "A pre-parsed scene tree path." msgstr "预先解析的场景树路径。" -msgid "2D Role Playing Game Demo" -msgstr "2D 角色扮演游戏演示" +msgid "" +"The [NodePath] built-in [Variant] type represents a path to a node or " +"property in a hierarchy of nodes. It is designed to be efficiently passed " +"into many built-in methods (such as [method Node.get_node], [method Object." +"set_indexed], [method Tween.tween_property], etc.) without a hard dependence " +"on the node or property they point to.\n" +"A node path is represented as a [String] composed of slash-separated ([code]/" +"[/code]) node names and colon-separated ([code]:[/code]) property names (also " +"called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/code] and " +"[code]\".\"[/code] are special node names. They refer to the parent node and " +"the current node, respectively.\n" +"The following examples are paths relative to the current node:\n" +"[codeblock]\n" +"^\"A\" # Points to the direct child A.\n" +"^\"A/B\" # Points to A's child B.\n" +"^\".\" # Points to the current node.\n" +"^\"..\" # Points to the parent node.\n" +"^\"../C\" # Points to the sibling node C.\n" +"^\"../..\" # Points to the grandparent node.\n" +"[/codeblock]\n" +"A leading slash means the path is absolute, and begins from the [SceneTree]:\n" +"[codeblock]\n" +"^\"/root\" # Points to the SceneTree's root Window.\n" +"^\"/root/Title\" # May point to the main scene's root node named " +"\"Title\".\n" +"^\"/root/Global\" # May point to an autoloaded node or scene named " +"\"Global\".\n" +"[/codeblock]\n" +"Despite their name, node paths may also point to a property:\n" +"[codeblock]\n" +"^\"position\" # Points to this object's position.\n" +"^\"position:x\" # Points to this object's position in the x axis.\n" +"^\"Camera3D:rotation:y\" # Points to the child Camera3D and its y rotation.\n" +"^\"/root:size:x\" # Points to the root Window and its width.\n" +"[/codeblock]\n" +"Node paths cannot check whether they are valid and may point to nodes or " +"properties that do not exist. Their meaning depends entirely on the context " +"in which they're used.\n" +"You usually do not have to worry about the [NodePath] type, as strings are " +"automatically converted to the type when necessary. There are still times " +"when defining node paths is useful. For example, exported [NodePath] " +"properties allow you to easily select any node within the currently edited " +"scene. They are also automatically updated when moving, renaming or deleting " +"nodes in the scene tree editor. See also [annotation @GDScript." +"@export_node_path].\n" +"See also [StringName], which is a similar type designed for optimised " +"strings.\n" +"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" +"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " +"will always evaluate to [code]true[/code]." +msgstr "" +"[NodePath] 即“节点路径”,是一种内置的 [Variant] 类型,代表节点层次结构中指向某" +"个节点或属性的路径。可以用来将路径高效地传递给许多内置方法(例如 [method Node." +"get_node]、[method Object.set_indexed]、[method Tween.tween_property] 等),实" +"现与被指向的节点或属性的解耦。\n" +"节点的路径可以用 [String] 来表示,其中包含了由斜杠([code]/[/code])分隔的节点" +"名称以及由英文冒号([code]:[/code])分隔的属性名称(也叫“子名称”)。与文件系统" +"路径类似,[code]\"..\"[/code] 和 [code]\".\"[/code] 都是特殊的节点名称,分别指" +"向父节点和当前节点。\n" +"以下示例都是相对于当前节点的路径:\n" +"[codeblock]\n" +"^\"A\" # 指向直接子节点 A。\n" +"^\"A/B\" # 指向 A 的子节点 B。\n" +"^\".\" # 指向当前节点。\n" +"^\"..\" # 指向父节点。\n" +"^\"../C\" # 指向兄弟节点 C。\n" +"^\"../..\" # 指向祖父节点。\n" +"[/codeblock]\n" +"以斜杠开头的路径是绝对路径,路径从 [SceneTree] 开始:\n" +"[codeblock]\n" +"^\"/root\" # 指向 SceneTree 的根 Window。\n" +"^\"/root/Title\" # 可能指向主场景的根节点,名叫“Title”。\n" +"^\"/root/Global\" # 可能指向名叫“Global”的自动加载节点或场景。\n" +"[/codeblock]\n" +"虽然名字里说的是“节点”,但是节点路径也可以指向属性:\n" +"[codeblock]\n" +"^\"position\" # 指向该对象的位置。\n" +"^\"position:x\" # 指向该对象在 X 轴的位置。\n" +"^\"Camera3D:rotation:y\" # 指向 Camera3D 子节点及其 Y 轴旋转。\n" +"^\"/root:size:x\" # 指向根 Window 及其宽度。\n" +"[/codeblock]\n" +"节点路径无法检查自身的有效性,可能指向不存在的节点或属性。具体含义完全由使用场" +"合决定。\n" +"通常无需关心 [NodePath] 类型,字符串会在必要时自动转换为这个类型。但在某些情况" +"下也会需要定义节点路径。例如利用导出的 [NodePath] 属性可以很方便地在当前编辑的" +"场景中选择节点。场景树编辑器中节点发生移动、重命名、删除时,节点路径也会自动更" +"新。另见 [annotation @GDScript.@export_node_path]。\n" +"另见 [StringName],这是一种针对字符串优化的相似的类型。\n" +"[b]注意:[/b]在布尔环境中,[NodePath] 为空时取值为 [code]false[/code]" +"([code]NodePath(\"\")[/code])。否则 [NodePath] 始终为 [code]true[/code]。" msgid "Constructs an empty [NodePath]." msgstr "构造空的 [NodePath]。" @@ -76521,6 +76234,29 @@ msgstr "" "如果节点路径是从空的 [String]([code]\"\"[/code])构造的,则返回 [code]true[/" "code]。" +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to [param " +"end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the default " +"value for [param end] makes it slice to the end of the [NodePath] by default " +"(i.e. [code]path.slice(1)[/code] is a shorthand for [code]path.slice(1, path." +"get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a shorthand " +"for [code]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)" +"[/code])." +msgstr "" +"返回该 [NodePath] 的切片,是从 [param begin](含)到 [param end](不含)的全" +"新 [NodePath]。\n" +"[param begin] 和 [param end] 的绝对值将被限制为 [method get_name_count] 和 " +"[method get_subname_count] 的总和,因此 [param end] 的默认值默认会使其切片到 " +"[NodePath] 的末尾(即 [code]path.slice(1)[/code] 是 [code]path.slice(1, path." +"get_name_count() + path.get_subname_count())[/code] 的简写)。\n" +"如果 [param begin] 或 [param end] 为负,则表示相对于 [NodePath] 的末尾(即 " +"[code]path.slice(0, -2)[/code] 是 [code]path.slice(0, path.get_name_count() + " +"path.get_subname_count() - 2)[/code] 的简写)。" + msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。" @@ -77303,6 +77039,19 @@ msgstr "" "NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等" "继承类定义了更多通知,这些通知也由该方法接收。" +msgid "" +"Override this method to customize the given [param property]'s revert " +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" +"[b]Note:[/b] This method must return consistently, regardless of the current " +"value of the [param property]." +msgstr "" +"覆盖该方法以自定义给定 [param property] 的恢复行为。如果 [param property] 具有" +"自定义默认值并且可在检查器面板中恢复,则应返回 [code]true[/code]。使用 " +"[method _property_get_revert] 来指定 [param property] 的默认值。\n" +"[b]注意:[/b]无论 [param property] 的当前值如何,该方法都必须始终如一地返回。" + msgid "" "Override this method to customize the given [param property]'s revert " "behavior. Should return the default value for the [param property]. If the " @@ -77558,62 +77307,6 @@ msgstr "" "[/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] " -"[String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also " -"[method has_user_signal].\n" -"[codeblocks]\n" -"[gdscript]\n" -"add_user_signal(\"hurt\", [\n" -" { \"name\": \"damage\", \"type\": TYPE_INT },\n" -" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n" -"])\n" -"[/gdscript]\n" -"[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" -"{\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"damage\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" },\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"source\" },\n" -" { \"type\", (int)Variant.Type.Object }\n" -" }\n" -"});\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"添加用户定义的信号 [param signal]。信号的参数是可选的,以字典的 [Array] 形式添" -"加,字典中定义名称 [code]name[/code] [String],类型 [code]type[/code] [int]" -"(见 [enum Variant.Type])。另见 [method has_user_signal]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"add_user_signal(\"hurt\", [\n" -" { \"name\": \"damage\", \"type\": TYPE_INT },\n" -" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n" -"])\n" -"[/gdscript]\n" -"[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" -"{\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"damage\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" },\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"source\" },\n" -" { \"type\", (int)Variant.Type.Object }\n" -" }\n" -"});\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Calls the [param method] on the object and returns the result. This method " "supports a variable number of arguments, so parameters can be passed as a " @@ -77649,6 +77342,80 @@ msgstr "" "snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次" "调用时分配新的 [StringName]。" +msgid "" +"Calls the [param method] on the object during idle time. Always returns null, " +"[b]not[/b] the method's result.\n" +"Idle time happens mainly at the end of process and physics frames. In it, " +"deferred calls will be run until there are none left, which means you can " +"defer calls from other deferred calls and they'll still be run in the current " +"idle time cycle. This means you should not call a method deferred from itself " +"(or from a method called by it), as this causes infinite recursion the same " +"way as if you had called the method directly.\n" +"This method supports a variable number of arguments, so parameters can be " +"passed as a comma separated list.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " +"1.571f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method Callable.call_deferred].\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call.\n" +"[b]Note:[/b] If you're looking to delay the function call by a frame, refer " +"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] " +"signals.\n" +"[codeblock]\n" +"var node = Node3D.new()\n" +"# Make a Callable and bind the arguments to the node's rotate() call.\n" +"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" +"# Connect the callable to the process_frame signal, so it gets called in the " +"next process frame.\n" +"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every " +"frame.\n" +"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" +"[/codeblock]" +msgstr "" +"在空闲时调用该对象的 [param method] 方法。始终返回 null,[b]不返回[/b]该方法的" +"结果。\n" +"空闲时间主要出现在处理帧和物理帧的末尾。延迟的调用会在此时执行,直到没有调用剩" +"余为止,这意味着你可以从其他延迟的调用中延迟调用,并且它们仍将在当前空闲时间周" +"期中运行。这意味着你不应从延迟调用的方法(或从其调用的方法)中延迟调用其自身," +"因为这会导致无限递归,就像你直接调用该方法一样。\n" +"这个方法支持可变数量的参数,所以参数可以用逗号分隔列表的形式传递。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), " +"1.571f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method Callable.call_deferred]。\n" +"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 " +"snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次" +"调用都分配一个新的 [StringName]。\n" +"[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree." +"process_frame] 和 [signal SceneTree.physics_frame] 信号。\n" +"[codeblock]\n" +"var node = Node3D.new()\n" +"# 制作可调用体并将参数绑定到该节点的 rotate() 调用。\n" +"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n" +"# 将可调用体连接到 process_frame 信号,这样就能够在下一个处理帧中调用。\n" +"# CONNECT_ONE_SHOT 能够确保只调用一次,不会每帧都调用。\n" +"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n" +"[/codeblock]" + msgid "" "Calls the [param method] on the object and returns the result. Unlike [method " "call], this method expects all parameters to be contained inside [param " @@ -77703,337 +77470,6 @@ msgstr "" "保持已分配的状态。主要是作为内部函数使用,用于错误处理,避免用户释放不想释放的" "对象。" -msgid "" -"Connects a [param signal] by name to a [param callable]. Optional [param " -"flags] can be also added to configure the connection's behavior (see [enum " -"ConnectFlags] constants).\n" -"A signal can only be connected once to the same [Callable]. If the signal is " -"already connected, this method returns [constant ERR_INVALID_PARAMETER] and " -"pushes an error message, unless the signal is connected with [constant " -"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first " -"to check for existing connections.\n" -"If the [param callable]'s object is freed, the connection will be lost.\n" -"[b]Examples with recommended syntax:[/b]\n" -"Connecting signals is one of the most common operations in Godot and the API " -"gives many options to do so, which are described further down. The code block " -"below shows the recommended approach.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" var button = Button.new()\n" -" # `button_down` here is a Signal variant type, and we thus call the " -"Signal.connect() method, not Object.connect().\n" -" # See discussion below for a more in-depth overview of the API.\n" -" button.button_down.connect(_on_button_down)\n" -"\n" -" # This assumes that a `Player` class exists, which defines a `hit` " -"signal.\n" -" var player = Player.new()\n" -" # We use Signal.connect() again, and we also use the Callable.bind() " -"method,\n" -" # which returns a new Callable with the parameter binds.\n" -" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n" -"\n" -"func _on_button_down():\n" -" print(\"Button down!\")\n" -"\n" -"func _on_player_hit(weapon_type, damage):\n" -" print(\"Hit with weapon %s for %d damage.\" % [weapon_type, damage])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" var button = new Button();\n" -" // C# supports passing signals as events, so we can use this idiomatic " -"construct:\n" -" button.ButtonDown += OnButtonDown;\n" -"\n" -" // This assumes that a `Player` class exists, which defines a `Hit` " -"signal.\n" -" var player = new Player();\n" -" // We can use lambdas when we need to bind additional parameters.\n" -" player.Hit += () => OnPlayerHit(\"sword\", 100);\n" -"}\n" -"\n" -"private void OnButtonDown()\n" -"{\n" -" GD.Print(\"Button down!\");\n" -"}\n" -"\n" -"private void OnPlayerHit(string weaponType, int damage)\n" -"{\n" -" GD.Print($\"Hit with weapon {weaponType} for {damage} damage.\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()" -"[/code]?[/b]\n" -"As seen above, the recommended method to connect signals is not [method " -"Object.connect]. The code block below shows the four options for connecting " -"signals, using either this legacy method or the recommended [method Signal." -"connect], and using either an implicit [Callable] or a manually defined one.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" var button = Button.new()\n" -" # Option 1: Object.connect() with an implicit Callable for the defined " -"function.\n" -" button.connect(\"button_down\", _on_button_down)\n" -" # Option 2: Object.connect() with a constructed Callable using a target " -"object and method name.\n" -" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n" -" # Option 3: Signal.connect() with an implicit Callable for the defined " -"function.\n" -" button.button_down.connect(_on_button_down)\n" -" # Option 4: Signal.connect() with a constructed Callable using a target " -"object and method name.\n" -" button.button_down.connect(Callable(self, \"_on_button_down\"))\n" -"\n" -"func _on_button_down():\n" -" print(\"Button down!\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" var button = new Button();\n" -" // Option 1: In C#, we can use signals as events and connect with this " -"idiomatic syntax:\n" -" button.ButtonDown += OnButtonDown;\n" -" // Option 2: GodotObject.Connect() with a constructed Callable from a " -"method group.\n" -" button.Connect(Button.SignalName.ButtonDown, Callable." -"From(OnButtonDown));\n" -" // Option 3: GodotObject.Connect() with a constructed Callable using a " -"target object and method name.\n" -" button.Connect(Button.SignalName.ButtonDown, new Callable(this, " -"MethodName.OnButtonDown));\n" -"}\n" -"\n" -"private void OnButtonDown()\n" -"{\n" -" GD.Print(\"Button down!\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"While all options have the same outcome ([code]button[/code]'s [signal " -"BaseButton.button_down] signal will be connected to [code]_on_button_down[/" -"code]), [b]option 3[/b] offers the best validation: it will print a compile-" -"time error if either the [code]button_down[/code] [Signal] or the " -"[code]_on_button_down[/code] [Callable] are not defined. On the other hand, " -"[b]option 2[/b] only relies on string names and will only be able to validate " -"either names at runtime: it will print a runtime error if " -"[code]\"button_down\"[/code] doesn't correspond to a signal, or if " -"[code]\"_on_button_down\"[/code] is not a registered method in the object " -"[code]self[/code]. The main reason for using options 1, 2, or 4 would be if " -"you actually need to use strings (e.g. to connect signals programmatically " -"based on strings read from a configuration file). Otherwise, option 3 is the " -"recommended (and fastest) method.\n" -"[b]Binding and passing parameters:[/b]\n" -"The syntax to bind parameters is through [method Callable.bind], which " -"returns a copy of the [Callable] with its parameters bound.\n" -"When calling [method emit_signal], the signal parameters can be also passed. " -"The examples below show the relationship between these signal parameters and " -"bound parameters.\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # This assumes that a `Player` class exists, which defines a `hit` " -"signal.\n" -" var player = Player.new()\n" -" # Using Callable.bind().\n" -" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n" -"\n" -" # Parameters added when emitting the signal are passed first.\n" -" player.emit_signal(\"hit\", \"Dark lord\", 5)\n" -"\n" -"# We pass two arguments when emitting (`hit_by`, `level`),\n" -"# and bind two more arguments when connecting (`weapon_type`, `damage`).\n" -"func _on_player_hit(hit_by, level, weapon_type, damage):\n" -" print(\"Hit by %s (level %d) with weapon %s for %d damage.\" % [hit_by, " -"level, weapon_type, damage])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // This assumes that a `Player` class exists, which defines a `Hit` " -"signal.\n" -" var player = new Player();\n" -" // Using lambda expressions that create a closure that captures the " -"additional parameters.\n" -" // The lambda only receives the parameters defined by the signal's " -"delegate.\n" -" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", " -"100);\n" -"\n" -" // Parameters added when emitting the signal are passed first.\n" -" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n" -"}\n" -"\n" -"// We pass two arguments when emitting (`hit_by`, `level`),\n" -"// and bind two more arguments when connecting (`weapon_type`, `damage`).\n" -"private void OnPlayerHit(string hitBy, int level, string weaponType, int " -"damage)\n" -"{\n" -" GD.Print($\"Hit by {hitBy} (level {level}) with weapon {weaponType} for " -"{damage} damage.\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"按名称将 [param signal] 连接到 [param callable]。还可以添加可选的 [param " -"flags] 来配置该连接的行为(请参阅 [enum ConnectFlags] 常量)。\n" -"一个信号只能连接到同一个 [Callable] 一次。如果该信号已经连接,除非该信号是使" -"用 [constant CONNECT_REFERENCE_COUNTED] 连接的,否则该方法会返回 [constant " -"ERR_INVALID_PARAMETER] 并推送一条错误消息。为防止这种情况,请首先使用 [method " -"is_connected] 检查已存在的连接。\n" -"如果 [param callable] 的对象被释放,则该连接将会丢失。\n" -"[b]推荐语法的示例:[/b]\n" -"连接信号是 Godot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在" -"下面进一步介绍。下面的代码块显示了推荐的方法。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" var button = Button.new()\n" -" # 这里的 `button_down` 是一个 Signal 变体类型,因此我们调用 Signal." -"connect() 方法,而不是 Object.connect()。\n" -" # 请参阅下面的讨论以更深入地了解该 API。\n" -" button.button_down.connect(_on_button_down)\n" -"\n" -" # 这假设存在一个“Player”类,它定义了一个“hit”信号。\n" -" var player = Player.new()\n" -" # 我们再次使用 Signal.connect() ,并且我们还使用了 Callable.bind() 方" -"法,\n" -" # 它返回一个带有参数绑定的新 Callable。\n" -" player.hit.connect(_on_player_hit.bind(\"剑\", 100))\n" -"\n" -"func _on_button_down():\n" -" print(\"按钮按下!\")\n" -"\n" -"func _on_player_hit(weapon_type, damage):\n" -" print(\"用武器 %s 击中,造成 %d 伤害。\" % [weapon_type, damage])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" var button = new Button();\n" -" // C# 支持将信号作为事件传递,因此我们可以使用这个惯用的构造:\n" -" button.ButtonDown += OnButtonDown;\n" -"\n" -" // 这假设存在一个“Player”类,它定义了一个“Hit”信号。\n" -" var player = new Player();\n" -" // 当我们需要绑定额外的参数时,我们可以使用 Lambda 表达式。\n" -" player.Hit += () => OnPlayerHit(\"剑\", 100);\n" -"}\n" -"\n" -"private void OnButtonDown()\n" -"{\n" -" GD.Print(\"按钮按下!\");\n" -"}\n" -"\n" -"private void OnPlayerHit(string weaponType, int damage)\n" -"{\n" -" GD.Print($\"用武器 {weaponType} 击中,造成 {damage} 伤害。\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b][code skip-lint]Object.connect()[/code] 还是 [code skip-lint]Signal." -"connect()[/code]?[/b]\n" -"如上所示,推荐的连接信号的方法不是 [method Object.connect]。下面的代码块显示了" -"连接信号的四个选项,使用该传统方法或推荐的 [method Signal.connect],并使用一个" -"隐式的 [Callable] 或手动定义的 [Callable]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" var button = Button.new()\n" -" # 选项 1:Object.connect() 并使用已定义的函数的隐式 Callable。\n" -" button.connect(\"button_down\", _on_button_down)\n" -" # 选项 2:Object.connect() 并使用由目标对象和方法名称构造的 Callable。\n" -" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n" -" # 选项 3:Signal.connect() 并使用已定义的函数的隐式 Callable。\n" -" button.button_down.connect(_on_button_down)\n" -" # 选项 4:Signal.connect() 并使用由目标对象和方法名称构造的 Callable。\n" -" button.button_down.connect(Callable(self, \"_on_button_down\"))\n" -"\n" -"func _on_button_down():\n" -" print(\"按钮按下!\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" var button = new Button();\n" -" // 选项 1:在 C# 中,我们可以将信号用作事件并使用以下惯用语法进行连接:\n" -" button.ButtonDown += OnButtonDown;\n" -" // 选项 2:GodotObject.Connect() 并使用从方法组构造的 Callable。\n" -" button.Connect(Button.SignalName.ButtonDown, Callable." -"From(OnButtonDown));\n" -" // 选项 3:GodotObject.Connect() 并使用由目标对象和方法名称构造的 " -"Callable。\n" -" button.Connect(Button.SignalName.ButtonDown, new Callable(this, " -"MethodName.OnButtonDown));\n" -"}\n" -"\n" -"private void OnButtonDown()\n" -"{\n" -" GD.Print(\"按钮按下!\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"虽然所有选项都有相同的结果([code]button[/code] 的 [signal BaseButton." -"button_down] 信号将被连接到 [code]_on_button_down[/code]),但[b]选项 3[/b] 提" -"供了最好的验证:如果 [code]button_down[/code] [Signal] 或 " -"[code]_on_button_down[/code] [Callable] 没有被定义,它将打印一个编译时错误。另" -"一方面,[b]选项 2[/b] 只依赖于字符串名称,并且只能在运行时验证这两个名称:如" -"果 [code]\"button_down\"[/code] 不对应于一个信号,或者如果 " -"[code]\"_on_button_down\"[/code] 不是对象 [code]self[/code] 中的注册方法,它将" -"打印一个运行时错误。使用选项 1、2 或 4 的主要原因,是你是否确实需要使用字符串" -"(例如,根据从配置文件读取的字符串,以编程的方式连接信号)。否则,选项 3 是推" -"荐的(也是最快的)方法。\n" -"[b]绑定和传递参数:[/b]\n" -"绑定参数的语法是通过 [method Callable.bind],它返回一个绑定了参数的 " -"[Callable] 的副本。\n" -"当调用 [method emit_signal] 时,信号参数也可以被传递。下面的示例显示了这些信号" -"参数和绑定参数之间的关系。\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # 这假设存在一个 `Player` 类,它定义了一个 `hit` 信号。\n" -" var player = Player.new()\n" -" # 使用 Callable.bind()。\n" -" player.hit.connect(_on_player_hit.bind(\"剑\", 100))\n" -"\n" -" # 发出信号时添加的参数首先被传递。\n" -" player.emit_signal(\"hit\", \"黑暗领主\", 5)\n" -"\n" -"# 我们在发出时传递两个参数(`hit_by`,`level`),\n" -"# 并在连接时再绑定两个参数(`weapon_type`、`damage`)。\n" -"func _on_player_hit(hit_by, level, weapon_type, damage):\n" -" print(\"被 %s(等级 %d)用武器 %s 击中,造成 %d 伤害。\" % [hit_by, " -"level, weapon_type, damage])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // 这假设存在一个 `Player` 类,它定义了一个 `Hit` 信号。\n" -" var player = new Player();\n" -" // 使用 lambda 表达式创建一个闭包来捕获额外的参数。\n" -" // lambda 仅接收由信号委托定义的参数。\n" -" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"剑\", 100);\n" -"\n" -" // 发出信号时添加的参数首先被传递。\n" -" player.EmitSignal(SignalName.Hit, \"黑暗领主\", 5);\n" -"}\n" -"\n" -"// 我们在发出时传递两个参数(`hit_by`,`level`),\n" -"// 并在连接时再绑定两个参数(`weapon_type`、`damage`)。\n" -"private void OnPlayerHit(string hitBy, int level, string weaponType, int " -"damage)\n" -"{\n" -" GD.Print($\"被 {hitBy}(等级 {level})用武器 {weaponType} 击中,造成 " -"{damage} 伤害。\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Disconnects a [param signal] by name from a given [param callable]. If the " "connection does not exist, generates an error. Use [method is_connected] to " @@ -78093,44 +77529,6 @@ msgstr "" "都将会产生一个运行时错误。使用 [method @GlobalScope.is_instance_valid] 检查引" "用时将返回 [code]false[/code]。" -msgid "" -"Returns the [Variant] value of the given [param property]. If the [param " -"property] does not exist, this method returns [code]null[/code].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.rotation = 1.5\n" -"var a = node.get(\"rotation\") # a is 1.5\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 1.5f;\n" -"var a = node.Get(\"rotation\"); // a is 1.5\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"返回给定 [param property] 的 [Variant] 值。如果 [param property] 不存在,则该" -"方法返回 [code]null[/code]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.rotation = 1.5\n" -"var a = node.get(\"rotation\") # a 为 1.5\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 1.5f;\n" -"var a = node.Get(\"rotation\"); // a 为 1.5\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 " -"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调" -"用时分配一个新的 [StringName]。" - msgid "" "Returns the object's built-in class name, as a [String]. See also [method " "is_class].\n" @@ -78365,13 +77763,6 @@ msgstr "" "形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都重" "新分配一个 [StringName]。" -msgid "" -"Returns [code]true[/code] if the given user-defined [param signal] name " -"exists. Only signals added with [method add_user_signal] are included." -msgstr "" -"如果存在给定的用户定义信号名称 [param signal],则返回 [code]true[/code]。仅包" -"含通过 [method add_user_signal] 添加的信号。" - msgid "" "Returns [code]true[/code] if the object is blocking its signals from being " "emitted. See [method set_block_signals]." @@ -78540,51 +77931,13 @@ msgid "" "this method." msgstr "" "从对象的元数据中移除名称为 [param name] 的条目。另请参阅 [method has_meta]、" -"[method get_meta]、和 [method set_meta]。\n" +"[method get_meta] 和 [method set_meta]。\n" "[b]注意:[/b]元数据的名称必须是符合 [method StringName.is_valid_identifier] 的" "有效标识符。\n" "[b]注意:[/b]名称以下划线([code]_[/code])开头的元数据仅供编辑器使用。仅供编" "辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找到,但是不应该进" "行编辑。" -msgid "" -"Assigns [param value] to the given [param property]. If the property does not " -"exist or the given [param value]'s type doesn't match, nothing happens.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.set(\"global_scale\", Vector2(8, 2.5))\n" -"print(node.global_scale) # Prints (8, 2.5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Set(\"global_scale\", new Vector2(8, 2.5));\n" -"GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"将给定属性 [param property] 的值分配为 [param value]。如果该属性不存在,或者给" -"定 [param value] 的类型不匹配,则不会发生任何事情。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.set(\"global_scale\", Vector2(8, 2.5))\n" -"print(node.global_scale) # 输出 (8, 2.5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Set(\"global_scale\", new Vector2(8, 2.5));\n" -"GD.Print(node.GlobalScale); // 输出 Vector2(8, 2.5)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " -"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" -"都重新分配一个 [StringName]。" - msgid "" "If set to [code]true[/code], the object becomes unable to emit signals. As " "such, [method emit_signal] and signal connections will not work, until it is " @@ -78593,65 +77946,6 @@ msgstr "" "如果设置为 [code]true[/code],这该对象将无法发出信号。因此,[method " "emit_signal] 和信号连接将不起作用,直到该属性被设置为 [code]false[/code]。" -msgid "" -"Assigns [param value] to the given [param property], at the end of the " -"current frame. This is equivalent to calling [method set] through [method " -"call_deferred].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # Prints 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # Prints 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // Prints 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // Prints 90.0\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"在当前帧的末尾,将给定属性 [param property] 的值分配为 [param value]。等价于通" -"过 [method call_deferred] 调用 [method set]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # 输出 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # 输出 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // 输出 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // 输出 90.0\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case " -"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用" -"都重新分配一个 [StringName]。" - msgid "" "Assigns a new [param value] to the property identified by the [param " "property_path]. The path should be a [NodePath] relative to this object, and " @@ -78748,24 +78042,6 @@ msgstr "" "返回表示对象的 [String]。默认为 [code]\"<ClassName#RID>\"[/code]。覆盖 " "[method _to_string] 以自定义对象的字符串表示形式。" -msgid "" -"Translates a [param message], using the translation catalogs configured in " -"the Project Settings. Further [param context] can be specified to help with " -"the translation.\n" -"If [method can_translate_messages] is [code]false[/code], or no translation " -"is available, this method returns the [param message] without changes. See " -"[method set_message_translation].\n" -"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" -"internationalizing_games.html]Internationalizing games[/url]." -msgstr "" -"使用项目设置中配置的翻译目录,翻译一个 [param message]。可以进一步指定 [param " -"context] 来帮助翻译。\n" -"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用," -"则该方法将返回 [param message] 而不做任何更改。请参阅 [method " -"set_message_translation]。\n" -"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." -"html]《国际化游戏》[/url]。" - msgid "" "Translates a [param message] or [param plural_message], using the translation " "catalogs configured in the Project Settings. Further [param context] can be " @@ -79009,14 +78285,6 @@ msgstr "" msgid "The culling mode to use." msgstr "要使用的剔除模式。" -msgid "" -"A [Vector2] array with the index for polygon's vertices positions.\n" -"[b]Note:[/b] The returned value is a copy of the underlying array, rather " -"than a reference." -msgstr "" -"带有多边形顶点位置索引的 [Vector2] 数组。\n" -"[b]注意:[/b]返回值是基础数组的副本,而不是引用。" - msgid "Culling is disabled. See [member cull_mode]." msgstr "禁用剔除。见 [member cull_mode]。" @@ -79096,6 +78364,26 @@ msgstr "" "AABB 的范围,则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增" "大。否则灯光在该网格上可能不可见。" +msgid "" +"Controls the distance attenuation function for omnilights.\n" +"A value of [code]0.0[/code] smoothly attenuates light at the edge of the " +"range. A value of [code]1.0[/code] approaches a physical lighting model. A " +"value of [code]0.5[/code] approximates linear attenuation.\n" +"[b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects " +"receiving minimal light, even within range. For example, with a range of " +"[code]4096[/code], an object at [code]100[/code] units receives less than " +"[code]0.1[/code] energy.\n" +"[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead " +"to unexpected results." +msgstr "" +"控制全向灯的距离衰减函数。\n" +"值为 [code]0.0[/code] 可平滑地衰减范围边缘的光。值为 [code]1.0[/code] 接近物理" +"照明模型。值为 [code]0.5[/code] 近似于线性衰减。\n" +"[b]注意:[/b]将其设置为 [code]1.0[/code] 可能会导致远处的物体接收到的光最少," +"即使在范围内也是如此。例如,在 [code]4096[/code] 范围内,在 [code]100[/code] " +"单位处的物体接收到的能量少于 [code]0.1[/code]。\n" +"[b]注意:[/b]使用负数或高于 [code]10.0[/code] 的值可能会导致意外结果。" + msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " @@ -79128,6 +78416,36 @@ msgstr "" msgid "An OpenXR action." msgstr "OpenXR 动作。" +msgid "" +"This resource defines an OpenXR action. Actions can be used both for inputs " +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" +"OpenXR performs automatic conversion between action type and input type " +"whenever possible. An analog trigger bound to a boolean action will thus " +"return [code]false[/code] if the trigger is depressed and [code]true[/code] " +"if pressed fully.\n" +"Actions are not directly bound to specific devices, instead OpenXR recognizes " +"a limited number of top level paths that identify devices by usage. We can " +"restrict which devices an action can be bound to by these top level paths. " +"For instance an action that should only be used for hand held controllers can " +"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" " +"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/" +"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in " +"the OpenXR specification[/url] for more info on the top level paths.\n" +"Note that the name of the resource is used to register the action with." +msgstr "" +"该资源定义了一个 OpenXR 动作。动作可用于输入(按钮、操纵杆、触发器等)和输出" +"(触觉)。\n" +"只要有可能,OpenXR 就会在动作类型和输入类型之间执行自动转换。因此,如果触发器" +"被按下,则绑定到一个布尔动作的模拟触发器将返回 [code]false[/code],如果完全按" +"下则返回 [code]true[/code]。\n" +"动作并不被直接绑定到特定设备,相反,OpenXR 识别了有限数量的顶级路径,这些路径" +"按用途识别设备。我们可以通过这些顶级路径来限制一个动作可以被绑定到哪些设备上。" +"例如,一个只应用于手持控制器的动作,可以具有与其关联的顶级路径“/user/hand/" +"left”和“/user/hand/right”。有关顶级路径的详细信息,请参阅 OpenXR 规范中的" +"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec." +"html#semantic-path-reserved]保留路径部分[/url]。\n" +"注意,资源的名字是用来注册动作的。" + msgid "The type of action." msgstr "动作的类型。" @@ -79334,9 +78652,6 @@ msgstr "" "[b]注意:[/b][code]openxr/util.h[/code] 包含用于获取 OpenXR 函数的实用宏,例" "如, [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。" -msgid "Returns the timing for the next frame." -msgstr "返回下一帧的时间。" - msgid "" "Returns the play space, which is an [url=https://registry.khronos.org/OpenXR/" "specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer." @@ -79361,6 +78676,14 @@ msgstr "" "返回系统的 id,它是一个被转换为整数的 [url=https://registry.khronos.org/" "OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url]。" +msgid "" +"Returns [enum OpenXRAPIExtension.OpenXRAlphaBlendModeSupport] denoting if " +"[constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is really supported, " +"emulated or not supported at all." +msgstr "" +"返回 [enum OpenXRAPIExtension.OpenXRAlphaBlendModeSupport] 表示 [constant " +"XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] 是否确实受支持、模拟或根本不支持。" + msgid "Returns [code]true[/code] if OpenXR is initialized." msgstr "如果 OpenXR 已初始化,则返回 [code]true[/code]。" @@ -79379,6 +78702,14 @@ msgstr "如果启用 OpenXR,则返回 [code]true[/code]。" msgid "Registers the given extension as a composition layer provider." msgstr "将给定扩展注册为组合层提供器。" +msgid "" +"If set to [code]true[/code], an OpenXR extension is loaded which is capable " +"of emulating the [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] blend " +"mode." +msgstr "" +"如果设置为 [code]true[/code],则会加载 OpenXR 扩展,该扩展能够模拟 [constant " +"XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] 混合模式。" + msgid "" "Creates a [Transform3D] from an [url=https://registry.khronos.org/OpenXR/" "specs/1.0/man/html/XrPosef.html]XrPosef[/url]." @@ -79557,9 +78888,39 @@ msgid "" "level." msgstr "注册扩展程序。这应该发生在核心模块初始化级别。" +msgid "Use [XRHandModifier3D] instead." +msgstr "改用 [XRHandModifier3D]。" + msgid "Node supporting hand and finger tracking in OpenXR." msgstr "OpenXR 中支持手和手指跟踪的节点。" +msgid "" +"This node enables OpenXR's hand tracking functionality. The node should be a " +"child node of an [XROrigin3D] node, tracking will update its position to the " +"player's tracked hand Palm joint location (the center of the middle finger's " +"metacarpal bone). This node also updates the skeleton of a properly skinned " +"hand or avatar model.\n" +"If the skeleton is a hand (one of the hand bones is the root node of the " +"skeleton), then the skeleton will be placed relative to the hand palm " +"location and the hand mesh and skeleton should be children of the OpenXRHand " +"node.\n" +"If the hand bones are part of a full skeleton, then the root of the hand will " +"keep its location with the assumption that IK is used to position the hand " +"and arm.\n" +"By default the skeleton hand bones are repositioned to match the size of the " +"tracked hand. To preserve the modeled bone sizes change [member bone_update] " +"to apply rotation only." +msgstr "" +"该节点启用 OpenXR 的手部跟踪功能。该节点应该是 [XROrigin3D] 节点的子节点,跟踪" +"会将其位置更新为玩家被跟踪的手掌关节位置(中指的掌骨中心)。该节点还会更新正确" +"蒙皮的手或头像模型的骨架。\n" +"如果骨架是一只手(手部骨骼之一是该骨架的根节点),则该骨架将相对于手掌位置放" +"置,并且手部网格和骨架应该是 OpenXRHand 节点的子级。\n" +"如果手骨是完整骨架的一部分,假设使用 IK 来定位手和胳膊,则手的根部将保持其位" +"置。\n" +"默认情况下,骨架手骨会被重新定位以匹配跟踪的手的大小。要保留建模的骨骼大小,请" +"更改 [member bone_update] 以仅应用旋转。" + msgid "Specify the type of updates to perform on the bone." msgstr "指定要在骨骼上执行的更新类型。" @@ -79572,6 +78933,10 @@ msgstr "设置一个[Skeleton3D]节点,该节点的姿势位置将被更新。 msgid "Set the motion range (if supported) limiting the hand motion." msgstr "设置限制手部运动的运动范围(前提是支持)。" +msgid "" +"Set the type of skeleton rig the [member hand_skeleton] is compliant with." +msgstr "设置 [member hand_skeleton] 所兼容的骨架绑定类型。" + msgid "Tracking the player's left hand." msgstr "追踪玩家的左手。" @@ -79598,6 +78963,16 @@ msgstr "符合 OpenXR 标准的骨架。" msgid "A [SkeletonProfileHumanoid] compliant skeleton." msgstr "符合 [SkeletonProfileHumanoid] 标准的骨架。" +msgid "" +"The skeletons bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "骨架骨骼已完全更新(位置和旋转)以匹配跟踪的骨骼。" + +msgid "" +"The skeletons bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "骨架骨骼仅旋转以与跟踪的骨骼对齐,从而保留骨骼长度。" + msgid "Maximum supported bone update mode." msgstr "最大支持的骨骼更新模式。" @@ -79903,9 +79278,34 @@ msgstr "右手。" msgid "Maximum value for the hand enum." msgstr "手部枚举的最大值。" +msgid "Full hand range, if user closes their hands, we make a full fist." +msgstr "全手范围,如果用户握紧双手,我们会握紧拳头。" + +msgid "" +"Conform to controller, if user closes their hands, the tracked data conforms " +"to the shape of the controller." +msgstr "符合控制器,如果用户合上手,则跟踪的数据符合控制器的形状。" + msgid "Maximum value for the motion range enum." msgstr "运动范围枚举的最大值。" +msgid "" +"The source of hand tracking data is unknown (the extension is likely " +"unsupported)." +msgstr "手部跟踪数据的来源未知(该扩展可能不受支持)。" + +msgid "" +"The source of hand tracking is unobstructed, this means that an accurate " +"method of hand tracking is used, e.g. optical hand tracking, data gloves, etc." +msgstr "" +"手部跟踪的来源是畅通的,这意味着使用了准确的手部跟踪方法,例如光学手部跟踪、数" +"据手套等。" + +msgid "" +"The source of hand tracking is a controller, bone positions are inferred from " +"controller inputs." +msgstr "手部跟踪的来源是控制器,骨骼位置是根据控制器输入推断的。" + msgid "Maximum value for the hand tracked source enum." msgstr "手部跟踪源枚举的最大值。" @@ -80237,7 +79637,7 @@ msgid "" msgstr "" "如果为 [code]true[/code],最小尺寸将由最长项目的文本确定,而不是当前选定的文" "本。\n" -"[b]注意:[/b]出于性能原因,在添加、移除、或修改项目时,最小尺寸不会立即更新。" +"[b]注意:[/b]出于性能原因,在添加、移除或修改项目时,最小尺寸不会立即更新。" msgid "The number of items to select from." msgstr "可供挑选的菜单项的数量。" @@ -80302,8 +79702,8 @@ msgid "" msgstr "" "[OS] 类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二" "进制文件的执行、命令行等。\n" -"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板、和 TTS 相关的 [OS] 函数已被移" -"至 [DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅在 " +"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板和 TTS 相关的 [OS] 函数已被移至 " +"[DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅在 " "[Time] 类中可用。" msgid "" @@ -80354,54 +79754,6 @@ msgstr "" "如果你希望运行不同的进程,请参阅 [method create_process]。\n" "[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。" -msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"when Godot terminates. The path specified in [param path] must exist and be " -"executable file or macOS .app bundle. Platform path resolution will be used. " -"The [param arguments] are used in the given order and separated by a space.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened.\n" -"If the process is successfully created, this method returns its process ID, " -"which you can use to monitor the process (and potentially terminate it with " -"[method kill]). Otherwise this method returns [code]-1[/code].\n" -"For example, running another instance of the project:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See [method execute] if you wish to run an external command and retrieve the " -"results.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export or system .app bundle, " -"system .app bundles will ignore arguments." -msgstr "" -"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] 中指" -"定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解析。" -"[param arguments] 按给定顺序使用,并以空格分隔。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一" -"个控制台应用程序,则一个新的终端窗口将被打开。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使用 " -"[method kill] 终止它)。否则该方法将返回 [code]-1[/code]。\n" -"例如,运行项目的另一个实例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var pid = OS.create_process(OS.get_executable_path(), [])\n" -"[/gdscript]\n" -"[csharp]\n" -"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望运行一个外部命令并检索结果,请参阅 [method execute]。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件,在" -"导出或系统 .app 包期间指定,系统 .app 包将忽略参数。" - msgid "" "Delays execution of the current thread by [param msec] milliseconds. [param " "msec] must be greater than or equal to [code]0[/code]. Otherwise, [method " @@ -80456,112 +79808,6 @@ msgstr "" "或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为" "项目是一个独立的子进程)。" -msgid "" -"Executes the given process in a [i]blocking[/i] way. The file specified in " -"[param path] must exist and be executable. The system path resolution will be " -"used. The [param arguments] are used in the given order, separated by spaces, " -"and wrapped in quotes.\n" -"If an [param output] array is provided, the complete shell output of the " -"process is appended to [param output] as a single [String] element. If [param " -"read_stderr] is [code]true[/code], the output to the standard error stream is " -"also appended to the array.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window is opened.\n" -"This method returns the exit code of the command, or [code]-1[/code] if the " -"process fails to execute.\n" -"[b]Note:[/b] The main thread will be blocked until the executed command " -"terminates. Use [Thread] to create a separate thread that will not block the " -"main thread, or use [method create_process] to create a completely " -"independent process.\n" -"For example, to retrieve a list of the working directory's contents:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you wish to access a shell built-in or execute a composite command, a " -"platform-specific shell can be invoked. For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] To execute a Windows command interpreter built-in command, " -"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " -"argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a PowerShell built-in command, specify " -"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " -"first argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " -"executable name in [param path], [code]-c[/code] as the first argument, and " -"the desired command as the second argument.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export.\n" -"[b]Note:[/b] On Android, system commands such as [code]dumpsys[/code] can " -"only be run on a rooted device." -msgstr "" -"以[i]阻塞[/i]方式执行给定进程。[param path] 中指定的文件必须存在且可执行。将使" -"用系统路径解析。[param arguments] 按给定顺序使用,用空格分隔,并用引号包裹。\n" -"如果提供了 [param output] 数组,则进程的完整 shell 输出,将作为单个 [String] " -"元素被追加到 [param output]。如果 [param read_stderr] 为 [code]true[/code],则" -"标准错误流的输出也会被追加到数组中。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制台" -"应用程序,则会打开一个新的终端窗口。\n" -"该方法返回命令的退出代码,如果进程执行失败,则返回 [code]-1[/code]。\n" -"[b]注意:[/b]主线程将被阻塞,直到执行的命令终止。使用 [Thread] 创建一个不会阻" -"塞主线程的独立线程,或者使用 [method create_process] 创建一个完全独立的进" -"程。\n" -"例如,要检索工作目录内容的列表:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" -"如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " -"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" -"二个参数。\n" -"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " -"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将所" -"需的命令作为第二个参数。\n" -"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执行" -"文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参数。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执" -"行文件。\n" -"[b]注意:[/b]在 Android 上,[code]dumpsys[/code] 等系统命令只能在 root 设备上" -"运行。" - msgid "" "Finds the keycode for the given string. The returned values are equivalent to " "the [enum Key] constants.\n" @@ -80626,94 +79872,33 @@ msgstr "" "径。" msgid "" -"Returns the command-line arguments passed to the engine.\n" -"Command-line arguments can be written in any form, including both [code]--key " -"value[/code] and [code]--key=value[/code] forms so they can be properly " -"parsed, as long as custom command-line arguments do not conflict with engine " -"arguments.\n" -"You can also incorporate environment variables using the [method " -"get_environment] method.\n" -"You can set [member ProjectSettings.editor/run/main_run_args] to define " -"command-line arguments to be passed by the editor when running the project.\n" -"Here's a minimal example on how to parse command-line arguments into a " -"[Dictionary] using the [code]--key=value[/code] form for arguments:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.contains(\"=\"):\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # Options without an argument will be present in the dictionary,\n" -" # with the value set to an empty string.\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Contains('='))\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // Options without an argument will be present in the dictionary,\n" -" // with the value set to an empty string.\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Passing custom user arguments directly is not recommended, as " -"the engine may discard or modify them. Instead, pass the standard UNIX double " -"dash ([code]--[/code]) and then the custom arguments, which the engine will " -"ignore by design. These can be read via [method get_cmdline_user_args]." -msgstr "" -"返回传递给引擎的命令行参数。\n" -"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 [code]--" -"key=value[/code] 两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与" -"引擎参数冲突。\n" -"还可以使用 [method get_environment] 方法合并环境变量。\n" -"可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行" -"项目时传递的命令行参数。\n" -"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析为" -"一个 [Dictionary] 的最小示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var arguments = {}\n" -"for argument in OS.get_cmdline_args():\n" -" if argument.contains(\"=\"):\n" -" var key_value = argument.split(\"=\")\n" -" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" -" else:\n" -" # 没有参数的选项将出现在字典中,\n" -" # 其值被设置为空字符串。\n" -" arguments[argument.lstrip(\"--\")] = \"\"\n" -"[/gdscript]\n" -"[csharp]\n" -"var arguments = new Godot.Collections.Dictionary();\n" -"foreach (var argument in OS.GetCmdlineArgs())\n" -"{\n" -" if (argument.Contains('='))\n" -" {\n" -" string[] keyValue = argument.Split(\"=\");\n" -" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n" -" }\n" -" else\n" -" {\n" -" // 没有参数的选项将出现在字典中,\n" -" // 其值被设置为空字符串。\n" -" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相" -"反,传递标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参数,引擎将根" -"据设计忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。" +"Returns the command-line user arguments passed to the engine. User arguments " +"are ignored by the engine and reserved for the user. They are passed after " +"the double dash [code]--[/code] argument. [code]++[/code] may be used when " +"[code]--[/code] is intercepted by another program (such as [code]startx[/" +"code]).\n" +"[codeblock]\n" +"# Godot has been executed with the following command:\n" +"# godot --fullscreen -- --level=2 --hardcore\n" +"\n" +"OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--" +"hardcore\"]\n" +"OS.get_cmdline_user_args() # Returns [\"--level=2\", \"--hardcore\"]\n" +"[/codeblock]\n" +"To get all passed arguments, use [method get_cmdline_args]." +msgstr "" +"返回传递给引擎的命令行用户参数。引擎不会使用用户参数,用户可以自由指定。用户参" +"数在双横杠 [code]--[/code] 之后指定。如果其他程序会拦截 [code]--[/code](例如 " +"[code]startx[/code]),那么也可以使用 [code]++[/code]。\n" +"[codeblock]\n" +"# Godot 使用以下命令执行:\n" +"# godot --fullscreen -- --level=2 --hardcore\n" +"\n" +"OS.get_cmdline_args() # 返回 [\"--fullscreen\", \"--level=2\", \"--" +"hardcore\"]\n" +"OS.get_cmdline_user_args() # 返回 [\"--level=2\", \"--hardcore\"]\n" +"[/codeblock]\n" +"要获取传递的所有参数,请使用 [method get_cmdline_args]。" msgid "" "Returns the [i]global[/i] user configuration directory according to the " @@ -81067,15 +80252,6 @@ msgstr "" "[b]注意:[/b]在 Web 平台上,仍然可以通过功能标签确定主机平台的操作系统。请参" "阅 [method has_feature]。" -msgid "" -"Returns the number used by the host machine to uniquely identify this " -"application.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回主机用来唯一标识该应用程序的编号。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" - msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host machine. " "On CPUs with HyperThreading enabled, this number will be greater than the " @@ -81189,6 +80365,25 @@ msgstr "" "返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +msgid "" +"Returns a string that is unique to the device.\n" +"[b]Note:[/b] This string may change without notice if the user reinstalls " +"their operating system, upgrades it, or modifies their hardware. This means " +"it should generally not be used to encrypt persistent data, as the data saved " +"before an unexpected ID change would become inaccessible. The returned string " +"may also be falsified using external programs, so do not rely on the string " +"returned by this method for security purposes.\n" +"[b]Note:[/b] On Web, returns an empty string and generates an error, as this " +"method cannot be implemented for security reasons." +msgstr "" +"返回特定于该设备的一个字符串。\n" +"[b]注意:[/b]如果用户重新安装操作系统、升级操作系统或修改硬件,则该字符串可能" +"会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID 更改" +"会使之前保存的数据变得无法访问。返回的字符串也可能会被外部程序伪造,因此出于安" +"全目的,请勿依赖该方法返回的字符串。\n" +"[b]注意:[/b]在 Web 上,返回空字符串并生成错误,因为出于安全考虑无法实现该方" +"法。" + msgid "" "Returns the absolute directory path where user data is written (the " "[code]user://[/code] directory in Godot). The path depends on the project " @@ -81368,18 +80563,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns [code]true[/code] if the child process ID ([param pid]) is still " -"running or [code]false[/code] if it has terminated. [param pid] must be a " -"valid ID generated from [method create_process].\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"如果该子进程 ID([param pid])仍在运行,则返回 [code]true[/code];如果它已终" -"止,则返回 [code]false[/code]。[param pid] 必须是从 [method create_process] 生" -"成的有效 ID。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" - msgid "" "Returns [code]true[/code] if the project will automatically restart when it " "exits for any reason, [code]false[/code] otherwise. See also [method " @@ -81758,17 +80941,6 @@ msgstr "指铃声目录路径。" msgid "A packed array of bytes." msgstr "字节紧缩数组。" -msgid "" -"An array specifically designed to hold bytes. Packs data tightly, so it saves " -"memory for large array sizes.\n" -"[PackedByteArray] also provides methods to encode/decode various types to/" -"from bytes. The way values are encoded is an implementation detail and " -"shouldn't be relied upon when interacting with external apps." -msgstr "" -"专门设计用于存放字节的数组。数据是紧密存放的,因此能够在数组较大时节省内存。\n" -"[PackedByteArray] 还提供了在许多类型和字节之间进行编码/解码的方法。这些值的编" -"码方式属于实现细节,与外部应用程序交互时不应依赖这种编码。" - msgid "Constructs an empty [PackedByteArray]." msgstr "构造空的 [PackedByteArray]。" @@ -81783,6 +80955,20 @@ msgstr "构造新 [PackedByteArray]。你还可以传入通用 [Array] 进行转 msgid "Appends a [PackedByteArray] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedByteArray]。" +msgid "" +"Finds the index of an existing value (or the insertion index that maintains " +"sorting order, if the value is not yet present in the array) using binary " +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" +"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " +"unexpected behavior." +msgstr "" +"使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" +"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" +"返回的索引位于数组中该值的所有已有的条目之后。\n" +"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" + msgid "" "Returns a new [PackedByteArray] with the data compressed. Set the compression " "mode using one of [enum FileAccess.CompressionMode]'s constants." @@ -81790,6 +80976,30 @@ msgstr "" "返回新的 [PackedByteArray],其中的数据已压缩。请将压缩模式设置为 [enum " "FileAccess.CompressionMode] 常量。" +msgid "" +"Decodes a 64-bit floating-point number from the bytes starting at [param " +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" +"code] if a valid number can't be decoded." +msgstr "" +"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" + +msgid "" +"Decodes a 32-bit floating-point number from the bytes starting at [param " +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" +"code] if a valid number can't be decoded." +msgstr "" +"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" + +msgid "" +"Decodes a 16-bit floating-point number from the bytes starting at [param " +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" +"code] if a valid number can't be decoded." +msgstr "" +"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数" +"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" + msgid "" "Decodes a 8-bit signed integer number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " @@ -81916,6 +81126,30 @@ msgstr "" 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。" +msgid "" +"Encodes a 64-bit floating-point number as bytes at the index of [param " +"byte_offset] bytes. The array must have at least 8 bytes of allocated space, " +"starting at the offset." +msgstr "" +"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 8 个字节的空间。" + +msgid "" +"Encodes a 32-bit floating-point number as bytes at the index of [param " +"byte_offset] bytes. The array must have at least 4 bytes of space, starting " +"at the offset." +msgstr "" +"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 4 个字节的空间。" + +msgid "" +"Encodes a 16-bit floating-point number as bytes at the index of [param " +"byte_offset] bytes. The array must have at least 2 bytes of space, starting " +"at the offset." +msgstr "" +"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移" +"量位置开始,该数组必须还分配有至少 2 个字节的空间。" + msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " "byte_offset] bytes. The array must have at least 1 byte of space, starting at " @@ -82225,13 +81459,6 @@ msgstr "" msgid "A packed array of [Color]s." msgstr "[Color] 紧缩数组。" -msgid "" -"An array specifically designed to hold [Color]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"专门设计用于存放 [Color] 的数组。数据是紧密存放的,因此能够在数组较大时节省内" -"存。" - msgid "Constructs an empty [PackedColorArray]." msgstr "构造空的 [PackedColorArray]。" @@ -82437,15 +81664,6 @@ msgstr "" msgid "A packed array of 32-bit floating-point values." msgstr "32 位浮点数紧缩数组。" -msgid "" -"An array specifically designed to hold 32-bit floating-point values (float). " -"Packs data tightly, so it saves memory for large array sizes.\n" -"If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." -msgstr "" -"专门设计用于存放 32 位浮点值(float)的数组。数据是紧密存放的,因此能够在数组" -"较大时节省内存。\n" -"如果你需要紧密存放 64 位浮点数,请参阅 [PackedFloat64Array]。" - msgid "Constructs an empty [PackedFloat32Array]." msgstr "构造空的 [PackedFloat32Array]。" @@ -82593,17 +81811,6 @@ msgstr "" msgid "A packed array of 64-bit floating-point values." msgstr "64 位浮点数紧缩数组。" -msgid "" -"An array specifically designed to hold 64-bit floating-point values (double). " -"Packs data tightly, so it saves memory for large array sizes.\n" -"If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for " -"a more memory-friendly alternative." -msgstr "" -"专门设计用于存放 64 位浮点值(double)的数组。数据是紧密存放的,因此能够在数组" -"较大时节省内存。\n" -"如果你只需要紧密存放 32 位浮点数,请参阅 [PackedFloat32Array],是对内存更友好" -"的选择。" - msgid "Constructs an empty [PackedFloat64Array]." msgstr "构造空的 [PackedFloat64Array]。" @@ -82673,22 +81880,6 @@ msgstr "" msgid "A packed array of 32-bit integers." msgstr "32 位整数紧缩数组。" -msgid "" -"An array specifically designed to hold 32-bit integer values. Packs data " -"tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take " -"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" -"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In " -"comparison, [int] uses signed 64-bit integers which can hold much larger " -"values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]." -msgstr "" -"专门设计用于存放 32 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省" -"内存。\n" -"[b]注意:[/b]该类型存储的是 32 位有符号整数,也就是说它可以取区间 [code]" -"[-2^31, 2^31 - 1][/code] 内的值,即 [code][-2147483648, 2147483647][/code]。超" -"过这些界限将环绕往复。相比之下,[int] 使用带符号的 64 位整数,可以容纳更大的" -"值。如果你需要紧密存放 64 位整数,请参阅 [PackedInt64Array]。" - msgid "Constructs an empty [PackedInt32Array]." msgstr "构造空的 [PackedInt32Array]。" @@ -82769,22 +81960,6 @@ msgstr "" msgid "A packed array of 64-bit integers." msgstr "64 位整数紧缩数组。" -msgid "" -"An array specifically designed to hold 64-bit integer values. Packs data " -"tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take " -"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" -"[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds " -"will wrap around. If you only need to pack 32-bit integers tightly, see " -"[PackedInt32Array] for a more memory-friendly alternative." -msgstr "" -"专门设计用于存放 64 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省" -"内存。\n" -"[b]注意:[/b]该类型存储的是 64 位有符号整数,也就是说它可以取区间 [code]" -"[-2^63, 2^63 - 1][/code] 内的值,即 [code][-9223372036854775808, " -"9223372036854775807][/code]。超过这些界限将环绕往复。如果你只需要紧密存放 32 " -"位整数,请参阅 [PackedInt32Array],是对内存更友好的选择。" - msgid "Constructs an empty [PackedInt64Array]." msgstr "构造空的 [PackedInt64Array]。" @@ -83018,11 +82193,6 @@ msgstr "" "实例化该场景的节点架构。触发子场景的实例化。在根节点上触发 [constant Node." "NOTIFICATION_SCENE_INSTANTIATED] 通知。" -msgid "" -"Pack will ignore any sub-nodes not owned by given node. See [member Node." -"owner]." -msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。" - msgid "If passed to [method instantiate], blocks edits to the scene state." msgstr "如果传递给 [method instantiate],则会阻止对场景状态的编辑。" @@ -83055,25 +82225,6 @@ msgstr "" msgid "A packed array of [String]s." msgstr "[String] 紧缩数组。" -msgid "" -"An array specifically designed to hold [String]s. Packs data tightly, so it " -"saves memory for large array sizes.\n" -"If you want to join the strings in the array, use [method String.join].\n" -"[codeblock]\n" -"var string_array = PackedStringArray([\"hello\", \"world\"])\n" -"var string = \" \".join(string_array)\n" -"print(string) # \"hello world\"\n" -"[/codeblock]" -msgstr "" -"专门设计用于存放 [String] 的数组。数据是紧密存放的,因此能够在数组较大时节省内" -"存。\n" -"如果要连接数组中的字符串,请使用 [method String.join]。\n" -"[codeblock]\n" -"var string_array = PackedStringArray([\"hello\", \"world\"])\n" -"var string = \" \".join(string_array)\n" -"print(string) # \"hello world\"\n" -"[/codeblock]" - msgid "Constructs an empty [PackedStringArray]." msgstr "构造空的 [PackedStringArray]。" @@ -83143,16 +82294,6 @@ msgstr "" msgid "A packed array of [Vector2]s." msgstr "[Vector2] 紧缩数组。" -msgid "" -"An array specifically designed to hold [Vector2]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"专门设计用于存放 [Vector2] 的数组。数据是紧密存放的,因此能够在数组较大时节省" -"内存。" - -msgid "2D Navigation Astar Demo" -msgstr "2D 导航 Astar 演示" - msgid "Constructs an empty [PackedVector2Array]." msgstr "构造空的 [PackedVector2Array]。" @@ -83327,13 +82468,6 @@ msgstr "" msgid "A packed array of [Vector3]s." msgstr "[Vector3] 紧缩数组。" -msgid "" -"An array specifically designed to hold [Vector3]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"专门设计用于存放 [Vector3] 的数组。数据是紧密存放的,因此能够在数组较大时节省" -"内存。" - msgid "Constructs an empty [PackedVector3Array]." msgstr "构造空的 [PackedVector3Array]。" @@ -83445,9 +82579,9 @@ msgstr "" "PacketPeer 是基于数据包的协议(如 UDP)的抽象和基类。它提供了用于发送和接收数" "据包的 API,可以发送原始数据或变量。这使得在协议之间传输数据变得容易,不必将数" "据编码为低级字节或担心网络排序问题。\n" -"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预" -"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 " -"Android 阻止。" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 Android " +"阻止。" msgid "Returns the number of packets currently available in the ring-buffer." msgstr "返回环形缓冲区中当前可用的数据包数。" @@ -83587,9 +82721,9 @@ msgstr "" "PacketStreamPeer 提供了一个在流中使用数据包的包装器。这样就能够在基于数据包的" "代码中使用 StreamPeer。PacketPeerStream 在 StreamPeer 的基础上实现了自定义协" "议,因此用户不应该直接读取或写入被包装的 StreamPeer。\n" -"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预" -"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 " -"Android 阻止。" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 Android " +"阻止。" msgid "The wrapped [StreamPeer] object." msgstr "被包装的 [StreamPeer] 对象。" @@ -83605,9 +82739,34 @@ msgid "" "communication of any kind will be blocked by Android." msgstr "" "UDP 数据包对等体。可用于发送原始 UDP 数据包,也可以发送 [Variant]。\n" -"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预" -"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 " -"Android 阻止。" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 Android " +"阻止。" + +msgid "" +"Binds this [PacketPeerUDP] to the specified [param port] and [param " +"bind_address] with a buffer size [param recv_buf_size], allowing it to " +"receive incoming packets.\n" +"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will " +"be bound on all available addresses (both IPv4 and IPv6).\n" +"If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or " +"[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " +"addresses matching that IP type.\n" +"If [param bind_address] is set to any valid address (e.g. " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " +"with the given address exists)." +msgstr "" +"将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓冲" +"区大小为 [param recv_buf_size],允许它接收传入的数据包。\n" +"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),对等体将被绑定" +"到所有可用地址(IPv4 和 IPv6)。\n" +"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4)或 " +"[code]\"::\"[/code](对于 IPv6),对等体将被绑定到匹配该 IP 类型的所有可用地" +"址。\n" +"如果 [param bind_address] 被设置为任何有效地址(例如 [code]\"192.168.1.101\"[/" +"code]、[code]\"::1\"[/code] 等),对等体将只被绑定到该地址的接口(如果不存在具" +"有给定地址的接口,则失败)。" msgid "Closes the [PacketPeerUDP]'s underlying UDP socket." msgstr "关闭该 [PacketPeerUDP] 底层 UDP 套接字。" @@ -83704,76 +82863,6 @@ msgstr "" "[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之" "前,必须启用 [method set_broadcast_enabled]。" -msgid "" -"Waits for a packet to arrive on the bound address. See [method bind].\n" -"[b]Note:[/b] [method wait] can't be interrupted once it has been called. This " -"can be worked around by allowing the other party to send a specific \"death " -"pill\" packet like this:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# Server\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n" -"\n" -"# Client\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// Server\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n" -"\n" -"// Client\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"等待数据包到达绑定的地址。见 [method bind]。\n" -"[b]注意:[/b][method wait] 一旦被调用就无法中断。解决方法是让对方发送一个特定" -"的“毒药”数据包,如下所示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# 服务端\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n" -"\n" -"# 客户端\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// 服务端\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n" -"\n" -"// 客户端\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "A GUI control that displays a [StyleBox]." msgstr "显示 [StyleBox] 的 GUI 控件。" @@ -83782,12 +82871,6 @@ msgid "" "[PanelContainer]." msgstr "[Panel] 是一种显示 [StyleBox] 的 GUI 控件。另见 [PanelContainer]。" -msgid "2D Finite State Machine Demo" -msgstr "2D 有限状态机演示" - -msgid "3D Inverse Kinematics Demo" -msgstr "3D 逆运动学演示" - msgid "The [StyleBox] of this control." msgstr "该控件的 [StyleBox]。" @@ -83840,9 +82923,104 @@ msgstr "布尔值,用于确定背景纹理是否应被过滤。" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "应用于该 [PanoramaSkyMaterial] 的 [Texture2D]。" +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" +"该节点旨在替换 [ParallaxBackground] 和 [ParallaxLayer]。后续版本中可能修改实现" +"方法。" + msgid "A node used to create a parallax scrolling background." msgstr "用于创建视差滚动背景的节点。" +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" +"[Parallax2D] 可用于创造视差效果。使用 [member scroll_scale] 可以在相机移动时," +"以不同的相对速度移动,这样就在 2D 游戏中创造出了深度的错觉。如果需要手动滚动," +"也可以使用 [member ignore_camera_scroll] 忽略 [Camera2D] 的位置。\n" +"[b]注意:[/b]如果 [member ignore_camera_scroll] 为 [code]false[/code] 或者修改" +"了 [member screen_offset],那么该节点进入场景树后发生的任何位移都会被覆盖。" + +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "偏移量自动滚动的速度,单位为像素每秒。" + +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the current " +"camera, it may be desired to match the value with [member CanvasLayer." +"follow_viewport_enabled]." +msgstr "" +"如果为 [code]true[/code],则会根据当前相机的位置对 [Parallax2D] 进行偏移。如" +"果 [Parallax2D] 所处的 [CanvasLayer] 与当前相机不同,也可以使用 [member " +"CanvasLayer.follow_viewport_enabled] 进行匹配。" + +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the position " +"of the camera." +msgstr "如果为 [code]true[/code],则 [Parallax2D] 的位置不受相机位置的影响。" + +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" +"开始滚动的左上角限制。如果相机超出这个限制,[Parallax2D] 将停止滚动。必须低于 " +"[member limit_end] 减去视口大小才能正常工作。" + +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" +"滚动结束的右下角限制。如果相机超出这个限制,[Parallax2D] 将停止滚动。必须高于 " +"[member limit_begin] 和视口大小的总和才能工作。" + +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion of " +"an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" +"根据这个值将每个子节点的 [Texture2D] 进行重复和偏移。滚动时该节点的位置会发生" +"循环,取值大于屏幕尺寸时就会造成背景无限滚动的错觉。某个轴如果为 [code]0[/" +"code],则 [Texture2D] 不会重复。" + +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming out " +"with a camera." +msgstr "" +"覆盖纹理重复的次数。每个纹理副本都会相对于前一个往后挪 [member repeat_size]。" +"适用于相机远离的情况。" + +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" +"用于滚动 [Parallax2D] 的偏移量。[member ignore_camera_scroll] 为 [code]false[/" +"code] 时这个值会自动更新。" + +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" +"[Parallax2D] 的偏移量。与 [member screen_offset] 和 [member Node2D.position] " +"类似,但是不会被覆盖。\n" +"[b]注意:[/b]如果 [member repeat_size] 大于 [code]0[/code],则这个值会发生循" +"环。" + msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a " "parallax effect. Each [ParallaxLayer] can move at a different speed using " @@ -84117,7 +83295,7 @@ msgid "" msgstr "" "如果为 [code]true[/code],[member GPUParticles3D.collision_base_size] 乘以粒子" "的有效缩放(请参阅 [member scale_min]、[member scale_max]、[member " -"scale_curve]、和 [member scale_over_velocity_curve])。" +"scale_curve] 和 [member scale_over_velocity_curve])。" msgid "" "Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] " @@ -84170,13 +83348,6 @@ msgstr "" "[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] " "代替。" -msgid "" -"The box's extents if [member emission_shape] is set to [constant " -"EMISSION_SHAPE_BOX]." -msgstr "" -"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_BOX] 时,该框的范" -"围。" - msgid "" "Particle color will be modulated by color determined by sampling this texture " "at the same point as the [member emission_point_texture].\n" @@ -84928,45 +84099,6 @@ msgstr "" msgid "Creates packages that can be loaded into a running project." msgstr "创建可以加载到正在运行的项目中的包。" -msgid "" -"The [PCKPacker] is used to create packages that can be loaded into a running " -"project using [method ProjectSettings.load_resource_pack].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var packer = PCKPacker.new()\n" -"packer.pck_start(\"test.pck\")\n" -"packer.add_file(\"res://text.txt\", \"text.txt\")\n" -"packer.flush()\n" -"[/gdscript]\n" -"[csharp]\n" -"var packer = new PCKPacker();\n" -"packer.PckStart(\"test.pck\");\n" -"packer.AddFile(\"res://text.txt\", \"text.txt\");\n" -"packer.Flush();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file " -"named [code]text.txt[/code] at the root of the package." -msgstr "" -"[PCKPacker] 可以创建打包文件,项目运行时可以使用 [method ProjectSettings." -"load_resource_pack] 来加载打包文件。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var packer = PCKPacker.new()\n" -"packer.pck_start(\"test.pck\")\n" -"packer.add_file(\"res://text.txt\", \"text.txt\")\n" -"packer.flush()\n" -"[/gdscript]\n" -"[csharp]\n" -"var packer = new PCKPacker();\n" -"packer.PckStart(\"test.pck\");\n" -"packer.AddFile(\"res://text.txt\", \"text.txt\");\n" -"packer.Flush();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"上面的例子中,[PCKPacker] 创建了打包文件 [code]test.pck[/code],但后将名为 " -"[code]text.txt[/code] 的文件添加到了包的根目录。" - msgid "" "Adds the [param source_path] file to the current PCK package at the [param " "pck_path] internal path (should start with [code]res://[/code])." @@ -85012,9 +84144,9 @@ msgid "" "[b]Note:[/b] Custom monitors do not support negative values. Negative values " "are clamped to 0." msgstr "" -"该类提供对许多与性能相关的不同监视器的访问,例如内存使用情况、绘制调用、和 " -"FPS。这些值与编辑器的[b]调试器[/b]面板中的[b]监视[/b]选项卡中显示的值相同。通" -"过使用该类的 [method get_monitor] 方法,你可以从代码中访问该数据。\n" +"该类提供对许多与性能相关的不同监视器的访问,例如内存使用情况、绘制调用和 FPS。" +"这些值与编辑器的[b]调试器[/b]面板中的[b]监视[/b]选项卡中显示的值相同。通过使用" +"该类的 [method get_monitor] 方法,你可以从代码中访问该数据。\n" "可以使用 [method add_custom_monitor] 方法添加自定义监视器。在编辑器的[b]调试器" "[/b]面板的[b]监视[/b]选项卡中,自定义监视器可以与内置监视器一起使用。\n" "[b]注意:[/b]某些内置监视器仅在调试模式下可用,并且在以发布模式导出的项目中使" @@ -85276,8 +84408,8 @@ msgid "" "include culled objects (either via hiding nodes, frustum culling or occlusion " "culling). [i]Lower is better.[/i]" msgstr "" -"在上一个渲染帧中的对象总数。该指标不包括剔除的对象(通过隐藏节点、视锥剔除、或" -"遮挡剔除)。[i]越低越好。[/i]" +"在上一个渲染帧中的对象总数。该指标不包括剔除的对象(通过隐藏节点、视锥剔除或遮" +"挡剔除)。[i]越低越好。[/i]" msgid "" "The total number of vertices or indices rendered in the last rendered frame. " @@ -85288,8 +84420,8 @@ msgid "" "vertex count). [i]Lower is better.[/i]" msgstr "" "在上一个渲染帧中渲染的顶点或索引的总数。该指标不包括来自被剔除对象的图元(通过" -"隐藏节点、视锥剔除、或遮挡剔除)。由于预深度阶段和阴影阶段,图元的数量总是高于" -"场景中的实际顶点数量(通常是原始顶点数量的两倍或三倍)。[i]越低越好。[/i]" +"隐藏节点、视锥剔除或遮挡剔除)。由于预深度阶段和阴影阶段,图元的数量总是高于场" +"景中的实际顶点数量(通常是原始顶点数量的两倍或三倍)。[i]越低越好。[/i]" msgid "" "The total number of draw calls performed in the last rendered frame. This " @@ -85298,7 +84430,7 @@ msgid "" "[i]Lower is better.[/i]" msgstr "" "在上一个渲染帧中执行的绘制调用的总数。该指标不包括剔除对象(通过隐藏节点、视锥" -"剔除、或遮挡剔除),因为它们不会导致绘制调用。[i]越低越好。[/i]" +"剔除或遮挡剔除),因为它们不会导致绘制调用。[i]越低越好。[/i]" msgid "" "The amount of video memory used (texture and vertex memory combined, in " @@ -85484,17 +84616,6 @@ msgstr "" "[PhysicalBone3D] 节点是一种能够让 [Skeleton3D] 中的骨骼对物理作出反应的物理" "体。" -msgid "" -"Called during physics processing, allowing you to read and safely modify the " -"simulation state for the object. By default, it works in addition to the " -"usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration for " -"a body." -msgstr "" -"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它会" -"和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁用默" -"认行为,为物体施加完全自定义的合力。" - msgid "" "Damps the body's rotation. By default, the body will use the [b]Default " "Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any " @@ -85522,6 +84643,26 @@ msgstr "该 PhysicalBone3D 的旋转速度,以每秒[i]弧度[/i]为单位。" msgid "Sets the body's transform." msgstr "设置该物体的变换。" +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member angular_damp] " +"to [code]0.0[/code]." +msgstr "" +"身体的反弹力。值范围从 [code]0[/code] (无反弹)到 [code]1[/code](完全反" +"弹)。\n" +"[b]注意:[/b]即使将 [member bounce] 设置为 [code]1.0[/code],由于线性和角度阻" +"尼,一些能量也会随着时间的推移而损失。要让 [PhysicalBone3D] 随时间推移保留其所" +"有能量,请将 [member bounce] 设置为 [code]1.0[/code]、[member " +"linear_damp_mode] 设置为 [constant DAMP_MODE_REPLACE]、[member linear_damp] 设" +"置为 [code]0.0[/code]、[member angular_damp_mode] 设置为 [constant " +"DAMP_MODE_REPLACE]、并将 [member angular_damp] 设置为 [code]0.0[/code]。" + msgid "" "If [code]true[/code], the body is deactivated when there is no movement, so " "it will not take part in the simulation until it is awakened by an external " @@ -85530,16 +84671,6 @@ msgstr "" "如果为 [code]true[/code],则会在不移动时停用该物体,所以它在被外力唤醒前不会参" "与模拟。" -msgid "" -"If [code]true[/code], internal force integration will be disabled (like " -"gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] function, " -"if defined." -msgstr "" -"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除了" -"碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动(如果" -"已定义)。" - msgid "" "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " "(max friction)." @@ -85609,6 +84740,32 @@ msgid "" "default value." msgstr "在这种模式下,物体的阻尼值将替换掉区域中设置的任何值或默认值。" +msgid "" +"Adds a collision exception to the physical bone.\n" +"Works just like the [RigidBody3D] node." +msgstr "" +"向物理骨骼添加一个碰撞例外。\n" +"就像 [RigidBody3D] 节点一样工作。" + +msgid "" +"Removes a collision exception to the physical bone.\n" +"Works just like the [RigidBody3D] node." +msgstr "" +"移除物理骨骼的一个碰撞例外。\n" +"就像 [RigidBody3D] 节点一样工作。" + +msgid "" +"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " +"reacting to the physics world.\n" +"Optionally, a list of bone names can be passed-in, allowing only the passed-" +"in bones to be simulated." +msgstr "" +"让 Skeleton 中的 [PhysicalBone3D] 节点开始仿真模拟,对物理世界做出反应。\n" +"可以传入骨骼名称列表,只对传入的骨骼进行仿真模拟。" + +msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." +msgstr "让 Skeleton 中的 [PhysicalBone3D] 节点停止仿真模拟。" + msgid "" "A material that defines a sky for a [Sky] resource by a set of physical " "properties." @@ -85630,8 +84787,8 @@ msgstr "" "该 [PhysicalSkyMaterial] 使用 Preetham 解析日光模型,根据物理属性绘制一个天" "空。这会产生比 [ProceduralSkyMaterial] 更加逼真的天空,但速度稍慢且灵活性较" "差。\n" -"该 [PhysicalSkyMaterial] 仅支持一个太阳。太阳的颜色、能量、和方向,取自场景树" -"中的第一个 [DirectionalLight3D]。\n" +"该 [PhysicalSkyMaterial] 仅支持一个太阳。太阳的颜色、能量和方向,取自场景树中" +"的第一个 [DirectionalLight3D]。\n" "由于它基于一个日光模型,所以随着日落的结束,天空会逐渐变黑。如果想要一个完整的" "白天/黑夜循环,则必须通过将其转换为一个 [ShaderMaterial],并将一个夜空直接添加" "到生成的着色器中以添加一个夜空。" @@ -85796,9 +84953,9 @@ msgstr "" "然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返" "回 [code]true[/code]。\n" "[param collision] 是类型为 [KinematicCollision2D] 的一个可选对象,它包含有关停" -"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" -"[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 " -"[member CharacterBody2D.safe_margin])。\n" +"止时碰撞或沿运动接触另一个实体时碰撞的附加信息。\n" +"[param safe_margin] 是用于碰撞恢复的额外余量(详情见 [member CharacterBody2D." +"safe_margin])。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也" "将被报告为碰撞;这对于检查该实体是否会[i]接触[/i]其他任意实体很有用。" @@ -85890,9 +85047,9 @@ msgstr "" "然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返" "回 [code]true[/code]。\n" "[param collision] 是类型为 [KinematicCollision3D] 的一个可选对象,它包含有关停" -"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n" -"[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 " -"[member CharacterBody3D.safe_margin])。\n" +"止时碰撞或沿运动接触另一个实体时碰撞的附加信息。\n" +"[param safe_margin] 是用于碰撞恢复的额外余量(详情见 [member CharacterBody3D." +"safe_margin])。\n" "如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也" "将被报告为碰撞;这对于检查该实体是否会[i]接触[/i]其他任意实体很有用。\n" "[param max_collisions] 允许检索一个以上的碰撞结果。" @@ -86102,9 +85259,6 @@ msgid "" "translation and rotation." msgstr "返回给定相对位置的物体速度,包括平移和旋转。" -msgid "Calls the built-in force integration code." -msgstr "调用内置的力集成代码。" - msgid "" "Sets the body's total constant positional forces applied during each physics " "update.\n" @@ -86654,6 +85808,25 @@ msgid "" msgstr "" "如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。" +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" +"身体的反弹力。值范围从 [code]0[/code] (无反弹)到 [code]1[/code](完全反" +"弹)。\n" +"[b]注意:[/b]即使将 [member bounce] 设置为 [code]1.0[/code],由于线性和角度阻" +"尼,一些能量也会随着时间的推移而损失。要让 [PhysicsBody3D] 随时间推移保留其所" +"有能量,请将 [member bounce] 设置为 [code]1.0[/code]、将该物体的线性阻尼模式设" +"置为 [b]Replace[/b](如果可用)、将它的线性阻尼设置为 [code]0.0[/code]、它的角" +"度阻尼模式设置为 [b]Replace[/b](如果可用)、并将它的角度阻尼设置为 " +"[code]0.0[/code]。" + msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." @@ -86927,16 +86100,6 @@ msgstr "" "从该区域移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添加" "回来。" -msgid "" -"Creates a 2D area object in the physics server, and returns the [RID] that " -"identifies it. Use [method area_add_shape] to add shapes to it, use [method " -"area_set_transform] to set its transform, and use [method area_set_space] to " -"add the area to a space." -msgstr "" -"在物理服务中创建一个 2D 区域对象,并返回标识它的 [RID]。使用 [method " -"area_add_shape] 为其添加形状,使用 [method area_set_transform] 设置其变换,并" -"使用 [method area_set_space] 将区域添加到一个空间。" - msgid "" "Returns the [code]ObjectID[/code] of the canvas attached to the area. Use " "[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a " @@ -87250,16 +86413,6 @@ msgstr "" "从该实体中移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添" "加回来。" -msgid "" -"Creates a 2D body object in the physics server, and returns the [RID] that " -"identifies it. Use [method body_add_shape] to add shapes to it, use [method " -"body_set_state] to set its transform, and use [method body_set_space] to add " -"the body to a space." -msgstr "" -"在物理服务中创建一个 2D 物体对象,并返回标识它的 [RID]。可使用 [method " -"body_add_shape] 为其添加形状,使用 [method body_set_state] 设置其变换,以及使" -"用 [method body_set_space] 将实体添加到一个空间。" - msgid "" "Returns the [code]ObjectID[/code] of the canvas attached to the body. Use " "[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a " @@ -87353,13 +86506,6 @@ msgid "" "the list of available states." msgstr "返回该实体给定状态的值。有关可用状态的列表,请参阅 [enum BodyState]。" -msgid "" -"Returns [code]true[/code] if the body uses a callback function to calculate " -"its own physics (see [method body_set_force_integration_callback])." -msgstr "" -"如果实体使用回调函数来计算自己的物理运算(请参阅 [method " -"body_set_force_integration_callback]),则返回 [code]true[/code]。" - msgid "" "Removes [param excepted_body] from the body's list of collision exceptions, " "so that collisions with it are no longer ignored." @@ -87438,23 +86584,6 @@ msgstr "" "连续碰撞检测试图预测一个移动的物体将在物理更新之间发生碰撞的位置,而不是移动它" "并在发生碰撞时纠正它的运动。" -msgid "" -"Sets the function used to calculate physics for the body, if that body allows " -"it (see [method body_set_omit_force_integration]).\n" -"The force integration function takes the following two parameters:\n" -"1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and " -"modify the body's state,\n" -"2. a [Variant] [param userdata]: optional user data.\n" -"[b]Note:[/b] This callback is currently not called in Godot Physics." -msgstr "" -"如果该实体允许的话,设置用于计算实体物理的函数(参见 [method " -"body_set_omit_force_integration])。\n" -"该力的积分函数采用以下两个参数:\n" -"1. 一个 [PhysicsDirectBodyState2D] [code]state[/code]:用于检索和修改实体的状" -"态,\n" -"2. 一个 [Variant] [param userdata]:可选的用户数据。\n" -"[b]注意:[/b]该回调目前在 Godot 物理中不会被调用。" - msgid "" "Sets the maximum number of contacts that the body can report. If [param " "amount] is greater than zero, then the body will keep track of at most this " @@ -87467,13 +86596,6 @@ msgid "" "Sets the body's mode. See [enum BodyMode] for the list of available modes." msgstr "设置该实体的模式。有关可用模式的列表,请参阅 [enum BodyMode]。" -msgid "" -"Sets whether the body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"设置一个物体是否使用回调函数来计算它自己的物理(参见 [method " -"body_set_force_integration_callback])。" - msgid "" "Sets the value of the given body parameter. See [enum BodyParameter] for the " "list of available parameters." @@ -87532,7 +86654,7 @@ msgstr "" "- 如果从未明确设置参数 [constant BODY_PARAM_CENTER_OF_MASS],则该参数的值将根" "据实体的形状重新计算。\n" "- 如果参数 [constant BODY_PARAM_INERTIA] 被设置为一个 [code]<= 0.0[/code] 的" -"值,则该参数的值将根据实体的形状、质量、和质心重新计算。\n" +"值,则该参数的值将根据实体的形状、质量和质心重新计算。\n" "[b]注意:[/b]要从一个空间中移除实体,且不立即将其添加回其他地方,请使用 " "[code]PhysicsServer2D.body_set_space(body, RID())[/code]。" @@ -87562,14 +86684,14 @@ msgid "" "identifies it. Use [method shape_set_data] to set the capsule's height and " "radius." msgstr "" -"在物理服务中创建一个 2D 胶囊形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 胶囊形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置胶囊的高度和半径。" msgid "" "Creates a 2D circle shape in the physics server, and returns the [RID] that " "identifies it. Use [method shape_set_data] to set the circle's radius." msgstr "" -"在物理服务中创建一个 2D 圆形,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 圆形,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置圆的半径。" msgid "" @@ -87577,7 +86699,7 @@ msgid "" "[RID] that identifies it. Use [method shape_set_data] to set the concave " "polygon's segments." msgstr "" -"在物理服务中创建一个 2D 凹多边形形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 凹多边形形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置凹多边形的线段。" msgid "" @@ -87585,7 +86707,7 @@ msgid "" "[RID] that identifies it. Use [method shape_set_data] to set the convex " "polygon's points." msgstr "" -"在物理服务中创建一个 2D 凸多边形形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 凸多边形形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置凸多边形的点。" msgid "" @@ -87629,7 +86751,7 @@ msgid "" "[method joint_make_groove] or [method joint_make_pin]. Use [method " "joint_set_param] to set generic joint parameters." msgstr "" -"在物理服务中创建一个 2D 关节,并返回标识它的 [RID]。要设置关节类型,请使用 " +"在物理服务器中创建一个 2D 关节,并返回标识它的 [RID]。要设置关节类型,请使用 " "[method joint_make_damped_spring]、[method joint_make_groove] 或 [method " "joint_make_pin]。可使用 [method joint_set_param] 设置通用关节参数。" @@ -87704,7 +86826,7 @@ msgid "" "that identifies it. Use [method shape_set_data] to set the rectangle's half-" "extents." msgstr "" -"在物理服务中创建一个 2D 矩形形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 矩形形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置该矩形的半边距。" msgid "" @@ -87712,7 +86834,7 @@ msgid "" "identifies it. Use [method shape_set_data] to set the segment's start and end " "points." msgstr "" -"在物理服务中创建一个 2D 线段形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 线段形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置线段的起点和终点。" msgid "" @@ -87720,7 +86842,7 @@ msgid "" "[RID] that identifies it. Use [method shape_set_data] to set the shape's " "[code]length[/code] and [code]slide_on_slope[/code] properties." msgstr "" -"在物理服务中创建一个 2D 分离射线形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 分离射线形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置形状的 [code]length[/code] 和 [code]slide_on_slope[/code] " "属性。" @@ -87729,8 +86851,8 @@ msgid "" "[code]false[/code], then the physics server will not do anything in its " "physics step." msgstr "" -"激活或停用 2D 物理服务。如果 [param active] 为 [code]false[/code],则物理服务" -"将不会在其物理步骤中执行任何操作。" +"激活或停用 2D 物理服务器。如果 [param active] 为 [code]false[/code],则物理服" +"务器将不会在其物理迭代中执行任何操作。" msgid "" "Returns the shape data that defines the configuration of the shape, such as " @@ -87802,8 +86924,8 @@ msgid "" "identifies it. A space contains bodies and areas, and controls the stepping " "of the physics simulation of the objects in it." msgstr "" -"在物理服务中创建一个 2D 空间,并返回标识它的 [RID]。空间包含实体和区域,并控制" -"其中实体的物理模拟的步骤。" +"在物理服务器中创建一个 2D 空间,并返回标识它的 [RID]。空间包含实体和区域,并控" +"制其中实体的物理模拟的步骤。" msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can " @@ -87825,8 +86947,8 @@ msgid "" "then the physics server will not do anything with this space in its physics " "step." msgstr "" -"激活或停用该空间。如果 [param active] 为 [code]false[/code],那么物理服务将不" -"会在它的物理步骤中对这个空间做任何事情。" +"激活或停用该空间。如果 [param active] 为 [code]false[/code],那么物理服务器将" +"不会在它的物理迭代中对这个空间做任何事情。" msgid "" "Sets the value of the given space parameter. See [enum SpaceParameter] for " @@ -87838,7 +86960,7 @@ msgid "" "[RID] that identifies it. Use [method shape_set_data] to set the shape's " "normal direction and distance properties." msgstr "" -"在物理服务中创建一个 2D 世界边界形状,并返回标识它的 [RID]。可使用 [method " +"在物理服务器中创建一个 2D 世界边界形状,并返回标识它的 [RID]。可使用 [method " "shape_set_data] 设置形状的法线方向和距离属性。" msgid "" @@ -88088,36 +87210,36 @@ msgid "" "This area does not affect gravity/damp. These are generally areas that exist " "only to detect collisions, and objects entering or exiting them." msgstr "" -"这个区域不影响重力/阻尼。这些一般都是只存在于检测碰撞的区域,以及进入或离开它" -"们的物体。" +"该区域不影响重力/阻尼。这些区域的存在通常只是为了检测碰撞、以及物体是否进入或" +"离开它们。" msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. This way, many overlapping areas can combine their physics to make " "interesting effects." msgstr "" -"此区域把它的重力/阻尼加到目前已经计算过的对象上。这样一来,许多重叠的区域可以" -"结合它们的物理运算来产生有趣的效果。" +"该区域将其重力/阻尼值加到目前已经计算出的结果上。这样一来,许多重叠的区域可以" +"结合它们的物理运算来创建有趣的效果。" msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. Then stops taking into account the rest of the areas, even the default " "one." msgstr "" -"这个区域把它的重力/阻尼加到迄今为止已经计算出来的任何东西上。然后停止考虑其余" -"的区域,甚至默认的区域。" +"该区域将其重力/阻尼值加到目前已经计算出的结果上。然后停止考虑其余区域,甚至是" +"默认区域。" msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." -msgstr "这个区域取代了任何重力/阻尼,甚至是默认的,并停止考虑其余的区域。" +msgstr "该区域将替换所有重力/阻尼,甚至是默认值,并停止考虑其余区域。" msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" -"这个区域取代了到目前为止计算的任何重力/阻尼,但继续计算其余的区域,直到默认的" -"区域。" +"该区域将替换目前已经计算出的任何重力/阻尼,但仍将继续计算其余区域,直到默认区" +"域。" msgid "" "Constant for static bodies. In this mode, a body can be only moved by user " @@ -88151,7 +87273,7 @@ msgstr "常量,用于设置/获取物体的反弹系数。该参数的默认 msgid "" "Constant to set/get a body's friction. The default value of this parameter is " "[code]1.0[/code]." -msgstr "常量,用于设置/获取实体摩擦力。该参数的默认值为 [code]1.0[/code]。" +msgstr "常量,用于设置/获取物体的摩擦力。该参数的默认值为 [code]1.0[/code]。" msgid "" "Constant to set/get a body's mass. The default value of this parameter is " @@ -88164,13 +87286,12 @@ msgid "" "0.0[/code], then the value of that parameter will be recalculated based on " "the body's shapes, mass, and center of mass." msgstr "" -"常量,用于设置/获取一个实体质量。该参数的默认值为[code]1.0[/code]。如果该实体" -"的模式被设置为 [constant BODY_MODE_RIGID],那么设置这个参数会有以下附加效" -"果:\n" -"- 如果该参数 [constant BODY_PARAM_CENTER_OF_MASS] 从未被明确设置,则该参数的值" -"将根据实体的形状重新计算。\n" -"- 如果该参数 [constant BODY_PARAM_INERTIA] 被设置为值 [code]<= 0.0[/code],则" -"该参数的值将根据该实体的形状、质量、和质心重新计算。" +"常量,用于设置/获取物体的质量。该参数的默认值为[code]1.0[/code]。如果该物体的" +"模式被设置为 [constant BODY_MODE_RIGID],那么设置这个参数会有以下额外效果:\n" +"- 如果参数 [constant BODY_PARAM_CENTER_OF_MASS] 尚未被明确设置,则该参数的值将" +"根据物体的形状重新计算。\n" +"- 如果参数 [constant BODY_PARAM_INERTIA] 被设置为 [code]<= 0.0[/code],则该参" +"数的值将根据该物体的形状、质量和质心重新计算。" msgid "" "Constant to set/get a body's inertia. The default value of this parameter is " @@ -88178,9 +87299,8 @@ msgid "" "code], then the inertia will be recalculated based on the body's shapes, " "mass, and center of mass." msgstr "" -"常量,用于设置/获取一个实体惯性。该参数的默认值为[code]0.0[/code]。如果实体的" -"惯性被设置为一个值 [code]<= 0.0[/code],那么惯性将根据实体的形状、质量、和质心" -"重新计算。" +"常量,用于设置/获取物体的惯性。该参数的默认值为 [code]0.0[/code]。如果物体的惯" +"性被设置为 [code]<= 0.0[/code],则惯性将根据该物体的形状、质量和质心重新计算。" msgid "" "Constant to set/get a body's center of mass position in the body's local " @@ -88189,9 +87309,9 @@ msgid "" "based on the body's shapes when setting the parameter [constant " "BODY_PARAM_MASS] or when calling [method body_set_space]." msgstr "" -"常量,用于在实体局部坐标系中设置/获取一个实体质心位置。该参数的默认值为 " +"常量,用于在物体局部坐标系中设置/获取该物体的质心位置。该参数的默认值为 " "[code]Vector2(0,0)[/code]。如果该参数从未明确设置,则在设置参数 [constant " -"BODY_PARAM_MASS] 或调用 [method body_set_space] 时,会根据实体的形状重新计算。" +"BODY_PARAM_MASS] 或调用 [method body_set_space] 时,会根据物体的形状重新计算。" msgid "" "Constant to set/get a body's gravity multiplier. The default value of this " @@ -88232,7 +87352,7 @@ msgstr "代表 [enum BodyParameter] 枚举的大小。" msgid "" "The body's damping value is added to any value set in areas or the default " "value." -msgstr "物体的阻尼值会叠加到替换区域中所设置的值或默认值。" +msgstr "物体的阻尼值将被加到区域中所设置的值或默认值上。" msgid "" "The body's damping value replaces any value set in areas or the default value." @@ -88254,7 +87374,7 @@ msgid "Constant to set/get whether the body can sleep." msgstr "常量,用于设置/获取物体是否可以休眠。" msgid "Constant to create pin joints." -msgstr "常量,用于创造钉关节。" +msgstr "常量,用于创造销关节。" msgid "Constant to create groove joints." msgstr "常量,用于创造槽关节。" @@ -88362,22 +87482,22 @@ msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法, msgid "" "The value of the first parameter and area callback function receives, when an " "object enters one of its shapes." -msgstr "当对象进入其形状之一时,第一个参数和区域回调函数接收的值。" +msgstr "当对象进入区域的任一形状时,区域回调函数接收的第一个参数值。" msgid "" "The value of the first parameter and area callback function receives, when an " "object exits one of its shapes." -msgstr "当对象退出其形状之一时,第一个参数和区域回调函数接收的值。" +msgstr "当对象退出区域的任一形状时,区域回调函数接收的第一个参数值。" msgid "Constant to get the number of objects that are not sleeping." -msgstr "常量,用以获取未处于睡眠状态的对象的数量。" +msgstr "常量,用以获取未休眠的对象的数量。" msgid "Constant to get the number of possible collisions." msgstr "常量,用以获取可能的碰撞数。" msgid "" "Constant to get the number of space regions where a collision could occur." -msgstr "常量,用以获取可能发生碰撞的空间区域数。" +msgstr "常量,用以获取可能发生碰撞的空间区块数。" msgid "" "Provides virtual methods that can be overridden to create custom " @@ -88505,9 +87625,6 @@ msgid "" "be reassigned later." msgstr "从一个区域移除所有形状。它不会删除形状,因此它们可以稍后重新分配。" -msgid "Creates an [Area3D]." -msgstr "创建 [Area3D]。" - msgid "Returns the physics layer or layers an area belongs to." msgstr "返回该区域所属的物理层。" @@ -88719,13 +87836,6 @@ msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。" -msgid "" -"Returns whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method " -"body_set_force_integration_callback])。" - msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " @@ -88789,21 +87899,6 @@ msgstr "" "如果为 [code]true[/code],则启用连续碰撞检测模式。\n" "连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。" -msgid "" -"Sets the function used to calculate physics for an object, if that object " -"allows it (see [method body_set_omit_force_integration]). The force " -"integration function takes 2 arguments:\n" -"- [code]state[/code] — [PhysicsDirectBodyState3D] used to retrieve and modify " -"the body's state.\n" -"- [code skip-lint]userdata[/code] — optional user data passed to [method " -"body_set_force_integration_callback]." -msgstr "" -"如果对象允许的话,设置用于计算该对象物理的函数(见 [method " -"body_set_omit_force_integration])。力的积分函数有 2 个参数:\n" -"[code]state[/code] — [PhysicsDirectBodyState3D] 用于检索和修改物体的状态。\n" -"[code skip-lint]userdata[/code] — 可选的用户数据,如果在调用 [method " -"body_set_force_integration_callback] 时被传递。" - msgid "" "Sets the maximum contacts to report. Bodies can keep a log of the contacts " "with other bodies. This is enabled by setting the maximum number of contacts " @@ -88815,13 +87910,6 @@ msgstr "" msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "从 [enum BodyMode] 常量之一设置主体模式。" -msgid "" -"Sets whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"设置一个物体是否使用回调函数来计算它自己的物理(见 [method " -"body_set_force_integration_callback])。" - msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." @@ -88872,24 +87960,6 @@ msgstr "" "销毁由 PhysicsServer3D 创建的任何对象。如果传入的 [RID] 不是由 " "PhysicsServer3D 创建的对象,则会向控制台发送错误。" -msgid "" -"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。" - -msgid "" -"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" - -msgid "" -"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。" - -msgid "" -"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" - msgid "" "Returns information about the current state of the 3D physics engine. See " "[enum ProcessInfo] for a list of available states." @@ -89003,6 +88073,18 @@ msgstr "返回给定柔性物体的模拟精度。" msgid "Returns the [RID] of the space assigned to the given soft body." msgstr "返回分配给给定柔性物体的空间的 [RID]。" +msgid "" +"Returns the given soft body state (see [enum BodyState] constants).\n" +"[b]Note:[/b] Godot's default physics implementation does not support " +"[constant BODY_STATE_LINEAR_VELOCITY], [constant " +"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant " +"BODY_STATE_CAN_SLEEP]." +msgstr "" +"返回给定的柔性物体状态(见 [enum BodyState] 常量)。\n" +"[b]注意:[/b]Godot 的默认物理实现不支持 [constant " +"BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、" +"[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。" + msgid "Returns the total mass assigned to the given soft body." msgstr "返回分配给给定柔性物体的总质量。" @@ -89012,6 +88094,16 @@ msgstr "返回给定的柔性物体点是否已固定。" msgid "Moves the given soft body point to a position in global coordinates." msgstr "将给定的柔性物体点移动到全局坐标中的某个位置。" +msgid "" +"Pins or unpins the given soft body point based on the value of [param pin].\n" +"[b]Note:[/b] Pinning a point effectively makes it kinematic, preventing it " +"from being affected by forces, but you can still move it using [method " +"soft_body_move_point]." +msgstr "" +"根据 [param pin] 的值固定或取消固定给定的柔性物体点。\n" +"[b]注意:[/b]固定一个点可以有效地使其成为运动学的,从而防止其受到力的影响,但" +"你仍然可以使用 [method soft_body_move_point] 移动它。" + msgid "Unpins all points of the given soft body." msgstr "取消固定给定柔性物体的所有点。" @@ -89059,6 +88151,10 @@ msgstr "" "设置给定柔性物体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强" "度。" +msgid "" +"Sets whether the given soft body will be pickable when using object picking." +msgstr "设置在使用对象拾取时给定柔性物体是否可拾取。" + msgid "" "Sets the simulation precision of the given soft body. Increasing this value " "will improve the resulting simulation, but can affect performance. Use with " @@ -89069,12 +88165,33 @@ msgstr "" msgid "Assigns a space to the given soft body (see [method space_create])." msgstr "为给定的柔性物体分配一个空间(请参阅 [method space_create])。" +msgid "" +"Sets the given body state for the given body (see [enum BodyState] " +"constants).\n" +"[b]Note:[/b] Godot's default physics implementation does not support " +"[constant BODY_STATE_LINEAR_VELOCITY], [constant " +"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant " +"BODY_STATE_CAN_SLEEP]." +msgstr "" +"设置给定物体的给定物体状态(见 [enum BodyState] 常量)。\n" +"[b]注意:[/b]Godot 的默认物理实现不支持 [constant " +"BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、" +"[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。" + msgid "Sets the total mass for the given soft body." msgstr "设置给定柔性物体的总质量。" msgid "Sets the global transform of the given soft body." msgstr "设置给定柔性物体的全局变换。" +msgid "" +"Requests that the physics server updates the rendering server with the latest " +"positions of the given soft body's points through the [param " +"rendering_server_handler] interface." +msgstr "" +"请求物理服务器通过 [param rendering_server_handler] 接口用给定柔性物体点的最新" +"位置更新渲染服务器。" + msgid "" "Creates a space. A space is a collection of parameters for the physics engine " "that can be assigned to an area or a body. It can be assigned to an area with " @@ -89381,9 +88498,6 @@ msgstr "常数,用于设置/获取区域的角度阻尼系数。" msgid "Constant to set/get the priority (order of processing) of an area." msgstr "常量,用于设置/获取区域的优先级(处理顺序)。" -msgid "Constant to set/get the magnitude of area-specific wind force." -msgstr "常量,用于设置/获取特定区域风力大小。" - msgid "" "Constant to set/get the 3D vector that specifies the origin from which an " "area-specific wind blows." @@ -90265,7 +89379,7 @@ msgid "" "the plane has a distance of [param d] from the origin." msgstr "" "根据四个参数创建一个平面。产生的平面的 [member normal] 的三个分量是 [param " -"a]、[param b]、和 [param c],且该平面与原点的距离为 [param d]。" +"a]、[param b] 和 [param c],且该平面与原点的距离为 [param d]。" msgid "" "Creates a plane from the normal vector. The plane will intersect the origin.\n" @@ -90623,15 +89737,6 @@ msgstr "" msgid "The offset applied to each vertex." msgstr "应用于每个顶点的位置偏移量。" -msgid "" -"The polygon's list of vertices. The final point will be connected to the " -"first.\n" -"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a " -"reference." -msgstr "" -"多边形的顶点列表。最后一点将连接到第一个点。\n" -"[b]注意:[/b]返回的是 [PackedVector2Array] 的副本,不是引用。" - msgid "" "The list of polygons, in case more than one is being represented. Every " "individual polygon is stored as a [PackedInt32Array] where each [int] is an " @@ -90736,9 +89841,6 @@ msgstr "" msgid "Emitted when the popup is hidden." msgstr "当该弹出窗口被隐藏时发出。" -msgid "Default [StyleBox] for the [Popup]." -msgstr "该 [Popup] 的默认 [StyleBox] 。" - msgid "A modal window used to display a list of options." msgstr "用于显示选项列表的模态窗口。" @@ -91041,6 +90143,9 @@ msgstr "" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。\n" "如果 [param allow_echo] 为 [code]true[/code],则快捷键可以被回响事件激活。" +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "更喜欢改用 [method add_submenu_node_item]。" + msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [param submenu] argument must be the name of an existing " @@ -91052,10 +90157,29 @@ msgid "" msgstr "" "添加菜单项,点击时会作为父级 [PopupMenu] 节点的子菜单。[param submenu] 参数必" "须是已作为子节点添加到此节点的现有 [PopupMenu] 的名称。当点击该项目、悬停足够" -"长的时间、或使用 [code]ui_select[/code] 或 [code]ui_right[/code] 输入操作激活" -"该子菜单时,将显示该子菜单。\n" +"长的时间或使用 [code]ui_select[/code] 或 [code]ui_right[/code] 输入操作激活该" +"子菜单时,将显示该子菜单。\n" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or [code]ui_right[/" +"code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the [param " +"submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" +"添加一个菜单项,点击时会作为父级 [PopupMenu] 节点的子菜单。当点击该项目、悬停" +"足够长的时间或使用 [code]ui_select[/code] 或 [code]ui_right[/code] 输入操作激" +"活该子菜单时,将显示该子菜单。\n" +"[param submenu] 必须是该 [PopupMenu] 的子节点,或者没有父节点(在这种情况下," +"它将自动添加为子节点)。如果 [param submenu] 弹出窗口有另一个父级节点,则该方" +"法将失败。\n" +"还可以选择提供 [param id]。如果没有提供 [param id],则将从索引创建一个。" + msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " "[code]true[/code], the submenu nodes are automatically freed." @@ -91131,6 +90255,9 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "返回给定 [param index] 处菜单项所关联的 [Shortcut]。" +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "优先改用 [method get_item_submenu_node]。" + msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." @@ -91138,6 +90265,15 @@ msgstr "" "返回给定 [param index] 处菜单项的子菜单名称。有关如何添加子菜单的更多信息,请" "参见 [method add_submenu_item]。" +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"返回给定 [param index] 处菜单项的子菜单,如果尚未添加子菜单,则返回 " +"[code]null[/code]。有关如何添加子菜单的更多信息,请参阅 [method " +"add_submenu_node_item]。" + msgid "Returns the text of the item at the given [param index]." msgstr "返回索引为 [param index] 的菜单项的文本。" @@ -91310,6 +90446,9 @@ msgstr "设置索引为 [param index] 的菜单项的 [Shortcut]。" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "禁用索引为 [param index] 的菜单项的 [Shortcut]。" +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "优先改用 [method set_item_submenu_node]。" + msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " "name of a child [PopupMenu] node that would be shown when the item is clicked." @@ -91317,6 +90456,18 @@ msgstr "" "设置位于给定 [param index] 的菜单项的子菜单。子菜单为点击该菜单项后应该显示的" "子 [PopupMenu] 节点的名称。" +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must either " +"be a child of this [PopupMenu] or has no parent (in which case it will be " +"automatically added as a child). If the [param submenu] popup has another " +"parent, this method will fail." +msgstr "" +"设置给定 [param index] 处的项目的子菜单。子菜单是一个 [PopupMenu] 节点,点击该" +"项目时将显示该节点。它必须是该 [PopupMenu] 的子级或没有父级(在这种情况下,它" +"将自动添加为子级)。如果 [param submenu] 弹出窗口有另一个父级,则该方法将失" +"败。" + msgid "Sets the text of the item at the given [param index]." msgstr "设置索引为 [param index] 的菜单项的文本。" @@ -91355,15 +90506,6 @@ msgstr "" "设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个菜" "单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" -msgid "" -"If set to one of the values returned by [method DisplayServer." -"global_menu_get_system_menu_roots], this [PopupMenu] is bound to the special " -"system menu. Only one [PopupMenu] can be bound to each special menu at a time." -msgstr "" -"如果设为 [method DisplayServer.global_menu_get_system_menu_roots] 返回值中的任" -"意一个,则该 [PopupMenu] 与特殊系统菜单绑定。每个特殊菜单在同一时间只能与一个 " -"[PopupMenu] 绑定。" - msgid "" "Emitted when the user navigated to an item of some [param id] using the " "[member ProjectSettings.input/ui_up] or [member ProjectSettings.input/" @@ -91710,12 +90852,12 @@ msgid "" "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" +"[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] 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" @@ -91865,6 +91007,21 @@ msgstr "进度的样式(即填充进度条的部分)。" msgid "A 4×4 matrix for 3D projective transformations." msgstr "用于 3D 投影变换的 4×4 矩阵。" +msgid "" +"A 4×4 matrix used for 3D projective transformations. It can represent " +"transformations such as translation, rotation, scaling, shearing, and " +"perspective division. It consists of four [Vector4] columns.\n" +"For purely linear transformations (translation, rotation, and scale), it is " +"recommended to use [Transform3D], as it is more performant and requires less " +"memory.\n" +"Used internally as [Camera3D]'s projection matrix." +msgstr "" +"用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、剪切和透视分割等变换," +"由四个 [Vector4] 列组成。\n" +"对于纯粹的线性变换(平移、旋转和缩放),建议使用 [Transform3D],因为它的性能更" +"强,内存占用更少。\n" +"在内部作为 [Camera3D] 的投影矩阵使用。" + msgid "" "Constructs a default-initialized [Projection] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Projection]。" @@ -91994,13 +91151,14 @@ msgid "" msgstr "返回投影远裁剪平面的尺寸除以二。" msgid "Returns the horizontal field of view of the projection (in degrees)." -msgstr "返回该投影的水平视野(单位为度)。" +msgstr "返回该投影的水平视场角(单位为度)。" msgid "" "Returns the vertical field of view of the projection (in degrees) associated " "with the given horizontal field of view (in degrees) and aspect ratio." msgstr "" -"返回与给定水平视场(以度为单位)和长宽比相关联的投影的垂直视场(以度为单位)。" +"返回与给定水平视场角(以度为单位)和长宽比相关联的投影的垂直视场角(以度为单" +"位)。" msgid "" "Returns the factor by which the visible level of detail is scaled by this " @@ -92166,11 +91324,11 @@ msgid "" "[b]Overriding:[/b] Any project setting can be overridden by creating a file " "named [code]override.cfg[/code] in the project's root directory. This can " "also be used in exported projects by placing this file in the same directory " -"as the project binary. Overriding will still take the base project " -"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/" -"url] in account. Therefore, make sure to [i]also[/i] override the setting " -"with the desired feature tags if you want them to override base project " -"settings on all platforms and configurations." +"as the project binary. Overriding will still take the base project settings' " +"[url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in " +"account. Therefore, make sure to [i]also[/i] override the setting with the " +"desired feature tags if you want them to override base project settings on " +"all platforms and configurations." msgstr "" "储存可以从任何地方访问的变量。请使用 [method get_setting]、[method " "set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中" @@ -92527,6 +91685,21 @@ msgstr "" "[/codeblocks]\n" "也可以用来擦除自定义项目设置。方法是将设置项的值设置为 [code]null[/code]。" +msgid "" +"If [code]true[/code], [AnimationMixer] prints the warning of interpolation " +"being forced to choose the shortest rotation path due to multiple angle " +"interpolation types being mixed in the [AnimationMixer] cache." +msgstr "" +"如果为 [code]true[/code],[AnimationMixer] 会打印由于 [AnimationMixer] 缓存中" +"混合了多种角度插值类型而导致插值被迫选择最短旋转路径的警告。" + +msgid "" +"If [code]true[/code], [AnimationMixer] prints the warning of no matching " +"object of the track path in the scene." +msgstr "" +"如果为 [code]true[/code],则 [AnimationMixer] 打印场景中轨道路径没有匹配对象的" +"警告。" + msgid "Background color for the boot splash." msgstr "启动界面的背景色。" @@ -92538,19 +91711,6 @@ msgstr "" "如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保持" "长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" -msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " -"Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " -"[code]true[/code].\n" -"[b]Note:[/b] The only supported format is PNG. Using another image format " -"will result in an error." -msgstr "" -"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n" -"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" -"code] 时有效。\n" -"[b]注意:[/b]只支持 PNG 格式。使用其他图像格式会导致出错。" - msgid "" "Minimum boot splash display time (in milliseconds). It is not recommended to " "set too high values for this setting." @@ -92803,16 +91963,6 @@ msgstr "" "选 [member application/run/max_fps] 作为 FPS 限制器,因为它更精确。\n" "可以使用 [code]--frame-delay <ms;>[/code] 命令行参数覆盖该设置。" -msgid "" -"If [code]true[/code], enables low-processor usage mode. This setting only " -"works on desktop platforms. The screen is not redrawn if nothing changes " -"visually. This is meant for writing applications and editors, but is pretty " -"useless (and can hurt performance) in most games." -msgstr "" -"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果" -"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游" -"戏中这是非常无用的(并可能损害性能)。" - msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." @@ -92825,53 +91975,14 @@ msgid "Path to the main scene file that will be loaded when the project runs." msgstr "项目运行时将加载的主场景文件的路径。" msgid "" -"Maximum number of frames per second allowed. A value of [code]0[/code] means " -"\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" -"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " -"monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS " -"limit a few frames lower than the monitor's refresh rate will [url=https://" -"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding " -"tearing[/url].\n" -"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], " -"limiting the FPS to a high value that can be consistently reached on the " -"system can reduce input lag compared to an uncapped framerate. Since this " -"works by ensuring the GPU load is lower than 100%, this latency reduction is " -"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " -"scenarios.\n" -"See also [member physics/common/physics_ticks_per_second].\n" -"This setting can be overridden using the [code]--max-fps <fps>[/code] command " -"line argument (including with a value of [code]0[/code] for unlimited " -"framerate).\n" -"[b]Note:[/b] This property is only read when the project starts. To change " -"the rendering FPS cap at runtime, set [member Engine.max_fps] instead." -msgstr "" -"每秒允许的最大帧数。[code]0[/code] 表示“不限制”。如果 CPU 或 GPU 无法满足项目" -"逻辑和渲染,则实际每秒的帧数可能仍然比这个值小。\n" -"限制 FPS 可以降低系统对电源的消耗,能够降低发热、减少噪音(延长移动设备的电池" -"寿命)。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 或 " -"[code]Adaptive[/code] 时,该设置优先生效,强制的 FPS 数无法超过显示器的刷新" -"率。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 时,在启用了" -"可变刷新率(G-Sync/FreeSync)的显示器上使用比显示器刷新率略低几帧的 FPS 限制会" -"[url=https://blurbusters.com/howto-low-lag-vsync-on/]降低输入延迟,避免画面撕" -"裂[/url]。\n" -"[member display/window/vsync/vsync_mode] 为 [code]Disabled[/code] 时,与不限制" -"帧率相比,将 FPS 限制设为系统所能达到的较高值能够降低输入延迟。因为原理是确保 " -"GPU 负载低于 100%,所以只有在 GPU 为瓶颈时才会降低延迟,无法缓解 CPU 瓶颈导致" -"的延迟。\n" -"另见 [member physics/common/physics_ticks_per_second]。\n" -"这个设置可以使用 [code]--max-fps <fps>[/code] 命令行参数覆盖(设为 [code]0[/" -"code] 则是不限制帧率)。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改渲染 FPS 上限,请改为设" -"置 [member Engine.max_fps]。" +"If [code]true[/code], the engine header is printed in the console on startup. " +"This header describes the current version of the engine, as well as the " +"renderer being used. This behavior can also be disabled on the command line " +"with the [code]--no-header[/code] option." +msgstr "" +"如果为 [code]true[/code],则启动时在控制台中打印引擎标头。该标头描述了引擎的当" +"前版本以及正在使用的渲染器。也可以使用 [code]--no-header[/code] 选项在命令行上" +"禁用该行为。" msgid "" "Audio buses will disable automatically when sound goes below a given dB " @@ -93194,13 +92305,6 @@ msgstr "" "设为 [code]warn[/code] 或 [code]error[/code] 时,会在将常量当作函数使用时对应" "产生警告或错误。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when deprecated keywords are used." -msgstr "" -"设为 [code]warn[/code] 或 [code]error[/code] 时,会在使用已启用的关键字时对应" -"产生警告或错误。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when an empty file is parsed." @@ -93268,8 +92372,8 @@ msgid "" "than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is " "not recommended." msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当变量、常量、或参数具有隐" -"式推断的静态类型时,分别产生警告或错误。\n" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当变量、常量或参数具有隐式" +"推断的静态类型时,分别产生警告或错误。\n" "[b]注意:[/b]如果你希望始终显式指定类型,则推荐该警告,[i]除了[/i] [member " "debug/gdscript/warnings/untyped_declaration]。使 [code]INFERRED_DECLARATION[/" "code] 警告级别高于 [code]UNTYPED_DECLARATION[/code] 警告级别意义不大,且不被推" @@ -93354,6 +92458,17 @@ msgstr "" "启用后,使用自 Godot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提" "示。" +msgid "" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " +"error respectively when calling a function without using its return value (by " +"assigning it to a variable or using it as a function argument). These return " +"values are sometimes used to indicate possible errors using the [enum Error] " +"enum." +msgstr "" +"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用函数却不使用其返回值" +"(通过将其分配给变量或将其用作函数参数)时,会分别产生一个警告或一个错误。这些" +"返回值有时使用 [enum Error] 枚举来指示可能的错误。" + msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when defining a local or member variable, signal, or enum " @@ -93361,8 +92476,8 @@ msgid "" "thus shadowing it." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个与内置函数或全局" -"类同名的局部变量或成员变量、信号、或枚举,从而隐藏该内置函数或全局类时,会分别" -"产生一个警告或一个错误。" +"类同名的局部变量或成员变量、信号或枚举,从而隐藏该内置函数或全局类时,会分别产" +"生一个警告或一个错误。" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " @@ -93445,13 +92560,6 @@ msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用类型可能与函数参数预" "期的类型不兼容的表达式时,会分别产生一个警告或一个错误。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when performing an unsafe cast." -msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当执行不安全的转换时,会分" -"别产生一个警告或一个错误。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when calling a method whose presence is not guaranteed at " @@ -93510,13 +92618,6 @@ msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个私有成员变量从未被使" "用时,会分别产生一个警告或一个错误。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a signal is declared but never emitted." -msgstr "" -"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个信号被声明但从未发出" -"时,会分别产生一个警告或一个错误。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when a local variable is unused." @@ -93588,6 +92689,14 @@ msgstr "" "shader_language/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所" "有着色器警告。" +msgid "" +"When set to [code]true[/code], produces a warning when two floating-point " +"numbers are compared directly with the [code]==[/code] operator or the [code]!" +"=[/code] operator." +msgstr "" +"设为 [code]true[/code] 时,当使用 [code]==[/code] 或 [code]!=[/code] 运算符直" +"接比较两个浮点数时,会产生警告。" + msgid "" "When set to [code]true[/code], produces a warning upon encountering certain " "formatting errors. Currently this only checks for empty statements. More " @@ -93882,13 +92991,6 @@ msgstr "" "如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护" "程序不会接管。适用于桌面和移动平台。" -msgid "" -"Editor-only override for [member display/window/energy_saving/" -"keep_screen_on]. Does not affect exported projects in debug or release mode." -msgstr "" -"[member display/window/energy_saving/keep_screen_on] 的编辑器覆盖项。不影响调" -"试模式和发布模式下导出的项目。" - msgid "" "The default screen orientation to use on mobile devices. See [enum " "DisplayServer.ScreenOrientation] for possible values.\n" @@ -94000,8 +93102,8 @@ msgstr "" msgid "" "Main window initial screen, this setting is used only if [member display/" -"window/size/initial_position_type] is set to \"Other Screen " -"Center\" ([code]2[/code]).\n" +"window/size/initial_position_type] is set to \"Other Screen Center\" " +"([code]2[/code]).\n" "[b]Note:[/b] This setting only affects the exported project, or when the " "project is run from the command line. In the editor, the value of [member " "EditorSettings.run/window_placement/screen] is used instead." @@ -94420,46 +93522,11 @@ msgstr "" "[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]{signalName}[/" "code]、[code]{signal_name}[/code]。" -msgid "" -"When creating node names automatically, set the type of casing in this " -"project. This is mostly an editor setting." -msgstr "" -"当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。" - msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。" -msgid "" -"When generating file names from scene root node, set the type of casing in " -"this project. This is mostly an editor setting." -msgstr "" -"根据场景根节点生成文件名时,设置这个项目中的大小写类型。主要是编辑器设置。" - -msgid "" -"The command-line arguments to append to Godot's own command line when running " -"the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " -"[code]%command%[/code] placeholder. The placeholder will be replaced with " -"Godot's own command line. Program-specific arguments should be placed " -"[i]before[/i] the placeholder, whereas Godot-specific arguments should be " -"placed [i]after[/i] the placeholder.\n" -"For example, this can be used to force the project to run on the dedicated " -"GPU in a NVIDIA Optimus system on Linux:\n" -"[codeblock]\n" -"prime-run %command%\n" -"[/codeblock]" -msgstr "" -"运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" -"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将替" -"换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot 特" -"定参数应该放在[i]占位符之后[/i]。\n" -"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运行:\n" -"[codeblock]\n" -"prime-run %command%\n" -"[/codeblock]" - msgid "" "Text-based file extensions to include in the script editor's \"Find in " "Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " @@ -94504,6 +93571,20 @@ msgstr "" "[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易访" "问到 Blender。" +msgid "" +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " +"FBX2glTF can't easily be accessed from Godot." +msgstr "" +"[member filesystem/import/fbx2gltf/enabled] 在 Android 上的覆盖项,在 Android " +"上 Godot 无法轻易访问到 FBX2glTF。" + +msgid "" +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " +"FBX2glTF can't easily be accessed from Godot." +msgstr "" +"[member filesystem/import/fbx2gltf/enabled] 在 Web 上的覆盖项,在 Web 上 " +"Godot 无法轻易访问到 FBX2glTF。" + msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." @@ -95467,8 +94548,8 @@ msgid "" "breaking rules. Data is about 4 MB large.\n" "[b]Note:[/b] \"Fallback\" text server does not use additional data." msgstr "" -"如果为 [code]true[/code],则文本服务器中断迭代规则集、字典、和其他可选数据将被" -"包含在导出的项目中。\n" +"如果为 [code]true[/code],则文本服务器中断迭代规则集、字典和其他可选数据将被包" +"含在导出的项目中。\n" "[b]注意:[/b]“ICU / HarfBuzz / Graphite”文本服务器数据,包括缅甸语、汉语、日" "语、高棉语、老挝语和泰语的词典,以及 Unicode 标准附件 #29 和 Unicode 标准附件 " "#14 单词和行折断规则。数据大约 4 MB。\n" @@ -95547,6 +94628,33 @@ msgstr "强制所有控件的布局方向和文本书写方向为 RTL。" msgid "Root node default layout direction." msgstr "根节点的默认布局方向。" +msgid "" +"Specifies the [TextServer] to use. If left empty, the default will be used.\n" +"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " +"right-to-left typesetting and complex scripts (for languages like Arabic, " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " +"typesetting and complex scripts.\n" +"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" +"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]command line argument[/url].\n" +"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " +"which disables all text rendering and font-related functionality. This driver " +"is not listed in the project settings, but it can be enabled when running the " +"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]command line argument[/url]." +msgstr "" +"指定要使用的 [TextServer]。如果留空,则会使用默认服务器。\n" +"“ICU / HarfBuzz / Graphite”是最先进的文本驱动,支持从右至左的排版和复杂文字" +"(用于阿拉伯语、希伯来语等语言)。“Fallback”文本驱动不支持从右至左的排版和复杂" +"文字。\n" +"[b]注意:[/b]在运行时可以通过 [code]--text-driver[/code] [url=$DOCS_URL/" +"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖使用的驱动程" +"序。\n" +"[b]注意:[/b]另外还提供了 [code]Dummy[/code] 文本驱动,它禁用了所有文本渲染和" +"字体相关的功能。这个驱动没有在项目设置中列出,但可以在运行编辑器或项目时使用 " +"[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]命令行参数[/url]启用。" + msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -96704,6 +95812,51 @@ msgstr "" "certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n" "如果有疑问,请将此设置留空。" +msgid "" +"The default rotational motion damping in 2D. Damping is used to gradually " +"slow down physical objects over time. RigidBodies will fall back to this " +"value when combining their own damping values and no area damping value is " +"present.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " +"[code]0[/code] objects will keep moving with the same velocity. Greater " +"values will stop the object faster. A value equal to or greater than the " +"physics tick rate ([member physics/common/physics_ticks_per_second]) will " +"bring the object to a stop in one iteration.\n" +"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"bodies moving faster will take a longer time to come to rest. They do not " +"simulate inertia, friction, or air resistance. Therefore heavier or larger " +"bodies will lose speed at the same proportional rate as lighter or smaller " +"bodies.\n" +"During each physics tick, Godot will multiply the linear velocity of " +"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " +"By default, bodies combine damp factors: [code]combined_damp[/code] is the " +"sum of the damp value of the body and this value or the area's value the body " +"is in. See [enum RigidBody2D.DampMode].\n" +"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"dependent. Changing [member physics/common/physics_ticks_per_second] may " +"significantly change the outcomes and feel of your simulation. This is true " +"for the entire range of damping values greater than 0. To get back to a " +"similar feel, you also need to change your damp values. This needed change is " +"not proportional and differs from case to case." +msgstr "" +"默认的 2D 旋转运动阻尼。阻尼可以用来让物理对象逐渐慢下来。RigidBody 在合并自身" +"的阻尼值时,如果没有区域阻尼,那么就会回退到这个值。\n" +"建议使用 [code]0[/code] 到 [code]30[/code] 之间的值。为 [code]0[/code] 时,对" +"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" +"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" +"停下来。\n" +"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" +"体会以相同的比例损失速度。\n" +"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 " +"[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之" +"和。见 [enum RigidBody2D.DampMode]。\n" +"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" +"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," +"需要根据实际情况调整。" + msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -96770,6 +95923,51 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"The default linear motion damping in 2D. Damping is used to gradually slow " +"down physical objects over time. RigidBodies will fall back to this value " +"when combining their own damping values and no area damping value is " +"present.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " +"[code]0[/code] objects will keep moving with the same velocity. Greater " +"values will stop the object faster. A value equal to or greater than the " +"physics tick rate ([member physics/common/physics_ticks_per_second]) will " +"bring the object to a stop in one iteration.\n" +"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"bodies moving faster will take a longer time to come to rest. They do not " +"simulate inertia, friction, or air resistance. Therefore heavier or larger " +"bodies will lose speed at the same proportional rate as lighter or smaller " +"bodies.\n" +"During each physics tick, Godot will multiply the linear velocity of " +"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code], " +"where [code]combined_damp[/code] is the sum of the linear damp of the body " +"and this value, or the area's value the body is in, assuming the body " +"defaults to combine damp values. See [enum RigidBody2D.DampMode].\n" +"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"dependent. Changing [member physics/common/physics_ticks_per_second] may " +"significantly change the outcomes and feel of your simulation. This is true " +"for the entire range of damping values greater than 0. To get back to a " +"similar feel, you also need to change your damp values. This needed change is " +"not proportional and differs from case to case." +msgstr "" +"默认的 2D 线性运动阻尼。阻尼可以用来让物理对象逐渐慢下来。RigidBody 在合并自身" +"的阻尼值时,如果没有区域阻尼,那么就会回退到这个值。\n" +"建议使用 [code]0[/code] 到 [code]30[/code] 之间的值。为 [code]0[/code] 时,对" +"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" +"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" +"停下来。\n" +"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" +"体会以相同的比例损失速度。\n" +"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"physics_ticks_per_second[/code],其中 [code]combined_damp[/code] 是该物体线性" +"阻尼值与这个值或物体所处区域阻尼值之和。这些都以物体默认合并阻尼值为前提。见 " +"[enum RigidBody2D.DampMode]。\n" +"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" +"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," +"需要根据实际情况调整。" + msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " @@ -96867,6 +96065,51 @@ msgstr "" "2D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 [constant " "PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" +msgid "" +"The default rotational motion damping in 3D. Damping is used to gradually " +"slow down physical objects over time. RigidBodies will fall back to this " +"value when combining their own damping values and no area damping value is " +"present.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " +"[code]0[/code] objects will keep moving with the same velocity. Greater " +"values will stop the object faster. A value equal to or greater than the " +"physics tick rate ([member physics/common/physics_ticks_per_second]) will " +"bring the object to a stop in one iteration.\n" +"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"bodies moving faster will take a longer time to come to rest. They do not " +"simulate inertia, friction, or air resistance. Therefore heavier or larger " +"bodies will lose speed at the same proportional rate as lighter or smaller " +"bodies.\n" +"During each physics tick, Godot will multiply the angular velocity of " +"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " +"By default, bodies combine damp factors: [code]combined_damp[/code] is the " +"sum of the damp value of the body and this value or the area's value the body " +"is in. See [enum RigidBody3D.DampMode].\n" +"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"dependent. Changing [member physics/common/physics_ticks_per_second] may " +"significantly change the outcomes and feel of your simulation. This is true " +"for the entire range of damping values greater than 0. To get back to a " +"similar feel, you also need to change your damp values. This needed change is " +"not proportional and differs from case to case." +msgstr "" +"默认的 3D 旋转运动阻尼。阻尼可以用来让物理对象逐渐慢下来。RigidBody 在合并自身" +"的阻尼值时,如果没有区域阻尼,那么就会回退到这个值。\n" +"建议使用 [code]0[/code] 到 [code]30[/code] 之间的值。为 [code]0[/code] 时,对" +"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" +"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" +"停下来。\n" +"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" +"体会以相同的比例损失速度。\n" +"每个物理周期中,Godot 会将 RigidBody 的角速度乘以 [code]1.0 - combined_damp / " +"physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 " +"[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之" +"和。见 [enum RigidBody3D.DampMode]。\n" +"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" +"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," +"需要根据实际情况调整。" + msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -96933,6 +96176,51 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"The default linear motion damping in 3D. Damping is used to gradually slow " +"down physical objects over time. RigidBodies will fall back to this value " +"when combining their own damping values and no area damping value is " +"present.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " +"[code]0[/code] objects will keep moving with the same velocity. Greater " +"values will stop the object faster. A value equal to or greater than the " +"physics tick rate ([member physics/common/physics_ticks_per_second]) will " +"bring the object to a stop in one iteration.\n" +"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " +"bodies moving faster will take a longer time to come to rest. They do not " +"simulate inertia, friction, or air resistance. Therefore heavier or larger " +"bodies will lose speed at the same proportional rate as lighter or smaller " +"bodies.\n" +"During each physics tick, Godot will multiply the linear velocity of " +"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " +"By default, bodies combine damp factors: [code]combined_damp[/code] is the " +"sum of the damp value of the body and this value or the area's value the body " +"is in. See [enum RigidBody3D.DampMode].\n" +"[b]Warning:[/b] Godot's damping calculations are simulation tick rate " +"dependent. Changing [member physics/common/physics_ticks_per_second] may " +"significantly change the outcomes and feel of your simulation. This is true " +"for the entire range of damping values greater than 0. To get back to a " +"similar feel, you also need to change your damp values. This needed change is " +"not proportional and differs from case to case." +msgstr "" +"默认的 3D 线性运动阻尼。阻尼可以用来让物理对象逐渐慢下来。RigidBody 在合并自身" +"的阻尼值时,如果没有区域阻尼,那么就会回退到这个值。\n" +"建议使用 [code]0[/code] 到 [code]30[/code] 之间的值。为 [code]0[/code] 时,对" +"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期" +"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会" +"停下来。\n" +"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就" +"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物" +"体会以相同的比例损失速度。\n" +"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / " +"physics_ticks_per_second[/code],默认情况下,物体的合并阻尼系数 " +"[code]combined_damp[/code] 是该物体线性阻尼值与这个值或物体所处区域阻尼值之" +"和。这些都以物体默认合并阻尼值为前提。见 [enum RigidBody3D.DampMode]。\n" +"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/" +"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的" +"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例," +"需要根据实际情况调整。" + msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no " @@ -97038,7 +96326,7 @@ msgid "" "the maximum number of simulated physics steps per frame at runtime, set " "[member Engine.max_physics_steps_per_frame] instead." msgstr "" -"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防" +"控制每个渲染帧所能模拟的最大物理迭代数。默认值经过调试,可以避免“死亡螺旋”,防" "止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member " "physics/common/physics_ticks_per_second] 的 [code]1 / " "max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始终" @@ -97048,31 +96336,6 @@ 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 good enough 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 应该足够好了;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 " @@ -97154,6 +96417,61 @@ msgstr "" "[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 2D 阴影图集的大小,请" "改用 [method RenderingServer.canvas_set_shadow_texture_size]。" +msgid "" +"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " +"Useful for low-resolution pixel art games. Their position can still be sub-" +"pixel, but the decimals will not have effect as the position is rounded. This " +"can lead to a crisper appearance at the cost of less smooth movement, " +"especially when [Camera2D] smoothing is enabled.\n" +"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " +"transform snapping at runtime, use [method RenderingServer." +"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" +"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." +msgstr "" +"如果为 [code]true[/code],则 [CanvasItem] 节点会在内部吸附到整像素。对于低分辨" +"率像素艺术游戏很有用。节点的位置仍然可以是次像素的,但小数点不会产生影响,因为" +"位置被四舍五入。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用" +"了 [Camera2D] 平滑的情况下。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." +"viewport_set_snap_2d_transforms_to_pixel]。\n" +"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " +"gui/common/snap_controls_to_pixels] 控制。\n" +"[b]注意:[/b]不建议将该设置与 [member rendering/2d/snap/" +"snap_2d_vertices_to_pixel] 一起使用,因为移动可能会显得更不平滑。最好只启用该" +"设置。" + +msgid "" +"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " +"pixels. Useful for low-resolution pixel art games. Only affects the final " +"vertex positions, not the transforms. This can lead to a crisper appearance " +"at the cost of less smooth movement, especially when [Camera2D] smoothing is " +"enabled.\n" +"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " +"vertex snapping at runtime, use [method RenderingServer." +"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" +"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." +msgstr "" +"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素。对于低分辨" +"率像素艺术游戏很有用。只影响最终顶点的位置,不影响变换。这样外观看上去就会更锐" +"利,但会影响移动的平滑程度,尤其是在启用了 [Camera2D] 平滑的情况下。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." +"viewport_set_snap_2d_vertices_to_pixel]。\n" +"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " +"gui/common/snap_controls_to_pixels] 控制。\n" +"[b]注意:[/b]不建议将该设置与 [member rendering/2d/snap/" +"snap_2d_transforms_to_pixel] 一起使用,因为移动可能会显得更不平滑。最好只启用" +"该设置。" + msgid "" "Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of " "two). MSAA is used to reduce aliasing around the edges of polygons. A higher " @@ -97332,6 +96650,21 @@ msgstr "" "[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。使" "用 Mobile 渲染方法时,不会执行前置深度阶段。" +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" +"该设置有几个已知的错误,这可能会导致崩溃,尤其是在使用粒子或调整窗口大小时。现" +"阶段不建议在生产环境中使用。" + +msgid "" +"The thread model to use for rendering. Rendering on a thread may improve " +"performance, but synchronizing to the main thread can cause a bit more jitter." +msgstr "" +"用于渲染的线程模型。在线程上渲染可能会提高性能,但同步到主线程可能会导致更多的" +"抖动。" + msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " @@ -98288,6 +97621,36 @@ msgid "" "code])." msgstr "Direct3D 12 Agility SDK 的版本号([code]D3D12SDKVersion[/code])。" +msgid "" +"The number of entries in the miscellaneous descriptors heap the Direct3D 12 " +"rendering driver uses each frame, used for various operations like clearing a " +"texture.\n" +"Depending on the complexity of scenes, this value may be lowered or may need " +"to be raised." +msgstr "" +"Direct3D 12 渲染驱动每帧所使用的杂项描述符堆中的条目数,用于清除纹理等各种操" +"作。\n" +"这个值可能会降低,也可能需要提高,具体取决于场景的复杂度。" + +msgid "" +"The number of entries in the resource descriptors heap the Direct3D 12 " +"rendering driver uses each frame, used for most rendering operations.\n" +"Depending on the complexity of scenes, this value may be lowered or may need " +"to be raised." +msgstr "" +"Direct3D 12 渲染驱动每帧所使用的资源描述符堆中的条目数,用于大多数渲染操作。\n" +"这个值可能会降低,也可能需要提高,具体取决于场景的复杂度。" + +msgid "" +"The number of entries in the sampler descriptors heap the Direct3D 12 " +"rendering driver uses each frame, used for most rendering operations.\n" +"Depending on the complexity of scenes, this value may be lowered or may need " +"to be raised." +msgstr "" +"Direct3D 12 渲染驱动每帧所使用的采样器描述符堆中的条目数,用于大多数渲染操" +"作。\n" +"这个值可能会降低,也可能需要提高,具体取决于场景的复杂度。" + msgid "" "Sets the driver to be used by the renderer when using a RenderingDevice-based " "renderer like the clustered renderer or the mobile renderer. This property " @@ -98317,6 +97680,57 @@ msgid "" "value, the more often it is saved." msgstr "决定管线缓存保存到磁盘的间隔。值越低,保存地越频繁。" +msgid "" +"The number of frames to track on the CPU side before stalling to wait for the " +"GPU.\n" +"Try the [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/" +"url], an interactive interface that simulates presentation to better " +"understand how it is affected by different variables under various " +"conditions.\n" +"[b]Note:[/b] This property is only read when the project starts. There is " +"currently no way to change this value at run-time." +msgstr "" +"在停止等待 GPU 之前要在 CPU 端跟踪的帧数。\n" +"尝试使用[url=https://darksylinc.github.io/vsync_simulator/]垂直同步模拟器[/" +"url],这是一个交互式界面,可以模拟演示,以更好地了解不同条件下不同变量的影" +"响。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。目前无法在运行时更改该值。" + +msgid "" +"The number of images the swapchain will consist of (back buffers + front " +"buffer).\n" +"[code]2[/code] corresponds to double-buffering and [code]3[/code] to triple-" +"buffering.\n" +"Double-buffering may give you the lowest lag/latency but if V-Sync is on and " +"the system can't render at 60 fps, the framerate will go down in multiples of " +"it (e.g. 30 fps, 15, 7.5, etc.). Triple buffering gives you higher framerate " +"(specially if the system can't reach a constant 60 fps) at the cost of up to " +"1 frame of latency, with [constant DisplayServer.VSYNC_ENABLED] (FIFO).\n" +"Use double-buffering with [constant DisplayServer.VSYNC_ENABLED]. Triple-" +"buffering is a must if you plan on using [constant DisplayServer." +"VSYNC_MAILBOX] mode.\n" +"Try the [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/" +"url], an interactive interface that simulates presentation to better " +"understand how it is affected by different variables under various " +"conditions.\n" +"[b]Note:[/b] This property is only read when the project starts. There is " +"currently no way to change this value at run-time.\n" +"[b]Note:[/b] Some platforms may restrict the actual value." +msgstr "" +"交换链将包含的图像数量(后台缓冲区 + 前台缓冲区)。\n" +"[code]2[/code] 对应双缓冲,[code]3[/code] 对应三缓冲。\n" +"双缓冲可能会给你带来最低的滞后/延迟,但如果垂直同步打开并且系统无法以 60 fps " +"渲染,则帧率将以它的倍数下降(例如 30 fps、15、7.5 等) 。三重缓冲可为你提供更" +"高的帧率(特别是在系统无法达到恒定 60 fps 的情况下),其代价是 [constant " +"DisplayServer.VSYNC_ENABLED](FIFO)时最多 1 帧延迟。\n" +"将双缓冲与 [constant DisplayServer.VSYNC_ENABLED] 结合使用。如果你计划使用 " +"[constant DisplayServer.VSYNC_MAILBOX] 模式,则必须使用三重缓冲。\n" +"尝试使用[url=https://darksylinc.github.io/vsync_simulator/]垂直同步模拟器[/" +"url],这是一个交互式界面,可以模拟演示,以更好地了解不同条件下不同变量的影" +"响。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。目前无法在运行时更改该值。\n" +"[b]注意:[/b]某些平台可能会限制实际值。" + msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " "mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) " @@ -98534,6 +97948,30 @@ msgstr "" "如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使用 " "WebP。" +msgid "" +"If [code]true[/code], the texture importer will import VRAM-compressed " +"textures using the Ericsson Texture Compression 2 algorithm for lower quality " +"textures and normal maps and Adaptable Scalable Texture Compression algorithm " +"for high quality textures (in 4×4 block size).\n" +"[b]Note:[/b] This setting is an override. The texture importer will always " +"import the format the host platform needs, even if this is set to " +"[code]false[/code].\n" +"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " +"already imported before. To make this setting apply to textures that were " +"already imported, exit the editor, remove the [code].godot/imported/[/code] " +"folder located inside the project folder then restart the editor (see [member " +"application/config/use_hidden_project_data_directory])." +msgstr "" +"如果为 [code]true[/code],则纹理导入器,将使用 Ericsson 纹理压缩 2 算法导入 " +"VRAM 压缩纹理以获取较低质量的纹理和法线贴图,并使用自适应可缩放纹理压缩算法导" +"入高质量纹理(4×4 块大小)。\n" +"[b]注意:[/b]这是设置覆盖项。即便设为 [code]false[/code],纹理导入器也始终会导" +"入宿主平台所需的格式。\n" +"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已导" +"入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/code] " +"文件夹,然后重新启动编辑器(请参阅 [member application/config/" +"use_hidden_project_data_directory])。" + msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm (DXT1-5) for lower " @@ -98828,9 +98266,6 @@ msgstr "" "[PlaneMesh] 是等价的,区别是 [member PlaneMesh.orientation] 默认为 [constant " "PlaneMesh.FACE_Z]。" -msgid "2D in 3D Demo" -msgstr "3D 中的 2D 演示" - msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用于 [OccluderInstance3D] 遮挡剔除的扁平平面形状。" @@ -98851,9 +98286,99 @@ msgstr "该四边形的大小,使用 3D 单位。" msgid "A unit quaternion used for representing 3D rotations." msgstr "代表 3D 旋转的单位四元数。" +msgid "" +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always 64-" +"bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." +msgstr "" +"[Quaternion] 即四元数,是一种内置的 [Variant] 类型,这种 4D 数据结构使用" +"[url=https://zh.wikipedia.org/zh-cn/" +"%E5%9B%9B%E5%85%83%E6%95%B0%E4%B8%8E%E7%A9%BA%E9%97%B4%E6%97%8B%E8%BD%AC]哈密" +"顿四元数[/url]来代表旋转。[Basis] 类型能够同时存储旋转和缩放,而四元数[i]只能" +"[/i]存储旋转。\n" +"[Quaternion] 由 4 个浮点分量组成:[member w]、[member x]、[member y]、[member " +"z]。这些分量在内存中非常紧凑,因此部分运算更加高效、造成的浮点数误差也更低。" +"[method get_angle]、[method get_axis]、[method slerp] 等方法与 [Basis] 中的版" +"本相比也更快。\n" +"四元数的入门知识请观看 [url=https://www.bilibili.com/video/" +"BV1SW411y7W1/]3Blue1Brown 的这个视频[/url]。四元数背后的数学原理并不需要理解," +"因为 Godot 提供了一些辅助方法能够帮你处理相关的情况。其中包含 [method slerp]、" +"[method spherical_cubic_interpolate] 以及 [code]*[/code] 运算符。\n" +"[b]注意:[/b]用于旋转前,必须将四元数归一化(见 [method normalized])。\n" +"[b]注意:[/b]与 [Vector2] 和 [Vector3] 类似,四元数的分量默认使用的是 32 位精" +"度,而 [float] 则是 64 位。如果需要双精度,请使用 [code]precision=double[/" +"code] 选项编译引擎。" + +msgid "3Blue1Brown's video on Quaternions" +msgstr "3Blue1Brown 关于四元数的视频" + +msgid "Online Quaternion Visualization" +msgstr "在线四元数可视化" + +msgid "Advanced Quaternion Visualization" +msgstr "高级四元数可视化" + +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "构造一个与 [constant IDENTITY] 相同的 [Quaternion]。" + msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "构造给定 [Quaternion] 的副本。" +msgid "" +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." +msgstr "" +"构造一个表示 [param arc_from] 和 [param arc_to] 之间最短弧的 [Quaternion]。这" +"些可以想象为与球体表面相交的两个点,球面半径为 [code]1.0[/code]。" + +msgid "" +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." +msgstr "" +"构造一个 [Quaternion],表示围绕 [param axis] 旋转给定的 [param angle] 弧度。该" +"轴必须是一个归一化向量。" + +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" +"根据给定的旋转 [Basis] 构造一个 [Quaternion]。\n" +"该构造函数比 [method Basis.get_rotation_quaternion] 更快,但给定的基必须是[i]" +"正交归一化的[/i](请参阅 [method Basis.orthonormalized])。否则,构造函数将失" +"败并返回 [constant IDENTITY]。" + +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." +msgstr "" +"构造一个由给定值定义的 [Quaternion]。\n" +"[b]注意:[/b]只有归一化的四元数才表示旋转;如果这些值没有归一化,则新的 " +"[Quaternion] 将不是有效的旋转。" + msgid "" "Returns the angle between this quaternion and [param to]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " @@ -98867,6 +98392,15 @@ msgstr "" "[b]注意:[/b]该方法的浮点数误差异常地高,因此 [code]is_zero_approx[/code] 等方" "法的结果不可靠。" +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * " +"with.z) + (quat.w * with.w)[/code]." +msgstr "" +"返回该四元数与 [param with] 的点积。\n" +"等价于 [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * with.z) + " +"(quat.w * with.w)[/code]。" + msgid "" "Returns the exponential of this quaternion. The rotation axis of the result " "is the normalized rotation axis of this quaternion, the angle of the result " @@ -98875,6 +98409,15 @@ msgstr "" "返回该四元数的指数。该结果的旋转轴是该四元数的归一化旋转轴,该结果的角度是该四" "元数的向量部分的长度。" +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" +"从给定的 [url=https://en.wikipedia.org/wiki/Euler_angles]欧拉角[/url]的 " +"[Vector3] 弧度角构造一个新的 [Quaternion]。该方法始终使用 YXZ 约定([constant " +"EULER_ORDER_YXZ])。" + msgid "" "Returns the angle of the rotation represented by this quaternion.\n" "[b]Note:[/b] The quaternion must be normalized." @@ -98886,6 +98429,27 @@ msgid "" "Returns the rotation axis of the rotation represented by this quaternion." msgstr "返回该四元数表示的旋转的旋转轴。" +msgid "" +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." +msgstr "" +"返回该四元数的旋转作为[url=https://en.wikipedia.org/wiki/Euler_angles]欧拉角[/" +"url]弧度角的 [Vector3]。\n" +"每个连续旋转的顺序可以使用 [param order] 更改(请参阅 [enum EulerOrder] 常" +"量)。默认情况下,使用 YXZ 约定([constant EULER_ORDER_YXZ]):首先计算 Z(翻" +"滚),然后计算 X(俯仰),最后计算 Y(偏航)。当使用相反的方法 [method " +"from_euler] 时,该顺序相反。" + +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "返回该四元数的逆版本,反转除 [member w] 之外的每个分量的符号。" + msgid "" "Returns [code]true[/code] if this quaternion and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." @@ -98900,6 +98464,59 @@ msgstr "" "如果该四元数是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 " "[method @GlobalScope.is_finite]。" +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "" +"如果该四元数已被归一化,则返回 [code]true[/code]。另见 [method normalized]。" + +msgid "Returns this quaternion's length, also called magnitude." +msgstr "返回该四元数的长度,也被称为幅度。" + +msgid "" +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." +msgstr "" +"返回该四元数的长度的平方。\n" +"[b]注意:[/b]该方法比 [method length] 更快,因此如果你只需要比较四元数的长度," +"则优先使用它。" + +msgid "" +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" +"返回该四元数的对数。将该四元数的旋转轴乘以它的旋转角度,并将结果存储在返回的四" +"元数的向量部分([member x]、[member y] 和 [member z])中。返回的四元数的实数部" +"分([member w])始终为 [code]0.0[/code]。" + +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"返回该四元数的副本,已归一化,因此其长度为 [code]1.0[/code]。另见 [method " +"is_normalized]。" + +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" +"使用 [param to] 四元数,在给定 [param weight] 下执行球面线性插值并返回结果。该" +"四元数和 [param to] 都必须已归一化。" + +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." +msgstr "" +"在给定 [param weight] 的情况下,使用 [param to] 四元数执行球面线性插值并返回结" +"果。与 [method slerp] 不同,该方法不检查旋转路径是否小于 90 度。该四元数和 " +"[param to] 都必须是归一化的。" + msgid "" "Performs a spherical cubic interpolation between quaternions [param pre_a], " "this vector, [param b], and [param post_b], by the given amount [param " @@ -98919,6 +98536,146 @@ msgstr "" "[param weight] 执行三次球面插值。\n" "它可以根据时间值执行比 [method spherical_cubic_interpolate] 更平滑的插值。" +msgid "" +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." +msgstr "" +"四元数的 W 分量。这是“实数”的部分。\n" +"[b]注意:[/b]四元数分量通常不应被直接操作。" + +msgid "" +"X component of the quaternion. This is the value along the \"imaginary\" " +"[code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." +msgstr "" +"四元数的 X 分量。这是沿“虚数” [code]i[/code] 轴的值。\n" +"[b]注意:[/b]四元数分量通常不应被直接操作。" + +msgid "" +"Y component of the quaternion. This is the value along the \"imaginary\" " +"[code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." +msgstr "" +"四元数的 Y 分量。这是沿“虚数” [code]j[/code] 轴的值。\n" +"[b]注意:[/b]四元数分量通常不应被直接操作。" + +msgid "" +"Z component of the quaternion. This is the value along the \"imaginary\" " +"[code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." +msgstr "" +"四元数的 Z 分量。这是沿“虚数” [code]k[/code] 轴的值。\n" +"[b]注意:[/b]四元数分量通常不应被直接操作。" + +msgid "" +"The identity quaternion, representing no rotation. This has the same rotation " +"as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not change." +msgstr "" +"单位四元数,代表无旋转。这与 [constant Basis.IDENTITY] 具有相同的旋转。\n" +"如果一个 [Vector3] 被该四元数旋转(乘以),则它不会改变。" + +msgid "" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个四元数的分量不完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + +msgid "" +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." +msgstr "" +"组合(相乘)两个四元数。这会由该四元数(父项)旋转 [param right] 四元数(子" +"项)。" + +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning a " +"[Vector3]." +msgstr "由该四元数旋转(乘以) [param right] 向量,返回一个 [Vector3]。" + +msgid "" +"Multiplies each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量乘以右侧的 [float] 值。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分。" + +msgid "" +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量乘以右侧 [int] 值。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分。" + +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" +"将左侧 [Quaternion] 的每个分量添加到右侧 [Quaternion]。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分,例如用于近似两个相邻旋转之间" +"的中间旋转。" + +msgid "" +"Subtracts each component of the left [Quaternion] by the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将左侧 [Quaternion] 的每个分量减去右侧 [Quaternion]。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分。" + +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量除以右侧 [float] 值。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分。" + +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量除以右侧的 [int] 值。\n" +"该操作本身没有意义,但可以用作更大表达式的一部分。" + +msgid "" +"Returns [code]true[/code] if the components of both quaternions 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 "" +"如果两个四元数的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + +msgid "" +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and index " +"[code]3[/code] is the same as [member w]." +msgstr "" +"通过索引访问该四元数的每个分量。\n" +"索引 [code]0[/code] 与 [member x] 相同,索引 [code]1[/code] 与 [member y] 相" +"同,索引 [code]2[/code] 与 [member z] 相同,索引 [code]3[/code] 与 [member w] " +"相同。" + +msgid "" +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " +"quaternion that represents the same rotation." +msgstr "" +"返回该 [Quaternion] 的负值。这与将所有分量乘以 [code]-1[/code] 相同。这个操作" +"得到的是代表相同旋转的四元数。" + msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成伪随机数的方法。" @@ -98945,6 +98702,37 @@ msgstr "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"返回具有非均匀权重的随机索引。如果数组为空,则输出错误并返回 [code]-1[/" +"code]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# 输出 `my_array` 中的四个元素之一。\n" +"# 更有可能输出 “four”,而不太可能输出 “one”。\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" + msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." @@ -98955,6 +98743,20 @@ msgid "" "Returns a pseudo-random float between [param from] and [param to] (inclusive)." msgstr "返回在 [param from] 和 [param to] 之间(含端点)的伪随机浮点数。" +msgid "" +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." +msgstr "" +"返回一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]" +"的伪随机数,该分布使用指定的 [param mean] 和标准 [param deviation]。这也被称为" +"高斯分布。\n" +"[b]注意:[/b]该方法使用 [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller 变换[/url]算法。" + msgid "" "Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." @@ -99229,32 +99031,6 @@ msgstr "" "返回该射线相交的第一个对象的 [RID],如果没有对象与该射线相交,则返回空 [RID]" "(即 [method is_colliding] 返回 [code]false[/code])。" -msgid "" -"Returns the shape ID of the first object that the ray intersects, or [code]0[/" -"code] if no object is intersecting the ray (i.e. [method is_colliding] " -"returns [code]false[/code])." -msgstr "" -"返回射线相交的第一个对象的形状 ID,如果没有对象与射线相交,则返回 [code]0[/" -"code](即 [method is_colliding] 返回 [code]false[/code])。" - -msgid "" -"Returns the normal of the intersecting object's shape at the collision point, " -"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member " -"hit_from_inside] is [code]true[/code]." -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. " -"If [member hit_from_inside] is [code]true[/code] and the ray starts inside of " -"a collision shape, this function will return the origin point of the ray.\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。如果 [member hit_from_inside] 为 " -"[code]true[/code] 并且射线从碰撞形状内部开始,则该函数将返回该射线的原点。\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)." @@ -99349,14 +99125,6 @@ msgstr "" "返回碰撞点处碰撞对象的面索引,如果与射线相交的形状不是 " "[ConcavePolygonShape3D],则返回 [code]-1[/code]。" -msgid "" -"Returns the normal of the intersecting object's shape at the collision point, " -"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and " -"[member hit_from_inside] is [code]true[/code]." -msgstr "" -"返回相交对象形状在碰撞点处的法线;或者如果射线从形状内部开始并且 [member " -"hit_from_inside] 为 [code]true[/code],则返回 [code]Vector3(0, 0, 0)[/code]。" - msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [CollisionObject3D] node." @@ -99788,7 +99556,7 @@ msgid "" "that begin with \"front_op\" and properties with \"back_op\" for each." msgstr "" "如果为 [code]true[/code],则启用模板测试。正面三角形和背面三角形有单独的模板缓" -"冲区。请参阅每个以“front_op”开头、和以“back_op”开头的属性。" +"冲区。请参阅每个以“front_op”开头和以“back_op”开头的属性。" msgid "" "The method used for comparing the previous front stencil value and [member " @@ -99903,6 +99671,34 @@ msgid "" "faces or backfaces are hidden." msgstr "绘制多边形时的剔除模式,决定隐藏正面还是反面。" +msgid "" +"A limit for how much each depth value can be offset. If negative, it serves " +"as a minimum value, but if positive, it serves as a maximum value." +msgstr "" +"每个深度值可以偏移多少的限制。如果为负,则充当最小值;如果为正,则充当最大值。" + +msgid "" +"A constant offset added to each depth value. Applied after [member " +"depth_bias_slope_factor]." +msgstr "" +"添加到每个深度值的恒定偏移量。在 [member depth_bias_slope_factor] 之后应用。" + +msgid "" +"If [code]true[/code], each generated depth value will by offset by some " +"amount. The specific amount is generated per polygon based on the values of " +"[member depth_bias_slope_factor] and [member depth_bias_constant_factor]." +msgstr "" +"如果为 [code]true[/code],每个生成的深度值将偏移一定量。它是基于 [member " +"depth_bias_slope_factor] 和 [member depth_bias_constant_factor] 的值生成每个多" +"边形的特定量。" + +msgid "" +"A constant scale applied to the slope of each polygons' depth. Applied before " +"[member depth_bias_constant_factor]." +msgstr "" +"应用于每个多边形深度斜率的恒定缩放。在 [member depth_bias_constant_factor] 之" +"前应用。" + msgid "" "If [code]true[/code], primitives are discarded immediately before the " "rasterization stage." @@ -100020,12 +99816,24 @@ msgstr "" "给定距离处更锐利(有可能看上去会很颗粒化)。推荐值在 [code]-0.5[/code] 到 " "[code]0.0[/code] 之间。仅在采样器的 mipmap 可用时有效。" +msgid "" +"The sampler's magnification filter. It is the filtering method used when " +"sampling texels that appear bigger than on-screen pixels." +msgstr "" +"采样器的放大过滤器。如果采样的纹素比屏幕像素显示得大,就会使用这个过滤方法。" + msgid "" "The maximum mipmap LOD bias to display (lowest resolution). Only effective if " "the sampler has mipmaps available." msgstr "" "用于显示的最大 mipmap LOD 偏置(最低分辨率)。仅在采样器有 mipmap 可用时有效。" +msgid "" +"The sampler's minification filter. It is the filtering method used when " +"sampling texels that appear smaller than on-screen pixels." +msgstr "" +"采样器的缩小过滤器。如果采样的纹素比屏幕像素显示得小,就会使用这个过滤方法。" + msgid "" "The minimum mipmap LOD bias to display (highest resolution). Only effective " "if the sampler has mipmaps available." @@ -100053,6 +99861,14 @@ msgstr "" "沿着 UV 坐标 W 轴的重复模式。影响采样超出 UV 边界时的返回值。仅对 3D 采样器有" "效。" +msgid "" +"If [code]true[/code], the texture will be sampled with coordinates ranging " +"from 0 to the texture's resolution. Otherwise, the coordinates will be " +"normalized and range from 0 to 1." +msgstr "" +"如果为 [code]true[/code],则纹理将使用范围从 0 到纹理分辨率的坐标进行采样。否" +"则,坐标将被归一化,范围从 0 到 1。" + msgid "" "If [code]true[/code], perform anisotropic sampling. See [member " "anisotropy_max]." @@ -100334,6 +100150,16 @@ msgstr "对红色通道进行采样时采样的通道。" msgid "Shader uniform (used by [RenderingDevice])." msgstr "着色器 Uniform(由 [RenderingDevice] 使用)。" +msgid "" +"Binds the given id to the uniform. The data associated with the id is then " +"used when the uniform is passed to a shader." +msgstr "" +"将给定的 ID 绑定到 uniform。将 Uniform 传递给着色器时会使用与该 ID 关联的数" +"据。" + +msgid "Unbinds all ids currently bound to the uniform." +msgstr "解绑所有与该 uniform 绑定的 ID。" + msgid "Returns an array of all ids currently bound to the uniform." msgstr "返回当前绑定到该 uniform 的所有 id 的数组。" @@ -100436,40 +100262,6 @@ msgid "" "[param b] rectangle." msgstr "如果该矩形[i]完全[/i]包含 [param b] 矩形,则返回 [code]true[/code]。" -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回该矩形的副本,如有必要,该矩形被扩展为将边缘与给定的 [param to] 点对齐。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2(10, 0)) # rect 为 Rect2(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2(-5, 5)) # rect 为 Rect2(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2(10, 0)); // rect 为 Rect2(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2(-5, 5)); // rect 为 Rect2(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/" "code]. See also [method has_area]." @@ -100516,7 +100308,7 @@ msgid "" "values shrink the sides, instead. See also [method grow] and [method " "grow_side]." msgstr "" -"返回该矩形的副本,其 [param left]、[param top]、[param right]、和 [param " +"返回该矩形的副本,其 [param left]、[param top]、[param right] 和 [param " "bottom] 边扩展了给定的量。相反,负值会缩小边。另见 [method grow] and [method " "grow_side]。" @@ -100765,40 +100557,6 @@ msgid "" "Returns [code]true[/code] if this [Rect2i] completely encloses another one." msgstr "如果该 [Rect2i] 完全包含另一个,则返回 [code]true[/code]。" -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2i(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2I(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回该矩形的副本,如有必要,该矩形被扩展为将边缘与给定的 [param to] 点对齐。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2i(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2i(10, 0)) # rect 为 Rect2i(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2i(-5, 5)) # rect 为 Rect2i(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2I(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2I(10, 0)); // rect 为 Rect2I(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2I(-5, 5)); // rect 为 Rect2I(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the center point of the rectangle. This is the same as [code]position " "+ (size / 2)[/code].\n" @@ -100930,6 +100688,44 @@ msgstr "该矩形的宽度和高度。" msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" +msgid "" +"Base class for any object that keeps a reference count. [Resource] and many " +"other helper objects inherit this class.\n" +"Unlike other [Object] types, [RefCounted]s keep an internal reference counter " +"so that they are automatically released when no longer in use, and only then. " +"[RefCounted]s therefore do not need to be freed manually with [method Object." +"free].\n" +"[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed " +"automatically. For example, if a node holds a reference to instance [code]A[/" +"code], which directly or indirectly holds a reference back to [code]A[/code], " +"[code]A[/code]'s reference count will be 2. Destruction of the node will " +"leave [code]A[/code] dangling with a reference count of 1, and there will be " +"a memory leak. To prevent this, one of the references in the cycle can be " +"made weak with [method @GlobalScope.weakref].\n" +"In the vast majority of use cases, instantiating and using [RefCounted]-" +"derived types is all you need to do. The methods provided in this class are " +"only for advanced users, and can cause issues if misused.\n" +"[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " +"after they are no longer in use. Instead, garbage collection will run " +"periodically and will free reference-counted objects that are no longer in " +"use. This means that unused ones will remain in memory for a while before " +"being removed." +msgstr "" +"所有保持引用计数的对象的基类。[Resource] 和许多其他辅助对象继承该类。\n" +"与其他 [Object] 类型不同,[RefCounted] 保留一个内部引用计数器,以便它们在不再" +"使用时自动释放,并且仅在那时才会如此。因此,[RefCounted] 不需要使用 [method " +"Object.free] 手动释放。\n" +"陷入循环引用的 [RefCounted] 实例将[b]不会[/b]自动释放。例如,如果节点持有对实" +"例 [code]A[/code] 的引用,而该实例直接或间接持有对 [code]A[/code] 的引用,则 " +"[code]A[/code] 的引用计数将为 2。该节点的销毁将使 [code]A[/code] 悬空,引用计" +"数为 1,并且会出现内存泄漏。为了防止这种情况,可以使用 [method @GlobalScope." +"weakref] 将循环中的引用之一设置为弱引用。\n" +"在绝大多数用例中,只需实例化和使用 [RefCounted] 派生类型即可。该类中提供的方法" +"仅适用于高级用户,如果使用不当可能会导致问题。\n" +"[b]注意:[/b]在 C# 中,引用计数的对象在不再使用后不会立即被释放。相反,垃圾收" +"集将定期运行,并释放不再使用的引用计数对象。这意味着未使用的引用计数对象会在被" +"移除之前在内存中保留一段时间。" + msgid "Returns the current reference count." msgstr "返回当前的引用计数。" @@ -101154,6 +100950,17 @@ msgstr "" "量。这可以被设置为一个非零值,以确保反射适合矩形房间,同时减少“妨碍”反射的对象" "数量。" +msgid "" +"Sets the reflection mask which determines what objects have reflections " +"applied from this probe. Every [VisualInstance3D] with a layer included in " +"this reflection mask will have reflections applied from this probe. See also " +"[member cull_mask], which can be used to exclude objects from appearing in " +"the reflection while still making them affected by the [ReflectionProbe]." +msgstr "" +"设置反射掩码,该掩码确定哪些对象应用了来自该探针的反射。每个包含在该反射掩码中" +"的层的 [VisualInstance3D] 都将由该探针应用反射。另请参阅 [member cull_mask]," +"它可用于排除对象出现在反射中,同时仍使它们受到 [ReflectionProbe] 的影响。" + msgid "" "The size of the reflection probe. The larger the size, the more space covered " "by the probe, which will lower the perceived resolution. It is best to keep " @@ -101613,6 +101420,42 @@ msgstr "返回管理这个视口渲染的 [RenderSceneBuffers] 对象。" msgid "Returns the [RenderSceneData] object managing this frames scene data." msgstr "返回管理这个帧场景数据的 [RenderSceneData] 对象。" +msgid "" +"This class allows for a RenderData implementation to be made in GDExtension." +msgstr "该类允许在 GDExtension 中实现 RenderData。" + +msgid "" +"Implement this in GDExtension to return the [RID] for the implementations " +"camera attributes object." +msgstr "在 GDExtension 中实现它以返回实现相机属性对象的 [RID]。" + +msgid "" +"Implement this in GDExtension to return the [RID] of the implementations " +"environment object." +msgstr "在 GDExtension 中实现它以返回实现环境对象的 [RID]。" + +msgid "" +"Implement this in GDExtension to return the implementations " +"[RenderSceneDataExtension] object." +msgstr "在 GDExtension 中实现它以返回实现 [RenderSceneDataExtension] 对象。" + +msgid "" +"Render data implementation for the RenderingDevice based renderers.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"基于 RenderingDevice 的渲染器的渲染数据实现。\n" +"[b]注意:[/b]这是一个内部渲染服务器对象,不要从脚本中实例化它。" + +msgid "" +"This object manages all render data for the rendering device based " +"renderers.\n" +"[b]Note:[/b] This is an internal rendering server object only exposed for " +"GDExtension plugins." +msgstr "" +"该对象管理基于渲染设备的渲染器的所有渲染数据。\n" +"[b]注意:[/b]这是一个仅为 GDExtension 插件公开的内部渲染服务器对象。" + msgid "Abstraction for working with modern low-level graphics APIs." msgstr "用于处理现代低阶图形 API 的抽象。" @@ -101743,6 +101586,57 @@ msgstr "" msgid "Raises a Vulkan compute barrier in the specified [param compute_list]." msgstr "在指定的 [param compute_list] 中引发 Vulkan 计算屏障。" +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_*[/" +"code] functions.\n" +"Multiple compute lists cannot be created at the same time; you must finish " +"the previous compute list first using [method compute_list_end].\n" +"A simple compute operation might look like this (code is not a complete " +"example):\n" +"[codeblock]\n" +"var rd = RenderingDevice.new()\n" +"var compute_list = rd.compute_list_begin()\n" +"\n" +"rd.compute_list_bind_compute_pipeline(compute_list, " +"compute_shader_dilate_pipeline)\n" +"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" +"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" +"\n" +"for i in atlas_slices:\n" +" rd.compute_list_set_push_constant(compute_list, push_constant, " +"push_constant.size())\n" +" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " +"group_size.z)\n" +" # No barrier, let them run all together.\n" +"\n" +"rd.compute_list_end()\n" +"[/codeblock]" +msgstr "" +"开始由 [code]compute_*[/code] 方法创建的计算命令列表。应该将返回值传递给其他 " +"[code]compute_list_*[/code] 函数。\n" +"无法同时创建多个计算列表;你必须先使用 [method compute_list_end] 把之前的计算" +"列表完成。\n" +"简易的计算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 compute_list = rd.compute_list_begin()\n" +"\n" +"rd.compute_list_bind_compute_pipeline(compute_list, " +"compute_shader_dilate_pipeline)\n" +"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n" +"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n" +"\n" +"for i in atlas_slices:\n" +" rd.compute_list_set_push_constant(compute_list, push_constant, " +"push_constant.size())\n" +" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, " +"group_size.z)\n" +" # 没有屏障,一起执行。\n" +"\n" +"rd.compute_list_end()\n" +"[/codeblock]" + msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " "If the shader has changed since the last time this function was called, Godot " @@ -101807,6 +101701,24 @@ msgstr "" "新建局部 [RenderingDevice]。主要用于在 GPU 上执行计算操作,独立于引擎的其他部" "分。" +msgid "" +"Create a command buffer debug label region that can be displayed in third-" +"party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions " +"must be ended with a [method draw_command_end_label] call. When viewed from " +"the linear series of submissions to a single queue, calls to [method " +"draw_command_begin_label] and [method draw_command_end_label] must be matched " +"and balanced.\n" +"The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be " +"available and enabled for command buffer debug label region to work. See also " +"[method draw_command_end_label]." +msgstr "" +"创建命令缓冲调试标签区域,能够在 [url=https://renderdoc.org/]RenderDoc[/url] " +"等第三方工具中显示。所有的区域都应该调用 [method draw_command_end_label] 结" +"束。观察单个队列的线性提交序列时,[method draw_command_begin_label] 必须有与之" +"对应的 [method draw_command_end_label]。\n" +"Vulkan 扩展 [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 必须可用并启用,这" +"样命令缓冲调试标签区域才能正常工作。另见 [method draw_command_end_label]。" + msgid "" "Ends the command buffer debug label region started by a [method " "draw_command_begin_label] call." @@ -101814,6 +101726,9 @@ msgstr "" "结束命令缓冲调试标签区域,该区域由 [method draw_command_begin_label] 调用开" "启。" +msgid "Inserting labels no longer applies due to command reordering." +msgstr "由于命令重新排序,插入标签不再适用。" + 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_*[/" @@ -101889,6 +101804,12 @@ msgstr "" "RenderingDevice 上调用,[method draw_list_begin_for_screen] 会返回 [constant " "INVALID_ID]。" +msgid "Split draw lists are used automatically by RenderingDevice." +msgstr "由 RenderingDevice 自动使用的分割绘制列表。" + +msgid "This method does nothing and always returns an empty [PackedInt64Array]." +msgstr "该方法不执行任何操作,并且始终返回空的 [PackedInt64Array]。" + msgid "Binds [param index_array] to the specified [param draw_list]." msgstr "将 [param index_array] 绑定到指定的 [param draw_list]。" @@ -101959,6 +101880,9 @@ msgstr "" "进制数据由着色器决定。另外还必须在 [param size_bytes] 中指定缓冲的字节大小(可" "以通过对 [param buffer] 调用 [method PackedByteArray.size] 获取)。" +msgid "Switches to the next draw pass." +msgstr "切换到下一个绘制阶段。" + msgid "" "Creates a new framebuffer. It can be accessed with the RID that is returned.\n" "Once finished with your RID, you will want to free the RID using the " @@ -102196,6 +102120,18 @@ msgstr "" "如果实现支持使用格式为 [param format] 和 [param sampler_filter] 采样过滤的纹" "理,则返回 [code]true[/code]。" +msgid "" +"Returns the framebuffer format of the given screen.\n" +"[b]Note:[/b] Only the main [RenderingDevice] returned by [method " +"RenderingServer.get_rendering_device] has a format. If called on a local " +"[RenderingDevice], this method prints an error and returns [constant " +"INVALID_ID]." +msgstr "" +"返回给定屏幕的帧缓冲的格式。\n" +"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 " +"[RenderingDevice] 有格式。对局部 [RenderingDevice] 调用时,这个方法会输出错误" +"并返回 [constant INVALID_ID]。" + msgid "" "Returns the window height matching the graphics API context for the given " "window ID (in pixels). Despite the parameter being named [param screen], this " @@ -102460,7 +102396,7 @@ msgid "" "used to allow Godot to render onto foreign images." msgstr "" "使用给定的 [param type]、[param format]、[param samples]、[param " -"usage_flags]、[param width]、[param height]、[param depth]、和 [param layers] " +"usage_flags]、[param width]、[param height]、[param depth] 和 [param layers] " "返回已有 [param image]([code]VkImage[/code])的 RID。这可被用于允许 Godot 渲" "染到外部图像上。" @@ -102514,6 +102450,12 @@ msgstr "" msgid "Returns the data format used to create this texture." msgstr "返回用于创建该纹理的数据格式。" +msgid "" +"Use [method get_driver_resource] with [constant DRIVER_RESOURCE_TEXTURE] " +"instead." +msgstr "" +"请改用 [method get_driver_resource] 和 [constant DRIVER_RESOURCE_TEXTURE]。" + msgid "" "Returns the internal graphics handle for this texture object. For use when " "communicating with third-party APIs mostly with GDExtension.\n" @@ -105394,12 +105336,47 @@ msgstr "最大混合运算(保留两者之间的较大值)。" msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 枚举的大小。" +msgid "Load the previous contents of the framebuffer." +msgstr "加载帧缓冲的先前内容。" + +msgid "Clear the whole framebuffer or its specified region." +msgstr "清除整个帧缓冲区或其指定区块。" + +msgid "" +"Ignore the previous contents of the framebuffer. This is the fastest option " +"if you'll overwrite all of the pixels and don't need to read any of them." +msgstr "" +"忽略帧缓冲区之前的内容。如果你要覆盖所有像素并且不需要读取任何像素,这是最快的" +"选项。" + msgid "Represents the size of the [enum InitialAction] enum." msgstr "代表 [enum InitialAction] 枚举的大小。" +msgid "Use [constant INITIAL_ACTION_CLEAR] instead." +msgstr "请改用 [constant INITIAL_ACTION_CLEAR]。" + +msgid "Use [constant INITIAL_ACTION_LOAD] instead." +msgstr "请改用 [constant INITIAL_ACTION_LOAD]。" + +msgid "Use [constant INITIAL_ACTION_DISCARD] instead." +msgstr "请改用 [constant INITIAL_ACTION_DISCARD]。" + +msgid "" +"Store the result of the draw list in the framebuffer. This is generally what " +"you want to do." +msgstr "将绘制列表的结果存储在帧缓冲区中。这通常是你想要做的。" + +msgid "" +"Discard the contents of the framebuffer. This is the fastest option if you " +"don't need to use the results of the draw list." +msgstr "丢弃帧缓冲区的内容。如果你不需要使用绘制列表的结果,则这是最快的选项。" + msgid "Represents the size of the [enum FinalAction] enum." msgstr "代表 [enum FinalAction] 枚举的大小。" +msgid "Use [constant FINAL_ACTION_STORE] instead." +msgstr "请改用 [constant FINAL_ACTION_STORE]。" + msgid "" "Vertex shader stage. This can be used to manipulate vertices from a shader " "(but not create new vertices)." @@ -105691,7 +105668,7 @@ msgstr "" "以 [code]canvas_*[/code] 开头。\n" "[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]命令行参数[/url]启动引擎将禁用所有渲染和窗口管理功" -"能。在这种情况下,[RenderingServer] 中的大多数函数将返回虚值。" +"能。在这种情况下,[RenderingServer] 中的大多数函数将返回虚设值。" msgid "Optimization using Servers" msgstr "使用服务器进行优化" @@ -105762,39 +105739,6 @@ msgstr "" "将 DOF 模糊效果的质量级别设置为 [enum DOFBlurQuality] 中的选项之一。[param " "use_jitter] 可用于抖动模糊过程中采集的样本,以隐藏伪影,代价是看起来更模糊。" -msgid "" -"Sets the exposure values that will be used by the renderers. The " -"normalization amount is used to bake a given Exposure Value (EV) into " -"rendering calculations to reduce the dynamic range of the scene.\n" -"The normalization factor can be calculated from exposure value (EV100) as " -"follows:\n" -"[codeblock]\n" -"func get_exposure_normalization(float ev100):\n" -" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n" -"[/codeblock]\n" -"The exposure value can be calculated from aperture (in f-stops), shutter " -"speed (in seconds), and sensitivity (in ISO) as follows:\n" -"[codeblock]\n" -"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n" -" return log2((aperture * aperture) / shutterSpeed * (100.0 / " -"sensitivity))\n" -"[/codeblock]" -msgstr "" -"设置渲染器所使用的曝光值。归一化量用于将给定的曝光值(Exposure Value,EV)烘焙" -"进渲染计算,从而降低场景的动态范围。\n" -"可以用如下方法根据曝光值(EV100)来计算归一化系数:\n" -"[codeblock]\n" -"func get_exposure_normalization(float ev100):\n" -" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n" -"[/codeblock]\n" -"可以使用如下方法根据光圈(单位为 F 值)、快门速度(单位为秒)、感光度(单位为 " -"ISO)来计算曝光值:\n" -"[codeblock]\n" -"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n" -" return log2((aperture * aperture) / shutterSpeed * (100.0 / " -"sensitivity))\n" -"[/codeblock]" - msgid "" "Creates a 3D camera and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]camera_*[/" @@ -105815,6 +105759,11 @@ msgstr "" "将使用 [method camera_attributes_create] 创建的 camera_attributes 设置给给定的" "相机。" +msgid "" +"Sets the compositor used by this camera. Equivalent to [member Camera3D." +"compositor]." +msgstr "设置该相机使用的合成器。相当于 [member Camera3D.compositor]。" + msgid "" "Sets the cull mask associated with this camera. The cull mask describes which " "3D layers are rendered by this camera. Equivalent to [member Camera3D." @@ -105903,7 +105852,7 @@ msgid "" "[param modulate] color, and [param texture]. This is used internally by " "[MeshInstance2D]." msgstr "" -"使用给定的 [param transform]、[param modulate] 颜色、和 [param texture] 绘制使" +"使用给定的 [param transform]、[param modulate] 颜色和 [param texture] 绘制使" "用 [method mesh_create] 创建的网格。这由 [MeshInstance2D] 内部使用。" msgid "See also [method CanvasItem.draw_msdf_texture_rect_region]." @@ -106339,6 +106288,15 @@ msgid "" "[Vector2]." msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。" +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" +"将使用 [param repeat_size] 的局部偏移量和 [param repeat_times] 的次数来绘制画" +"布项目的副本。随着 [param repeat_times] 的增加,副本将从原始纹理蔓延开来。" + msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" @@ -106400,6 +106358,52 @@ msgstr "" "为画布纹理设置纹理重复模式 [param repeat],该画布纹理由 RID [param " "canvas_texture] 指定。" +msgid "" +"Creates a new compositor and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method." +msgstr "" +"创建一个新的合成器并将其添加到 RenderingServer。可以使用返回的 RID 来访问" +"它。\n" +"RID 使用完后,你将需要使用 RenderingServer 的 [method free_rid] 方法释放该 " +"RID。" + +msgid "" +"Creates a new rendering effect and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method." +msgstr "" +"创建新的渲染效果并将其添加到 RenderingServer。可以使用返回的 RID 来访问它。\n" +"RID 使用完后,你将需要使用 RenderingServer 的 [method free_rid] 方法释放该 " +"RID。" + +msgid "" +"Sets the callback type ([param callback_type]) and callback method([param " +"callback]) for this rendering effect." +msgstr "" +"设置该渲染效果的回调类型([param callback_type])和回调方法([param " +"callback])。" + +msgid "Enables/disables this rendering effect." +msgstr "启用/禁用该渲染效果。" + +msgid "" +"Sets the flag ([param flag]) for this rendering effect to [code]true[/code] " +"or [code]false[/code] ([param set])." +msgstr "" +"将该渲染效果的标志([param flag])设置为 [code]true[/code] 或 [code]false[/" +"code]([param set])。" + +msgid "" +"Sets the compositor effects for the specified compositor RID. [param effects] " +"should be an array containing RIDs created with [method " +"compositor_effect_create]." +msgstr "" +"设置指定合成器 RID 的合成器效果。[param effects] 应该是一个包含使用 [method " +"compositor_effect_create] 创建的 RID 的数组。" + msgid "" "Creates a RenderingDevice that can be used to do draw and compute operations " "on a separate thread. Cannot draw to the screen nor share data with the " @@ -107064,6 +107068,12 @@ msgstr "" "如果对 RenderingServer 的数据进行了更改,则返回 [code]true[/code]。如果发生这" "种情况,通常会调用 [method force_draw]。" +msgid "This method has not been used since Godot 3.0." +msgstr "从 Godot 3.0 开始就没有使用过这个方法了。" + +msgid "This method does nothing and always returns [code]false[/code]." +msgstr "该方法不执行任何操作,并且始终返回 [code]false[/code]。" + msgid "" "Returns [code]true[/code] if the OS supports a certain [param feature]. " "Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]." @@ -107297,11 +107307,6 @@ msgstr "" "设置指定表面的覆盖材质。相当于 [method MeshInstance3D." "set_surface_override_material]。" -msgid "" -"Sets the world space transform of the instance. Equivalent to [member Node3D." -"transform]." -msgstr "设置该实例的世界空间变换。相当于 [member Node3D.transform]。" - msgid "" "Sets the visibility parent for the given instance. Equivalent to [member " "Node3D.visibility_parent]." @@ -107650,6 +107655,22 @@ msgid "" "instances within the multimesh." msgstr "计算并返回轴对齐的边界框,该边界框将所有的实例都包含在 multimesh 中。" +msgid "" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" +"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to " +"be fetched from GPU memory and possibly decompressed. This means [method " +"multimesh_get_buffer] is potentially a slow operation and should be avoided " +"whenever possible." +msgstr "" +"返回 MultiMesh 数据(例如实例的变换、颜色等)。有关返回数据的详细信息,请参阅 " +"[method multimesh_set_buffer]。\n" +"[b]注意:[/b]如果缓冲位于引擎的内部缓存中,则需要从 GPU 显存获取,并且有可能需" +"要解压。也就是说 [method multimesh_get_buffer] 可能会比较慢,应该尽可能避免。" + +msgid "Returns the custom AABB defined for this MultiMesh resource." +msgstr "返回为该 MultiMesh 资源定义的自定义 AABB。" + msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配给这个 multimesh 的实例的数量。" @@ -107699,56 +107720,8 @@ msgstr "" "为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method " "MultiMesh.set_instance_transform_2d]。" -msgid "" -"Set the entire data to use for drawing the [param multimesh] at once to " -"[param buffer] (such as instance transforms and colors). [param buffer]'s " -"size must match the number of instances multiplied by the per-instance data " -"size (which depends on the enabled MultiMesh fields). Otherwise, an error " -"message is printed and nothing is rendered. See also [method " -"multimesh_get_buffer].\n" -"The per-instance data size and expected data order is:\n" -"[codeblock]\n" -"2D:\n" -" - Position: 8 floats (8 floats for Transform2D)\n" -" - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats " -"for Color)\n" -" - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of " -"custom data)\n" -" - Position + Vertex color + Custom data: 16 floats (8 floats for " -"Transform2D, 4 floats for Color, 4 floats of custom data)\n" -"3D:\n" -" - Position: 12 floats (12 floats for Transform3D)\n" -" - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats " -"for Color)\n" -" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of " -"custom data)\n" -" - Position + Vertex color + Custom data: 20 floats (12 floats for " -"Transform3D, 4 floats for Color, 4 floats of custom data)\n" -"[/codeblock]" -msgstr "" -"将用于绘制 [param multimesh] 的全部数据立即写入 [param buffer](例如实例的变换" -"和颜色)。[param buffer] 的大小必须与实例数和单实例数据大小的乘积匹配(后者取" -"决于启用的 MultiMesh 字段)。否则,会输出错误信息,不渲染任何东西。另见 " -"[method multimesh_get_buffer]。\n" -"单实例数据大小与预期的数据顺序如下:\n" -"[codeblock]\n" -"2D:\n" -" - 位置:8 个 float(Transform2D 占 8 个 float)\n" -" - 位置 + 顶点颜色:12 个 float(Transform2D 占 8 个 float、颜色占 4 个 " -"float)\n" -" - 位置 + 自定义数据:12 个 float(Transform2D 占 8 个 float、自定义数据占 4 " -"个 float)\n" -" - 位置 + 顶点颜色 + 自定义数据:16 个 float(Transform2D 占 8 个 float、颜色" -"占 4 个 float、自定义数据占 4 个 float)\n" -"3D:\n" -" - 位置:12 个 float(Transform3D 占 12 个 float)\n" -" - 位置 + 顶点颜色:16 个 float(Transform3D 占 12 个 float、颜色占 4 个 " -"float)\n" -" - 位置 + 自定义数据:16 个 float(Transform3D 占 12 个 float、自定义数据占 " -"4 个 float)\n" -" - 位置 + 顶点颜色 + 自定义数据:20 个 float(Transform3D 占 12 个 float、颜" -"色占 4 个 float、自定义数据占 4 个 float)\n" -"[/codeblock]" +msgid "Sets the custom AABB for this MultiMesh resource." +msgstr "为该 MultiMesh 资源设置自定义 AABB。" msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." @@ -108009,7 +107982,7 @@ msgid "" "GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4]." msgstr "" "设置用于指定绘制阶段的网格。相当于 [member GPUParticles3D.draw_pass_1]、" -"[member GPUParticles3D.draw_pass_2]、[member GPUParticles3D.draw_pass_3]、和 " +"[member GPUParticles3D.draw_pass_2]、[member GPUParticles3D.draw_pass_3] 和 " "[member GPUParticles3D.draw_pass_4]。" msgid "" @@ -108180,6 +108153,14 @@ msgstr "" "如果为 [code]true[/code],则反射将忽略天空的贡献。相当于 [member " "ReflectionProbe.interior]。" +msgid "" +"Sets the render cull mask for this reflection probe. Only instances with a " +"matching layer will be reflected by this probe. Equivalent to [member " +"ReflectionProbe.cull_mask]." +msgstr "" +"设置该反射探针的渲染剔除掩码。只有具有匹配层的实例才会被该探针反射。相当于 " +"[member ReflectionProbe.cull_mask]。" + msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." @@ -108227,6 +108208,14 @@ msgstr "" "设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member " "ReflectionProbe.origin_offset]。" +msgid "" +"Sets the render reflection mask for this reflection probe. Only instances " +"with a matching layer will have reflections applied from this probe. " +"Equivalent to [member ReflectionProbe.reflection_mask]." +msgstr "" +"设置该反射探针的渲染反射掩码。只有具有匹配层的实例才会被该探针应用反射。相当" +"于 [member ReflectionProbe.reflection_mask]。" + msgid "" "Sets the resolution to use when rendering the specified reflection probe. The " "[param resolution] is specified for each cubemap face: for instance, " @@ -108271,6 +108260,12 @@ msgid "" msgstr "" "设置该场景会使用的相机属性([param effects])。另见 [CameraAttributes]。" +msgid "" +"Sets the compositor ([param compositor]) that will be used with this " +"scenario. See also [Compositor]." +msgstr "" +"设置将被用于该场景的合成器([param compositor])。另请参阅 [Compositor]。" + msgid "" "Sets the environment that will be used with this scenario. See also " "[Environment]." @@ -108719,11 +108714,11 @@ msgstr "" msgid "" "Returns the CPU time taken to render the last frame in milliseconds. This " -"[i]only[/i] includes time spent in rendering-related operations; " -"scripts' [code]_process[/code] functions and other engine subsystems are not " -"included in this readout. To get a complete readout of CPU time spent to " -"render the scene, sum the render times of all viewports that are drawn every " -"frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine." +"[i]only[/i] includes time spent in rendering-related operations; scripts' " +"[code]_process[/code] functions and other engine subsystems are not included " +"in this readout. To get a complete readout of CPU time spent to render the " +"scene, sum the render times of all viewports that are drawn every frame plus " +"[method get_frame_setup_time_cpu]. Unlike [method Engine." "get_frames_per_second], this method will accurately reflect CPU utilization " "even if framerate is capped via V-Sync or [member Engine.max_fps]. See also " "[method viewport_get_measured_render_time_gpu].\n" @@ -108825,6 +108820,9 @@ msgstr "返回该视口的渲染目标。" msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" +msgid "Detaches a viewport from a canvas." +msgstr "从画布分离视口。" + msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。" @@ -109120,35 +109118,6 @@ msgstr "" "如果为 [code]true[/code],则在指定的视口上启用去条带。等价于 [member " "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。" -msgid "" -"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format " -"framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when " -"using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. " -"Additionally, 2D rendering will take place in linear color space and will be " -"converted to sRGB space immediately before blitting to the screen (if the " -"Viewport is attached to the screen). Practically speaking, this means that " -"the end result of the Viewport will not be clamped into the [code]0-1[/code] " -"range and can be used in 3D rendering without color space adjustments. This " -"allows 2D rendering to take advantage of effects requiring high dynamic range " -"(e.g. 2D glow) as well as substantially improves the appearance of effects " -"requiring highly detailed gradients. This setting has the same effect as " -"[member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." -msgstr "" -"如果为 [code]true[/code],2D 渲染将使用与 3D 帧缓冲区的位深度匹配的高动态范围" -"(HDR)格式帧缓冲区。当使用 Forward+ 渲染器时,这将是一个 [code]RGBA16[/code] " -"帧缓冲区,而当使用 Mobile 渲染器时,它将是一个 [code]RGB10_A2[/code] 帧缓冲" -"区。此外,2D 渲染将在线性色彩空间中进行,并在位块传输到屏幕之前(如果视口被连" -"接到屏幕)立即转换为 sRGB 空间。实际上,这意味着视口的最终结果不会被钳制在 " -"[code]0-1[/code] 范围内,并且可以在不进行色彩空间调整的情况下被用于 3D 渲染。" -"这使得 2D 渲染能够利用需要高动态范围的效果(例如 2D 辉光),并显著改善需要高度" -"详细渐变的效果的外观。该设置与 [member Viewport.use_hdr_2d] 效果相同。\n" -"[b]注意:[/b]使用 GL 兼容渲染器时,该设置无效,因为出于性能原因,GL 兼容渲染器" -"始终在低动态范围内渲染。" - msgid "" "If [code]true[/code], enables occlusion culling on the specified viewport. " "Equivalent to [member ProjectSettings.rendering/occlusion_culling/" @@ -110467,9 +110436,6 @@ msgstr "" "可变速率着色使用纹理。请注意,对于立体视觉,请使用为每个视图提供纹理的纹理图" "集。" -msgid "Variable rate shading texture is supplied by the primary [XRInterface]." -msgstr "可变速率着色纹理由主 [XRInterface] 提供。" - msgid "Represents the size of the [enum ViewportVRSMode] enum." msgstr "代表 [enum ViewportVRSMode] 枚举的大小。" @@ -111517,9 +111483,65 @@ msgstr "返回关联视口的视图数。" msgid "Returns [code]true[/code] if a cached texture exists for this name." msgstr "如果存在使用该名称的缓冲纹理,则返回 [code]true[/code]。" +msgid "" +"Abstract render data object, holds scene data related to rendering a single " +"frame of a viewport." +msgstr "抽象渲染数据对象,保存与渲染视口的单个帧相关的场景数据。" + +msgid "" +"Abstract scene data object, exists for the duration of rendering a single " +"viewport.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"抽象场景数据对象,在渲染单个视口期间存在。\n" +"[b]注意:[/b]这是一个内部渲染服务器对象,不要从脚本中实例化它。" + +msgid "" +"Returns the camera projection used to render this frame.\n" +"[b]Note:[/b] If more than one view is rendered, this will return a combined " +"projection." +msgstr "" +"返回用于渲染该帧的相机投影。\n" +"[b]注意:[/b]如果渲染多个视图,则这将返回一个组合的投影。" + +msgid "" +"Returns the camera transform used to render this frame.\n" +"[b]Note:[/b] If more than one view is rendered, this will return a centered " +"transform." +msgstr "" +"返回用于渲染该帧的相机变换。\n" +"[b]注意:[/b]如果渲染多个视图,则这将返回一个居中的变换。" + +msgid "" +"Return the [RID] of the uniform buffer containing the scene data as a UBO." +msgstr "返回包含场景数据作为 UBO 的 uniform 缓冲区的 [RID]。" + msgid "Returns the number of views being rendered." msgstr "返回渲染的视图数。" +msgid "" +"Returns the eye offset per view used to render this frame. This is the offset " +"between our camera transform and the eye transform." +msgstr "" +"返回用于渲染该帧的每个视图的眼睛偏移量。这是我们的相机变换和眼睛变换之间的偏" +"移。" + +msgid "" +"Returns the view projection per view used to render this frame.\n" +"[b]Note:[/b] If a single view is rendered, this returns the camera " +"projection. If more than one view is rendered, this will return a projection " +"for the given view including the eye offset." +msgstr "" +"返回用于渲染该帧的每个视图的视图投影。\n" +"[b]注意:[/b]如果渲染单个视图,则返回相机投影。如果渲染多个视图,则这将返回给" +"定视图的投影,包括眼睛偏移。" + +msgid "" +"This class allows for a RenderSceneData implementation to be made in " +"GDExtension." +msgstr "该类允许在 GDExtension 中实现 RenderSceneData。" + msgid "Implement this in GDExtension to return the camera [Projection]." msgstr "在 GDExtension 中实现时请返回相机的 [Projection]。" @@ -111546,9 +111568,55 @@ msgid "" "[param view]." msgstr "在 GDExtension 中实现时请返回 [param view] 视图的视图 [Projection]。" +msgid "" +"Render scene data implementation for the RenderingDevice based renderers." +msgstr "基于 RenderingDevice 的渲染器的渲染场景数据实现。" + +msgid "" +"Object holds scene data related to rendering a single frame of a viewport.\n" +"[b]Note:[/b] This is an internal rendering server object, do not instantiate " +"this from script." +msgstr "" +"对象保存与渲染视口的单个帧相关的场景数据。\n" +"[b]注意:[/b]这是一个内部渲染服务器对象,不要从脚本中实例化它。" + msgid "Base class for serializable objects." msgstr "可序列化对象的基类。" +msgid "" +"Resource is the base class for all Godot-specific resource types, serving " +"primarily as data containers. Since they inherit from [RefCounted], resources " +"are reference-counted and freed when no longer in use. They can also be " +"nested within other resources, and saved on disk. [PackedScene], one of the " +"most common [Object]s in a Godot project, is also a resource, uniquely " +"capable of storing and instantiating the [Node]s it contains as many times as " +"desired.\n" +"In GDScript, resources can loaded from disk by their [member resource_path] " +"using [method @GDScript.load] or [method @GDScript.preload].\n" +"The engine keeps a global cache of all loaded resources, referenced by paths " +"(see [method ResourceLoader.has_cached]). A resource will be cached when " +"loaded for the first time and removed from cache once all references are " +"released. When a resource is cached, subsequent loads using its path will " +"return the cached reference.\n" +"[b]Note:[/b] In C#, resources will not be freed instantly after they are no " +"longer in use. Instead, garbage collection will run periodically and will " +"free resources that are no longer in use. This means that unused resources " +"will remain in memory for a while before being removed." +msgstr "" +"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " +"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源" +"里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 " +"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" +"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 " +"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" +"引擎会维护所有已加载资源的全局缓存,可以根据路径引用资源(见 [method " +"ResourceLoader.has_cached])。资源会在首次加载时缓存,所有引用释放后就会从缓存" +"中移除。如果缓存中存在某个资源,那么后续使用其路径进行加载的时候返回的就是缓存" +"中的引用。\n" +"[b]注意:[/b]在 C# 中,资源不再被使用后并不会立即被释放。相反,垃圾回收将定期" +"运行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会在内存中保留一段" +"时间。" + msgid "" "Override this method to return a custom [RID] when [method get_rid] is called." msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。" @@ -111855,6 +111923,48 @@ msgstr "" "[code]{ String => String }[/code],将旧依赖路径映射到新路径。\n" "成功时返回 [constant OK],失败时返回 [enum Error] 常量。" +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" +"主资源(请求加载的资源)或其任何子资源都不会从缓存中检索或存储到其中。依赖项" +"(外部资源)使用 [constant CACHE_MODE_REUSE] 加载。" + +msgid "" +"The main resource (the one requested to be loaded), its subresources, and its " +"dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" +"如果主资源(请求加载的资源)、其子资源、及其依赖项(外部资源)存在,则将从缓存" +"中检索,而不是加载。那些未缓存的将被加载,然后存储到缓存中。相同的规则将沿着依" +"赖关系树(外部资源)递归传播。" + +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already existing " +"instances. Otherwise, they are recreated as completely new objects." +msgstr "" +"与 [constant CACHE_MODE_REUSE] 类似,但会检查主资源(请求加载的资源)及其每个" +"子资源的缓存。那些已经在缓存中的实例,只要加载的类型和缓存的类型匹配,则它们的" +"数据就会从存储中刷新到已经存在的实例中。否则,它们将被重新创建为全新的对象。" + +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" +"与 [constant CACHE_MODE_IGNORE] 类似,但沿依赖关系树(外部资源)递归传播。" + +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" +"与 [constant CACHE_MODE_REPLACE] 类似,但沿依赖关系树(外部资源)递归传播。" + msgid "Saves a specific resource type to a file." msgstr "将特定资源类型保存到文件。" @@ -111958,8 +112068,8 @@ msgid "" "\"disabled\" (bit is [code]false[/code]).\n" "[b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] " "will be considered as \"enabled\" (bit is [code]true[/code]). If the pixel is " -"lower than or equal to the threshold, it will be considered as " -"\"disabled\" (bit is [code]false[/code])." +"lower than or equal to the threshold, it will be considered as \"disabled\" " +"(bit is [code]false[/code])." msgstr "" "用于生成位图的数据源。\n" "[b]黑白:[/b]HSV 值大于 [member threshold] 的像素将被视为“启用”(位为 " @@ -112010,32 +112120,6 @@ msgstr "字体缩放模式。" msgid "Imports comma-separated values" msgstr "导入 CSV" -msgid "" -"Comma-separated values are a plain text table storage format. The format's " -"simplicity makes it easy to edit in any text editor or spreadsheet software. " -"This makes it a common choice for game localization.\n" -"[b]Example CSV file:[/b]\n" -"[codeblock]\n" -"keys,en,es,ja\n" -"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n" -"ASK,How are you?,Cómo está?,元気ですか\n" -"BYE,Goodbye,Adiós,さようなら\n" -"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん" -"にちは」男は言いました\n" -"[/codeblock]" -msgstr "" -"逗号分隔值是纯文本表格存储格式。该格式的简单性使其可以轻松地在任何文本编辑器或" -"电子表格软件中进行编辑。这使其成为游戏本地化的常见选择。\n" -"[b]示例 CSV 文件:[/b]\n" -"[codeblock]\n" -"keys,en,es,ja\n" -"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n" -"ASK,How are you?,Cómo está?,元気ですか\n" -"BYE,Goodbye,Adiós,さようなら\n" -"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん" -"にちは」男は言いました\n" -"[/codeblock]" - msgid "Importing translations" msgstr "导入翻译" @@ -112378,6 +112462,21 @@ msgid "" msgstr "" "整个图像两侧的裁减边距。这可被用于裁减该图像包含属性信息或类似信息的部分。" +msgid "" +"Kerning pairs for the font. Kerning pair adjust the spacing between two " +"characters.\n" +"Each string consist of three space separated values: \"from\" string, \"to\" " +"string and integer offset. Each combination form the two string for a kerning " +"pair, e.g, [code]ab cd -3[/code] will create kerning pairs [code]ac[/code], " +"[code]ad[/code], [code]bc[/code], and [code]bd[/code] with offset [code]-3[/" +"code]." +msgstr "" +"字体中的字偶列表。字偶的作用是调整特定的两个字符的间距。\n" +"每个字符串都是由空格分隔的三个值:“from”字符串、“to”字符串、整数偏移量。两个字" +"符串中的字符两两组合成字偶,例如 [code]ab cd -3[/code] 会创建字偶 [code]ac[/" +"code]、[code]ad[/code]、[code]bc[/code]、[code]bd[/code],这些字偶的偏移量都" +"是 [code]-3[/code]。" + msgid "Number of rows in the font image. See also [member columns]." msgstr "字体图像中的行数。另见 [member columns]。" @@ -112542,27 +112641,6 @@ msgstr "" "控制立方体贴图纹理的内部布局方式。使用高分辨率立方体贴图时,与 [b]1×6[/b] 和 " "[b]6×1[/b] 相比,[b]2×3[/b] and [b]3×2[/b] 不太容易超出硬件纹理大小限制。" -msgid "Imports a MP3 audio file for playback." -msgstr "导入 MP3 音频文件进行播放。" - -msgid "" -"MP3 is a lossy audio format, with worse audio quality compared to " -"[ResourceImporterOggVorbis] at a given bitrate.\n" -"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " -"compression.\n" -"MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to " -"play a lot of simultaneous sounds, it's recommended to use WAV for those " -"sounds instead, especially if targeting low-end devices." -msgstr "" -"MP3 是一种有损音频格式,在给定比特率下,与 [ResourceImporterOggVorbis] 相比," -"音频质量较差。\n" -"在大多数情况下,建议使用 Ogg Vorbis 而不是 MP3。但是,如果你使用的 MP3 音源没" -"有更高质量的可用源,则建议直接使用 MP3 文件以避免两次有损压缩。\n" -"MP3 比 [ResourceImporterWAV] 需要更多的 CPU 来解码。如果你需要同时播放很多声" -"音,建议对这些声音使用 WAV,特别是针对低端设备。" - msgid "Importing audio samples" msgstr "导入音频样本" @@ -112700,24 +112778,6 @@ msgstr "按指定值缩放网格数据。这可被用于解决缩放错误的网 msgid "Imports an Ogg Vorbis audio file for playback." msgstr "导入 Ogg Vorbis 音频文件进行播放。" -msgid "" -"Ogg Vorbis is a lossy audio format, with better audio quality compared to " -"[ResourceImporterMP3] at a given bitrate.\n" -"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " -"compression.\n" -"Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you " -"need to play a lot of simultaneous sounds, it's recommended to use WAV for " -"those sounds instead, especially if targeting low-end devices." -msgstr "" -"Ogg Vorbis 是一种有损音频格式,在给定比特率下,与 [ResourceImporterMP3] 相比具" -"有更好的音频质量。\n" -"在大多数情况下,建议使用 Ogg Vorbis 而不是 MP3。但是,如果你使用的 MP3 音源没" -"有更高质量的可用音源,则建议直接使用 MP3 文件以避免两次有损压缩。\n" -"Ogg Vorbis 比 [ResourceImporterWAV] 需要更多的 CPU 来解码。如果你需要同时播放" -"很多声音,建议对这些声音使用 WAV,特别是针对低端设备。" - msgid "" "This method loads audio data from a PackedByteArray buffer into an " "AudioStreamOggVorbis object." @@ -112878,6 +112938,19 @@ msgstr "" "动画、骨骼等。这意味着,如果你稍后在导入的场景中添加子节点,它将不会被缩放。如" "果为 [code]false[/code],[member nodes/root_scale] 将乘以该根节点的缩放。" +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" +"将导入场景中的所有节点视为单个 [Skeleton3D] 中的骨骼。可用于保证导入的动画以骨" +"架骨骼而不是节点为目标。也可用于在 [BoneMap] 中分配 [code]\"Root\"[/code] 骨" +"骼。有关详细信息,请参阅 [url=$DOCS_URL/tutorials/assets_pipeline/" +"retargeting_3d_skeletons.html]重定向 3D 骨架[/url]。" + msgid "" "Override for the root node name. If empty, the root node will use what the " "scene specifies, or the file name if the scene does not specify a root name." @@ -112932,8 +113005,8 @@ msgstr "" "- 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" "- 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/" +"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" "(如果 [member skins/use_named_skins] 为 [code]false[/code])。\n" "总之,这些信息足以告诉 Godot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 " @@ -113066,6 +113139,19 @@ msgstr "" "远纹理时才应启用该功能。如果相机从不大幅缩小,启用多级渐远纹理不会有任何好处," "但内存占用会增加。" +msgid "" +"If [code]true[/code], puts pixels of the same surrounding color in transition " +"from transparent to opaque areas. For textures displayed with bilinear " +"filtering, this helps to reduce the outline effect when exporting images from " +"an image editor.\n" +"It's recommended to leave this enabled (as it is by default), unless this " +"causes issues for a particular image." +msgstr "" +"如果为 [code]true[/code],则将相同周围颜色的像素置于从透明区域到不透明区域的过" +"渡中。对于使用双线性过滤显示的纹理,这有助于减轻从图像编辑器导出图像时的轮廓效" +"果。\n" +"建议启用该功能(默认情况下),除非这会导致特定图像出现问题。" + msgid "" "Some HDR images you can find online may be broken and contain sRGB color data " "(instead of linear color data). It is advised not to use those files. If you " @@ -113253,18 +113339,6 @@ msgstr "" "WAV 是未经压缩的格式,能够提供比 Ogg Vorbis 和 MP3 更高的质量。解压时的 CPU 开" "销也最低。因此,即便在低端设备上,也能够同时播放大量的 WAV 声音。" -msgid "" -"The compression mode to use on import.\n" -"[b]Disabled:[/b] Imports audio data without any compression. This results in " -"the highest possible quality.\n" -"[b]RAM (Ima-ADPCM):[/b] Performs fast lossy compression on import. Low CPU " -"cost, but quality is noticeably decreased compared to Ogg Vorbis or even MP3." -msgstr "" -"导入时使用的压缩模式。\n" -"[b]Disabled:[/b]导入音频数据,不进行压缩。得到的质量最高。\n" -"[b]RAM (Ima-ADPCM):[/b]导入时进行快速有损压缩。CPU 开销较低,但质量比 Ogg " -"Vorbis 甚至是 MP3 都显著更低。" - msgid "" "The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], " "[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the " @@ -113457,47 +113531,6 @@ msgstr "" "方法将使用缓存版本。可以通过在具有相同路径的新资源上使用 [method Resource." "take_over_path] 来覆盖缓存资源。" -msgid "" -"Loads a resource at the given [param path], caching the result for further " -"access.\n" -"The registered [ResourceFormatLoader]s are queried sequentially to find the " -"first one which can handle the file's extension, and then attempt loading. If " -"loading fails, the remaining ResourceFormatLoaders are also attempted.\n" -"An optional [param type_hint] can be used to further specify the [Resource] " -"type that should be handled by the [ResourceFormatLoader]. Anything that " -"inherits from [Resource] can be used as a type hint, for example [Image].\n" -"The [param cache_mode] property defines whether and how the cache should be " -"used or updated when loading the resource. See [enum CacheMode] for details.\n" -"Returns an empty resource if no [ResourceFormatLoader] could handle the " -"file.\n" -"GDScript has a simplified [method @GDScript.load] built-in method which can " -"be used in most situations, leaving the use of [ResourceLoader] for more " -"advanced scenarios.\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"在给定的 [param path] 中加载资源,并将结果缓存以供进一步访问。\n" -"按顺序查询注册的 [ResourceFormatLoader],以找到可以处理文件扩展名的第一个 " -"[ResourceFormatLoader],然后尝试加载。如果加载失败,则还会尝试其余的 " -"[ResourceFormatLoader]。\n" -"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " -"[Resource] 类型。任何继承自 [Resource] 的东西都可以用作类型提示,例如 " -"[Image]。\n" -"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。详情见 " -"[enum CacheMode]。\n" -"如果没有 [ResourceFormatLoader] 可以处理该文件,则返回空资源。\n" -"GDScript 具有一个简化的 [method @GDScript.load] 内置方法,可在大多数情况下使" -"用,而 [ResourceLoader] 供更高级的情况使用。\n" -"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." -"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " -"中的文件,请将 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 设置为 [code]false[/code]。" - msgid "" "Returns the resource loaded by [method load_threaded_request].\n" "If this is called before the loading thread is done (i.e. [method " @@ -113922,9 +113955,6 @@ msgstr "" "直对齐文本的内置方法,但这可以通过使用锚点/容器和 [member fit_content] 属性来" "模拟。" -msgid "GUI Rich Text/BBcode Demo" -msgstr "GUI 富文本/BBcode 演示" - msgid "" "Adds an image's opening and closing tags to the tag stack, optionally " "providing a [param width] and [param height] to resize the image, a [param " @@ -113973,6 +114003,38 @@ msgstr "" "个 BBCode 会比较慢。如果你绝对需要在接下来的方法调用中关闭标签,请追加 " "[member text] 而不是使用 [method append_text]。" +msgid "" +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents will " +"show again if the label is redrawn. However, setting [member text] to an " +"empty [String] also clears the stack." +msgstr "" +"清除标签栈,导致该标签不显示任何内容。\n" +"[b]注意:[/b]这个方法不会影响 [member text],如果重绘标签,其内容会重新显示。" +"但将 [member text] 设置为空 [String] 也会清除栈。" + +msgid "" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." +msgstr "" +"返回提供的字符位置的行号。行号和字符号都是从零开始索引的。\n" +"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" +"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" + +msgid "" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " +"the loaded part of the document. Use [method is_ready] or [signal finished] " +"to determine whether document is fully loaded." +msgstr "" +"返回提供的字符位置的段号。段号和字符号都是从零开始索引的。\n" +"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的" +"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" + msgid "" "Returns the height of the content.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " @@ -114357,6 +114419,23 @@ msgstr "" "将 [code skip-lint][ol][/code] 或 [code skip-lint][ul][/code] 标签添加到标签堆" "栈中。将 [param level] 乘以当前 [member tab_size] 来确定新的边距长度。" +msgid "" +"Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign behavior " +"when clicked, connect [signal meta_clicked] to a function that is called when " +"the meta tag is clicked." +msgstr "" +"添加一个元数据标签到标签栈。类似于 BBCode [code skip-lint][url=something]" +"{text}[/url][/code],但是还支持非 [String] 类型的元数据。\n" +"如果 [member meta_underlined] 为 [code]true[/code],则元数据标签会显示下划线。" +"可以使用 [param underline_mode] 来自定义这个行为。\n" +"[b]注意:[/b]点击元数据标签默认不会发生任何事情。要分配点击后的行为,请将 " +"[signal meta_clicked] 连接到某个函数上,这样点击元数据标签时就会调用这个函数。" + msgid "" "Adds a [code skip-lint][font][/code] tag with a monospace font to the tag " "stack." @@ -114395,16 +114474,6 @@ msgstr "" msgid "Adds a [code skip-lint][u][/code] tag to the tag stack." msgstr "向标签栈中添加 [code skip-lint][u][/code] 标签。" -msgid "" -"Removes a paragraph of content from the label. Returns [code]true[/code] if " -"the paragraph exists.\n" -"The [param paragraph] argument is the index of the paragraph to remove, it " -"can take values in the interval [code][0, get_paragraph_count() - 1][/code]." -msgstr "" -"从标签中移除一段内容。如果该段落存在,则返回 [code]true[/code]。\n" -"[param paragraph] 参数是要移除的段落的索引,它可以在 [code][0, " -"get_paragraph_count() - 1][/code] 区间内取值。" - msgid "Scrolls the window's top line to match [param line]." msgstr "滚动窗口,让第一行与 [param line] 匹配。" @@ -114466,6 +114535,14 @@ msgstr "" "如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩" "形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。" +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" +"如果为 [code]true[/code],则标签使用 BBCode 格式。\n" +"[b]注意:[/b]只会影响 [member text] 的内容,不会影响标签栈。" + msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" @@ -114491,6 +114568,15 @@ msgstr "" "如果为 [code]true[/code],则该标签节点会在 hint 标记下,加下划线,例如 [code " "skip-lint][hint=description]{text}[/hint][/code]。" +msgid "" +"If [code]true[/code], the label underlines meta tags such as [code skip-lint]" +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." +msgstr "" +"如果为 [code]true[/code],则标签会在元标记下加下划线,例如 [code skip-lint]" +"[url]{text}[/url][/code]。如果 [signal meta_clicked] 被连接到某个函数,则这些" +"标记可以在点击时调用函数。" + msgid "" "The delay after which the loading progress bar is displayed, in milliseconds. " "Set to [code]-1[/code] to disable progress bar entirely.\n" @@ -114555,6 +114641,44 @@ msgstr "如果为 [code]true[/code],则文本处理在后台线程中完成。 msgid "Triggered when the document is fully loaded." msgstr "当文档完全加载时触发。" +msgid "" +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the [method " +"push_meta] method must be used to manually insert the data into the tag " +"stack. Alternatively, you can convert the [String] input to the desired type " +"based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"用户点击元数据(URL)标签之间的内容时触发。如果 BBCode 中使用类似 [code skip-" +"lint][url={\"key\": \"value\"}]Text[/url][/code] 的形式定义了元数据,那么该信" +"号的参数就始终是 [String] 类型。如果需要是特定的类型或者对象,就必须使用 " +"[method push_meta] 手动向标签栈中插入数据。或者你也可以将输入 [String] 的内容" +"转换到所需的类型(例如调用 [method JSON.parse])。\n" +"例如,将下面的方法连接到 [signal meta_clicked] 型号可以在点击 URL 时使用用户的" +"默认浏览器打开:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 假设使用信号连接对话框将 RichTextLabel 的 `meta_clicked` 信号\n" +"# 连接到了下面的函数。\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` 是 Variant 类型,所以将其转换为 String,避免运行时脚本出错。\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" + msgid "Triggers when the mouse exits a meta tag." msgstr "当鼠标退出元标签时触发。" @@ -114576,6 +114700,26 @@ msgstr "每个列表项都有实心圆标记。" msgid "Selects the whole [RichTextLabel] text." msgstr "全选 [TextEdit] 文本。" +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" +"即使 [member meta_underlined] 为 [code]true[/code],元标记也不显示下划线。" + +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" +"如果 [member meta_underlined] 为 [code]true[/code],元数据标签始终会显示下划" +"线。" + +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" +"如果 [member meta_underlined] 为 [code]true[/code],元数据标签会在鼠标光标悬停" +"时显示下划线。" + msgid "If this bit is set, [method update_image] changes image texture." msgstr "如果设置了该位,[method update_image] 会更改图像纹理。" @@ -114723,10 +114867,10 @@ msgid "" "A low-level resource may correspond to a high-level [Resource], such as " "[Texture] or [Mesh]." msgstr "" -"RID [Variant] 类型用于通过其唯一 ID 访问低级资源。RID 是不透明的,这意味着它们" -"不会自行授予对资源的访问权限。它们由低级服务类使用,例如 [DisplayServer]、" +"RID [Variant] 类型用于通过其唯一 ID 访问底层资源。RID 是不透明的,这意味着它们" +"不会自行授予对资源的访问权限。它们由底层服务器类使用,例如 [DisplayServer]、" "[RenderingServer]、[TextServer] 等。\n" -"低级资源可能对应于高级 [Resource],例如 [Texture] 或 [Mesh]。" +"底层资源可能对应于高阶 [Resource],例如 [Texture] 或 [Mesh]。" msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]." msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。" @@ -114800,7 +114944,7 @@ msgstr "" "[RigidBody2D] 实现了完整的 2D 物理。这个物理体无法直接控制,必须对其施加力(重" "力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物" "理体的影响等。\n" -"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整" +"可以使用 [member lock_rotation]、[member freeze] 和 [member freeze_mode] 调整" "该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其" "的影响。\n" "即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如" @@ -114817,19 +114961,6 @@ msgstr "2D 物理平台跳跃演示" msgid "Instancing Demo" msgstr "实例化演示" -msgid "" -"Allows you to read and safely modify the simulation state for the object. Use " -"this instead of [method Node._physics_process] if you need to directly change " -"the body's [code]position[/code] or other physics properties. By default, it " -"works in addition to the usual physics behavior, but [member " -"custom_integrator] allows you to disable the default behavior and write " -"custom force integration for a body." -msgstr "" -"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 " -"[code]position[/code] 或其他物理属性,请使用它代替 [method Node." -"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member " -"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。" - msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" @@ -114870,7 +115001,7 @@ msgstr "" "[code]true[/code],并将 [member max_contacts_reported] 设置足够高以侦测所有碰" "撞。\n" "[b]注意:[/b]此测试的结果不会立即在移动物体后得出。为了提高性能,碰撞列表每帧" -"更新一次,且在物理步骤之前进行。可考虑改用信号来代替。" +"更新一次,且在物理迭代之前进行。可考虑改用信号来代替。" msgid "" "Returns the number of contacts this body has with other bodies. By default, " @@ -114974,14 +115105,6 @@ msgstr "" "运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏更" "少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。" -msgid "" -"If [code]true[/code], internal force integration is disabled for this body. " -"Aside from collision response, the body will only move as determined by the " -"[method _integrate_forces] function." -msgstr "" -"如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 " -"[method _integrate_forces] 函数确定的方式移动。" - msgid "" "If [code]true[/code], the body is frozen. Gravity and forces are not applied " "anymore.\n" @@ -115043,12 +115166,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定需要施加多少扭矩才能让该物" -"体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自定义的" +"该物体的转动惯量。与质量类似,但用于旋转:用于确定需要施加多少力矩才能让该物体" +"旋转。通常会自动根据质量和形状计算转动惯量,但这个属性能够让你设置自定义的" "值。\n" -"设置为 [code]0[/code] 时,会自动计算惯性(默认值)。\n" -"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer2D] 获取计" -"算出的惯性。\n" +"设置为 [code]0[/code] 时,会自动计算惯量(默认值)。\n" +"[b]注意:[/b]自动计算出惯量后,这个值不会改变。请使用 [PhysicsServer2D] 获取计" +"算出的惯量。\n" "[codeblocks]\n" "[gdscript]\n" "@onready var ball = $Ball\n" @@ -115319,7 +115442,7 @@ msgstr "" "[RigidBody3D] 实现了完整的 3D 物理。这个物理体无法直接控制,必须对其施加力(重" "力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物" "理体的影响等。\n" -"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整" +"可以使用 [member lock_rotation]、[member freeze] 和 [member freeze_mode] 调整" "该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其" "的影响。\n" "即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如" @@ -115362,7 +115485,7 @@ msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the [RigidBody3D]." msgstr "" -"返回逆惯性张量基础。这用于计算施加到 [RigidBody3D] 上的扭矩产生的角加速度。" +"返回逆惯性张量基础。这用于计算施加到 [RigidBody3D] 上的力矩产生的角加速度。" msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second." msgstr "该 RigidBody3D 的旋转速度,单位为[i]弧度[/i]每秒。" @@ -115454,12 +115577,12 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定各个轴上需要施加多少扭矩才" -"能让该物体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自" -"定义的值。\n" -"设置为 [constant Vector3.ZERO] 时,会自动计算惯性(默认值)。\n" -"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer3D] 获取计" -"算出的惯性。\n" +"该物体的转动惯量。与质量类似,但用于旋转:用于确定各个轴上需要施加多少力矩才能" +"让该物体旋转。通常会自动根据质量和形状计算转动惯量,但这个属性能够让你设置自定" +"义的值。\n" +"设置为 [constant Vector3.ZERO] 时,会自动计算惯量(默认值)。\n" +"[b]注意:[/b]自动计算出惯量后,这个值不会改变。请使用 [PhysicsServer3D] 获取计" +"算出的惯量。\n" "[codeblocks]\n" "[gdscript]\n" "@onready var ball = $Ball\n" @@ -115875,6 +115998,21 @@ msgstr "" msgid "Use [method property_get_replication_mode] instead." msgstr "请改用 [method property_get_replication_mode]。" +msgid "" +"Returns [code]true[/code] if the property identified by the given [param " +"path] is configured to be synchronized on process." +msgstr "" +"如果给定 [param path] 标识的属性被配置为在处理时同步,则返回 [code]true[/" +"code]。" + +msgid "" +"Returns [code]true[/code] if the property identified by the given [param " +"path] is configured to be reliably synchronized when changes are detected on " +"process." +msgstr "" +"如果给定 [param path] 标识的属性被配置为在处理期间检测到更改时可靠地同步,则返" +"回 [code]true[/code]。" + msgid "" "Sets the synchronization mode for the property identified by the given [param " "path]. See [enum ReplicationMode]." @@ -115892,6 +116030,11 @@ msgstr "" "请改为使用 [constant REPLICATION_MODE_ALWAYS] 调用 [method " "property_set_replication_mode]。" +msgid "" +"Sets whether the property identified by the given [param path] is configured " +"to be synchronized on process." +msgstr "设置给定 [param path] 标识的属性是否被配置为在处理时同步。" + msgid "" "Use [method property_set_replication_mode] with [constant " "REPLICATION_MODE_ON_CHANGE] instead." @@ -115899,6 +116042,12 @@ msgstr "" "请改为使用 [constant REPLICATION_MODE_ON_CHANGE] 调用 [method " "property_set_replication_mode]。" +msgid "" +"Sets whether the property identified by the given [param path] is configured " +"to be reliably synchronized when changes are detected on process." +msgstr "" +"设置给定 [param path] 标识的属性是否被配置为在处理期间检测到更改时可靠地同步。" + msgid "" "Removes the property identified by the given [param path] from the " "configuration." @@ -116095,9 +116244,85 @@ msgstr "" msgid "Manages the game loop via a hierarchy of nodes." msgstr "通过节点层次结构管理游戏循环。" +msgid "" +"As one of the most important classes, the [SceneTree] manages the hierarchy " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can be " +"paused. Scenes can be loaded, switched and reloaded.\n" +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." +msgstr "" +"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点可" +"以被添加、获取和移除。整个场景树可以被暂停,包括当前场景。场景可以被加载、切换" +"和重新加载。\n" +"你也可以使用 [SceneTree] 将你的节点组织成[b]组[/b]:每个节点都可以被添加到你想" +"要创建的任意多个组中,例如“敌人”组。然后你可以遍历这些组,甚至可以在属于任何给" +"定组的所有节点上调用方法并设置属性。\n" +"[SceneTree] 是引擎所使用的默认 [MainLoop] 实现,因此负责游戏循环。" + msgid "SceneTree" msgstr "SceneTree" +msgid "" +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." +msgstr "" +"在该树内添加到给定 [param group]的每个节点上调用 [param method]。你可以通过在" +"该方法调用末尾指定参数来将参数传递给 [param method]。无法调用 [param method] " +"的节点(因为该方法不存在或参数不匹配)将被忽略。另见 [method set_group] 和 " +"[method notify_group]。\n" +"[b]注意:[/b]该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导" +"致卡顿。\n" +"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 " +"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" +"时分配新的 [StringName]。" + +msgid "" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" +"[codeblock]\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" +"[/codeblock]\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." +msgstr "" +"在树内添加到给定 [param group] 的每个节点上调用给定的 [param method]。使用 " +"[param flags] 自定义该方法的行为(请参阅 [enum GroupCallFlags])。[param " +"method] 的附加参数可以在该方法的末尾传递。无法调用 [param method] 的节点(因为" +"该方法不存在或参数不匹配)将被忽略。\n" +"[codeblock]\n" +"# 在帧末尾以相反的树顺序,在 “enemies” 组的所有节点上调用 “hide”。\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" +"[/codeblock]\n" +"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 " +"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" +"时分配新的 [StringName]。" + msgid "" "Changes the running scene to the one at the given [param path], after loading " "it into a [PackedScene] and creating a new instance.\n" @@ -116147,6 +116372,99 @@ msgstr "" "这确保了两个场景不会同时运行,并且仍然会以类似于 [method Node.queue_free] 的安" "全方式释放之前的场景。" +msgid "" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"start\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"end\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"start\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"end\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in the " +"tree. A node's [method Node._process] method would be called before the timer " +"updates (or [method Node._physics_process] if [param process_in_physics] is " +"set to [code]true[/code])." +msgstr "" +"返回一个新的 [SceneTreeTimer]。在以秒为单位的 [param time_sec] 过去后,该计时" +"器将发出 [signal SceneTreeTimer.timeout] 并自动释放。\n" +"如果 [param process_always] 为 [code]false[/code],则当将 [member SceneTree." +"paused] 设置为 [code]true[/code] 时,该计时器将被暂停。\n" +"如果 [param process_in_physics] 为 [code]true[/code],则该计时器将在物理帧结束" +"时,而不是在过程帧结束时更新。\n" +"如果 [param ignore_time_scale] 为 [code]true[/code],则该计时器将忽略 [member " +"Engine.time_scale] 并使用实际的、经过的时间更新。\n" +"该方法通常用于创建一次性的延迟计时器,如下例所示:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func some_function():\n" +" print(\"开始\")\n" +" await get_tree().create_timer(1.0).timeout\n" +" print(\"结束\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async Task SomeFunction()\n" +"{\n" +" GD.Print(\"开始\");\n" +" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." +"Timeout);\n" +" GD.Print(\"结束\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]该计时器总是在树中的所有节点[i]之后[/i]更新。在该计时器更新之前," +"将调用节点的 [method Node._process] 方法(如果 [param process_in_physics] 被设" +"置为 [code]true[/code],则调用 [method Node._physics_process])。" + +msgid "" +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method Node." +"create_tween] or [method Tween.bind_node]." +msgstr "" +"创建并返回在该树中处理的新的 [Tween]。该 Tween 将在下一个处理帧或物理帧中自动" +"开始(取决于其 [enum Tween.TweenProcessMode])。\n" +"[b]注意:[/b]使用该方法创建的 [Tween] 不会被绑定到任何 [Node]。它可能会继续工" +"作,直到没有任何东西可以进行动画。如果希望在 [Node] 被释放时自动终结该 " +"[Tween],请使用 [method Node.create_tween] 或 [method Tween.bind_node]。" + +msgid "" +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." +msgstr "" +"返回树中找到的第一个加入了 [param group] 分组的 [Node],查找时按照场景层次结构" +"顺序。如果没有找到匹配的节点则返回 [code]null[/code]。另见 [method " +"get_nodes_in_group]。" + +msgid "" +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." +msgstr "返回程序开始运行之后已经处理了多少帧。测量的[i]不是[/i]经过的时间。" + msgid "" "Searches for the [MultiplayerAPI] configured for the given path, if one does " "not exist it searches the parent paths until one is found. If the path is " @@ -116157,6 +116475,131 @@ msgstr "" "止。如果路径为空,或者没有找到,则返回默认路径。参见 [method " "set_multiplayer]。" +msgid "Returns the number of nodes inside this tree." +msgstr "返回该树中的节点数。" + +msgid "Returns the number of nodes assigned to the given group." +msgstr "返回分配给给定组的节点数。" + +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." +msgstr "" +"返回一个 [Array],其中包含的是树中所有加入了 [param group] 分组的节点,按照场" +"景层次结构排序。" + +msgid "" +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "返回树中当前存在的 [Tween] 的 [Array],包括暂停的补间。" + +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"如果树中存在添加到给定组 [param name] 的节点,则返回 [code]true[/code]。" + +msgid "" +"Calls [method Object.notification] with the given [param notification] to all " +"nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." +msgstr "" +"在树内添加到该 [param group] 的所有节点上,使用给定 [param notification] 调用 " +"[method Object.notification]。另见 [method call_group] 和 [method " +"set_group]。\n" +"[b]注意:[/b]该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导" +"致卡顿。" + +msgid "" +"Calls [method Object.notification] with the given [param notification] to all " +"nodes inside this tree added to the [param group]. Use [param call_flags] to " +"customize this method's behavior (see [enum GroupCallFlags])." +msgstr "" +"使用给定的 [param notification] 对添加到 [param group] 的该树内的所有节点调用 " +"[method Object.notification] 。使用 [param call_flags] 自定义该方法的行为(请" +"参阅 [enum GroupCallFlags])。" + +msgid "" +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." +msgstr "" +"将要删除的给定 [param obj] 排队,在当前帧末尾调用其 [method Object.free]。该方" +"法与 [method Node.queue_free] 类似。" + +msgid "" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" +"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " +"Home button." +msgstr "" +"使用给定的 [param exit_code] 在当前迭代结束时退出应用程序。\n" +"按照惯例,退出代码 [code]0[/code] 表示成功,而任何其他退出代码表示错误。出于可" +"移植性的原因,它应该在 [code]0[/code] 和 [code]125[/code] (含)之间。\n" +"[b]注意:[/b]这个方法在 iOS 上不起作用。相反,根据 [url=https://developer." +"apple.com/library/archive/qa/qa1561/_index.html]《iOS 人机界面指南》[/url] 中" +"的建议,用户应通过 Home 按钮关闭应用程序。" + +msgid "" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" +"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member current_scene] " +"cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the " +"scene cannot be instantiated." +msgstr "" +"重新加载当前活动的场景,将 [member current_scene] 替换为其原始 [PackedScene] " +"的新实例。\n" +"成功时返回 [constant OK],如果尚未定义 [member current_scene],则返回 " +"[constant ERR_UNCONFIGURED],如果 [member current_scene] 无法加载到 " +"[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法实例化,则返回 " +"[constant ERR_CANT_CREATE]。" + +msgid "" +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." +msgstr "" +"将该树内被添加到给定 [param group] 的所有节点上的给定 [param property] 设置为 " +"[param value]。没有 [param property] 的节点将被忽略。另见 [method call_group] " +"和 [method notify_group]。\n" +"[b]注意:[/b]该方法立即作用于所有选定的节点上,这可能会在某些性能密集型的情况" +"下导致卡顿。\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 " +"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调" +"用时分配一个新的 [StringName]。" + +msgid "" +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." +msgstr "" +"将该树内被添加到给定 [param group] 的所有节点上的给定 [param property] 设置为 " +"[param value]。没有 [param property] 的节点将被忽略。使用 [param call_flags] " +"自定义该方法的行为(请参阅 [enum GroupCallFlags])。\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param property] 必须是 " +"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用" +"时分配一个新的 [StringName]。" + msgid "" "Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " "also the relative subpaths), or override the default one if [param root_path] " @@ -116183,6 +116626,19 @@ msgstr "" "如果为 [code]true[/code],则应用程序会自动接受退出请求。\n" "移动平台见 [member quit_on_go_back]。" +msgid "" +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." +msgstr "" +"当前加载的主场景的根节点,通常是 [member root] 的直接子节点。另见 [method " +"change_scene_to_file]、[method change_scene_to_packed]、[method " +"reload_current_scene]。\n" +"[b]警告:[/b]直接设置该属性可能无法正常工作,因为这样[i]不会[/i]在场景树中添加" +"删除节点。" + msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" @@ -116217,6 +116673,14 @@ msgstr "" "[b]注意:[/b]该属性没有被设计为在运行时更改。在项目运行时更改 [member " "debug_paths_hint] 的值不会产生预期的效果。" +msgid "" +"The root of the scene currently being edited in the editor. This is usually a " +"direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" +"编辑器中当前正在编辑场景的根节点。通常是 [member root] 的直接子节点。\n" +"[b]注意:[/b]该属性在发布版本中不起任何作用。" + msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal process_frame].\n" @@ -116231,6 +116695,21 @@ msgstr "" "网络数据包并下发 RPC。这允许在一个不同的循环(例如物理、线程、特定时间步长)中" "运行 RPC,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" +msgid "" +"If [code]true[/code], the scene tree is considered paused. This causes the " +"following behavior:\n" +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." +msgstr "" +"如果为 [code]true[/code],则该场景树被视为暂停。这会导致以下行为:\n" +"- 2D 和 3D 物理将停止,包括碰撞检测和相关信号。\n" +"- 根据每个节点的 [member Node.process_mode],它们的 [method Node._process]、" +"[method Node._physics_process] 和 [method Node._input] 回调方法可能不再被调" +"用。" + msgid "" "If [code]true[/code], the application quits automatically when navigating " "back (e.g. using the system \"Back\" button on Android).\n" @@ -116242,6 +116721,90 @@ msgstr "" "禁用这个选项时,如果要处理“返回”按钮,请使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. Children " +"of the root node may include the loaded [member current_scene], as well as " +"any [url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]AutoLoad[/" +"url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" +"场景树的根 [Window]。这是场景树的最顶层 [Node],始终存在。绝对 [NodePath] 始终" +"从这个节点开始。加载的 [member current_scene] 以及“项目设置”中配置的" +"[url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]自动加载[/url]可能" +"也是根节点的子节点。\n" +"[b]警告:[/b]请勿删除该节点。删除会导致不稳定的行为并引起崩溃。" + +msgid "Emitted when the [param node] enters this tree." +msgstr "当 [param node] 进入该树时发出。" + +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." +msgstr "" +"当 [param node] 的 [method Node.update_configuration_warnings] 被调用时发出。" +"仅在编辑器中发出。" + +msgid "Emitted when the [param node] exits this tree." +msgstr "当 [param node] 退出该树时发出。" + +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "当 [param node] 的 [member Node.name] 被更改时发出。" + +msgid "" +"Emitted immediately before [method Node._physics_process] is called on every " +"node in this tree." +msgstr "在该树中的每个节点上调用 [method Node._physics_process] 之前立即发出。" + +msgid "" +"Emitted immediately before [method Node._process] is called on every node in " +"this tree." +msgstr "在该树中的每个节点上调用 [method Node._process] 之前立即发出。" + +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." +msgstr "每当该树的层次结构发生变化(节点被移动、重命名等)时发出。" + +msgid "" +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" +"当树内任意节点的 [member Node.process_mode] 更改时触发。仅在编辑器中触发,以更" +"新禁用节点的可见性。" + +msgid "Call nodes within a group with no special behavior (default)." +msgstr "没有特殊行为地调用组内的节点(默认)。" + +msgid "" +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" +"按相反的树层次结构顺序调用组内的节点(所有嵌套子节点都在其各自的父节点之前调" +"用)。" + +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" +"在当前帧(可以是处理帧或物理帧)末尾调用组内的节点,类似于 [method Object." +"call_deferred]。" + +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." +msgstr "" +"即使在同一帧中执行多次,也仅调用组内的节点一次。必须与 [constant " +"GROUP_CALL_DEFERRED] 结合使用才能工作。\n" +"[b]注意:[/b]不考虑不同的参数。因此,当使用不同的参数执行相同的调用时,只会执" +"行第一个调用。" + msgid "One-shot timer." msgstr "一次性定时器。" @@ -116334,6 +116897,44 @@ msgstr "如果该脚本可以被实例化,则返回 [code]true[/code]。" msgid "Returns the script directly inherited by this script." msgstr "返回由该脚本直接继承的脚本。" +msgid "" +"Returns the class name associated with the script, if there is one. Returns " +"an empty string otherwise.\n" +"To give the script a global name, you can use the [code]class_name[/code] " +"keyword in GDScript and the [code][GlobalClass][/code] attribute in C#.\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name MyNode\n" +"extends Node\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"[GlobalClass]\n" +"public partial class MyNode : Node\n" +"{\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回与脚本关联的类名(如果有)。否则返回空字符串。\n" +"要为脚本指定全局名称,你可以在 GDScript 中使用 [code]class_name[/code] 关键" +"字,在 C# 中使用 [code][GlobalClass][/code] 属性。\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name MyNode\n" +"extends Node\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"[GlobalClass]\n" +"public partial class MyNode : Node\n" +"{\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Returns the script's base type." msgstr "返回脚本的基类类型。" @@ -116563,6 +117164,14 @@ msgstr "用户进行上下文跳转,并且该条目在同一个脚本中时发 msgid "Emitted when the user request to search text in the file system." msgstr "用户请求在文件系统中搜索文本时发出。" +msgid "" +"Returns the line where the function is defined in the code, or [code]-1[/" +"code] if the function is not present." +msgstr "返回代码中定义该函数的行,如果该函数不存在,则返回 [code]-1[/code]。" + +msgid "This method is not called by the engine." +msgstr "引擎不会调用这个方法。" + msgid "Abstract base class for scrollbars." msgstr "滚动条的抽象基类。" @@ -116769,9 +117378,10 @@ msgid "" "emulate_touch_from_mouse] is enabled." msgstr "" "当[i]通过触摸事件[/i]拖动可滚动区域而导致滚动停止时发出。当通过拖动滚动条滚" -"动、使用鼠标滚轮滚动、或使用键盘/游戏手柄事件滚动时,[i]不[/i]会发出该信号。\n" -"[b]注意:[/b]该信号仅在 Android 或 iOS 上,或在启用 [member ProjectSettings." -"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。" +"动、使用鼠标滚轮滚动、或使用键盘/游戏手柄事件滚动时,[i]不会[/i]发出该信号。\n" +"[b]注意:[/b]该信号仅会在 Android、iOS、桌面、Web 平台上发出,在桌面/Web 平台" +"上需要启用 [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse]。" msgid "" "Emitted when scrolling starts when dragging the scrollable area w[i]ith a " @@ -116784,8 +117394,9 @@ msgid "" msgstr "" "当[i]通过触摸事件[/i]拖动可滚动区域而导致滚动开始时发出。当通过拖动滚动条滚" "动、使用鼠标滚轮滚动、或使用键盘/游戏手柄事件滚动时,[i]不[/i]会发出该信号。\n" -"[b]注意:[/b]该信号仅在 Android 或 iOS 上,或在启用 [member ProjectSettings." -"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。" +"[b]注意:[/b]该信号仅会在 Android、iOS、桌面、Web 平台上发出,在桌面/Web 平台" +"上需要启用 [member ProjectSettings.input_devices/pointing/" +"emulate_touch_from_mouse]。" msgid "Scrolling disabled, scrollbar will be invisible." msgstr "禁用滚动,滚动条不可见。" @@ -117335,13 +117946,6 @@ msgstr "" "从 [ShapeCast2D] 的原点到其 [member target_position](介于 0 和 1 之间)的分" "数,即形状可以在不触发碰撞的情况下移动多远。" -msgid "" -"The fraction from the [ShapeCast2D]'s origin to its [member target_position] " -"(between 0 and 1) of how far the shape must move to trigger a collision." -msgstr "" -"从 [ShapeCast2D] 的原点到其 [member target_position](介于 0 和 1 之间)的分" -"数,即形状必须移动多远才能触发碰撞。" - msgid "" "Returns the collided [Object] of one of the multiple collisions at [param " "index], or [code]null[/code] if no object is intersecting the shape (i.e. " @@ -117370,7 +117974,7 @@ msgid "" "get_collision_normal] methods." msgstr "" "在撞击点检测到的碰撞次数。使用它来迭代由 [method get_collider]、[method " -"get_collider_shape]、[method get_collision_point]、和 [method " +"get_collider_shape]、[method get_collision_point] 和 [method " "get_collision_normal] 方法提供的多个碰撞。" msgid "" @@ -117474,13 +118078,6 @@ msgstr "" "从 [ShapeCast3D] 的原点到其 [member target_position](介于 0 和 1 之间)的分" "数,即形状可以在不触发碰撞的情况下移动多远。" -msgid "" -"The fraction from the [ShapeCast3D]'s origin to its [member target_position] " -"(between 0 and 1) of how far the shape must move to trigger a collision." -msgstr "" -"从 [ShapeCast3D] 的原点到其 [member target_position](介于 0 和 1 之间)的分" -"数,即形状必须移动多远才能触发碰撞。" - msgid "" "Removes a collision exception so the shape does report collisions with the " "specified [CollisionObject3D] node." @@ -117813,6 +118410,17 @@ msgstr "" "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。" +msgid "" +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." +msgstr "" +"添加具有给定名称的新骨骼。返回新骨骼的索引,如果该方法失败,则返回 [code]-1[/" +"code]。\n" +"[b]注意:[/b]骨骼名称应该是唯一的、非空的,并且不能包含 [code]:[/code] 和 " +"[code]/[/code] 字符。" + msgid "Clear all the bones in this skeleton." msgstr "清除这个骨架上的所有骨骼。" @@ -117830,16 +118438,14 @@ msgid "" "its children." msgstr "强制更新索引为 [param bone_idx] 的骨骼及其所有子项的变换/姿势。" -msgid "Returns the number of bones in the skeleton." -msgstr "返回骨架中骨骼的数量。" - msgid "" -"Returns the overall transform of the specified bone, with respect to the " -"skeleton. Being relative to the skeleton frame, this is not the actual " -"\"global\" transform of the bone." +"Returns an array containing the bone indexes of all the child node of the " +"passed in bone, [param bone_idx]." msgstr "" -"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全" -"局”变换。" +"返回一个数组,其中包含传入骨骼 [param bone_idx] 的所有子节点的骨骼索引。" + +msgid "Returns the number of bones in the skeleton." +msgstr "返回骨架中骨骼的数量。" msgid "" "Returns the overall transform of the specified bone, with respect to the " @@ -117867,9 +118473,6 @@ msgstr "" "返回 [param bone_idx] 处的骨骼的父级骨骼索引。如果为 -1,则该骨骼没有父级。\n" "[b]注意:[/b]返回的父骨骼索引总是小于 [param bone_idx]。" -msgid "Returns the pose transform of the specified bone." -msgstr "返回指定骨骼的姿势变换。" - msgid "" "Returns the pose position of the bone at [param bone_idx]. The returned " "[Vector3] is in the local coordinate space of the [Skeleton3D] node." @@ -117917,32 +118520,6 @@ msgstr "返回位于 [param bone_idx] 的骨骼是否启用了骨骼姿势。" msgid "Returns all bones in the skeleton to their rest poses." msgstr "将骨架中的所有骨骼都恢复到放松姿势。" -msgid "" -"Adds a collision exception to the physical bone.\n" -"Works just like the [RigidBody3D] node." -msgstr "" -"向物理骨骼添加一个碰撞例外。\n" -"就像 [RigidBody3D] 节点一样工作。" - -msgid "" -"Removes a collision exception to the physical bone.\n" -"Works just like the [RigidBody3D] node." -msgstr "" -"移除物理骨骼的一个碰撞例外。\n" -"就像 [RigidBody3D] 节点一样工作。" - -msgid "" -"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " -"reacting to the physics world.\n" -"Optionally, a list of bone names can be passed-in, allowing only the passed-" -"in bones to be simulated." -msgstr "" -"让 Skeleton 中的 [PhysicalBone3D] 节点开始仿真模拟,对物理世界做出反应。\n" -"可以传入骨骼名称列表,只对传入的骨骼进行仿真模拟。" - -msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." -msgstr "让 Skeleton 中的 [PhysicalBone3D] 节点停止仿真模拟。" - msgid "Binds the given Skin to the Skeleton." msgstr "将给定的 Skin 绑定到 Skeleton。" @@ -118038,22 +118615,9 @@ msgstr "" "当使用 [method set_bone_enabled] 切换 [param bone_idx] 处的骨骼时发出。使用 " "[method is_bone_enabled] 来检查新值。" -msgid "" -"Emitted when the pose is updated, after [constant " -"NOTIFICATION_UPDATE_SKELETON] is received." -msgstr "收到 [constant NOTIFICATION_UPDATE_SKELETON] 后更新姿势时触发。" - msgid "Emitted when the value of [member show_rest_only] changes." msgstr "当 [member show_rest_only] 的值改变时触发。" -msgid "" -"Notification received when this skeleton's pose needs to be updated.\n" -"This notification is received [i]before[/i] the related [signal pose_updated] " -"signal." -msgstr "" -"当该骨架的姿势需要更新时收到的通知。\n" -"该通知是在相关 [signal pose_updated] 信号[i]之前[/i]接收的。" - msgid "" "A node used to rotate all bones of a [Skeleton3D] bone chain a way that " "places the end bone at a desired 3D position." @@ -118061,64 +118625,6 @@ msgstr "" "可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 3D " "位置的节点。" -msgid "" -"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " -"that places the end bone at a desired 3D position. A typical scenario for IK " -"in games is to place a character's feet on the ground or a character's hands " -"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " -"to solve the bone chain and applies the results to the [Skeleton3D] " -"[code]bones_global_pose_override[/code] property for all affected bones in " -"the chain. If fully applied, this overwrites any bone transform from " -"[Animation]s or bone custom poses set by users. The applied amount can be " -"controlled with the [member interpolation] property.\n" -"[codeblock]\n" -"# Apply IK effect automatically on every new frame (not the current)\n" -"skeleton_ik_node.start()\n" -"\n" -"# Apply IK effect only on the current frame\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# Stop IK effect and reset bones_global_pose_override on Skeleton\n" -"skeleton_ik_node.stop()\n" -"\n" -"# Apply full IK effect\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# Apply half IK effect\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# Apply zero IK effect (a value at or below 0.01 also removes " -"bones_global_pose_override on Skeleton)\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]" -msgstr "" -"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" -"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的手" -"放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼" -"链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属性中" -"所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或用" -"户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控制。\n" -"[codeblock]\n" -"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" -"skeleton_ik_node.start()\n" -"\n" -"# 只在当前帧上应用 IK 效果\n" -"skeleton_ik_node.start(true)\n" -"\n" -"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n" -"skeleton_ik_node.stop()\n" -"\n" -"# 应用完整的 IK 效果\n" -"skeleton_ik_node.set_interpolation(1.0)\n" -"\n" -"# 应用一半的 IK 效果\n" -"skeleton_ik_node.set_interpolation(0.5)\n" -"\n" -"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 " -"bones_global_pose_override)\n" -"skeleton_ik_node.set_interpolation(0.0)\n" -"[/codeblock]" - msgid "" "Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " @@ -118155,18 +118661,6 @@ msgstr "" "停止将 IK 效果应用到每帧的 [Skeleton3D] 骨骼,并调用 [method Skeleton3D." "clear_bones_global_pose_override] 来移除所有骨骼上的现有覆盖。" -msgid "" -"Interpolation value for how much the IK results are applied to the current " -"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton " -"bone transforms completely while a value of [code]0.0[/code] will visually " -"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " -"[method Skeleton3D.clear_bones_global_pose_override]." -msgstr "" -"IK 效果被应用于当前骨架骨骼链的程度的插值。[code]1.0[/code] 的值将完全覆盖所有" -"骨架骨骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低于 " -"[code]0.01[/code] 的值也会调用 [method Skeleton3D." -"clear_bones_global_pose_override]。" - msgid "" "Secondary target position (first is [member target] property or [member " "target_node]) for the IK chain. Use magnet position (pole target) to control " @@ -118799,11 +119293,24 @@ msgstr "" "作为 LookAt 修改目标的节点的 NodePath。该节点是该修改将 [Bone2D] 旋转到的节" "点。" +msgid "" +"Physical bones may be changed in the future to perform the position update of " +"[Bone2D] on their own, without needing this resource." +msgstr "将来可能会更改物理骨骼以自行执行 [Bone2D] 的位置更新,而无需该资源。" + msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " "[Bone2D] nodes." msgstr "将 [PhysicalBone2D] 节点的变换应用到 [Bone2D] 节点的修改器。" +msgid "" +"This modification takes the transforms of [PhysicalBone2D] nodes and applies " +"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " +"thanks to the linked [PhysicalBone2D] nodes." +msgstr "" +"该修改采用 [PhysicalBone2D] 节点的变换并将它们应用于 [Bone2D] 节点。由于链接" +"的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。" + msgid "" "Empties the list of [PhysicalBone2D] nodes and populates it with all " "[PhysicalBone2D] nodes that are children of the [Skeleton2D]." @@ -119256,131 +119763,6 @@ msgstr "不计算方向。" msgid "A humanoid [SkeletonProfile] preset." msgstr "人形 [SkeletonProfile] 预设。" -msgid "" -"A [SkeletonProfile] as a preset that is optimized for the human form. This " -"exists for standardization, so all parameters are read-only.\n" -"A humanoid skeleton profile contains 54 bones divided in 4 groups: " -"[code]\"Body\"[/code], [code]\"Face\"[/code], [code]\"LeftHand\"[/code], and " -"[code]\"RightHand\"[/code]. It is structured as follows:\n" -"[codeblock]\n" -"Root\n" -"└─ Hips\n" -" ├─ LeftUpperLeg\n" -" │ └─ LeftLowerLeg\n" -" │ └─ LeftFoot\n" -" │ └─ LeftToes\n" -" ├─ RightUpperLeg\n" -" │ └─ RightLowerLeg\n" -" │ └─ RightFoot\n" -" │ └─ RightToes\n" -" └─ Spine\n" -" └─ Chest\n" -" └─ UpperChest\n" -" ├─ Neck\n" -" │ └─ Head\n" -" │ ├─ Jaw\n" -" │ ├─ LeftEye\n" -" │ └─ RightEye\n" -" ├─ LeftShoulder\n" -" │ └─ LeftUpperArm\n" -" │ └─ LeftLowerArm\n" -" │ └─ LeftHand\n" -" │ ├─ LeftThumbMetacarpal\n" -" │ │ └─ LeftThumbProximal\n" -" │ ├─ LeftIndexProximal\n" -" │ │ └─ LeftIndexIntermediate\n" -" │ │ └─ LeftIndexDistal\n" -" │ ├─ LeftMiddleProximal\n" -" │ │ └─ LeftMiddleIntermediate\n" -" │ │ └─ LeftMiddleDistal\n" -" │ ├─ LeftRingProximal\n" -" │ │ └─ LeftRingIntermediate\n" -" │ │ └─ LeftRingDistal\n" -" │ └─ LeftLittleProximal\n" -" │ └─ LeftLittleIntermediate\n" -" │ └─ LeftLittleDistal\n" -" └─ RightShoulder\n" -" └─ RightUpperArm\n" -" └─ RightLowerArm\n" -" └─ RightHand\n" -" ├─ RightThumbMetacarpal\n" -" │ └─ RightThumbProximal\n" -" ├─ RightIndexProximal\n" -" │ └─ RightIndexIntermediate\n" -" │ └─ RightIndexDistal\n" -" ├─ RightMiddleProximal\n" -" │ └─ RightMiddleIntermediate\n" -" │ └─ RightMiddleDistal\n" -" ├─ RightRingProximal\n" -" │ └─ RightRingIntermediate\n" -" │ └─ RightRingDistal\n" -" └─ RightLittleProximal\n" -" └─ RightLittleIntermediate\n" -" └─ RightLittleDistal\n" -"[/codeblock]" -msgstr "" -"[SkeletonProfile] 是针对人形优化的预设。它存在的目的是进行标准化,因此所有参数" -"都是只读的。\n" -"人形骨架预设包含了 54 根骨骼,分为 [code]\"Body\"[/code](身体)、" -"[code]\"Face\"[/code](面部)、 [code]\"LeftHand\"[/code](左手)、" -"[code]\"RightHand\"[/code](右手)4 组。结构如下:\n" -"[codeblock]\n" -"Root\n" -"└─ Hips\n" -" ├─ LeftUpperLeg\n" -" │ └─ LeftLowerLeg\n" -" │ └─ LeftFoot\n" -" │ └─ LeftToes\n" -" ├─ RightUpperLeg\n" -" │ └─ RightLowerLeg\n" -" │ └─ RightFoot\n" -" │ └─ RightToes\n" -" └─ Spine\n" -" └─ Chest\n" -" └─ UpperChest\n" -" ├─ Neck\n" -" │ └─ Head\n" -" │ ├─ Jaw\n" -" │ ├─ LeftEye\n" -" │ └─ RightEye\n" -" ├─ LeftShoulder\n" -" │ └─ LeftUpperArm\n" -" │ └─ LeftLowerArm\n" -" │ └─ LeftHand\n" -" │ ├─ LeftThumbMetacarpal\n" -" │ │ └─ LeftThumbProximal\n" -" │ ├─ LeftIndexProximal\n" -" │ │ └─ LeftIndexIntermediate\n" -" │ │ └─ LeftIndexDistal\n" -" │ ├─ LeftMiddleProximal\n" -" │ │ └─ LeftMiddleIntermediate\n" -" │ │ └─ LeftMiddleDistal\n" -" │ ├─ LeftRingProximal\n" -" │ │ └─ LeftRingIntermediate\n" -" │ │ └─ LeftRingDistal\n" -" │ └─ LeftLittleProximal\n" -" │ └─ LeftLittleIntermediate\n" -" │ └─ LeftLittleDistal\n" -" └─ RightShoulder\n" -" └─ RightUpperArm\n" -" └─ RightLowerArm\n" -" └─ RightHand\n" -" ├─ RightThumbMetacarpal\n" -" │ └─ RightThumbProximal\n" -" ├─ RightIndexProximal\n" -" │ └─ RightIndexIntermediate\n" -" │ └─ RightIndexDistal\n" -" ├─ RightMiddleProximal\n" -" │ └─ RightMiddleIntermediate\n" -" │ └─ RightMiddleDistal\n" -" ├─ RightRingProximal\n" -" │ └─ RightRingIntermediate\n" -" │ └─ RightRingDistal\n" -" └─ RightLittleProximal\n" -" └─ RightLittleIntermediate\n" -" └─ RightLittleDistal\n" -"[/codeblock]" - msgid "Defines a 3D environment's background by using a [Material]." msgstr "使用 [Material] 定义 3D 环境的背景。" @@ -119641,18 +120023,6 @@ msgstr "" msgid "A deformable 3D physics mesh." msgstr "可形变的 3D 物理网格。" -msgid "" -"A deformable 3D physics mesh. Used to create elastic or deformable objects " -"such as cloth, rubber, or other flexible materials.\n" -"[b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not " -"recommended to use them for things that can affect gameplay (such as " -"trampolines)." -msgstr "" -"可形变的 3D 物理网格。用于创建弹性或可形变的对象,例如布料、橡胶或其他柔性材" -"质。\n" -"[b]注意:[/b][SoftBody3D] 中有许多已知的问题。因此,不建议用于可能影响游戏玩法" -"的东西上(例如蹦床)。" - msgid "SoftBody" msgstr "SoftBody" @@ -119812,6 +120182,65 @@ msgstr "球体的半径。形状的直径是半径的两倍。" msgid "An input field for numbers." msgstr "数字的输入字段。" +msgid "" +"[SpinBox] is a numerical input text field. It allows entering integers and " +"floating-point numbers.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var spin_box = SpinBox.new()\n" +"add_child(spin_box)\n" +"var line_edit = spin_box.get_line_edit()\n" +"line_edit.context_menu_enabled = false\n" +"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" +"[/gdscript]\n" +"[csharp]\n" +"var spinBox = new SpinBox();\n" +"AddChild(spinBox);\n" +"var lineEdit = spinBox.GetLineEdit();\n" +"lineEdit.ContextMenuEnabled = false;\n" +"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The above code will create a [SpinBox], disable context menu on it and set " +"the text alignment to right.\n" +"See [Range] class for more options over the [SpinBox].\n" +"[b]Note:[/b] With the [SpinBox]'s context menu disabled, you can right-click " +"the bottom half of the spinbox to set the value to its minimum, while right-" +"clicking the top half sets the value to its maximum.\n" +"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." +msgstr "" +"[SpinBox] 是一种用于输入数值的文本字段,允许输入整数和浮点数。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var spin_box = SpinBox.new()\n" +"add_child(spin_box)\n" +"var line_edit = spin_box.get_line_edit()\n" +"line_edit.context_menu_enabled = false\n" +"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n" +"[/gdscript]\n" +"[csharp]\n" +"var spinBox = new SpinBox();\n" +"AddChild(spinBox);\n" +"var lineEdit = spinBox.GetLineEdit();\n" +"lineEdit.ContextMenuEnabled = false;\n" +"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"上面的代码会创建一个 [SpinBox],禁用其中的上下文菜单,并将文本设置为右对齐。\n" +"[SpinBox] 的更多选项见 [Range] 类。\n" +"[b]注意:[/b][SpinBox] 的上下文菜单被禁用时,右键单击微调框的下半部分可以将取" +"值设置最小值,右键单击上半部分可以将取值设置最大值。\n" +"[b]注意:[/b][SpinBox] 依赖底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设置主" +"题,请为 [LineEdit] 添加主题项目并进行自定义。\n" +"[b]注意:[/b]如果你想要为底层的 [LineEdit] 实现拖放,可以对 [method " +"get_line_edit] 所返回的节点使用 [method Control.set_drag_forwarding]。" + msgid "Applies the current value of this [SpinBox]." msgstr "应用此 [SpinBox] 的当前值。" @@ -120010,6 +120439,26 @@ msgid "" "spot_attenuation]." msgstr "聚光灯的[i]角度[/i]衰减曲线。另见 [member spot_attenuation]。" +msgid "" +"Controls the distance attenuation function for spotlights.\n" +"A value of [code]0.0[/code] smoothly attenuates light at the edge of the " +"range. A value of [code]1.0[/code] approaches a physical lighting model. A " +"value of [code]0.5[/code] approximates linear attenuation.\n" +"[b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects " +"receiving minimal light, even within range. For example, with a range of " +"[code]4096[/code], an object at [code]100[/code] units receives less than " +"[code]0.1[/code] energy.\n" +"[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead " +"to unexpected results." +msgstr "" +"控制聚光灯的距离衰减函数。\n" +"值为 [code]0.0[/code] 可平滑地衰减范围边缘的光。值为 [code]1.0[/code] 接近物理" +"照明模型。值为 [code]0.5[/code] 近似于线性衰减。\n" +"[b]注意:[/b]将其设置为 [code]1.0[/code] 可能会导致远处的物体接收到的光最少," +"即使在范围内也是如此。例如,在 [code]4096[/code] 范围内,在 [code]100[/code] " +"单位处的物体接收到的能量少于 [code]0.1[/code]。\n" +"[b]注意:[/b]使用负数或高于 [code]10.0[/code] 的值可能会导致意外结果。" + msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " @@ -120173,6 +120622,17 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns [code]true[/code], if the pixel at the given position is opaque and " +"[code]false[/code] in other case. The position is in local coordinates.\n" +"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " +"[code]null[/code] or if the given position is invalid." +msgstr "" +"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 " +"[code]false[/code]。该位置采用局部坐标。\n" +"[b]注意:[/b]如果精灵的纹理为 [code]null[/code] 或者给定的位置无效,它也会返" +"回 [code]false[/code]。" + msgid "" "If [code]true[/code], texture is centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " @@ -121264,30 +121724,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -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 " -"equal. \"Less than\" and \"greater than\" are determined by the [url=https://" -"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of " -"each string, which roughly matches the alphabetical order.\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], " -"and [method naturalnocasecmp_to]." -msgstr "" -"与另一个字符串进行比较,区分大小写。小于时返回 [code]-1[/code]、大于时返回 " -"[code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串中的 " -"[url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" -"序一致。\n" -"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" -"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" -"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " -"[method nocasecmp_to]、[method naturalcasecmp_to] 和 [method " -"naturalnocasecmp_to]。" - msgid "" "Returns a single Unicode character from the decimal [param char]. You may use " "[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www." @@ -121435,67 +121871,6 @@ msgstr "" "在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符串的" "末尾。" -msgid "" -"Formats the string by replacing all occurrences of [param placeholder] with " -"the elements of [param values].\n" -"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " -"placeholder] will be replaced with the corresponding keys in advance. Array " -"elements use their index as keys.\n" -"[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " -"named after it.\"\n" -"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " -"named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" -"\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" -"[/codeblock]\n" -"Some additional handling is performed when [param values] is an [Array]. If " -"[param placeholder] does not contain an underscore, the elements of the " -"[param values] array will be used to replace one occurrence of the " -"placeholder in order; If an element of [param values] is another 2-element " -"array, it'll be interpreted as a key-value pair.\n" -"[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" -"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" -"[/codeblock]\n" -"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" -"gdscript_format_string.html]GDScript format string[/url] tutorial.\n" -"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-" -"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings " -"with \"$\"[/url], instead." -msgstr "" -"通过将所有出现的 [param placeholder] 替换为 [param values] 的元素来格式化字符" -"串。\n" -"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" -"划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n" -"[codeblock]\n" -"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n" -"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" -"\n" -"# 输出:第 42 号用户是 Godot。\n" -"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": " -"\"Godot\"}))\n" -"[/codeblock]\n" -"当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param " -"placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的" -"占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值" -"对。\n" -"[codeblock]\n" -"# 输出:第 42 号用户是 Godot。\n" -"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n" -"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" -"[/codeblock]\n" -"另请参阅 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." -"html]GDScript 格式化字符串[/url]教程。\n" -"[b]注意:[/b]在 C# 中推荐改为[url=https://learn.microsoft.com/en-us/dotnet/" -"csharp/language-reference/tokens/interpolated]使用“$”插入字符串[/url]。" - msgid "" "If the string is a valid file path, returns the base directory name.\n" "[codeblock]\n" @@ -121607,8 +121982,8 @@ msgid "" "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。" +"[b]注意:[/b]由于哈希碰撞的缘故,哈希相同的字符串[i]不一定[/i]相同。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" @@ -122018,97 +122393,6 @@ msgstr "" "返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型 " "[String]。" -msgid "" -"Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another " -"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, " -"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined " -"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode " -"code points[/url] of each string, which roughly matches the alphabetical " -"order.\n" -"When used for sorting, natural order comparison orders sequences of numbers " -"by the combined value of each digit as is often expected, instead of the " -"single digit's value. A sorted sequence of numbered strings will be [code]" -"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " -"\"3\", ...][/code].\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method naturalnocasecmp_to], [method " -"nocasecmp_to], and [method casecmp_to]." -msgstr "" -"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 " -"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小" -"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" -"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" -"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字" -"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" -"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" -"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" -"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" -"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " -"[method naturalnocasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" - -msgid "" -"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to " -"another string. Returns [code]-1[/code] if less than, [code]1[/code] if " -"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" " -"are determined by the [url=https://en.wikipedia.org/wiki/" -"List_of_Unicode_characters]Unicode code points[/url] of each string, which " -"roughly matches the alphabetical order. Internally, lowercase characters are " -"converted to uppercase for the comparison.\n" -"When used for sorting, natural order comparison orders sequences of numbers " -"by the combined value of each digit as is often expected, instead of the " -"single digit's value. A sorted sequence of numbered strings will be [code]" -"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " -"\"3\", ...][/code].\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], " -"and [method casecmp_to]." -msgstr "" -"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 " -"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小" -"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" -"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" -"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字" -"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" -"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" -"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" -"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" -"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " -"[method naturalcasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" - -msgid "" -"Performs a [b]case-insensitive[/b] comparison to another string. Returns " -"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/" -"code] if equal. \"Less than\" or \"greater than\" are determined by the " -"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code " -"points[/url] of each string, which roughly matches the alphabetical order. " -"Internally, lowercase characters are converted to uppercase for the " -"comparison.\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method casecmp_to], [method naturalcasecmp_to], " -"and [method naturalnocasecmp_to]." -msgstr "" -"与另一个字符串进行[b]不区分大小写[/b]的比较。小于时返回 [code]-1[/code]、大于" -"时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串" -"中的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺" -"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n" -"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短" -"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n" -"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 " -"[method casecmp_to]、[method naturalcasecmp_to] 和 [method " -"naturalnocasecmp_to]。" - msgid "" "Converts a [float] to a string representation of a decimal number, with the " "number of decimal places specified in [param decimals].\n" @@ -122170,6 +122454,46 @@ msgstr "" "([code]16[/code])。\n" "如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。" +msgid "" +"Converts the given [param number] to a string representation, in scientific " +"notation.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var n = -5.2e8\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" +"[/gdscript]\n" +"[csharp]\n" +"// This method is not implemented in C#.\n" +"// Use `string.ToString()` with \"e\" to achieve similar results.\n" +"var n = -5.2e8f;\n" +"GD.Print(n); // Prints -520000000\n" +"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] In C#, this method is not implemented. To achieve similar " +"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-" +"types/standard-numeric-format-strings]Standard numeric format strings[/url]" +msgstr "" +"将给定的数字 [param number] 转换为字符串表示,使用科学记数法。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var n = -5.2e8\n" +"print(n) # 输出 -520000000\n" +"print(String.num_scientific(n)) # 输出 -5.2e+08\n" +"[/gdscript]\n" +"[csharp]\n" +"// 这个方法没有在 C# 中实现。\n" +"// 请在 `string.ToString()` 中使用 \"e\" 来实现类似的结果。\n" +"var n = -5.2e8f;\n" +"GD.Print(n); // 输出 -520000000\n" +"GD.Print(n.ToString(\"e1\")); // 输出 -5.2e+008\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的[url=https://" +"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-" +"strings]标准数字格式字符串[/url]" + msgid "" "Converts the given unsigned [int] to a string representation, with the given " "[param base].\n" @@ -122227,9 +122551,6 @@ msgstr "" "将该字符串中出现的所有 [param what] 都替换为给定的 [param forwhat],[b]大小写" "不敏感[/b]。" -msgid "Returns the copy of this string in reverse order." -msgstr "返回将这个字符串逆序后的副本。" - msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "string, or [code]-1[/code] if there are none. The search's start can be " @@ -122941,6 +123262,67 @@ msgstr "" "从给定的 [String] 创建 [StringName]。在 GDScript 中," "[code]StringName(\"example\")[/code] 与 [code]&\"example\"[/code] 等价。" +msgid "" +"Formats the string by replacing all occurrences of [param placeholder] with " +"the elements of [param values].\n" +"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " +"placeholder] will be replaced with the corresponding keys in advance. Array " +"elements use their index as keys.\n" +"[codeblock]\n" +"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\"\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints \"User 42 is Godot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [param values] is an [Array]. If " +"[param placeholder] does not contain an underscore, the elements of the " +"[param values] array will be used to replace one occurrence of the " +"placeholder in order; If an element of [param values] is another 2-element " +"array, it'll be interpreted as a key-value pair.\n" +"[codeblock]\n" +"# Prints \"User 42 is Godot.\"\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]\n" +"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" +"gdscript_format_string.html]GDScript format string[/url] tutorial.\n" +"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-" +"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings " +"with \"$\"[/url], instead." +msgstr "" +"通过将所有出现的 [param placeholder] 替换为 [param values] 的元素来格式化字符" +"串。\n" +"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" +"划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n" +"[codeblock]\n" +"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n" +"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# 输出:第 42 号用户是 Godot。\n" +"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": " +"\"Godot\"}))\n" +"[/codeblock]\n" +"当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param " +"placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的" +"占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值" +"对。\n" +"[codeblock]\n" +"# 输出:第 42 号用户是 Godot。\n" +"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]\n" +"另请参阅 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." +"html]GDScript 格式化字符串[/url]教程。\n" +"[b]注意:[/b]在 C# 中推荐改为[url=https://learn.microsoft.com/en-us/dotnet/" +"csharp/language-reference/tokens/interpolated]使用“$”插入字符串[/url]。" + msgid "" "Splits the string using a [param delimiter] and returns the substring at " "index [param slice]. Returns an empty string if the [param slice] does not " @@ -123321,42 +123703,6 @@ msgstr "" msgid "A customizable [StyleBox] that doesn't use a texture." msgstr "不使用纹理的自定义 [StyleBox]。" -msgid "" -"By configuring various properties of this style box, you can achieve many " -"common looks without the need of a texture. This includes optionally rounded " -"borders, antialiasing, shadows, and skew.\n" -"Setting corner radius to high values is allowed. As soon as corners overlap, " -"the stylebox will switch to a relative system.\n" -"[b]Example:[/b]\n" -"[codeblock]\n" -"height = 30\n" -"corner_radius_top_left = 50\n" -"corner_radius_bottom_left = 100\n" -"[/codeblock]\n" -"The relative system now would take the 1:2 ratio of the two left corners to " -"calculate the actual corner width. Both corners added will [b]never[/b] be " -"more than the height. Result:\n" -"[codeblock]\n" -"corner_radius_top_left: 10\n" -"corner_radius_bottom_left: 20\n" -"[/codeblock]" -msgstr "" -"通过配置这个样式盒的各种属性,你可以不使用纹理实现许多常见外观,包括可选的圆角" -"边框、抗锯齿、阴影、偏斜等。\n" -"允许将圆角半径设置为较高的值。两角重叠时,样式盒将切换到相对系统。\n" -"[b]示例:[/b]\n" -"[codeblock]\n" -"height = 30\n" -"corner_radius_top_left = 50\n" -"corner_radius_bottom_left = 100\n" -"[/codeblock]\n" -"相对系统现在将采用两个左角的 1:2 比率来计算实际角宽度。添加的两个角[b]永远[/b]" -"不会超过高度。结果:\n" -"[codeblock]\n" -"corner_radius_top_left: 10\n" -"corner_radius_bottom_left: 20\n" -"[/codeblock]" - msgid "Returns the specified [enum Side]'s border width." msgstr "返回指定边 [enum Side] 的边框宽度。" @@ -123776,18 +124122,12 @@ msgstr "" msgid "Using Viewports" msgstr "使用视口" -msgid "3D in 2D Demo" -msgstr "2D 中的 3D 演示" - msgid "Screen Capture Demo" msgstr "屏幕捕捉演示" msgid "Dynamic Split Screen Demo" msgstr "动态分屏演示" -msgid "3D Viewport Scaling Demo" -msgstr "3D Viewport 缩放演示" - msgid "" "The clear mode when the sub-viewport is used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." @@ -124022,14 +124362,6 @@ msgstr "" "[b]修订说明:[/b][param flags] 的记录可能值,它在 4.0 中发生了变化。可能是 " "[enum Mesh.ArrayFormat] 的一些组合。" -msgid "" -"Commits the data to the same format used by [method ArrayMesh." -"add_surface_from_arrays]. This way you can further process the mesh data " -"using the [ArrayMesh] API." -msgstr "" -"将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你就" -"可以使用[ArrayMesh]的API接口进一步处理网格数据。" - msgid "Creates a vertex array from an existing [Mesh]." msgstr "从现有的网格 [Mesh] 创建一个顶点数组。" @@ -124050,13 +124382,6 @@ msgstr "" "内部已不再使用这个方法,因为它不会保留法线和 UV。请考虑改用 [method " "ImporterMesh.generate_lods]。" -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." -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。" - 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. " @@ -124756,8 +125081,7 @@ msgid "" "Emitted when a tab is selected via click, directional input, or script, even " "if it is the current tab." msgstr "" -"通过点击、定向输入、或脚本选中某个选项卡时发出,即便该选项卡本来就是当前选项" -"卡。" +"通过点击、定向输入或脚本选中某个选项卡时发出,即便该选项卡本来就是当前选项卡。" msgid "Places tabs to the left." msgstr "将选项卡置于左侧。" @@ -125063,6 +125387,14 @@ msgstr "" "如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和" "标题被隐藏。" +msgid "" +"If [code]true[/code], child [Control] nodes that are hidden have their " +"minimum size take into account in the total, instead of only the currently " +"visible one." +msgstr "" +"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不" +"是仅考虑当前可见的一个。" + msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -125160,6 +125492,28 @@ msgid "" "connections." msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。" +msgid "" +"Listen on the [param port] binding to [param bind_address].\n" +"If [param bind_address] is set as [code]\"*\"[/code] (default), the server " +"will listen on all available addresses (both IPv4 and IPv6).\n" +"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or " +"[code]\"::\"[/code] (for IPv6), the server will listen on all available " +"addresses matching that IP type.\n" +"If [param bind_address] is set to any valid address (e.g. " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." +msgstr "" +"在 [param port] 上监听与 [param bind_address] 绑定的地址。\n" +"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),该服务器将监听" +"所有可用地址(包括 IPv4 和 IPv6)。\n" +"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](用于 IPv4)或 " +"[code]\"::\"[/code](用于 IPv6),该服务器将监听所有符合该 IP 类型的可用地" +"址。\n" +"如果 [param bind_address] 被设置为任何有效的地址(如 [code]\"192.168.1.101\"[/" +"code]、[code]\"::1\"[/code] 等),该服务器将只在具有该地址的接口上监听(如果不" +"存在具有该地址的接口则失败)。" + msgid "Stops listening." msgstr "停止监听。" @@ -125170,27 +125524,6 @@ msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。" msgid "A multiline text editor." msgstr "多行文本编辑器。" -msgid "" -"A multiline text editor. It also has limited facilities for editing code, " -"such as syntax highlighting support. For more advanced facilities for editing " -"code, see [CodeEdit].\n" -"[b]Note:[/b] Most viewport, caret and edit methods contain a " -"[code]caret_index[/code] argument for [member caret_multiple] support. The " -"argument should be one of the following: [code]-1[/code] for all carets, " -"[code]0[/code] for the main caret, or greater than [code]0[/code] for " -"secondary carets.\n" -"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " -"script editor." -msgstr "" -"多行文本编辑器。它还有少量用于编辑代码的功能,例如语法高亮支持。更多针对编辑代" -"码的高阶功能见 [CodeEdit]。\n" -"[b]注意:[/b]大多数视口、光标和编辑方法都包含 [code]caret_index[/code] 参数以" -"支持 [member caret_multiple]。该参数应为以下之一:[code]-1[/code] 用于所有光" -"标,[code]0[/code] 用于主光标,大于 [code]0[/code] 用于辅助光标。\n" -"[b]注意:[/b]当按住 [kbd]Alt[/kbd] 时,垂直滚轮的滚动速度将是正常速度的 5 倍。" -"这也适用于 Godot 脚本编辑器。" - msgid "" "Override this method to define what happens when the user presses the " "backspace key." @@ -125232,13 +125565,6 @@ msgstr "" "在给定的位置添加新的光标。返回新光标的索引,如果位置无效则返回 [code]-1[/" "code]。" -msgid "" -"Adds an additional caret above or below every caret. If [param below] is true " -"the new caret will be added below and above otherwise." -msgstr "" -"在每个光标上方或下方添加一个额外的光标。如果 [param below] 为 true,则会在下方" -"添加新光标,否则为上方。" - msgid "" "Register a new gutter to this [TextEdit]. Use [param at] to have a specific " "gutter order. A value of [code]-1[/code] appends the gutter to the right." @@ -125253,13 +125579,6 @@ msgstr "" "选中当前所选内容下一次出现的位置并添加文本光标。如果没有活动的选中内容,则选中" "当前光标所处的单词。" -msgid "" -"Reposition the carets affected by the edit. This assumes edits are applied in " -"edit order, see [method get_caret_index_edit_order]." -msgstr "" -"重新定位受编辑影响的文本光标。这个操作假定编辑是按照编辑顺序应用的,见 " -"[method get_caret_index_edit_order]。" - msgid "Adjust the viewport so the caret is visible." msgstr "调整视口,让光标可见。" @@ -125363,6 +125682,13 @@ msgstr "返回注册的边栏数量。" msgid "Returns the name of the gutter at the given index." msgstr "返回给定索引处边栏的名称。" +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain icons, " +"text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" +"返回给定索引处的边栏的类型。边栏可以包含图标、文本或自定义视觉效果。选项见 " +"[enum TextEdit.GutterType]。" + msgid "Returns the width of the gutter at the given index." msgstr "返回给定索引处边栏的宽度。" @@ -125410,12 +125736,28 @@ msgstr "" msgid "Returns the number of lines in the text." msgstr "返回文本中的行数。" +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only works " +"when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" +"返回 [param gutter] 中当前位于 [param line] 的图标。仅当边栏类型为 [constant " +"GUTTER_TYPE_ICON] 时才有效(请参阅 [method set_gutter_type])。" + msgid "Returns the color currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的颜色。" msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数据。" +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only works " +"when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" +"返回 [param gutter] 中当前位于 [param line] 的文本。仅当边栏类型为 [constant " +"GUTTER_TYPE_STRING] 时才有效(请参阅 [method set_gutter_type])。" + msgid "" "Returns the maximum value of the line height among all lines.\n" "[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and " @@ -125600,18 +125942,12 @@ msgstr "" msgid "Returns the original start column of the selection." msgstr "返回选区的原始起始列。" -msgid "Returns the selection begin line." -msgstr "返回选择开始行。" - msgid "Returns the original start line of the selection." msgstr "返回选区的原始起始行。" msgid "Returns the current selection mode." msgstr "返回当前的选区模式。" -msgid "Returns the selection end line." -msgstr "返回选择结束行。" - msgid "Returns the [TextEdit]'s' tab size." msgstr "返回该 [TextEdit] 的制表符大小。" @@ -125664,11 +126000,6 @@ msgstr "在光标位置插入指定的文本。" msgid "Returns [code]true[/code] if the caret is visible on the screen." msgstr "如果光标在屏幕上可见,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the user is dragging their mouse for scrolling " -"or selecting." -msgstr "如果用户拖动鼠标进行滚动或选择,则返回 [code]true[/code]。" - msgid "Returns whether the gutter is clickable." msgstr "返回该边栏是否可点击。" @@ -125700,16 +126031,6 @@ msgid "" msgstr "" "合并从 [param from_line] 到 [param to_line] 的边栏。只会复制可覆盖的边栏。" -msgid "" -"Merges any overlapping carets. Will favor the newest caret, or the caret with " -"a selection.\n" -"[b]Note:[/b] This is not called when a caret changes position but after " -"certain actions, so it is possible to get into a state where carets overlap." -msgstr "" -"合并重叠的文本光标。会保留最新的光标,或者存在选中内容的光标。\n" -"[b]注意:[/b]光标改变位置后不会进行调用,而是在某些动作之后调用,所以进入光标" -"重叠的状态是可能的。" - msgid "Paste at the current location. Can be overridden with [method _paste]." msgstr "粘贴到当前位置。可以用 [method _paste] 覆盖。" @@ -125732,14 +126053,6 @@ msgstr "从 [TextEdit] 中移除该边栏。" msgid "Removes all additional carets." msgstr "移除所有额外的光标。" -msgid "" -"Removes text between the given positions.\n" -"[b]Note:[/b] This does not adjust the caret or selection, which as a result " -"it can end up in an invalid position." -msgstr "" -"移除给定位置之间的文本。\n" -"[b]注意:[/b]文本光标和选区不会进行调整,因此可能最终处于无效位置。" - msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" @@ -125788,13 +126101,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Perform selection, from line/column to line/column.\n" -"If [member selecting_enabled] is [code]false[/code], no selection will occur." -msgstr "" -"执行选择,从行/列到行/列。\n" -"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" - msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -125818,28 +126124,21 @@ msgstr "" "[b]注意:[/b]如果支持多个光标,则不会检查任何重叠。请参阅 [method " "merge_overlapping_carets]。" -msgid "" -"Moves the caret to the specified [param line] index.\n" -"If [param adjust_viewport] is [code]true[/code], the viewport will center at " -"the caret position after the move occurs.\n" -"If [param can_be_hidden] is [code]true[/code], the specified [param line] can " -"be hidden.\n" -"[b]Note:[/b] If supporting multiple carets this will not check for any " -"overlap. See [method merge_overlapping_carets]." -msgstr "" -"将光标移动到指定的 [param line] 索引。\n" -"如果 [param adjust_viewport] 为 [code]true[/code],则视口将在移动发生后以光标" -"位置为中心。\n" -"如果 [param can_be_hidden] 为 [code]true[/code],则可以隐藏指定的 [param " -"line]。\n" -"[b]注意:[/b]如果支持多个光标,则不会检查任何重叠。见 [method " -"merge_overlapping_carets]。" - msgid "" "Sets the gutter as clickable. This will change the mouse cursor to a pointing " "hand when hovering over the gutter." msgstr "将边栏设置为可点击。当鼠标在边栏上悬停时,会将鼠标光标变为指点的手形。" +msgid "" +"Set a custom draw method for the gutter. The callback method must take the " +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." +msgstr "" +"为边栏设置自定义的绘制方法。回调方法必须接受以下参数:[code]line: int, " +"gutter: int, Area: Rect2[/code]。仅当边栏类型为 [constant GUTTER_TYPE_CUSTOM] " +"时才有效(请参阅 [method set_gutter_type])。" + msgid "Sets whether the gutter should be drawn." msgstr "设置该边栏是否应被绘制。" @@ -125849,12 +126148,16 @@ msgstr "设置该边栏的名称。" msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "设置该边栏为可覆写。见 [method merge_gutters]。" +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" +"设置边栏的类型。边栏可以包含图标、文本或自定义视觉效果。有关选项,请参阅 " +"[enum TextEdit.GutterType]。" + msgid "Set the width of the gutter." msgstr "设置该边栏的宽度。" -msgid "Sets the text for a specific line." -msgstr "设置特定行的文本。" - msgid "" "Positions the [param wrap_index] of [param line] at the center of the " "viewport." @@ -125882,6 +126185,14 @@ msgstr "" "如果 [param clickable] 为 [code]true[/code],则让位于 [param line] 的 [param " "gutter] 可点击。见 [signal gutter_clicked]。" +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" +"将 [param line] 上的 [param gutter] 的图标设置为 [param icon]。仅当边栏类型为 " +"[constant GUTTER_TYPE_ICON] 时才有效(请参阅 [method set_gutter_type])。" + msgid "Sets the color for [param gutter] on [param line] to [param color]." msgstr "将边栏 [param gutter] 在第 [param line] 行的颜色设置为 [param color]。" @@ -125890,6 +126201,14 @@ msgid "" msgstr "" "将边栏 [param gutter] 在第 [param line] 行的元数据设置为 [param metadata]。" +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" +"将 [param line] 上的 [param gutter] 的文本设置为 [param text]。仅当边栏类型为 " +"[constant GUTTER_TYPE_STRING] 时才有效(请参阅 [method set_gutter_type])。" + msgid "" "If [code]true[/code], sets the user into overtype mode. When the user types " "in this mode, it will override existing text." @@ -125933,9 +126252,6 @@ msgstr "" "text_edit_idle_detect_sec] 或者在 [method start_action] 和 [method " "end_action] 之外调用可撤销的操作都会导致动作的终止。" -msgid "Swaps the two lines." -msgstr "交换两行。" - msgid "Tag the current version as saved." msgstr "将当前版本标记为已保存。" @@ -126050,9 +126366,6 @@ msgstr "[TextEdit] 的字符串值。" msgid "Sets the line wrapping mode to use." msgstr "设置要使用的换行模式。" -msgid "Emitted when the caret changes position." -msgstr "光标改变位置时发出。" - msgid "Emitted when a gutter is added." msgstr "添加边栏时发出。" @@ -126138,6 +126451,28 @@ msgid "" "visible." msgstr "换行发生在控件边界,超出通常可见的范围。" +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." +msgstr "" +"当使用 [method set_gutter_type] 将边栏设置为字符串时,它被用于包含通过 " +"[method set_line_gutter_text] 方法设置的文本。" + +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" +"当使用 [method set_gutter_type] 将边栏设置为图标时,它被用于包含通过 [method " +"set_line_gutter_icon] 方法设置的图标。" + +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" +"当使用 [method set_gutter_type] 将边栏设置为自定义时,它被用于包含由通过 " +"[method set_gutter_custom_draw] 方法设置的回调方法控制的自定义视觉效果。" + msgid "Sets the background [Color] of this [TextEdit]." msgstr "设置该 [TextEdit] 的背景 [Color]。" @@ -126379,6 +126714,17 @@ msgstr "多行 [TextMesh] 中,行与行之间的垂直间距。" msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文本上一个像素宽度的大小,以 3D 缩放。" +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" +"要从中生成网格的文本。\n" +"[b]注意:[/b]由于是 [Resource],所以它并不遵循 [member Node." +"auto_translate_mode] 的规则。如果需要禁用翻译,则应使用 [method Object." +"set_message_translation] 手动完成。" + msgid "Text width (in pixels), used for fill alignment." msgstr "文本宽度(单位为像素),用于填充对齐。" @@ -126553,36 +126899,11 @@ msgstr "" "创建一个新的已有的字体变体,该字体重用相同的字形缓存和字体数据。要释放生成的资" "源,请使用 [method free_rid] 方法。" -msgid "" -"Creates new buffer for complex text layout, with the given [param direction] " -"and [param orientation]. To free the resulting buffer, use [method free_rid] " -"method.\n" -"[b]Note:[/b] Direction is ignored if server does not support [constant " -"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).\n" -"[b]Note:[/b] Orientation is ignored if server does not support [constant " -"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])." -msgstr "" -"使用给定的方向 [param direction] 和朝向 [param orientation] 新建缓冲区,用于复" -"杂排版。要释放生成的缓冲区,请使用 [method free_rid]方法。\n" -"[b]注意:[/b]如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则会忽略方" -"向([TextServerAdvanced] 支持)。\n" -"[b]注意:[/b]如果服务器不支持 [constant FEATURE_VERTICAL_LAYOUT] 特性,则会忽" -"略朝向([TextServerAdvanced] 支持)。" - msgid "" "Draws box displaying character hexadecimal code. Used for replacing missing " "characters." msgstr "绘制显示字符十六进制码的框。用于替换缺失的字符。" -msgid "" -"Removes all rendered glyphs information from the cache entry.\n" -"[b]Note:[/b] This function will not remove textures associated with the " -"glyphs, use [method font_remove_texture] to remove them manually." -msgstr "" -"从缓存条目中移除所有的渲染字形信息。\n" -"[b]注意:[/b]该函数不会移除与字形关联的纹理,请使用 [method " -"font_remove_texture] 手动移除。" - msgid "Removes all font sizes from the cache entry." msgstr "从缓存条目中移除所有的字体大小。" @@ -126922,16 +127243,6 @@ msgstr "设置字体的次像素字形定位模式。" msgid "Sets font cache texture image data." msgstr "设置字体的缓存纹理图像数据。" -msgid "" -"Sets 2D transform, applied to the font outlines, can be used for slanting, " -"flipping and rotating glyphs.\n" -"For example, to simulate italic typeface by slanting, apply the following " -"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]." -msgstr "" -"设置应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。\n" -"例如,要通过倾斜来模拟斜体字体,请应用以下变换 [code]Transform2D(1.0, slant, " -"0.0, 1.0, 0.0, 0.0)[/code]。" - msgid "" "Sets variation coordinates for the specified font cache entry. See [method " "font_supported_variation_list] for more info." @@ -127053,10 +127364,6 @@ msgstr "" "[b]注意:[/b]这个函数应该在使用任何其他 TextServer 函数之前调用,否则不会起任" "何作用。" -msgid "" -"Converts readable feature, variation, script or language name to OpenType tag." -msgstr "将特性、变体、文字、语言的可读名称转换为 OpenType 标记。" - msgid "" "Converts [param number] from the numeral systems used in [param language] to " "Western Arabic (0..9)." @@ -127092,11 +127399,6 @@ msgstr "" msgid "Returns text span metadata." msgstr "返回文本区间的元数据。" -msgid "" -"Changes text span font, font size and OpenType features, without changing the " -"text." -msgstr "在不更改文本的情况下,更改文本区间的字体、字体大小和 OpenType 功能。" - msgid "Adds text span and font to draw it to the text buffer." msgstr "添加文本区间和字体,将其绘制到文本缓冲中。" @@ -127152,7 +127454,7 @@ msgid "" "Returns custom punctuation character list, used for word breaking. If set to " "empty string, server defaults are used." msgstr "" -"返回自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务的默认值。" +"返回自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务器的默认值。" msgid "" "Returns the text descent (number of pixels below the baseline for horizontal " @@ -127279,7 +127581,7 @@ msgid "" "Sets custom punctuation character list, used for word breaking. If set to " "empty string, server defaults are used." msgstr "" -"设置自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务的默认值。" +"设置自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务器的默认值。" msgid "" "Sets desired text direction. If set to [constant DIRECTION_AUTO], direction " @@ -127298,7 +127600,7 @@ msgid "" "FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])." msgstr "" "设置所需的文本排版方向。\n" -"[b]注意:[/b]如果服务不支持 [constant FEATURE_VERTICAL_LAYOUT] 功能(由 " +"[b]注意:[/b]如果服务器不支持 [constant FEATURE_VERTICAL_LAYOUT] 功能(由 " "[TextServerAdvanced] 支持),则排版方向将被忽略。" msgid "If set to [code]true[/code] text buffer will display control characters." @@ -127417,10 +127719,6 @@ msgstr "" "从字符串中剥离变音符号。\n" "[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。" -msgid "" -"Converts OpenType tag to readable feature, variation, script or language name." -msgstr "将 OpenType 标签转换为可读的特性、变体、文字或语言的名称。" - msgid "Font glyphs are rasterized as 1-bit bitmaps." msgstr "字体字形栅格化为 1 位的位图。" @@ -127689,6 +127987,9 @@ msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。" msgid "Grapheme is an object replacement character for the embedded object." msgstr "字素是内嵌对象的对象替换字符。" +msgid "Grapheme is a soft hyphen." +msgstr "字素是一个软连字符。" + msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -128540,6 +128841,42 @@ msgstr "" "置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功" "能。" +msgid "" +"Offsets [member texture_progress] if [member fill_mode] is [constant " +"FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant " +"FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]." +msgstr "" +"如果 [member fill_mode] 为 [constant FILL_CLOCKWISE]、[constant " +"FILL_COUNTER_CLOCKWISE] 或 [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE],则" +"对 [member texture_progress] 进行偏移。" + +msgid "" +"Upper limit for the fill of [member texture_progress] if [member fill_mode] " +"is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant " +"FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is " +"equal to its [code]max_value[/code], the texture fills up to this angle.\n" +"See [member Range.value], [member Range.max_value]." +msgstr "" +"[member fill_mode] 为 [constant FILL_CLOCKWISE]、[constant " +"FILL_COUNTER_CLOCKWISE] 或 [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE] " +"时, [member texture_progress] 的填充上限。当节点的 [code]value[/code] 等于其 " +"[code]max_value[/code] 时,则纹理将会填充到这个角度。\n" +"见 [member Range.value]、[member Range.max_value]。" + +msgid "" +"Starting angle for the fill of [member texture_progress] if [member " +"fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], " +"or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's " +"[code]value[/code] is equal to its [code]min_value[/code], the texture " +"doesn't show up at all. When the [code]value[/code] increases, the texture " +"fills and tends towards [member radial_fill_degrees]." +msgstr "" +"[member fill_mode] 为 [constant FILL_CLOCKWISE]、[constant " +"FILL_COUNTER_CLOCKWISE] 或 [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE] " +"时,[member texture_progress] 填充的起始角度。当节点的 [code]value[/code] 等于" +"其 [code]min_value[/code] 时,纹理根本不会显示出来。当 [code]value[/code] 增加" +"时,纹理填充并趋向于 [member radial_fill_degrees]。" + msgid "" "The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " @@ -128690,6 +129027,12 @@ msgstr "" "[constant EXPAND_FIT_HEIGHT]、[constant EXPAND_FIT_HEIGHT_PROPORTIONAL] 可能会" "导致某些容器的行为不稳定。后续版本中可能会重新评估该行为并进行修改。" +msgid "" +"Defines how minimum size is determined based on the texture's size. See [enum " +"ExpandMode] for options." +msgstr "" +"定义如何根据纹理的大小确定最小大小。有关选项,请参阅 [enum ExpandMode]。" + msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." @@ -129700,10 +130043,6 @@ msgstr "" "可以使用 [param flip_h]、[param flip_v]、[param transpose] 对返回的多边形进行" "变换。" -msgid "" -"Returns the tile's terrain bit for the given [param peering_bit] direction." -msgstr "返回该图块给定 [param peering_bit] 方向的地形位。" - msgid "" "Returns whether one-way collisions are enabled for the polygon at index " "[param polygon_index] for TileSet physics layer with index [param layer_id]." @@ -129770,9 +130109,6 @@ msgid "" "Sets the occluder for the TileSet occlusion layer with index [param layer_id]." msgstr "设置索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器。" -msgid "Sets the tile's terrain bit for the given [param peering_bit] direction." -msgstr "设置该图块给定 [param peering_bit] 方向的地形位。" - msgid "" "If [code]true[/code], the tile will have its texture flipped horizontally." msgstr "如果为 [code]true[/code],则该图块的纹理会被水平翻转。" @@ -129821,6 +130157,24 @@ msgstr "任何属性发生变化时发出。" msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" +msgid "" +"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " +"tiles which are used to create grid-based maps. A TileMap may have several " +"layers, layouting tiles on top of each other.\n" +"For performance reasons, all TileMap updates are batched at the end of a " +"frame. Notably, this means that scene tiles from a " +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" +"To force an update earlier on, call [method update_internals]." +msgstr "" +"基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列" +"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之" +"上。\n" +"出于性能原因,所有 TileMap 更新都会在一帧结束时进行批处理。值得注意的是,这意" +"味着 [TileSetScenesCollectionSource] 中的场景图块可能会在其父级之后初始化。仅" +"当在场景树内时才会排队。\n" +"要提前强制更新,请调用 [method update_internals]。" + msgid "Using Tilemaps" msgstr "使用 Tilemap" @@ -129893,76 +130247,14 @@ msgid "Clears cells that do not exist in the tileset." msgstr "清除图块集中不存在的单元格。" msgid "" -"Returns the tile alternative ID of the cell on layer [param layer] at [param " -"coords]. If [param use_proxies] is [code]false[/code], ignores the " -"[TileSet]'s tile proxies, returning the raw alternative identifier. See " -"[method TileSet.map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块备选 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" -"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。" - -msgid "" -"Returns the tile atlas coordinates ID of the cell on layer [param layer] at " -"coordinates [param coords]. If [param use_proxies] is [code]false[/code], " -"ignores the [TileSet]'s tile proxies, returning the raw alternative " -"identifier. See [method TileSet.map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块图集坐标 ID。如果 " -"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返" -"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。" - -msgid "" -"Returns the tile source ID of the cell on layer [param layer] at coordinates " -"[param coords]. Returns [code]-1[/code] if the cell does not exist.\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." +"Use [method notify_runtime_tile_data_update] and/or [method update_internals] " +"instead." msgstr "" -"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块源 ID。如果该单元格" -"不存在,则返回 [code]-1[/code]。\n" -"如果 [param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代" -"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。" +"请改用 [method notify_runtime_tile_data_update] 和/或 [method " +"update_internals]。" -msgid "" -"Returns the [TileData] object associated with the given cell, or [code]null[/" -"code] if the cell does not exist or is not a [TileSetAtlasSource].\n" -"If [param layer] is negative, the layers are accessed from the last one.\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy].\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" -msgstr "" -"返回与给定单元格关联的 [TileData] 对象,如果单元格不存在或者不是 " -"[TileSetAtlasSource] 则返回 [code]null[/code]。\n" -"如果 [param layer] 为负,则从最后一个图层开始访问。\n" -"如果 [param use_proxies] 为 [code]false[/code],则会忽略 [TileSet] 的图块代" -"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" +msgid "Forces the TileMap and the layer [param layer] to update." +msgstr "强制更新 TileMap 和图层 [param layer]。" msgid "" "Returns the coordinates of the tile for given physics body RID. Such RID can " @@ -129994,6 +130286,26 @@ msgstr "" "返回 TileMap 图层的名称。\n" "如果 [param layer] 为负,则从最后一个图层开始访问。" +msgid "" +"Returns the [RID] of the [NavigationServer2D] navigation map assigned to the " +"specified TileMap layer [param layer].\n" +"By default the TileMap uses the default [World2D] navigation map for the " +"first TileMap layer. For each additional TileMap layer a new navigation map " +"is created for the additional layer.\n" +"In order to make [NavigationAgent2D] switch between TileMap layer navigation " +"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " +"map received from [method get_layer_navigation_map].\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"返回分配给指定 TileMap 图层 [param layer] 的 [NavigationServer2D] 导航地图的 " +"[RID]。\n" +"默认情况下,TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于每" +"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" +"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " +"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" +"导航地图。\n" +"如果 [param layer] 为负,则从最后一个图层开始访问。" + msgid "" "Returns a TileMap layer's Y sort origin.\n" "If [param layer] is negative, the layers are accessed from the last one." @@ -130011,6 +130323,16 @@ msgstr "" msgid "Returns the number of layers in the TileMap." msgstr "返回 TileMap 图层的数量。" +msgid "Use [method get_layer_navigation_map] instead." +msgstr "请改用 [method get_layer_navigation_map]。" + +msgid "" +"Returns the [RID] of the [NavigationServer2D] navigation map assigned to the " +"specified TileMap layer [param layer]." +msgstr "" +"返回分配给指定 TileMap 图层 [param layer] 的 [NavigationServer2D] 导航地图的 " +"[RID]。" + msgid "" "Returns the neighboring cell to the one at coordinates [param coords], " "identified by the [param neighbor] direction. This method takes into account " @@ -130232,6 +130554,15 @@ msgstr "" "[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" "形组合的地形。否则,可能会产生意想不到的结果。" +msgid "" +"Enables or disables the layer [param layer]. A disabled layer is not " +"processed at all (no rendering, no physics, etc.).\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"启用或禁用图层 [param layer]。被禁用的图层根本不会被处理(没有渲染、物理" +"等)。\n" +"如果 [param layer] 为负数,则从最后一个图层开始访问。" + msgid "" "Sets a layer's color. It will be multiplied by tile's color and TileMap's " "modulate.\n" @@ -130255,6 +130586,26 @@ msgstr "" "启用或禁用图层的内置导航区块生成。如果你需要使用 [NavigationRegion2D] 节点根" "据 TileMap 烘焙导航区块,请禁用此项。" +msgid "" +"Assigns [param map] as a [NavigationServer2D] navigation map for the " +"specified TileMap layer [param layer].\n" +"By default the TileMap uses the default [World2D] navigation map for the " +"first TileMap layer. For each additional TileMap layer a new navigation map " +"is created for the additional layer.\n" +"In order to make [NavigationAgent2D] switch between TileMap layer navigation " +"maps use [method NavigationAgent2D.set_navigation_map] with the navigation " +"map received from [method get_layer_navigation_map].\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"将 [param map] 分配给指定 TileMap 图层 [param layer] 的 [NavigationServer2D] " +"导航地图。\n" +"默认情况下,TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每个" +"附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n" +"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method " +"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的" +"导航地图。\n" +"如果 [param layer] 为负,则从最后一个图层开始访问。" + msgid "" "Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer " "will behave as a CanvasItem node where each of its tile gets Y-sorted.\n" @@ -130288,6 +130639,16 @@ msgstr "" "设置图层的 Z 索引值。各个图块的 Z 索引值都会加上这个 Z 索引。\n" "如果 [param layer] 为负,则逆序访问图层。" +msgid "Use [method set_layer_navigation_map] instead." +msgstr "请改用 [method set_layer_navigation_map]。" + +msgid "" +"Assigns [param map] as a [NavigationServer2D] navigation map for the " +"specified TileMap layer [param layer]." +msgstr "" +"将 [param map] 分配为指定 TileMap 层 [param layer] 的 [NavigationServer2D] 导" +"航地图。" + msgid "" "Paste the given [TileMapPattern] at the given [param position] and [param " "layer] in the tile map.\n" @@ -131074,7 +131435,7 @@ msgid "" "margins], and the tiles' [member texture_region_size]." msgstr "" "返回图集栅格大小,这取决于纹理中可以容纳多少个图块。因此,它取决于 [member " -"texture] 的大小,该图集的 [member margins]、和该图块的 [member " +"texture] 的大小,该图集的 [member margins] 和该图块的 [member " "texture_region_size]。" msgid "" @@ -131119,6 +131480,13 @@ msgid "" "atlas_coords]." msgstr "返回位于坐标 [param atlas_coords] 的图块有多少动画帧。" +msgid "" +"Returns the tile animation mode of the tile at [param atlas_coords]. See also " +"[method set_tile_animation_mode]." +msgstr "" +"返回 [param atlas_coords] 处图块的图块动画模式。另见 [method " +"set_tile_animation_mode]。" + msgid "" "Returns the separation (as in the atlas grid) between each frame of an " "animated tile at coordinates [param atlas_coords]." @@ -131250,6 +131618,13 @@ msgid "" "has." msgstr "设置位于坐标 [param atlas_coords] 的图块有多少动画帧。" +msgid "" +"Sets the tile animation mode of the tile at [param atlas_coords] to [param " +"mode]. See also [method get_tile_animation_mode]." +msgstr "" +"将 [param atlas_coords] 处的图块的图块动画模式设置为 [param mode]。另见 " +"[method get_tile_animation_mode]。" + msgid "" "Sets the margin (in grid tiles) between each tile in the animation layout of " "the tile at coordinates [param atlas_coords] has." @@ -131299,27 +131674,6 @@ msgstr "图块动画在随机的时间开始,外观不同。" msgid "Represents the size of the [enum TileAnimationMode] enum." msgstr "代表 [enum TileAnimationMode] 枚举的大小。" -msgid "" -"Represents cell's horizontal flip flag. Should be used directly with " -"[TileMap] to flip placed tiles by altering their alternative IDs.\n" -"[codeblock]\n" -"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n" -"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n" -" # If tile is not already flipped, flip it.\n" -" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, " -"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n" -"[/codeblock]" -msgstr "" -"代表单元格的水平翻转标志。应该直接对 [TileMap] 使用,修改放置图块的备选 ID,将" -"其进行翻转。\n" -"[codeblock]\n" -"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n" -"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n" -" # 如果没有翻转过就进行翻转。\n" -" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, " -"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n" -"[/codeblock]" - msgid "" "Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for " "usage." @@ -131472,43 +131826,6 @@ msgstr "返回该图集中是否存在坐标 ID 为 [param atlas_coords] 的图 msgid "A singleton for working with time data." msgstr "用于处理时间数据的单例。" -msgid "" -"The Time singleton allows converting time between various formats and also " -"getting time information from the system.\n" -"This class conforms with as many of the ISO 8601 standards as possible. All " -"dates follow the Proleptic Gregorian calendar. As such, the day before " -"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/" -"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the " -"year before that (2 BC) being [code]-1[/code], etc.\n" -"Conversion methods assume \"the same timezone\", and do not handle timezone " -"conversions or DST automatically. Leap seconds are also not handled, they " -"must be done manually if desired. Suffixes such as \"Z\" are not handled, you " -"need to strip them away manually.\n" -"When getting time information from the system, the time can either be in the " -"local timezone or UTC depending on the [code]utc[/code] parameter. However, " -"the [method get_unix_time_from_system] method always returns the time in " -"UTC.\n" -"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " -"that the user can manually set. [b]Never use[/b] this method for precise time " -"calculation since its results are subject to automatic adjustments by the " -"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or " -"[method get_ticks_msec] for precise time calculation instead, since they are " -"guaranteed to be monotonic (i.e. never decrease)." -msgstr "" -"Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n" -"这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 " -"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 " -"[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/" -"code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n" -"转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进行" -"处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n" -"从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] " -"参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n" -"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行" -"设置。[b]千万不要[/b]使用该方法进行精确的时间计算,因为计算结果可能受到用户或" -"操作系统的自动调整的影响。精确时间的计算[b]请始终使用[/b] [method " -"get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。" - msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], and [code]weekday[/code].\n" @@ -131579,7 +131896,7 @@ msgid "" msgstr "" "将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" "code]、[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、" -"[code]minute[/code]、和 [code]second[/code]。\n" +"[code]minute[/code] 和 [code]second[/code]。\n" "如果 Unix 时间戳是当前时间,则返回的字典值将与 [method " "get_datetime_dict_from_system] 相同,夏令时除外,因为它无法根据纪元确定。" @@ -131736,18 +132053,6 @@ msgstr "" "时区与给定的日期时间字符串相同。\n" "[b]注意:[/b]时间字符串中的小数会被静默忽略。" -msgid "" -"Returns the current Unix timestamp in seconds based on the system time in " -"UTC. This method is implemented by the operating system and always returns " -"the time in UTC.\n" -"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " -"returns the timestamp as a [float] for sub-second precision." -msgstr "" -"返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现," -"返回的时间总是 UTC 的。\n" -"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的时" -"间戳,可以表示比秒更高的精度。" - msgid "The month of January, represented numerically as [code]01[/code]." msgstr "一月份,使用数字 [code]01[/code] 表示。" @@ -131809,6 +132114,42 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" +msgid "" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" +"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." +msgstr "" +"[Timer] 即计时器节点,是一种倒计时器,也是引擎中最简单的处理基于时间的逻辑的方" +"法。计时器在等待 [member wait_time] 结束后就会发出 [signal timeout] 信号。\n" +"计时器进入场景树时,可以使用 [method start] 手动启动。如果 [member autostart] " +"为 [code]true[/code],计时器节点也会自动启动。\n" +"可以在编辑器中添加并配置计时器节点,无需编写特别多的代码。计时器发出的 " +"[signal timeout] 信号可以在编辑器的“节点”面板中连接:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"是时候表演真正的技术了!\")\n" +"[/codeblock]\n" +"[b]注意:[/b]如果只想创建一次性的计时器,不想实例化节点,请使用 [method " +"SceneTree.create_timer]。\n" +"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响。时间缩放值越大," +"计时器结束得越早。计时器的处理频率取决于帧率或 [member Engine." +"physics_ticks_per_second]。" + msgid "Returns [code]true[/code] if the timer is stopped or has not started." msgstr "如果定时器处于停止状态或尚未启动,则返回 [code]true[/code]。" @@ -132355,6 +132696,13 @@ msgstr "" "该运算符将 [Transform2D] 的所有分量相乘,包括 [member origin] 向量,从而对其进" "行统一缩放。" +msgid "" +"This operator divides all components of the [Transform2D], including the " +"[member origin] vector, which inversely scales it uniformly." +msgstr "" +"该运算符除以 [Transform2D] 的所有分量,包括 [member origin] 向量,这会对其进行" +"均匀反向缩放。" + msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -132376,8 +132724,277 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 变换的 3×4 矩阵。" +msgid "" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." +msgstr "" +"[Transform3D] 即 3D 变换,是一种内置的 [Variant] 类型,这种 3×4 矩阵代表的是 " +"3D 空间中的变换。变换中包含了一个 [Basis],表示的是旋转、缩放、切变。另外变换" +"自身还提供了 [member origin],这样就能够表示平移。\n" +"通用的介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]" +"《矩阵和变换》[/url]。\n" +"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/" +"%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向" +"方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。" +"其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_scenes.html#d-asset-direction-conventions]《导入 3D " +"场景》[/url]。" + +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "构造与 [constant IDENTITY] 相同的 [Transform3D]。" + msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." -msgstr "构造给定 [Transform3D] 的副本。" +msgstr "构造给定 [Transform3D] 的副本 [Transform3D]。" + +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "根据 [Basis] 和 [Vector3] 构造 [Transform3D]。" + +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." +msgstr "" +"根据 [Projection] 构造 [Transform3D]。因为 [Transform3D] 是 3×4 的矩阵,而 " +"[Projection] 是 4×4 的矩阵,所以这个操作会削去投影矩阵的最后一行(新的变换中不" +"包含 [code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" +"[code]from.w.w[/code])。" + +msgid "" +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." +msgstr "" +"根据四个 [Vector3] 值(也叫矩阵列)构造 [Transform3D]。\n" +"前三个参数是 [member basis] 的三个轴([member Basis.x]、[member Basis.y]、" +"[member Basis.z])。" + +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" +"返回该变换的逆版本。另见 [method Basis.inverse]。\n" +"[b]注意:[/b]为了使该方法正确返回,该变换的 [member basis] 需要是[i]正交归一化" +"的[/i](请参阅 [method Basis.orthonormalized])。这意味着,该基应该只代表旋" +"转。如果没有,请改用 [method affine_inverse]。" + +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) points " +"towards the [param target] position.\n" +"The up axis (+Y) points as close to the [param up] vector as possible while " +"staying perpendicular to the forward axis. The resulting transform is " +"orthonormalized. The existing rotation, scale, and skew information from the " +"original transform is discarded. The [param target] and [param up] vectors " +"cannot be zero, cannot be parallel to each other, and are defined in global/" +"parent space.\n" +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " +"treated as forward (implies +X is left) and points toward the [param target] " +"position. By default, the -Z axis (camera forward) is treated as forward " +"(implies +X is right)." +msgstr "" +"返回该变换的旋转副本,以便向前轴(-Z)指向 [param target] 的位置。\n" +"向上的轴(+Y)在保持与向前的轴垂直的前提下,尽可能接近 [param up] 向量。最终的" +"变换是标准正交变换。变换中原有的旋转、缩放、偏斜信息会被丢弃。[param target] " +"和 [param up] 向量不能为零,不能互相平行,使用全局/父级空间。\n" +"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作" +"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴" +"(相机前方)作为向前的轴(此时 +X 为右)。" + +msgid "" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), " +"which also means it can only represent rotation. See also [method Basis." +"orthonormalized]." +msgstr "" +"返回该变换的副本,其 [member basis] 已正交归一化。正交归一化的基既是[i]正交的" +"[/i](轴彼此垂直)又是[i]归一化的[/i](轴长度为 [code]1[/code]),这也意味着它" +"只能代表旋转。另见 [method Basis.orthonormalized]。" + +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by the " +"given [param angle] (in radians).\n" +"The [param axis] must be a normalized vector.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " +"the left, i.e., [code]R * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" +"返回该变换围绕给定 [param axis] 旋转给定 [param angle](单位为弧度)的副本。\n" +"[param axis] 必须为归一化的向量。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相" +"乘一致,即 [code]R * X[/code],但进行了优化。\n" +"可以视作在全局/父级坐标系中的变换。" + +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by the " +"given [param angle] (in radians).\n" +"The [param axis] must be a normalized vector.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding rotation transform [code]R[/code] from " +"the right, i.e., [code]X * R[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回该变换围绕给定 [param axis] 旋转给定 [param angle](单位为弧度)的副本。\n" +"[param axis] 必须为归一化的向量。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相" +"乘一致,即 [code]R * X[/code],但进行了优化。\n" +"可以视作在局部坐标系中的变换。" + +msgid "" +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" +"返回该变换按给定的 [param scale] 系数缩放的副本。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从左侧相" +"乘一致,即 [code]S * X[/code],但进行了优化。\n" +"可以视作在全局/父级坐标系中的变换。" + +msgid "" +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回该变换按给定的 [param scale] 系数缩放的副本。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从右侧相" +"乘一致,即 [code]X * S[/code],但进行了优化。\n" +"可以视作在局部坐标系中的变换。" + +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" +"返回该变换平移了给定 [param offset] 的副本。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从左侧相" +"乘一致,即 [code]T * X[/code],但进行了优化。\n" +"可以视作在全局/父级坐标系中的变换。" + +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回该变化平移了给定 [param offset] 的副本。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从右侧相" +"乘一致,即 [code]X * T[/code],但进行了优化。\n" +"可以视作在局部坐标系中的变换。" + +msgid "" +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." +msgstr "该变换的平移偏移量。在 3D 空间中,这可以被看作是位置。" + +msgid "" +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another [Transform3D], " +"no transformation occurs." +msgstr "" +"不含平移、旋转、缩放为 [code]1[/code] 的变换。[member basis] 等于 [constant " +"Basis.IDENTITY]。\n" +"与 [AABB]、[Transform3D] 等其他 [Variant] 相乘时,不会进行任何变换。" + +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" +"应用了垂直于 YZ 平面镜像操作的 [Transform3D]。其 [member basis] 相当于 " +"[constant Basis.FLIP_X]。" + +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" +"应用了垂直于 XZ 平面镜像操作的 [Transform3D]。其 [member basis] 相当于 " +"[constant Basis.FLIP_Y]。" + +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" +"应用了垂直于 XY 平面镜像操作的 [Transform3D]。其 [member basis] 相当于 " +"[constant Basis.FLIP_Z]。" + +msgid "" +"Returns [code]true[/code] if the components of both transforms 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 "" +"如果两个变换的分量不相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "使用该变换矩阵对 [AABB] 进行变换(相乘)。" + +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" +"由该变换矩阵变换(乘以)给定 [PackedVector3Array] 的每个 [Vector3] 元素。\n" +"在较大的数组上,该操作比单独变换每个 [Vector3] 要快得多。" + +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "使用该变换矩阵对 [Plane] 进行变换(相乘)。" + +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" +"由 [param right] 变换来变换(乘以)该变换。\n" +"这是父级和子级 [Node3D] 之间执行的操作。\n" +"[b]注意:[/b]如果你只需要修改该变换的一个属性,请考虑改用以下方法之一:\n" +"- 对于平移,请参阅 [method translated] 或 [method translated_local]。\n" +"- 对于旋转,请参阅 [method rotated] 或 [method rotated_local]。\n" +"- 对于缩放,请参阅 [method scaled] 或 [method scaled_local]。" + +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "使用该变换矩阵对 [Vector3] 进行变换(相乘)。" + +msgid "" +"Returns [code]true[/code] if the components of both transforms 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 "" +"如果两个变换的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" msgid "" "A language translation that maps a collection of strings to their individual " @@ -133165,6 +133782,13 @@ msgstr "" "用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum " "DropModeFlags] 常量。" +msgid "" +"Text [Color] for a [constant TreeItem.CELL_MODE_CHECK] mode cell when it's " +"non-editable (see [method TreeItem.set_editable])." +msgstr "" +"当不可编辑时,[constant TreeItem.CELL_MODE_CHECK] 模式单元格的文本 [Color](请" +"参阅 [method TreeItem.set_editable])。" + msgid "[Color] of the guideline." msgstr "参考线的 [Color] 颜色。" @@ -133215,18 +133839,6 @@ msgstr "" "项目单元格所允许的最大图标宽度。这是在图标默认大小的基础上的限制,在 [method " "TreeItem.set_icon_max_width] 所设置的值之前生效。高度会根据图标的长宽比调整。" -msgid "The inner bottom margin of an item." -msgstr "项目的底部内边距。" - -msgid "The inner left margin of an item." -msgstr "项目的左侧内边距。" - -msgid "The inner right margin of an item." -msgstr "项目的右侧内边距。" - -msgid "The inner top margin of an item." -msgstr "项目的顶部内边距。" - msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." @@ -133497,6 +134109,13 @@ msgstr "" "如果在 [param column] 列中存在 ID 为 [param id] 的按钮,则返回其索引号,否则返" "回 -1。" +msgid "" +"Returns the color of the button with ID [param id] in column [param column]. " +"If the specified button does not exist, returns [constant Color.BLACK]." +msgstr "" +"返回列 [param column] 中 ID 为 [param id] 的按钮的颜色。如果指定的按钮不存在," +"则返回 [constant Color.BLACK]。" + msgid "Returns the number of buttons in column [param column]." msgstr "返回在 [param column] 列中按钮的数量。" @@ -133535,6 +134154,9 @@ msgstr "返回列 [param column] 的自定义背景色。" msgid "Returns the custom color of column [param column]." msgstr "返回列 [param column] 的自定义颜色。" +msgid "Returns the custom callback of column [param column]." +msgstr "返回列 [param column] 的自定义回调。" + msgid "Returns custom font used to draw text in the column [param column]." msgstr "返回用于在 [param column] 列绘制文本的自定义字体。" @@ -133802,6 +134424,30 @@ msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一 msgid "Sets the given column's custom color." msgstr "设置给定列的自定义颜色。" +msgid "Use [method TreeItem.set_custom_draw_callback] instead." +msgstr "请改用 [method TreeItem.set_custom_draw_callback]。" + +msgid "" +"Sets the given column's custom draw callback to the [param callback] method " +"on [param object].\n" +"The method named [param callback] should accept two arguments: the [TreeItem] " +"that is drawn and its position and size as a [Rect2]." +msgstr "" +"将给定列的自定义绘制回调设置为 [param object] 上的 [param callback] 方法。\n" +"名为 [param callback] 的方法应接受两个参数:被绘制的 [TreeItem] 及其作为一个 " +"[Rect2] 的位置和大小。" + +msgid "" +"Sets the given column's custom draw callback. Use an empty [Callable] ([code " +"skip-lint]Callable()[/code]) to clear the custom callback.\n" +"The [param callback] should accept two arguments: the [TreeItem] that is " +"drawn and its position and size as a [Rect2]." +msgstr "" +"设置给定列的自定义绘制回调。使用空的 [Callable]([code skip-lint]Callable()[/" +"code])清除自定义回调。\n" +"名为 [param callback] 的方法应接受两个参数:被绘制的 [TreeItem] 及其作为一个 " +"[Rect2] 的位置和大小。" + msgid "Sets custom font used to draw text in the given [param column]." msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体。" @@ -133909,6 +134555,11 @@ msgstr "设置当文本超出给定 [param column] 中项目的边界矩形时 msgid "Sets the given column's tooltip text." msgstr "设置给定列的工具提示文本。" +msgid "" +"Uncollapses all [TreeItem]s necessary to reveal this [TreeItem], i.e. all " +"ancestor [TreeItem]s." +msgstr "展开显示该 [TreeItem] 所需的所有 [TreeItem],即所有祖先 [TreeItem]。" + msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。" @@ -134171,8 +134822,8 @@ msgstr "" "[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" +"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" @@ -134268,9 +134919,9 @@ msgstr "" "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" +"用于插值的位置(在开头、结尾或两者均有)。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" @@ -134494,13 +135145,36 @@ msgid "" msgstr "" "这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n" "调用这个方法时如果不带参数,那么该 [Tween] 会无限执行,直到被 [method kill] 销" -"毁、该 [Tween] 绑定的节点被释放、或者所有进行动画的对象都被释放(无法再进行任" -"何动画)。\n" +"毁、该 [Tween] 绑定的节点被释放或者所有进行动画的对象都被释放(无法再进行任何" +"动画)。\n" "[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时长" "的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造成出" "乎预料的结果。如果 [Tween] 的生命期依赖于某个节点,请一定使用 [method " "bind_node]。" +msgid "" +"If [param parallel] is [code]true[/code], the [Tweener]s appended after this " +"method will by default run simultaneously, as opposed to sequentially.\n" +"[b]Note:[/b] Just like with [method parallel], the tweener added right before " +"this method will also be part of the parallel step.\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(300, 0), 0.5)\n" +"tween.set_parallel()\n" +"tween.tween_property(self, \"modulate\", Color.GREEN, 0.5) # Runs together " +"with the position tweener.\n" +"[/codeblock]" +msgstr "" +"如果 [param parallel] 为 [code]true[/code],则后续追加的 [Tweener] 默认就是同" +"时运行的,否则默认依次运行。\n" +"[b]注意:[/b]与 [method parallel] 类似,在这个方法前添加的那一个补间器也是并行" +"步骤的一部分。\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(300, 0), 0.5)\n" +"tween.set_parallel()\n" +"tween.tween_property(self, \"modulate\", Color.GREEN, 0.5) # 与位置补间器一同" +"运行。\n" +"[/codeblock]" + msgid "" "Determines the behavior of the [Tween] when the [SceneTree] is paused. Check " "[enum TweenPauseMode] for options.\n" @@ -135520,30 +136194,6 @@ msgid "" "the action is committed." msgstr "注册 [param property],会在提交动作时将其值更改为 [param value]。" -msgid "" -"Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " -"use for resources.\n" -"[codeblock]\n" -"var node = Node2D.new()\n" -"undo_redo.create_action(\"Add node\")\n" -"undo_redo.add_do_method(add_child.bind(node))\n" -"undo_redo.add_do_reference(node)\n" -"undo_redo.add_undo_method(remove_child.bind(node))\n" -"undo_redo.commit_action()\n" -"[/codeblock]" -msgstr "" -"为“do”(执行)注册引用,丢弃该“do”历史时会擦除该引用。主要可用于“do”调用新建的" -"节点。请勿用于资源。\n" -"[codeblock]\n" -"var node = Node2D.new()\n" -"undo_redo.create_action(\"添加节点\")\n" -"undo_redo.add_do_method(add_child.bind(node))\n" -"undo_redo.add_do_reference(node)\n" -"undo_redo.add_undo_method(remove_child.bind(node))\n" -"undo_redo.commit_action()\n" -"[/codeblock]" - msgid "Register a [Callable] that will be called when the action is undone." msgstr "注册 [Callable],会在撤销动作时调用。" @@ -135552,30 +136202,6 @@ msgid "" "the action is undone." msgstr "注册 [param property],会在撤销动作时将其值更改为 [param value]。" -msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" history " -"is lost. This is useful mostly for nodes removed with the \"do\" call (not " -"the \"undo\" call!).\n" -"[codeblock]\n" -"var node = $Node2D\n" -"undo_redo.create_action(\"Remove node\")\n" -"undo_redo.add_do_method(remove_child.bind(node))\n" -"undo_redo.add_undo_method(add_child.bind(node))\n" -"undo_redo.add_undo_reference(node)\n" -"undo_redo.commit_action()\n" -"[/codeblock]" -msgstr "" -"为“undo”(撤销)注册引用,丢弃该“undo”历史时会擦除该引用。主要可用于“do”调用移" -"除的节点(不是“undo”调用)。\n" -"[codeblock]\n" -"var node = $Node2D\n" -"undo_redo.create_action(\"移除节点\")\n" -"undo_redo.add_do_method(remove_child.bind(node))\n" -"undo_redo.add_undo_method(add_child.bind(node))\n" -"undo_redo.add_undo_reference(node)\n" -"undo_redo.commit_action()\n" -"[/codeblock]" - msgid "" "Clear the undo/redo history and associated references.\n" "Passing [code]false[/code] to [param increase_version] will prevent the " @@ -135668,22 +136294,39 @@ msgstr "" msgid "Undo the last action." msgstr "撤销上一个动作。" +msgid "" +"The maximum number of steps that can be stored in the undo/redo history. If " +"the number of stored steps exceeds this limit, older steps are removed from " +"history and can no longer be reached by calling [method undo]. A value of " +"[code]0[/code] or lower means no limit." +msgstr "" +"撤销/重做历史中能够存储的最大步数。如果存储的步数超出了这个限制,就会将最早的" +"步骤从历史中移除,无法再通过调用 [method undo] 到达。小于等于 [code]0[/code] " +"表示没有限制。" + msgid "Called when [method undo] or [method redo] was called." msgstr "当 [method undo] 或 [method redo] 被调用时调用。" msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "使“do”/“undo”操作保持在单独的动作中。" +msgid "Uniform set cache manager for Rendering Device based renderers." +msgstr "基于渲染设备的渲染器的 uniform 集缓存管理器。" + msgid "" -"Makes so that the action's \"undo\" operations are from the first action " -"created and the \"do\" operations are from the last subsequent action with " -"the same name." +"Uniform set cache manager for Rendering Device based renderers. Provides a " +"way to create a uniform set and reuse it in subsequent calls for as long as " +"the uniform set exists. Uniform set will automatically be cleaned up when " +"dependent objects are freed." msgstr "" -"使得动作的“撤消”操作来自创建的第一个动作,“执行”操作来自最后一个具有相同名称的" -"后续动作。" +"基于渲染设备的渲染器的 uniform 集缓存管理器。提供一种创建 uniform 集并在后续调" +"用中重用它的方法(只要该 uniform 集存在)。当依赖的对象被释放时,该 uniform 集" +"将自动被清理。" -msgid "Makes subsequent actions with the same name be merged into one." -msgstr "使具有相同名称的后续动作合并为一个。" +msgid "" +"Creates/returns a cached uniform set based on the provided uniforms for a " +"given shader." +msgstr "根据给定着色器提供的 uniform 创建/返回缓存的 uniform 集。" msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " @@ -136189,216 +136832,6 @@ msgstr "内存分配错误。" msgid "The most important data type in Godot." msgstr "Godot 中最重要的数据类型。" -msgid "" -"In computer programming, a Variant class is a class that is designed to store " -"a variety of other types. Dynamic programming languages like PHP, Lua, " -"JavaScript and GDScript like to use them to store variables' data on the " -"backend. With these Variants, properties are able to change value types " -"freely.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var foo = 2 # foo is dynamically an integer\n" -"foo = \"Now foo is a string!\"\n" -"foo = RefCounted.new() # foo is an Object\n" -"var bar: int = 2 # bar is a statically typed integer.\n" -"# bar = \"Uh oh! I can't make static variables become a different type!\"\n" -"[/gdscript]\n" -"[csharp]\n" -"// C# is statically typed. Once a variable has a type it cannot be changed. " -"You can use the `var` keyword to let the compiler infer the type " -"automatically.\n" -"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in " -"GDScript are 64-bit and the direct C# equivalent is `long`.\n" -"// foo = \"foo was and will always be an integer. It cannot be turned into a " -"string!\";\n" -"var boo = \"Boo is a string!\";\n" -"var ref = new RefCounted(); // var is especially useful when used together " -"with a constructor.\n" -"\n" -"// Godot also provides a Variant type that works like a union of all the " -"Variant-compatible types.\n" -"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " -"in the Variant type).\n" -"fooVar = \"Now fooVar is a string!\";\n" -"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Godot tracks all scripting API variables within Variants. Without even " -"realizing it, you use Variants all the time. When a particular language " -"enforces its own rules for keeping data typed, then that language is applying " -"its own custom logic over the base Variant scripting API.\n" -"- GDScript automatically wrap values in them. It keeps all data in plain " -"Variants by default and then optionally enforces custom static typing rules " -"on variable types.\n" -"- C# is statically typed, but uses its own implementation of the Variant type " -"in place of Godot's [Variant] class when it needs to represent a dynamic " -"value. C# Variant can be assigned any compatible type implicitly but " -"converting requires an explicit cast.\n" -"The global [method @GlobalScope.typeof] function returns the enumerated value " -"of the Variant type stored in the current variable (see [enum Variant." -"Type]).\n" -"[codeblocks]\n" -"[gdscript]\n" -"var foo = 2\n" -"match typeof(foo):\n" -" TYPE_NIL:\n" -" print(\"foo is null\")\n" -" TYPE_INTEGER:\n" -" print(\"foo is an integer\")\n" -" TYPE_OBJECT:\n" -" # Note that Objects are their own special category.\n" -" # To get the name of the underlying Object type, you need the " -"`get_class()` method.\n" -" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " -"into a formatted string.\n" -" # Note also that there is not yet any way to get a script's " -"`class_name` string easily.\n" -" # To fetch that value, you can use ProjectSettings." -"get_global_class_list().\n" -"[/gdscript]\n" -"[csharp]\n" -"Variant foo = 2;\n" -"switch (foo.VariantType)\n" -"{\n" -" case Variant.Type.Nil:\n" -" GD.Print(\"foo is null\");\n" -" break;\n" -" case Variant.Type.Int:\n" -" GD.Print(\"foo is an integer\");\n" -" break;\n" -" case Variant.Type.Object:\n" -" // Note that Objects are their own special category.\n" -" // You can convert a Variant to a GodotObject and use reflection to " -"get its name.\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"A Variant takes up only 20 bytes and can store almost any engine datatype " -"inside of it. Variants are rarely used to hold information for long periods " -"of time. Instead, they are used mainly for communication, editing, " -"serialization and moving data around.\n" -"Godot has specifically invested in making its Variant class as flexible as " -"possible; so much so that it is used for a multitude of operations to " -"facilitate communication between all of Godot's systems.\n" -"A Variant:\n" -"- Can store almost any datatype.\n" -"- Can perform operations between many variants. GDScript uses Variant as its " -"atomic/native datatype.\n" -"- Can be hashed, so it can be compared quickly to other variants.\n" -"- Can be used to convert safely between datatypes.\n" -"- Can be used to abstract calling methods and their arguments. Godot exports " -"all its functions through variants.\n" -"- Can be used to defer calls or move data between threads.\n" -"- Can be serialized as binary and stored to disk, or transferred via " -"network.\n" -"- Can be serialized to text and use it for printing values and editable " -"settings.\n" -"- Can work as an exported property, so the editor can edit it universally.\n" -"- Can be used for dictionaries, arrays, parsers, etc.\n" -"[b]Containers (Array and Dictionary):[/b] Both are implemented using " -"variants. A [Dictionary] can match any datatype used as key to any other " -"datatype. An [Array] just holds an array of Variants. Of course, a Variant " -"can also hold a [Dictionary] and an [Array] inside, making it even more " -"flexible.\n" -"Modifications to a container will modify all references to it. A [Mutex] " -"should be created to lock it if multi-threaded access is desired." -msgstr "" -"在计算机编程中,Variant(变体)类是用来存储各种其他类型的类。像 PHP、 Lua、 " -"JavaScript 和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用 " -"Variant,属性可以自由地更改值类型。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var foo = 2 # foo 是动态类型的整数\n" -"foo = \"现在 foo 是字符串!\"\n" -"foo = RefCounted.new() # foo 是 Object\n" -"var bar: int = 2 # bar 是静态类型的整数。\n" -"# bar = \"诶呀!我没法让静态类型的变量变成其他类型!\"\n" -"[/gdscript]\n" -"[csharp]\n" -"// C# 是静态类型的。变量设置类型后无法改变。你可以用 `var` 关键字让编译器自动" -"推断类型。\n" -"var foo = 2; // foo 是 32 位整数(int)。请注意,GDScript 中的整数是 64 位的," -"在 C# 中与之等价的是 `long`。\n" -"// foo = \"foo 过去、现在、将来都是整数,没法变成字符串!\";\n" -"var boo = \"boo 是字符串!\";\n" -"var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n" -"\n" -"// Godot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n" -"Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 " -"`long`)。\n" -"fooVar = \"现在 fooVar 是字符串!\";\n" -"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言" -"为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上应用" -"了自定义的逻辑。\n" -"- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant " -"中,也可以选择对变量类型执行自定义的静态类型规则。\n" -"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的" -"地方使用它自己实现的 [Variant] 类型。C# Variant 可以用任意兼容类型隐式赋值,但" -"反之则需要显式类型转换。\n" -"全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所存" -"储的 Variant 类型(见 [enum Variant.Type])。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var foo = 2\n" -"match typeof(foo):\n" -" TYPE_NIL:\n" -" print(\"foo 为 null\")\n" -" TYPE_INTEGER:\n" -" print(\"foo 为整数\")\n" -" TYPE_OBJECT:\n" -" # 请注意,Object 有自己的特殊分类。\n" -" # 要获取实际的 Object 类型名称,你需要使用 `get_class()` 方法。\n" -" print(\"foo is a(n) %s\" % foo.get_class()) # 将类名注入格式字符串" -"中。\n" -" # 另外请注意,目前没有比较方便的方法来获取脚本的 `class_name` 字符" -"串。\n" -" # 如果要获取,你可以使用 ProjectSettings.get_global_class_list()。\n" -"[/gdscript]\n" -"[csharp]\n" -"Variant foo = 2;\n" -"switch (foo.VariantType)\n" -"{\n" -" case Variant.Type.Nil:\n" -" GD.Print(\"foo 为 null\");\n" -" break;\n" -" case Variant.Type.Int:\n" -" GD.Print(\"foo 为整数\");\n" -" break;\n" -" case Variant.Type.Object:\n" -" // 请注意,Object 有自己的特殊分类。\n" -" // 可以将 Variant 转换为 GodotObject,通过反射获取名称。\n" -" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" -" break;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很少用于" -"长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n" -"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Godot " -"所有系统之间的联系。\n" -"Variant:\n" -"- 可以存储几乎任何数据类型。\n" -"- 可以在许多 Variant 之间执行操作。GDScript 使用 Variant 作为其原子/原生数据类" -"型。\n" -"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n" -"- 可以用于数据类型之间的安全转换。\n" -"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n" -"- 可以用来推迟调用或在线程之间移动数据。\n" -"- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n" -"- 可以序列化为文本,用于打印数值和可编辑设置项。\n" -"- 可以作为一个导出的属性工作,所以编辑器可以通用地进行编辑。\n" -"- 可以用于字典、数组、解析器等。\n" -"[b]容器(数组和字典):[/b]它们都是用 Variant 来实现的。[Dictionary] 可以将任" -"何作为键的数据类型匹配到到任何其他数据类型。[Array] 就是持有 Variant 的数组。" -"当然,Variant 也可以在里面再容纳 [Dictionary] 和 [Array],使其更加灵活。\n" -"对容器的修改会修改所有对它的引用。如果需要多线程访问,应该创建 [Mutex] 来对它" -"进行锁定。" - msgid "Variant class introduction" msgstr "Variant 类简介" @@ -136413,6 +136846,9 @@ msgstr "" "[BoxContainer] 的变体,只会将子控件纵向排列。子控件的最小尺寸发生变化时会自动" "进行重新排列。" +msgid "A 2D vector using floating-point coordinates." +msgstr "使用浮点数坐标的 2D 向量。" + msgid "" "A 2-element structure that can be used to represent 2D coordinates or any " "other pair of numeric values.\n" @@ -136522,10 +136958,6 @@ msgstr "" "贝赛尔曲线[/url]上 [param t] 处的点,该曲线由此向量和控制点 [param " "control_1]、[param control_2]、终点 [param end] 定义。" -msgid "" -"Returns a new vector \"bounced off\" from a plane defined by the given normal." -msgstr "返回从平面上“反弹”的向量,该平面由给定的法线定义。" - msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." @@ -136539,22 +136971,6 @@ msgstr "" "返回一个新向量,每个分量都使用 [method @GlobalScope.clamp] 限制在 [param min] " "和 [param max] 之间。" -msgid "" -"Returns the 2D analog of the cross product for this vector and [param with].\n" -"This is the signed area of the parallelogram formed by the two vectors. If " -"the second vector is clockwise from the first vector, then the cross product " -"is the positive area. If counter-clockwise, the cross product is the negative " -"area.\n" -"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " -"embeds the 2D vectors in the XY plane of 3D space and uses their cross " -"product's Z component as the analog." -msgstr "" -"返回该向量和 [param with] 的 2D 类比叉积。\n" -"这是由两个向量所形成的平行四边形的有符号面积。如果第二个向量是从第一个向量的顺" -"时针方向出发的,则叉积为正面积。如果是逆时针方向,则叉积为负面积。\n" -"[b]注意:[/b]数学中没有定义二维空间的叉乘。此方法是将 2D 向量嵌入到 3D 空间的 " -"XY 平面中,并使用它们的叉积的 Z 分量作为类比。" - msgid "" "Performs a cubic interpolation between this vector and [param b] using [param " "pre_a] and [param post_b] as handles, and returns the result at position " @@ -136747,9 +137163,16 @@ msgstr "" "算后组成的向量。" msgid "" -"Returns the result of reflecting the vector from a line defined by the given " -"direction vector [param n]." -msgstr "返回经过直线反射后的向量,该直线由给定的方向向量 [param n] 定义。" +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See also " +"[method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" +"返回将该向量投影到给定的 [param b] 向量上所得到的新向量。得到的新向量与 " +"[param b] 平行。另见 [method slide]。\n" +"[b]注意:[/b]如果 [param b] 向量为零向量,得到的新向量的分量均为 [constant " +"@GDScript.NAN]。" msgid "" "Returns the result of rotating this vector by [param angle] (in radians). See " @@ -136787,6 +137210,19 @@ msgstr "" "如果输入向量的长度不同,这个函数也会对长度进行插值处理。对于输入向量中存在长度" "为零的向量的特殊情况,这个方法的行为与 [method lerp] 一致。" +msgid "" +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], and " +"is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" +"返回将该向量沿着法线为 [param n] 的直线滑动所得到的新向量。得到的新向量与 " +"[param n] 垂直,等价于将该向量减去在 [param n] 上的投影。另见 [method " +"project]。\n" +"[b]注意:[/b]向量 [param n] 必须为归一化的向量。另见 [method normalized]。" + msgid "" "Returns a new vector with each component snapped to the nearest multiple of " "the corresponding component in [param step]. This can also be used to round " @@ -137259,6 +137695,9 @@ msgstr "" "返回该 [Vector2i] 的负值。和写 [code]Vector2i(-v.x, -v.y)[/code] 是一样的。该" "操作在保持相同幅度的同时,翻转向量的方向。" +msgid "A 3D vector using floating-point coordinates." +msgstr "使用浮点数坐标的 3D 向量。" + msgid "" "A 3-element structure that can be used to represent 3D coordinates or any " "other triplet of numeric values.\n" @@ -137297,13 +137736,6 @@ msgstr "返回具有给定分量的 [Vector3]。" msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" -msgid "" -"Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "返回从由给定法线定义的平面上“反弹”的向量。" - -msgid "Returns the cross product of this vector and [param with]." -msgstr "返回该向量与 [param with] 的叉积。" - msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v." "x, 1.0 / v.y, 1.0 / v.z)[/code]." @@ -137351,11 +137783,6 @@ msgstr "" msgid "Returns the outer product with [param with]." msgstr "返回与 [param with] 的外积。" -msgid "" -"Returns the result of reflecting the vector from a plane defined by the given " -"normal [param n]." -msgstr "返回经过平面反射后的向量,该平面由给定的法线 [param n] 定义。" - msgid "" "Returns the result of rotating this vector around a given axis by [param " "angle] (in radians). The axis must be a normalized vector. See also [method " @@ -137372,6 +137799,19 @@ msgstr "" "返回给定向量的带符号角度,单位为弧度。从 [param axis] 指定的一侧看,该角度在逆" "时针方向时符号为正,在顺时针方向时符号为负。" +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], and " +"is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" +"返回将该向量沿着法线为 [param n] 的平面滑动所得到的新向量。得到的新向量与 " +"[param n] 垂直,等价于将该向量减去在 [param n] 上的投影。另见 [method " +"project]。\n" +"[b]注意:[/b]向量 [param n] 必须为归一化的向量。另见 [method normalized]。" + msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -137843,6 +138283,9 @@ msgstr "" "返回该 [Vector3i] 的负值。和写 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一样" "的。该操作在保持相同幅度的同时,翻转向量的方向。" +msgid "A 4D vector using floating-point coordinates." +msgstr "使用浮点数坐标的 4D 向量。" + msgid "" "A 4-element structure that can be used to represent 4D coordinates or any " "other quadruplet of numeric values.\n" @@ -138087,6 +138530,25 @@ msgstr "" msgid "A 4D vector using integer coordinates." msgstr "使用整数坐标的 4D 向量。" +msgid "" +"A 4-element structure that can be used to represent 4D grid coordinates or " +"any other quadruplet of integers.\n" +"It uses integer coordinates and is therefore preferable to [Vector4] when " +"exact precision is required. Note that the values are limited to 32 bits, and " +"unlike [Vector4] this cannot be configured with an engine build option. Use " +"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" +"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " +"Vector4i will always evaluate to [code]true[/code]." +msgstr "" +"包含四个元素的结构体,可用于代表 4D 坐标或任何整数的四元组。\n" +"使用整数坐标,因此需要绝对精确时应比 [Vector4] 优先使用。请注意,取值范围有 " +"32 位的限制,与 [Vector4] 不同,这个类型的精度无法使用引擎的构建参数进行配置。" +"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector4i 等于 [code]Vector4i(0, 0, 0, 0)[/" +"code] 则求值结果为 [code]false[/code]。否则 Vector4i 的求值结果始终为 " +"[code]true[/code]。" + msgid "" "Constructs a default-initialized [Vector4i] with all components set to " "[code]0[/code]." @@ -138814,6 +139276,28 @@ msgid "" "a game world." msgstr "视口的抽象基类。对绘图以及与游戏世界的交互进行了封装。" +msgid "" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" +"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " +"what it draws with other viewports.\n" +"Viewports can also choose to be audio listeners, so they generate positional " +"audio depending on a 2D or 3D camera child of it.\n" +"Also, viewports can be assigned to different screens in case the devices have " +"multiple screens.\n" +"Finally, viewports can also behave as render targets, in which case they will " +"not be visible unless the associated texture is used to draw." +msgstr "" +"[Viewport] 在屏幕中创建不同的视图,或在另一个视口内创建子视图。子 2D 节点将显" +"示在其上,子 Camera3D 3D 节点也将在其上渲染。\n" +"视口也可以拥有自己的 2D 或 3D 世界,这样就不会与其他视口共享绘制的内容。\n" +"视口也可以选择作为音频监听器,这样就可以根据 2D 或 3D 相机子节点生成位置音" +"频。\n" +"另外,在设备有多个屏幕的情况下,可以将视口分配给不同的屏幕。\n" +"最后,视口也可以充当渲染目标,在这种情况下,除非使用与其相关联的纹理进行绘制," +"否则它们将不可见。" + msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -138856,6 +139340,11 @@ msgid "" "of this [Viewport]." msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。" +msgid "" +"Returns the positional shadow atlas quadrant subdivision of the specified " +"quadrant." +msgstr "返回指定象限的位置阴影图集象限细分。" + msgid "" "Returns rendering statistics of the given type. See [enum RenderInfoType] and " "[enum RenderInfo] for options." @@ -138907,6 +139396,18 @@ msgid "" msgstr "" "返回这个视口中聚焦的 [Control]。如果没有聚焦任何 [Control] 则返回 null。" +msgid "" +"Returns the [Control] that the mouse is currently hovering over in this " +"viewport. If no [Control] has the cursor, returns null.\n" +"Typically the leaf [Control] node or deepest level of the subtree which " +"claims hover. This is very useful when used together with [method Node." +"is_ancestor_of] to find if the mouse is within a control tree." +msgstr "" +"返回当前鼠标在该视口中悬停的 [Control]。如果鼠标没有对应的 [Control] 则返回 " +"null。\n" +"获取到悬停的通常是末端的 [Control] 节点或子树中最深的一级。与 [method Node." +"is_ancestor_of] 配合的时候非常有用,可以查到鼠标是否位于某个控件树中。" + msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "如果拖拽操作成功,则返回 [code]true[/code]。" @@ -138996,6 +139497,9 @@ msgstr "" "辅助方法,会调用当前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是该控" "件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。" +msgid "Use [method push_input] instead." +msgstr "请改用 [method push_input]。" + msgid "" "Triggers the given [param event] in this [Viewport]. This can be used to pass " "an [InputEvent] between viewports, or to locally apply inputs that were sent " @@ -139224,6 +139728,21 @@ msgstr "" "[b]注意:[/b]同时能够被拾取的对象最多只有 64 个,选择的顺序是不确定的,每次拾" "取可能都不相同。" +msgid "" +"If [code]true[/code], the input_event signal will only be sent to one physics " +"object in the mouse picking process. If you want to get the top object only, " +"you must also enable [member physics_object_picking_sort].\n" +"If [code]false[/code], an input_event signal will be sent to all physics " +"objects in the mouse picking process.\n" +"This applies to 2D CanvasItem object picking only." +msgstr "" +"如果为 [code]true[/code],则鼠标拾取的过程中只会将 input_event 信号发送给一个" +"物理对象。如果你只希望获取最顶层的对象,就必须同时启用 [member " +"physics_object_picking_sort]。\n" +"如果为 [code]false[/code],则鼠标拾取的过程中会将 input_event 信号发送给所有物" +"理对象。\n" +"仅适用于 2D CanvasItem 对象的拾取。" + msgid "" "If [code]true[/code], objects receive mouse picking events sorted primarily " "by their [member CanvasItem.z_index] and secondarily by their position in the " @@ -139376,33 +139895,6 @@ msgstr "" "在某些情况下,去条带可能会引入稍微明显的抖动图案。建议仅在实际需要时才启用去条" "带,因为抖动图案会使无损压缩的屏幕截图变大。" -msgid "" -"If [code]true[/code], 2D rendering will use an high dynamic range (HDR) " -"format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be a [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color space " -"and will be converted to sRGB space immediately before blitting to the screen " -"(if the Viewport is attached to the screen). Practically speaking, this means " -"that the end result of the Viewport will not be clamped into the [code]0-1[/" -"code] range and can be used in 3D rendering without color space adjustments. " -"This allows 2D rendering to take advantage of effects requiring high dynamic " -"range (e.g. 2D glow) as well as substantially improves the appearance of " -"effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." -msgstr "" -"如果为 [code]true[/code],则 2D 渲染会使用高动态范围格式的帧缓冲,与 3D 帧缓冲" -"的位深度一致。使用 Forward+ 渲染器时为 [code]RGBA16[/code] 帧缓冲,而使用 " -"Mobile 渲染器时为 [code]RGB10_A2[/code] 帧缓冲。另外,2D 渲染是发生在线性色彩" -"空间的,会在传输至屏幕前转换至 sRGB 空间(如果 Viewport 与屏幕进行了关联)。这" -"意味着在实际情况下,Viewport 的最终效果不会被限制在 [code]0-1[/code] 的范围" -"内,无需色彩空间调整就能够用于 3D 渲染。这样 2D 渲染就能够利用到需要高动态范围" -"的效果(例如 2D 辉光),并且能够大幅提升需要大量细节内容的效果。\n" -"[b]注意:[/b]使用 GL Compatibility 渲染器时无效,因为 GL Compatibility 渲染器" -"出于性能的原因始终使用低动态范围。" - msgid "" "If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " "culling in 3D for this viewport. For the root viewport, [member " @@ -139463,6 +139955,14 @@ msgstr "自定义的 [World2D],可以作为 2D 环境源。" msgid "The custom [World3D] which can be used as 3D environment source." msgstr "自定义的 [World3D],可以作为 3D 环境源。" +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." +msgstr "" +"当控件节点获取键盘焦点时触发。\n" +"[b]注意:[/b]控件节点失去焦点不会导致触发该信号。" + msgid "" "Emitted when the size of the viewport is changed, whether by resizing of " "window, or some other means." @@ -139585,9 +140085,6 @@ msgstr "" "对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过度" "绘制意味着在绘制隐藏在其他像素后面的像素时浪费了性能。" -msgid "Objects are displayed in wireframe style." -msgstr "对象以线框风格显示。" - msgid "" "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the " "upper left quadrant of the [Viewport]." @@ -139620,7 +140117,7 @@ msgid "" "red, green, blue, and yellow." msgstr "" "为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到分" -"割的位置。按顺序,它们将被着色为红色、绿色、蓝色、和黄色。" +"割的位置。按顺序,它们将被着色为红色、绿色、蓝色和黄色。" msgid "" "Draws the decal atlas used by [Decal]s and light projector textures in the " @@ -139632,60 +140129,12 @@ msgid "" "applied." msgstr "在应用后处理之前绘制场景的内部分辨率缓冲区。" -msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." -msgstr "[enum DefaultCanvasItemTextureFilter] 枚举的最大值。" - -msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." -msgstr "[enum DefaultCanvasItemTextureRepeat] 枚举的最大值。" - -msgid "VRS is disabled." -msgstr "VRS 已禁用。" - -msgid "" -"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture " -"for each view." -msgstr "" -"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。" - -msgid "VRS texture is supplied by the primary [XRInterface]." -msgstr "VRS 纹理由主 [XRInterface] 提供。" - msgid "Represents the size of the [enum VRSMode] enum." msgstr "代表 [enum VRSMode] 枚举的大小。" msgid "Provides the content of a [Viewport] as a dynamic texture." msgstr "以动态纹理的形式提供 [Viewport] 的内容。" -msgid "" -"Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be " -"used to mix controls, 2D game objects, and 3D game objects in the same " -"scene.\n" -"To create a [ViewportTexture] in code, use the [method Viewport.get_texture] " -"method on the target viewport.\n" -"[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member " -"Resource.resource_local_to_scene]). If the scene root is not ready, it may " -"return incorrect data (see [signal Node.ready])." -msgstr "" -"以动态 [Texture2D] 的形式提供 [Viewport] 的内容。可用于在同一场景中混合控件、" -"2D 游戏对象和 3D 游戏对象。\n" -"要在代码中创建 [ViewportTexture],请在目标视口上使用 [method Viewport." -"get_texture] 方法。\n" -"[b]注意:[/b][ViewportTexture] 始终是局部于其场景的(请参阅 [member Resource." -"resource_local_to_scene])。如果该场景根没有准备好,它可能会返回不正确的数据" -"(参见 [signal Node.ready])。" - -msgid "" -"The path to the [Viewport] node to display. This is relative to the scene " -"root, not to the node that uses the texture.\n" -"[b]Note:[/b] In the editor, this path is automatically updated when the " -"target viewport or one of its ancestors is renamed or moved. At runtime, the " -"path may not be able to automatically update due to the inability to " -"determine the scene root." -msgstr "" -"要显示的 [Viewport] 节点的路径。相对于场景的根节点,而不是使用纹理的节点。\n" -"[b]注意:[/b]在编辑器中,目标视口或其祖级节点发生重命名或移动时会自动更新这个" -"路径。在运行时,该路径可能无法自动更新,因为无法确定场景的根节点。" - msgid "" "A rectangular region of 2D space that, when visible on screen, enables a " "target node." @@ -139720,6 +140169,18 @@ msgstr "" "确定如何启用目标节点。对应于 [enum Node.ProcessMode]。当该节点被禁用时,它始终" "使用 [constant Node.PROCESS_MODE_DISABLED]。" +msgid "" +"The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The " +"target node is cached; it's only assigned when setting this property (if the " +"[VisibleOnScreenEnabler2D] is inside the scene tree) and every time the " +"[VisibleOnScreenEnabler2D] enters the scene tree. If the path is empty, no " +"node will be affected. If the path is invalid, an error is also generated." +msgstr "" +"目标节点的路径,相对于 [VisibleOnScreenEnabler2D]。目标节点会被缓存;只有在设" +"置这个属性时([VisibleOnScreenEnabler2D] 位于场景树中),以及 " +"[VisibleOnScreenEnabler2D] 进入场景树时会进行赋值。如果路径为空,则不会影响任" +"何节点。如果路径无效,则还会生成错误。" + msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]." msgstr "对应 [constant Node.PROCESS_MODE_INHERIT]。" @@ -139756,6 +140217,18 @@ msgstr "" "除非使用遮挡剔除。除非将 [member Node3D.visible] 设置为 [code]true[/code],否" "则它也不会起作用。" +msgid "" +"The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The " +"target node is cached; it's only assigned when setting this property (if the " +"[VisibleOnScreenEnabler3D] is inside the scene tree) and every time the " +"[VisibleOnScreenEnabler3D] enters the scene tree. If the path is empty, no " +"node will be affected. If the path is invalid, an error is also generated." +msgstr "" +"目标节点的路径,相对于 [VisibleOnScreenEnabler3D]。目标节点会被缓存;只有在设" +"置这个属性时([VisibleOnScreenEnabler3D] 位于场景树中),以及 " +"[VisibleOnScreenEnabler3D] 进入场景树时会进行赋值。如果路径为空,则不会影响任" +"何节点。如果路径无效,则还会生成错误。" + msgid "" "A rectangular region of 2D space that detects whether it is visible on screen." msgstr "2D 空间的矩形区域,用于检测其在屏幕上是否可见。" @@ -140129,6 +140602,12 @@ msgstr "Varying 的类型为 [Transform2D]。" msgid "Represents the size of the [enum VaryingType] enum." msgstr "代表 [enum VaryingType] 枚举的大小。" +msgid "Indicates an invalid [VisualShader] node." +msgstr "表示无效的 [VisualShader] 节点。" + +msgid "Indicates an output node of [VisualShader]." +msgstr "表示 [VisualShader] 的输出节点。" + msgid "Base class for [VisualShader] nodes. Not related to scene nodes." msgstr "[VisualShader] 节点的基类。与场景节点无关。" @@ -140570,22 +141049,6 @@ msgstr "在可视化着色器图中使用的 [Color] 参数。" msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "翻译为着色器语言中的 [code]uniform vec4[/code]。" -msgid "A comment node to be placed on visual shader graph." -msgstr "放置在可视化着色器图上的注释节点。" - -msgid "" -"A resizable rectangular area with changeable [member title] and [member " -"description] used for better organizing of other visual shader nodes." -msgstr "" -"可调整大小的矩形区域,标题 [member title] 和描述 [member description] 均可更" -"改,可用于更好地组织其他可视化着色器节点。" - -msgid "An additional description which placed below the title." -msgstr "放置在标题下方的额外说明。" - -msgid "A title of the node." -msgstr "节点的标题。" - msgid "A comparison function for common types within the visual shader graph." msgstr "可视化着色器图内常见类型的比较函数。" @@ -141648,6 +142111,28 @@ msgstr "" "使用一个[String]格式的以冒号分隔的列表来定义所有输出端口: [code]id,type,name;" "[/code] ,参阅[method add_output_port]。" +msgid "" +"Outputs a 3D vector based on the result of a floating-point comparison within " +"the visual shader graph." +msgstr "根据可视化着色器图中浮点比较的结果输出 3D 向量。" + +msgid "" +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point numbers " +"to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"respectively." +msgstr "" +"这个可视化着色器节点有六个输入端口:\n" +"- 端口 [b]1[/b] 和端口 [b]2[/b] 提供的是需要比较的两个浮点数 [code]a[/code] " +"和 [code]b[/code]。\n" +"- 端口 [b]3[/b] 是公差,能够将相似的浮点数认定为相等。\n" +"- 端口 [b]4[/b]、[b]5[/b]、[b]6[/b] 是可能的输出,分别是 [code]a == b[/code]、" +"[code]a > b[/code]、[code]a < b[/code] 时的返回值。" + msgid "Represents the input shader parameter within the visual shader graph." msgstr "在可视化着色器图中,代表输入着色器参数。" @@ -141671,8 +142156,8 @@ msgstr "" "input_name] 等于 [code]\"albedo\"[/code],则返回 [code]\"ALBEDO\"[/code]。" msgid "" -"One of the several input constants in lower-case style like: " -"\"vertex\" ([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])." +"One of the several input constants in lower-case style like: \"vertex\" " +"([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])." msgstr "" "小写风格的输入常量之一,例如:\"vertex\"([code]VERTEX[/code])或 " "\"point_size\"([code]POINT_SIZE[/code])。" @@ -141832,6 +142317,12 @@ msgstr "比较函数。参阅[enum Function]的选项。" msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "与 [code]INF[/code](无穷大)比较。" +msgid "" +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." +msgstr "" +"与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。" + msgid "" "A visual shader node that returns the depth value of the DEPTH_TEXTURE node " "in a linear space." @@ -142556,6 +143047,14 @@ msgid "" "Composes a [Transform3D] from four [Vector3]s within the visual shader graph." msgstr "在可视化着色器图中,将四个 [Vector3] 合成为 [Transform3D]。" +msgid "" +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " +"Each vector is one row in the matrix and the last column is a [code]vec4(0, " +"0, 0, 1)[/code]." +msgstr "" +"使用四个类型为 [code]vec3[/code] 的向量创建一个 4×4 变换矩阵。每个向量是矩阵中" +"的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" + msgid "A [Transform3D] constant for use within the visual shader graph." msgstr "[Transform3D] 常量,在可视化着色器图中使用。" @@ -142570,6 +143069,11 @@ msgid "" "graph." msgstr "在可视化着色器图中,将 [Transform3D] 分解为四个 [Vector3]。" +msgid "" +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " +"values, one from each row of the matrix." +msgstr "获取一个4×4的变换矩阵,并将其分解为四个[code]vec3[/code]值,每行一个。" + msgid "Computes a [Transform3D] function within the visual shader graph." msgstr "在可视化着色器图中,计算 [Transform3D] 函数。" @@ -142588,6 +143092,9 @@ msgstr "对 [Transform3D] 矩阵执行转置运算。" msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的 [Transform3D] 运算符。" +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." +msgstr "对两个变换(4×4 矩阵)输入应用 [member operator]。" + msgid "" "The type of the operation to be performed on the transforms. See [enum " "Operator] for options." @@ -142636,6 +143143,11 @@ msgid "" "Multiplies a [Transform3D] and a [Vector3] within the visual shader graph." msgstr "在可视化着色器图中,将 [Transform3D] 与 [Vector3] 相乘。" +msgid "" +"A multiplication operation on a transform (4×4 matrix) and a vector, with " +"support for different multiplication operators." +msgstr "对一个变换(4×4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" + msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。" @@ -143795,6 +144307,11 @@ msgstr "" "返回连接的 ICE [enum GatheringState]。你可以据此来检测,例如,ICE 候选项的收集" "是否完成。" +msgid "" +"Returns the signaling state on the local end of the connection while " +"connecting or reconnecting to another peer." +msgstr "连接或重新连接到另一个对等体时,返回连接本地端的信令状态。" + msgid "" "Re-initialize this peer connection, closing any previously active connection, " "and going back to state [constant STATE_NEW]. A dictionary of [param " @@ -144606,36 +145123,6 @@ msgstr "" "US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/" "url]。" -msgid "" -"Gets an [XRPositionalTracker] for the given [param input_source_id].\n" -"In the context of WebXR, an input source can be an advanced VR controller " -"like the Oculus Touch or Index controllers, or even a tap on the screen, a " -"spoken voice command or a button press on the device itself. When a non-" -"traditional input source is used, interpret the position and orientation of " -"the [XRPositionalTracker] as a ray pointing at the object the user wishes to " -"interact with.\n" -"Use this method to get information about the input source that triggered one " -"of these signals:\n" -"- [signal selectstart]\n" -"- [signal select]\n" -"- [signal selectend]\n" -"- [signal squeezestart]\n" -"- [signal squeeze]\n" -"- [signal squeezestart]" -msgstr "" -"获取给定 [param input_source_id] 的 [XRPositionalTracker]。\n" -"在 WebXR 上下文中,输入源可以是类似 Oculus Touch 和 Index 控制器的高级 VR 控制" -"器,甚至也可以是屏幕上的点击、语音命令或按下设备本身的按钮。当使用非传统输入源" -"时,会将 [XRPositionalTracker] 的位置和方向解释为指向用户希望与之交互的对象的" -"射线。\n" -"可以使用此方法获取有关触发以下信号之一的输入源的信息:\n" -"- [signal selectstart]\n" -"- [signal select]\n" -"- [signal selectend]\n" -"- [signal squeezestart]\n" -"- [signal squeeze]\n" -"- [signal squeezestart]" - msgid "" "Returns [code]true[/code] if there is an active input source with the given " "[param input_source_id]." @@ -144665,6 +145152,17 @@ msgstr "" "为当前的 HMD 设置屏幕刷新率。不是所有 HMD 和浏览器都支持。不会立即生效,发出 " "[signal display_refresh_rate_changed] 信号后才会生效。" +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] and " +"[member optional_features]." +msgstr "" +"设置 WebXR 会话时通过 [method XRInterface.initialize] 成功启用的功能的逗号分隔" +"列表。\n" +"这可能包括通过设置 [member required_features] 和 [member optional_features] 请" +"求的功能。" + msgid "" "A comma-seperated list of optional features used by [method XRInterface." "initialize] when setting up the WebXR session.\n" @@ -144962,6 +145460,17 @@ msgid "" "Requests an update of the [Window] size to fit underlying [Control] nodes." msgstr "请求更新 [Window] 大小以适应底层 [Control] 节点。" +msgid "" +"Returns the combined minimum size from the child [Control] nodes of the " +"window. Use [method child_controls_changed] to update it when child nodes " +"have changed.\n" +"The value returned by this method can be overridden with [method " +"_get_contents_minimum_size]." +msgstr "" +"返回该窗口子 [Control] 节点合并最小大小。请在子节点发生改变时使用 [method " +"child_controls_changed] 进行更新。\n" +"这个方法的返回值可以使用 [method _get_contents_minimum_size] 覆盖。" + msgid "Returns [code]true[/code] if the [param flag] is set." msgstr "如果设置了标志 [param flag],则返回 [code]true[/code]。" @@ -145151,6 +145660,9 @@ msgid "" msgstr "" "在当前屏幕里居中原生窗口,如果时嵌入式窗口则是在嵌入器 [Viewport] 里居中。" +msgid "Use [method Window.grab_focus] instead." +msgstr "请改用 [method Window.grab_focus]。" + msgid "" "Shows the [Window] and makes it transient (see [member transient]). If [param " "rect] is provided, it will be set as the [Window]'s size. Fails if called on " @@ -145580,6 +146092,22 @@ msgstr "" "口。请注意,临时父级是在窗口变为可见时赋值的,所以如果在显示之后进行更改,则需" "要等到再次显示才会生效。" +msgid "" +"If [code]true[/code], the [Window]'s background can be transparent. This is " +"best used with embedded windows.\n" +"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, " +"but availability might vary depending on GPU driver, display manager, and " +"compositor capabilities.\n" +"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/" +"window/per_pixel_transparency/allowed] is set to [code]false[/code]." +msgstr "" +"如果为 [code]true[/code],则 [Window] 的背景可以是透明的。最好用在嵌入式窗口" +"中。\n" +"[b]注意:[/b]透明度支持已在 Linux、macOS 和 Windows 上实现,但可用性可能因 " +"GPU 驱动程序、显示管理器和合成器的能力而异。\n" +"[b]注意:[/b]如果 [member ProjectSettings.display/window/" +"per_pixel_transparency/allowed] 被设置为 [code]false[/code],则这个属性无效。" + msgid "" "If [code]true[/code], the [Window] can't be focused nor interacted with. It " "can still be visible." @@ -146062,39 +146590,6 @@ msgstr "" "[b]注意:[/b]如果分布到多个线程执行的任务在计算方面的开销并不大,那么使用这个" "单例可能对性能有负面影响。" -msgid "" -"Adds [param action] as a group task to be executed by the worker threads. The " -"[Callable] will be called a number of times based on [param elements], with " -"the first thread calling it with the value [code]0[/code] as a parameter, and " -"each consecutive execution incrementing this value by 1 until it reaches " -"[code]element - 1[/code].\n" -"The number of threads the task is distributed to is defined by [param " -"tasks_needed], where the default value [code]-1[/code] means it is " -"distributed to all worker threads. [param high_priority] determines if the " -"task has a high priority or a low priority (default). You can optionally " -"provide a [param description] to help with debugging.\n" -"Returns a group task ID that can be used by other methods." -msgstr "" -"将 [param action] 添加为分组任务,能够被多个工作线程执行。该 [Callable] 的调用" -"次数由 [param elements] 决定,第一个调用的线程使用 [code]0[/code] 作为参数,后" -"续执行时会将其加 1,直到变为 [code]element - 1[/code]。\n" -"任务分布的线程数由 [param tasks_needed] 定义,默认值 [code]-1[/code] 表示分布" -"到所有工作线程。[param high_priority] 决定的是任务具有高优先级还是低优先级(默" -"认)。你还可以选择提供 [param description] 作为描述信息,方便调试。\n" -"返回分组任务 ID,可用于其他方法。" - -msgid "" -"Adds [param action] as a task to be executed by a worker thread. [param " -"high_priority] determines if the task has a high priority or a low priority " -"(default). You can optionally provide a [param description] to help with " -"debugging.\n" -"Returns a task ID that can be used by other methods." -msgstr "" -"将 [param action] 添加为分组任务,能够被单个工作线程执行。[param " -"high_priority] 决定的是任务具有高优先级还是低优先级(默认)。你还可以选择提供 " -"[param description] 作为描述信息,方便调试。\n" -"返回任务 ID,可用于其他方法。" - msgid "" "Returns how many times the [Callable] of the group task with the given ID has " "already been executed by the worker threads.\n" @@ -146104,18 +146599,35 @@ msgstr "" "返回具有给定 ID 的分组任务的 [Callable] 已经被工作线程执行的次数。\n" "[b]注意:[/b]线程已经开始执行 [Callable] 但尚未完成的情况不计算在内。" -msgid "" -"Returns [code]true[/code] if the group task with the given ID is completed." -msgstr "如果具有给定 ID 的分组任务已经完成,则返回 [code]true[/code]。" - -msgid "Returns [code]true[/code] if the task with the given ID is completed." -msgstr "如果具有给定 ID 的任务已经完成,则返回 [code]true[/code]。" - msgid "" "Pauses the thread that calls this method until the group task with the given " "ID is completed." msgstr "在具有给定 ID 的分组任务完成前暂停调用这个方法的线程。" +msgid "" +"Pauses the thread that calls this method until the task with the given ID is " +"completed.\n" +"Returns [constant @GlobalScope.OK] if the task could be successfully " +"awaited.\n" +"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the " +"passed ID does not exist (maybe because it was already awaited and disposed " +"of).\n" +"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another " +"running task and, due to task scheduling, there's potential for deadlocking " +"(e.g., the task to await may be at a lower level in the call stack and " +"therefore can't progress). This is an advanced situation that should only " +"matter when some tasks depend on others (in the current implementation, the " +"tricky case is a task trying to wait on an older one)." +msgstr "" +"暂停调用该方法的线程,直到给定 ID 对应的任务完成。\n" +"如果能够成功等待任务,则返回 [constant @GlobalScope.OK]。\n" +"如果不存在与传入 ID 对应的任务(可能已被等待或处理),则返回 [constant " +"@GlobalScope.ERR_INVALID_PARAMETER]。\n" +"如果其他正在执行的任务调用了该方法,并且由于任务调度的原因,存在死锁的可能性" +"(例如,要等待的任务可能位于调用堆栈中的较低级别,因此不能继续),则返回 " +"[constant @GlobalScope.ERR_BUSY]。这是比较高级的情况,只有任务之间存在依赖关系" +"(在当前实现中,棘手的情况是尝试等待较旧任务的任务)时才会出现。" + msgid "" "A resource that holds all components of a 2D world, such as a canvas and a " "physics space." @@ -146276,6 +146788,9 @@ msgstr "" "(例如 SSAO、DOF、色调映射)、以及如何绘制背景(例如纯色、天空盒)。通常,添加" "这些是为了提高场景的真实感/色彩平衡。" +msgid "The default [Compositor] resource to use if none set on the [Camera3D]." +msgstr "[Camera3D] 上未设置时要使用的默认 [Compositor] 资源。" + msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." @@ -146317,91 +146832,6 @@ msgstr "返回证书的字符串表示,如果证书无效则返回空字符串 msgid "Provides a low-level interface for creating parsers for XML files." msgstr "为创建 XML 文件解析器提供低阶接口。" -msgid "" -"Provides a low-level interface for creating parsers for [url=https://en." -"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make " -"custom XML parsers.\n" -"To parse XML, you must open a file with the [method open] method or a buffer " -"with the [method open_buffer] method. Then, the [method read] method must be " -"called to parse the next nodes. Most of the methods take into consideration " -"the currently parsed node.\n" -"Here is an example of using [XMLParser] to parse a SVG file (which is based " -"on XML), printing each element and its attributes as a dictionary:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var parser = XMLParser.new()\n" -"parser.open(\"path/to/file.svg\")\n" -"while parser.read() != ERR_FILE_EOF:\n" -" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n" -" var node_name = parser.get_node_name()\n" -" var attributes_dict = {}\n" -" for idx in range(parser.get_attribute_count()):\n" -" attributes_dict[parser.get_attribute_name(idx)] = parser." -"get_attribute_value(idx)\n" -" print(\"The \", node_name, \" element has the following attributes: " -"\", attributes_dict)\n" -"[/gdscript]\n" -"[csharp]\n" -"var parser = new XmlParser();\n" -"parser.Open(\"path/to/file.svg\");\n" -"while (parser.Read() != Error.FileEof)\n" -"{\n" -" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" -" {\n" -" var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" -" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" -" {\n" -" attributesDict[parser.GetAttributeName(idx)] = parser." -"GetAttributeValue(idx);\n" -" }\n" -" GD.Print($\"The {nodeName} element has the following attributes: " -"{attributesDict}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"为创建 [url=https://zh.wikipedia.org/wiki/XML]XML[/url] 文件解析器提供低阶接" -"口。制作自定义 XML 解析器时,可以将这个类作为基础。\n" -"要解析 XML,你必须使用 [method open] 方法打开文件,或者使用 [method " -"open_buffer] 方法打开缓冲区。然后必须使用 [method read] 方法解析后续节点。大多" -"数方法使用的是当前解析节点。\n" -"以下是使用 [XMLParser] 解析 SVG 文件(基于 XML)的粒子,会输出所有的元素,以字" -"典的形式输出对应的属性:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var parser = XMLParser.new()\n" -"parser.open(\"path/to/file.svg\")\n" -"while parser.read() != ERR_FILE_EOF:\n" -" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n" -" var node_name = parser.get_node_name()\n" -" var attributes_dict = {}\n" -" for idx in range(parser.get_attribute_count()):\n" -" attributes_dict[parser.get_attribute_name(idx)] = parser." -"get_attribute_value(idx)\n" -" print(\"元素 \", node_name, \" 包含的属性有:\", attributes_dict)\n" -"[/gdscript]\n" -"[csharp]\n" -"var parser = new XmlParser();\n" -"parser.Open(\"path/to/file.svg\");\n" -"while (parser.Read() != Error.FileEof)\n" -"{\n" -" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" -" {\n" -" var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" -" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" -" {\n" -" attributesDict[parser.GetAttributeName(idx)] = parser." -"GetAttributeValue(idx);\n" -" }\n" -" GD.Print($\"元素 {nodeName} 包含的属性有:{attributesDict}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the number of attributes in the currently parsed element.\n" "[b]Note:[/b] If this method is used while the currently parsed node is not " @@ -146446,14 +146876,6 @@ msgid "" "current parsed node is of any other type." msgstr "返回文本节点的内容。如果当前解析节点是其他类型,则会引发错误。" -msgid "" -"Returns the name of an element node. This method will raise an error if the " -"currently parsed node is not of [constant NODE_ELEMENT] or [constant " -"NODE_ELEMENT_END] type." -msgstr "" -"返回元素节点的名称。如果当前解析节点既不是 [constant NODE_ELEMENT] 类型又不是 " -"[constant NODE_ELEMENT_END] 类型,则会引发错误。" - msgid "" "Returns the byte offset of the currently parsed node since the beginning of " "the file or buffer. This is usually equivalent to the number of characters " @@ -146535,6 +146957,30 @@ msgstr "未知节点类型。" msgid "An anchor point in AR space." msgstr "AR 空间中的锚点。" +msgid "" +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " +"identified by the AR platform to a position within the game world. For " +"example, as long as plane detection in ARKit is on, ARKit will identify and " +"update the position of planes (tables, floors, etc.) and create anchors for " +"them.\n" +"This node is mapped to one of the anchors through its unique ID. When you " +"receive a signal that a new anchor is available, you should add this node to " +"your scene for that anchor. You can predefine nodes and set the ID; the nodes " +"will simply remain on 0,0,0 until a plane is recognized.\n" +"Keep in mind that, as long as plane detection is enabled, the size, placing " +"and orientation of an anchor will be updated as the detection logic learns " +"more about the real world out there especially if only part of the surface is " +"in view." +msgstr "" +"[XRAnchor3D] 点是一个 [XRNode3D],它将由 AR 平台识别的真实世界位置映射到游戏世" +"界中的某个位置。例如,只要 ARKit 中的平面检测处于开启状态,ARKit 就会识别和更" +"新平面(桌子、地板等)的位置,并为它们创建锚点。\n" +"该节点通过其唯一 ID 映射到其中一个锚点。当收到新锚点可用的信号时,应该将该节点" +"添加到该锚点的场景中。可以预定义节点并设置ID;节点将简单地保持在 0,0,0 上,直" +"到识别出一个平面。\n" +"请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关于" +"真实世界的信息而更新,尤其是在只有部分表面在视野内时。" + msgid "XR documentation index" msgstr "XR 文档索引" @@ -146549,6 +146995,336 @@ msgstr "" "返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该桌" "子表面的估计尺寸。" +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "用于从 [XRBodyTracker] 数据驱动身体网格的节点。" + +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the body " +"tracking data from." +msgstr "注册到 [XRServer] 的 [XRBodyTracker] 的名称,可从中获取身体跟踪数据。" + +msgid "Specifies the body parts to update." +msgstr "指定要更新的身体部位。" + +msgid "Specifies the type of updates to perform on the bones." +msgstr "指定要在骨骼上执行的更新类型。" + +msgid "The skeleton's upper body joints are updated." +msgstr "骨架的上半身关节已更新。" + +msgid "The skeleton's lower body joints are updated." +msgstr "骨架的下半身关节已更新。" + +msgid "The skeleton's hand joints are updated." +msgstr "骨架的手部关节已更新。" + +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "骨架的骨骼完全更新(位置和旋转)以匹配跟踪的骨骼。" + +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "骨架的骨骼仅旋转以与跟踪的骨骼对齐,从而保留骨骼长度。" + +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "代表 [enum BoneUpdate] 枚举的大小。" + +msgid "A tracked body in XR." +msgstr "XR 中跟踪的身体。" + +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" +"身体跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取" +"骨架数据,将其转换为 Godot 类人型骨架,并将该数据存储在 [XRBodyTracker] 对象" +"上。\n" +"使用 [XRBodyModifier3D] 通过身体跟踪数据来动画化身体网格。" + +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" +"返回有关给定身体关节的跟踪数据的有效性的标志(请参阅 [enum XRBodyTracker." +"JointFlags])。" + +msgid "Returns the transform for the given body joint." +msgstr "返回给定身体关节的变换。" + +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "设置有关给定身体关节的跟踪数据的有效性的标志。" + +msgid "Sets the transform for the given body joint." +msgstr "设置给定身体关节的变换。" + +msgid "The type of body tracking data captured." +msgstr "捕获的身体跟踪数据的类型。" + +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "如果为 [code]true[/code],则身体跟踪数据有效。" + +msgid "Upper body tracking supported." +msgstr "支持上半身跟踪。" + +msgid "Lower body tracking supported." +msgstr "支持下半身跟踪。" + +msgid "Hand tracking supported." +msgstr "支持手部跟踪。" + +msgid "Root joint." +msgstr "根关节。" + +msgid "Hips joint." +msgstr "髋关节。" + +msgid "Spine joint." +msgstr "脊柱关节。" + +msgid "Chest joint." +msgstr "胸关节。" + +msgid "Upper chest joint." +msgstr "上胸关节。" + +msgid "Neck joint." +msgstr "颈关节。" + +msgid "Head joint." +msgstr "头关节。" + +msgid "Head tip joint." +msgstr "头部尖端关节。" + +msgid "Left shoulder joint." +msgstr "左肩关节。" + +msgid "Left upper arm joint." +msgstr "左上臂关节。" + +msgid "Left lower arm joint." +msgstr "左下臂关节。" + +msgid "Right shoulder joint." +msgstr "右肩关节。" + +msgid "Right upper arm joint." +msgstr "右上臂关节。" + +msgid "Right lower arm joint." +msgstr "右下臂关节。" + +msgid "Left upper leg joint." +msgstr "左大腿关节。" + +msgid "Left lower leg joint." +msgstr "左小腿关节。" + +msgid "Left foot joint." +msgstr "左脚关节。" + +msgid "Left toes joint." +msgstr "左脚脚趾关节。" + +msgid "Right upper leg joint." +msgstr "右大腿关节。" + +msgid "Right lower leg joint." +msgstr "右小腿关节。" + +msgid "Right foot joint." +msgstr "右脚关节。" + +msgid "Right toes joint." +msgstr "右脚脚趾关节。" + +msgid "Left hand joint." +msgstr "左手关节。" + +msgid "Left palm joint." +msgstr "左掌关节。" + +msgid "Left wrist joint." +msgstr "左腕关节。" + +msgid "Left thumb metacarpal joint." +msgstr "左大拇指掌骨关节。" + +msgid "Left thumb phalanx proximal joint." +msgstr "左大拇指指骨近端关节。" + +msgid "Left thumb phalanx distal joint." +msgstr "左大拇指指骨远端关节。" + +msgid "Left thumb tip joint." +msgstr "左大拇指指尖关节。" + +msgid "Left index finger metacarpal joint." +msgstr "左食指掌骨关节。" + +msgid "Left index finger phalanx proximal joint." +msgstr "左食指指骨近端关节。" + +msgid "Left index finger phalanx intermediate joint." +msgstr "左食指指骨中间关节。" + +msgid "Left index finger phalanx distal joint." +msgstr "左食指指骨远端关节。" + +msgid "Left index finger tip joint." +msgstr "左食指指尖关节。" + +msgid "Left middle finger metacarpal joint." +msgstr "左中指掌骨关节。" + +msgid "Left middle finger phalanx proximal joint." +msgstr "左中指指骨近端关节。" + +msgid "Left middle finger phalanx intermediate joint." +msgstr "左中指指骨中间关节。" + +msgid "Left middle finger phalanx distal joint." +msgstr "左中指指骨远端关节。" + +msgid "Left middle finger tip joint." +msgstr "左中指指尖关节。" + +msgid "Left ring finger metacarpal joint." +msgstr "左无名指掌骨关节。" + +msgid "Left ring finger phalanx proximal joint." +msgstr "左无名指指骨近端关节。" + +msgid "Left ring finger phalanx intermediate joint." +msgstr "左无名指指骨中间关节。" + +msgid "Left ring finger phalanx distal joint." +msgstr "左无名指指骨远端关节。" + +msgid "Left ring finger tip joint." +msgstr "左无名指指尖关节。" + +msgid "Left pinky finger metacarpal joint." +msgstr "左小指掌骨关节。" + +msgid "Left pinky finger phalanx proximal joint." +msgstr "左小指指骨近端关节。" + +msgid "Left pinky finger phalanx intermediate joint." +msgstr "左小指指骨中间关节。" + +msgid "Left pinky finger phalanx distal joint." +msgstr "左小指指骨远端关节。" + +msgid "Left pinky finger tip joint." +msgstr "左小指指尖关节。" + +msgid "Right hand joint." +msgstr "右手关节。" + +msgid "Right palm joint." +msgstr "右掌关节。" + +msgid "Right wrist joint." +msgstr "右腕关节。" + +msgid "Right thumb metacarpal joint." +msgstr "右大拇指掌骨关节。" + +msgid "Right thumb phalanx proximal joint." +msgstr "右大拇指指骨近端关节。" + +msgid "Right thumb phalanx distal joint." +msgstr "右大拇指指骨远端关节。" + +msgid "Right thumb tip joint." +msgstr "右大拇指指尖关节。" + +msgid "Right index finger metacarpal joint." +msgstr "右食指掌骨关节。" + +msgid "Right index finger phalanx proximal joint." +msgstr "右食指指骨近端关节。" + +msgid "Right index finger phalanx intermediate joint." +msgstr "右食指指骨中间关节。" + +msgid "Right index finger phalanx distal joint." +msgstr "右食指指骨远端关节。" + +msgid "Right index finger tip joint." +msgstr "右食指指尖关节。" + +msgid "Right middle finger metacarpal joint." +msgstr "右中指掌骨关节。" + +msgid "Right middle finger phalanx proximal joint." +msgstr "右中指指骨近端关节。" + +msgid "Right middle finger phalanx intermediate joint." +msgstr "右中指指骨中间关节。" + +msgid "Right middle finger phalanx distal joint." +msgstr "右中指指骨远端关节。" + +msgid "Right middle finger tip joint." +msgstr "右中指指尖关节。" + +msgid "Right ring finger metacarpal joint." +msgstr "右无名指掌骨关节。" + +msgid "Right ring finger phalanx proximal joint." +msgstr "右无名指指骨近端关节。" + +msgid "Right ring finger phalanx intermediate joint." +msgstr "右无名指指骨中间关节。" + +msgid "Right ring finger phalanx distal joint." +msgstr "右无名指指骨远端关节。" + +msgid "Right ring finger tip joint." +msgstr "右无名指指尖关节。" + +msgid "Right pinky finger metacarpal joint." +msgstr "右小指掌骨关节。" + +msgid "Right pinky finger phalanx proximal joint." +msgstr "右小指指骨近端关节。" + +msgid "Right pinky finger phalanx intermediate joint." +msgstr "右小指指骨中间关节。" + +msgid "Right pinky finger phalanx distal joint." +msgstr "右小指指骨远端关节。" + +msgid "Right pinky finger tip joint." +msgstr "右小指指尖关节。" + +msgid "Represents the size of the [enum Joint] enum." +msgstr "代表 [enum Joint] 枚举的大小。" + +msgid "The joint's orientation data is valid." +msgstr "该关节的方向数据有效。" + +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "关节的方向是主动跟踪的。如果跟踪暂时丢失,则可能无法设置。" + +msgid "The joint's position data is valid." +msgstr "该关节的位置数据有效。" + +msgid "" +"The joint's position is actively tracked. May not be set if tracking has been " +"temporarily lost." +msgstr "关节的位置是主动跟踪的。如果跟踪暂时丢失,则可能无法设置。" + msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." @@ -146644,12 +147420,66 @@ msgstr "当该控制器上的触发器或类似输入更改值时发出。" msgid "Emitted when a thumbstick or thumbpad on this controller is moved." msgstr "当该控制器上的拇指杆或拇指板被移动时发出。" +msgid "A node for driving standard face meshes from [XRFaceTracker] weights." +msgstr "用于从 [XRFaceTracker] 权重驱动标准面部网格的节点。" + +msgid "" +"This node applies weights from a [XRFaceTracker] to a mesh with supporting " +"face blend shapes.\n" +"The [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/" +"unified-blendshapes]Unified Expressions[/url] blend shapes are supported, as " +"well as ARKit and SRanipal blend shapes.\n" +"The node attempts to identify blend shapes based on name matching. Blend " +"shapes should match the names listed in the [url=https://docs.vrcft.io/docs/" +"tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Unified " +"Expressions Compatibility[/url] chart." +msgstr "" +"该节点将 [XRFaceTracker] 的权重应用于具有支持面部混合形状的网格。\n" +"支持[url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/" +"unified-blendshapes]统一表情[/url]混合形状,以及 ARKit 和 SRanipal 混合形" +"状。\n" +"该节点尝试根据名称匹配来识别混合形状。混合形状应与[url=https://docs.vrcft.io/" +"docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview]统一表情" +"兼容性[/url]图表中列出的名称匹配。" + msgid "The [XRFaceTracker] path." msgstr "[XRFaceTracker] 路径。" msgid "The [NodePath] of the face [MeshInstance3D]." msgstr "面部 [MeshInstance3D] 的 [NodePath]。" +msgid "A tracked face." +msgstr "追踪的面部。" + +msgid "" +"An instance of this object represents a tracked face and its corresponding " +"blend shapes. The blend shapes come from the [url=https://docs.vrcft.io/docs/" +"tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified " +"Expressions[/url] standard, and contain extended details and visuals for each " +"blend shape. Additionally the [url=https://docs.vrcft.io/docs/tutorial-" +"avatars/tutorial-avatars-extras/compatibility/overview]Tracking Standard " +"Comparison[/url] page documents the relationship between Unified Expressions " +"and other standards.\n" +"As face trackers are turned on they are registered with the [XRServer]." +msgstr "" +"该对象的实例表示跟踪的面部及其相应的混合形状。混合形状来自[url=https://docs." +"vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]统" +"一表情[/url]标准,并包含每个混合形状的扩展细节和视觉效果。此外,[url=https://" +"docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/" +"overview]跟踪标准比较[/url]页面记录了统一表情和其他标准之间的关系。\n" +"当面部跟踪器打开时,它们会在 [XRServer] 中注册。" + +msgid "Returns the requested face blend shape weight." +msgstr "返回请求的面部混合形状权重。" + +msgid "Sets a face blend shape weight." +msgstr "设置面部混合形状权重。" + +msgid "" +"The array of face blend shape weights with indices corresponding to the [enum " +"BlendShapeEntry] enum." +msgstr "面部混合形状权重数组,其索引对应于 [enum BlendShapeEntry] 枚举。" + msgid "Right eye looks outwards." msgstr "右眼向外看。" @@ -146675,10 +147505,10 @@ msgid "Left eye looks downwards." msgstr "左眼向下看。" msgid "Closes the right eyelid." -msgstr "闭右眼。" +msgstr "闭上右眼睑。" msgid "Closes the left eyelid." -msgstr "闭左眼。" +msgstr "闭上左眼睑。" msgid "Squeezes the right eye socket muscles." msgstr "收缩右眼眶肌肉。" @@ -146687,10 +147517,10 @@ msgid "Squeezes the left eye socket muscles." msgstr "收缩左眼眶肌肉。" msgid "Right eyelid widens beyond relaxed." -msgstr "右眼皮拉宽,超过放松位置。" +msgstr "右眼睑睁大得超出了放松范围。" msgid "Left eyelid widens beyond relaxed." -msgstr "左眼皮拉宽,超过放松位置。" +msgstr "左眼睑睁大得超出了放松范围。" msgid "Dilates the right eye pupil." msgstr "扩张右瞳孔。" @@ -146705,10 +147535,10 @@ msgid "Constricts the left eye pupil." msgstr "收缩左瞳孔。" msgid "Right eyebrow pinches in." -msgstr "收缩右眉毛。" +msgstr "右眉毛向内收缩。" msgid "Left eyebrow pinches in." -msgstr "收缩左眉毛。" +msgstr "左眉毛向内收缩。" msgid "Outer right eyebrow pulls down." msgstr "右眉毛外侧下拉。" @@ -146759,22 +147589,94 @@ msgid "Puffs the left side cheek." msgstr "鼓起左侧面颊。" msgid "Sucks in the right side cheek." -msgstr "吸起右侧面颊。" +msgstr "吸进右侧脸颊。" msgid "Sucks in the left side cheek." -msgstr "吸起左侧面颊。" +msgstr "吸进左侧面颊。" + +msgid "Opens jawbone." +msgstr "张开颌骨。" + +msgid "Closes the mouth." +msgstr "闭上嘴巴。" msgid "Pushes jawbone right." -msgstr "下颚骨右移。" +msgstr "下颌骨右移。" msgid "Pushes jawbone left." -msgstr "下颚骨左移。" +msgstr "下颌骨左移。" msgid "Pushes jawbone forward." -msgstr "下颚骨前移。" +msgstr "下颌骨前移。" msgid "Pushes jawbone backward." -msgstr "下颚骨后移。" +msgstr "下颌骨后移。" + +msgid "Flexes jaw muscles." +msgstr "弯曲下颌肌肉。" + +msgid "Raises the jawbone." +msgstr "抬高下颌骨。" + +msgid "Upper right lip part tucks in the mouth." +msgstr "右上唇部分塞入嘴中。" + +msgid "Upper left lip part tucks in the mouth." +msgstr "左上唇部分塞入嘴中。" + +msgid "Lower right lip part tucks in the mouth." +msgstr "右下唇部分塞入嘴中。" + +msgid "Lower left lip part tucks in the mouth." +msgstr "左下唇部分塞入嘴中。" + +msgid "Right lip corner folds into the mouth." +msgstr "右唇角折入嘴中。" + +msgid "Left lip corner folds into the mouth." +msgstr "左唇角折入嘴中。" + +msgid "Upper right lip part pushes into a funnel." +msgstr "右上唇部分推成漏斗状。" + +msgid "Upper left lip part pushes into a funnel." +msgstr "左上唇部分推成漏斗状。" + +msgid "Lower right lip part pushes into a funnel." +msgstr "右下唇部分推成漏斗状。" + +msgid "Lower left lip part pushes into a funnel." +msgstr "左下唇部分推成漏斗状。" + +msgid "Upper right lip part pushes outwards." +msgstr "右上唇部分向外推。" + +msgid "Upper left lip part pushes outwards." +msgstr "左上唇部分向外推。" + +msgid "Lower right lip part pushes outwards." +msgstr "右下唇部分向外推。" + +msgid "Lower left lip part pushes outwards." +msgstr "左下唇部分向外推。" + +msgid "Upper right part of the lip pulls up." +msgstr "右上唇部分向上拉。" + +msgid "Upper left part of the lip pulls up." +msgstr "左上唇部分向上拉。" + +msgid "Lower right part of the lip pulls up." +msgstr "右下唇部分向上拉。" + +msgid "Lower left part of the lip pulls up." +msgstr "左下唇部分向上拉。" + +msgid "Upper right lip part pushes in the cheek." +msgstr "右上唇部分推入脸颊。" + +msgid "Upper left lip part pushes in the cheek." +msgstr "左上唇部分推入脸颊。" msgid "Moves upper lip right." msgstr "上嘴唇向右移。" @@ -146788,8 +147690,53 @@ msgstr "下嘴唇向右移。" msgid "Moves lower lip left." msgstr "下嘴唇向左移。" +msgid "Right lip corner pulls diagonally up and out." +msgstr "右唇角斜向上拉出。" + +msgid "Left lip corner pulls diagonally up and out." +msgstr "左唇角斜向上拉出。" + +msgid "Right corner lip slants up." +msgstr "右唇角上翘。" + +msgid "Left corner lip slants up." +msgstr "左唇角上翘。" + +msgid "Right corner lip pulls down." +msgstr "右唇角向下拉。" + +msgid "Left corner lip pulls down." +msgstr "左唇角向下拉。" + +msgid "Mouth corner lip pulls out and down." +msgstr "嘴角唇部向外拉并向下。" + +msgid "Right lip corner is pushed backwards." +msgstr "右唇角向后推。" + +msgid "Left lip corner is pushed backwards." +msgstr "左唇角向后推。" + +msgid "Raises and slightly pushes out the upper mouth." +msgstr "上额抬起并稍微向外推出。" + +msgid "Raises and slightly pushes out the lower mouth." +msgstr "下额抬起并稍微向外推出。" + +msgid "Right side lips press and flatten together vertically." +msgstr "右侧嘴唇垂直压扁。" + +msgid "Left side lips press and flatten together vertically." +msgstr "左侧嘴唇垂直压扁。" + +msgid "Right side lips squeeze together horizontally." +msgstr "右侧嘴唇水平挤压在一起。" + +msgid "Left side lips squeeze together horizontally." +msgstr "左侧嘴唇水平挤压在一起。" + msgid "Tongue visibly sticks out of the mouth." -msgstr "舌头从嘴里伸出来,能够被人看到。" +msgstr "舌头明显伸出嘴外。" msgid "Tongue points upwards." msgstr "舌尖朝上。" @@ -146803,6 +147750,39 @@ msgstr "舌尖朝右。" msgid "Tongue points left." msgstr "舌尖朝左。" +msgid "Sides of the tongue funnel, creating a roll." +msgstr "舌头两侧呈漏斗形,形成卷曲。" + +msgid "Tongue arches up then down inside the mouth." +msgstr "舌头在口腔内向上弯曲,然后向下弯曲。" + +msgid "Tongue arches down then up inside the mouth." +msgstr "舌头在口腔内向下弯曲,然后向上弯曲。" + +msgid "Tongue squishes together and thickens." +msgstr "舌头挤压在一起并变厚。" + +msgid "Tongue flattens and thins out." +msgstr "舌头变平并且变薄。" + +msgid "Tongue tip rotates clockwise, with the rest following gradually." +msgstr "舌尖顺时针旋转,其余部分逐渐跟随。" + +msgid "Tongue tip rotates counter-clockwise, with the rest following gradually." +msgstr "舌尖逆时针旋转,其余部分逐渐跟随。" + +msgid "Inner mouth throat closes." +msgstr "口腔内喉咙闭合。" + +msgid "The Adam's apple visibly swallows." +msgstr "喉结明显吞咽。" + +msgid "Right side neck visibly flexes." +msgstr "右侧颈部明显弯曲。" + +msgid "Left side neck visibly flexes." +msgstr "左侧颈部明显弯曲。" + msgid "Closes both eye lids." msgstr "闭上双眼。" @@ -146818,6 +147798,15 @@ msgstr "扩张双瞳。" msgid "Constricts both pupils." msgstr "收缩双瞳。" +msgid "Pulls the right eyebrow down and in." +msgstr "将右眉向下拉并向内拉。" + +msgid "Pulls the left eyebrow down and in." +msgstr "将左眉向下拉并向内拉。" + +msgid "Pulls both eyebrows down and in." +msgstr "将双眉向下拉并向内拉。" + msgid "Right brow appears worried." msgstr "右眉作发愁状。" @@ -146827,6 +147816,57 @@ msgstr "左眉作发愁状。" msgid "Both brows appear worried." msgstr "双眉作发愁状。" +msgid "Entire face sneers." +msgstr "满脸冷笑。" + +msgid "Both nose canals dilate." +msgstr "两侧鼻腔扩张。" + +msgid "Both nose canals constrict." +msgstr "两侧鼻腔收缩。" + +msgid "Puffs both cheeks." +msgstr "鼓起双颊。" + +msgid "Sucks in both cheeks." +msgstr "吸进双颊。" + +msgid "Raises both cheeks." +msgstr "抬起双颊。" + +msgid "Tucks in the upper lips." +msgstr "收拢上唇。" + +msgid "Tucks in the lower lips." +msgstr "收拢下唇。" + +msgid "Tucks in both lips." +msgstr "收拢双唇。" + +msgid "Funnels in the upper lips." +msgstr "上唇呈漏斗状。" + +msgid "Funnels in the lower lips." +msgstr "下唇呈漏斗状。" + +msgid "Funnels in both lips." +msgstr "双唇呈漏斗状。" + +msgid "Upper lip part pushes outwards." +msgstr "上唇部分向外推。" + +msgid "Lower lip part pushes outwards." +msgstr "下唇部分向外推。" + +msgid "Lips push outwards." +msgstr "双唇向外推。" + +msgid "Raises the upper lips." +msgstr "抬起上唇。" + +msgid "Lowers the lower lips." +msgstr "降低下唇。" + msgid "Mouth opens, revealing teeth." msgstr "张嘴,露出牙齿。" @@ -146854,9 +147894,195 @@ msgstr "嘴巴左侧作悲伤状。" msgid "Mouth expresses sadness." msgstr "嘴巴作悲伤状。" +msgid "Mouth stretches." +msgstr "嘴巴伸长。" + +msgid "Lip corners dimple." +msgstr "唇角有酒窝。" + +msgid "Mouth tightens." +msgstr "嘴巴收紧。" + +msgid "Mouth presses together." +msgstr "嘴巴紧贴在一起。" + msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "代表 [enum BlendShapeEntry] 枚举的大小。" +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "用于从 [XRHandTracker] 数据驱动手部网格的节点。" + +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the hand " +"tracking data from." +msgstr "向 [XRServer] 注册的 [XRHandTracker] 的名称,可以从中获取手部跟踪数据。" + +msgid "A tracked hand in XR." +msgstr "XR 中追踪的手。" + +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" +"手部跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取" +"骨骼数据,将其转换为 Godot 人形手部骨骼,并将该数据存储在 [XRHandTracker] 对象" +"上。\n" +"使用 [XRHandModifier3D] 通过手部跟踪数据动画化手部网格。" + +msgid "Returns the angular velocity for the given hand joint." +msgstr "返回给定手部关节的角速度。" + +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" +"返回有关给定手部关节的跟踪数据的有效性的标志(请参阅 [enum XRHandTracker." +"HandJointFlags])。" + +msgid "Returns the linear velocity for the given hand joint." +msgstr "返回给定手部关节的线速度。" + +msgid "Returns the radius of the given hand joint." +msgstr "返回给定手部关节的半径。" + +msgid "Returns the transform for the given hand joint." +msgstr "返回给定手部关节的变换。" + +msgid "Sets the angular velocity for the given hand joint." +msgstr "设置给定手部关节的角速度。" + +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "设置有关给定手部关节的跟踪数据的有效性的标志。" + +msgid "Sets the linear velocity for the given hand joint." +msgstr "设置给定手部关节的线速度。" + +msgid "Sets the radius of the given hand joint." +msgstr "设置给定手部关节的半径。" + +msgid "Sets the transform for the given hand joint." +msgstr "设置给定手部关节的变换。" + +msgid "The source of the hand tracking data." +msgstr "手部追踪数据的来源。" + +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "如果为 [code]true[/code],则手部追踪数据有效。" + +msgid "The source of hand tracking data is unknown." +msgstr "手部追踪数据的来源未知。" + +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" +"手部追踪数据来源畅通,这意味着使用了准确的手部追踪方法。其中包括光学手部追踪、" +"数据手套等。" + +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "手部跟踪数据的来源是控制器,这意味着关节位置是根据控制器输入推断的。" + +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "代表 [enum HandTrackingSource] 枚举的大小。" + +msgid "Thumb phalanx proximal joint." +msgstr "大拇指指骨近端关节。" + +msgid "Thumb phalanx distal joint." +msgstr "大拇指指骨远端关节。" + +msgid "Index finger metacarpal joint." +msgstr "食指掌骨关节。" + +msgid "Index finger phalanx proximal joint." +msgstr "食指指骨近端关节。" + +msgid "Index finger phalanx intermediate joint." +msgstr "食指指骨中间关节。" + +msgid "Index finger phalanx distal joint." +msgstr "食指指骨远端关节。" + +msgid "Index finger tip joint." +msgstr "食指指尖关节。" + +msgid "Middle finger metacarpal joint." +msgstr "中指掌骨关节。" + +msgid "Middle finger phalanx proximal joint." +msgstr "中指指骨近端关节。" + +msgid "Middle finger phalanx intermediate joint." +msgstr "中指指骨中间关节。" + +msgid "Middle finger phalanx distal joint." +msgstr "中指指骨远端关节。" + +msgid "Middle finger tip joint." +msgstr "中指指尖关节。" + +msgid "Ring finger metacarpal joint." +msgstr "无名指掌骨关节。" + +msgid "Ring finger phalanx proximal joint." +msgstr "无名指指骨近端关节。" + +msgid "Ring finger phalanx intermediate joint." +msgstr "无名指指骨中间关节。" + +msgid "Ring finger phalanx distal joint." +msgstr "无名指指骨远端关节。" + +msgid "Ring finger tip joint." +msgstr "无名指指尖关节。" + +msgid "Pinky finger metacarpal joint." +msgstr "小指掌骨关节。" + +msgid "Pinky finger phalanx proximal joint." +msgstr "小指指骨近端关节。" + +msgid "Pinky finger phalanx intermediate joint." +msgstr "小指指骨中间关节。" + +msgid "Pinky finger phalanx distal joint." +msgstr "小指指骨远端关节。" + +msgid "Pinky finger tip joint." +msgstr "小指指尖关节。" + +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "代表 [enum HandJoint] 枚举的大小。" + +msgid "The hand joint's orientation data is valid." +msgstr "手部关节的方向数据有效。" + +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "手部关节的方向是主动跟踪的。如果跟踪暂时丢失,则可能无法设置。" + +msgid "The hand joint's position data is valid." +msgstr "手部关节的位置数据有效。" + +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "手部关节的位置是主动跟踪的。如果跟踪暂时丢失,则可能无法设置。" + +msgid "The hand joint's linear velocity data is valid." +msgstr "手部关节的线速度数据有效。" + +msgid "The hand joint's angular velocity data is valid." +msgstr "手部关节的角速度数据有效。" + msgid "Base class for an XR interface implementation." msgstr "XR 接口实现的基类。" @@ -146880,14 +148106,33 @@ msgid "" "background, this method returns the feed ID in the [CameraServer] for this " "interface." msgstr "" -"如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 " -"[CameraServer] 中的画面 ID。" +"如果该 AR 接口要求将相机画面作为背景显示,那么该方法就会返回该接口 " +"[CameraServer] 的画面 ID。" msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。" +msgid "" +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." +msgstr "" +"返回该接口的名称([code]\"OpenXR\"[/code]、[code]\"OpenVR\"[/code]、" +"[code]\"OpenHMD\"[/code]、[code]\"ARKit\"[/code] 等)。" + +msgid "" +"Returns an array of vectors that represent the physical play area mapped to " +"the virtual space around the [XROrigin3D] point. The points form a convex " +"polygon that can be used to react to or visualize the play area. This returns " +"an empty array if this feature is not supported or if the information is not " +"yet available." +msgstr "" +"返回一个向量数组,表示映射到 [XROrigin3D] 点周围的虚拟空间的物理游玩区域。这些" +"点形成一个凸多边形,可被用于对游玩区域做出反应或可视化。如果该功能不受支持或信" +"息尚不可用,则返回一个空数组。" + msgid "Returns the projection matrix for a view/eye." msgstr "返回视图/眼睛的投影矩阵。" @@ -146972,6 +148217,40 @@ msgstr "" msgid "Returns [code]true[/code] if this interface has been initialized." msgstr "如果这个接口已初始化,则返回 [code]true[/code]。" +msgid "" +"Check if [member environment_blend_mode] is [constant XRInterface." +"XR_ENV_BLEND_MODE_ALPHA_BLEND], instead." +msgstr "" +"改为检查 [member environment_blend_mode] 是否为 [constant XRInterface." +"XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + +msgid "Returns [code]true[/code] if passthrough is enabled." +msgstr "如果已启用穿透,则返回 [code]true[/code]。" + +msgid "" +"Check that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is supported " +"using [method get_supported_environment_blend_modes], instead." +msgstr "" +"改为使用 [method get_supported_environment_blend_modes] 检查是否支持 " +"[constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND]。" + +msgid "Returns [code]true[/code] if this interface supports passthrough." +msgstr "如果该接口支持穿透,则返回 [code]true[/code]。" + +msgid "" +"Sets the active play area mode, will return [code]false[/code] if the mode " +"can't be used with this interface.\n" +"[b]Note:[/b] Changing this after the interface has already been initialized " +"can be jarring for the player, so it's recommended to recenter on the HMD " +"with [method XRServer.center_on_hmd] (if switching to [constant XRInterface." +"XR_PLAY_AREA_STAGE]) or make the switch during a scene change." +msgstr "" +"设置活动的游玩区域模式,如果该模式不能与该接口一起使用,将返回 [code]false[/" +"code]。\n" +"[b]注意:[/b]在接口初始化后更改该设置可能会让玩家感到不舒服,因此建议使用 " +"[method XRServer.center_on_hmd] 在 HMD 上重新居中(如果切换到 [constant " +"XRInterface.XR_PLAY_AREA_STAGE])或在场景改变时进行切换。" + msgid "" "Set the [member environment_blend_mode] to [constant XRInterface." "XR_ENV_BLEND_MODE_ALPHA_BLEND], instead." @@ -147009,7 +148288,7 @@ msgid "" "[param tracker_name] is optional and can be used to direct the pulse to a " "specific device provided that device is bound to this haptic." msgstr "" -"在与该界面相关联的设备上触发一次触觉脉冲。\n" +"在与该接口相关联的设备上触发一次触觉脉冲。\n" "[param action_name] 是该脉冲的动作名称。\n" "[param tracker_name] 是可选的,可用于将脉冲引导至特定设备,前提是该设备被绑定" "到此触觉。" @@ -147175,6 +148454,11 @@ msgstr "返回接受渲染结果的深度纹理(如果适用)。" msgid "Returns the name of this interface." msgstr "返回该接口的名称。" +msgid "" +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " +"applicable)." +msgstr "返回表示游戏区域边界的 [PackedVector3Array](如果适用)。" + msgid "Returns the play area mode that sets up our play area." msgstr "返回设置游戏区域的模式。" @@ -147354,6 +148638,31 @@ msgstr "" msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" +msgid "" +"This is a special node within the AR/VR system that maps the physical " +"location of the center of our tracking space to the virtual location within " +"our game world.\n" +"Multiple origin points can be added to the scene tree, but only one can used " +"at a time. All the [XRCamera3D], [XRController3D], and [XRAnchor3D] nodes " +"should be direct children of this node for spatial tracking to work " +"correctly.\n" +"It is the position of this node that you update when your character needs to " +"move through your game world while we're not moving in the real world. " +"Movement in the real world is always in relation to this origin point.\n" +"For example, if your character is driving a car, the [XROrigin3D] node should " +"be a child node of this car. Or, if you're implementing a teleport system to " +"move your character, you should change the position of this node." +msgstr "" +"这是 AR/VR 系统中的一个特殊节点,会将我们跟踪空间中心的物理位置映射到游戏世界" +"中的虚拟位置。\n" +"场景树中可以添加多个原点,但一次只能使用一个。所有 [XRCamera3D]、" +"[XRController3D] 和 [XRAnchor3D] 节点都应该是该节点的直接子节点,以便空间跟踪" +"正常工作。\n" +"当你的角色需要在游戏世界中移动而不在现实世界中移动时,就要更新此节点的位置。现" +"实世界中的运动始终是相对于这个原点的。\n" +"例如,如果你的角色正在驾驶汽车,则 [XROrigin3D] 节点应该是这辆车的子节点。或" +"者,如果要实现通过传送系统来移动角色,则应该更改此节点的位置。" + msgid "" "If [code]true[/code], this origin node is currently being used by the " "[XRServer]. Only one origin point can be used at a time." @@ -147445,29 +148754,12 @@ msgstr "" "追踪信息可能不准确或是估计而来的。例如,对于内向外型追踪,这表示的是控制器可能" "被(部分)遮挡。" +msgid "Tracking information is considered accurate and up to date." +msgstr "追踪信息被认为是准确且最新的。" + msgid "A tracked object." msgstr "追踪对象。" -msgid "" -"An instance of this object represents a device that is tracked, such as a " -"controller or anchor point. HMDs aren't represented here as they are handled " -"internally.\n" -"As controllers are turned on and the [XRInterface] detects them, instances of " -"this object are automatically added to this list of active tracking objects " -"accessible through the [XRServer].\n" -"The [XRController3D] and [XRAnchor3D] both consume objects of this type and " -"should be used in your project. The positional trackers are just under-the-" -"hood objects that make this all work. These are mostly exposed so that " -"GDExtension-based interfaces can interact with them." -msgstr "" -"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处表" -"示,因为它们是在内部处理的。\n" -"当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可" -"通过 [XRServer] 访问的活动追踪对象列表中。\n" -"[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在你的项目中使" -"用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 " -"GDExtension 的接口,可以与它们交互。" - msgid "" "Returns an input for this tracker. It can return a boolean, float or " "[Vector2] value depending on whether the input is a button, trigger or " @@ -147508,34 +148800,13 @@ msgstr "" "设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实" "现调用,不应直接使用。" -msgid "The description of this tracker." -msgstr "此追踪器的描述。" - msgid "Defines which hand this tracker relates to." msgstr "定义此追踪器与哪只手相关。" -msgid "" -"The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " -"maintains a number of reserved names that it expects the [XRInterface] to " -"implement if applicable:\n" -"- [code]left_hand[/code] identifies the controller held in the players left " -"hand\n" -"- [code]right_hand[/code] identifies the controller held in the players right " -"hand" -msgstr "" -"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配置。" -"Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" -"- [code]left_hand[/code] 标识玩家左手握持的控制器\n" -"- [code]right_hand[/code] 标识玩家右手握持的控制器" - msgid "" "The profile associated with this tracker, interface dependent but will " "indicate the type of controller being tracked." -msgstr "与此追踪器关联的配置,取决于界面,但将指示被追踪的控制器类型。" - -msgid "The type of tracker." -msgstr "该追踪器的类型。" +msgstr "与此追踪器关联的配置,取决于接口,但将指示被追踪的控制器类型。" msgid "" "Emitted when a button on this tracker is pressed. Note that many XR runtimes " @@ -147574,24 +148845,16 @@ msgid "This tracker is the right hand controller." msgstr "此跟踪器是右手控制器。" msgid "Server for AR and VR features." -msgstr "用于 AR 和 VR 功能的服务。" +msgstr "用于 AR 和 VR 功能的服务器。" msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" -msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." -msgstr "注册一个新的 [XRFaceTracker],用于跟踪面部的混合形状。" - msgid "Registers an [XRInterface] object." msgstr "注册一个 [XRInterface] 对象。" -msgid "" -"Registers a new [XRPositionalTracker] that tracks a spatial location in real " -"space." -msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。" - msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" @@ -147624,6 +148887,11 @@ msgstr "" "你应该在几秒钟后调用此方法。例如,当用户请求重新调整显示时,按住控制器上的指定" "按钮一小段时间,或者当实现传送机制时。" +msgid "" +"Clears the reference frame that was set by previous calls to [method " +"center_on_hmd]." +msgstr "清除之前调用 [method center_on_hmd] 设置的参考帧。" + msgid "" "Finds an interface by its [param name]. For example, if your project uses " "capabilities of an AR/VR platform, you can find the interface for that " @@ -147632,18 +148900,8 @@ msgstr "" "通过名称 [param name] 查找接口。例如,如果你的项目使用 AR/VR 平台的功能,你可" "以通过名称找到该平台的接口并初始化。" -msgid "Returns the [XRFaceTracker] with the given tracker name." -msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" - -msgid "" -"Returns a dictionary of the registered face trackers. Each element of the " -"dictionary is a tracker name mapping to the [XRFaceTracker] instance." -msgstr "" -"返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " -"实例。" - msgid "Returns the primary interface's transformation." -msgstr "返回主界面的变换。" +msgstr "返回主接口的变换。" msgid "" "Returns the interface registered at the given [param idx] index in the list " @@ -147657,13 +148915,13 @@ msgid "" "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" -"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查看" -"可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一个返" -"回 [code]true[/code]的界面。" +"返回当前在 AR/VR 服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以" +"查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第一" +"个返回 [code]true[/code] 的接口。" msgid "" "Returns a list of available interfaces the ID and name of each interface." -msgstr "返回可用界面的列表,每个界面的ID和名称。" +msgstr "返回可用接口的列表,每个接口的 ID 和名称。" msgid "" "Returns the reference frame transform. Mostly used internally and exposed for " @@ -147676,15 +148934,9 @@ msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "返回 [param tracker_types] 的追踪器字典。" -msgid "Removes a registered [XRFaceTracker]." -msgstr "删除已注册的[XRFaceTracker]。" - msgid "Removes this [param interface]." msgstr "移除该 [param interface]。" -msgid "Removes this positional [param tracker]." -msgstr "移除该位置 [param tracker]。" - msgid "The primary [XRInterface] currently bound to the [XRServer]." msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。" @@ -147706,15 +148958,6 @@ msgstr "" "游戏世界相对于现实世界的缩放。默认情况下,大多数 AR/VR 平台假定 1 个游戏世界单" "位等于现实世界的 1 米。" -msgid "Emitted when a new face tracker is added." -msgstr "添加新的面部跟踪器时发出。" - -msgid "Emitted when a face tracker is removed." -msgstr "移除面部跟踪器时发出。" - -msgid "Emitted when an existing face tracker is updated." -msgstr "更新已有面部跟踪器时发出。" - msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " "controllers or if you're using [XRAnchor3D]s for an AR solution, it is " @@ -147787,6 +149030,12 @@ msgid "" "gets centered." msgstr "不重置 HMD 的方向,只让玩家的位置居中。" +msgid "The description of this tracker." +msgstr "此追踪器的描述。" + +msgid "The type of tracker." +msgstr "该追踪器的类型。" + msgid "Allows the creation of zip files." msgstr "允许创建 zip 文件。" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index f1699712bf6c..638f8c86fd9d 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -246,48 +246,6 @@ msgstr "" "[method Color8] 建立的顏色通常與使用標準 [Color] 建構子建立的相同顏色不相等。" "請使用 [method Color.is_equal_approx] 進行比較,避免浮點數精度誤差。" -msgid "" -"Asserts that the [param condition] is [code]true[/code]. If the [param " -"condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " -"reporting errors to project developers or add-on users.\n" -"An optional [param message] can be shown in addition to the generic " -"\"Assertion failed\" message. You can use this to provide additional details " -"about why the assertion failed.\n" -"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " -"only executed in debug builds or when running the project from the editor. " -"Don't include code that has side effects in an [method assert] call. " -"Otherwise, the project will behave differently when exported in release " -"mode.\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20.\n" -"var speed = -10\n" -"assert(speed < 20) # True, the program will continue.\n" -"assert(speed >= 0) # False, the program will stop.\n" -"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " -"statements in one check.\n" -"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" -"[/codeblock]" -msgstr "" -"判斷提示條件 [param condition] 為 [code]true[/code]。如果條件 [param " -"condition] 為 [code]false[/code] ,則會生成錯誤。如果是從編輯器運作的,正在運" -"作的專案還會被暫停,直到手動恢復。該函式可以作為 [method @GlobalScope." -"push_error] 的加強版,用於向專案開發者和外掛程式使用者報告有錯。\n" -"如果給出了可選的 [param message] 參數,該資訊會和通用的“Assertion failed”消息" -"一起顯示。你可以使用它來提供關於判斷提示失敗原因的其他詳細資訊。\n" -"[b]警告:[/b]出於對性能的考慮,[method assert] 中的程式碼只會在除錯版本或者從" -"編輯器運作專案時執行。請勿在 [method assert] 呼叫中加入具有副作用的程式碼。否" -"則,專案在以發行模式匯出後將有不一致的行為。\n" -"[codeblock]\n" -"# 比如說我們希望 speed 始終在 0 和 20 之間。\n" -"speed = -10\n" -"assert(speed < 20) # True,程式會繼續執行\n" -"assert(speed >= 0) # False,程式會停止\n" -"assert(speed >= 0 and speed < 20) # 你還可以在單次檢查中合併兩個條件陳述式\n" -"assert(speed < 20, \"限速為 20\") # 顯示消息。\n" -"[/codeblock]" - msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" @@ -311,294 +269,6 @@ msgstr "" "將一個 [param dictionary] (用 [method inst_to_dict] 建立的)轉換回為一個 " "Object 實例。在反序列化時可能很有用。" -msgid "" -"Returns an array of dictionaries representing the current call stack. See " -"also [method print_stack].\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." -msgstr "" -"返回一個表示目前呼叫堆疊的字典陣列。另請參閱 [method print_stack]。\n" -"[codeblock]\n" -"func _ready():\n" -" foo()\n" -"\n" -"func foo():\n" -" bar()\n" -"\n" -"func bar():\n" -" print(get_stack())\n" -"[/codeblock]\n" -"從 [code]_ready()[/code] 開始,[code]bar()[/code] 將列印:\n" -"[codeblock]\n" -"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]\n" -"[b]注意:[/b]只有在運作的實例連接到除錯伺服器(即編輯器實例)後,該函式才有" -"效。[method get_stack] 不適用於以發行模式匯出的專案;或者在未連接到除錯伺服器" -"的情況下,以除錯模式匯出的專案。\n" -"[b]注意:[/b]不支援從 [Thread] 呼叫此函式。這樣做將返回一個空陣列。" - -msgid "" -"Returns the passed [param instance] converted to a Dictionary. Can be useful " -"for serializing.\n" -"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " -"attached or objects allocated within built-in scripts.\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"Prints out:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" -msgstr "" -"返回傳入的 [param instance] 轉換為的字典。可用於序列化。\n" -"[b]注意:[/b]不能用於序列化附加了內建腳本的物件,或在內建腳本中分配的對象。\n" -"[codeblock]\n" -"var foo = \"bar\"\n" -"func _ready():\n" -" var d = inst_to_dict(self)\n" -" print(d.keys())\n" -" print(d.values())\n" -"[/codeblock]\n" -"輸出:\n" -"[codeblock]\n" -"[@subpath, @path, foo]\n" -"[, res://test.gd, bar]\n" -"[/codeblock]" - -msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise a runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"如果 [param value] 為 [param type] 型別的實例,則返回 [code]true[/code]。" -"[param type] 的值必須為下列值之一:\n" -"- [enum Variant.Type] 列舉常數,例如 [constant TYPE_INT]。\n" -"- [ClassDB] 中存在的衍生自 [Object] 的類,例如 [Node]。\n" -"- [Script](可以用任何類,包括內部類)。\n" -"[param type] 可以不是常數,這一點與 [code]is[/code] 的右運算元不同。[code]is[/" -"code] 運算子支援的功能更多(例如型別化陣列),性能也更高。如果你不需要動態型別" -"檢查,請使用該運算子,不要使用此方法。\n" -"範例:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]注意:[/b]如果 [param value] 和/或 [param type] 為已釋放的對象(見 [method " -"@GlobalScope.is_instance_valid]),或者 [param type] 不是以上選項之一,則此方" -"法會報執行階段錯誤。\n" -"另見 [method @GlobalScope.typeof]、[method type_exists]、[method Array." -"is_same_typed](以及其他 [Array] 方法)。" - -msgid "" -"Returns a [Resource] from the filesystem located at [param path]. During run-" -"time, the resource is loaded when the script is being parsed. This function " -"effectively acts as a reference to that resource. Note that this function " -"requires [param path] to be a constant [String]. If you want to load a " -"resource from a dynamic/variable path, use [method load].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " -"the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Create instance of a scene.\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" -"[/codeblock]" -msgstr "" -"返回一個位於檔案系統絕對路徑[param path] 的 [Resource]。在運作時,該資源將在解" -"析腳本時載入。實際可以將這個函式視作對該資源的引用。請注意,此函式要求 [param " -"path] 為 [String]常數。如果要從動態、可變路徑載入資源,請使用 [method " -"load]。\n" -"[b]注意:[/b]資源路徑可以通過按右鍵素材面板中的資源並選擇“複製路徑”,或通過將" -"檔案從檔案系統停靠面板拖到腳本中來獲得。\n" -"[codeblock]\n" -"# 建立場景的實例。\n" -"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" -"[/codeblock]" - -msgid "" -"Like [method @GlobalScope.print], but includes the current stack frame when " -"running with the debugger turned on.\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"與 [method @GlobalScope.print] 類似,但在打開除錯器運作時還會包含目前堆疊影" -"格。\n" -"控制台中的輸出應該是類似這樣的:\n" -"[codeblock]\n" -"Test print\n" -"At: res://test.gd:15:_process()\n" -"[/codeblock]\n" -"[b]注意:[/b]不支援從 [Thread] 中呼叫此方法。呼叫時會輸出執行緒 ID。" - -msgid "" -"Prints a stack trace at the current code location. See also [method " -"get_stack].\n" -"The output in the console may look like the following:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." -msgstr "" -"輸出目前程式碼位置的堆疊追蹤。另請參閱 [method get_stack]。\n" -"控制台中的輸出是類似這樣的:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]\n" -"[b]注意:[/b]只有在運作的實例連接到除錯伺服器(即編輯器實例)後,該函式才有" -"效。[method print_stack] 不適用於以發行模式匯出的專案;或者在未連接到除錯服務" -"器的情況下,以除錯模式匯出的專案。\n" -"[b]注意:[/b]不支援從 [Thread] 呼叫此函式。這樣做將改為列印執行緒 ID。" - -msgid "" -"Returns an array with the given range. [method range] can be called in three " -"ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" -"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " -"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" -"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " -"respectively.\n" -"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " -"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " -"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " -"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" -"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " -"[code]0[/code], an error message is printed.\n" -"[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" -"Examples:\n" -"[codeblock]\n" -"print(range(4)) # Prints [0, 1, 2, 3]\n" -"print(range(2, 5)) # Prints [2, 3, 4]\n" -"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" -"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" -"[/codeblock]\n" -"To iterate over an [Array] backwards, use:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"To iterate over [float], convert them in the loop.\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" -msgstr "" -"返回具有給定範圍的陣列。[method range] 可以通過三種方式呼叫:\n" -"[code]range(n: int)[/code]:從 0 開始,每次加 1,在到達 [code]n[/code] [i]之前" -"[/i]停止。[b]不包含[/b]參數 [code]n[/code]。\n" -"[code]range(b: int, n: int)[/code]:從 [code]b[/code] 開始,每次加 1,在到達 " -"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]參數 [code]b[/code],[b]不包含[/b]" -"參數 [code]n[/code]。\n" -"[code]range(b: int, n: int, s: int)[/code]:從 [code]b[/code] 開始,以 " -"[code]s[/code] 為步長遞增/遞減,在到達 [code]n[/code] [i]之前[/i]停止。[b]包含" -"[/b]參數 [code]b[/code],[b]不包含[/b]參數 [code]n[/code]。參數 [code]s[/" -"code] [b]可以[/b]為負數,但不能為 [code]0[/code]。如果 [code]s[/code] 為 " -"[code]0[/code],則會輸出一條錯誤消息。\n" -"[method range] 會先將所有參數轉換為 [int] 再進行處理。\n" -"[b]注意:[/b]如果沒有滿足條件的值,則返回空陣列(例如 [code]range(2, 5, -1)[/" -"code] 和 [code]range(5, 5, 1)[/code])。\n" -"範例:\n" -"[codeblock]\n" -"print(range(4)) # 輸出 [0, 1, 2, 3]\n" -"print(range(2, 5)) # 輸出 [2, 3, 4]\n" -"print(range(0, 6, 2)) # 輸出 [0, 2, 4]\n" -"print(range(4, 1, -1)) # 輸出 [4, 3, 2]\n" -"[/codeblock]\n" -"要反向走訪 [Array],請使用:\n" -"[codeblock]\n" -"var array = [3, 6, 9]\n" -"for i in range(array.size() - 1, -1, -1):\n" -" print(array[i])\n" -"[/codeblock]\n" -"輸出:\n" -"[codeblock]\n" -"9\n" -"6\n" -"3\n" -"[/codeblock]\n" -"要走訪 [float],請在迴圈中進行轉換。\n" -"[codeblock]\n" -"for i in range (3, 0, -1):\n" -" print(i / 10.0)\n" -"[/codeblock]\n" -"輸出:\n" -"[codeblock]\n" -"0.3\n" -"0.2\n" -"0.1\n" -"[/codeblock]" - msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -694,324 +364,6 @@ msgstr "" "Sprite 等)的屬性分隔開來。為了更明確,推薦改用 [annotation @export_group] 和 " "[annotation @export_subgroup]。" -msgid "" -"Export a [Color] property without allowing its transparency ([member Color." -"a]) to be edited.\n" -"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" -msgstr "" -"匯出一個 [Color] 屬性,不允許編輯其透明度 ([member Color.a])。\n" -"另請參閱 [constant PROPERTY_HINT_COLOR_NO_ALPHA] 。\n" -"[codeblock]\n" -"@export_color_no_alpha var dye_color: Color\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" -"See also [constant PROPERTY_HINT_DIR].\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"將 [String] 屬性作為目錄路徑匯出。該路徑僅限於專案檔案夾及其子資料夾。要允許在" -"整個檔案系統中進行選擇,見 [annotation @export_global_dir]。\n" -"另見 [constant PROPERTY_HINT_DIR]。\n" -"[codeblock]\n" -"@export_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " -"order the values are provided. You can add explicit values using a colon. If " -"the property is a [String], then the value is stored.\n" -"See also [constant PROPERTY_HINT_ENUM].\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"If you want to set an initial value, you must specify it explicitly:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"If you want to use named GDScript enums, then use [annotation @export] " -"instead:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" -msgstr "" -"將 [int] 或 [String] 匯出為列舉選項列表。如果屬性為 [int],則保存的是值的索" -"引,與值的順序一致。你可以通過冒號新增明確的值。如果屬性為 [String],則保存的" -"是值。\n" -"另見 [constant PROPERTY_HINT_ENUM]。\n" -"[codeblock]\n" -"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" -"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " -"character_speed: int\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" -"[/codeblock]\n" -"如果想要設定初始值,你必須進行明確的指定:\n" -"[codeblock]\n" -"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " -"\"Rebecca\"\n" -"[/codeblock]\n" -"如果想要使用 GDScript 列舉,請改用 [annotation @export]:\n" -"[codeblock]\n" -"enum CharacterName {REBECCA, MARY, LEAH}\n" -"@export var character_name: CharacterName\n" -"[/codeblock]" - -msgid "" -"Export a floating-point property with an easing editor widget. Additional " -"hints can be provided to adjust the behavior of the widget. " -"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " -"for editing attenuation properties. [code]\"positive_only\"[/code] limits " -"values to only be greater than or equal to zero.\n" -"See also [constant PROPERTY_HINT_EXP_EASING].\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" -msgstr "" -"使用緩動編輯器小元件匯出浮點屬性。可以提供額外的提示來調整小元件的行為。" -"[code]\"attenuation\"[/code] 翻轉曲線,使編輯衰減屬性更加直觀。" -"[code]\"positive_only\"[/code] 將值限制為僅大於或等於零。\n" -"另請參見 [constant PROPERTY_HINT_EXP_EASING]。\n" -"[codeblock]\n" -"@export_exp_easing var transition_speed\n" -"@export_exp_easing(\"attenuation\") var fading_attenuation\n" -"@export_exp_easing(\"positive_only\") var effect_power\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as a path to a file. The path will be limited to " -"the project folder and its subfolders. See [annotation @export_global_file] " -"to allow picking from the entire filesystem.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_FILE].\n" -"[codeblock]\n" -"@export_file var sound_effect_path: String\n" -"@export_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"將 [String] 屬性匯出為檔路徑。該路徑僅限於專案檔案夾及其子資料夾。若要允許從整" -"個檔案系統中進行選擇,請參閱 [annotation @export_global_file]。\n" -"如果提供了 [param filter],則只有配對的檔可供選擇。\n" -"另請參見 [constant PROPERTY_HINT_FILE]。\n" -"[codeblock]\n" -"@export_file var sound_effect_file: String\n" -"@export_file(\"*.txt\") var notes_file: String\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field. This allows to store several " -"\"checked\" or [code]true[/code] values with one property, and comfortably " -"select them from the Inspector dock.\n" -"See also [constant PROPERTY_HINT_FLAGS].\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"You can add explicit values using a colon:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"You can also combine several flags:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為位元旗標欄位。能夠在單個屬性中保存若干“勾選”或者說 " -"[code]true[/code] 值,可以很方便地在屬性面板面板中進行選擇。\n" -"另見 [constant PROPERTY_HINT_FLAGS]。\n" -"[codeblock]\n" -"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " -"0\n" -"[/codeblock]\n" -"你可以通過冒號來新增明確的值:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" -"[/codeblock]\n" -"你還可以對旗標進行組合:\n" -"[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" -"var spell_targets = 0\n" -"[/codeblock]\n" -"[b]注意:[/b]旗標值最多為 [code]1[/code],最多為 [code]2 ** 32 - 1[/code]。\n" -"[b]注意:[/b]與 [annotation @export_enum] 不同,不會考慮前一個明確的值。下面的" -"例子中,A 為 16、B 為 2、C 為 4。\n" -"[codeblock]\n" -"@export_flags(\"A:16\", \"B\", \"C\") var x\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 2D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/2d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_2d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為 2D 導覽層的位元旗標欄位。屬性面板停靠面板中的小元件,將使用" -"在 [member ProjectSettings.layer_names/2d_navigation/layer_1] 中定義的層名" -"稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" -"[codeblock]\n" -"@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 "" -"將整數屬性匯出為 2D 實體層的位元旗標欄位。屬性面板停靠面板中的小工具,將使用" -"在 [member ProjectSettings.layer_names/2d_physics/layer_1] 中定義的層名稱。\n" -"另請參見 [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 " -"ProjectSettings.layer_names/2d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為 2D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " -"[member ProjectSettings.layer_names/2d_render/layer_1] 中定義的層名稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" -"[codeblock]\n" -"@export_flags_2d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D navigation layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_navigation/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為 3D 導覽層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " -"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定義的層名稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" -"[codeblock]\n" -"@export_flags_3d_navigation var navigation_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D physics layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_physics/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為 3D 實體層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " -"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定義的層名稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" -"[codeblock]\n" -"@export_flags_3d_physics var physics_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for 3D render layers. The " -"widget in the Inspector dock will use the layer names defined in [member " -"ProjectSettings.layer_names/3d_render/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為 3D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " -"[member ProjectSettings.layer_names/3d_render/layer_1] 中定義的層名稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" -"[codeblock]\n" -"@export_flags_3d_render var render_layers: int\n" -"[/codeblock]" - -msgid "" -"Export an integer property as a bit flag field for navigation avoidance " -"layers. The widget in the Inspector dock will use the layer names defined in " -"[member ProjectSettings.layer_names/avoidance/layer_1].\n" -"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" -msgstr "" -"將整數屬性匯出為導覽避障層的位元旗標欄位。屬性面板停靠面板中的小工具,將使用" -"在 [member ProjectSettings.layer_names/avoidance/layer_1] 中定義的層名稱。\n" -"另請參見 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n" -"[codeblock]\n" -"@export_flags_avoidance var avoidance_layers: int\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a directory. The path can " -"be picked from the entire filesystem. See [annotation @export_dir] to limit " -"it to the project folder and its subfolders.\n" -"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" -msgstr "" -"將 [String] 屬性匯出為目錄路徑。該路徑可以從整個檔案系統中選擇。請參閱 " -"[annotation @export_dir] 以將其限制為專案檔案夾及其子資料夾。\n" -"另請參見 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" -"[codeblock]\n" -"@export_global_dir var sprite_folder_path: String\n" -"[/codeblock]" - -msgid "" -"Export a [String] property as an absolute path to a file. The path can be " -"picked from the entire filesystem. See [annotation @export_file] to limit it " -"to the project folder and its subfolders.\n" -"If [param filter] is provided, only matching files will be available for " -"picking.\n" -"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" -msgstr "" -"將 [String] 屬性作為檔路徑匯出。該路徑可以在整個檔案系統中進行選擇。要將其限制" -"為專案檔案夾及其子資料夾,見 [annotation @export_file]。\n" -"如果提供了 [param filter],則只有配對的檔可供選擇。\n" -"另見 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" -"[codeblock]\n" -"@export_global_file var sound_effect_path: String\n" -"@export_global_file(\"*.txt\") var notes_path: String\n" -"[/codeblock]" - msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " @@ -1060,54 +412,6 @@ msgstr "" "@export var ungrouped_number = 3\n" "[/codeblock]" -msgid "" -"Export a [String] property with a large [TextEdit] widget instead of a " -"[LineEdit]. This adds support for multiline content and makes it easier to " -"edit large amount of text stored in the property.\n" -"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" -"[codeblock]\n" -"@export_multiline var character_biography\n" -"[/codeblock]" -msgstr "" -"用一個大的 [TextEdit] 元件而不是 [LineEdit] 匯出一個 [String] 屬性。這增加了對" -"多行內容的支援,使其更容易編輯儲存在屬性中的大量文字。\n" -"參見 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" -"[codeblock]\n" -"@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 "" -"匯出具有篩檢程式,並允許節點型別為 [NodePath] 的屬性。\n" -"參見 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n" -"[codeblock]\n" -"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" -"[/codeblock]\n" -"[b]注意:[/b] 型別必須是本地類或全域註冊的腳本(使用[code][class_name][/code]關" -"鍵字)且繼承自 [Node] 。" - -msgid "" -"Export a [String] property with a placeholder text displayed in the editor " -"widget when no value is present.\n" -"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" -"[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" -"[/codeblock]" -msgstr "" -"匯出一個帶有一個預留位置文字的 [String] 屬性,當沒有值時,編輯器小元件中會顯示" -"該預留位置文字。\n" -"另請參見 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" -"[codeblock]\n" -"@export_placeholder(\"Name in lowercase\") var character_id: String\n" -"[/codeblock]" - msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " @@ -1234,14 +538,6 @@ msgstr "" "func fn_default(): pass\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 " -"default values." -msgstr "" -"使具有靜態變數的腳本在所有引用丟失之後不會持久化。當該腳本再次載入時,這些靜態" -"變數將恢復為預設值。" - msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " @@ -1654,41 +950,6 @@ msgstr "" "var r = deg_to_rad(180) # r 是 3.141593\n" "[/codeblock]" -msgid "" -"Returns an \"eased\" value of [param x] based on an easing function defined " -"with [param curve]. This easing function is based on an exponent. The [param " -"curve] can be any floating-point number, with specific values leading to the " -"following behaviors:\n" -"[codeblock]\n" -"- Lower than -1.0 (exclusive): Ease in-out\n" -"- 1.0: Linear\n" -"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" -"- 0.0: Constant\n" -"- Between 0.0 to 1.0 (exclusive): Ease out\n" -"- 1.0: Linear\n" -"- Greater than 1.0 (exclusive): Ease in\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" -"See also [method smoothstep]. If you need to perform more advanced " -"transitions, use [method Tween.interpolate_value]." -msgstr "" -"基於用 [param curve] 定義的緩動函式返回 [param x] 的“緩動後”的值。該緩動函式是" -"基於指數的。[param curve] 可以是任意浮點數,具體數值會導致以下行為:\n" -"[codeblock]\n" -"- 低於 -1.0(開區間):緩入緩出\n" -"- -1.0:線性\n" -"- 在 -1.0 和 0.0 之間(開區間):緩出緩入\n" -"- 0.0:恒定\n" -"- 在 0.0 到 1.0 之間(開區間):緩出\n" -"- 1.0:線性\n" -"- 大於 1.0(開區間):緩入\n" -"[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/" -"ease_cheatsheet.png]ease() 曲線值速查表[/url]\n" -"另見 [method smoothstep]。如果你需要執行更高級的過渡,請使用 [method Tween." -"interpolate_value]。" - msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" @@ -1756,48 +1017,6 @@ msgstr "" "[/codeblock]\n" "對於整數取餘運算,請使用 [code]%[/code] 運算子。" -msgid "" -"Returns the floating-point modulus of [param x] divided by [param y], " -"wrapping equally in positive and negative.\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 除以 [param y] 的浮點模數,正負軸均等包裹。\n" -"[codeblock]\n" -"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -"for i in 7:\n" -" var x = i * 0.5 - 1.5\n" -" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " -"1.5)])\n" -"[/codeblock]\n" -"輸出:\n" -"[codeblock]\n" -" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" -"-1.5 -0.0 | 0.0\n" -"-1.0 -1.0 | 0.5\n" -"-0.5 -0.5 | 1.0\n" -" 0.0 0.0 | 0.0\n" -" 0.5 0.5 | 0.5\n" -" 1.0 1.0 | 1.0\n" -" 1.5 0.0 | 0.0\n" -"[/codeblock]" - msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" @@ -1957,63 +1176,6 @@ msgid "" "value." msgstr "如果 [param x] 是 NaN(“非數字”或無效)值,則返回 [code]true[/code] 。" -msgid "" -"Returns [code]true[/code], for value types, if [param a] and [param b] share " -"the same value. Returns [code]true[/code], for reference types, if the " -"references of [param a] and [param b] are the same.\n" -"[codeblock]\n" -"# Vector2 is a value type\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array is a reference type\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"These are [Variant] value types: [code]null[/code], [bool], [int], [float], " -"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " -"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " -"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " -"[RID], [Callable] and [Signal].\n" -"These are [Variant] reference types: [Object], [Dictionary], [Array], " -"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " -"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " -"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]." -msgstr "" -"當 [param a] 和 [param b] 為數值型別時,如果他們相同,那麼返回 [code]true[/" -"code]。當 [param a] 和 [param b] 為參考型別時,如果它們的引用物件相同,那麼返" -"回 [code]true[/code]。\n" -"[codeblock]\n" -"# Vector2 是數值型別\n" -"var vec2_a = Vector2(0, 0)\n" -"var vec2_b = Vector2(0, 0)\n" -"var vec2_c = Vector2(1, 1)\n" -"is_same(vec2_a, vec2_a) # true\n" -"is_same(vec2_a, vec2_b) # true\n" -"is_same(vec2_a, vec2_c) # false\n" -"\n" -"# Array 是參考型別\n" -"var arr_a = []\n" -"var arr_b = []\n" -"is_same(arr_a, arr_a) # true\n" -"is_same(arr_a, arr_b) # false\n" -"[/codeblock]\n" -"[Variant] 數值型別有:[code]null[/code],[bool],[int],[float],[String]," -"[StringName],[Vector2],[Vector2i],[Vector3],[Vector3i],[Vector4]," -"[Vector4i],[Rect2],[Rect2i],[Transform2D],[Transform3D],[Plane]," -"[Quaternion],[AABB],[Basis],[Projection],[Color],[NodePath],[RID]," -"[Callable] 和 [Signal]。\n" -"[Variant] 參考型別有:[Object],[Dictionary],[Array],[PackedByteArray]," -"[PackedInt32Array],[PackedInt64Array],[PackedFloat32Array]," -"[PackedFloat64Array],[PackedStringArray],[PackedVector2Array]," -"[PackedVector3Array] 和 [PackedColorArray]。" - msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " "is done using a tolerance calculation with a small internal epsilon.\n" @@ -2178,18 +1340,6 @@ msgstr "" "[b]注意:[/b][code]0[/code] 的對數返回 [code]-inf[/code],負值返回 [code]-" "nan[/code]。" -msgid "" -"Returns the maximum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # Returns 7\n" -"[/codeblock]" -msgstr "" -"返回給定值的最大值。這個函式可以接受任意數量的參數。\n" -"[codeblock]\n" -"max(1, 7, 3, -6, 5) # 返回 7\n" -"[/codeblock]" - msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" @@ -2216,18 +1366,6 @@ msgstr "" "maxi(-3, -4) # 返回 -3\n" "[/codeblock]" -msgid "" -"Returns the minimum of the given numeric values. This function can take any " -"number of arguments.\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # Returns -6\n" -"[/codeblock]" -msgstr "" -"返回給定數值中的最小值。這個函式可以接受任意數量的參數。\n" -"[codeblock]\n" -"min(1, 7, 3, -6, 5) # 返回 -6\n" -"[/codeblock]" - msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" @@ -2339,44 +1477,6 @@ msgstr "" "pingpong(6.0, 3.0) # 返回 0.0\n" "[/codeblock]" -msgid "" -"Returns the integer modulus of [param x] divided by [param y] that wraps " -"equally in positive and negative.\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"Produces:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 除以 [param y] 的整數模數,對正負數進行一致的迴圈。\n" -"[codeblock]\n" -"print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -"for i in range(-3, 4):\n" -" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" -"[/codeblock]\n" -"結果:\n" -"[codeblock]\n" -"(i) (i % 3) (posmod(i, 3))\n" -"-3 0 | 0\n" -"-2 -2 | 1\n" -"-1 -1 | 2\n" -" 0 0 | 0\n" -" 1 1 | 1\n" -" 2 2 | 2\n" -" 3 0 | 0\n" -"[/codeblock]" - msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" @@ -2456,42 +1556,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Prints one or more arguments to strings in the best way possible to the OS " -"terminal. Unlike [method print], no newline is automatically added at the " -"end.\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# Prints ABC to terminal\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// Prints ABC to terminal\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"以盡可能最佳的方式將一個或多個參數作為字串輸出到 OS 終端。與 [method print] 不" -"同的是,最後不會自動新增分行符號。\n" -"[codeblocks]\n" -"[gdscript]\n" -"printraw(\"A\")\n" -"printraw(\"B\")\n" -"printraw(\"C\")\n" -"# 輸出 ABC 到終端\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRaw(\"A\");\n" -"GD.PrintRaw(\"B\");\n" -"GD.PrintRaw(\"C\");\n" -"// 輸出 ABC 到終端\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" @@ -2727,18 +1791,6 @@ msgstr "" "[/codeblock]\n" "對於需要多個範圍的複雜用例,請考慮改用 [Curve] 或 [Gradient]。" -msgid "" -"Allocates a unique ID which can be used by the implementation to construct a " -"RID. This is used mainly from native extensions to implement servers." -msgstr "" -"分配一個唯一的 ID,可被實作用來建構一個 RID。這主要被本地擴充使用以實作服務" -"器。" - -msgid "" -"Creates a RID from a [param base]. This is used mainly from native extensions " -"to build servers." -msgstr "從 [param base] 建立一個 RID。這主要被本地擴充使用以建構伺服器。" - msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" @@ -3080,51 +2132,6 @@ msgstr "" "tanh(a) # 返回 0.6\n" "[/codeblock]" -msgid "" -"Converts a [Variant] [param variable] to a formatted [String] that can then " -"be parsed using [method str_to_var].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Prints:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " -"result in an empty value for these types, regardless of their data." -msgstr "" -"將 [Variant] [param variable] 轉換為格式化的 [String],後續可以使用 [method " -"str_to_var] 對其進行解析。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"輸出:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]\n" -"[b]注意:[/b]不支援轉換 [Signal] 和 [Callable],這些型別無論有什麼資料,轉換後" -"都是空值。" - msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" @@ -5595,9 +4602,6 @@ msgstr "" msgid "3D Physics Tests Demo" msgstr "3D 物理測試演示" -msgid "Third Person Shooter Demo" -msgstr "第三人稱射擊演示" - msgid "3D Voxel Demo" msgstr "3D 體素演示" @@ -6504,17 +5508,6 @@ msgstr "" "返回包含 [param animation] 的 [AnimationLibrary] 的鍵;如果找不到,則返回一個" "空的 [StringName]。" -msgid "" -"Returns the first [AnimationLibrary] with key [param name] or [code]null[/" -"code] if not found.\n" -"To get the [AnimationPlayer]'s global animation library, use " -"[code]get_animation_library(\"\")[/code]." -msgstr "" -"返回第一個鍵為 [param name] 的 [AnimationLibrary],如果沒有找到則返回 " -"[code]null[/code]。\n" -"要獲得 [AnimationPlayer] 的全域動畫庫,請使用 " -"[code]get_animation_library(\"\")[/code]。" - msgid "Returns the list of stored library keys." msgstr "返回儲存庫的鍵名列表。" @@ -6833,20 +5826,6 @@ msgstr "" "然而,當一個動畫迴圈時,可能會得到一個意料之外的變化,所以這個只在一些簡單情況" "下才有用。" -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " -"key [param name]." -msgstr "" -"如果該 [AnimationPlayer] 使用鍵 [param name] 儲存 [Animation],則返回 " -"[code]true[/code]。" - -msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an " -"[AnimationLibrary] with key [param name]." -msgstr "" -"如果該 [AnimationPlayer] 使用鍵 [param name] 儲存 [AnimationLibrary],則返回 " -"[code]true[/code]。" - msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "移除與鍵 [param name] 關聯的 [AnimationLibrary]。" @@ -6970,13 +5949,6 @@ msgstr "" "當快取被清除時通知,可以是自動清除,也可以是通過 [method clear_caches] 手動清" "除。" -msgid "" -"Editor only. Notifies when the property have been updated to update dummy " -"[AnimationPlayer] in animation player editor." -msgstr "" -"僅限編輯器。更新屬性以更新動畫播放器編輯器中的虛擬[AnimationPlayer] 時發出通" -"知。" - msgid "" "Process animation during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " @@ -7010,18 +5982,6 @@ msgstr "在動畫中達到時立即進行方法呼叫。" msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 節點的基底類別。與場景節點無關。" -msgid "" -"Base resource for [AnimationTree] nodes. In general, it's not used directly, " -"but you can create custom ones with custom blending formulas.\n" -"Inherit this when creating animation nodes mainly for use in " -"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " -"instead." -msgstr "" -"[AnimationTree] 節點的基礎資源。通常不會直接使用,但你可以使用自訂混合公式建立" -"自訂節點。\n" -"建立動畫節點時繼承這個類主要是用在 [AnimationNodeBlendTree] 中,否則應改用 " -"[AnimationRootNode]。" - msgid "Using AnimationTree" msgstr "使用 AnimationTree" @@ -7074,25 +6034,6 @@ msgstr "" "繼承 [AnimationRootNode] 時,實作這個虛方法可以返回參數 [param parameter] 是否" "唯讀。參數是動畫節點的自訂本機存放區,資源可以在多個樹中重用。" -msgid "" -"When inheriting from [AnimationRootNode], implement this virtual method to " -"run some code when this animation node is processed. The [param time] " -"parameter is a relative delta, unless [param seek] is [code]true[/code], in " -"which case it is absolute.\n" -"Here, call the [method blend_input], [method blend_node] or [method " -"blend_animation] functions. You can also use [method get_parameter] and " -"[method set_parameter] to modify local memory.\n" -"This function should return the time left for the current animation to finish " -"(if unsure, pass the value from the main blend being called)." -msgstr "" -"繼承 [AnimationRootNode] 時,實作這個虛方法可以在這個動畫節點進行處理時執行代" -"碼。參數 [param time] 是相對差異量,除非 [param seek] 為 [code]true[/code],此" -"時為絕對差異量。\n" -"請在此處呼叫 [method blend_input]、[method blend_node] 或 [method " -"blend_animation] 函式。你也可以使用 [method get_parameter] 和 [method " -"set_parameter] 來修改本機存放區。\n" -"這個函式應當返回目前動畫還需多少時間完成(不確定的話,請傳遞呼叫主混合的值)。" - msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " @@ -7760,22 +6701,6 @@ msgid "" "transition will be linear." msgstr "確定如何緩動動畫之間的淡入淡出。如果為空,過渡將是線性的。" -msgid "" -"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 0 second and " -"ends at 1 second during the animation." -msgstr "" -"淡入持續時間。例如,將此屬性設定為 [code]1.0[/code],對於 5 秒長的動畫,將在動" -"畫期間產生從 0 秒開始到 1 秒結束的交叉淡入淡出。" - -msgid "" -"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 4 second and " -"ends at 5 second during the animation." -msgstr "" -"淡出持續時間。例如,將此屬性設定為 [code]1.0[/code],對於 5 秒長的動畫,將產生" -"從 4 秒開始到 5 秒結束的交叉淡入淡出。" - msgid "The blend type." msgstr "混合型別。" @@ -8138,9 +7063,6 @@ msgid "" "Ease curve for better control over cross-fade between this state and the next." msgstr "緩動曲線可以更好地控制此狀態和下一個狀態之間的交叉淡入淡出。" -msgid "The time to cross-fade between this state and the next." -msgstr "這個狀態和下一個狀態之間的交叉漸變時間。" - msgid "Emitted when [member advance_condition] is changed." msgstr "變更 [member advance_condition] 時發出。" @@ -8205,11 +7127,6 @@ msgstr "" msgid "AnimationTree" msgstr "動畫樹" -msgid "" -"Base class for [AnimationNode]s with more than two input ports that must be " -"synchronized." -msgstr "帶有兩個以上輸入埠的 [AnimationNode] 基底類別,必須對這兩個埠進行同步。" - msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." @@ -8392,10 +7309,6 @@ msgstr "" msgid "The number of enabled input ports for this animation node." msgstr "這個動畫節點啟用的輸入埠的數量。" -msgid "" -"Cross-fading time (in seconds) between each animation connected to the inputs." -msgstr "連接到輸入的每個動畫之間的交叉漸變時間(秒)。" - msgid "A node used for animation playback." msgstr "用於播放動畫的節點。" @@ -9004,9 +7917,6 @@ msgid "" "exiting it." msgstr "3D 空間中的一個區域,能夠偵測到其他 [CollisionObject3D] 的進入或退出。" -msgid "GUI in 3D Demo" -msgstr "3D GUI 演示" - msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " @@ -9170,23 +8080,6 @@ msgstr "" "該區域的混響效果均勻的程度。範圍從 [code]0[/code] 到 [code]1[/code],精度為 " "[code]0.1[/code]。" -msgid "" -"The exponential rate at which wind force decreases with distance from its " -"origin." -msgstr "風力隨著距其原點的距離而衰減的指數速率。" - -msgid "The magnitude of area-specific wind force." -msgstr "特定區域風力的大小。" - -msgid "" -"The [Node3D] which is used to specify the direction and origin of an area-" -"specific wind force. The direction is opposite to the z-axis of the " -"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " -"local transform." -msgstr "" -"[Node3D] 用於指定特定區域風力的方向和原點。方向與 [Node3D] 局部變換的 z 軸相" -"反,其原點為 [Node3D] 局部變換的原點。" - msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -9306,97 +8199,9 @@ msgstr "" msgid "A built-in data structure that holds a sequence of elements." msgstr "一種內建資料結構,包含一系列元素。" -msgid "" -"An array data structure that can contain a sequence of elements of any type. " -"Elements are accessed by a numerical index starting at 0. Negative indices " -"are used to count from the back (-1 is the last element, -2 is the second to " -"last, etc.).\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One.\n" -"print(array[2]) # 3.\n" -"print(array[-1]) # Four.\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three.\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One.\n" -"GD.Print(array[2]); // 3.\n" -"GD.Print(array[array.Count - 1]); // Four.\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three.\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Arrays can be concatenated using the [code]+[/code] operator:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// Array concatenation is not possible with C# arrays, but is with Godot." -"Collections.Array.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " -"that can be modified independently of the original array, use [method " -"duplicate].\n" -"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " -"supported and will result in unpredictable behavior." -msgstr "" -"通用陣列,可以包含任意型別的多個元素,可以通過從 0 開始的數位索引進行存取。負" -"數索引可以用來從後面數起,就像在 Python 中一樣(-1 是最後一個元素、-2 是倒數第" -"二,以此類推)。\n" -"[b]範例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One。\n" -"print(array[2]) # 3。\n" -"print(array[-1]) # Four。\n" -"array[2] = \"Three\"\n" -"print(array[-2]) # Three。\n" -"[/gdscript]\n" -"[csharp]\n" -"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" -"GD.Print(array[0]); // One。\n" -"GD.Print(array[2]); // 3。\n" -"GD.Print(array[array.Count - 1]); // Four。\n" -"array[2] = \"Three\";\n" -"GD.Print(array[array.Count - 2]); // Three。\n" -"[/csharp]\n" -"[/codeblocks]\n" -"可以使用 [code]+[/code] 運算子連接陣列:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" -"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" -"[/gdscript]\n" -"[csharp]\n" -"// C# 陣列無法進行陣列串聯,但 Godot.Collections.Array 可以。\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" -"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]陣列總是通過引用來傳遞。要獲得一個可以獨立於原始陣列而被修改的數" -"組的副本,請使用 [method duplicate]。\n" -"[b]注意:[/b][b]不[/b]支援在走訪陣列時擦除元素,這將導致不可預知的行為。" - msgid "Constructs an empty [Array]." msgstr "建構空的 [Array]。" -msgid "Creates a typed array from the [param base] array." -msgstr "從 [param base] 陣列建立具有型別的陣列。" - msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." @@ -9584,40 +8389,6 @@ msgstr "" "[b]注意:[/b]呼叫這個函式與寫入 [code]array[-1][/code] 不一樣,如果陣列是空" "的,當從編輯器運作時,按索引存取將暫停專案的執行。" -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" -"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"使用二進法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排序順序的插入索" -"引)。傳遞 [param before] 說明符是可選的。如果該參數為 [code]false[/code],則" -"返回的索引位於陣列中該值的所有已有的條目之後。\n" -"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch] 會產生預料之外的行為。" - -msgid "" -"Finds the index of an existing value (or the insertion index that maintains " -"sorting order, if the value is not yet present in the array) using binary " -"search and a custom comparison method. Optionally, a [param before] specifier " -"can be passed. If [code]false[/code], the returned index comes after all " -"existing entries of the value in the array. The custom method receives two " -"arguments (an element from the array and the value searched for) and must " -"return [code]true[/code] if the first argument is less than the second, and " -"return [code]false[/code] otherwise.\n" -"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " -"unexpected behavior." -msgstr "" -"使用二分法和自訂比較方法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排" -"序順序的插入索引)。傳遞 [param before] 說明符是可選的。如果該參數為 " -"[code]false[/code],則返回的索引位於陣列中該值的所有已有條目之後。自訂方法接收" -"兩個參數(陣列中的一個元素和搜索到的值),如果第一個參數小於第二個參數,則必須" -"返回 [code]true[/code],否則返回 [code]false[/code] .\n" -"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch_custom] 會產生預料之外的行" -"為。" - msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." @@ -9745,19 +8516,6 @@ msgstr "" "[b]注意:[/b]呼叫這個函式和寫 [code]array[0][/code] 是不一樣的,如果陣列為空," "從編輯器運作時按索引存取將暫停專案執行。" -msgid "" -"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " -"not typed, returns [constant TYPE_NIL]." -msgstr "" -"返回型別化陣列的 [enum Variant.Type] 常數。如果該 [Array] 不是型別化的,則返" -"回 [constant TYPE_NIL]。" - -msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]." -msgstr "返回型別為 [constant TYPE_OBJECT] 的 型別化 [Array] 的類別名稱。" - -msgid "Returns the script associated with a typed array tied to a class name." -msgstr "返回與此型別化陣列綁定的類別名稱關聯的腳本。" - msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblocks]\n" @@ -10470,71 +9228,6 @@ msgstr "" "為混合形狀新增名稱,該形狀將用 [method add_surface_from_arrays] 新增。必須在新" "增面之前呼叫。" -msgid "" -"Creates a new surface. [method Mesh.get_surface_count] will become the " -"[code]surf_idx[/code] for this new surface.\n" -"Surfaces are created to be rendered using a [param primitive], which may be " -"any of the values defined in [enum Mesh.PrimitiveType].\n" -"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." -"ARRAY_MAX] elements contains an array with some of the mesh data for this " -"surface as described by the corresponding member of [enum Mesh.ArrayType] or " -"[code]null[/code] if it is not used by the surface. For example, " -"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " -"is always required; the others are optional. Adding an index array puts this " -"surface into \"index mode\" where the vertex and other arrays become the " -"sources of data and the index array defines the vertex order. All sub-arrays " -"must have the same length as the vertex array (or be an exact multiple of the " -"vertex array's length, when multiple elements of a sub-array correspond to a " -"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " -"used.\n" -"The [param blend_shapes] argument is an array of vertex data for each blend " -"shape. Each element is an array of the same structure as [param arrays], but " -"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " -"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " -"all other entries are [code]null[/code].\n" -"The [param lods] argument is a dictionary with [float] keys and " -"[PackedInt32Array] values. Each entry in the dictionary represents a LOD " -"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " -"array to use for the LOD level and the key is roughly proportional to the " -"distance at which the LOD stats being used. I.e., increasing the key of a LOD " -"also increases the distance that the objects has to be from the camera before " -"the LOD is used.\n" -"The [param flags] argument is the bitwise or of, as required: One value of " -"[enum Mesh.ArrayCustomFormat] left shifted by " -"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " -"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." -"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " -"or triangles." -msgstr "" -"建立一個新的表面。[method Mesh.get_surface_count] 將成為這個新表面的 " -"[code]surf_idx[/code]。\n" -"建立表面以使用 [param primitive] 進行算繪,它可以是 [enum Mesh.PrimitiveType] " -"中定義的任何值。\n" -"[param arrays] 參數是陣列的陣列。每個 [constant Mesh.ARRAY_MAX] 元素都包含一個" -"陣列,其中包含此表面的一些網格資料,如 [enum Mesh.ArrayType] 的相應成員所描述" -"的一樣;如果它未被使用,則為 [code]null[/code]。例如,[code]arrays[0][/code] " -"是頂點陣列。始終需要第一個頂點子陣列;其他的是可選的。新增索引陣列會將此表面置" -"於“索引模式”,其中頂點和其他陣列成為資料來源,索引陣列定義頂點順序。所有子陣列" -"的長度必須與頂點陣列的長度相同(或者是頂點陣列長度的精確倍數,當子數組的多個元" -"素對應於單個頂點時);或者為空,如果使用了 [constant Mesh.ARRAY_INDEX ] 則除" -"外。\n" -"[param blend_shapes] 參數是每個混合形狀的頂點資料陣列。 每個元素都是與 [param " -"arrays] 具有相同結構的陣列,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh." -"ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 這些條目,當且僅當在 [param " -"arrays] 被設定且所有其他條目都是 [code]null[/code] 時,會被設置。\n" -"[param lods] 參數是一個帶有 [float] 鍵和 [PackedInt32Array] 值的字典。字典中的" -"每個條目代表了表面的一個 LOD 級別,其中值是用於 LOD 級別的 [constant Mesh." -"ARRAY_INDEX] 陣列,鍵大致與使用 LOD 統計資訊的距離成正比。即,增加 LOD 的關鍵" -"點也會增加在使用 LOD 之前物件必須與相機的距離。\n" -"[param flags] 參數是根據需要按位元或的:[enum Mesh.ArrayCustomFormat] 的一個值" -"左移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用於每個正在使用的自訂通道," -"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh." -"ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh." -"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n" -"[b]注意:[/b]使用索引時,建議只使用點、線或三角形。" - msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有混合形狀。" @@ -10910,77 +9603,6 @@ msgstr "" "結果位於從 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中。它是線段中距給定" "點最近的位置。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"返回一個陣列,其中包含構成由 AStar2D 在給定點之間找到的路徑的點的 ID。陣列從路" -"徑的起點到終點進行排序。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar2D.new()\n" -"astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # 預設權重為 1\n" -"astar.add_point(3, Vector2(1, 1))\n" -"astar.add_point(4, Vector2(2, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar2D();\n" -"astar.AddPoint(1, new Vector2(0, 0));\n" -"astar.AddPoint(2, new Vector2(0, 1), 1); // 預設權重為 1\n" -"astar.AddPoint(3, new Vector2(1, 1));\n" -"astar.AddPoint(4, new Vector2(2, 0));\n" -"\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果將第2個點的權重更改為 3,則結果將改為 [code][1, 4, 3][/code],因為現在即使" -"距離更長,通過第 4 點也比通過第 2 點“更容易”。" - msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -11051,18 +9673,6 @@ msgstr "返回點池中目前的點數。" msgid "Returns an array of all point IDs." msgstr "返回所有點 ID 的陣列。" -msgid "" -"Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector2Array] and will print an error message." -msgstr "" -"返回一個陣列,其中包含 AStar2D 在給定點之間找到的路徑中的點。陣列從路徑的起點" -"到終點進行排序。\n" -"[b]注意:[/b]該方法不是執行緒安全的。如果從 [Thread] 呼叫,它將返回一個空的 " -"[PackedVector2Array] 並列印一條錯誤消息。" - msgid "Returns the position of the point associated with the given [param id]." msgstr "返回與給定 [param id] 相關聯的點的位置。" @@ -11246,75 +9856,6 @@ msgstr "" "結果是在從 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中。它是線段中距離給" "定點最近的位置。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar3D between the given points. The array is ordered from the starting " -"point to the ending point of the path.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you change the 2nd point's weight to 3, then the result will be [code][1, " -"4, 3][/code] instead, because now even though the distance is longer, it's " -"\"easier\" to get through point 4 than through point 2." -msgstr "" -"返回一個陣列,其中包含構成 AStar3D 在給定點之間找到的路徑中的點的 ID。陣列從路" -"徑的起點到終點排序。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var astar = AStar3D.new()\n" -"astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # 預設權重為 1\n" -"astar.add_point(3, Vector3(1, 1, 0))\n" -"astar.add_point(4, Vector3(2, 0, 0))\n" -"\n" -"astar.connect_points(1, 2, false)\n" -"astar.connect_points(2, 3, false)\n" -"astar.connect_points(4, 3, false)\n" -"astar.connect_points(1, 4, false)\n" -"\n" -"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" -"[/gdscript]\n" -"[csharp]\n" -"var astar = new AStar3D();\n" -"astar.AddPoint(1, new Vector3(0, 0, 0));\n" -"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 預設權重為 1\n" -"astar.AddPoint(3, new Vector3(1, 1, 0));\n" -"astar.AddPoint(4, new Vector3(2, 0, 0));\n" -"astar.ConnectPoints(1, 2, false);\n" -"astar.ConnectPoints(2, 3, false);\n" -"astar.ConnectPoints(4, 3, false);\n" -"astar.ConnectPoints(1, 4, false);\n" -"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果將第2個點的權重更改為 3,則結果將改為 [code][1, 4, 3][/code],因為現在即使" -"距離更長,但通過第 4 點也比通過第 2 點“更容易”。" - msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -11371,18 +9912,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty [PackedVector3Array] and will print an error message." -msgstr "" -"返回一個陣列,其中包含 AStar3D 在給定點之間找到的路徑中的點。陣列從路徑的起點" -"到終點進行排序。\n" -"[b]注意:[/b]這種方法不是執行緒安全的。如果從 [Thread] 呼叫,它將返回一個空的 " -"[PackedVector3Array],並列印一條錯誤消息。" - msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid. New " @@ -11482,14 +10011,6 @@ msgstr "" "禁用或啟用指定的尋路點。用於製造障礙物。預設情況下,啟用所有點。\n" "[b]注意:[/b]呼叫該函式後不需要呼叫 [method update]。" -msgid "" -"Returns an array with the IDs of the points that form the path found by " -"AStar2D between the given points. The array is ordered from the starting " -"point to the ending point of the path." -msgstr "" -"返回一個陣列,其中包含形成 AStar2D 在給定點之間找到的路徑的點的 ID。該陣列從路" -"徑的起點到終點排序。" - msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -11757,9 +10278,6 @@ msgstr "" msgid "Audio buses" msgstr "音訊匯流排" -msgid "Audio Mic Record Demo" -msgstr "音訊麥克風錄音演示" - msgid "Adds an amplifying audio effect to an audio bus." msgstr "向音訊匯流排新增一個放大的音訊效果。" @@ -12495,12 +11013,6 @@ msgstr "" "這種音訊效果不影響聲音輸出,但可以用於即時音訊視覺化。\n" "使用程式生成聲音請參閱 [AudioStreamGenerator]。" -msgid "Audio Spectrum Demo" -msgstr "音頻頻譜演示" - -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 將獲得新的音訊功能" - msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." @@ -12893,6 +11405,9 @@ msgid "" "generated audio in real-time." msgstr "此類旨在與 [AudioStreamGenerator] 一起使用以即時播放生成的音訊。" +msgid "Godot 3.2 will get new audio features" +msgstr "Godot 3.2 將獲得新的音訊功能" + msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" @@ -12949,6 +11464,9 @@ msgstr "" "[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操" "作系統隱私設定相關的注意事項。" +msgid "Audio Mic Record Demo" +msgstr "音訊麥克風錄音演示" + msgid "MP3 audio stream driver." msgstr "MP3 音訊流驅動程式。" @@ -13129,95 +11647,6 @@ msgid "" "playback." msgstr "無法為播放分配一個流時由 [method play_stream] 返回。" -msgid "Plays back audio non-positionally." -msgstr "播放音訊,不考慮所處位置。" - -msgid "" -"Plays an audio stream non-positionally.\n" -"To play audio positionally, use [AudioStreamPlayer2D] or " -"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." -msgstr "" -"以非位置方式支援播放音訊流。\n" -"要在位置上播放音訊,請使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不" -"是 [AudioStreamPlayer]。" - -msgid "Returns the position in the [AudioStream] in seconds." -msgstr "返回 [AudioStream] 中的位置,單位為秒。" - -msgid "" -"Returns the [AudioStreamPlayback] object associated with this " -"[AudioStreamPlayer]." -msgstr "返回與此 [AudioStreamPlayer] 關聯的 [AudioStreamPlayback] 對象。" - -msgid "" -"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " -"object or not." -msgstr "返回該 [AudioStreamPlayer] 是否能夠返回 [AudioStreamPlayback] 物件。" - -msgid "Plays the audio from the given [param from_position], in seconds." -msgstr "從給定的位置 [param from_position] 播放音訊,以秒為單位。" - -msgid "Sets the position from which audio will be played, in seconds." -msgstr "設定音訊的播放位置,以秒為單位。" - -msgid "Stops the audio." -msgstr "停止音訊。" - -msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "如果為 [code]true[/code],在新增到場景樹時將播放音訊。" - -msgid "" -"Bus on which this audio is playing.\n" -"[b]Note:[/b] When setting this property, keep in mind that no validation is " -"performed to see if the given name matches an existing bus. This is because " -"audio bus layouts might be loaded after this property is set. If this given " -"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" -"code]." -msgstr "" -"這個音訊在哪個匯流排上播放。\n" -"[b]注意:[/b]設定這個屬性時,請記住它並不會對給定的名稱是否與現有匯流排配對進" -"行校驗。這是因為音訊匯流排佈局可以在設定這個屬性後再載入。如果這個給定的名稱在" -"運行時無法解析,就會退回到 [code]\"Master\"[/code]。" - -msgid "" -"The maximum number of sounds this node can play at the same time. Playing " -"additional sounds after this value is reached will cut off the oldest sounds." -msgstr "" -"該節點可以同時播放的最大聲音數。達到此值後,播放額外的聲音將切斷最舊的聲音。" - -msgid "" -"If the audio configuration has more than two speakers, this sets the target " -"channels. See [enum MixTarget] constants." -msgstr "" -"如果音訊配置有兩個以上的揚聲器,則設定目標通道。見 [enum MixTarget] 常數。" - -msgid "" -"The pitch and the tempo of the audio, as a multiplier of the audio sample's " -"sample rate." -msgstr "音訊的音高和節奏,作為音訊樣本的取樣速率的倍數。" - -msgid "If [code]true[/code], audio is playing." -msgstr "如果為 [code]true[/code],則播放音訊。" - -msgid "The [AudioStream] object to be played." -msgstr "要播放的 [AudioStream] 對象。" - -msgid "" -"If [code]true[/code], the playback is paused. You can resume it by setting " -"[member stream_paused] to [code]false[/code]." -msgstr "" -"如果為 [code]true[/code],則播放會暫停。你可以通過將 [member stream_paused] 設" -"定為 [code]false[/code]來恢復它。" - -msgid "Volume of sound, in dB." -msgstr "音量,單位為 dB。" - -msgid "Emitted when the audio stops playing." -msgstr "當音訊停止播放時發出。" - -msgid "The audio will be played only on the first channel." -msgstr "音訊將只在第一個聲道中播放。" - msgid "The audio will be played on all surround channels." msgstr "音訊將在所有環繞聲聲道中播放。" @@ -13256,6 +11685,11 @@ msgid "" "[AudioStreamPlayer2D]." msgstr "返回與該 [AudioStreamPlayer2D] 相關聯的 [AudioStreamPlayback] 對象。" +msgid "" +"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " +"object or not." +msgstr "返回該 [AudioStreamPlayer] 是否能夠返回 [AudioStreamPlayback] 物件。" + msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." @@ -13263,6 +11697,12 @@ msgstr "" "將要播放的音訊入隊,將在下一物理影格從給定的位置 [param from_position] 開始播" "放,單位為秒。" +msgid "Sets the position from which audio will be played, in seconds." +msgstr "設定音訊的播放位置,以秒為單位。" + +msgid "Stops the audio." +msgstr "停止音訊。" + msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " @@ -13277,9 +11717,31 @@ msgstr "" msgid "The volume is attenuated over distance with this as an exponent." msgstr "以該屬性為指數,將音量隨著距離的增加而衰減。" +msgid "If [code]true[/code], audio plays when added to scene tree." +msgstr "如果為 [code]true[/code],在新增到場景樹時將播放音訊。" + +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." +msgstr "" +"這個音訊在哪個匯流排上播放。\n" +"[b]注意:[/b]設定這個屬性時,請記住它並不會對給定的名稱是否與現有匯流排配對進" +"行校驗。這是因為音訊匯流排佈局可以在設定這個屬性後再載入。如果這個給定的名稱在" +"運行時無法解析,就會退回到 [code]\"Master\"[/code]。" + msgid "Maximum distance from which audio is still hearable." msgstr "音訊仍可聽到的最大距離。" +msgid "" +"The maximum number of sounds this node can play at the same time. Playing " +"additional sounds after this value is reached will cut off the oldest sounds." +msgstr "" +"該節點可以同時播放的最大聲音數。達到此值後,播放額外的聲音將切斷最舊的聲音。" + msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " @@ -13289,6 +11751,11 @@ msgstr "" "數,來縮放該節點的聲像強度。與較低的值相比,較高的值將從左到右更顯著地聲像移動" "音訊。" +msgid "" +"The pitch and the tempo of the audio, as a multiplier of the audio sample's " +"sample rate." +msgstr "音訊的音高和節奏,作為音訊樣本的取樣速率的倍數。" + msgid "" "If [code]true[/code], audio is playing or is queued to be played (see [method " "play])." @@ -13296,9 +11763,22 @@ msgstr "" "如果為 [code]true[/code],則音訊正在播放,或者已加入播放佇列(見 [method " "play])。" +msgid "The [AudioStream] object to be played." +msgstr "要播放的 [AudioStream] 對象。" + +msgid "" +"If [code]true[/code], the playback is paused. You can resume it by setting " +"[member stream_paused] to [code]false[/code]." +msgstr "" +"如果為 [code]true[/code],則播放會暫停。你可以通過將 [member stream_paused] 設" +"定為 [code]false[/code]來恢復它。" + msgid "Base volume before attenuation." msgstr "衰減前的基礎音量。" +msgid "Emitted when the audio stops playing." +msgstr "當音訊停止播放時發出。" + msgid "Plays positional sound in 3D space." msgstr "在 3D 空間中播放與位置相關的聲音。" @@ -13601,17 +12081,6 @@ msgstr "" "這個類還可用於儲存動態生成的 PCM 音訊資料。另請參閱 [AudioStreamGenerator] 以" "瞭解程式化音訊生成。" -msgid "" -"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " -"ADPCM format can't be saved.\n" -"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " -"[param path] if it is missing." -msgstr "" -"將 AudioStreamWAV 作為 WAV 檔保存到 [param path]。無法保存 IMA ADPCM 格式的樣" -"本。\n" -"[b]注意:[/b]如果缺少 [code].wav[/code] 副檔名,則會自動將其追加到 [param " -"path]。" - msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " @@ -15467,9 +13936,6 @@ msgstr "使用 3D 變換" msgid "Matrix Transform Demo" msgstr "矩陣變換演示" -msgid "2.5D Demo" -msgstr "2.5D 演示" - msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "建構給定 [Basis] 的副本。" @@ -15680,16 +14146,6 @@ msgstr "" "返回該 BoneAttachment3D 節點是否正在使用外部 [Skeleton3D],而不是嘗試將其父節" "點用作 [Skeleton3D]。" -msgid "" -"A function that is called automatically when the [Skeleton3D] the " -"BoneAttachment3D node is using has a bone that has changed its pose. This " -"function is where the BoneAttachment3D node updates its position so it is " -"correctly bound when it is [i]not[/i] set to override the bone pose." -msgstr "" -"當該 BoneAttachment3D 節點正在使用的 [Skeleton3D] 中有骨骼已改變其姿勢時,自動" -"呼叫的函式。該函式是 BoneAttachment3D 節點更新其位置的地方,以便在[i]未[/i]設" -"定為覆蓋骨骼姿勢時正確綁定。" - msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " @@ -15714,16 +14170,6 @@ msgstr "所附著骨骼的索引。" msgid "The name of the attached bone." msgstr "所附著骨骼的名稱。" -msgid "" -"Whether the BoneAttachment3D node will override the bone pose of the bone it " -"is attached to. When set to [code]true[/code], the BoneAttachment3D node can " -"change the pose of the bone. When set to [code]false[/code], the " -"BoneAttachment3D will always be set to the bone's transform." -msgstr "" -"BoneAttachment3D 節點是否將覆蓋它所附著到的骨骼的骨骼姿勢。當設定為 " -"[code]true[/code] 時,BoneAttachment3D 節點可以改變骨骼的姿勢。當設定為 " -"[code]false[/code] 時,BoneAttachment3D 將始終被設定為骨骼的變換。" - msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." @@ -16147,9 +14593,6 @@ msgstr "" "[b]注意:[/b]按鈕不處理觸摸輸入,因此不支援多點觸控,因為類比滑鼠在給定時間只" "能按下一個按鈕。請用 [TouchScreenButton] 製作觸發遊戲移動或動作的按鈕。" -msgid "OS Test Demo" -msgstr "作業系統測試演示" - msgid "" "Text alignment policy for the button's text, use one of the [enum " "HorizontalAlignment] constants." @@ -16628,9 +15071,6 @@ msgstr "" msgid "2D Isometric Demo" msgstr "2D 等軸演示" -msgid "2D HDR Demo" -msgstr "2D HDR 演示" - msgid "Aligns the camera to the tracked node." msgstr "將相機與追蹤的節點對齊。" @@ -17688,19 +16128,6 @@ msgstr "相機安裝在了裝置後部。" msgid "Server keeping track of different cameras accessible in Godot." msgstr "追蹤 Godot 中可存取的不同攝像頭的伺服器。" -msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " -"These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera.\n" -"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " -"other platforms, no [CameraFeed]s will be available." -msgstr "" -"[CameraServer] 記錄了 Godot 中可存取的不同相機。此處的相機指外部相機,例如網路" -"攝像頭或手機上的攝像頭。\n" -"主要用於為 AR 模組提供來自相機的影片源。\n" -"[b]注意:[/b]這個類目前只在 macOS 和 iOS 上實作。在其他平臺上沒有可用的 " -"[CameraFeed]。" - msgid "Adds the camera [param feed] to the camera server." msgstr "將相機源 [param feed] 新增到相機伺服器中。" @@ -17867,42 +16294,6 @@ msgstr "" msgid "Abstract base class for everything in 2D space." msgstr "2D 空間中所有物件的抽象基底類別。" -msgid "" -"Abstract base class for everything in 2D space. Canvas items are laid out in " -"a tree; children inherit and extend their parent's transform. [CanvasItem] is " -"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " -"objects.\n" -"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " -"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " -"request a redraw. Because of this, canvas items don't need to be redrawn on " -"every frame, improving the performance significantly. Several functions for " -"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " -"However, they can only be used inside [method _draw], its corresponding " -"[method Object._notification] or methods connected to the [signal draw] " -"signal.\n" -"Canvas items are drawn in tree order on their canvas layer. By default, " -"children are on top of their parents, so a root [CanvasItem] will be drawn " -"behind everything. This behavior can be changed on a per-item basis.\n" -"A [CanvasItem] can be hidden, which will also hide its children. By adjusting " -"various other properties of a [CanvasItem], you can also modulate its color " -"(via [member modulate] or [member self_modulate]), change its Z-index, blend " -"mode, and more." -msgstr "" -"2D 空間中所有物件的抽象基底類別。畫布專案(Canvas Item)以樹狀排列;子節點繼承" -"並擴充其父節點的變換。[CanvasItem] 由 [Control] 擴充為 GUI 相關的節點,由 " -"[Node2D] 擴充為 2D 遊戲物件。\n" -"任何 [CanvasItem] 都可以進行繪圖。繪圖時,引擎會呼叫 [method queue_redraw],然" -"後節點就會在空閒時接收到請求重繪的 [constant NOTIFICATION_DRAW]。因此畫布項目" -"不需要每一影格都重繪,顯著提升了性能。這個類還提供了幾個用於在 [CanvasItem] 上" -"繪圖的函式(見 [code]draw_*[/code] 函式)。不過這些函式都只能在 [method " -"_draw] 及其對應的 [method Object._notification] 或連接到 [signal draw] 的方法" -"內使用。\n" -"畫布專案是按樹狀順序繪製的。預設情況下,子專案位於父專案的上方,因此根 " -"[CanvasItem] 將被畫在所有專案的後面。這種行為可以針對單個畫布專案進行更改。\n" -"[CanvasItem] 可以隱藏,隱藏時也會隱藏其子專案。通過調整畫布專案的各種其它屬" -"性,你還可以調變它的顏色(通過 [member modulate] 或 [member self_modulate])、" -"更改 Z 索引、混合模式等。" - msgid "Viewport and canvas transforms" msgstr "Viewport 和畫布變換" @@ -17933,13 +16324,6 @@ msgstr "使用自訂字形繪製字串的第一個字元。" msgid "Draws a string first character outline using a custom font." msgstr "使用自訂字形繪製字串中第一個字元的輪廓。" -msgid "" -"Draws a colored, filled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." -msgstr "" -"繪製彩色的實心圓。另見 [method draw_arc]、[method draw_polyline] 和 [method " -"draw_polygon]。" - msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole polygon." @@ -18513,23 +16897,6 @@ msgstr "" "這個節點的 Z 索引是 2,它的父節點的實際 Z 索引是 3,那麼這個節點的實際 Z 索引" "將是 2 + 3 = 5。" -msgid "" -"Z index. Controls the order in which the nodes render. A node with a higher Z " -"index will display in front of others. Must be between [constant " -"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." -"CANVAS_ITEM_Z_MAX] (inclusive).\n" -"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " -"order, not the order in which input events are handled. This can be useful to " -"implement certain UI animations, e.g. a menu where hovered items are scaled " -"and should overlap others." -msgstr "" -"Z 索引。控制節點的算繪順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須" -"在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." -"CANVAS_ITEM_Z_MAX]之間(包含)。\n" -"[b]注意:[/b]改變 [Control] 的 Z 索引只影響繪圖順序,不影響處理輸入事件的順" -"序。可用於實作某些 UI 動畫,例如對處於懸停狀態的功能表專案進行縮放,此時會與其" -"他內容重疊。" - msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " "NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" @@ -19015,14 +17382,6 @@ msgstr "" "允許手動套用向地板的吸附,無論該物體的速度多大。[method is_on_floor] 返回 " "[code]true[/code] 時這個函式什麼都不做。" -msgid "" -"Returns the surface normal of the floor at the last collision point. Only " -"valid after calling [method move_and_slide] and when [method is_on_floor] " -"returns [code]true[/code]." -msgstr "" -"返回最近一次碰撞點的地面法線。只有在呼叫了 [method move_and_slide] 並且 " -"[method is_on_floor] 返回值為 [code]true[/code] 時才有效。" - msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " @@ -19109,14 +17468,6 @@ msgid "" msgstr "" "返回最近一次呼叫 [method move_and_slide] 時,該物體發生碰撞並改變方向的次數。" -msgid "" -"Returns the surface normal of the wall at the last collision point. Only " -"valid after calling [method move_and_slide] and when [method is_on_wall] " -"returns [code]true[/code]." -msgstr "" -"返回最近一次碰撞點的牆面法線。只有在呼叫了 [method move_and_slide] 並且 " -"[method is_on_wall] 返回值為 [code]true[/code] 時才有效。" - msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " @@ -19907,13 +18258,6 @@ msgstr "" "[b]注意:[/b]無論使用什麼區域設定,[CodeEdit] 預設總是使用從左至右的文字方向來" "正確顯示原始程式碼。" -msgid "" -"Override this method to define how the selected entry should be inserted. If " -"[param replace] is true, any existing text should be replaced." -msgstr "" -"覆蓋此方法以定義所選條目應如何插入。如果 [param replace] 為真,任何現有的文字" -"都應該被替換。" - msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" @@ -19924,13 +18268,6 @@ msgstr "" "參數 [param candidates] 和返回值都是一個 [Array] 的 [Dictionary],而 " "[Dictionary] 的鍵值,詳見 [method get_code_completion_option]。" -msgid "" -"Override this method to define what happens when the user requests code " -"completion. If [param force] is true, any checks should be bypassed." -msgstr "" -"覆蓋此方法以定義當使用者請求程式碼完成時發生的情況。如果 [param force] 為真," -"會繞過任何檢查。" - msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " @@ -20163,16 +18500,6 @@ msgstr "移除帶有 [param start_key] 的注釋分隔符號。" msgid "Removes the string delimiter with [param start_key]." msgstr "移除帶有 [param start_key] 的字串分隔符號。" -msgid "" -"Emits [signal code_completion_requested], if [param force] is true will " -"bypass all checks. Otherwise will check that the caret is in a word or in " -"front of a prefix. Will ignore the request if all current options are of type " -"file path, node path or signal." -msgstr "" -"發出 [signal code_completion_requested],如果 [param force] 為真將繞過所有檢" -"查。否則,將檢查游標是否在一個詞中或在一個前綴的前面。如果目前所有選項都是文件" -"路徑、節點路徑或訊號型別,將忽略該請求。" - msgid "Sets the current selected completion option." msgstr "設定目前選定的補全選項。" @@ -20902,21 +19229,6 @@ msgstr "" "[b]警告:[/b]如果使用非均勻縮放,則該節點可能無法按預期工作。建議讓所有軸上的" "縮放保持一致,可以用對碰撞形狀的調整來代替非均勻縮放。" -msgid "" -"Receives unhandled [InputEvent]s. [param position] is the location in world " -"space of the mouse pointer on the surface of the shape with index [param " -"shape_idx] and [param normal] is the normal vector of the surface at that " -"point. Connect to the [signal input_event] signal to easily pick up these " -"events.\n" -"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be " -"[code]true[/code] and at least one [member collision_layer] bit to be set." -msgstr "" -"接收未處理的 [InputEvent]。[param position] 是滑鼠指標在索引為 [param " -"shape_idx] 的形狀表面上的世界空間位置,[param normal] 是該點表面的法向量。連接" -"到 [signal input_event] 訊號即可輕鬆獲取這些事件。\n" -"[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 為 " -"[code]true[/code],並且至少要設定一個 [member collision_layer] 位。" - msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " @@ -20990,16 +19302,6 @@ msgstr "" "如果為 [code]true[/code],則當滑鼠拖過其形狀時,[CollisionObject3D] 將繼續接收" "輸入事件。" -msgid "" -"Emitted when the object receives an unhandled [InputEvent]. [param position] " -"is the location in world space of the mouse pointer on the surface of the " -"shape with index [param shape_idx] and [param normal] is the normal vector of " -"the surface at that point." -msgstr "" -"當物件收到未處理的 [InputEvent] 時發出。[param position] 是滑鼠指標在索引為 " -"[param shape_idx] 的形狀表面上的世界空間位置,[param normal] 是表面在該點的法" -"向量。" - msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " @@ -21060,21 +19362,6 @@ msgstr "" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父級提供多邊形形狀的節點。" -msgid "" -"A node that provides a thickened polygon shape (a prism) to a " -"[CollisionObject2D] parent and allows to edit it. The polygon can be concave " -"or convex. This can give a detection shape to an [Area2D] or turn " -"[PhysicsBody2D] into a solid object.\n" -"[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not " -"behave as expected. Make sure to keep its scale the same on all axes and " -"adjust its shape resource instead." -msgstr "" -"向 [CollisionObject2D] 父級提供加厚多邊形形狀(角柱體)的節點,能夠為這個形狀" -"提供編輯的方法。該多邊形可以是凹多邊形,也可以是凸多邊形。能夠為 [Area2D] 提供" -"偵測形狀,也能夠將 [PhysicsBody2D] 變為實體。\n" -"[b]警告:[/b]非均勻縮放的 [CollisionObject2D] 應該無法按預期工作。請確保它在所" -"有軸上的縮放是一致的,可以用對形狀資源的調整來代替非均勻縮放。" - msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞建構模式。使用 [enum BuildMode] 常數之一。" @@ -21237,9 +19524,6 @@ msgstr "以 RGBA 格式表示的顏色。" msgid "2D GD Paint Demo" msgstr "2D GD 畫圖演示" -msgid "Tween Demo" -msgstr "Tween 演示" - msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" @@ -21459,12 +19743,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Decodes a [Color] from a RGBE9995 format integer. See [constant Image." -"FORMAT_RGBE9995]." -msgstr "" -"從 RGBE9995 格式的整數解碼 [Color]。見 [constant Image.FORMAT_RGBE9995]。" - msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " @@ -22994,204 +21272,6 @@ msgstr "代表 [enum Param] 列舉的大小。" msgid "Helper class to handle INI-style files." msgstr "用於處理 INI 樣式檔的輔助類。" -msgid "" -"This helper class can be used to store [Variant] values on the filesystem " -"using INI-style formatting. The stored values are identified by a section and " -"a key:\n" -"[codeblock]\n" -"[section]\n" -"some_key=42\n" -"string_example=\"Hello World3D!\"\n" -"a_vector=Vector3(1, 0, 2)\n" -"[/codeblock]\n" -"The stored data can be saved to or parsed from a file, though ConfigFile " -"objects can also be used directly without accessing the filesystem.\n" -"The following example shows how to create a simple [ConfigFile] and save it " -"on disc:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# Create new ConfigFile object.\n" -"var config = ConfigFile.new()\n" -"\n" -"# Store some values.\n" -"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" -"config.set_value(\"Player1\", \"best_score\", 10)\n" -"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" -"config.set_value(\"Player2\", \"best_score\", 9001)\n" -"\n" -"# Save it to a file (overwrite if already exists).\n" -"config.save(\"user://scores.cfg\")\n" -"[/gdscript]\n" -"[csharp]\n" -"// Create new ConfigFile object.\n" -"var config = new ConfigFile();\n" -"\n" -"// Store some values.\n" -"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" -"config.SetValue(\"Player1\", \"best_score\", 10);\n" -"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" -"config.SetValue(\"Player2\", \"best_score\", 9001);\n" -"\n" -"// Save it to a file (overwrite if already exists).\n" -"config.Save(\"user://scores.cfg\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"This example shows how the above file could be loaded:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var score_data = {}\n" -"var config = ConfigFile.new()\n" -"\n" -"# Load data from a file.\n" -"var err = config.load(\"user://scores.cfg\")\n" -"\n" -"# If the file didn't load, ignore it.\n" -"if err != OK:\n" -" return\n" -"\n" -"# Iterate over all sections.\n" -"for player in config.get_sections():\n" -" # Fetch the data for each section.\n" -" var player_name = config.get_value(player, \"player_name\")\n" -" var player_score = config.get_value(player, \"best_score\")\n" -" score_data[player_name] = player_score\n" -"[/gdscript]\n" -"[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" -"var config = new ConfigFile();\n" -"\n" -"// Load data from a file.\n" -"Error err = config.Load(\"user://scores.cfg\");\n" -"\n" -"// If the file didn't load, ignore it.\n" -"if (err != Error.Ok)\n" -"{\n" -" return;\n" -"}\n" -"\n" -"// Iterate over all sections.\n" -"foreach (String player in config.GetSections())\n" -"{\n" -" // Fetch the data for each section.\n" -" var player_name = (String)config.GetValue(player, \"player_name\");\n" -" var player_score = (int)config.GetValue(player, \"best_score\");\n" -" score_data[player_name] = player_score;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Any operation that mutates the ConfigFile such as [method set_value], [method " -"clear], or [method erase_section], only changes what is loaded in memory. If " -"you want to write the change to a file, you have to save the changes with " -"[method save], [method save_encrypted], or [method save_encrypted_pass].\n" -"Keep in mind that section and property names can't contain spaces. Anything " -"after a space will be ignored on save and on load.\n" -"ConfigFiles can also contain manually written comment lines starting with a " -"semicolon ([code];[/code]). Those lines will be ignored when parsing the " -"file. Note that comments will be lost when saving the ConfigFile. This can " -"still be useful for dedicated server configuration files, which are typically " -"never overwritten without explicit user action.\n" -"[b]Note:[/b] The file extension given to a ConfigFile does not have any " -"impact on its formatting or behavior. By convention, the [code].cfg[/code] " -"extension is used here, but any other extension such as [code].ini[/code] is " -"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " -"standardized, Godot's ConfigFile formatting may differ from files written by " -"other programs." -msgstr "" -"該輔助類可用於使用 INI 樣式格式在檔案系統上儲存 [Variant] 值。儲存的值由一個小" -"節和一個鍵標識:\n" -"[codeblock]\n" -"[section]\n" -"some_key=42\n" -"string_example=\"Hello World3D!\"\n" -"a_vector=Vector3(1, 0, 2)\n" -"[/codeblock]\n" -"儲存的資料可以被保存到檔中或從檔中解析出來,儘管 ConfigFile 物件也可以直接使用" -"而無需存取檔案系統。\n" -"以下範例顯示了如何建立一個簡單的 [ConfigFile] 並將其保存在磁片上:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 建立新的 ConfigFile 物件。\n" -"var config = ConfigFile.new()\n" -"\n" -"# 儲存一些值。\n" -"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" -"config.set_value(\"Player1\", \"best_score\", 10)\n" -"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" -"config.set_value(\"Player2\", \"best_score\", 9001)\n" -"\n" -"# 將其保存到檔中(如果已存在則覆蓋)。\n" -"config.save(\"user://scores.cfg\")\n" -"[/gdscript]\n" -"[csharp]\n" -"// 建立新的 ConfigFile 物件。\n" -"var config = new ConfigFile();\n" -"\n" -"// 儲存一些值。\n" -"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" -"config.SetValue(\"Player1\", \"best_score\", 10);\n" -"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" -"config.SetValue(\"Player2\", \"best_score\", 9001);\n" -"\n" -"// 將其保存到檔中(如果已存在則覆蓋)。\n" -"config.Save(\"user://scores.cfg\");\n" -"[/csharp]\n" -"[/codeblocks]\n" -"該範例展示了如何載入上面的檔案:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var score_data = {}\n" -"var config = ConfigFile.new()\n" -"\n" -"# 從檔載入資料。\n" -"var err = config.load(\"user://scores.cfg\")\n" -"\n" -"# 如果檔沒有載入,忽略它。\n" -"if err != OK:\n" -" return\n" -"\n" -"# 反覆運算所有小節。\n" -"for player in config.get_sections():\n" -" # 獲取每個小節的資料。\n" -" var player_name = config.get_value(player, \"player_name\")\n" -" var player_score = config.get_value(player, \"best_score\")\n" -" score_data[player_name] = player_score\n" -"[/gdscript]\n" -"[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" -"var config = new ConfigFile();\n" -"\n" -"// 從檔載入資料。\n" -"Error err = config.Load(\"user://scores.cfg\");\n" -"\n" -"// 如果檔沒有載入,忽略它。\n" -"if (err != Error.Ok)\n" -"{\n" -" return;\n" -"}\n" -"\n" -"// 反覆運算所有小節。\n" -"foreach (String player in config.GetSections())\n" -"{\n" -" // 獲取每個小節的資料。\n" -" var player_name = (String)config.GetValue(player, \"player_name\");\n" -" var player_score = (int)config.GetValue(player, \"best_score\");\n" -" score_data[player_name] = player_score;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"任何改變 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 " -"[method erase_section],只會改變載入到記憶體中的內容。如果要將更改寫入檔,則必" -"須使用 [method save]、[method save_encrypted]、或 [method " -"save_encrypted_pass] 保存更改。\n" -"請記住,小節和屬性名稱不能包含空格。保存和載入時將忽略空格後的任何內容。\n" -"ConfigFiles 還可以包含以分號([code];[/code])開頭的手動編寫的注釋行。解析文件" -"時將忽略這些行。請注意,保存 ConfigFile 時注釋將丟失。注釋對於專用伺服器配置檔" -"仍然很有用,如果沒有明確的使用者操作,這些檔通常永遠不會被覆蓋。\n" -"[b]注意:[/b]為 ConfigFile 指定的檔副檔名對其格式或行為沒有任何影響。按照慣" -"例,此處使用 [code].cfg[/code] 副檔名,但 [code].ini[/code] 等任何其他副檔名也" -"有效。由於 [code].cfg[/code] 和 [code].ini[/code] 都不是標準化的格式,Godot " -"的 ConfigFile 格式可能與其他程式編寫的檔不同。" - msgid "Removes the entire contents of the config." msgstr "移除配置的全部內容。" @@ -24890,16 +22970,6 @@ msgstr "" "[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會算繪,也不" "會接收輸入。" -msgid "" -"The minimum size of the node's bounding rectangle. If you set it to a value " -"greater than (0, 0), the node's bounding rectangle will always have at least " -"this size, even if its content is smaller. If it's set to (0, 0), the node " -"sizes automatically to fit its content, be it a texture or child nodes." -msgstr "" -"節點的邊界矩形的最小尺寸。如果你將它設定為大於 (0,0) 的值,節點的邊界矩形將始" -"終至少有這個大小,即使它的內容更小。如果設定為 (0,0),節點的大小會自動適應其" -"內容,無論是紋理還是子節點。" - msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard, gamepad, and " @@ -25337,26 +23407,6 @@ msgstr "當節點獲得焦點時發送。" msgid "Sent when the node loses focus." msgstr "當節點失去焦點時發送。" -msgid "" -"Sent when the node needs to refresh its theme items. This happens in one of " -"the following cases:\n" -"- The [member theme] property is changed on this node or any of its " -"ancestors.\n" -"- The [member theme_type_variation] property is changed on this node.\n" -"- One of the node's theme property overrides is changed.\n" -"- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from changes " -"that occur while this node is outside of the scene tree. Instead, all of the " -"theme item updates can be applied at once when the node enters the scene tree." -msgstr "" -"當節點需要更新其主題專案時發送。這發生在以下情況之一:\n" -"- 在該節點或其任何祖先節點上的 [member theme] 屬性被更改。\n" -"- 該節點上的 [member theme_type_variation] 屬性被更改。\n" -"- 該節點的一個主題屬性覆蓋被更改。\n" -"- 該節點進入場景樹。\n" -"[b]注意:[/b]作為一種優化,當該節點在場景樹之外時,發生的更改不會發送該通知。" -"相反,所有的主題項更新可以在該節點進入場景樹時一次性套用。" - msgid "Sent when control layout direction is changed." msgstr "當控制項的佈局方向改變時發送。" @@ -26876,58 +24926,6 @@ msgstr "" "生成可用於建立自簽章憑證並傳遞給 [method StreamPeerTLS.accept_stream] 的 RSA " "[CryptoKey]。" -msgid "" -"Generates a self-signed [X509Certificate] from the given [CryptoKey] and " -"[param issuer_name]. The certificate validity will be defined by [param " -"not_before] and [param not_after] (first valid date and last valid date). The " -"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the " -"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, " -"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n" -"A small example to generate an RSA key and a X509 self-signed certificate.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var crypto = Crypto.new()\n" -"# Generate 4096 bits RSA key.\n" -"var key = crypto.generate_rsa(4096)\n" -"# Generate self-signed certificate using the given key.\n" -"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " -"Game Company,C=IT\")\n" -"[/gdscript]\n" -"[csharp]\n" -"var crypto = new Crypto();\n" -"// Generate 4096 bits RSA key.\n" -"CryptoKey key = crypto.GenerateRsa(4096);\n" -"// Generate self-signed certificate using the given key.\n" -"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, " -"\"CN=mydomain.com,O=My Game Company,C=IT\");\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"根據給定的 [CryptoKey] 和 [param issuer_name] 生成自簽章的 [X509Certificate]。" -"憑證有效性將由 [param not_before] 和 [param not_after](第一個有效日期和最後一" -"個有效日期)定義。[param issuer_name] 必須至少包含“CN=”(通用名稱,即功能變數" -"名稱)、“O=”(組織,即你的公司名稱)、“C=”(國家,即 2 個字母的該組織所在的國" -"家/地區的 ISO-3166 程式碼)。\n" -"生成 RSA 金鑰和 X509 自簽章憑證的小範例。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var crypto = Crypto.new()\n" -"# 生成 4096 比特 RSA 金鑰。\n" -"var key = crypto.generate_rsa(4096)\n" -"# 使用給定的金鑰生成自簽章憑證。\n" -"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " -"Game Company,C=IT\")\n" -"[/gdscript]\n" -"[csharp]\n" -"var crypto = new Crypto();\n" -"// 生成 4096 比特 RSA 金鑰。\n" -"CryptoKey key = crypto.GenerateRsa(4096);\n" -"// 使用給定的金鑰生成自簽章憑證。\n" -"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, " -"\"CN=mydomain.com,O=My Game Company,C=IT\");\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[param msg] using [param key]. The [param hash_type] parameter is the hashing " @@ -29773,26 +27771,6 @@ msgstr "" "設定預設的滑鼠游標形狀。游標的外觀將根據使用者的作業系統和滑鼠游標主題而變化。" "另見 [method cursor_get_shape] 和 [method cursor_set_custom_image]。" -msgid "" -"Shows a text input dialog which uses the operating system's native look-and-" -"feel. [param callback] will be called with a [String] argument equal to the " -"text field's contents when the dialog is closed for any reason.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"顯示文字輸入對話方塊,這個對話方塊的外觀和行為與作業系統原生對話方塊一致。無論" -"該對話框因為什麼原因而關閉,都會使用文字欄位的內容作為 [String] 參數來呼叫 " -"[param callback]。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。" - -msgid "" -"Shows a text dialog which uses the operating system's native look-and-feel. " -"[param callback] will be called when the dialog is closed for any reason.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"顯示文字對話方塊,這個對話方塊的外觀和行為與作業系統原生對話方塊一致。無論該對" -"話方塊因為什麼原因而關閉,都會使用呼叫 [param callback]。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。" - msgid "" "Allows the [param process_id] PID to steal focus from this window. In other " "words, this disables the operating system's focus stealing protection for the " @@ -29871,33 +27849,6 @@ msgstr "" "[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生對話方塊不受影" "響。" -msgid "" -"Returns the ID of the window at the specified screen [param position] (in " -"pixels). On multi-monitor setups, the screen position is relative to the " -"virtual desktop area. On multi-monitor setups with different screen " -"resolutions or orientations, the origin may be located outside any display " -"like this:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]" -msgstr "" -"返回位於指定螢幕位置 [param position] 的視窗 ID(單位為圖元)。使用多個監視器" -"時,螢幕位置是相對於虛擬桌面區域的位置。如果多監視器中使用了不同的螢幕解析度或" -"朝向,原點有可能位於所有顯示器之外,類似於:\n" -"[codeblock]\n" -"* (0, 0) +-------+\n" -" | |\n" -"+-------------+ | |\n" -"| | | |\n" -"| | | |\n" -"+-------------+ +-------+\n" -"[/codeblock]" - msgid "" "Returns the list of Godot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." @@ -29943,26 +27894,6 @@ msgstr "" "返回索引為 [param idx] 的功能表專案的水平偏移量。\n" "[b]注意:[/b]該方法僅在 macOS 上實作。" -msgid "" -"Returns the index of the item with the specified [param tag]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"返回標籤為指定的 [param tag] 的功能表專案的索引。引擎會自動為每個功能表專案賦" -"予索引。索引無法手動設定。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。" - -msgid "" -"Returns the index of the item with the specified [param text]. Index is " -"automatically assigned to each item by the engine. Index can not be set " -"manually.\n" -"[b]Note:[/b] This method is implemented only on macOS." -msgstr "" -"返回文字為指定的 [param text] 的功能表專案的索引。引擎會自動為每個功能表專案賦" -"予索引。索引無法手動設定。\n" -"[b]注意:[/b]該方法僅在 macOS 上實作。" - msgid "" "Returns the callback of the item accelerator at index [param idx].\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -30395,31 +28326,6 @@ msgstr "" "[b]注意:[/b]在 iOS 上,如果 [member ProjectSettings.display/window/handheld/" "orientation] 未設定為 [constant SCREEN_SENSOR],則該方法無效。" -msgid "" -"Sets the window icon (usually displayed in the top-left corner) with an " -"[Image]. To use icons in the operating system's native format, use [method " -"set_native_icon] instead." -msgstr "" -"使用 [Image] 設定視窗圖示(通常顯示在左上角)。要使用作業系統的原生格式設定圖" -"標,請改用 [method set_native_icon]。" - -msgid "" -"Sets the window icon (usually displayed in the top-left corner) in the " -"operating system's [i]native[/i] format. The file at [param filename] must be " -"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " -"using specially crafted [code].ico[/code] or [code].icns[/code] icons, " -"[method set_native_icon] allows specifying different icons depending on the " -"size the icon is displayed at. This size is determined by the operating " -"system and user preferences (including the display scale factor). To use " -"icons in other formats, use [method set_icon] instead." -msgstr "" -"使用作業系統的[i]原生[/i]格式設定視窗圖示(通常顯示在左上角)。位於 [param " -"filename] 的檔在 Windows 上必須為 [code].ico[/code] 格式,在 macOS 上必須為 " -"[code].icns[/code] 格式。使用特製的 [code].ico[/code] 或 [code].icns[/code] 圖" -"示,就能夠讓 [method set_native_icon] 指定以不同尺寸顯示圖示時顯示不同的圖示。" -"大小由作業系統和使用者首選項決定(包括顯示器縮放係數)。要使用其他格式的圖示," -"請改用 [method set_icon]。" - msgid "" "Returns current active tablet driver name.\n" "[b]Note:[/b] This method is implemented only on Windows." @@ -30662,39 +28568,6 @@ msgstr "" "%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯器[/url]彈出框的位置。僅在指定 [param " "window_id] 的 [method window_set_ime_active] 為 [code]true[/code] 時有效。" -msgid "" -"Sets the maximum size of the window specified by [param window_id] in pixels. " -"Normally, the user will not be able to drag the window to make it smaller " -"than the specified size. See also [method window_get_max_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"max_size] instead.\n" -"[b]Note:[/b] Using third-party tools, it is possible for users to disable " -"window geometry restrictions and therefore bypass this limit." -msgstr "" -"設定由 [param window_id] 指定的視窗的最大大小(單位為圖元)。通常,使用者將無" -"法拖動視窗使其小於指定大小。另見 [method window_get_max_size]。\n" -"[b]注意:[/b]建議改用 [member Window.max_size] 更改此值。\n" -"[b]注意:[/b]使用協力廠商工具,使用者可以禁用視窗幾何限制,從而繞過此限制。" - -msgid "" -"Sets the minimum size for the given window to [param min_size] (in pixels). " -"Normally, the user will not be able to drag the window to make it larger than " -"the specified size. See also [method window_get_min_size].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window." -"min_size] instead.\n" -"[b]Note:[/b] By default, the main window has a minimum size of " -"[code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the " -"window is resized to a near-zero size.\n" -"[b]Note:[/b] Using third-party tools, it is possible for users to disable " -"window geometry restrictions and therefore bypass this limit." -msgstr "" -"將給定視窗的最小大小設定為 [param min_size](單位為圖元)。通常,使用者將無法" -"拖動視窗使其大於指定大小。另見 [method window_get_min_size]。\n" -"[b]注意:[/b]建議改用 [member Window.min_size] 來更改此值。\n" -"[b]注意:[/b]預設情況下,主視窗的最小大小為 [code]Vector2i(64, 64)[/code]。這" -"可以防止將視窗調整為接近零的大小時可能出現的問題。\n" -"[b]注意:[/b]使用協力廠商工具,使用者可以禁用視窗幾何限制,從而繞過此限制。" - msgid "" "Sets window mode for the given window to [param mode]. See [enum WindowMode] " "for possible values and how each mode behaves.\n" @@ -31273,315 +29146,6 @@ msgstr "發言到達單詞或句子的邊界。" msgid "Helper class to implement a DTLS server." msgstr "實作 DTLS 伺服器的輔助類。" -msgid "" -"This class is used to store the state of a DTLS server. Upon [method setup] " -"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " -"[method take_connection] as DTLS clients. Under the hood, this class is used " -"to store the DTLS state and cookies of the server. The reason of why the " -"state and cookies are needed is outside of the scope of this documentation.\n" -"Below a small example of how to use it:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # Your private key.\n" -" var cert = load(\"cert.crt\") # Your X509 certificate.\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # It is normal that 50% of the connections fails due to " -"cookie exchange.\n" -" print(\"Peer connected!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # Must poll to update the state.\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"Received message from client: %s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"Hello DTLS client\".to_utf8_buffer())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot." -"Collections.Array<PacketPeerDTLS>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n" -" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 " -"certificate.\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // It is normal that 50% of the connections fails " -"due to cookie exchange.\n" -" }\n" -" GD.Print(\"Peer connected!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // Must poll to update the state.\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Received Message From Client: {p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"Hello DTLS Client\".ToUtf8Buffer());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for certificate " -"validation!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # Try to contact server\n" -" dtls.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"Connected: %s\" % dtls.get_packet()." -"get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in " -"production for certificate validation!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // Try to contact server\n" -" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Connected: {_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"該類用於儲存 DTLS 伺服器的狀態。在 [method setup] 之後,它將連接的 " -"[PacketPeerUDP] 轉換為 [PacketPeerDTLS],通過 [method take_connection] 接受它" -"們作為 DTLS 使用者端。在底層,這個類用於儲存伺服器的 DTLS 狀態和 cookie。為什" -"麼需要狀態和 cookie 的原因不在本文件的範圍內。\n" -"下面是一個如何使用它的小例子:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # 你的私密金鑰。\n" -" var cert = load(\"cert.crt\") # 你的 X509 憑證。\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # 由於 cookie 交換,50% 的連接會失敗,這是正常現象。\n" -" print(\"對等體已連接!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # 必須輪詢以更新狀態。\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"從使用者端收到消息:%s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"你好 DTLS 使用者端\".to_utf8_buffer())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot." -"Collections.Array<PacketPeerDTLS>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私密金鑰。\n" -" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 證" -"書。\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // 由於 cookie 交換,50% 的連接會失敗,這是正常現" -"象。\n" -" }\n" -" GD.Print(\"對等體已連接!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // 必須輪詢以更新狀態。\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"從使用者端收到消息:{p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"你好 DTLS 使用者端\".ToUtf8Buffer());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # 生產環境中請使用 true 進行憑證校驗!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # 嘗試聯繫伺服器\n" -" dtls.put_packet(\"回應是… 42!\".to_utf8_buffer())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"已連接:%s\" % dtls.get_packet().get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生產環境中請使用 " -"true 進行憑證校驗!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // 嘗試聯繫伺服器\n" -" _dtls.PutPacket(\"回應是… 42!\".ToUtf8Buffer());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"已連接:{_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Setup the DTLS server to use the given [param server_options]. See [method " "TLSOptions.server]." @@ -31936,22 +29500,6 @@ msgstr "" "許可政策用於建立 [url=https://developer.android.com/google/play/licensing/" "adding-licensing#impl-Obfuscator]Obfuscator[/url] 的隨機位元組陣列。" -msgid "" -"If [code]true[/code], project resources are stored in the separate APK " -"expansion file, instead APK.\n" -"[b]Note:[/b] APK expansion should be enabled to use PCK encryption." -msgstr "" -"如果為 [code]true[/code],則專案資源被儲存在單獨的 APK 擴充檔中,而不是 " -"APK。\n" -"[b]注意:[/b]APK 擴充應被啟用才能使用 PCK 加密。" - -msgid "" -"Base64 encoded RSA public key for your publisher account, available from the " -"profile page on the \"Play Console\"." -msgstr "" -"你的發行者帳戶的 Base64 編碼的 RSA 公開金鑰,可從“Play 管理中心”的個人資料頁面" -"獲取。" - msgid "" "If [code]true[/code], [code]arm64[/code] binaries are included into exported " "project." @@ -31976,20 +29524,6 @@ msgid "" msgstr "" "如果為 [code]true[/code],[code]x86_64[/code] 二進位檔案將包含在匯出的專案中。" -msgid "" -"A list of additional command line arguments, exported project will receive " -"when started." -msgstr "附加命令列參數的列表,匯出的專案將在啟動時收到該列表。" - -msgid "Export format for Gradle build." -msgstr "Gradle 建構的匯出格式。" - -msgid "Minimal Android SDK version for Gradle build." -msgstr "Gradle 建構的最低 Android SDK 版本。" - -msgid "Target Android SDK version for Gradle build." -msgstr "Gradle 建構的目標 Android SDK 版本。" - msgid "If [code]true[/code], Gradle build is used instead of pre-built APK." msgstr "如果為 [code]true[/code],則使用 Gradle 建構而不是預建構的 APK。" @@ -32059,12 +29593,6 @@ msgstr "" "發行金鑰庫檔的使用者名。\n" "可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆蓋。" -msgid "Background layer of the application adaptive icon file." -msgstr "套用程式自我調整圖示檔的背景圖層。" - -msgid "Foreground layer of the application adaptive icon file." -msgstr "套用程式自我調整圖示檔的前景圖層。" - msgid "" "Application icon file. If left empty, it will fallback to [member " "ProjectSettings.application/config/icon]." @@ -32072,26 +29600,9 @@ msgstr "" "套用程式圖示檔。如果留空,它將退回到 [member ProjectSettings.application/" "config/icon]。" -msgid "Application category for the Play Store." -msgstr "Play 商店的套用程式類別。" - -msgid "" -"If [code]true[/code], task initiated by main activity will be excluded from " -"the list of recently used applications." -msgstr "" -"如果為 [code]true[/code],則主 Activity 啟動的工作將從最近使用的套用程式列表中" -"排除。" - msgid "Name of the application." msgstr "套用程式的名稱。" -msgid "" -"If [code]true[/code], when the user uninstalls an app, a prompt to keep the " -"app's data will be shown." -msgstr "" -"如果為 [code]true[/code],當使用者解除安裝套用程式時,將顯示保留套用程式資料的" -"提示。" - msgid "" "If [code]true[/code], the user will be able to set this app as the system " "launcher in Android preferences." @@ -34075,6 +31586,9 @@ msgstr "建構套用程式可執行檔所使用的 Xcode 版本。" msgid "Base class for the desktop platform exporter (Windows and Linux/BSD)." msgstr "桌面平臺匯出器的基底類別(Windows 與 Linux/BSD)。" +msgid "Exporting for Windows" +msgstr "為 Windows 匯出" + msgid "Exporter for the Web." msgstr "Web 匯出器。" @@ -34087,9 +31601,6 @@ msgstr "網頁文件索引" msgid "Exporter for Windows." msgstr "Windows 匯出器。" -msgid "Exporting for Windows" -msgstr "為 Windows 匯出" - msgid "" "Company that produced the application. Required. See [url=https://learn." "microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" @@ -36536,65 +34047,6 @@ msgstr "" msgid "File paths in Godot projects" msgstr "Godot 專案中的檔路徑" -msgid "" -"Returns the absolute path to the user's cache folder. This folder should be " -"used for temporary data that can be removed safely whenever the editor is " -"closed (such as generated resource thumbnails).\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" -"- Linux: ~/.cache/godot/\n" -"[/codeblock]" -msgstr "" -"返回使用者快取檔案夾的絕對路徑。該資料夾應該用於臨時資料,關閉編輯器時應該能夠" -"安全地移除這些資料(例如生成的資源預覽圖)。\n" -"[b]各平臺的預設路徑:[/b]\n" -"[codeblock]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" -"- Linux: ~/.cache/godot/\n" -"[/codeblock]" - -msgid "" -"Returns the absolute path to the user's configuration folder. This folder " -"should be used for [i]persistent[/i] user configuration files.\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n" -"- Linux: ~/.config/godot/\n" -"[/codeblock]" -msgstr "" -"返回使用者設定檔夾的絕對路徑。該資料夾應該用於[i]持久化[/i]的使用者設定檔。\n" -"[b]各平臺的預設路徑:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`)\n" -"- Linux: ~/.config/godot/\n" -"[/codeblock]" - -msgid "" -"Returns the absolute path to the user's data folder. This folder should be " -"used for [i]persistent[/i] user data files such as installed export " -"templates.\n" -"[b]Default paths per platform:[/b]\n" -"[codeblock]\n" -"- Windows: %APPDATA%\\Godot\\ (same as " -"`get_config_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n" -"- Linux: ~/.local/share/godot/\n" -"[/codeblock]" -msgstr "" -"返回使用者資料檔案夾的絕對路徑。該資料夾應該用於[i]持久化[/i]的使用者資料檔" -"案,例如已安裝的匯出範本。\n" -"[b]各平臺的預設路徑:[/b]\n" -"[codeblock]\n" -"- Windows:%APPDATA%\\Godot\\ (同 `get_config_dir()` )\n" -"- macOS:~/Library/Application Support/Godot/ (同 `get_config_dir()` )\n" -"- Linux:~/.local/share/godot/\n" -"[/codeblock]" - msgid "" "Returns the project-specific editor settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific editor settings " @@ -37276,19 +34728,6 @@ msgstr "" "當外掛程式被停用時,請確保使用 [method remove_control_from_container] 移除自訂" "控制項,並使用 [method Node.queue_free] 將其釋放。" -msgid "" -"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" -"If the dock is repositioned and as long as the plugin is active, the editor " -"will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_docks] and free it with [method Node.queue_free]." -msgstr "" -"將控制項新增到特定的停靠面板(有關選項,請參閱 [enum DockSlot])。\n" -"如果重新放置了停靠面板,並且只要該外掛程式處於活動狀態,編輯器就會在以後的會話" -"中保存停靠面板的位置。\n" -"停用外掛程式後,請確保使用 [method remove_control_from_docks] 移除自訂控制項," -"並使用 [method Node.queue_free] 將其釋放。" - msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" @@ -42984,14 +40423,6 @@ msgid "" "image. See also [member tonemap_white]." msgstr "色調對應的預設曝光。值越高,圖像越亮。另見 [member tonemap_white]。" -msgid "" -"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on a LDR display. (Godot doesn't support " -"rendering on HDR displays yet.)" -msgstr "" -"要使用的色調對應模式。色調對應是對 HDR 值進行“轉換”的過程,轉換後的值適合在 " -"LDR 顯示器上算繪。(Godot 尚不支援在 HDR 顯示器上進行算繪。)" - msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " "Higher values can make highlights look less blown out, and will also slightly " @@ -43713,103 +41144,6 @@ msgstr "為每個八度音階獨立地扭曲空間,從而導致更混亂的失 msgid "Provides methods for file reading and writing operations." msgstr "提供用於檔讀寫操作的方法。" -msgid "" -"This class can be used to permanently store data in the user device's file " -"system and to read from it. This is useful for store game save data or player " -"configuration files.\n" -"Here's a sample on how to write and read from a file:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func save(content):\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" -" file.store_string(content)\n" -"\n" -"func load():\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" -" var content = file.get_as_text()\n" -" return content\n" -"[/gdscript]\n" -"[csharp]\n" -"public void Save(string content)\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Write);\n" -" file.StoreString(content);\n" -"}\n" -"\n" -"public string Load()\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Read);\n" -" string content = file.GetAsText();\n" -" return content;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In the example above, the file will be saved in the user data folder as " -"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] " -"documentation.\n" -"[FileAccess] will close when it's freed, which happens when it goes out of " -"scope or when it gets assigned with [code]null[/code]. [method close] can be " -"used to close it before then explicitly. In C# the reference must be disposed " -"manually, which can be done with the [code]using[/code] statement or by " -"calling the [code]Dispose[/code] method directly.\n" -"[b]Note:[/b] To access project resources once exported, it is recommended to " -"use [ResourceLoader] instead of [FileAccess], as some files are converted to " -"engine-specific formats and their original source files might not be present " -"in the exported PCK package.\n" -"[b]Note:[/b] Files are automatically closed only if the process exits " -"\"normally\" (such as by clicking the window manager's close button or " -"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " -"[b]F8[/b] while the project is running, the file won't be closed as the game " -"process will be killed. You can work around this by calling [method flush] at " -"regular intervals." -msgstr "" -"這個類可以用於在使用者裝置的檔案系統中永久儲存資料,也可以從中讀取資料。適用於" -"儲存遊戲存檔資料或玩家設定檔。\n" -"下面是一個關於如何寫入和讀取檔的範例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func save(content):\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n" -" file.store_string(content)\n" -"\n" -"func load():\n" -" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n" -" var content = file.get_as_text()\n" -" return content\n" -"[/gdscript]\n" -"[csharp]\n" -"public void Save(string content)\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Write);\n" -" file.StoreString(content);\n" -"}\n" -"\n" -"public string Load()\n" -"{\n" -" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess." -"ModeFlags.Read);\n" -" string content = file.GetAsText();\n" -" return content;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在上面的例子中,檔將被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]數據路" -"徑[/url]檔中指定的使用者資料檔案夾中。\n" -"[FileAccess] 會在釋放時關閉,超出作用於、賦值為 [code]null[/code] 等情況都會導" -"致釋放。可以使用 [method close] 在此之前明確的關閉。在 C# 中,引用必須手動釋" -"放,可以通過 [code]using[/code] 敘述或直接呼叫 [code]Dispose[/code] 方法來完" -"成。\n" -"[b]注意:[/b]要在匯出後存取專案資源,建議使用 [ResourceLoader] 而不是 " -"[FileAccess],因為有些檔已被轉換為特定於引擎的格式,並且它們的原始原始檔案可能" -"並不存在於匯出的 PCK 包中。\n" -"[b]注意:[/b]只有當程序“正常”退出時(例如通過按一下視窗管理器的關閉按鈕或按 " -"[b]Alt + F4[/b]),檔才會自動關閉。如果在專案運作時按 [b]F8[/b] 停止專案執行," -"則不會關閉檔,因為遊戲程序將被殺死。可以通過定期呼叫 [method flush] 來解決這個" -"問題。" - msgid "" "Closes the currently opened file and prevents subsequent read/write " "operations. Use [method flush] to persist the data to disk without closing " @@ -43934,42 +41268,6 @@ msgstr "" msgid "Returns next [param length] bytes of the file as a [PackedByteArray]." msgstr "將檔中接下來的 [param length] 個位元組作為 [PackedByteArray] 返回。" -msgid "" -"Returns the next value of the file in CSV (Comma-Separated Values) format. " -"You can pass a different delimiter [param delim] to use other than the " -"default [code]\",\"[/code] (comma). This delimiter must be one-character " -"long, and cannot be a double quotation mark.\n" -"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " -"double quotes if they include the delimiter character. Double quotes within a " -"text value can be escaped by doubling their occurrence.\n" -"For example, the following CSV lines are valid and will be properly parsed as " -"two strings each:\n" -"[codeblock]\n" -"Alice,\"Hello, Bob!\"\n" -"Bob,Alice! What a surprise!\n" -"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" -"[/codeblock]\n" -"Note how the second line can omit the enclosing quotes as it does not include " -"the delimiter. However it [i]could[/i] very well use quotes, it was only " -"written without for demonstration purposes. The third line must use " -"[code]\"\"[/code] for each quotation mark that needs to be interpreted as " -"such instead of the end of a text value." -msgstr "" -"以 CSV(逗號分隔值)格式返回呼函式的下一個值。可以傳遞不同的分隔符號 [param " -"delim],以使用預設 [code]\",\"[/code](逗號)以外的其他分隔符號。這個分隔符號" -"必須為一個字元長,且不能是雙引號。\n" -"文字被解析為 UTF-8 編碼。如果文字值包含分隔符號,則它們必須用雙引號引起來。文" -"字值中的雙引號可以通過將它們的出現次數加倍來轉義。\n" -"例如,以下 CSV 行是有效的,每行將被正確解析為兩個字串:\n" -"[codeblock]\n" -"Alice,\"Hello, Bob!\"\n" -"Bob,Alice! What a surprise!\n" -"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" -"[/codeblock]\n" -"請注意第二行如何省略封閉的引號,因為它不包含分隔符號。然而它[i]可以[/i]很好地" -"使用引號,它只是為了演示目的而沒有編寫。第三行必須為每個需要被解析為引號而不是" -"文字值的末尾而使用 [code]\"\"[/code]。" - msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "將檔中接下來的 64 位作為浮點數返回。" @@ -43993,13 +41291,6 @@ msgstr "" msgid "Returns the size of the file in bytes." msgstr "返回該檔的大小,單位為位元組。" -msgid "" -"Returns the next line of the file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." -msgstr "" -"將檔中的下一行作為 [String] 字串返回。\n" -"將按照 UTF-8 編碼解析文字。" - msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." @@ -44039,11 +41330,6 @@ msgstr "" msgid "Returns the next bits from the file as a floating-point number." msgstr "將檔中接下來的若干位以浮點數形式返回。" -msgid "" -"Returns a SHA-256 [String] representing the file at the given path or an " -"empty [String] on failure." -msgstr "返回一個給定路徑的檔的 SHA-256 字串,如果失敗則返回一個空的 [String]。" - msgid "" "Returns file UNIX permissions.\n" "[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS." @@ -44362,24 +41648,11 @@ msgid "" "of the file." msgstr "打開檔進行讀取操作。游標位於檔案的開頭。" -msgid "" -"Opens the file for write operations. The file is created if it does not " -"exist, and truncated if it does." -msgstr "打開檔進行寫操作。如果檔不存在,則建立該檔,如果存在則截斷。" - msgid "" "Opens the file for read and write operations. Does not truncate the file. The " "cursor is positioned at the beginning of the file." msgstr "打開檔用於讀寫操作。不截斷檔案。游標位於檔案的開頭。" -msgid "" -"Opens the file for read and write operations. The file is created if it does " -"not exist, and truncated if it does. The cursor is positioned at the " -"beginning of the file." -msgstr "" -"打開檔進行讀寫操作。如果檔不存在,則建立該檔,如果存在則截斷。游標位於檔案的開" -"頭。" - msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method." msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 壓縮方法。" @@ -45511,15 +42784,6 @@ msgstr "" msgid "Removes all font cache entries." msgstr "移除所有字形快取條目。" -msgid "" -"Removes all rendered glyphs information from the cache entry.\n" -"[b]Note:[/b] This function will not remove textures associated with the " -"glyphs, use [method remove_texture] to remove them manually." -msgstr "" -"從字形快取條目中,移除所有算繪的字形資訊。\n" -"[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手" -"動移除它們。" - msgid "Removes all kerning overrides." msgstr "移除所有字距調整覆蓋。" @@ -45772,11 +43036,6 @@ msgstr "設定字形快取紋理圖像。" msgid "Sets array containing glyph packing data." msgstr "設定包含字形打包資料的陣列。" -msgid "" -"Sets 2D transform, applied to the font outlines, can be used for slanting, " -"flipping and rotating glyphs." -msgstr "設定套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。" - msgid "" "Sets variation coordinates for the specified font cache entry. See [method " "Font.get_supported_variation_list] for more info." @@ -47054,31 +44313,6 @@ msgstr "" "如果一個材質被分配給這個屬性,它將會被用來代替在網格的任何材質槽中設定的任何材" "質。" -msgid "" -"The transparency applied to the whole geometry (as a multiplier of the " -"materials' existing transparency). [code]0.0[/code] is fully opaque, while " -"[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] " -"(exclusive) will force the geometry's materials to go through the transparent " -"pipeline, which is slower to render and can exhibit rendering issues due to " -"incorrect transparency sorting. However, unlike using a transparent material, " -"setting [member transparency] to a value greater than [code]0.0[/code] " -"(exclusive) will [i]not[/i] disable shadow rendering.\n" -"In spatial shaders, [code]1.0 - transparency[/code] is set as the default " -"value of the [code]ALPHA[/code] built-in.\n" -"[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and " -"[code]1.0[/code], so this property cannot be used to make transparent " -"materials more opaque than they originally are." -msgstr "" -"套用於整個幾何體的透明度(作為材質現有透明度的乘數)。[code]0.0[/code] 是完全" -"不透明的,而 [code]1.0[/code] 是完全透明的。大於 [code]0.0[/code](不含)的值" -"將強制幾何體的材質通過透明管道,這會導致算繪速度變慢,並且可能會因不正確的透明" -"度排序而出現算繪問題。但是,與使用透明材質不同的是,將 [member transparency] " -"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影算繪。\n" -"在空間著色器中,[code]1.0 - transparency[/code] 被設定為內建 [code]ALPHA[/" -"code] 的預設值。\n" -"[b]注意:[/b][member transparency] 被鉗制在 [code]0.0[/code] 和 [code]1.0[/" -"code] 之間,所以這個屬性不能被用來使透明材質變得比原來更加不透明。" - msgid "" "Starting distance from which the GeometryInstance3D will be visible, taking " "[member visibility_range_begin_margin] into account as well. The default " @@ -47171,19 +44405,6 @@ msgstr "" "只顯示從這個物體投射出來的陰影。\n" "換句話說,實際的網格將不可見,只有網格投影可見。" -msgid "" -"Disabled global illumination mode. Use for dynamic objects that do not " -"contribute to global illumination (such as characters). When using [VoxelGI] " -"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections " -"but the geometry will not be considered in GI baking. When using " -"[LightmapGI], the object will receive indirect lighting using lightmap probes " -"instead of using the baked lightmap texture." -msgstr "" -"禁用全域照明模式。用於對全域照明沒有貢獻的動態物件(例如角色)。使用 " -"[VoxelGI] 和 SDFGI 時,幾何體將[i]接收[/i]間接照明和反射,但在 GI 烘焙中不會考" -"慮幾何體。使用 [LightmapGI] 時,物件將使用光照貼圖探查接收間接光照,而不是使用" -"烘焙的光照貼圖紋理。" - msgid "" "Baked global illumination mode. Use for static objects that contribute to " "global illumination (such as level geometry). This GI mode is effective when " @@ -47192,16 +44413,6 @@ msgstr "" "烘焙全域照明模式。用於有助於全域照明的靜態物件(例如關卡幾何體)。該 GI 模式在" "使用 [VoxelGI]、SDFGI 和 [LightmapGI] 時有效。" -msgid "" -"Dynamic global illumination mode. Use for dynamic objects that contribute to " -"global illumination. This GI mode is only effective when using [VoxelGI], but " -"it has a higher performance impact than [constant GI_MODE_STATIC]. When using " -"other GI methods, this will act the same as [constant GI_MODE_DISABLED]." -msgstr "" -"動態全域照明模式。用於有助於全域照明的動態物件。這種 GI 模式只有在使用 " -"[VoxelGI] 時才有效,但它對性能的影響,比 [constant GI_MODE_STATIC] 更高。當使" -"用其他 GI 方法時,它的作用與 [constant GI_MODE_DISABLED] 相同。" - msgid "The standard texel density for lightmapping with [LightmapGI]." msgstr "使用 [LightmapGI] 進行光照貼圖的標準紋素密度。" @@ -47244,29 +44455,6 @@ msgstr "" "息,請參閱 [member visibility_range_begin] 和 [member Node3D." "visibility_parent]。" -msgid "" -"Will fade-out itself when reaching the limits of its own visibility range. " -"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can " -"provide smoother transitions. The fading range is determined by [member " -"visibility_range_begin_margin] and [member visibility_range_end_margin]." -msgstr "" -"當達到自身可見範圍的極限時,會自行淡出。這比 [constant " -"VISIBILITY_RANGE_FADE_DISABLED] 慢,但它可以提供更平滑的過渡。淡出範圍由 " -"[member visibility_range_begin_margin] 和 [member " -"visibility_range_end_margin] 決定。" - -msgid "" -"Will fade-in its visibility dependencies (see [member Node3D." -"visibility_parent]) when reaching the limits of its own visibility range. " -"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can " -"provide smoother transitions. The fading range is determined by [member " -"visibility_range_begin_margin] and [member visibility_range_end_margin]." -msgstr "" -"當達到其自身可見性範圍的限制時,將淡入其可見性依賴項(參見 [member Node3D." -"visibility_parent])。這比 [constant VISIBILITY_RANGE_FADE_DISABLED] 慢,但它" -"可以提供更平滑的過渡。淡出範圍由 [member visibility_range_begin_margin] 和 " -"[member visibility_range_end_margin] 決定。" - msgid "Represents a GLTF camera." msgstr "代表 GLTF 相機。" @@ -47948,11 +45136,6 @@ msgstr "代表 GLTF 物理體。" msgid "OMI_physics_body GLTF extension" msgstr "OMI_physics_body GLTF 擴充" -msgid "" -"Create a new GLTFPhysicsBody instance from the given Godot " -"[CollisionObject3D] node." -msgstr "從給定的 Godot [CollisionObject3D] 節點新建 GLTFPhysicsBody 實例。" - msgid "" "Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node." msgstr "將這個 GLTFPhysicsBody 實例轉換為 Godot [CollisionObject3D] 節點。" @@ -48001,11 +45184,6 @@ msgid "" "Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary]." msgstr "通過解析給定的 [Dictionary] 新建 GLTFPhysicsShape 實例。" -msgid "" -"Create a new GLTFPhysicsShape instance from the given Godot " -"[CollisionShape3D] node." -msgstr "根據給定的 Godot [CollisionShape3D] 節點新建 GLTFPhysicsShape 實例。" - msgid "" "Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node." msgstr "將這個 GLTFPhysicsShape 實例轉換為 Godot [CollisionShape3D] 節點。" @@ -48536,9 +45714,6 @@ msgstr "" "設定該節點的屬性以配對給定的 [GPUParticles2D] 節點,該給定節點已分配了一個 " "[ParticleProcessMaterial]。" -msgid "Restarts all the existing particles." -msgstr "重新啟動所有現有的粒子。" - msgid "" "Enables particle interpolation, which makes the particle movement smoother " "when their [member fixed_fps] is lower than the screen refresh rate." @@ -48612,17 +45787,6 @@ msgstr "" "如果當節點進入/退出螢幕時粒子突然出現/消失,則增長矩形。[Rect2] 可以通過程式碼" "或使用 [b]Particles → Generate Visibility Rect[/b] 編輯器工具生成。" -msgid "" -"Emitted when all active particles have finished processing. When [member " -"one_shot] is disabled, particles will process continuously, so this is never " -"emitted.\n" -"[b]Note:[/b] Due to the particles being computed on the GPU there might be a " -"delay before the signal gets emitted." -msgstr "" -"當所有活動粒子完成處理時發出。當 [member one_shot] 停用時,粒子將連續處理,因" -"此永遠不會發出。\n" -"[b]注意:[/b] 由於粒子是在 GPU 上計算的,因此在發出訊號之前可能會有延遲。" - msgid "Particle starts at the specified position." msgstr "粒子在指定位置開始。" @@ -48659,9 +45823,6 @@ msgstr "" msgid "Returns the [Mesh] that is drawn at index [param pass]." msgstr "返回在索引 [param pass] 處繪製的 [Mesh] 。" -msgid "Restarts the particle emission, clearing existing particles." -msgstr "重新發射粒子,清除現有的粒子。" - msgid "Sets the [Mesh] that is drawn at index [param pass]." msgstr "設定在索引 [param pass] 處繪製的 [Mesh] 。" @@ -49325,18 +46486,6 @@ msgstr "設定漸變色在索引 [param point] 處的顏色。" msgid "Sets the offset for the gradient color at index [param point]." msgstr "設定漸變色在索引 [param point] 處的偏移。" -msgid "" -"Gradient's colors returned as a [PackedColorArray].\n" -"[b]Note:[/b] This property returns a copy, modifying the return value does " -"not update the gradient. To update the gradient use [method set_color] method " -"(for updating colors individually) or assign to this property directly (for " -"bulk-updating all colors at once)." -msgstr "" -"[PackedColorArray] 形式的漸變色顏色。\n" -"[b]注意:[/b]這個屬性返回的是副本,修改返回值並不會對漸變色進行更新。要更新漸" -"變色,請使用 [method set_color] 方法(單獨更新顏色)或直接為這個屬性賦值(一次" -"性更新所有顏色)。" - msgid "" "The color space used to interpolate between points of the gradient. It does " "not affect the returned colors, which will always be in sRGB space. See [enum " @@ -49355,18 +46504,6 @@ msgid "" msgstr "" "用於在漸變點之間進行插值的演算法。可用的模式見 [enum InterpolationMode]。" -msgid "" -"Gradient's offsets returned as a [PackedFloat32Array].\n" -"[b]Note:[/b] This property returns a copy, modifying the return value does " -"not update the gradient. To update the gradient use [method set_offset] " -"method (for updating offsets individually) or assign to this property " -"directly (for bulk-updating all offsets at once)." -msgstr "" -"[PackedFloat32Array] 形式的漸變色偏移。\n" -"[b]注意:[/b]這個屬性返回的是副本,修改返回值並不會對漸變色進行更新。要更新漸" -"變色,請使用 [method set_offset] 方法(單獨更新偏移)或直接為這個屬性賦值(一" -"次性更新所有偏移)。" - msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " @@ -49906,14 +47043,6 @@ 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 popup is requested. Happens on right-clicking in the " -"GraphEdit. [param position] is the position of the mouse pointer when the " -"signal is sent." -msgstr "" -"當請求快顯視窗時發出。在 GraphEdit 中右鍵點擊時發生。[param position]為該訊號" -"被發出時滑鼠指標的位置。" - msgid "" "Emitted when the scroll offset is changed by the user. It will not be emitted " "when changed in code." @@ -49990,15 +47119,6 @@ msgstr "" "GraphNode 的偏移量,相對於 [GraphEdit] 的滾動偏移量。\n" "[b]注意:[/b]不能直接使用位置偏移,因為 [GraphEdit] 是一個 [Container]。" -msgid "" -"If [code]true[/code], the user can resize the GraphElement.\n" -"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " -"signal, the GraphElement needs to be resized manually." -msgstr "" -"如果為 [code]true[/code],使用者可以調整 GraphNode 的大小。\n" -"[b]注意:[/b]拖動手柄只會發出 [signal resize_request] 訊號,GraphNode 需要手動" -"調整大小。" - msgid "If [code]true[/code], the user can select the GraphElement." msgstr "如果為 [code]true[/code],則使用者能夠選中該 GraphNode。" @@ -50038,6 +47158,9 @@ msgid "" "The icon used for the resizer, visible when [member resizable] is enabled." msgstr "用於調整大小的圖示,在 [member resizable] 被啟用時可見。" +msgid "The color modulation applied to the resizer icon." +msgstr "套用於調整尺寸大小圖示的顏色調變。" + msgid "A container with connection ports, representing a node in a [GraphEdit]." msgstr "帶有連接埠的容器,代表 [GraphEdit] 中的一個節點。" @@ -50253,9 +47376,6 @@ msgstr "顯示在 GraphNode 標題列中的文字。" msgid "Emitted when any GraphNode's slot is updated." msgstr "當任何圖形節點的插槽更新時發出。" -msgid "The color modulation applied to the resizer icon." -msgstr "套用於調整尺寸大小圖示的顏色調變。" - msgid "Horizontal offset for the ports." msgstr "埠的水平偏移量。" @@ -50565,124 +47685,9 @@ msgid "" "Provides functionality for computing cryptographic hashes chunk by chunk." msgstr "提供分段計算加密雜湊的功能。" -msgid "" -"The HashingContext class provides an interface for computing cryptographic " -"hashes over multiple iterations. Useful for computing hashes of big files (so " -"you don't have to load them all in memory), network streams, and data streams " -"in general (so you don't have to hold buffers).\n" -"The [enum HashType] enum shows the supported hashing algorithms.\n" -"[codeblocks]\n" -"[gdscript]\n" -"const CHUNK_SIZE = 1024\n" -"\n" -"func hash_file(path):\n" -" # Check that file exists.\n" -" if not FileAccess.file_exists(path):\n" -" return\n" -" # Start a SHA-256 context.\n" -" var ctx = HashingContext.new()\n" -" ctx.start(HashingContext.HASH_SHA256)\n" -" # Open the file to hash.\n" -" var file = FileAccess.open(path, FileAccess.READ)\n" -" # Update the context after reading each chunk.\n" -" while not file.eof_reached():\n" -" ctx.update(file.get_buffer(CHUNK_SIZE))\n" -" # Get the computed hash.\n" -" var res = ctx.finish()\n" -" # Print the result as hex string and array.\n" -" printt(res.hex_encode(), Array(res))\n" -"[/gdscript]\n" -"[csharp]\n" -"public const int ChunkSize = 1024;\n" -"\n" -"public void HashFile(string path)\n" -"{\n" -" // Check that file exists.\n" -" if (!FileAccess.FileExists(path))\n" -" {\n" -" return;\n" -" }\n" -" // Start a SHA-256 context.\n" -" var ctx = new HashingContext();\n" -" ctx.Start(HashingContext.HashType.Sha256);\n" -" // Open the file to hash.\n" -" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" -" // Update the context after reading each chunk.\n" -" while (!file.EofReached())\n" -" {\n" -" ctx.Update(file.GetBuffer(ChunkSize));\n" -" }\n" -" // Get the computed hash.\n" -" byte[] res = ctx.Finish();\n" -" // Print the result as hex string and array.\n" -" GD.PrintT(res.HexEncode(), (Variant)res);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"HashingContext 類提供了一個介面,用於在多次反覆運算中計算加密雜湊值。常用於計" -"算大檔(不必全部載入到記憶體中)、網路流和一般資料流程(不必持有緩衝區)的雜湊" -"值。\n" -"[enum HashType] 列舉顯示了支援的雜湊演算法。\n" -"[codeblocks]\n" -"[gdscript]\n" -"const CHUNK_SIZE = 1024\n" -"\n" -"func hash_file(path):\n" -" # 檢查檔是否存在。\n" -" if not FileAccess.file_exists(path):\n" -" return\n" -" # 啟動一個 SHA-256 本文。\n" -" var ctx = HashingContext.new()\n" -" ctx.start(HashingContext.HASH_SHA256)\n" -" # 打開檔進行雜湊處理。\n" -" var file = FileAccess.open(path, FileAccess.READ)\n" -" # 讀取每個塊後更新本文。\n" -" while not file.eof_reached():\n" -" ctx.update(file.get_buffer(CHUNK_SIZE))\n" -" # 獲取計算的雜湊值。\n" -" var res = ctx.finish()\n" -" # 將結果列印為十六進位字串和陣列。\n" -" printt(res.hex_encode(), Array(res))\n" -"[/gdscript]\n" -"[csharp]\n" -"public const int ChunkSize = 1024;\n" -"\n" -"public void HashFile(string path)\n" -"{\n" -" // 檢查檔是否存在。\n" -" if (!FileAccess.FileExists(path))\n" -" {\n" -" return;\n" -" }\n" -" // 啟動一個 SHA-256 本文。\n" -" var ctx = new HashingContext();\n" -" ctx.Start(HashingContext.HashType.Sha256);\n" -" // 打開檔進行雜湊處理。\n" -" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" -" // 讀取每個塊後更新本文。\n" -" while (!file.EofReached())\n" -" {\n" -" ctx.Update(file.GetBuffer(ChunkSize));\n" -" }\n" -" // 獲取計算的雜湊值。\n" -" byte[] res = ctx.Finish();\n" -" // 將結果列印為十六進位字串和陣列。\n" -" GD.PrintT(res.HexEncode(), (Variant)res);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Closes the current context, and return the computed hash." msgstr "關閉目前本文,並返回計算出的雜湊值。" -msgid "" -"Starts a new hash computation of the given [param type] (e.g. [constant " -"HASH_SHA256] to start computation of a SHA-256)." -msgstr "" -"開始對給定型別 [param type] 的雜湊計算(例如 [constant HASH_SHA256] 會開始計" -"算 SHA-256)。" - msgid "Updates the computation with the given [param chunk] of data." msgstr "使用給定的資料塊 [param chunk] 更新計算。" @@ -50709,21 +47714,6 @@ msgstr "" msgid "A 3D height map shape used for physics collision." msgstr "3D 高度圖形狀,用於物理碰撞。" -msgid "" -"A 3D heightmap shape, intended for use in physics. Usually used to provide a " -"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited " -"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] " -"are created by assigning very low values to points in the desired area.\n" -"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against " -"than [ConcavePolygonShape3D], but it is significantly slower than primitive " -"shapes like [BoxShape3D]." -msgstr "" -"3D 高度圖形狀,旨在用於物理。常用於為 [CollisionShape3D] 提供形狀。可用於地" -"形,但是有無法儲存懸垂部分(如洞窟)的限制。[HeightMapShape3D] 中建立洞的方法" -"是為所需區域分配極低的值。\n" -"[b]性能:[/b]對 [HeightMapShape3D] 的碰撞偵測比 [ConcavePolygonShape3D] 快,但" -"與 [BoxShape3D] 等圖元形狀相比顯著要慢。" - msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." @@ -51204,72 +48194,6 @@ msgstr "" msgid "Reads one chunk from the response." msgstr "從回應中讀取一塊資料。" -msgid "" -"Sends a request to the connected host.\n" -"The URL parameter is usually just the part after the host, so for " -"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. " -"When sending requests to an HTTP proxy server, it should be an absolute URL. " -"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " -"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " -"authority component ([code]host:port[/code]).\n" -"Headers are HTTP request headers. For available HTTP methods, see [enum " -"Method].\n" -"To create a POST request with query strings to push to the server, do:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" -"var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" -"Length: \" + str(query_string.length())]\n" -"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " -"headers, query_string)\n" -"[/gdscript]\n" -"[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " -"{ \"password\", \"pass\" } };\n" -"string queryString = new HTTPClient().QueryStringFromDict(fields);\n" -"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" -"\"Content-Length: {queryString.Length}\" };\n" -"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", " -"headers, queryString);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] The [param body] parameter is ignored if [param method] is " -"[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain " -"request data. As a workaround, you can pass request data as a query string in " -"the URL. See [method String.uri_encode] for an example." -msgstr "" -"向連接的伺服器發送請求。\n" -"URL 參數通常只是主機名稱後面的部分,所以對於 [code]https://somehost.com/index." -"php[/code] 來說就是 [code]/index.php[/code]。當向 HTTP 代理伺服器發送請求時," -"它應該是一個絕對 URL。對於 [constant HTTPClient.METHOD_OPTIONS] 請求," -"[code]*[/code] 也是允許的。對於 [constant HTTPClient.METHOD_CONNECT] 請求,它" -"應該是許可權組件 ([code]host:port[/code])。\n" -"Headers 參數是 HTTP 請求的報頭。有關可用的 HTTP 方法,請參閱 [enum Method]。\n" -"要建立帶有查詢字串的 POST 請求以推送到伺服器,請執行以下操作:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" -"var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" -"Length: \" + str(query_string.length())]\n" -"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " -"headers, query_string)\n" -"[/gdscript]\n" -"[csharp]\n" -"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, " -"{ \"password\", \"pass\" } };\n" -"string queryString = new HTTPClient().QueryStringFromDict(fields);\n" -"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $" -"\"Content-Length: {queryString.Length}\" };\n" -"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", " -"headers, queryString);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]如果 [param method] 是 [constant HTTPClient.METHOD_GET],則忽略 " -"[param body] 參數。這是因為 GET 方法不能包含請求資料。解決方法是,可以將請求資" -"料作為 URL 中的查詢字串傳遞。有關範例,請參見 [method String.uri_encode]。" - msgid "" "Sends a raw request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " @@ -51924,334 +48848,6 @@ msgstr "" msgid "A node with the ability to send HTTP(S) requests." msgstr "具有發送 HTTP(S) 請求能力的節點。" -msgid "" -"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n" -"Can be used to make HTTP requests, i.e. download or upload files or web " -"content via HTTP.\n" -"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " -"especially regarding TLS security.\n" -"[b]Note:[/b] When exporting to Android, make sure to enable the " -"[code]INTERNET[/code] permission in the Android export preset before " -"exporting the project or using one-click deploy. Otherwise, network " -"communication of any kind will be blocked by Android.\n" -"[b]Example of contacting a REST API and printing one of its returned fields:[/" -"b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # Perform a GET request. The URL below returns JSON as of writing.\n" -" var error = http_request.request(\"https://httpbin.org/get\")\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -" # Perform a POST request. The URL below returns JSON as of writing.\n" -" # Note: Don't make simultaneous requests using a single HTTPRequest " -"node.\n" -" # The snippet below is provided for reference only.\n" -" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" -" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." -"METHOD_POST, body)\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -"# Called when the HTTP request is completed.\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" var json = JSON.new()\n" -" json.parse(body.get_string_from_utf8())\n" -" var response = json.get_data()\n" -"\n" -" # Will print the user agent string used by the HTTPRequest node (as " -"recognized by httpbin.org).\n" -" print(response.headers[\"User-Agent\"])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // Create an HTTP request node and connect its completion signal.\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // Perform a GET request. The URL below returns JSON as of writing.\n" -" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"\n" -" // Perform a POST request. The URL below returns JSON as of writing.\n" -" // Note: Don't make simultaneous requests using a single HTTPRequest " -"node.\n" -" // The snippet below is provided for reference only.\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" -" {\n" -" { \"name\", \"Godette\" }\n" -" });\n" -" error = httpRequest.Request(\"https://httpbin.org/post\", null, " -"HTTPClient.Method.Post, body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"}\n" -"\n" -"// Called when the HTTP request is completed.\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" var json = new Json();\n" -" json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" -"\n" -" // Will print the user agent string used by the HTTPRequest node (as " -"recognized by httpbin.org).\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # Perform the HTTP request. The URL below returns a PNG image as of " -"writing.\n" -" var error = http_request.request(\"https://via.placeholder.com/512\")\n" -" if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" -"\n" -"# Called when the HTTP request is completed.\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" if result != HTTPRequest.RESULT_SUCCESS:\n" -" push_error(\"Image couldn't be downloaded. Try a different image.\")\n" -"\n" -" var image = Image.new()\n" -" var error = image.load_png_from_buffer(body)\n" -" if error != OK:\n" -" push_error(\"Couldn't load the image.\")\n" -"\n" -" var texture = ImageTexture.create_from_image(image)\n" -"\n" -" # Display the image in a TextureRect node.\n" -" var texture_rect = TextureRect.new()\n" -" add_child(texture_rect)\n" -" texture_rect.texture = texture\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // Create an HTTP request node and connect its completion signal.\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // Perform the HTTP request. The URL below returns a PNG image as of " -"writing.\n" -" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"An error occurred in the HTTP request.\");\n" -" }\n" -"}\n" -"\n" -"// Called when the HTTP request is completed.\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" if (result != (long)HTTPRequest.Result.Success)\n" -" {\n" -" GD.PushError(\"Image couldn't be downloaded. Try a different image." -"\");\n" -" }\n" -" var image = new Image();\n" -" Error error = image.LoadPngFromBuffer(body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"Couldn't load the image.\");\n" -" }\n" -"\n" -" var texture = ImageTexture.CreateFromImage(image);\n" -"\n" -" // Display the image in a TextureRect node.\n" -" var textureRect = new TextureRect();\n" -" AddChild(textureRect);\n" -" textureRect.Texture = texture;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle " -"decompression of response bodies. A [code]Accept-Encoding[/code] header will " -"be automatically added to each of your requests, unless one is already " -"specified. Any response with a [code]Content-Encoding: gzip[/code] header " -"will automatically be decompressed and delivered to you as uncompressed bytes." -msgstr "" -"一種具有發送 HTTP 請求能力的節點。內部使用 [HTTPClient]。\n" -"可用於發出 HTTP 請求,即通過 HTTP 下載或上傳檔或網路內容。\n" -"[b]警告:[/b]請參閱 [HTTPClient] 中的注釋和警告以瞭解限制,尤其是有關 TLS 安全" -"性的限制。\n" -"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署前,請確保在 Android " -"匯出預設中啟用 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 " -"Android 阻止。\n" -"[b]聯繫 REST API 並列印其返回欄位之一的範例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # 建立一個 HTTP 請求節點並連接其完成訊號。\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # 執行一個 GET 請求。以下 URL 會將寫入作為 JSON 返回。\n" -" var error = http_request.request(\"https://httpbin.org/get\")\n" -" if error != OK:\n" -" push_error(\"在HTTP請求中發生了一個錯誤。\")\n" -"\n" -" # 執行一個 POST 請求。 以下 URL 會將寫入作為 JSON 返回。\n" -" # 注意:不要使用單個 HTTPRequest 節點同時發出請求。\n" -" # 下面的程式碼片段僅供參考。\n" -" var body = JSON.new().stringify({\"name\": \"Godette\"})\n" -" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." -"METHOD_POST, body)\n" -" if error != OK:\n" -" push_error(\"在HTTP請求中發生了一個錯誤。\")\n" -"\n" -"# 當 HTTP 請求完成時呼叫。\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" var json = JSON.new()\n" -" json.parse(body.get_string_from_utf8())\n" -" var response = json.get_data()\n" -"\n" -" # 將列印 HTTPRequest 節點使用的使用者代理字串(由 httpbin.org 識別)。\n" -" print(response.headers[\"User-Agent\"])\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // 建立一個 HTTP 請求節點並連接其完成訊號。\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // 執行一個 GET 請求。以下 URL 會將寫入作為 JSON 返回。\n" -" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n" -" }\n" -"\n" -" // 執行一個 POST 請求。 以下 URL 會將寫入作為 JSON 返回。\n" -" // 注意:不要使用單個 HTTPRequest 節點同時發出請求。\n" -" // 下面的程式碼片段僅供參考。\n" -" string body = new Json().Stringify(new Godot.Collections.Dictionary\n" -" {\n" -" { \"name\", \"Godette\" }\n" -" });\n" -" error = httpRequest.Request(\"https://httpbin.org/post\", null, " -"HTTPClient.Method.Post, body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n" -" }\n" -"}\n" -"\n" -"// 當 HTTP 請求完成時呼叫。\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" var json = new Json();\n" -" json.Parse(body.GetStringFromUtf8());\n" -" var response = json.GetData().AsGodotDictionary();\n" -"\n" -" // 將列印 HTTPRequest 節點使用的使用者代理字串(由 httpbin.org 識別)。\n" -" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]使用 HTTPRequest 載入和顯示圖像的範例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func _ready():\n" -" # 建立一個 HTTP 請求節點並連接其完成訊號。\n" -" var http_request = HTTPRequest.new()\n" -" add_child(http_request)\n" -" http_request.request_completed.connect(self._http_request_completed)\n" -"\n" -" # 執行一個 HTTP 請求。下面的 URL 將寫入作為一個 PNG 圖像返回。\n" -" var error = http_request.request(\"https://via.placeholder.com/512\")\n" -" if error != OK:\n" -" push_error(\"在HTTP請求中發生了一個錯誤。\")\n" -"\n" -"# 當 HTTP 請求完成時呼叫。\n" -"func _http_request_completed(result, response_code, headers, body):\n" -" if result != HTTPRequest.RESULT_SUCCESS:\n" -" push_error(\"無法下載圖像。嘗試一個不同的圖像。\")\n" -"\n" -" var image = Image.new()\n" -" var error = image.load_png_from_buffer(body)\n" -" if error != OK:\n" -" push_error(\"無法載入圖像。\")\n" -"\n" -" var texture = ImageTexture.create_from_image(image)\n" -"\n" -" # 在 TextureRect 節點中顯示圖像。\n" -" var texture_rect = TextureRect.new()\n" -" add_child(texture_rect)\n" -" texture_rect.texture = texture\n" -"[/gdscript]\n" -"[csharp]\n" -"public override void _Ready()\n" -"{\n" -" // 建立一個 HTTP 請求節點並連接其完成訊號。\n" -" var httpRequest = new HTTPRequest();\n" -" AddChild(httpRequest);\n" -" httpRequest.RequestCompleted += HttpRequestCompleted;\n" -"\n" -" // 執行一個 HTTP 請求。下面的 URL 將寫入作為一個 PNG 圖像返回。\n" -" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n" -" }\n" -"}\n" -"\n" -"// 當 HTTP 請求完成時呼叫。\n" -"private void HttpRequestCompleted(long result, long responseCode, string[] " -"headers, byte[] body)\n" -"{\n" -" if (result != (long)HTTPRequest.Result.Success)\n" -" {\n" -" GD.PushError(\"無法下載圖像。嘗試一個不同的圖像。\");\n" -" }\n" -" var image = new Image();\n" -" Error error = image.LoadPngFromBuffer(body);\n" -" if (error != Error.Ok)\n" -" {\n" -" GD.PushError(\"無法載入圖像。\");\n" -" }\n" -"\n" -" var texture = ImageTexture.CreateFromImage(image);\n" -"\n" -" // 在 TextureRect 節點中顯示圖像。\n" -" var textureRect = new TextureRect();\n" -" AddChild(textureRect);\n" -" textureRect.Texture = texture;\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Gzipped 回應體[/b]:HTTPRequest 將自動處理回應體的解壓縮。除非已經指定了一" -"個,否則 [code]Accept-Encoding[/code] 報頭將自動新增到你的每個請求中。任何帶" -"有 [code]Content-Encoding: gzip[/code] 報頭的回應都將自動解壓,並作為未壓縮的" -"位元組傳送給你。" - msgid "Making HTTP requests" msgstr "發出 HTTP 請求" @@ -52715,17 +49311,6 @@ msgstr "" "於啟用狀態,但可以使用 [code]module_svg_enabled=no[/code] SCons 選項在建置時停" "用它。" -msgid "" -"Loads an image from the string contents of a SVG file ([b].svg[/b]).\n" -"[b]Note:[/b] This method is only available in engine builds with the SVG " -"module enabled. By default, the SVG module is enabled, but it can be disabled " -"at build-time using the [code]module_svg_enabled=no[/code] SCons option." -msgstr "" -"從 SVG 檔案 ([b].svg[/b]) 的字串內容載入映像。\n" -"[b]注意:[/b]此方法僅在啟用了 SVG 模組的引擎版本中可用。預設情況下,SVG 模組處" -"於啟用狀態,但可以使用 [code]module_svg_enabled=no[/code] SCons 選項在建置時停" -"用它。" - msgid "Loads an image from the binary contents of a WebP file." msgstr "從 WebP 檔的二進位內容載入圖像。" @@ -53857,18 +50442,6 @@ msgid "" "JoyAxis])." msgstr "返回給定索引(參見 [enum JoyAxis])處的遊戲手柄軸的目前值。" -msgid "" -"Returns a SDL2-compatible device GUID on platforms that use gamepad " -"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns " -"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://" -"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] " -"to determine gamepad names and mappings based on this GUID." -msgstr "" -"如果平臺使用遊戲手柄重對應,則返回裝置的 GUID,與 SDL2 相容,例如 " -"[code]030000004c050000c405000000010000[/code]。否則返回 [code]\"Default " -"Gamepad\"[/code]。Godot 會根據這個 GUI 使用 [url=https://github.com/gabomdq/" -"SDL_GameControllerDB]SDL2 遊戲控制器資料庫[/url]來確定遊戲手柄的名稱和對應。" - msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" @@ -54145,26 +50718,6 @@ msgid "" "Stops the vibration of the joypad started with [method start_joy_vibration]." msgstr "停止使用 [method start_joy_vibration] 啟動的遊戲手柄的振動。" -msgid "" -"Vibrate the handheld device for the specified duration in milliseconds.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no " -"effect on other platforms.\n" -"[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the " -"[code]VIBRATE[/code] permission in the export preset. Otherwise, [method " -"vibrate_handheld] will have no effect.\n" -"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and " -"later.\n" -"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " -"support [method vibrate_handheld]." -msgstr "" -"使手持裝置振動指定的持續時間,單位為毫秒。\n" -"[b]注意:[/b]該方法在 Android、iOS 和 Web 上實作。它對其他平臺沒有影響。\n" -"[b]注意:[/b]對於 Android,[method vibrate_handheld] 需要在匯出預設中啟用 " -"[code]VIBRATE[/code] 許可權。否則,[method vibrate_handheld] 將無效。\n" -"[b]注意:[/b]對於 iOS,僅 iOS 13 及更高版本支援指定持續時間。\n" -"[b]注意:[/b]某些網路流覽器,如 Safari 和 Android 版的 Firefox 不支援 [method " -"vibrate_handheld]。" - msgid "" "Sets the mouse position to the specified vector, provided in pixels and " "relative to an origin at the upper left corner of the currently focused " @@ -54452,16 +51005,6 @@ msgstr "" "[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture]、" "和 [InputEventPanGesture] 型別的事件相關。" -msgid "" -"The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " -"input from a touchscreen. This can be used to distinguish emulated mouse " -"input from physical mouse input." -msgstr "" -"該事件的裝置 ID。\n" -"[b]注意:[/b]對於來自觸控式螢幕的類比滑鼠輸入,該裝置 ID 將總是 [code]-1[/" -"code]。可用於區分類比滑鼠輸入和物理滑鼠輸入。" - msgid "An input event type for actions." msgstr "動作的輸入事件型別。" @@ -54665,59 +51208,6 @@ msgstr "" "如果為 [code]true[/code],則該鍵在此事件之前已被按下。這意味著使用者正在按住該" "鍵。" -msgid "" -"Represents the localized label printed on the key in the current keyboard " -"layout, which corresponds to one of the [enum Key] constants or any valid " -"Unicode character.\n" -"For keyboard layouts with a single label on the key, it is equivalent to " -"[member keycode].\n" -"To get a human-readable representation of the [InputEventKey], use [code]OS." -"get_keycode_string(event.key_label)[/code] where [code]event[/code] is the " -"[InputEventKey].\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"表示目前鍵盤配置中印在鍵上的當地語系化標籤,對應於 [enum Key] 常數之一或任何有" -"效的 Unicode 字元。\n" -"對於鍵上只有一個標籤的鍵盤配置,它等同於 [member keycode]。\n" -"要獲得 [InputEventKey] 的人類可讀表示,請使用 [code]OS." -"get_keycode_string(event.key_label)[/code],其中 [code]event[/code] 是 " -"[InputEventKey]。\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" - -msgid "" -"Latin label printed on the key in the current keyboard layout, which " -"corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [code]OS." -"get_keycode_string(event.keycode)[/code] where [code]event[/code] is the " -"[InputEventKey].\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - keycode\n" -" | Й | | ض | - \"Й\" and \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" -msgstr "" -"目前鍵盤配置中鍵上列印的拉丁標籤,對應於 [enum Key] 常數之一。\n" -"要獲得 [InputEventKey] 的人類可讀表示,請使用 [code]OS." -"get_keycode_string(event.keycode)[/code],其中 [code]event[/code] 是 " -"[InputEventKey]。\n" -"[codeblock]\n" -" +-----+ +-----+\n" -" | Q | | Q | - \"Q\" - 鍵碼\n" -" | Й | | ض | - \"Й\" 和 \"ض\" - key_label\n" -" +-----+ +-----+\n" -"[/codeblock]" - msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." @@ -54885,9 +51375,6 @@ msgstr "多次拖動事件中的拖動事件索引。" msgid "Returns [code]true[/code] when using the eraser end of a stylus pen." msgstr "正在使用手寫筆的橡皮端時,會返回 [code]true[/code]。" -msgid "The drag position." -msgstr "拖拽的位置。" - msgid "Represents a screen touch event." msgstr "代表螢幕觸摸事件。" @@ -54908,9 +51395,6 @@ msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "在多點觸摸事件中的觸摸指數。一個索引 = 一個手指。" -msgid "The touch position, in screen (global) coordinates." -msgstr "觸摸位置,使用螢幕(全域)座標。" - msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." @@ -61053,13 +57537,6 @@ msgstr "" "返回這個 MultiplayerAPI 的 [member multiplayer_peer] 所有已連接對等體的對等體 " "ID。" -msgid "" -"Returns the sender's peer ID for the RPC currently being executed.\n" -"[b]Note:[/b] If not inside an RPC this method will return 0." -msgstr "" -"返回目前正在執行的 RPC 的發送方的對等體 ID。\n" -"[b]注意:[/b]如果不在 RPC 內,這個方法將返回 0。" - msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]." msgstr "返回這個 MultiplayerAPI 的 [member multiplayer_peer] 唯一對等體 ID。" @@ -61286,9 +57763,6 @@ msgstr "" "Android 匯出預設中啟用了 [code]INTERNET[/code] 許可權。否則,任何型別的網路通" "信都會被安卓阻止。" -msgid "WebRTC Signaling Demo" -msgstr "WebRTC 訊號演示" - msgid "" "Immediately close the multiplayer peer returning to the state [constant " "CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting " @@ -62517,9 +58991,6 @@ msgstr "" msgid "Using NavigationMeshes" msgstr "使用 NavigationMesh" -msgid "3D Navmesh Demo" -msgstr "3D 導覽網格演示" - msgid "" "Adds a polygon using the indices of the vertices you get when calling [method " "get_vertices]." @@ -62886,35 +59357,6 @@ msgstr "" "設定解析得到的源幾何體資料頂點。頂點需要與正確的索引相配對。\n" "[b]警告:[/b]資料不正確會導致相關協力廠商庫在烘焙過程中當機。" -msgid "" -"2D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area." -msgstr "" -"用於導覽的 2D 障礙物,能夠將啟用了避障處理的代理約束在某個區域之外或之內。" - -msgid "" -"2D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area. The obstacle needs a navigation map and outline " -"vertices defined to work correctly.\n" -"If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" -"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " -"Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" -"Obstacles using vertices can warp to a new position but should not moved " -"every frame as each move requires a rebuild of the avoidance map." -msgstr "" -"導覽中使用的 2D 障礙物,能夠將由避障控制的代理約束在某個區域之外或之內。障礙物" -"定義導覽地圖和輪廓頂點後才能正常工作。\n" -"如果障礙物的頂點使用順時針順序纏繞,則避障代理會被推入障礙物,否則避障代理就會" -"被推出障礙物。輪廓必須不存在交叉和重疊。\n" -"障礙物[b]不是[/b](重新)烘焙導覽網格的替代品。障礙物[b]不會[/b]改變尋路的結" -"果,障礙物只會修改避障代理的推薦速度,從而影響導覽避障代理的移動。\n" -"使用頂點的障礙物可以傳送至新位置,但不應該每一影格都移動,因為每次移動都需要重" -"新建構避障地圖。" - msgid "Using NavigationObstacles" msgstr "使用 NavigationObstacle" @@ -62977,35 +59419,6 @@ msgstr "" "理向內推,否則就會向外推。輪廓不能交叉或重疊。如果這些頂點直接跳到了新的位置," "那麼其他代理可能無法預測這種行為,導致被困在障礙物內。" -msgid "" -"3D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area." -msgstr "" -"用於導覽的 3D 障礙物,能夠將啟用了避障處理的代理約束在某個區域之外或之內。" - -msgid "" -"3D Obstacle used in navigation to constrain avoidance controlled agents " -"outside or inside an area. The obstacle needs a navigation map and outline " -"vertices defined to work correctly.\n" -"If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" -"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " -"Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" -"Obstacles using vertices can warp to a new position but should not moved " -"every frame as each move requires a rebuild of the avoidance map." -msgstr "" -"導覽中使用的 3D 障礙物,能夠將由避障控制的代理約束在某個區域之外或之內。障礙物" -"定義導覽地圖和輪廓頂點後才能正常工作。\n" -"如果障礙物的頂點使用順時針順序纏繞,則避障代理會被推入障礙物,否則避障代理就會" -"被推出障礙物。輪廓必須不存在交叉和重疊。\n" -"障礙物[b]不是[/b](重新)烘焙導覽網格的替代品。障礙物[b]不會[/b]改變尋路的結" -"果,障礙物只會修改避障代理的推薦速度,從而影響導覽避障代理的移動。\n" -"使用頂點的障礙物可以傳送至新位置,但不應該每一影格都移動,因為每次移動都需要重" -"新建構避障地圖。" - msgid "Returns the [RID] of this obstacle on the [NavigationServer3D]." msgstr "返回這個障礙物在 [NavigationServer3D] 上的 [RID]。" @@ -63264,9 +59677,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "2D Navigation Demo" -msgstr "2D 導覽演示" - msgid "" "Appends a [PackedVector2Array] that contains the vertices of an outline to " "the internal array that contains all the outlines." @@ -63474,9 +59884,6 @@ msgstr "" "覽地圖,因此僅需要此函式來覆寫預設地圖。 “,““,“,“錯誤的”,””,”,”\n" "doc/classes/NavigationRegion2D.xml\"" -msgid "A bitfield determining all avoidance layers for the avoidance constrain." -msgstr "位域,確定避障約束的所有避障層。" - msgid "Determines if the [NavigationRegion2D] is enabled or disabled." msgstr "決定該 [NavigationRegion2D] 是啟用還是禁用。" @@ -64591,36 +60998,6 @@ msgstr "" "[b]注意:[/b]這個方法只有在節點存在於場景樹中時才會被呼叫(也就是說,如果它不" "是“孤兒”)。" -msgid "" -"Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " -"by [method _input] or any GUI [Control] item. It is called before [method " -"_unhandled_key_input] and [method _unhandled_input]. The input event " -"propagates up through the node tree until a node consumes it.\n" -"It is only called if shortcut processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_shortcut_input].\n" -"To consume the input event and stop it propagating further to other nodes, " -"[method Viewport.set_input_as_handled] can be called.\n" -"This method can be used to handle shortcuts. For generic GUI events, use " -"[method _input] instead. Gameplay events should usually be handled with " -"either [method _unhandled_input] or [method _unhandled_key_input].\n" -"[b]Note:[/b] This method is only called if the node is present in the scene " -"tree (i.e. if it's not orphan)." -msgstr "" -"當一個 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 " -"GUI [Control] 項使用時呼叫。這是在 [method _unhandled_key_input] 和 [method " -"_unhandled_input] 之前呼叫的。輸入事件通過節點樹向上傳播,直到一個節點消耗" -"它。\n" -"它僅在啟用快捷鍵處理時呼叫,如果此方法被覆蓋,則會自動呼叫,並且可以使用 " -"[method set_process_shortcut_input] 進行開關。\n" -"要消耗輸入事件,並阻止它進一步傳播到其他節點,可以呼叫 [method Viewport." -"set_input_as_handled]。\n" -"此方法可用於處理快捷鍵。如果是常規的 GUI 事件,請改用 [method _input]。遊戲事" -"件通常應該使用 [method _unhandled_input] 或 [method _unhandled_key_input] 處" -"理。\n" -"[b]注意:[/b]僅當該節點存在於場景樹中(即它不是一個孤兒節點)時,此方法才會被" -"呼叫。" - msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. It is called after [method _shortcut_input] and after " @@ -65009,11 +61386,6 @@ msgstr "返回相對於此節點的父節點的 [Transform2D]。" msgid "Adds the [param offset] vector to the node's global position." msgstr "將偏移向量 [param offset] 新增到該節點的全域位置。" -msgid "" -"Rotates the node so it points towards the [param point], which is expected to " -"use global coordinates." -msgstr "旋轉該節點,使其指向 [param point],該點應使用全域座標。" - msgid "" "Applies a local translation on the node's X axis based on the [method Node." "_process]'s [param delta]. If [param scaled] is [code]false[/code], " @@ -65452,9 +61824,6 @@ msgstr "旋轉量以 [Basis] 的形式編輯。此模式下無法單獨編輯 [m msgid "A pre-parsed scene tree path." msgstr "預先解析的場景樹路徑。" -msgid "2D Role Playing Game Demo" -msgstr "2D 角色扮演遊戲演示" - msgid "Constructs an empty [NodePath]." msgstr "建構空的 [NodePath]。" @@ -65909,62 +62278,6 @@ msgstr "" " var a = str(self) # a 是“歡迎來到 Godot 4!”\n" "[/codeblock]" -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] " -"[String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also " -"[method has_user_signal].\n" -"[codeblocks]\n" -"[gdscript]\n" -"add_user_signal(\"hurt\", [\n" -" { \"name\": \"damage\", \"type\": TYPE_INT },\n" -" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n" -"])\n" -"[/gdscript]\n" -"[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" -"{\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"damage\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" },\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"source\" },\n" -" { \"type\", (int)Variant.Type.Object }\n" -" }\n" -"});\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"新增使用者定義的訊號 [param signal]。訊號的參數是可選的,以字典的 [Array] 形式" -"新增,字典中定義名稱 [code]name[/code] [String],型別 [code]type[/code] [int]" -"(見 [enum Variant.Type])。另見 [method has_user_signal]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"add_user_signal(\"hurt\", [\n" -" { \"name\": \"damage\", \"type\": TYPE_INT },\n" -" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n" -"])\n" -"[/gdscript]\n" -"[csharp]\n" -"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n" -"{\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"damage\" },\n" -" { \"type\", (int)Variant.Type.Int }\n" -" },\n" -" new Godot.Collections.Dictionary()\n" -" {\n" -" { \"name\", \"source\" },\n" -" { \"type\", (int)Variant.Type.Object }\n" -" }\n" -"});\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Calls the [param method] on the object and returns the result. This method " "supports a variable number of arguments, so parameters can be passed as a " @@ -66113,44 +62426,6 @@ msgstr "" "試都將會產生一個執行階段錯誤。使用 [method @GlobalScope.is_instance_valid] 檢" "查引用時將返回 [code]false[/code]。" -msgid "" -"Returns the [Variant] value of the given [param property]. If the [param " -"property] does not exist, this method returns [code]null[/code].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.rotation = 1.5\n" -"var a = node.get(\"rotation\") # a is 1.5\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 1.5f;\n" -"var a = node.Get(\"rotation\"); // a is 1.5\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"返回給定 [param property] 的 [Variant] 值。如果 [param property] 不存在,則該" -"方法返回 [code]null[/code]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.rotation = 1.5\n" -"var a = node.get(\"rotation\") # a 為 1.5\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 1.5f;\n" -"var a = node.Get(\"rotation\"); // a 為 1.5\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中,在引用 Godot 內建屬性時,[param property] 必須是 " -"snake_case。最好使用 [code]PropertyName[/code] 類中公開的名稱,以避免在每次調" -"用時分配一個新的 [StringName]。" - msgid "" "Returns the object's built-in class name, as a [String]. See also [method " "is_class].\n" @@ -66370,13 +62645,6 @@ msgstr "" "形大小寫。請優先使用 [code]SignalName[/code] 類中暴露的名稱,避免每次呼叫都重" "新分配一個 [StringName]。" -msgid "" -"Returns [code]true[/code] if the given user-defined [param signal] name " -"exists. Only signals added with [method add_user_signal] are included." -msgstr "" -"如果存在給定的使用者定義訊號名稱 [param signal],則返回 [code]true[/code]。僅" -"包含通過 [method add_user_signal] 新增的訊號。" - msgid "" "Returns [code]true[/code] if the object is blocking its signals from being " "emitted. See [method set_block_signals]." @@ -66552,44 +62820,6 @@ msgstr "" "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 "" -"Assigns [param value] to the given [param property]. If the property does not " -"exist or the given [param value]'s type doesn't match, nothing happens.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.set(\"global_scale\", Vector2(8, 2.5))\n" -"print(node.global_scale) # Prints (8, 2.5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Set(\"global_scale\", new Vector2(8, 2.5));\n" -"GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"將給定屬性 [param property] 的值分配為 [param value]。如果該屬性不存在,或者給" -"定 [param value] 的型別不配對,則不會發生任何事情。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"node.set(\"global_scale\", Vector2(8, 2.5))\n" -"print(node.global_scale) # 輸出 (8, 2.5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Set(\"global_scale\", new Vector2(8, 2.5));\n" -"GD.Print(node.GlobalScale); // 輸出 Vector2(8, 2.5)\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property] 必須為 snake_case " -"蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避免每次呼叫" -"都重新分配一個 [StringName]。" - msgid "" "If set to [code]true[/code], the object becomes unable to emit signals. As " "such, [method emit_signal] and signal connections will not work, until it is " @@ -66598,65 +62828,6 @@ msgstr "" "如果設定為 [code]true[/code],這該物件將無法發出訊號。因此,[method " "emit_signal] 和訊號連接將不起作用,直到該屬性被設定為 [code]false[/code]。" -msgid "" -"Assigns [param value] to the given [param property], at the end of the " -"current frame. This is equivalent to calling [method set] through [method " -"call_deferred].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # Prints 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # Prints 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // Prints 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // Prints 90.0\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"在目前影格的末尾,將給定屬性 [param property] 的值分配為 [param value]。等價於" -"通過 [method call_deferred] 呼叫 [method set]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # 輸出 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # 輸出 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // 輸出 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // 輸出 90.0\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property] 必須為 snake_case " -"蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避免每次呼叫" -"都重新分配一個 [StringName]。" - msgid "" "Assigns a new [param value] to the property identified by the [param " "property_path]. The path should be a [NodePath] relative to this object, and " @@ -66753,24 +62924,6 @@ msgstr "" "返回表示物件的 [String]。預設為 [code]\"<ClassName#RID>\"[/code]。覆蓋 " "[method _to_string] 以自訂物件的字串表示形式。" -msgid "" -"Translates a [param message], using the translation catalogs configured in " -"the Project Settings. Further [param context] can be specified to help with " -"the translation.\n" -"If [method can_translate_messages] is [code]false[/code], or no translation " -"is available, this method returns the [param message] without changes. See " -"[method set_message_translation].\n" -"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" -"internationalizing_games.html]Internationalizing games[/url]." -msgstr "" -"使用專案設定中配置的翻譯目錄,翻譯一個 [param message]。可以進一步指定 [param " -"context] 來幫助翻譯。\n" -"如果 [method can_translate_messages] 為 [code]false[/code],或者沒有翻譯可用," -"則該方法將返回 [param message] 而不做任何更改。請參閱 [method " -"set_message_translation]。\n" -"有關詳細範例,請參閱[url=$DOCS_URL/tutorials/i18n/internationalizing_games." -"html]《國際化遊戲》[/url]。" - msgid "Emitted when [method notify_property_list_changed] is called." msgstr "呼叫 [method notify_property_list_changed] 時發出。" @@ -66980,14 +63133,6 @@ msgstr "" msgid "The culling mode to use." msgstr "要使用的剔除模式。" -msgid "" -"A [Vector2] array with the index for polygon's vertices positions.\n" -"[b]Note:[/b] The returned value is a copy of the underlying array, rather " -"than a reference." -msgstr "" -"帶有多邊形頂點位置索引的 [Vector2] 陣列。\n" -"[b]注意:[/b]返回值是基礎陣列的副本,而不是引用。" - msgid "Culling is disabled. See [member cull_mode]." msgstr "禁用剔除。見 [member cull_mode]。" @@ -67297,9 +63442,6 @@ msgstr "" "[b]注意:[/b] [code]openxr/util.h[/code] 包含用於取得OpenXR 函式的實用宏,例如" "[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。" -msgid "Returns the timing for the next frame." -msgstr "返回參數的正弦值。" - msgid "" "Returns the play space, which is an [url=https://registry.khronos.org/OpenXR/" "specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer." @@ -68222,18 +64364,6 @@ msgstr "" msgid "A packed array of bytes." msgstr "位元組緊縮陣列。" -msgid "" -"An array specifically designed to hold bytes. Packs data tightly, so it saves " -"memory for large array sizes.\n" -"[PackedByteArray] also provides methods to encode/decode various types to/" -"from bytes. The way values are encoded is an implementation detail and " -"shouldn't be relied upon when interacting with external apps." -msgstr "" -"專門設計用於存放位元組的陣列。資料是緊密存放的,因此能夠在陣列較大時節省內" -"存。\n" -"[PackedByteArray] 還提供了在許多型別和位元組之間進行編碼/解碼的方法。這些值的" -"編碼方式屬於實作細節,與外部套用程式互動時不應依賴這種編碼。" - msgid "Constructs an empty [PackedByteArray]." msgstr "建構空的 [PackedByteArray]。" @@ -68248,6 +64378,20 @@ msgstr "建構新 [PackedByteArray]。你還可以傳入通用 [Array] 進行轉 msgid "Appends a [PackedByteArray] at the end of this array." msgstr "在該陣列的末尾追加一個 [PackedByteArray]。" +msgid "" +"Finds the index of an existing value (or the insertion index that maintains " +"sorting order, if the value is not yet present in the array) using binary " +"search. Optionally, a [param before] specifier can be passed. If [code]false[/" +"code], the returned index comes after all existing entries of the value in " +"the array.\n" +"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " +"unexpected behavior." +msgstr "" +"使用二進法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排序順序的插入索" +"引)。傳遞 [param before] 說明符是可選的。如果該參數為 [code]false[/code],則" +"返回的索引位於陣列中該值的所有已有的條目之後。\n" +"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch] 會產生預料之外的行為。" + msgid "" "Returns a new [PackedByteArray] with the data compressed. Set the compression " "mode using one of [enum FileAccess.CompressionMode]'s constants." @@ -68630,13 +64774,6 @@ msgstr "" msgid "A packed array of [Color]s." msgstr "[Color] 緊縮陣列。" -msgid "" -"An array specifically designed to hold [Color]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"專門設計用於存放 [Color] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省內" -"存。" - msgid "Constructs an empty [PackedColorArray]." msgstr "建構空的 [PackedColorArray]。" @@ -68842,15 +64979,6 @@ msgstr "" msgid "A packed array of 32-bit floating-point values." msgstr "32 位元浮點數緊縮陣列。" -msgid "" -"An array specifically designed to hold 32-bit floating-point values (float). " -"Packs data tightly, so it saves memory for large array sizes.\n" -"If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." -msgstr "" -"專門設計用於存放 32 位浮點值(float)的陣列。資料是緊密存放的,因此能夠在陣列" -"較大時節省記憶體。\n" -"如果你需要緊密存放 64 位浮點數,請參閱 [PackedFloat64Array]。" - msgid "Constructs an empty [PackedFloat32Array]." msgstr "建構空的 [PackedFloat32Array]。" @@ -68998,17 +65126,6 @@ msgstr "" msgid "A packed array of 64-bit floating-point values." msgstr "64 位元浮點數緊縮陣列。" -msgid "" -"An array specifically designed to hold 64-bit floating-point values (double). " -"Packs data tightly, so it saves memory for large array sizes.\n" -"If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for " -"a more memory-friendly alternative." -msgstr "" -"專門設計用於存放 64 位浮點值(double)的陣列。資料是緊密存放的,因此能夠在數組" -"較大時節省記憶體。\n" -"如果你只需要緊密存放 32 位浮點數,請參閱 [PackedFloat32Array],是對記憶體更友" -"好的選擇。" - msgid "Constructs an empty [PackedFloat64Array]." msgstr "建構空的 [PackedFloat64Array]。" @@ -69078,22 +65195,6 @@ msgstr "" msgid "A packed array of 32-bit integers." msgstr "32 位元整數緊縮陣列。" -msgid "" -"An array specifically designed to hold 32-bit integer values. Packs data " -"tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take " -"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" -"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In " -"comparison, [int] uses signed 64-bit integers which can hold much larger " -"values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]." -msgstr "" -"專門設計用於存放 32 位元整數值的陣列。資料是緊密存放的,因此能夠在陣列較大時節" -"省記憶體。\n" -"[b]注意:[/b]該型別儲存的是 32 位元有符號整數,也就是說它可以取區間 [code]" -"[-2^31, 2^31 - 1][/code] 內的值,即 [code][-2147483648, 2147483647][/code]。超" -"過這些界限將環繞往復。相比之下,[int] 使用帶符號的 64 位元整數,可以容納更大的" -"值。如果你需要緊密存放 64 位元整數,請參閱 [PackedInt64Array]。" - msgid "Constructs an empty [PackedInt32Array]." msgstr "建構空的 [PackedInt32Array]。" @@ -69174,22 +65275,6 @@ msgstr "" msgid "A packed array of 64-bit integers." msgstr "64 位元整數緊縮陣列。" -msgid "" -"An array specifically designed to hold 64-bit integer values. Packs data " -"tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take " -"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" -"[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds " -"will wrap around. If you only need to pack 32-bit integers tightly, see " -"[PackedInt32Array] for a more memory-friendly alternative." -msgstr "" -"專門設計用於存放 64 位元整數值的陣列。資料是緊密存放的,因此能夠在陣列較大時節" -"省記憶體。\n" -"[b]注意:[/b]該型別儲存的是 64 位元有符號整數,也就是說它可以取區間 [code]" -"[-2^63, 2^63 - 1][/code] 內的值,即 [code][-9223372036854775808, " -"9223372036854775807][/code]。超過這些界限將環繞往復。如果你只需要緊密存放 32 " -"位元整數,請參閱 [PackedInt32Array],是對記憶體更友好的選擇。" - msgid "Constructs an empty [PackedInt64Array]." msgstr "建構空的 [PackedInt64Array]。" @@ -69263,11 +65348,6 @@ msgstr "" "產生實體該場景的節點架構。觸發子場景的產生實體。在根節點上觸發 [constant Node." "NOTIFICATION_SCENE_INSTANTIATED] 通知。" -msgid "" -"Pack will ignore any sub-nodes not owned by given node. See [member Node." -"owner]." -msgstr "包將忽略不屬於給定節點的任何子節點。請參閱 [member Node.owner]。" - msgid "If passed to [method instantiate], blocks edits to the scene state." msgstr "如果傳遞給 [method instantiate],則會阻止對場景狀態的編輯。" @@ -69300,25 +65380,6 @@ msgstr "" msgid "A packed array of [String]s." msgstr "[String] 緊縮陣列。" -msgid "" -"An array specifically designed to hold [String]s. Packs data tightly, so it " -"saves memory for large array sizes.\n" -"If you want to join the strings in the array, use [method String.join].\n" -"[codeblock]\n" -"var string_array = PackedStringArray([\"hello\", \"world\"])\n" -"var string = \" \".join(string_array)\n" -"print(string) # \"hello world\"\n" -"[/codeblock]" -msgstr "" -"專門設計用於存放 [String] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省記" -"憶體。\n" -"如果要連接陣列中的字串,請使用 [method String.join]。\n" -"[codeblock]\n" -"var string_array = PackedStringArray([\"hello\", \"world\"])\n" -"var string = \" \".join(string_array)\n" -"print(string) # \"hello world\"\n" -"[/codeblock]" - msgid "Constructs an empty [PackedStringArray]." msgstr "建構空的 [PackedStringArray]。" @@ -69388,16 +65449,6 @@ msgstr "" msgid "A packed array of [Vector2]s." msgstr "[Vector2] 緊縮陣列。" -msgid "" -"An array specifically designed to hold [Vector2]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"專門設計用於存放 [Vector2] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省" -"記憶體。" - -msgid "2D Navigation Astar Demo" -msgstr "2D 導覽 Astar 演示" - msgid "Constructs an empty [PackedVector2Array]." msgstr "建構空的 [PackedVector2Array]。" @@ -69552,13 +65603,6 @@ msgstr "" msgid "A packed array of [Vector3]s." msgstr "[Vector3] 緊縮陣列。" -msgid "" -"An array specifically designed to hold [Vector3]. Packs data tightly, so it " -"saves memory for large array sizes." -msgstr "" -"專門設計用於存放 [Vector3] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省" -"記憶體。" - msgid "Constructs an empty [PackedVector3Array]." msgstr "建構空的 [PackedVector3Array]。" @@ -69893,76 +65937,6 @@ msgstr "" "[b]注意:[/b]在向廣播地址(例如:[code]255.255.255.255[/code])發送封包之前," "必須啟用 [method set_broadcast_enabled]。" -msgid "" -"Waits for a packet to arrive on the bound address. See [method bind].\n" -"[b]Note:[/b] [method wait] can't be interrupted once it has been called. This " -"can be worked around by allowing the other party to send a specific \"death " -"pill\" packet like this:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# Server\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n" -"\n" -"# Client\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// Server\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n" -"\n" -"// Client\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"等待封包到達綁定的位址。見 [method bind]。\n" -"[b]注意:[/b][method wait] 一旦被呼叫就無法中斷。解決方法是讓對方發送一個特定" -"的“毒藥”封包,如下所示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# 服務端\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n" -"\n" -"# 使用者端\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// 服務端\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n" -"\n" -"// 使用者端\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "A GUI control that displays a [StyleBox]." msgstr "顯示 [StyleBox] 的 GUI 控制項。" @@ -69971,12 +65945,6 @@ msgid "" "[PanelContainer]." msgstr "[Panel] 是一種顯示 [StyleBox] 的 GUI 控制項。另見 [PanelContainer]。" -msgid "2D Finite State Machine Demo" -msgstr "2D 有限狀態機演示" - -msgid "3D Inverse Kinematics Demo" -msgstr "3D 逆運動學演示" - msgid "The [StyleBox] of this control." msgstr "該控制項的 [StyleBox]。" @@ -70772,45 +66740,6 @@ msgstr "" msgid "Creates packages that can be loaded into a running project." msgstr "建立可以載入到正在運作的專案中的包。" -msgid "" -"The [PCKPacker] is used to create packages that can be loaded into a running " -"project using [method ProjectSettings.load_resource_pack].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var packer = PCKPacker.new()\n" -"packer.pck_start(\"test.pck\")\n" -"packer.add_file(\"res://text.txt\", \"text.txt\")\n" -"packer.flush()\n" -"[/gdscript]\n" -"[csharp]\n" -"var packer = new PCKPacker();\n" -"packer.PckStart(\"test.pck\");\n" -"packer.AddFile(\"res://text.txt\", \"text.txt\");\n" -"packer.Flush();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file " -"named [code]text.txt[/code] at the root of the package." -msgstr "" -"[PCKPacker] 可以建立打包檔,專案運作時可以使用 [method ProjectSettings." -"load_resource_pack] 來載入打包檔。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var packer = PCKPacker.new()\n" -"packer.pck_start(\"test.pck\")\n" -"packer.add_file(\"res://text.txt\", \"text.txt\")\n" -"packer.flush()\n" -"[/gdscript]\n" -"[csharp]\n" -"var packer = new PCKPacker();\n" -"packer.PckStart(\"test.pck\");\n" -"packer.AddFile(\"res://text.txt\", \"text.txt\");\n" -"packer.Flush();\n" -"[/csharp]\n" -"[/codeblocks]\n" -"上面的例子中,[PCKPacker] 建立了打包檔案 [code]test.pck[/code],但後將名為 " -"[code]text.txt[/code] 的檔新增到了包的根目錄。" - msgid "" "Adds the [param source_path] file to the current PCK package at the [param " "pck_path] internal path (should start with [code]res://[/code])." @@ -71329,17 +67258,6 @@ msgstr "" "[PhysicalBone3D] 節點是一種能夠讓 [Skeleton3D] 中的骨骼對物理作出反應的物理" "體。" -msgid "" -"Called during physics processing, allowing you to read and safely modify the " -"simulation state for the object. By default, it works in addition to the " -"usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration for " -"a body." -msgstr "" -"在物理處理過程中被呼叫,允許你讀取並安全地修改物件的類比狀態。預設情況下,它會" -"和通常的物理行為一起生效,但是你可以通過 [member custom_integrator] 屬性禁用預" -"設行為,為物體施加完全自訂的合力。" - msgid "" "Damps the body's rotation. By default, the body will use the [b]Default " "Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any " @@ -71375,16 +67293,6 @@ msgstr "" "如果為 [code]true[/code],則會在不移動時停用該物體,所以它在被外力喚醒前不會參" "與模擬。" -msgid "" -"If [code]true[/code], internal force integration will be disabled (like " -"gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] function, " -"if defined." -msgstr "" -"如果為 [code]true[/code],則該物體的內力積分將被禁用(如重力或空氣摩擦)。除了" -"碰撞回應之外,物體將僅根據 [method _integrate_forces] 函式確定的方式移動(如果" -"已定義)。" - msgid "" "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " "(max friction)." @@ -71454,6 +67362,32 @@ msgid "" "default value." msgstr "在這種模式下,物體的阻尼值將替換掉區域中設定的任何值或預設值。" +msgid "" +"Adds a collision exception to the physical bone.\n" +"Works just like the [RigidBody3D] node." +msgstr "" +"向物理骨骼新增一個碰撞例外。\n" +"就像 [RigidBody3D] 節點一樣工作。" + +msgid "" +"Removes a collision exception to the physical bone.\n" +"Works just like the [RigidBody3D] node." +msgstr "" +"移除物理骨骼的一個碰撞例外。\n" +"就像 [RigidBody3D] 節點一樣工作。" + +msgid "" +"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " +"reacting to the physics world.\n" +"Optionally, a list of bone names can be passed-in, allowing only the passed-" +"in bones to be simulated." +msgstr "" +"讓 Skeleton 中的 [PhysicalBone3D] 節點開始模擬類比,對物理世界做出反應。\n" +"可以傳入骨骼名稱列表,只對傳入的骨骼進行模擬模擬。" + +msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." +msgstr "讓 Skeleton 中的 [PhysicalBone3D] 節點停止模擬模擬。" + msgid "" "A material that defines a sky for a [Sky] resource by a set of physical " "properties." @@ -71931,9 +67865,6 @@ msgid "" "translation and rotation." msgstr "返回給定相對位置的物體速度,包括平移和旋轉。" -msgid "Calls the built-in force integration code." -msgstr "呼叫內建的力集成程式碼。" - msgid "" "Sets the body's total constant positional forces applied during each physics " "update.\n" @@ -72752,16 +68683,6 @@ msgstr "" "從該區域移除所有形狀。這不會刪除形狀本身,因此它們可以繼續在別處使用或稍後添加" "回來。" -msgid "" -"Creates a 2D area object in the physics server, and returns the [RID] that " -"identifies it. Use [method area_add_shape] to add shapes to it, use [method " -"area_set_transform] to set its transform, and use [method area_set_space] to " -"add the area to a space." -msgstr "" -"在物理服務中建立一個 2D 區域物件,並返回標識它的 [RID]。使用 [method " -"area_add_shape] 為其新增形狀,使用 [method area_set_transform] 設定其變換,並" -"使用 [method area_set_space] 將區域新增到一個空間。" - msgid "" "Returns the [code]ObjectID[/code] of the canvas attached to the area. Use " "[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a " @@ -73070,16 +68991,6 @@ msgstr "" "從該實體中移除所有形狀。這不會刪除形狀本身,因此它們可以繼續在別處使用或稍後新" "增回來。" -msgid "" -"Creates a 2D body object in the physics server, and returns the [RID] that " -"identifies it. Use [method body_add_shape] to add shapes to it, use [method " -"body_set_state] to set its transform, and use [method body_set_space] to add " -"the body to a space." -msgstr "" -"在物理服務中建立一個 2D 物體物件,並返回標識它的 [RID]。可使用 [method " -"body_add_shape] 為其新增形狀,使用 [method body_set_state] 設定其變換,以及使" -"用 [method body_set_space] 將實體新增到一個空間。" - msgid "" "Returns the [code]ObjectID[/code] of the canvas attached to the body. Use " "[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a " @@ -73168,13 +69079,6 @@ msgid "" "the list of available states." msgstr "返回該實體給定狀態的值。有關可用狀態的列表,請參閱 [enum BodyState]。" -msgid "" -"Returns [code]true[/code] if the body uses a callback function to calculate " -"its own physics (see [method body_set_force_integration_callback])." -msgstr "" -"如果實體使用回呼函式來計算自己的物理運算(請參閱 [method " -"body_set_force_integration_callback]),則返回 [code]true[/code]。" - msgid "" "Removes [param excepted_body] from the body's list of collision exceptions, " "so that collisions with it are no longer ignored." @@ -73253,23 +69157,6 @@ msgstr "" "連續碰撞偵測試圖預測一個移動的物體將在物理更新之間發生碰撞的位置,而不是移動它" "並在發生碰撞時糾正它的運動。" -msgid "" -"Sets the function used to calculate physics for the body, if that body allows " -"it (see [method body_set_omit_force_integration]).\n" -"The force integration function takes the following two parameters:\n" -"1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and " -"modify the body's state,\n" -"2. a [Variant] [param userdata]: optional user data.\n" -"[b]Note:[/b] This callback is currently not called in Godot Physics." -msgstr "" -"如果該實體允許的話,設定用於計算實體物理的函式(參見 [method " -"body_set_omit_force_integration])。\n" -"該力的積分函式採用以下兩個參數:\n" -"1. 一個 [PhysicsDirectBodyState2D] [code]state[/code]:用於檢索和修改實體的狀" -"態,\n" -"2. 一個 [Variant] [param userdata]:可選的使用者資料。\n" -"[b]注意:[/b]該回呼函式目前在 Godot 物理中不會被呼叫。" - msgid "" "Sets the maximum number of contacts that the body can report. If [param " "amount] is greater than zero, then the body will keep track of at most this " @@ -73282,13 +69169,6 @@ msgid "" "Sets the body's mode. See [enum BodyMode] for the list of available modes." msgstr "設定該實體的模式。有關可用模式的列表,請參閱 [enum BodyMode]。" -msgid "" -"Sets whether the body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"設定一個物體是否使用回呼函式來計算它自己的物理(參見 [method " -"body_set_force_integration_callback])。" - msgid "" "Sets the value of the given body parameter. See [enum BodyParameter] for the " "list of available parameters." @@ -74249,9 +70129,6 @@ msgid "" "be reassigned later." msgstr "從一個區域移除所有形狀。它不會刪除形狀,因此它們可以稍後重新分配。" -msgid "Creates an [Area3D]." -msgstr "建立 [Area3D]。" - msgid "Returns the physics layer or layers an area belongs to." msgstr "返回該區域所屬的實體層。" @@ -74463,13 +70340,6 @@ msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "如果為 [code]true[/code],則啟用連續碰撞偵測模式。" -msgid "" -"Returns whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"返回一個物體是否使用回呼函式來計算它自己的物理值(見 [method " -"body_set_force_integration_callback])。" - msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " @@ -74544,13 +70414,6 @@ msgstr "" msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "從 [enum BodyMode] 常數之一設定主體模式。" -msgid "" -"Sets whether a body uses a callback function to calculate its own physics " -"(see [method body_set_force_integration_callback])." -msgstr "" -"設定一個物體是否使用回呼函式來計算它自己的物理(見 [method " -"body_set_force_integration_callback])。" - msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." @@ -74601,24 +70464,6 @@ msgstr "" "銷毀由 PhysicsServer3D 建立的任何物件。如果傳入的 [RID] 不是由 " "PhysicsServer3D 建立的對象,則會向控制台發送錯誤。" -msgid "" -"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "獲取 generic_6_DOF_joit 旗標(見 [enum G6DOFJointAxisFlag] 常數)。" - -msgid "" -"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "獲取 generic_6_DOF_joint 參數(見 [enum G6DOFJointAxisParam] 常數)。" - -msgid "" -"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "設定 generic_6_DOF_joint 旗標(見 [enum G6DOFJointAxisFlag] 常數)。" - -msgid "" -"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " -"constants)." -msgstr "設定 generic_6_DOF_joint 參數(見 [enum G6DOFJointAxisParam] 常數)。" - msgid "" "Returns information about the current state of the 3D physics engine. See " "[enum ProcessInfo] for a list of available states." @@ -74999,9 +70844,6 @@ msgstr "常數,用於設定/獲取區域的角度阻尼係數。" msgid "Constant to set/get the priority (order of processing) of an area." msgstr "常數,用於設定/獲取區域的優先順序(處理順序)。" -msgid "Constant to set/get the magnitude of area-specific wind force." -msgstr "常數,用於設定/獲取特定區域風力大小。" - msgid "" "Constant to set/get the 3D vector that specifies the origin from which an " "area-specific wind blows." @@ -76190,15 +72032,6 @@ msgstr "" msgid "The offset applied to each vertex." msgstr "套用於每個頂點的位置偏移量。" -msgid "" -"The polygon's list of vertices. The final point will be connected to the " -"first.\n" -"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a " -"reference." -msgstr "" -"多邊形的頂點列表。最後一點將連接到第一個點。\n" -"[b]注意:[/b]返回的是 [PackedVector2Array] 的副本,不是引用。" - msgid "" "The list of polygons, in case more than one is being represented. Every " "individual polygon is stored as a [PackedInt32Array] where each [int] is an " @@ -76269,9 +72102,6 @@ msgstr "" msgid "Emitted when the popup is hidden." msgstr "當該快顯視窗被隱藏時發出。" -msgid "Default [StyleBox] for the [Popup]." -msgstr "該 [Button] 的預設 [StyleBox]。" - msgid "A modal window used to display a list of options." msgstr "用於顯示選項列表的模態視窗。" @@ -77552,11 +73382,11 @@ msgid "" "[b]Overriding:[/b] Any project setting can be overridden by creating a file " "named [code]override.cfg[/code] in the project's root directory. This can " "also be used in exported projects by placing this file in the same directory " -"as the project binary. Overriding will still take the base project " -"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/" -"url] in account. Therefore, make sure to [i]also[/i] override the setting " -"with the desired feature tags if you want them to override base project " -"settings on all platforms and configurations." +"as the project binary. Overriding will still take the base project settings' " +"[url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in " +"account. Therefore, make sure to [i]also[/i] override the setting with the " +"desired feature tags if you want them to override base project settings on " +"all platforms and configurations." msgstr "" "儲存可以從任何地方存取的變數。請使用 [method get_setting]、[method " "set_setting]、[method has_setting] 存取。儲存在 [code]project.godot[/code] 中" @@ -77924,18 +73754,6 @@ msgstr "" "如果為 [code]true[/code],引擎啟動時會將啟動介面圖像縮放到整個視窗的大小(保持" "長寬比)。如果為 [code]false[/code],引擎將保持其預設圖元大小。" -msgid "" -"Path to an image used as the boot splash. If left empty, the default Godot " -"Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " -"[code]true[/code].\n" -"[b]Note:[/b] The only supported format is PNG. Using another image format " -"will result in an error." -msgstr "" -"圖像的路徑,會作為啟動畫面使用。留空時將使用預設的 Godot 引擎啟動畫面。\n" -"[b]注意:[/b]僅在 [member application/boot_splash/show_image] 為 [code]true[/" -"code] 時有效。" - msgid "" "Minimum boot splash display time (in milliseconds). It is not recommended to " "set too high values for this setting." @@ -78178,16 +73996,6 @@ msgstr "" "能不那麼重要。\n" "僅在重新開機套用程式時才會套用此設定的更改。" -msgid "" -"If [code]true[/code], enables low-processor usage mode. This setting only " -"works on desktop platforms. The screen is not redrawn if nothing changes " -"visually. This is meant for writing applications and editors, but is pretty " -"useless (and can hurt performance) in most games." -msgstr "" -"如果為 [code]true[/code],則啟用低處理器使用模式。此設定僅適用於桌面平臺。如果" -"視覺上沒有任何變化,螢幕不會被重繪。這是為了編寫套用程式和編輯器,但在大多數遊" -"戲中這是非常無用的(並可能損害性能)。" - msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." @@ -78443,13 +74251,6 @@ msgstr "" "設為 [code]warn[/code] 或 [code]error[/code] 時,會在將常數當作函式使用時對應" "產生警告或錯誤。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when deprecated keywords are used." -msgstr "" -"設為 [code]warn[/code] 或 [code]error[/code] 時,會在使用已啟用的關鍵字時對應" -"產生警告或錯誤。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when an empty file is parsed." @@ -78694,13 +74495,6 @@ msgstr "" "設定為 [code]warn[/code] 或 [code]error[/code] 時,當使用型別可能與函式參數預" "期的型別不相容的運算式時,會分別產生一個警告或一個錯誤。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when performing an unsafe cast." -msgstr "" -"設定為 [code]warn[/code] 或 [code]error[/code] 時,當執行不安全的轉換時,會分" -"別產生一個警告或一個錯誤。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when calling a method whose presence is not guaranteed at " @@ -78747,13 +74541,6 @@ msgstr "" "設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個私有成員變數從未被使" "用時,會分別產生一個警告或一個錯誤。" -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a signal is declared but never emitted." -msgstr "" -"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個訊號被宣告但從未發出" -"時,會分別產生一個警告或一個錯誤。" - msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when a local variable is unused." @@ -79097,13 +74884,6 @@ msgstr "" "如果為 [code]true[/code],則保持螢幕打開(即使在不活動的情況下),因此螢幕保護" "程式不會接管。適用於桌面和移動平臺。" -msgid "" -"Editor-only override for [member display/window/energy_saving/" -"keep_screen_on]. Does not affect exported projects in debug or release mode." -msgstr "" -"[member display/window/energy_saving/keep_screen_on] 的編輯器覆蓋項。不影響調" -"試模式和發行模式下匯出的專案。" - msgid "" "The default screen orientation to use on mobile devices. See [enum " "DisplayServer.ScreenOrientation] for possible values.\n" @@ -79496,46 +75276,11 @@ msgstr "" "code]、[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]{signalName}" "[/code]、[code]{signal_name}[/code]。" -msgid "" -"When creating node names automatically, set the type of casing in this " -"project. This is mostly an editor setting." -msgstr "" -"當自動建立節點名稱時,在這個專案中設定大小寫的型別。這主要是編輯器設定。" - msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "用什麼來分隔節點名稱和編號。這主要是一個編輯器的設定。" -msgid "" -"When generating file names from scene root node, set the type of casing in " -"this project. This is mostly an editor setting." -msgstr "" -"根據場景根節點生成檔案名時,設定這個專案中的大小寫型別。主要是編輯器設定。" - -msgid "" -"The command-line arguments to append to Godot's own command line when running " -"the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Godot by using the " -"[code]%command%[/code] placeholder. The placeholder will be replaced with " -"Godot's own command line. Program-specific arguments should be placed " -"[i]before[/i] the placeholder, whereas Godot-specific arguments should be " -"placed [i]after[/i] the placeholder.\n" -"For example, this can be used to force the project to run on the dedicated " -"GPU in a NVIDIA Optimus system on Linux:\n" -"[codeblock]\n" -"prime-run %command%\n" -"[/codeblock]" -msgstr "" -"運作專案時附加到 Godot 自己的命令列的命令列參數。這不會影響編輯器本身。\n" -"可以使用 [code]%command%[/code] 預留位置使另一個可執行檔運作 Godot。預留位置將" -"替換為 Godot 自己的命令列。程式特定的參數應該放在[i]預留位置之前[/i],而 " -"Godot 特定參數應該放在[i]預留位置之後[/i]。\n" -"例如,這可用於強制專案在 Linux 上的 NVIDIA Optimus 系統中的專用 GPU 上運行:\n" -"[codeblock]\n" -"prime-run %command%\n" -"[/codeblock]" - msgid "" "Text-based file extensions to include in the script editor's \"Find in " "Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " @@ -83584,9 +79329,6 @@ msgstr "" "[PlaneMesh] 是等價的,區別是 [member PlaneMesh.orientation] 預設為 [constant " "PlaneMesh.FACE_Z]。" -msgid "2D in 3D Demo" -msgstr "3D 中的 2D 演示" - msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用於 [OccluderInstance3D] 遮擋剔除的扁平平面形狀。" @@ -83899,22 +79641,6 @@ msgstr "" "返回該射線相交的第一個物件的 [RID],如果沒有物件與該射線相交,則返回空 [RID]" "(即 [method is_colliding] 返回 [code]false[/code])。" -msgid "" -"Returns the shape ID of the first object that the ray intersects, or [code]0[/" -"code] if no object is intersecting the ray (i.e. [method is_colliding] " -"returns [code]false[/code])." -msgstr "" -"返回射線相交的第一個物件的形狀 ID,如果沒有物件與射線相交,則返回 [code]0[/" -"code](即 [method is_colliding] 返回 [code]false[/code])。" - -msgid "" -"Returns the normal of the intersecting object's shape at the collision point, " -"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member " -"hit_from_inside] is [code]true[/code]." -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 whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -83983,14 +79709,6 @@ 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 normal of the intersecting object's shape at the collision point, " -"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and " -"[member hit_from_inside] is [code]true[/code]." -msgstr "" -"返回相交對象形狀在碰撞點處的法線;或者如果射線從形狀內部開始並且 [member " -"hit_from_inside] 為 [code]true[/code],則返回 [code]Vector3(0, 0, 0)[/code]。" - msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [CollisionObject3D] node." @@ -84968,40 +80686,6 @@ msgid "" "[param b] rectangle." msgstr "如果該 [Rect2i] 完全包含另一個,則返回 [code]true[/code]。" -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回該 [Rect2i] 的副本,該副本擴充至包含給定點。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2),大小 (1, 1)\n" -"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n" -"# 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.expand(Vector2i(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2),大小 (1, 1)\n" -"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n" -"// 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.Expand(new Vector2I(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/" "code]. See also [method has_area]." @@ -85269,40 +80953,6 @@ msgid "" "Returns [code]true[/code] if this [Rect2i] completely encloses another one." msgstr "如果該 [Rect2i] 完全包含另一個,則返回 [code]true[/code]。" -msgid "" -"Returns a copy of this rectangle expanded to align the edges with the given " -"[param to] point, if necessary.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var rect = Rect2i(0, 0, 5, 2)\n" -"\n" -"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n" -"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 10, 5)\n" -"[/gdscript]\n" -"[csharp]\n" -"var rect = new Rect2I(0, 0, 5, 2);\n" -"\n" -"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n" -"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 10, 5)\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"返回該 [Rect2i] 的副本,該副本擴充至包含給定點。\n" -"[codeblocks]\n" -"[gdscript]\n" -"# 位置 (-3, 2),大小 (1, 1)\n" -"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n" -"# 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.expand(Vector2i(0, -1))\n" -"[/gdscript]\n" -"[csharp]\n" -"// 位置 (-3, 2),大小 (1, 1)\n" -"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n" -"// 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n" -"var rect2 = rect.Expand(new Vector2I(0, -1));\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the center point of the rectangle. This is the same as [code]position " "+ (size / 2)[/code].\n" @@ -89957,39 +85607,6 @@ msgstr "" "將 DOF 模糊效果的品質級別設定為 [enum DOFBlurQuality] 中的選項之一。[param " "use_jitter] 可用於抖動模糊過程中採集的樣本,以隱藏偽影,代價是看起來更模糊。" -msgid "" -"Sets the exposure values that will be used by the renderers. The " -"normalization amount is used to bake a given Exposure Value (EV) into " -"rendering calculations to reduce the dynamic range of the scene.\n" -"The normalization factor can be calculated from exposure value (EV100) as " -"follows:\n" -"[codeblock]\n" -"func get_exposure_normalization(float ev100):\n" -" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n" -"[/codeblock]\n" -"The exposure value can be calculated from aperture (in f-stops), shutter " -"speed (in seconds), and sensitivity (in ISO) as follows:\n" -"[codeblock]\n" -"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n" -" return log2((aperture * aperture) / shutterSpeed * (100.0 / " -"sensitivity))\n" -"[/codeblock]" -msgstr "" -"設定算繪器所使用的曝光值。正規化量用於將給定的曝光值(Exposure Value,EV)烘焙" -"進算繪計算,從而降低場景的動態範圍。\n" -"可以用如下方法根據曝光值(EV100)來計算正規化係數:\n" -"[codeblock]\n" -"func get_exposure_normalization(float ev100):\n" -" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n" -"[/codeblock]\n" -"可以使用如下方法根據光圈(單位為 F 值)、快門速度(單位為秒)、感光度(單位為 " -"ISO)來計算曝光值:\n" -"[codeblock]\n" -"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n" -" return log2((aperture * aperture) / shutterSpeed * (100.0 / " -"sensitivity))\n" -"[/codeblock]" - msgid "" "Creates a 3D camera and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]camera_*[/" @@ -91476,11 +87093,6 @@ msgstr "" "設定指定表面的覆蓋材質。相當於 [method MeshInstance3D." "set_surface_override_material]。" -msgid "" -"Sets the world space transform of the instance. Equivalent to [member Node3D." -"transform]." -msgstr "設定該實例的世界空間變換。相當於 [member Node3D.transform]。" - msgid "" "Sets the visibility parent for the given instance. Equivalent to [member " "Node3D.visibility_parent]." @@ -91845,57 +87457,6 @@ msgstr "" "為此實例設定 [Transform2D]。用於在 2D 中使用 multimesh 時。相當於 [method " "MultiMesh.set_instance_transform_2d]。" -msgid "" -"Set the entire data to use for drawing the [param multimesh] at once to " -"[param buffer] (such as instance transforms and colors). [param buffer]'s " -"size must match the number of instances multiplied by the per-instance data " -"size (which depends on the enabled MultiMesh fields). Otherwise, an error " -"message is printed and nothing is rendered. See also [method " -"multimesh_get_buffer].\n" -"The per-instance data size and expected data order is:\n" -"[codeblock]\n" -"2D:\n" -" - Position: 8 floats (8 floats for Transform2D)\n" -" - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats " -"for Color)\n" -" - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of " -"custom data)\n" -" - Position + Vertex color + Custom data: 16 floats (8 floats for " -"Transform2D, 4 floats for Color, 4 floats of custom data)\n" -"3D:\n" -" - Position: 12 floats (12 floats for Transform3D)\n" -" - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats " -"for Color)\n" -" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of " -"custom data)\n" -" - Position + Vertex color + Custom data: 20 floats (12 floats for " -"Transform3D, 4 floats for Color, 4 floats of custom data)\n" -"[/codeblock]" -msgstr "" -"將用於繪製 [param multimesh] 的全部資料立即寫入 [param buffer](例如實例的變換" -"和顏色)。[param buffer] 的大小必須與實例數和單實例資料大小的乘積配對(後者取" -"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不算繪任何東西。另見 " -"[method multimesh_get_buffer]。\n" -"單實例資料大小與預期的資料順序如下:\n" -"[codeblock]\n" -"2D:\n" -" - 位置:8 個 float(Transform2D 占 8 個 float)\n" -" - 位置 + 頂點顏色:12 個 float(Transform2D 占 8 個 float、顏色占 4 個 " -"float)\n" -" - 位置 + 自訂資料:12 個 float(Transform2D 占 8 個 float、自訂資料占 4 個 " -"float)\n" -" - 位置 + 頂點顏色 + 自訂資料:16 個 float(Transform2D 占 8 個 float、顏色" -"占 4 個 float、自訂資料占 4 個 float)\n" -"3D:\n" -" - 位置:12 個 float(Transform3D 占 12 個 float)\n" -" - 位置 + 頂點顏色:16 個 float(Transform3D 占 12 個 float、顏色占 4 個 " -"float)\n" -" - 位置 + 自訂資料:16 個 float(Transform3D 占 12 個 float、自訂資料占 4 個 " -"float)\n" -" - 位置 + 頂點顏色 + 自訂資料:20 個 float(Transform3D 占 12 個 float、顏色" -"占 4 個 float、自訂資料占 4 個 float)\n" -"[/codeblock]" - msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." @@ -92838,11 +88399,11 @@ msgstr "" msgid "" "Returns the CPU time taken to render the last frame in milliseconds. This " -"[i]only[/i] includes time spent in rendering-related operations; " -"scripts' [code]_process[/code] functions and other engine subsystems are not " -"included in this readout. To get a complete readout of CPU time spent to " -"render the scene, sum the render times of all viewports that are drawn every " -"frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine." +"[i]only[/i] includes time spent in rendering-related operations; scripts' " +"[code]_process[/code] functions and other engine subsystems are not included " +"in this readout. To get a complete readout of CPU time spent to render the " +"scene, sum the render times of all viewports that are drawn every frame plus " +"[method get_frame_setup_time_cpu]. Unlike [method Engine." "get_frames_per_second], this method will accurately reflect CPU utilization " "even if framerate is capped via V-Sync or [member Engine.max_fps]. See also " "[method viewport_get_measured_render_time_gpu].\n" @@ -93240,35 +88801,6 @@ msgstr "" "如果為 [code]true[/code],則在指定的視口上啟用去條帶。等價於 [member " "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。" -msgid "" -"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format " -"framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when " -"using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. " -"Additionally, 2D rendering will take place in linear color space and will be " -"converted to sRGB space immediately before blitting to the screen (if the " -"Viewport is attached to the screen). Practically speaking, this means that " -"the end result of the Viewport will not be clamped into the [code]0-1[/code] " -"range and can be used in 3D rendering without color space adjustments. This " -"allows 2D rendering to take advantage of effects requiring high dynamic range " -"(e.g. 2D glow) as well as substantially improves the appearance of effects " -"requiring highly detailed gradients. This setting has the same effect as " -"[member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." -msgstr "" -"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度配對的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" -"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" -"Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用在 3D 算繪中無需調整色彩空間。這允許 2D " -"算繪利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果" -"的外觀。此設定與 [member Viewport.use_hdr_2d]。\n" -"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" -"繪器始終在低動態範圍內算繪。" - msgid "" "If [code]true[/code], enables occlusion culling on the specified viewport. " "Equivalent to [member ProjectSettings.rendering/occlusion_culling/" @@ -94527,9 +90059,6 @@ msgstr "" "可變速率著色使用紋理。請注意,對於立體視覺,請使用為每個視圖提供紋理的紋理圖" "集。" -msgid "Variable rate shading texture is supplied by the primary [XRInterface]." -msgstr "可變速率著色紋理由主 [XRInterface] 提供。" - msgid "Represents the size of the [enum ViewportVRSMode] enum." msgstr "代表 [enum ViewportVRSMode] 列舉的大小。" @@ -95795,8 +91324,8 @@ msgid "" "\"disabled\" (bit is [code]false[/code]).\n" "[b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] " "will be considered as \"enabled\" (bit is [code]true[/code]). If the pixel is " -"lower than or equal to the threshold, it will be considered as " -"\"disabled\" (bit is [code]false[/code])." +"lower than or equal to the threshold, it will be considered as \"disabled\" " +"(bit is [code]false[/code])." msgstr "" "用於產生點陣圖的資料來源。\n" "[b]黑白:[/b] HSV 值大於[member threshold]的像素將被視為「已啟用」(位元為" @@ -95845,32 +91374,6 @@ msgstr "" msgid "Imports comma-separated values" msgstr "匯入 CSV" -msgid "" -"Comma-separated values are a plain text table storage format. The format's " -"simplicity makes it easy to edit in any text editor or spreadsheet software. " -"This makes it a common choice for game localization.\n" -"[b]Example CSV file:[/b]\n" -"[codeblock]\n" -"keys,en,es,ja\n" -"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n" -"ASK,How are you?,Cómo está?,元気ですか\n" -"BYE,Goodbye,Adiós,さようなら\n" -"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん" -"にちは」男は言いました\n" -"[/codeblock]" -msgstr "" -"逗號分隔值是一種純文字表格儲存格式。此格式的簡單性使其可以輕鬆地在任何文字編輯" -"器或電子表格軟體中進行編輯。這使其成為遊戲本地化的常見選擇。\n" -"[b]範例 CSV 檔案:[/b]\n" -"[codeblock]\n" -"keys,en,es,ja\n" -"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n" -"ASK,How are you?,Cómo está?,元気ですか\n" -"BYE,Goodbye,Adiós,さようなら\n" -"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん" -"にちは」男は言いました\n" -"[/codeblock]" - msgid "Importing translations" msgstr "匯入翻譯" @@ -96299,27 +91802,6 @@ msgstr "" "控制立方體貼圖紋理的內部佈局方式。使用高解析度立方體貼圖時,[b]2×3[/b] 和 " "[b]3×2[/b]與[b]1×6[/b] 和[b]6×1[/b] 相比,較不容易超出硬體紋理大小限制。" -msgid "Imports a MP3 audio file for playback." -msgstr "匯入 MP3 音訊檔案播放。" - -msgid "" -"MP3 is a lossy audio format, with worse audio quality compared to " -"[ResourceImporterOggVorbis] at a given bitrate.\n" -"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " -"compression.\n" -"MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to " -"play a lot of simultaneous sounds, it's recommended to use WAV for those " -"sounds instead, especially if targeting low-end devices." -msgstr "" -"MP3 是一種有損音訊格式,在給定位元速率下,與 [ResourceImporterOggVorbis] 相" -"比,音訊品質較差。\n" -"在大多數情況下,建議使用 Ogg Vorbis 而不是 MP3。但是,如果您使用的 MP3 音源沒" -"有更高品質的音源,則建議直接使用 MP3 檔案以避免雙重有損壓縮。\n" -"MP3 比 [ResourceImporterWAV] 需要更多的 CPU 來解碼。如果您需要同時播放大量聲" -"音,建議對這些聲音使用 WAV,特別是針對低端裝置。" - msgid "Importing audio samples" msgstr "匯入音訊樣本" @@ -96447,24 +91929,6 @@ msgstr "" msgid "Imports an Ogg Vorbis audio file for playback." msgstr "匯入 Ogg Vorbis 音訊檔案播放。" -msgid "" -"Ogg Vorbis is a lossy audio format, with better audio quality compared to " -"[ResourceImporterMP3] at a given bitrate.\n" -"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " -"compression.\n" -"Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you " -"need to play a lot of simultaneous sounds, it's recommended to use WAV for " -"those sounds instead, especially if targeting low-end devices." -msgstr "" -"Ogg Vorbis 是一種有損音訊格式,在給定位元率下與 [ResourceImporterMP3] 相比具有" -"更好的音訊品質。\n" -"在大多數情況下,建議使用 Ogg Vorbis 而不是 MP3。但是,如果您使用的 MP3 音源沒" -"有更高品質的音源,則建議直接使用 MP3 檔案以避免雙重有損壓縮。\n" -"Ogg Vorbis 比 [ResourceImporterWAV] 需要更多的 CPU 來解碼。如果您需要同時播放" -"大量聲音,建議對這些聲音使用 WAV,特別是針對低端裝置。" - msgid "" "This method loads audio data from a PackedByteArray buffer into an " "AudioStreamOggVorbis object." @@ -96960,18 +92424,6 @@ msgstr "" "最低的CPU 解碼成本。這意味著可以在以下位置播放大量WAV 聲音同時,即使在低端裝置" "上也是如此。" -msgid "" -"The compression mode to use on import.\n" -"[b]Disabled:[/b] Imports audio data without any compression. This results in " -"the highest possible quality.\n" -"[b]RAM (Ima-ADPCM):[/b] Performs fast lossy compression on import. Low CPU " -"cost, but quality is noticeably decreased compared to Ogg Vorbis or even MP3." -msgstr "" -"匯入時所使用的壓縮模式。\n" -"[b]停用:[/b] 匯入不進行任何壓縮的音訊資料。這會帶來盡可能高的品質。\n" -"[b]RAM (Ima-ADPCM):[/b] 在匯入時執行快速有損壓縮。 CPU 成本低,但與 Ogg " -"Vorbis 甚至 MP3 相比,品質明顯下降。" - msgid "" "The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], " "[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the " @@ -97149,47 +92601,6 @@ msgstr "" "load] 方法將使用快取版本。可以通過在具有相同路徑的新資源上使用 [method " "Resource.take_over_path] 來覆蓋快取資源。" -msgid "" -"Loads a resource at the given [param path], caching the result for further " -"access.\n" -"The registered [ResourceFormatLoader]s are queried sequentially to find the " -"first one which can handle the file's extension, and then attempt loading. If " -"loading fails, the remaining ResourceFormatLoaders are also attempted.\n" -"An optional [param type_hint] can be used to further specify the [Resource] " -"type that should be handled by the [ResourceFormatLoader]. Anything that " -"inherits from [Resource] can be used as a type hint, for example [Image].\n" -"The [param cache_mode] property defines whether and how the cache should be " -"used or updated when loading the resource. See [enum CacheMode] for details.\n" -"Returns an empty resource if no [ResourceFormatLoader] could handle the " -"file.\n" -"GDScript has a simplified [method @GDScript.load] built-in method which can " -"be used in most situations, leaving the use of [ResourceLoader] for more " -"advanced scenarios.\n" -"[b]Note:[/b] If [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " -"ProjectSettings.editor/export/convert_text_resources_to_binary] to " -"[code]false[/code]." -msgstr "" -"在給定的 [param path] 中載入資源,並將結果快取以供進一步存取。\n" -"按順序查詢註冊的 [ResourceFormatLoader],以找到可以處理檔副檔名的第一個 " -"[ResourceFormatLoader],然後嘗試載入。如果載入失敗,則還會嘗試其餘的 " -"[ResourceFormatLoader]。\n" -"可選的 [param type_hint] 可用於進一步指定 [ResourceFormatLoader] 應處理的 " -"[Resource] 型別。任何繼承自 [Resource] 的東西都可以用作型別提示,例如 " -"[Image]。\n" -"[param cache_mode] 屬性定義在載入資源時是否以及如何使用或更新快取。詳情見 " -"[enum CacheMode]。\n" -"如果沒有 [ResourceFormatLoader] 可以處理該檔,則返回空資源。\n" -"GDScript 具有一個簡化的 [method @GDScript.load] 內建方法,可在大多數情況下使" -"用,而 [ResourceLoader] 供更高級的情況使用。\n" -"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 為 [code]true[/code],則 [method @GDScript." -"load] 無法在匯出後的專案中讀取已轉換的檔。如果你需要在運作時載入存在於 PCK 中" -"的檔案,請將 [member ProjectSettings.editor/export/" -"convert_text_resources_to_binary] 設定為 [code]false[/code]。" - msgid "" "Returns the resource loaded by [method load_threaded_request].\n" "If this is called before the loading thread is done (i.e. [method " @@ -97523,9 +92934,6 @@ msgid "" "and basic formatting." msgstr "用於顯示文字的控制項,文字中能夠包含不同的字形樣式、圖片以及基礎格式。" -msgid "GUI Rich Text/BBcode Demo" -msgstr "GUI 富文字/BBcode 演示" - msgid "" "Adds an image's opening and closing tags to the tag stack, optionally " "providing a [param width] and [param height] to resize the image, a [param " @@ -97816,16 +93224,6 @@ msgid "" "features." msgstr "語言程式碼,用於文字塑形演算法,如果留空則使用目前區域設定。" -msgid "" -"Removes a paragraph of content from the label. Returns [code]true[/code] if " -"the paragraph exists.\n" -"The [param paragraph] argument is the index of the paragraph to remove, it " -"can take values in the interval [code][0, get_paragraph_count() - 1][/code]." -msgstr "" -"從標籤中移除一段內容。如果該段落存在,則返回 [code]true[/code]。\n" -"[param paragraph] 參數是要移除的段落的索引,它可以在 [code][0, " -"get_paragraph_count() - 1][/code] 區間內取值。" - msgid "Scrolls the window's top line to match [param line]." msgstr "滾動視窗,讓第一行與 [param line] 配對。" @@ -98179,19 +93577,6 @@ msgstr "2D 物理平臺跳躍演示" msgid "Instancing Demo" msgstr "產生實體演示" -msgid "" -"Allows you to read and safely modify the simulation state for the object. Use " -"this instead of [method Node._physics_process] if you need to directly change " -"the body's [code]position[/code] or other physics properties. By default, it " -"works in addition to the usual physics behavior, but [member " -"custom_integrator] allows you to disable the default behavior and write " -"custom force integration for a body." -msgstr "" -"允許你讀取並安全地修改物件的類比狀態。如果你需要直接改變物體的 " -"[code]position[/code] 或其他物理屬性,請使用它代替 [method Node." -"_physics_process]。預設情況下,它是在通常的物理行為之外工作的,但是 [member " -"custom_integrator] 允許你禁用預設行為並為一個物體編寫自訂的合力。" - msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" @@ -98336,14 +93721,6 @@ msgstr "" "運動。連續碰撞偵測速度較慢,但更精確,並且與快速移動的小物體發生碰撞時遺漏更" "少。可以使用光線投射和形狀投射方法。有關詳細資訊,請參閱 [enum CCDMode]。" -msgid "" -"If [code]true[/code], internal force integration is disabled for this body. " -"Aside from collision response, the body will only move as determined by the " -"[method _integrate_forces] function." -msgstr "" -"如果為 [code]true[/code],則禁用該物體的內力積分。除了碰撞回應,物體只會按照 " -"[method _integrate_forces] 函式確定的方式移動。" - msgid "" "If [code]true[/code], the body is frozen. Gravity and forces are not applied " "anymore.\n" @@ -100520,13 +95897,6 @@ msgstr "" "從 [ShapeCast2D] 的原點到其 [member target_position](介於 0 和 1 之間)的分" "數,即形狀可以在不觸發碰撞的情況下移動多遠。" -msgid "" -"The fraction from the [ShapeCast2D]'s origin to its [member target_position] " -"(between 0 and 1) of how far the shape must move to trigger a collision." -msgstr "" -"從 [ShapeCast2D] 的原點到其 [member target_position](介於 0 和 1 之間)的分" -"數,即形狀必須移動多遠才能觸發碰撞。" - msgid "" "Returns the collided [Object] of one of the multiple collisions at [param " "index], or [code]null[/code] if no object is intersecting the shape (i.e. " @@ -100659,13 +96029,6 @@ msgstr "" "從 [ShapeCast3D] 的原點到其 [member target_position](介於 0 和 1 之間)的分" "數,即形狀可以在不觸發碰撞的情況下移動多遠。" -msgid "" -"The fraction from the [ShapeCast3D]'s origin to its [member target_position] " -"(between 0 and 1) of how far the shape must move to trigger a collision." -msgstr "" -"從 [ShapeCast3D] 的原點到其 [member target_position](介於 0 和 1 之間)的分" -"數,即形狀必須移動多遠才能觸發碰撞。" - msgid "" "Removes a collision exception so the shape does report collisions with the " "specified [CollisionObject3D] node." @@ -100998,14 +96361,6 @@ msgstr "強制更新索引為 [param bone_idx] 的骨骼及其所有子項的變 msgid "Returns the number of bones in the skeleton." msgstr "返回骨架中骨骼的數量。" -msgid "" -"Returns the overall transform of the specified bone, with respect to the " -"skeleton. Being relative to the skeleton frame, this is not the actual " -"\"global\" transform of the bone." -msgstr "" -"返回指定骨骼的整體變換,相對於骨架。由於是相對於骨架的,這不是該骨骼的實際“全" -"局”變換。" - msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton, but without any global pose overrides. Being relative to the " @@ -101032,9 +96387,6 @@ msgstr "" "返回 [param bone_idx] 處的骨骼的父級骨骼索引。如果為 -1,則該骨骼沒有父級。\n" "[b]注意:[/b]返回的父骨骼索引總是小於 [param bone_idx]。" -msgid "Returns the pose transform of the specified bone." -msgstr "返回指定骨骼的姿勢變換。" - msgid "Returns the rest transform for a bone [param bone_idx]." msgstr "返回骨骼 [param bone_idx] 的放鬆變換。" @@ -101064,32 +96416,6 @@ msgstr "返回位於 [param bone_idx] 的骨骼是否啟用了骨骼姿勢。" msgid "Returns all bones in the skeleton to their rest poses." msgstr "將骨架中的所有骨骼都恢復到放鬆姿勢。" -msgid "" -"Adds a collision exception to the physical bone.\n" -"Works just like the [RigidBody3D] node." -msgstr "" -"向物理骨骼新增一個碰撞例外。\n" -"就像 [RigidBody3D] 節點一樣工作。" - -msgid "" -"Removes a collision exception to the physical bone.\n" -"Works just like the [RigidBody3D] node." -msgstr "" -"移除物理骨骼的一個碰撞例外。\n" -"就像 [RigidBody3D] 節點一樣工作。" - -msgid "" -"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " -"reacting to the physics world.\n" -"Optionally, a list of bone names can be passed-in, allowing only the passed-" -"in bones to be simulated." -msgstr "" -"讓 Skeleton 中的 [PhysicalBone3D] 節點開始模擬類比,對物理世界做出反應。\n" -"可以傳入骨骼名稱列表,只對傳入的骨骼進行模擬模擬。" - -msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." -msgstr "讓 Skeleton 中的 [PhysicalBone3D] 節點停止模擬模擬。" - msgid "Binds the given Skin to the Skeleton." msgstr "將給定的 Skin 綁定到 Skeleton。" @@ -101194,18 +96520,6 @@ msgstr "" "停止將 IK 效果套用到每影格的 [Skeleton3D] 骨骼,並呼叫 [method Skeleton3D." "clear_bones_global_pose_override] 來移除所有骨骼上的現有覆蓋。" -msgid "" -"Interpolation value for how much the IK results are applied to the current " -"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton " -"bone transforms completely while a value of [code]0.0[/code] will visually " -"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " -"[method Skeleton3D.clear_bones_global_pose_override]." -msgstr "" -"IK 效果被套用於目前骨架骨骼鏈的程度的插值。[code]1.0[/code] 的值將完全覆蓋所有" -"骨架骨骼變換,而 [code]0.0[/code] 的值將在視覺上禁用 SkeletonIK。等於或低於 " -"[code]0.01[/code] 的值也會呼叫 [method Skeleton3D." -"clear_bones_global_pose_override]。" - msgid "" "Secondary target position (first is [member target] property or [member " "target_node]) for the IK chain. Use magnet position (pole target) to control " @@ -102531,18 +97845,6 @@ msgstr "" msgid "A deformable 3D physics mesh." msgstr "可形變的 3D 物理網格。" -msgid "" -"A deformable 3D physics mesh. Used to create elastic or deformable objects " -"such as cloth, rubber, or other flexible materials.\n" -"[b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not " -"recommended to use them for things that can affect gameplay (such as " -"trampolines)." -msgstr "" -"可形變的 3D 物理網格。用於建立彈性或可形變的物件,例如布料、橡膠或其他柔性材" -"質。\n" -"[b]注意:[/b][SoftBody3D] 中有許多已知的問題。因此,不建議用於可能影響遊戲玩法" -"的東西上(例如蹦床)。" - msgid "SoftBody" msgstr "SoftBody" @@ -103970,30 +99272,6 @@ 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 "" -"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 " -"equal. \"Less than\" and \"greater than\" are determined by the [url=https://" -"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of " -"each string, which roughly matches the alphabetical order.\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], " -"and [method naturalnocasecmp_to]." -msgstr "" -"與另一個字串進行比較,區分大小寫。小於時返回 [code]-1[/code]、大於時返回 " -"[code]1[/code]、等於時返回 [code]0[/code]。“小於”和“大於”比較的是字串中的 " -"[url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順" -"序一致。\n" -"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 " -"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n" -"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 " -"[method nocasecmp_to]、[method naturalcasecmp_to] 和 [method " -"naturalnocasecmp_to]。" - msgid "" "Returns a single Unicode character from the decimal [param char]. You may use " "[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www." @@ -104141,67 +99419,6 @@ msgstr "" "時則為 [code]-1[/code]。搜索的起點可以用 [param from] 指定,終點為該字元串的末" "尾。" -msgid "" -"Formats the string by replacing all occurrences of [param placeholder] with " -"the elements of [param values].\n" -"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " -"placeholder] will be replaced with the corresponding keys in advance. Array " -"elements use their index as keys.\n" -"[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " -"named after it.\"\n" -"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " -"named after it.\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" -"\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" -"[/codeblock]\n" -"Some additional handling is performed when [param values] is an [Array]. If " -"[param placeholder] does not contain an underscore, the elements of the " -"[param values] array will be used to replace one occurrence of the " -"placeholder in order; If an element of [param values] is another 2-element " -"array, it'll be interpreted as a key-value pair.\n" -"[codeblock]\n" -"# Prints \"User 42 is Godot.\"\n" -"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" -"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" -"[/codeblock]\n" -"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" -"gdscript_format_string.html]GDScript format string[/url] tutorial.\n" -"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-" -"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings " -"with \"$\"[/url], instead." -msgstr "" -"通過將所有出現的 [param placeholder] 替換為 [param values] 的元素來格式化字元" -"串。\n" -"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" -"劃線將被預先被替換為對應的鍵。陣列元素使用它們的索引作為鍵。\n" -"[codeblock]\n" -"# 輸出:Waiting for Godot 是 Samuel Beckett 的戲劇,Godot 引擎由此得名。\n" -"var use_array_values = \"Waiting for {0} 是 {1} 的戲劇,{0} 引擎由此得名。\"\n" -"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" -"\n" -"# 輸出:第 42 號使用者是 Godot。\n" -"print(\"第 {id} 號使用者是 {name}。\".format({\"id\": 42, \"name\": " -"\"Godot\"}))\n" -"[/codeblock]\n" -"當 [param values] 是 [Array] 時還會執行一些額外的處理。 如果 [param " -"placeholder] 不包含底線,則 [param values] 陣列的元素將用於按順序替換出現的預" -"留位置;如果 [param values] 的元素是另一個 2 元素陣列,則它將被解釋為鍵值" -"對。\n" -"[codeblock]\n" -"# 輸出:第 42 號使用者是 Godot。\n" -"print(\"第 {} 號使用者是 {}。\".format([42, \"Godot\"], \"{}\"))\n" -"print(\"第 {id} 號使用者是 {name}。\".format([[\"id\", 42], [\"name\", " -"\"Godot\"]]))\n" -"[/codeblock]\n" -"另請參閱 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." -"html]GDScript 格式化字串[/url]教學。\n" -"[b]注意:[/b]在 C# 中推薦改為[url=https://learn.microsoft.com/en-us/dotnet/" -"csharp/language-reference/tokens/interpolated]使用“$”插入字串[/url]。" - msgid "" "If the string is a valid file path, returns the base directory name.\n" "[codeblock]\n" @@ -104714,97 +99931,6 @@ msgstr "" "返回該字串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 雜湊[/url],型別 " "[String]。" -msgid "" -"Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another " -"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, " -"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined " -"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode " -"code points[/url] of each string, which roughly matches the alphabetical " -"order.\n" -"When used for sorting, natural order comparison orders sequences of numbers " -"by the combined value of each digit as is often expected, instead of the " -"single digit's value. A sorted sequence of numbered strings will be [code]" -"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " -"\"3\", ...][/code].\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method naturalnocasecmp_to], [method " -"nocasecmp_to], and [method casecmp_to]." -msgstr "" -"與另一個字串進行[b]不區分大小寫[/b]的[i]自然順序[/i]比較。小於時返回 " -"[code]-1[/code]、大於時返回 [code]1[/code]、等於時返回 [code]0[/code]。“小" -"於”和“大於”比較的是字串中的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順" -"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n" -"使用自然順序進行排序時,會和常見預期一樣將連續的數位進行組合,而不是一個個數字" -"進行比較。排序後的數列為 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" -"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" -"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 " -"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n" -"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 " -"[method naturalnocasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" - -msgid "" -"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to " -"another string. Returns [code]-1[/code] if less than, [code]1[/code] if " -"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" " -"are determined by the [url=https://en.wikipedia.org/wiki/" -"List_of_Unicode_characters]Unicode code points[/url] of each string, which " -"roughly matches the alphabetical order. Internally, lowercase characters are " -"converted to uppercase for the comparison.\n" -"When used for sorting, natural order comparison orders sequences of numbers " -"by the combined value of each digit as is often expected, instead of the " -"single digit's value. A sorted sequence of numbered strings will be [code]" -"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", " -"\"3\", ...][/code].\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], " -"and [method casecmp_to]." -msgstr "" -"與另一個字串進行[b]不區分大小寫[/b]的[i]自然順序[/i]比較。小於時返回 " -"[code]-1[/code]、大於時返回 [code]1[/code]、等於時返回 [code]0[/code]。“小" -"於”和“大於”比較的是字串中的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順" -"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n" -"使用自然順序進行排序時,會和常見預期一樣將連續的數位進行組合,而不是一個個數字" -"進行比較。排序後的數列為 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]" -"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n" -"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 " -"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n" -"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 " -"[method naturalcasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。" - -msgid "" -"Performs a [b]case-insensitive[/b] comparison to another string. Returns " -"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/" -"code] if equal. \"Less than\" or \"greater than\" are determined by the " -"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code " -"points[/url] of each string, which roughly matches the alphabetical order. " -"Internally, lowercase characters are converted to uppercase for the " -"comparison.\n" -"With different string lengths, returns [code]1[/code] if this string is " -"longer than the [param to] string, or [code]-1[/code] if shorter. Note that " -"the length of empty strings is [i]always[/i] [code]0[/code].\n" -"To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method casecmp_to], [method naturalcasecmp_to], " -"and [method naturalnocasecmp_to]." -msgstr "" -"與另一個字串進行[b]不區分大小寫[/b]的比較。小於時返回 [code]-1[/code]、大於時" -"返回 [code]1[/code]、等於時返回 [code]0[/code]。“小於”和“大於”比較的是字元串中" -"的 [url=https://zh.wikipedia.org/wiki/" -"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順" -"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n" -"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 " -"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n" -"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 " -"[method casecmp_to]、[method naturalcasecmp_to] 和 [method " -"naturalnocasecmp_to]。" - msgid "" "Converts a [float] to a string representation of a decimal number, with the " "number of decimal places specified in [param decimals].\n" @@ -104922,9 +100048,6 @@ msgstr "" "將該字串中出現的所有 [param what] 都替換為給定的 [param forwhat],[b]大小寫不" "敏感[/b]。" -msgid "Returns the copy of this string in reverse order." -msgstr "返回給定頂點的顏色。" - msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "string, or [code]-1[/code] if there are none. The search's start can be " @@ -105545,6 +100668,67 @@ msgstr "" "從給定的 [String] 建立 [StringName]。在 GDScript 中," "[code]StringName(\"example\")[/code] 與 [code]&\"example\"[/code] 等價。" +msgid "" +"Formats the string by replacing all occurrences of [param placeholder] with " +"the elements of [param values].\n" +"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " +"placeholder] will be replaced with the corresponding keys in advance. Array " +"elements use their index as keys.\n" +"[codeblock]\n" +"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\"\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints \"User 42 is Godot.\"\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [param values] is an [Array]. If " +"[param placeholder] does not contain an underscore, the elements of the " +"[param values] array will be used to replace one occurrence of the " +"placeholder in order; If an element of [param values] is another 2-element " +"array, it'll be interpreted as a key-value pair.\n" +"[codeblock]\n" +"# Prints \"User 42 is Godot.\"\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]\n" +"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/" +"gdscript_format_string.html]GDScript format string[/url] tutorial.\n" +"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-" +"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings " +"with \"$\"[/url], instead." +msgstr "" +"通過將所有出現的 [param placeholder] 替換為 [param values] 的元素來格式化字元" +"串。\n" +"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下" +"劃線將被預先被替換為對應的鍵。陣列元素使用它們的索引作為鍵。\n" +"[codeblock]\n" +"# 輸出:Waiting for Godot 是 Samuel Beckett 的戲劇,Godot 引擎由此得名。\n" +"var use_array_values = \"Waiting for {0} 是 {1} 的戲劇,{0} 引擎由此得名。\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# 輸出:第 42 號使用者是 Godot。\n" +"print(\"第 {id} 號使用者是 {name}。\".format({\"id\": 42, \"name\": " +"\"Godot\"}))\n" +"[/codeblock]\n" +"當 [param values] 是 [Array] 時還會執行一些額外的處理。 如果 [param " +"placeholder] 不包含底線,則 [param values] 陣列的元素將用於按順序替換出現的預" +"留位置;如果 [param values] 的元素是另一個 2 元素陣列,則它將被解釋為鍵值" +"對。\n" +"[codeblock]\n" +"# 輸出:第 42 號使用者是 Godot。\n" +"print(\"第 {} 號使用者是 {}。\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"第 {id} 號使用者是 {name}。\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]\n" +"另請參閱 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." +"html]GDScript 格式化字串[/url]教學。\n" +"[b]注意:[/b]在 C# 中推薦改為[url=https://learn.microsoft.com/en-us/dotnet/" +"csharp/language-reference/tokens/interpolated]使用“$”插入字串[/url]。" + msgid "" "Splits the string using a [param delimiter] and returns the substring at " "index [param slice]. Returns an empty string if the [param slice] does not " @@ -105925,42 +101109,6 @@ msgstr "" msgid "A customizable [StyleBox] that doesn't use a texture." msgstr "不使用紋理的自訂 [StyleBox]。" -msgid "" -"By configuring various properties of this style box, you can achieve many " -"common looks without the need of a texture. This includes optionally rounded " -"borders, antialiasing, shadows, and skew.\n" -"Setting corner radius to high values is allowed. As soon as corners overlap, " -"the stylebox will switch to a relative system.\n" -"[b]Example:[/b]\n" -"[codeblock]\n" -"height = 30\n" -"corner_radius_top_left = 50\n" -"corner_radius_bottom_left = 100\n" -"[/codeblock]\n" -"The relative system now would take the 1:2 ratio of the two left corners to " -"calculate the actual corner width. Both corners added will [b]never[/b] be " -"more than the height. Result:\n" -"[codeblock]\n" -"corner_radius_top_left: 10\n" -"corner_radius_bottom_left: 20\n" -"[/codeblock]" -msgstr "" -"通過配置這個樣式盒的各種屬性,你可以不使用紋理實作許多常見外觀,包括可選的圓角" -"邊框、抗鋸齒、陰影、偏斜等。\n" -"允許將圓角半徑設定為較高的值。兩角重疊時,樣式盒將切換到相對系統。\n" -"[b]範例:[/b]\n" -"[codeblock]\n" -"height = 30\n" -"corner_radius_top_left = 50\n" -"corner_radius_bottom_left = 100\n" -"[/codeblock]\n" -"相對系統現在將採用兩個左角的 1:2 比率來計算實際角寬度。新增的兩個角[b]永遠[/b]" -"不會超過高度。結果:\n" -"[codeblock]\n" -"corner_radius_top_left: 10\n" -"corner_radius_bottom_left: 20\n" -"[/codeblock]" - msgid "Returns the specified [enum Side]'s border width." msgstr "返回指定邊 [enum Side] 的邊框寬度。" @@ -106380,18 +101528,12 @@ msgstr "" msgid "Using Viewports" msgstr "使用視口" -msgid "3D in 2D Demo" -msgstr "2D 中的 3D 演示" - msgid "Screen Capture Demo" msgstr "螢幕捕捉演示" msgid "Dynamic Split Screen Demo" msgstr "動態分屏演示" -msgid "3D Viewport Scaling Demo" -msgstr "3D Viewport 縮放演示" - msgid "" "The clear mode when the sub-viewport is used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." @@ -106616,14 +101758,6 @@ msgstr "" "[b]修訂說明:[/b][param flags] 的記錄可能值,它在 4.0 中發生了變化。可能是 " "[enum Mesh.ArrayFormat] 的一些組合。" -msgid "" -"Commits the data to the same format used by [method ArrayMesh." -"add_surface_from_arrays]. This way you can further process the mesh data " -"using the [ArrayMesh] API." -msgstr "" -"將資料提交給[method ArrayMesh.add_surface_from_arrays]使用的相同格式。這樣你就" -"可以使用[ArrayMesh]的API介面進一步處理網格資料。" - msgid "Creates a vertex array from an existing [Mesh]." msgstr "從現有的網格 [Mesh] 建立一個頂點陣列。" @@ -107668,27 +102802,6 @@ msgstr "如果連接可用,則返回帶有該連接的 StreamPeerTCP。" msgid "A multiline text editor." msgstr "多行文字編輯器。" -msgid "" -"A multiline text editor. It also has limited facilities for editing code, " -"such as syntax highlighting support. For more advanced facilities for editing " -"code, see [CodeEdit].\n" -"[b]Note:[/b] Most viewport, caret and edit methods contain a " -"[code]caret_index[/code] argument for [member caret_multiple] support. The " -"argument should be one of the following: [code]-1[/code] for all carets, " -"[code]0[/code] for the main caret, or greater than [code]0[/code] for " -"secondary carets.\n" -"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " -"script editor." -msgstr "" -"多行文字編輯器。它還有少量用於編輯程式碼的功能,例如語法高亮支援。更多針對編輯" -"程式碼的高階功能見 [CodeEdit]。\n" -"[b]注意:[/b]大多數視口、游標和編輯方法都包含 [code]caret_index[/code] 參數以" -"支援 [member caret_multiple]。該參數應為以下之一:[code]-1[/code] 用於所有光" -"標,[code]0[/code] 用於主游標,大於 [code]0[/code] 用於輔助游標。\n" -"[b]注意:[/b]當按住 [kbd]Alt[/kbd] 時,垂直滾輪的滾動速度將是正常速度的 5 倍。" -"這也適用於 Godot 腳本編輯器。" - msgid "" "Override this method to define what happens when the user presses the " "backspace key." @@ -107730,13 +102843,6 @@ msgstr "" "在給定的位置新增新的游標。返回新游標的索引,如果位置無效則返回 [code]-1[/" "code]。" -msgid "" -"Adds an additional caret above or below every caret. If [param below] is true " -"the new caret will be added below and above otherwise." -msgstr "" -"在每個游標上方或下方新增一個額外的游標。如果 [param below] 為 true,則會在下方" -"新增新游標,否則為上方。" - msgid "" "Register a new gutter to this [TextEdit]. Use [param at] to have a specific " "gutter order. A value of [code]-1[/code] appends the gutter to the right." @@ -107751,13 +102857,6 @@ msgstr "" "選中目前所選內容下一次出現的位置並新增文字游標。如果沒有活動的選中內容,則選中" "目前游標所處的單詞。" -msgid "" -"Reposition the carets affected by the edit. This assumes edits are applied in " -"edit order, see [method get_caret_index_edit_order]." -msgstr "" -"重新定位受編輯影響的文字游標。這個操作假定編輯是按照編輯順序套用的,見 " -"[method get_caret_index_edit_order]。" - msgid "Adjust the viewport so the caret is visible." msgstr "調整視口,讓游標可見。" @@ -108084,18 +103183,12 @@ msgstr "" msgid "Returns the original start column of the selection." msgstr "返回選區的原始起始列。" -msgid "Returns the selection begin line." -msgstr "返回選擇開始行。" - msgid "Returns the original start line of the selection." msgstr "返回選區的原始起始行。" msgid "Returns the current selection mode." msgstr "返回目前的選區模式。" -msgid "Returns the selection end line." -msgstr "返回選擇結束行。" - msgid "Returns the [TextEdit]'s' tab size." msgstr "返回該 [TextEdit] 的定位字元大小。" @@ -108141,11 +103234,6 @@ msgstr "在游標位置插入指定的文字。" msgid "Returns [code]true[/code] if the caret is visible on the screen." msgstr "如果游標在螢幕上可見,則返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the user is dragging their mouse for scrolling " -"or selecting." -msgstr "如果使用者拖動滑鼠進行滾動或選擇,則返回 [code]true[/code]。" - msgid "Returns whether the gutter is clickable." msgstr "返回該邊欄是否可點擊。" @@ -108177,16 +103265,6 @@ msgid "" msgstr "" "合併從 [param from_line] 到 [param to_line] 的邊欄。只會複製可覆蓋的邊欄。" -msgid "" -"Merges any overlapping carets. Will favor the newest caret, or the caret with " -"a selection.\n" -"[b]Note:[/b] This is not called when a caret changes position but after " -"certain actions, so it is possible to get into a state where carets overlap." -msgstr "" -"合併重疊的文字游標。會保留最新的游標,或者存在選中內容的游標。\n" -"[b]注意:[/b]游標改變位置後不會進行呼叫,而是在某些動作之後呼叫,所以進入游標" -"重疊的狀態是可能的。" - msgid "Paste at the current location. Can be overridden with [method _paste]." msgstr "貼上到目前位置。可以用 [method _paste] 覆蓋。" @@ -108209,14 +103287,6 @@ msgstr "從 [TextEdit] 中移除該邊欄。" msgid "Removes all additional carets." msgstr "移除所有額外的游標。" -msgid "" -"Removes text between the given positions.\n" -"[b]Note:[/b] This does not adjust the caret or selection, which as a result " -"it can end up in an invalid position." -msgstr "" -"移除給定位置之間的文字。\n" -"[b]注意:[/b]文字游標和選區不會進行調整,因此可能最終處於無效位置。" - msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" @@ -108265,13 +103335,6 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" -msgid "" -"Perform selection, from line/column to line/column.\n" -"If [member selecting_enabled] is [code]false[/code], no selection will occur." -msgstr "" -"執行選擇,從行/列到行/列。\n" -"如果 [member selecting_enabled] 為 [code]false[/code],則不會發生選擇。" - msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -108295,23 +103358,6 @@ msgstr "" "[b]注意:[/b]如果支援多個游標,則不會檢查任何重疊。請參閱 [method " "merge_overlapping_carets]。" -msgid "" -"Moves the caret to the specified [param line] index.\n" -"If [param adjust_viewport] is [code]true[/code], the viewport will center at " -"the caret position after the move occurs.\n" -"If [param can_be_hidden] is [code]true[/code], the specified [param line] can " -"be hidden.\n" -"[b]Note:[/b] If supporting multiple carets this will not check for any " -"overlap. See [method merge_overlapping_carets]." -msgstr "" -"將游標移動到指定的 [param line] 索引。\n" -"如果 [param adjust_viewport] 為 [code]true[/code],則視口將在移動發生後以游標" -"位置為中心。\n" -"如果 [param can_be_hidden] 為 [code]true[/code],則可以隱藏指定的 [param " -"line]。\n" -"[b]注意:[/b]如果支援多個游標,則不會檢查任何重疊。見 [method " -"merge_overlapping_carets]。" - msgid "" "Sets the gutter as clickable. This will change the mouse cursor to a pointing " "hand when hovering over the gutter." @@ -108329,9 +103375,6 @@ msgstr "設定該邊欄為可覆寫。見 [method merge_gutters]。" msgid "Set the width of the gutter." msgstr "設定該邊欄的寬度。" -msgid "Sets the text for a specific line." -msgstr "設定特定行的文字。" - msgid "" "Positions the [param wrap_index] of [param line] at the center of the " "viewport." @@ -108410,9 +103453,6 @@ msgstr "" "text_edit_idle_detect_sec] 或者在 [method start_action] 和 [method " "end_action] 之外呼叫可撤銷的操作都會導致動作的終止。" -msgid "Swaps the two lines." -msgstr "交換兩行。" - msgid "Tag the current version as saved." msgstr "將目前版本標記為已保存。" @@ -108515,9 +103555,6 @@ msgstr "[TextEdit] 的字串值。" msgid "Sets the line wrapping mode to use." msgstr "設定要使用的換行模式。" -msgid "Emitted when the caret changes position." -msgstr "游標改變位置時發出。" - msgid "Emitted when a gutter is added." msgstr "新增邊欄時發出。" @@ -108993,36 +104030,11 @@ msgid "" msgstr "" "新建空的字形快取條目資源。要釋放生成的資源,請使用 [method free_rid] 方法。" -msgid "" -"Creates new buffer for complex text layout, with the given [param direction] " -"and [param orientation]. To free the resulting buffer, use [method free_rid] " -"method.\n" -"[b]Note:[/b] Direction is ignored if server does not support [constant " -"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).\n" -"[b]Note:[/b] Orientation is ignored if server does not support [constant " -"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])." -msgstr "" -"使用給定的方向 [param direction] 和朝向 [param orientation] 新建緩衝區,用於複" -"雜排版。要釋放生成的緩衝區,請使用 [method free_rid]方法。\n" -"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_BIDI_LAYOUT] 功能,則會忽略方" -"向([TextServerAdvanced] 支援)。\n" -"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_VERTICAL_LAYOUT] 功能,則會忽" -"略朝向([TextServerAdvanced] 支援)。" - msgid "" "Draws box displaying character hexadecimal code. Used for replacing missing " "characters." msgstr "繪製顯示字元十六進位碼的框。用於替換缺失的字元。" -msgid "" -"Removes all rendered glyphs information from the cache entry.\n" -"[b]Note:[/b] This function will not remove textures associated with the " -"glyphs, use [method font_remove_texture] to remove them manually." -msgstr "" -"從快取條目中移除所有的算繪字形資訊。\n" -"[b]注意:[/b]該函式不會移除與字形關聯的紋理,請使用 [method " -"font_remove_texture] 手動移除。" - msgid "Removes all font sizes from the cache entry." msgstr "從快取條目中移除所有的字形大小。" @@ -109334,16 +104346,6 @@ msgstr "設定字形的次圖元字形定位模式。" msgid "Sets font cache texture image data." msgstr "設定字形的快取紋理圖像資料。" -msgid "" -"Sets 2D transform, applied to the font outlines, can be used for slanting, " -"flipping and rotating glyphs.\n" -"For example, to simulate italic typeface by slanting, apply the following " -"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]." -msgstr "" -"設定套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。\n" -"例如,要通過傾斜來類比斜體字形,請套用以下變換 [code]Transform2D(1.0, slant, " -"0.0, 1.0, 0.0, 0.0)[/code]。" - msgid "" "Sets variation coordinates for the specified font cache entry. See [method " "font_supported_variation_list] for more info." @@ -109465,10 +104467,6 @@ msgstr "" "[b]注意:[/b]這個函式應該在使用任何其他 TextServer 函式之前呼叫,否則不會起任" "何作用。" -msgid "" -"Converts readable feature, variation, script or language name to OpenType tag." -msgstr "將功能、變體、文字、語言的可讀名稱轉換為 OpenType 標記。" - msgid "" "Converts [param number] from the numeral systems used in [param language] to " "Western Arabic (0..9)." @@ -109504,11 +104502,6 @@ msgstr "" msgid "Returns text span metadata." msgstr "返回文字區間的中繼資料。" -msgid "" -"Changes text span font, font size and OpenType features, without changing the " -"text." -msgstr "在不更改文字的情況下,更改文字區間的字形、字形大小和 OpenType 功能。" - msgid "Adds text span and font to draw it to the text buffer." msgstr "新增文字區間和字形,將其繪製到文字緩衝中。" @@ -109823,10 +104816,6 @@ msgstr "" "從字串中剝離變音符號。\n" "[b]注意:[/b]得到的字串可能比原來的更長,也可能更短。" -msgid "" -"Converts OpenType tag to readable feature, variation, script or language name." -msgstr "將 OpenType 標籤轉換為可讀的功能、變體、文字或語言的名稱。" - msgid "Font glyphs are rasterized as 1-bit bitmaps." msgstr "字形字形柵格化為 1 位的點陣圖。" @@ -111986,10 +106975,6 @@ msgid "" "layer_id]." msgstr "返回自訂資料層的自訂資料值,自訂資料層用索引 [param layer_id] 指定。" -msgid "" -"Returns the tile's terrain bit for the given [param peering_bit] direction." -msgstr "返回該圖塊給定 [param peering_bit] 方向的地形位。" - msgid "" "Returns whether one-way collisions are enabled for the polygon at index " "[param polygon_index] for TileSet physics layer with index [param layer_id]." @@ -112056,9 +107041,6 @@ msgid "" "Sets the occluder for the TileSet occlusion layer with index [param layer_id]." msgstr "設定索引為 [param layer_id] 的 TileSet 遮擋層的遮擋器。" -msgid "Sets the tile's terrain bit for the given [param peering_bit] direction." -msgstr "設定該圖塊給定 [param peering_bit] 方向的地形位。" - msgid "" "If [code]true[/code], the tile will have its texture flipped horizontally." msgstr "如果為 [code]true[/code],則該圖塊的紋理會被水平翻轉。" @@ -112176,74 +107158,6 @@ msgstr "" msgid "Clears cells that do not exist in the tileset." msgstr "清除圖塊集中不存在的儲存格。" -msgid "" -"Returns the tile alternative ID of the cell on layer [param layer] at [param " -"coords]. If [param use_proxies] is [code]false[/code], ignores the " -"[TileSet]'s tile proxies, returning the raw alternative identifier. See " -"[method TileSet.map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊備選 ID。如果 " -"[param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代理,返" -"回原始的備選識別字。見 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the tile atlas coordinates ID of the cell on layer [param layer] at " -"coordinates [param coords]. If [param use_proxies] is [code]false[/code], " -"ignores the [TileSet]'s tile proxies, returning the raw alternative " -"identifier. See [method TileSet.map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊合集座標 ID。如果 " -"[param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代理,返" -"回原始的備選識別字。見 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the tile source ID of the cell on layer [param layer] at coordinates " -"[param coords]. Returns [code]-1[/code] if the cell does not exist.\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy].\n" -"If [param layer] is negative, the layers are accessed from the last one." -msgstr "" -"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊源 ID。如果該單元格" -"不存在,則返回 [code]-1[/code]。\n" -"如果 [param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代" -"理,返回原始的備選識別字。見 [method TileSet.map_tile_proxy]。" - -msgid "" -"Returns the [TileData] object associated with the given cell, or [code]null[/" -"code] if the cell does not exist or is not a [TileSetAtlasSource].\n" -"If [param layer] is negative, the layers are accessed from the last one.\n" -"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile " -"proxies, returning the raw alternative identifier. See [method TileSet." -"map_tile_proxy].\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" -msgstr "" -"返回與給定儲存格關聯的 [TileData] 對象,如果儲存格不存在或者不是 " -"[TileSetAtlasSource] 則返回 [code]null[/code]。\n" -"如果 [param use_proxies] 為 [code]false[/code],則會忽略 [TileSet] 的圖塊代" -"理,返回原始的備選識別字。見 [method TileSet.map_tile_proxy]。\n" -"[codeblock]\n" -"func get_clicked_tile_power():\n" -" var clicked_cell = tile_map.local_to_map(tile_map." -"get_local_mouse_position())\n" -" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n" -" if data:\n" -" return data.get_custom_data(\"power\")\n" -" else:\n" -" return 0\n" -"[/codeblock]" - msgid "" "Returns the coordinates of the tile for given physics body RID. Such RID can " "be retrieved from [method KinematicCollision2D.get_collider_rid], when " @@ -113547,27 +108461,6 @@ msgstr "平鋪動畫隨機開始,看起來多種多樣。" msgid "Represents the size of the [enum TileAnimationMode] enum." msgstr "代表 [enum CollisionMode] 列舉的大小。" -msgid "" -"Represents cell's horizontal flip flag. Should be used directly with " -"[TileMap] to flip placed tiles by altering their alternative IDs.\n" -"[codeblock]\n" -"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n" -"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n" -" # If tile is not already flipped, flip it.\n" -" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, " -"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n" -"[/codeblock]" -msgstr "" -"表示儲存格的水平翻轉旗標。應直接與 [TileMap] 一起使用,透過變更其替代 ID 來翻" -"轉放置的圖塊。\n" -"[codeblock]\n" -"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n" -"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n" -" # If tile is not already flipped, flip it.\n" -" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, " -"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n" -"[/codeblock]" - msgid "" "Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for " "usage." @@ -113720,43 +108613,6 @@ msgstr "返回該合集中是否存在座標 ID 為 [param atlas_coords] 的圖 msgid "A singleton for working with time data." msgstr "用於處理時間資料的單例。" -msgid "" -"The Time singleton allows converting time between various formats and also " -"getting time information from the system.\n" -"This class conforms with as many of the ISO 8601 standards as possible. All " -"dates follow the Proleptic Gregorian calendar. As such, the day before " -"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/" -"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the " -"year before that (2 BC) being [code]-1[/code], etc.\n" -"Conversion methods assume \"the same timezone\", and do not handle timezone " -"conversions or DST automatically. Leap seconds are also not handled, they " -"must be done manually if desired. Suffixes such as \"Z\" are not handled, you " -"need to strip them away manually.\n" -"When getting time information from the system, the time can either be in the " -"local timezone or UTC depending on the [code]utc[/code] parameter. However, " -"the [method get_unix_time_from_system] method always returns the time in " -"UTC.\n" -"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " -"that the user can manually set. [b]Never use[/b] this method for precise time " -"calculation since its results are subject to automatic adjustments by the " -"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or " -"[method get_ticks_msec] for precise time calculation instead, since they are " -"guaranteed to be monotonic (i.e. never decrease)." -msgstr "" -"Time 單例可以轉換各種不同格式的時間,也可以從系統獲取時間資訊。\n" -"這個類盡可能多地符合了 ISO 8601 標準。所有日期都遵循“外推格裡曆”。因此 " -"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 " -"[code]1582-10-04[/code]。西元 1 年的前一年(即西元前 1 年)是數字 [code]0[/" -"code],再往前的一年(西元前 2 年)是 [code]-1[/code],以此類推。\n" -"轉換方法假設“時區相同”,不會自動處理時區或 DST(夏令時)的轉換。不會對閏秒進行" -"處理,如果需要必須手動處理。“Z”等後綴也沒有處理,你需要進行手動剝除。\n" -"從系統獲取時間資訊時,時間可能是本地時間或 UTC 時間,取決於 [code]utc[/code] " -"參數。不過 [method get_unix_time_from_system] 方法返回的始終是 UTC 時間。\n" -"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系統始終,使用者可以自" -"行設定。[b]千萬不要[/b]使用該方法進行精確的時間計算,因為計算結果可能受到使用" -"者或作業系統的自動調整的影響。精確時間的計算[b]請始終使用[/b] [method " -"get_ticks_usec] 或 [method get_ticks_msec],可以保證單調性(即不會變小)。" - msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], and [code]weekday[/code].\n" @@ -113952,18 +108808,6 @@ msgstr "" "記的時區與給定的日期時間字串相同。\n" "[b]注意:[/b]時間字串中的小數會被靜默忽略。" -msgid "" -"Returns the current Unix timestamp in seconds based on the system time in " -"UTC. This method is implemented by the operating system and always returns " -"the time in UTC.\n" -"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " -"returns the timestamp as a [float] for sub-second precision." -msgstr "" -"返回目前的 Unix 時間戳記,以秒為單位,基於 UTC 系統時間。本方法由作業系統實" -"作,返回的時間總是 UTC 的。\n" -"[b]注意:[/b]與其他使用整數時間戳記的方法不同,這個方法返回的是 [float] 型別的" -"時間戳記,可以表示比秒更高的精度。" - msgid "The month of January, represented numerically as [code]01[/code]." msgstr "一月份,使用數字 [code]01[/code] 表示。" @@ -115239,18 +110083,6 @@ msgstr "" "專案儲存格所允許的最大圖示寬度。這是在圖示預設大小的基礎上的限制,在 [method " "TreeItem.set_icon_max_width] 所設定的值之前生效。高度會根據圖示的長寬比調整。" -msgid "The inner bottom margin of an item." -msgstr "專案文字輪廓的色調。" - -msgid "The inner left margin of an item." -msgstr "專案文字輪廓的色調。" - -msgid "The inner right margin of an item." -msgstr "圓環的內半徑。" - -msgid "The inner top margin of an item." -msgstr "設定表格的儲存格內邊距。" - msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." @@ -117245,30 +112077,6 @@ msgid "" "the action is committed." msgstr "註冊 [param property],會在提交動作時將其值更改為 [param value]。" -msgid "" -"Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " -"use for resources.\n" -"[codeblock]\n" -"var node = Node2D.new()\n" -"undo_redo.create_action(\"Add node\")\n" -"undo_redo.add_do_method(add_child.bind(node))\n" -"undo_redo.add_do_reference(node)\n" -"undo_redo.add_undo_method(remove_child.bind(node))\n" -"undo_redo.commit_action()\n" -"[/codeblock]" -msgstr "" -"為“do”(執行)註冊引用,丟棄該“do”歷史時會擦除該引用。主要可用於“do”呼叫新建的" -"節點。請勿用於資源。\n" -"[codeblock]\n" -"var node = Node2D.new()\n" -"undo_redo.create_action(\"新增節點\")\n" -"undo_redo.add_do_method(add_child.bind(node))\n" -"undo_redo.add_do_reference(node)\n" -"undo_redo.add_undo_method(remove_child.bind(node))\n" -"undo_redo.commit_action()\n" -"[/codeblock]" - msgid "Register a [Callable] that will be called when the action is undone." msgstr "註冊 [Callable],會在撤銷動作時呼叫。" @@ -117277,30 +112085,6 @@ msgid "" "the action is undone." msgstr "註冊 [param property],會在撤銷動作時將其值更改為 [param value]。" -msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" history " -"is lost. This is useful mostly for nodes removed with the \"do\" call (not " -"the \"undo\" call!).\n" -"[codeblock]\n" -"var node = $Node2D\n" -"undo_redo.create_action(\"Remove node\")\n" -"undo_redo.add_do_method(remove_child.bind(node))\n" -"undo_redo.add_undo_method(add_child.bind(node))\n" -"undo_redo.add_undo_reference(node)\n" -"undo_redo.commit_action()\n" -"[/codeblock]" -msgstr "" -"為“undo”(撤銷)註冊引用,丟棄該“undo”歷史時會擦除該引用。主要可用於“do”呼叫移" -"除的節點(不是“undo”呼叫)。\n" -"[codeblock]\n" -"var node = $Node2D\n" -"undo_redo.create_action(\"移除節點\")\n" -"undo_redo.add_do_method(remove_child.bind(node))\n" -"undo_redo.add_undo_method(add_child.bind(node))\n" -"undo_redo.add_undo_reference(node)\n" -"undo_redo.commit_action()\n" -"[/codeblock]" - msgid "" "Clear the undo/redo history and associated references.\n" "Passing [code]false[/code] to [param increase_version] will prevent the " @@ -117399,17 +112183,6 @@ msgstr "當 [method undo] 或 [method redo] 被呼叫時呼叫。" msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "使“do”/“undo”操作保持在單獨的動作中。" -msgid "" -"Makes so that the action's \"undo\" operations are from the first action " -"created and the \"do\" operations are from the last subsequent action with " -"the same name." -msgstr "" -"使得動作的“撤銷”操作來自建立的第一個動作,“執行”操作來自最後一個具有相同名稱的" -"後續動作。" - -msgid "Makes subsequent actions with the same name be merged into one." -msgstr "使具有相同名稱的後續動作合併為一個。" - msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " "querying and port forwarding." @@ -118037,10 +112810,6 @@ msgstr "" "貝賽爾曲線[/url]上 [param t] 處的點,該曲線由此向量和控制點 [param " "control_1]、[param control_2]、終點 [param end] 定義。" -msgid "" -"Returns a new vector \"bounced off\" from a plane defined by the given normal." -msgstr "返回從平面上“反彈”的向量,該平面由給定的法線定義。" - msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." @@ -118054,22 +112823,6 @@ msgstr "" "返回一個新向量,每個分量都使用 [method @GlobalScope.clamp] 限制在 [param min] " "和 [param max] 之間。" -msgid "" -"Returns the 2D analog of the cross product for this vector and [param with].\n" -"This is the signed area of the parallelogram formed by the two vectors. If " -"the second vector is clockwise from the first vector, then the cross product " -"is the positive area. If counter-clockwise, the cross product is the negative " -"area.\n" -"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " -"embeds the 2D vectors in the XY plane of 3D space and uses their cross " -"product's Z component as the analog." -msgstr "" -"返回該向量和 [param with] 的 2D 類比外積。\n" -"這是由兩個向量所形成的平行四邊形的有符號面積。如果第二個向量是從第一個向量的順" -"時針方向出發的,則外積為正面積。如果是逆時針方向,則外積為負面積。\n" -"[b]注意:[/b]數學中沒有定義二維空間的叉乘。此方法是將 2D 向量嵌入到 3D 空間的 " -"XY 平面中,並使用它們的外積的 Z 分量作為類比。" - msgid "" "Performs a cubic interpolation between this vector and [param b] using [param " "pre_a] and [param post_b] as handles, and returns the result at position " @@ -118248,11 +113001,6 @@ msgstr "" "返回由該向量的分量與 [param modv] 的分量執行 [method @GlobalScope.fposmod] 運" "算後組成的向量。" -msgid "" -"Returns the result of reflecting the vector from a line defined by the given " -"direction vector [param n]." -msgstr "返回經過直線反射後的向量,該直線由給定的方向向量 [param n] 定義。" - msgid "" "Returns the result of rotating this vector by [param angle] (in radians). See " "also [method @GlobalScope.deg_to_rad]." @@ -118781,13 +113529,6 @@ msgstr "返回具有給定分量的 [Vector3]。" msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回與給定向量的無符號最小角度,單位為弧度。" -msgid "" -"Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "返回從由給定法線定義的平面上“反彈”的向量。" - -msgid "Returns the cross product of this vector and [param with]." -msgstr "返回該向量與 [param with] 的外積。" - msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v." "x, 1.0 / v.y, 1.0 / v.z)[/code]." @@ -118835,11 +113576,6 @@ msgstr "" msgid "Returns the outer product with [param with]." msgstr "返回與 [param with] 的外積。" -msgid "" -"Returns the result of reflecting the vector from a plane defined by the given " -"normal [param n]." -msgstr "返回經過平面反射後的向量,該平面由給定的法線 [param n] 定義。" - msgid "" "Returns the result of rotating this vector around a given axis by [param " "angle] (in radians). The axis must be a normalized vector. See also [method " @@ -120749,34 +115485,6 @@ msgstr "" "在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議僅在實際需要時才啟用去條" "帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。" -msgid "" -"If [code]true[/code], 2D rendering will use an high dynamic range (HDR) " -"format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be a [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color space " -"and will be converted to sRGB space immediately before blitting to the screen " -"(if the Viewport is attached to the screen). Practically speaking, this means " -"that the end result of the Viewport will not be clamped into the [code]0-1[/" -"code] range and can be used in 3D rendering without color space adjustments. " -"This allows 2D rendering to take advantage of effects requiring high dynamic " -"range (e.g. 2D glow) as well as substantially improves the appearance of " -"effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." -msgstr "" -"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度相符的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" -"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" -"Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用3D 算繪無需色彩空間調整。這使得 2D 算繪能" -"夠利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果的" -"外觀。\n" -"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" -"繪器始終在低動態範圍內算繪。" - msgid "" "If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " "culling in 3D for this viewport. For the root viewport, [member " @@ -120957,9 +115665,6 @@ msgstr "" "物件通過加法混合顯示為半透明,因此可以看到它們在彼此之上繪製的位置。更高的過度" "繪製意味著在繪製隱藏在其他圖元後面的圖元時浪費了性能。" -msgid "Objects are displayed in wireframe style." -msgstr "物件以線框風格顯示。" - msgid "" "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the " "upper left quadrant of the [Viewport]." @@ -121004,61 +115709,12 @@ msgid "" "applied." msgstr "在應用後處理之前繪製場景的內部解析度緩衝區。" -msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." -msgstr "[enum DefaultCanvasItemTextureFilter] 列舉的最大值。" - -msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." -msgstr "[enum DefaultCanvasItemTextureRepeat] 列舉的最大值。" - -msgid "VRS is disabled." -msgstr "VRS 已禁用。" - -msgid "" -"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture " -"for each view." -msgstr "" -"VRS 使用一個紋理。請注意,對於立體視覺,請為每個視圖使用帶有紋理的紋理合集。" - -msgid "VRS texture is supplied by the primary [XRInterface]." -msgstr "VRS 紋理由主 [XRInterface] 提供。" - msgid "Represents the size of the [enum VRSMode] enum." msgstr "代表 [enum VRSMode] 列舉的大小。" msgid "Provides the content of a [Viewport] as a dynamic texture." msgstr "以動態紋理的形式提供 [Viewport] 的內容。" -msgid "" -"Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be " -"used to mix controls, 2D game objects, and 3D game objects in the same " -"scene.\n" -"To create a [ViewportTexture] in code, use the [method Viewport.get_texture] " -"method on the target viewport.\n" -"[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member " -"Resource.resource_local_to_scene]). If the scene root is not ready, it may " -"return incorrect data (see [signal Node.ready])." -msgstr "" -"以動態 [Texture2D] 的形式提供 [Viewport] 的內容。可用於在同一場景中混合控制" -"項、2D 遊戲物件和 3D 遊戲對象。\n" -"要在程式碼中建立 [ViewportTexture],請在目標視口上使用 [method Viewport." -"get_texture] 方法。\n" -"[b]注意:[/b]當局部於場景時,該紋理使用 [method Resource." -"setup_local_to_scene] 在局部視口中設定代理紋理和旗標。局部於場景的 " -"[ViewportTexture] 在場景根節點就緒前返回的是不正確的資料(見 [signal Node." -"ready])。" - -msgid "" -"The path to the [Viewport] node to display. This is relative to the scene " -"root, not to the node that uses the texture.\n" -"[b]Note:[/b] In the editor, this path is automatically updated when the " -"target viewport or one of its ancestors is renamed or moved. At runtime, the " -"path may not be able to automatically update due to the inability to " -"determine the scene root." -msgstr "" -"要顯示的 [Viewport] 節點的路徑。相對於場景的根節點,而不是使用紋理的節點。\n" -"[b]注意:[/b]在編輯器中,目標視口或其祖級節點發生重命名或移動時會自動更新這個" -"路徑。在運作時,該路徑可能無法自動更新,因為無法確定場景的根節點。" - msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]." msgstr "對應 [constant Node.PROCESS_MODE_INHERIT]。" @@ -121752,22 +116408,6 @@ msgstr "在視覺化著色器圖中使用的 [Color] 參數。" msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "翻譯為著色器語言中的 [code]uniform vec4[/code]。" -msgid "A comment node to be placed on visual shader graph." -msgstr "放置在視覺化著色器圖上的注釋節點。" - -msgid "" -"A resizable rectangular area with changeable [member title] and [member " -"description] used for better organizing of other visual shader nodes." -msgstr "" -"可調整大小的矩形區域,標題 [member title] 和描述 [member description] 均可更" -"改,可用於更好地組織其他視覺化著色器節點。" - -msgid "An additional description which placed below the title." -msgstr "放置在標題下方的額外說明。" - -msgid "A title of the node." -msgstr "節點的標題。" - msgid "A comparison function for common types within the visual shader graph." msgstr "視覺化著色器圖內常見型別的比較函式。" @@ -122849,8 +117489,8 @@ msgstr "" "input_name] 等於 [code]\"albedo\"[/code],則返回 [code]\"ALBEDO\"[/code]。" msgid "" -"One of the several input constants in lower-case style like: " -"\"vertex\" ([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])." +"One of the several input constants in lower-case style like: \"vertex\" " +"([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])." msgstr "" "小寫風格的輸入常數之一,例如:\"vertex\"([code]VERTEX[/code])或 " "\"point_size\"([code]POINT_SIZE[/code])。" @@ -125729,36 +120369,6 @@ msgstr "" "US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/" "url]。" -msgid "" -"Gets an [XRPositionalTracker] for the given [param input_source_id].\n" -"In the context of WebXR, an input source can be an advanced VR controller " -"like the Oculus Touch or Index controllers, or even a tap on the screen, a " -"spoken voice command or a button press on the device itself. When a non-" -"traditional input source is used, interpret the position and orientation of " -"the [XRPositionalTracker] as a ray pointing at the object the user wishes to " -"interact with.\n" -"Use this method to get information about the input source that triggered one " -"of these signals:\n" -"- [signal selectstart]\n" -"- [signal select]\n" -"- [signal selectend]\n" -"- [signal squeezestart]\n" -"- [signal squeeze]\n" -"- [signal squeezestart]" -msgstr "" -"獲取給定 [param input_source_id] 的 [XRPositionalTracker]。\n" -"在 WebXR 本文中,輸入源可以是類似 Oculus Touch 和 Index 控制器的高級 VR 控制" -"器,甚至也可以是螢幕上的點擊、語音命令或按下裝置本身的按鈕。當使用非傳統輸入源" -"時,會將 [XRPositionalTracker] 的位置和方向解釋為指向使用者希望與之互動的對象" -"的射線。\n" -"可以使用此方法獲取有關觸發以下訊號之一的輸入源的資訊:\n" -"- [signal selectstart]\n" -"- [signal select]\n" -"- [signal selectend]\n" -"- [signal squeezestart]\n" -"- [signal squeeze]\n" -"- [signal squeezestart]" - msgid "" "Returns [code]true[/code] if there is an active input source with the given " "[param input_source_id]." @@ -127167,39 +121777,6 @@ msgstr "" "[b]注意:[/b]如果分佈到多個執行緒執行的工作在計算方面的開銷並不大,那麼使用這" "個單例可能對性能有負面影響。" -msgid "" -"Adds [param action] as a group task to be executed by the worker threads. The " -"[Callable] will be called a number of times based on [param elements], with " -"the first thread calling it with the value [code]0[/code] as a parameter, and " -"each consecutive execution incrementing this value by 1 until it reaches " -"[code]element - 1[/code].\n" -"The number of threads the task is distributed to is defined by [param " -"tasks_needed], where the default value [code]-1[/code] means it is " -"distributed to all worker threads. [param high_priority] determines if the " -"task has a high priority or a low priority (default). You can optionally " -"provide a [param description] to help with debugging.\n" -"Returns a group task ID that can be used by other methods." -msgstr "" -"將 [param action] 新增為群組工作,能夠被多個工作執行緒執行。該 [Callable] 的調" -"用次數由 [param elements] 決定,第一個呼叫的執行緒使用 [code]0[/code] 作為參" -"數,後續執行時會將其加 1,直到變為 [code]element - 1[/code]。\n" -"工作分佈的執行緒數由 [param tasks_needed] 定義,預設值 [code]-1[/code] 表示分" -"佈到所有工作執行緒。[param high_priority] 決定的是工作具有高優先順序還是低優先" -"順序(預設)。你還可以選擇提供 [param description] 作為描述資訊,方便除錯。\n" -"返回群組工作 ID,可用於其他方法。" - -msgid "" -"Adds [param action] as a task to be executed by a worker thread. [param " -"high_priority] determines if the task has a high priority or a low priority " -"(default). You can optionally provide a [param description] to help with " -"debugging.\n" -"Returns a task ID that can be used by other methods." -msgstr "" -"將 [param action] 新增為群組工作,能夠被單個工作執行緒執行。[param " -"high_priority] 決定的是工作具有高優先順序還是低優先順序(預設)。你還可以選擇" -"提供 [param description] 作為描述資訊,方便除錯。\n" -"返回工作 ID,可用於其他方法。" - msgid "" "Returns how many times the [Callable] of the group task with the given ID has " "already been executed by the worker threads.\n" @@ -127209,13 +121786,6 @@ msgstr "" "返回具有給定 ID 的群組工作的 [Callable] 已經被工作執行緒執行的次數。\n" "[b]注意:[/b]執行緒已經開始執行 [Callable] 但尚未完成的情況不計算在內。" -msgid "" -"Returns [code]true[/code] if the group task with the given ID is completed." -msgstr "如果具有給定 ID 的群組工作已經完成,則返回 [code]true[/code]。" - -msgid "Returns [code]true[/code] if the task with the given ID is completed." -msgstr "如果具有給定 ID 的工作已經完成,則返回 [code]true[/code]。" - msgid "" "Pauses the thread that calls this method until the group task with the given " "ID is completed." @@ -127414,91 +121984,6 @@ msgstr "返回憑證的字串表示,如果憑證無效則返回空字串。" msgid "Provides a low-level interface for creating parsers for XML files." msgstr "為建立 XML 檔解析器提供低階介面。" -msgid "" -"Provides a low-level interface for creating parsers for [url=https://en." -"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make " -"custom XML parsers.\n" -"To parse XML, you must open a file with the [method open] method or a buffer " -"with the [method open_buffer] method. Then, the [method read] method must be " -"called to parse the next nodes. Most of the methods take into consideration " -"the currently parsed node.\n" -"Here is an example of using [XMLParser] to parse a SVG file (which is based " -"on XML), printing each element and its attributes as a dictionary:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var parser = XMLParser.new()\n" -"parser.open(\"path/to/file.svg\")\n" -"while parser.read() != ERR_FILE_EOF:\n" -" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n" -" var node_name = parser.get_node_name()\n" -" var attributes_dict = {}\n" -" for idx in range(parser.get_attribute_count()):\n" -" attributes_dict[parser.get_attribute_name(idx)] = parser." -"get_attribute_value(idx)\n" -" print(\"The \", node_name, \" element has the following attributes: " -"\", attributes_dict)\n" -"[/gdscript]\n" -"[csharp]\n" -"var parser = new XmlParser();\n" -"parser.Open(\"path/to/file.svg\");\n" -"while (parser.Read() != Error.FileEof)\n" -"{\n" -" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" -" {\n" -" var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" -" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" -" {\n" -" attributesDict[parser.GetAttributeName(idx)] = parser." -"GetAttributeValue(idx);\n" -" }\n" -" GD.Print($\"The {nodeName} element has the following attributes: " -"{attributesDict}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"為建立 [url=https://zh.wikipedia.org/wiki/XML]XML[/url] 檔解析器提供低階介面。" -"製作自訂 XML 解析器時,可以將這個類作為基礎。\n" -"要解析 XML,你必須使用 [method open] 方法打開檔,或者使用 [method " -"open_buffer] 方法打開緩衝區。然後必須使用 [method read] 方法解析後續節點。大多" -"數方法使用的是目前解析節點。\n" -"以下是使用 [XMLParser] 解析 SVG 檔(基於 XML)的粒子,會輸出所有的元素,以字典" -"的形式輸出對應的屬性:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var parser = XMLParser.new()\n" -"parser.open(\"path/to/file.svg\")\n" -"while parser.read() != ERR_FILE_EOF:\n" -" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n" -" var node_name = parser.get_node_name()\n" -" var attributes_dict = {}\n" -" for idx in range(parser.get_attribute_count()):\n" -" attributes_dict[parser.get_attribute_name(idx)] = parser." -"get_attribute_value(idx)\n" -" print(\"元素 \", node_name, \" 包含的屬性有:\", attributes_dict)\n" -"[/gdscript]\n" -"[csharp]\n" -"var parser = new XmlParser();\n" -"parser.Open(\"path/to/file.svg\");\n" -"while (parser.Read() != Error.FileEof)\n" -"{\n" -" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n" -" {\n" -" var nodeName = parser.GetNodeName();\n" -" var attributesDict = new Godot.Collections.Dictionary();\n" -" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n" -" {\n" -" attributesDict[parser.GetAttributeName(idx)] = parser." -"GetAttributeValue(idx);\n" -" }\n" -" GD.Print($\"元素 {nodeName} 包含的屬性有:{attributesDict}\");\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "" "Returns the number of attributes in the currently parsed element.\n" "[b]Note:[/b] If this method is used while the currently parsed node is not " @@ -127543,14 +122028,6 @@ msgid "" "current parsed node is of any other type." msgstr "返回文字節點的內容。如果目前解析節點是其他型別,則會引發錯誤。" -msgid "" -"Returns the name of an element node. This method will raise an error if the " -"currently parsed node is not of [constant NODE_ELEMENT] or [constant " -"NODE_ELEMENT_END] type." -msgstr "" -"返回元素節點的名稱。如果目前解析節點既不是 [constant NODE_ELEMENT] 型別又不是 " -"[constant NODE_ELEMENT_END] 型別,則會引發錯誤。" - msgid "" "Returns the byte offset of the currently parsed node since the beginning of " "the file or buffer. This is usually equivalent to the number of characters " @@ -128292,26 +122769,6 @@ msgstr "" msgid "A tracked object." msgstr "追蹤對象。" -msgid "" -"An instance of this object represents a device that is tracked, such as a " -"controller or anchor point. HMDs aren't represented here as they are handled " -"internally.\n" -"As controllers are turned on and the [XRInterface] detects them, instances of " -"this object are automatically added to this list of active tracking objects " -"accessible through the [XRServer].\n" -"The [XRController3D] and [XRAnchor3D] both consume objects of this type and " -"should be used in your project. The positional trackers are just under-the-" -"hood objects that make this all work. These are mostly exposed so that " -"GDExtension-based interfaces can interact with them." -msgstr "" -"此物件的一個實例,表示一個被追蹤的裝置,例如一個控制器或錨點。HMD 沒有在此處表" -"示,因為它們是在內部處理的。\n" -"當控制器被打開,並且 [XRInterface] 偵測到它們時,此物件的實例會自動被新增到可" -"通過 [XRServer] 存取的活動追蹤物件列表中。\n" -"[XRController3D] 和 [XRAnchor3D] 都使用這種型別的物件,並且應該在你的專案中使" -"用。位置追蹤器只是使這一切正常工作的底層物件。這些大部分都是公開的,以便基於 " -"GDExtension 的介面,可以與它們互動。" - msgid "" "Returns an input for this tracker. It can return a boolean, float or " "[Vector2] value depending on whether the input is a button, trigger or " @@ -128344,35 +122801,14 @@ msgstr "" "設定給定姿勢的變換、線速度、角速度和追蹤置信度。此方法由一個 [XRInterface] 實" "現呼叫,不應直接使用。" -msgid "The description of this tracker." -msgstr "此追蹤器的描述。" - msgid "Defines which hand this tracker relates to." msgstr "定義此追蹤器與哪只手相關。" -msgid "" -"The unique name of this tracker. The trackers that are available differ " -"between various XR runtimes and can often be configured by the user. Godot " -"maintains a number of reserved names that it expects the [XRInterface] to " -"implement if applicable:\n" -"- [code]left_hand[/code] identifies the controller held in the players left " -"hand\n" -"- [code]right_hand[/code] identifies the controller held in the players right " -"hand" -msgstr "" -"此追蹤器的唯一名稱。可用的追蹤器因各種 XR 運作時而異,並且通常可以由使用者配" -"置。Godot 維護了一些保留名稱,如果可套用,它希望 [XRInterface] 來實作:\n" -"- [code]left_hand[/code] 標識玩家左手握持的控制器\n" -"- [code]right_hand[/code] 標識玩家右手握持的控制器" - msgid "" "The profile associated with this tracker, interface dependent but will " "indicate the type of controller being tracked." msgstr "與此追蹤器關聯的配置,取決於介面,但將指示被追蹤的控制器型別。" -msgid "The type of tracker." -msgstr "該追蹤器的型別。" - msgid "" "Emitted when a button on this tracker is pressed. Note that many XR runtimes " "allow other inputs to be mapped to buttons." @@ -128420,11 +122856,6 @@ msgstr "AR/VR 伺服器是我們“高級虛擬實境”解決方案的核心, msgid "Registers an [XRInterface] object." msgstr "註冊一個 [XRInterface] 物件。" -msgid "" -"Registers a new [XRPositionalTracker] that tracks a spatial location in real " -"space." -msgstr "註冊一個新的 [XRPositionalTracker],用於追蹤現實空間中的一個空間位置。" - msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" @@ -128503,9 +122934,6 @@ msgstr "返回 [param tracker_types] 的追蹤器字典。" msgid "Removes this [param interface]." msgstr "移除該 [param interface]。" -msgid "Removes this positional [param tracker]." -msgstr "移除該位置 [param tracker]。" - msgid "The primary [XRInterface] currently bound to the [XRServer]." msgstr "目前綁定到 [XRServer] 的主 [XRInterface]。" @@ -128592,6 +123020,12 @@ msgid "" "gets centered." msgstr "不重設 HMD 的方向,只讓玩家的位置居中。" +msgid "The description of this tracker." +msgstr "此追蹤器的描述。" + +msgid "The type of tracker." +msgstr "該追蹤器的型別。" + msgid "Allows the creation of zip files." msgstr "允許建立 zip 檔。" diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 9bac8840e953..8cac86176f74 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -73,7 +73,7 @@ # Abdulrahman <abdelrahman.ramadan686@gmail.com>, 2022. # "Ali F. Abbas" <alifuadabbas@gmail.com>, 2023. # Youssef Mohamed <starmod300@gmail.com>, 2023. -# "Mr.k" <mineshtine28546271@gmail.com>, 2023. +# "Mr.k" <mineshtine28546271@gmail.com>, 2023, 2024. # Mohammedi Mohammed Djawad <smallcloverstudio@gmail.com>, 2023. # Hamed Mohammed Almuslhi <wbk7777@hotmail.com>, 2023. # KhalilBenGaied <grozz1@yahoo.com>, 2023. @@ -94,8 +94,8 @@ 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: 2024-03-02 14:19+0000\n" -"Last-Translator: بسام العوفي <co-able@hotmail.com>\n" +"PO-Revision-Date: 2024-03-21 13:46+0000\n" +"Last-Translator: \"Mr.k\" <mineshtine28546271@gmail.com>\n" "Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/godot/" "ar/>\n" "Language: ar\n" @@ -259,12 +259,6 @@ msgstr "زرّ عصا التحكم %d" msgid "Pressure:" msgstr "الضغط:" -msgid "canceled" -msgstr "أُلغيَ" - -msgid "touched" -msgstr "لُمست" - msgid "released" msgstr "تُركت" @@ -509,18 +503,6 @@ msgstr "بيبي بايت (PiB)" msgid "EiB" msgstr "إكسي بايت (EiB)" -msgid "Example: %s" -msgstr "مثال: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d عنصر" -msgstr[1] "%d عنصر" -msgstr[2] "%d عنصران" -msgstr[3] "%d عناصر" -msgstr[4] "%d عناصر" -msgstr[5] "%d عناصر" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -531,18 +513,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "فعالية action بهذا الاسم '%s' موجودة سلفاً." -msgid "Cannot Revert - Action is same as initial" -msgstr "لا يمكن التراجع - الإجراء هو نفس الإجراء الأولي" - msgid "Revert Action" msgstr "التراجع عن الإجراء" msgid "Add Event" msgstr "إضافة حَدث" -msgid "Remove Action" -msgstr "مسح الإجراء" - msgid "Cannot Remove Action" msgstr "لا يمكن مسح الاجراء" @@ -552,9 +528,6 @@ msgstr "تعديل الحدث" msgid "Remove Event" msgstr "حذف الحدث" -msgid "Filter by Name" -msgstr "تصفية بالاسم..." - msgid "Clear All" msgstr "مسح الكل" @@ -1274,9 +1247,8 @@ msgstr "استبدال الكل" msgid "Selection Only" msgstr "المحدد فقط" -msgctxt "Indentation" -msgid "Spaces" -msgstr "مساحات" +msgid "Hide" +msgstr "اخفاء" msgctxt "Indentation" msgid "Tabs" @@ -1464,9 +1436,6 @@ msgstr "تم وضع علامة على هذه الفئة على أنها مهمل msgid "This class is marked as experimental." msgstr "تم وضع علامة على هذه الفئة على أنها تجريبية." -msgid "No description available for %s." -msgstr "ليس هناك وصف مناسب لأجل %s." - msgid "Favorites:" msgstr "المفضلة:" @@ -1500,9 +1469,6 @@ msgstr "حفظ الفرع مشهدًا" msgid "Copy Node Path" msgstr "نسخ مسار العُقدة" -msgid "Instance:" -msgstr "نمذجة:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1626,9 +1592,6 @@ msgstr "استئناف التنفيذ." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "تحذير:" - msgid "Error:" msgstr "خطأ:" @@ -2015,9 +1978,6 @@ msgstr "فشل استخراج الملفات التالية من الحزمة \" msgid "(and %s more files)" msgstr "(و %s ملفات اخرى)" -msgid "Asset \"%s\" installed successfully!" -msgstr "تم تثبيت الحزمة \"%s\" بنجاح!" - msgid "Success!" msgstr "تم بشكل ناجح!" @@ -2184,33 +2144,6 @@ msgstr "أنشِئْ تخطيط صوت." msgid "Audio Bus Layout" msgstr "تخطيط مقطع الصوت" -msgid "Invalid name." -msgstr "اسم غير صالح." - -msgid "Cannot begin with a digit." -msgstr "لا يمكن أن تبدأ برقم." - -msgid "Valid characters:" -msgstr "الأحرف الصالحة:" - -msgid "Must not collide with an existing engine class name." -msgstr "اسم غير صالح، يجب أن لا يتعارض مع أسماء \"أصناف\" المحرك." - -msgid "Must not collide with an existing global script class name." -msgstr "اسم غير صالح، يجب أن لا يتعارض مع اسم \"الصنف\" \"العام\" الموجود سلفاً." - -msgid "Must not collide with an existing built-in type name." -msgstr "" -"اسم غير صالح، يجب أن لا يتعارض مع اسم \"النوع\" \"المدمج\" سلفا بالمحرك." - -msgid "Must not collide with an existing global constant name." -msgstr "" -"اسم غير صالح، يجب أن لا يتعارض مع اسم \"الصنف\" \"العام\" \"الثابت\" الموجود " -"سلفاً." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "المفتاح لا يمكن أن يُستعمل اسما للتحميل التلقائي." - msgid "Autoload '%s' already exists!" msgstr "التحميل التلقائي '%s' موجود أصلا!" @@ -2247,9 +2180,6 @@ msgstr "إضافة \"تلقائي التحميل\"" msgid "Path:" msgstr "المسار:" -msgid "Set path or press \"%s\" to create a script." -msgstr "حدد المسار أو اضغط على \"%s\" لإنشاء برنامج نصي." - msgid "Node Name:" msgstr "اسم العقدة:" @@ -2402,24 +2332,15 @@ msgstr "الاكتشاف من المشروع" msgid "Actions:" msgstr "الإجراءات:" -msgid "Configure Engine Build Profile:" -msgstr "تهيئة تعريفة بناء المحرك:" - msgid "Please Confirm:" msgstr "أكّد من فضلك:" -msgid "Engine Build Profile" -msgstr "تعريفة بناء المحرك" - msgid "Load Profile" msgstr "حمّل التعريفة" msgid "Export Profile" msgstr "تصدير التعريفة" -msgid "Edit Build Configuration Profile" -msgstr "عدّل تعريفة إعداد البناء" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2595,15 +2516,6 @@ msgstr "استيراد التعريفات" msgid "Manage Editor Feature Profiles" msgstr "إدارة تعريفة مزايا المحرر" -msgid "Some extensions need the editor to restart to take effect." -msgstr "تحتاج بعض الامتدادات أو الإضافات إلى استئناف المحرر حتى تعمل جيدا." - -msgid "Restart" -msgstr "إعادة التشغيل" - -msgid "Save & Restart" -msgstr "حفظ و إعادة تشغيل" - msgid "ScanSources" msgstr "البحث في المصادر" @@ -2728,9 +2640,6 @@ msgstr "" "لا يوجد حاليا وصف لهذه الطريقة. الرجاء المساعدة من خلال [color=$color]" "[url=$url]المساهمة واحد[/url][/color] !" -msgid "Note:" -msgstr "ملاحظة:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2806,6 +2715,12 @@ msgstr "" "لا يوجد حاليا وصف لهذه الخاصية. الرجاء مساعدتنا عن طريق [color=$color]" "[url=$url]المساهمة فيها [/url][/color]!" +msgid "Editor" +msgstr "المحرّر" + +msgid "No description available." +msgstr "لا يوجد وصف متاح." + msgid "Metadata:" msgstr "أضف البيانات الوصفية:" @@ -2818,12 +2733,6 @@ msgstr "دالة:" msgid "Signal:" msgstr "إشارة:" -msgid "No description available." -msgstr "لا يوجد وصف متاح." - -msgid "%d match." -msgstr "تطابق %d." - msgid "%d matches." msgstr "%d تطابقات." @@ -2977,9 +2886,6 @@ msgstr "تحديد متعدد: %s" msgid "Remove metadata %s" msgstr "إزالة البيانات الوصفية %s" -msgid "Pinned %s" -msgstr "تم تثبيت %s" - msgid "Unpinned %s" msgstr "تم إلغاء تثبيت %s" @@ -3123,15 +3029,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "يدور عند إعادة رسم نافذة المحرّر." -msgid "Imported resources can't be saved." -msgstr "لا يمكن حفظ الموارد المستوردة." - msgid "OK" msgstr "حسنا" -msgid "Error saving resource!" -msgstr "خطأ في حفظ المورد!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3147,30 +3047,6 @@ msgstr "لا يمكن حفظ هذا المورد لأنه تم استيراده msgid "Save Resource As..." msgstr "حفظ المورد باسم..." -msgid "Can't open file for writing:" -msgstr "لا يمكن فتح الملف للكتابة:" - -msgid "Requested file format unknown:" -msgstr "صيغة الملف المطلوب غير معروفة:" - -msgid "Error while saving." -msgstr "خطأ خلال الحفظ." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "لا يمكن فتح الملف '%s'.الملف قد يكون نُقل أو حُذف." - -msgid "Error while parsing file '%s'." -msgstr "خطأ خلال تحليل الملف '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "يبدو أن ملف المشهد '%s' غير صالح/ تالف." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "الملف '%s' مفقود أو أحد تبعياته." - -msgid "Error while loading file '%s'." -msgstr "خطأ خلال تحميل الملف '%s'." - msgid "Saving Scene" msgstr "حفظ المشهد" @@ -3180,38 +3056,20 @@ msgstr "جاري التحليل" msgid "Creating Thumbnail" msgstr "ينشئ الصورة المصغرة" -msgid "This operation can't be done without a tree root." -msgstr "هذه العميلة لا يمكن إجرائها من غير جذر رئيسي للشجرة." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"لا يمكن حفظ هذا المشهد نظرًا لوجود تضمين مثيل دوري cyclic instancing.\n" -"الرجاء حلها ثم محاولة الحفظ مرة أخرى." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "لا يمكن حفظ المشهد. على الأرجح لا يمكن إستيفاء التبعيات (مجسّدات)." - msgid "Save scene before running..." msgstr "احفظ المشهد قبل التشغيل..." -msgid "Could not save one or more scenes!" -msgstr "لم يتمكن من حفظ واحد أو أكثر من المشاهد!" - msgid "Save All Scenes" msgstr "حفظ جميع المشاهد" msgid "Can't overwrite scene that is still open!" msgstr "لا يمكن الكتابة عنوة (استبدال overwrite ) المشهد كونه ما زال مفتوحاً!" -msgid "Can't load MeshLibrary for merging!" -msgstr "لا يمكن تحميل مكتبة الميش من أجل الدمج!" +msgid "Merge With Existing" +msgstr "دمج مع الموجود" -msgid "Error saving MeshLibrary!" -msgstr "خطأ في حفظ مكتبة الميش!" +msgid "Apply MeshInstance Transforms" +msgstr "تطبيق الهيئة ل MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3271,9 +3129,6 @@ msgstr "" "إنشاء مثيل أو الإيراث سوف يسمح بحفظ أي تغيير فيه.\n" "يرجى قراءة التوثيق ذا صلة باستيراد المشاهد لفهم سير العمل بشكل أفضل." -msgid "Changes may be lost!" -msgstr "التغييرات ربما تُفقد!" - msgid "This object is read-only." msgstr "هذا الكائن للقراءة فقط." @@ -3289,9 +3144,6 @@ msgstr "فتح سريع للمشهد..." msgid "Quick Open Script..." msgstr "فتح سريع للرمز..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s لم يعد موجوداً! من فضلك حدد موقعاً جديداً للحفظ." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3369,27 +3221,14 @@ msgstr "هل تريد حفظ التغييرات قبل الإغلاق؟" msgid "Save changes to the following scene(s) before reloading?" msgstr "هل تريد حفظ التغييرات في المشاهد التالية قبل الإعادة؟" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "هل تريد حفظ التغييرات للمشاهد التالية قبل الخروج؟" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "هل تود حفظ التغييرات التي اجريت على المشاهد الحالية قبل فتح نافذة ادارة " "المشروع؟" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"هذا الإعداد مُعطل. الحالة حيث التحديث يجب أن يطبق بالقوة هي الأن تعتبر خطأ. من " -"فضلك أبلغ عن الخطأ." - msgid "Pick a Main Scene" msgstr "اخترْ المشهد الأساسي" -msgid "This operation can't be done without a scene." -msgstr "لا يمكن إتمام هذه العملية بدون مشهد." - msgid "Export Mesh Library" msgstr "تصدير مكتبة الميش" @@ -3429,22 +3268,12 @@ msgstr "" "المشهد '%s' تم استيراده تلقائياً، لذا لا يمكن تعديله.\n" "لكي تجري أي تغيير عليه، قد ينشأ مشهد مورث جديد." -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 "" -"خطا في تحميل المشهد، يجب أن يكون المشهد في نفس الملف الخاص بالمشروع. استعملْ " -"نافذة \"الاستيراد\" لفتح المشهد٫ ثم احفظْه في ملف المشروع." - msgid "Scene '%s' has broken dependencies:" msgstr "المشهد '%s' لدية تبعيات معطوبة:" msgid "Clear Recent Scenes" msgstr "إخلاء المشاهد الحالية" -msgid "There is no defined scene to run." -msgstr "ليس هناك مشهد محدد ليتم تشغيله." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3611,27 +3440,18 @@ msgstr "إعدادات المحرّر…" msgid "Project" msgstr "المشروع" -msgid "Project Settings..." -msgstr "إعدادات المشروع..." - msgid "Project Settings" msgstr "إعدادات المشروع" msgid "Version Control" msgstr "إدارة الإصدارات (Version Control)" -msgid "Export..." -msgstr "تصدير..." - msgid "Install Android Build Template..." msgstr "تحميل قالب البناء للأندرويد..." msgid "Open User Data Folder" msgstr "فتح مجلّد بيانات المستخدم" -msgid "Customize Engine Build Configuration..." -msgstr "تهيئة بناء المحرك..." - msgid "Tools" msgstr "أدوات" @@ -3647,9 +3467,6 @@ msgstr "إعادة تحميل/تشغيل المشروع الحالي" msgid "Quit to Project List" msgstr "العودة إلى قائمة المشاريع" -msgid "Editor" -msgstr "المحرّر" - msgid "Command Palette..." msgstr "منتخِب الأوامر..." @@ -3692,9 +3509,6 @@ msgstr "البحث المساعد..." msgid "Online Documentation" msgstr "الوثائق الإلكترونية" -msgid "Questions & Answers" -msgstr "أسئلة وإجابات" - msgid "Community" msgstr "المجتمع" @@ -3716,6 +3530,9 @@ msgstr "إرسال الاستدراكات على \"التوثيقات\"" msgid "Support Godot Development" msgstr "ادعم تطوير جَوْدَتْ" +msgid "Save & Restart" +msgstr "حفظ و إعادة تشغيل" + msgid "Update Continuously" msgstr "تحديث متواصل" @@ -3725,9 +3542,6 @@ msgstr "تحديث عند أي تغيير" msgid "Hide Update Spinner" msgstr "إخفاء دوران التحديث" -msgid "FileSystem" -msgstr "نظام الملفات" - msgid "Inspector" msgstr "الفاحص" @@ -3737,9 +3551,6 @@ msgstr "عقدة" msgid "History" msgstr "سجل التغييرات" -msgid "Output" -msgstr "المخرجات" - msgid "Don't Save" msgstr "لا تحفظ" @@ -3767,12 +3578,6 @@ msgstr "رزمة القوالب" msgid "Export Library" msgstr "تصدير المكتبة" -msgid "Merge With Existing" -msgstr "دمج مع الموجود" - -msgid "Apply MeshInstance Transforms" -msgstr "تطبيق الهيئة ل MeshInstance" - msgid "Open & Run a Script" msgstr "فتح و تشغيل كود" @@ -3819,33 +3624,15 @@ msgstr "افتح المُحرر التالي" msgid "Open the previous Editor" msgstr "افتح المُحرر السابق" -msgid "Ok" -msgstr "حسناً" - msgid "Warning!" msgstr "تحذيرات!" -msgid "On" -msgstr "فعّال" - -msgid "Edit Plugin" -msgstr "تعديل الإضافة" - -msgid "Installed Plugins:" -msgstr "الإضافات المُثبتة:" - -msgid "Create New Plugin" -msgstr "إنشاء إضافة" - -msgid "Version" -msgstr "الإصدار" - -msgid "Author" -msgstr "المالك" - msgid "Edit Text:" msgstr "تحرير النص:" +msgid "On" +msgstr "فعّال" + msgid "Renaming layer %d:" msgstr "إعادة تسمية الطبقة %d:" @@ -3930,6 +3717,12 @@ msgstr "اختر إطار عرض" msgid "Selected node is not a Viewport!" msgstr "العُقدة المختارة ليست إطار عرض Viewport!" +msgid "New Key:" +msgstr "مفتاح جديد:" + +msgid "New Value:" +msgstr "قيمة جديدة:" + msgid "(Nil) %s" msgstr "(لا شيء Nil) %s" @@ -3948,12 +3741,6 @@ msgstr "القاموس (فارغ)" msgid "Dictionary (size %d)" msgstr "القاموس (الحجم %d)" -msgid "New Key:" -msgstr "مفتاح جديد:" - -msgid "New Value:" -msgstr "قيمة جديدة:" - msgid "Add Key/Value Pair" msgstr "إضافة زوج مفتاح/قيمة" @@ -3972,8 +3759,7 @@ msgstr "قفل/فتح مُعَدَّل العُنصُر" msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." -msgstr "" -"يلا يتطابق نوع المورد المختار (%s) مع أي نوع متوقع لأجل هذه الخاصية (%s)." +msgstr "لا يتطابق نوع المورد المحدد (%s) مع أي نوع متوقع لأجل هذه الخاصية (%s)." msgid "Load..." msgstr "تحميل..." @@ -4143,9 +3929,6 @@ msgstr "الجهاز" msgid "Listening for Input" msgstr "الاستماع للمدخلات" -msgid "Filter by Event" -msgstr "تصفية بالحدث..." - msgid "Project export for platform:" msgstr "تصدير المشروع لمنصة:" @@ -4164,21 +3947,12 @@ msgstr "تخزين الملف: %s" msgid "Storing File:" msgstr "تخزين الملف:" -msgid "No export template found at the expected path:" -msgstr "لم يوجد قالب التصدير في المسار المتوقع:" - -msgid "ZIP Creation" -msgstr "إنشاء ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "تعذر فتح الملف للقراءة من المسار \"%s\"." msgid "Packing" msgstr "يَحزم\"ينتج الملف المضغوط\"" -msgid "Save PCK" -msgstr "حفظ PCK" - msgid "Cannot create file \"%s\"." msgstr "لا يمكن إنشاء الملف \"%s\"." @@ -4200,18 +3974,12 @@ msgstr "لا يمكن فتح ملف مُشفّر للكتابة." msgid "Can't open file to read from path \"%s\"." msgstr "لا يمكن فتح الملف للقراءة من المسار \"%s\"." -msgid "Save ZIP" -msgstr "إحفظ ZIP" - msgid "Custom debug template not found." msgstr "نمودج تصحيح الأخطاء غير موجود." msgid "Custom release template not found." msgstr "قالب الإصدار المخصص ليس موجود." -msgid "Prepare Template" -msgstr "تجهيز القالب" - msgid "The given export path doesn't exist." msgstr "مسار التصدير المُدخَل غير موجود." @@ -4221,9 +3989,6 @@ msgstr "ملف القالب غير موجود: \"%s\"." msgid "Failed to copy export template." msgstr "فشل نسخ قالب التصدير." -msgid "PCK Embedding" -msgstr "PCK مضمن" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "لا يمكن لمُصدرات 32-bit التي تتضمن PCK أن تكون أكبر من 4 GiB." @@ -4300,36 +4065,6 @@ msgstr "" "لا روابط تحميل تم إيجادها لهذه النسخة. التحميل المباشر متوفر فقط للنسخ " "الرسمية." -msgid "Disconnected" -msgstr "غير متصل" - -msgid "Resolving" -msgstr "جاري الحل" - -msgid "Can't Resolve" -msgstr "لا يمكن الحل" - -msgid "Connecting..." -msgstr "الاتصال..." - -msgid "Can't Connect" -msgstr "لا يمكن الاتصال" - -msgid "Connected" -msgstr "متصل" - -msgid "Requesting..." -msgstr "جار الطلب..." - -msgid "Downloading" -msgstr "جاري التنزيل" - -msgid "Connection Error" -msgstr "خطأ في الاتصال" - -msgid "TLS Handshake Error" -msgstr "خطأ مصافحة TLS" - msgid "Can't open the export templates file." msgstr "لا نستطيع فتح ملف القوالب." @@ -4460,6 +4195,9 @@ msgstr "الموارد المُعدّة للتصدير:" msgid "(Inherited)" msgstr "(موروثة)" +msgid "Export With Debug" +msgstr "التصدير مع مُنقح الأخطاء" + msgid "%s Export" msgstr "تصدير %s" @@ -4617,9 +4355,6 @@ msgstr "تصدير المشروع" msgid "Manage Export Templates" msgstr "إدارة قوالب التصدير" -msgid "Export With Debug" -msgstr "التصدير مع مُنقح الأخطاء" - msgid "Path to FBX2glTF executable is empty." msgstr "المسار إلى FBX2glTF القابل للتنفيذ فارغ." @@ -4786,9 +4521,6 @@ msgstr "حذف من المفضلات" msgid "Reimport" msgstr "إعادة الاستيراد" -msgid "Open in File Manager" -msgstr "افتح في مدير الملفات" - msgid "Open Containing Folder in Terminal" msgstr "افتح المجلد الحاوي في الطرفية" @@ -4837,6 +4569,9 @@ msgstr "مضاعفة..." msgid "Rename..." msgstr "إعادة تسمية..." +msgid "Open in File Manager" +msgstr "افتح في مدير الملفات" + msgid "Open in External Program" msgstr "افتح في برنامج خارجي" @@ -4961,9 +4696,6 @@ msgstr "توجد مجموعة بهذا الاسم." msgid "Add Group" msgstr "إضافة مجموعة" -msgid "Renaming Group References" -msgstr "إعادة تسمية مرجعيات المجموعة" - msgid "Removing Group References" msgstr "إزالة مرجعيات المجموعة" @@ -4988,6 +4720,9 @@ msgstr "هذه المجموعة تنتمي إلى مشهد آخر ولا يمك msgid "Copy group name to clipboard." msgstr "نسخ اسم المجموعة إلى الحافظة." +msgid "Global Groups" +msgstr "المجموعات العامة" + msgid "Add to Group" msgstr "إضافة إلى المجموعة" @@ -5156,25 +4891,6 @@ msgstr "أعد تشغيل المشهد الذي تم تشغيله." msgid "Quick Run Scene..." msgstr "تشغيل مشهد بسرعة..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"لقد تم تفعيل وضع صنع الأفلام، ولكن لم يتم تحديد مسار لملف الفلم.\n" -"يمكن تحديد المسار الافتراضي للملف ضمن إعدادات المشروغ عن طريق: المحرر > خيار " -"كاتب الأفلام.\n" -"كبديل لتشغيل مشهد واحد، يمكن إضافة النص `movie_file` كجزء من البيانات الوصفية " -"ضمن العُقدة الأساسية root node.\n" -"سيتم تحديد مسار ملف الفلم عندما يتم تسجيل المشهد." - -msgid "Could not start subprocess(es)!" -msgstr "لا يمكن بدء العملية (العمليات) الفرعية!" - msgid "Run the project's default scene." msgstr "شغّل المشهد الافتراضي للمشروع." @@ -5335,15 +5051,15 @@ msgstr "" msgid "Open in Editor" msgstr "افتح في المُحرر" +msgid "Instance:" +msgstr "نمذجة:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" ليست تصفية معروفة." msgid "Invalid node name, the following characters are not allowed:" msgstr "اسم عُقدة غير صالح، إن الأحرف التالية غير مسموحة:" -msgid "Another node already uses this unique name in the scene." -msgstr "عقدة أخرى في المشهد تستعمل هذا الاسم الفريد سابقا." - msgid "Scene Tree (Nodes):" msgstr "شجرة المشهد (العُقد):" @@ -5729,9 +5445,6 @@ msgstr "الثلاثي" msgid "Importer:" msgstr "المستورد:" -msgid "Keep File (No Import)" -msgstr "الاحتفاظ بالملف (بدون استيراد)" - msgid "%d Files" msgstr "%d ملفات" @@ -5987,101 +5700,6 @@ msgstr "المجموعات" msgid "Select a single node to edit its signals and groups." msgstr "حدد عقدة منفردة لكي تُعدل إشاراتها ومجموعاتها." -msgid "Plugin name cannot be blank." -msgstr "اسم الإضافة لا يصلح أن يكون فارغا." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"امتداد اللغة -البرمجية- يجب أن يكون مطابقا لامتداد اللغة المختارة (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "اسم المجلد الفرعي ليس صالحا." - -msgid "Subfolder cannot be one which already exists." -msgstr "المجلد الفرعي لا يمكن أن يكون مجلدا مكررا." - -msgid "Edit a Plugin" -msgstr "تعديل إضافة" - -msgid "Create a Plugin" -msgstr "إنشاء إضافة" - -msgid "Update" -msgstr "تحديث" - -msgid "Plugin Name:" -msgstr "اسم الإضافة:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "مطلوب. سيتم عرض هذا الاسم في قائمة المكونات الإضافية." - -msgid "Subfolder:" -msgstr "المجلد الفرعي:" - -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 "" -"خياري. يجب أن يستخدم اسم المجلد بشكل عام تسمية `snake_case` (تجنب المسافات " -"والأحرف الخاصة).\n" -"إذا تركت فارغة، سيتم تسمية المجلد بعد أن تم تحويل اسم البرنامج المساعد إلى " -"\"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 "" -"خياري. يجب أن يظل هذا الوصف قصيرًا نسبيًا (حتى 5 أسطر).\n" -"سيتم عرضه عند حوم المؤشر على إضافة في قائمة المكونات الإضافية." - -msgid "Author:" -msgstr "المالك:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "خياري. اسم المستخدم للمؤلف، أو الاسم الكامل، أو اسم المؤسسة." - -msgid "Version:" -msgstr "النسخة:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"خياري. معرف إصدار يمكن قراءته بواسطة الإنسان يستخدم لأغراض معلوماتية فقط." - -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 "" -"مطلوب. لغة البرمجة النصية التي سيتم استخدامها للبرنامج النصي.\n" -"لاحظ أن المكون الإضافي قد يستخدم عدة لغات في وقت واحد عن طريق إضافة المزيد من " -"البرامج النصية إلى المكون الإضافي." - -msgid "Script Name:" -msgstr "اسم النص البرمجي:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"خياري. المسار إلى البرنامج النصي (بالنسبة لمجلد الوظيفة الإضافية). إذا تركت " -"فارغة، فسيتم تعيينها بشكل افتراضي على \"plugin.gd\"." - -msgid "Activate now?" -msgstr "التفعيل الآن؟" - -msgid "Plugin name is valid." -msgstr "اسم البرنامج المساعد صالح." - -msgid "Script extension is valid." -msgstr "ملحق البرنامج النصي صالح." - -msgid "Subfolder name is valid." -msgstr "اسم المجلد الفرعي صالح." - msgid "Create Polygon" msgstr "إنشاء مضلع" @@ -6622,8 +6240,11 @@ msgstr "حذف الكل" msgid "Root" msgstr "الجذر" -msgid "AnimationTree" -msgstr "شجرة التحريك" +msgid "Author" +msgstr "المالك" + +msgid "Version:" +msgstr "النسخة:" msgid "Contents:" msgstr "المحتويات:" @@ -6682,9 +6303,6 @@ msgstr "فشل:" msgid "Bad download hash, assuming file has been tampered with." msgstr "تجزئة تحميل سيئة، من المتوقع أن يكون الملف قد تم العبث به." -msgid "Expected:" -msgstr "ما كان متوقعاً:" - msgid "Got:" msgstr "ما تم الحصول عليه:" @@ -6706,6 +6324,12 @@ msgstr "‫جاري التنزيل..." msgid "Resolving..." msgstr "جاري الحل..." +msgid "Connecting..." +msgstr "الاتصال..." + +msgid "Requesting..." +msgstr "جار الطلب..." + msgid "Error making request" msgstr "خطأ في إنشاء الطلب" @@ -6739,9 +6363,6 @@ msgstr "الرخصة (أ-ي)" msgid "License (Z-A)" msgstr "الرخصة (ي-أ)" -msgid "Official" -msgstr "رسمياً" - msgid "Testing" msgstr "أختبار" @@ -6764,9 +6385,6 @@ msgctxt "Pagination" msgid "Last" msgstr "الأخير" -msgid "Failed to get repository configuration." -msgstr "فشل الحصول على إعدادات الأرشيف." - msgid "All" msgstr "الكل" @@ -7009,23 +6627,6 @@ msgstr "عرض بالمنتصف" msgid "Select Mode" msgstr "وضع الاختيار" -msgid "Drag: Rotate selected node around pivot." -msgstr "اسحبْ: أدِرْ العُقدة المختارة حول المحور." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt + اسحب: لتحريك العُقدة المختارة." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+سحب: لتغيير حجم العقدة المختارة." - -msgid "V: Set selected node's pivot position." -msgstr "V: تعيين نقطة المحور للوحدة المحددة." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"البديل(Alt) + الزر-الأيمن: أظهرْ قائمة العقد في الموضع المنقور عليه، بما فيها " -"العقد المقفولة." - msgid "RMB: Add node at position clicked." msgstr "زر-الفأرة-الأيمن: ضف العقد عند موقع الضغط." @@ -7044,9 +6645,6 @@ msgstr "Shift: التكبير بالتساوي." msgid "Show list of selectable nodes at position clicked." msgstr "اعرضْ قائمة من العقد المختارة عند الموضع المنقور عليه." -msgid "Click to change object's rotation pivot." -msgstr "اضغطْ لتغيير محور دوران الكائن." - msgid "Pan Mode" msgstr "وضع السحب" @@ -7159,9 +6757,6 @@ msgstr "العرض" msgid "Show When Snapping" msgstr "العرض عند المحاذاة" -msgid "Hide" -msgstr "اخفاء" - msgid "Toggle Grid" msgstr "تبديل الشبكة" @@ -7269,9 +6864,6 @@ msgstr "لا يمكن تنسيخ عُقد عديدة بدون أصل تقوم ع msgid "Create Node" msgstr "إنشاء عُقدة" -msgid "Error instantiating scene from %s" -msgstr "حدث خطأ أثناء إنشاء مشهد من %s" - msgid "Change Default Type" msgstr "تغير النوع الإفتراضي" @@ -7430,6 +7022,9 @@ msgstr "محاذاة عمودية" msgid "Convert to GPUParticles3D" msgstr "التحويل إلى جسيمات-بطاقة-ثلاثية" +msgid "Restart" +msgstr "إعادة التشغيل" + msgid "Load Emission Mask" msgstr "حمل قناع الانبعاث" @@ -7439,9 +7034,6 @@ msgstr "تحويل إلى جسيمات-بطاقة-ثنائية" msgid "CPUParticles2D" msgstr "جسيمات-معالج-ثنائية" -msgid "Generated Point Count:" -msgstr "عدد النقاط المولدة:" - msgid "Emission Mask" msgstr "قناع الانبعاث" @@ -7578,23 +7170,9 @@ msgstr "" msgid "Visible Navigation" msgstr "الإنتقال المرئي" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"عندما يكون هذا الخيار مفعل,مجسمات التنقل والأشكال المضلعة سوف تكون ظاهرة في " -"المشروع المشغل." - msgid "Visible Avoidance" msgstr "الاجتناب الظاهر" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"عند تفعيل هذا الخيار، فإن أجسام التجنب، وأنصاف قُطرها، وسرعاتها، ستكون ظاهرة " -"في المشروع المشغل." - msgid "Debug CanvasItem Redraws" msgstr "تنقيح مرتسمات عنصر-اللوحة" @@ -7645,6 +7223,18 @@ msgstr "" "عند تفعيل هذا الخيار، فإن \"محرر خادوم التنقيح\" سيبقى مفتوحا وسيستمع للجلسات " "الجديدة من خارج المحرر نفسه." +msgid "Edit Plugin" +msgstr "تعديل الإضافة" + +msgid "Installed Plugins:" +msgstr "الإضافات المُثبتة:" + +msgid "Create New Plugin" +msgstr "إنشاء إضافة" + +msgid "Version" +msgstr "الإصدار" + msgid "Size: %s" msgstr "الحجم: %s" @@ -7715,9 +7305,6 @@ msgstr "تغيير طول شعاع الانفصال" msgid "Change Decal Size" msgstr "تغيير حجم الطبعة" -msgid "Change Fog Volume Size" -msgstr "تغيير حجم الضباب" - msgid "Change Particles AABB" msgstr "تعديل جُزيئات AABB" @@ -7727,9 +7314,6 @@ msgstr "تغيير نصف القُطر" msgid "Change Light Radius" msgstr "تغيير نصف قطر الإنارة" -msgid "Start Location" -msgstr "بداية الموقع" - msgid "End Location" msgstr "نهاية الموقع" @@ -7760,9 +7344,6 @@ msgstr "توليد مستطيل مرئي" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "يُمكن فقط تعيين نقطة عملية بداخل \"مادة-عملية-الجُسيمات\"" -msgid "Clear Emission Mask" -msgstr "امسح قناع الانبعاث" - msgid "GPUParticles2D" msgstr "جسيمات-بطاقة-ثنائية" @@ -7905,41 +7486,14 @@ msgstr "طبخ/تجهيز-خريطة-الاضاءة" msgid "Select lightmap bake file:" msgstr "حدد ملف الخريطة الضوئية (lightmap):" -msgid "Mesh is empty!" -msgstr "الميش فارغ!" - msgid "Couldn't create a Trimesh collision shape." msgstr "لا يمكن إنشاء شكل Trimesh تصادمي." -msgid "Create Static Trimesh Body" -msgstr "أنشئ جسم تراميش ثابت" - -msgid "This doesn't work on scene root!" -msgstr "لا يعمل هذا على المشهد الرئيس!" - -msgid "Create Trimesh Static Shape" -msgstr "أنشئ شكل Trimesh ساكن" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "لا يمكن إنشاء شكل تصادمي مُحدب لأجل المشهد الرئيس." - -msgid "Couldn't create a single convex collision shape." -msgstr "لم يتم إنشاء شكل محدب تصادمي وحيد." - -msgid "Create Simplified Convex Shape" -msgstr "إنشاء شكل مُحدب مبسط" - -msgid "Create Single Convex Shape" -msgstr "أنشئ شكل محدب وحيد" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "لا يمكن إنشاء أشكال تصادم محدبة عديدة لأجل المشهد الرئيس." - msgid "Couldn't create any collision shapes." msgstr "لا يمكن إنشاء أي شكل تصادمي." -msgid "Create Multiple Convex Shapes" -msgstr "أنشئ أشكال محدبة متعددة" +msgid "Mesh is empty!" +msgstr "الميش فارغ!" msgid "Create Navigation Mesh" msgstr "أنشئ سطح Mesh التنقل" @@ -8011,19 +7565,34 @@ msgstr "أنشئ الحد" msgid "Mesh" msgstr "مجسّم" -msgid "Create Trimesh Static Body" -msgstr "إنشاء جسم تراميش ثابت" +msgid "Create Outline Mesh..." +msgstr "إنشاء شبكة الخطوط العريضة ..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"إنشاء جسم سكوني وقرنه مع جسم تصادمي شبيه بالمُضلع تلقائياً.\n" -"هذا الخيار هو الأفضل والأكثر دقة (ولكنه الأبطئ) لأجل الكشف عن وجود تصادمات." +"يخلق شبكة مخطط تفصيلي ثابت. سيتم قلب شبكة المخطط التفصيلي بشكل طبيعي " +"تلقائيًا.\n" +"يمكن أن يستخدم بدلاً من خاصية التمدد (Grow ) لمادة الحيز المكاني " +"SpatialMaterial عندما يكون استخدام هذه الخاصية غير ممكن." -msgid "Create Trimesh Collision Sibling" -msgstr "إنشاء متصادم تراميش قريب" +msgid "View UV1" +msgstr "أظهر UV1" + +msgid "View UV2" +msgstr "أظهر UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "بسط UV2 من أجل خريطة الضوء/الإطباق المحيط" + +msgid "Create Outline Mesh" +msgstr "إنشاء شبكة الخطوط العريضة" + +msgid "Outline Size:" +msgstr "حجم الخطوط:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8032,9 +7601,6 @@ msgstr "" "إنشاء شكل تصادمي مُضلعي الشكل.\n" "هذا هو الخيار الأكثر دقة (لكنه الأبطئ) لأجل للكشف عن وقوع التصادم." -msgid "Create Single Convex Collision Sibling" -msgstr "إنشاء شقيق تصادم محدب مفرد" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8042,9 +7608,6 @@ msgstr "" "إنشاء شكل تصادمي ذو تحدب وحيد.\n" "هذا هو الخيار الأسرع (لكنه الأقل دقة) للكشف عن وقوع التصادم." -msgid "Create Simplified Convex Collision Sibling" -msgstr "إنشاء شقيق تصادم مُحدب مبسط" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8054,9 +7617,6 @@ msgstr "" "هذا مشابه لشكل واحد من أشكال التصادم، ولكن يمكن أن ينتج عنه هندسة أبسط ولكن " "أقل دقة." -msgid "Create Multiple Convex Collision Siblings" -msgstr "إنشاء أشقاء تصادم محدب متعددة" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8065,35 +7625,6 @@ msgstr "" "ينشئ شكل تصادم قائم على المضلع.\n" "هذا الخيار مُتوسط الأداء بين التصادم مُحدب مبسط وحيد و تصادم قائم على المضلع." -msgid "Create Outline Mesh..." -msgstr "إنشاء شبكة الخطوط العريضة ..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"يخلق شبكة مخطط تفصيلي ثابت. سيتم قلب شبكة المخطط التفصيلي بشكل طبيعي " -"تلقائيًا.\n" -"يمكن أن يستخدم بدلاً من خاصية التمدد (Grow ) لمادة الحيز المكاني " -"SpatialMaterial عندما يكون استخدام هذه الخاصية غير ممكن." - -msgid "View UV1" -msgstr "أظهر UV1" - -msgid "View UV2" -msgstr "أظهر UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "بسط UV2 من أجل خريطة الضوء/الإطباق المحيط" - -msgid "Create Outline Mesh" -msgstr "إنشاء شبكة الخطوط العريضة" - -msgid "Outline Size:" -msgstr "حجم الخطوط:" - msgid "UV Channel Debug" msgstr "منقح أخطاء قناة UV" @@ -8641,6 +8172,11 @@ msgstr "" "بيئة-العالم.\n" "المعاينة معطلة." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"البديل(Alt) + الزر-الأيمن: أظهرْ قائمة العقد في الموضع المنقور عليه، بما فيها " +"العقد المقفولة." + msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." @@ -8931,27 +8467,12 @@ msgstr "حرك Out-Control داخل المنحنى" msgid "Clear Curve Points" msgstr "مسح نقاط المُنحنى" -msgid "Select Points" -msgstr "اختر النقاط" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+سحب: اختر نقاط التحكم" - -msgid "Click: Add Point" -msgstr "إظغط: أضف نقطة" - -msgid "Left Click: Split Segment (in curve)" -msgstr "بالزر الأيسر: فصل القطعة (من المنحنى)" - msgid "Right Click: Delete Point" msgstr "بالزر الأيمن: احذف النقطة" msgid "Select Control Points (Shift+Drag)" msgstr "اختر العُقد الآباء (بالسحب + Shift)" -msgid "Add Point (in empty space)" -msgstr "إضافة نقطة (في فُسحة فارغة)" - msgid "Delete Point" msgstr "احذف النقطة" @@ -8982,38 +8503,127 @@ msgstr "تراجع مُتباطئ #" msgid "Handle Tilt #" msgstr "إمالة المقبض #" +msgid "Set Curve Point Position" +msgstr "حدد موقع نقطة الإنحناء" + msgid "Set Curve Out Position" msgstr "حدد موقع خروج الإنحناء" msgid "Set Curve In Position" msgstr "ضع الإنحناء في الموقع" -msgid "Set Curve Point Tilt" -msgstr "ضبط منحنى نقطة الإمالة" +msgid "Set Curve Point Tilt" +msgstr "ضبط منحنى نقطة الإمالة" + +msgid "Split Path" +msgstr "فصل المسار" + +msgid "Remove Path Point" +msgstr "إزالة نُقطة المسار" + +msgid "Reset Out-Control Point" +msgstr "إعادة ضبط نقطة التحكم الخارجية" + +msgid "Reset In-Control Point" +msgstr "إعادة ضبط نقطة التحكم" + +msgid "Reset Point Tilt" +msgstr "إعادة ضبط نقطة الإمالة" + +msgid "Split Segment (in curve)" +msgstr "فصل القطعة (من المُنحنى)" + +msgid "Move Joint" +msgstr "تحريك النُقطة" + +msgid "Plugin name cannot be blank." +msgstr "اسم الإضافة لا يصلح أن يكون فارغا." + +msgid "Subfolder name is not a valid folder name." +msgstr "اسم المجلد الفرعي ليس صالحا." + +msgid "Subfolder cannot be one which already exists." +msgstr "المجلد الفرعي لا يمكن أن يكون مجلدا مكررا." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"امتداد اللغة -البرمجية- يجب أن يكون مطابقا لامتداد اللغة المختارة (.%s)." + +msgid "Edit a Plugin" +msgstr "تعديل إضافة" + +msgid "Create a Plugin" +msgstr "إنشاء إضافة" + +msgid "Plugin Name:" +msgstr "اسم الإضافة:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "مطلوب. سيتم عرض هذا الاسم في قائمة المكونات الإضافية." + +msgid "Subfolder:" +msgstr "المجلد الفرعي:" + +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 "" +"خياري. يجب أن يستخدم اسم المجلد بشكل عام تسمية `snake_case` (تجنب المسافات " +"والأحرف الخاصة).\n" +"إذا تركت فارغة، سيتم تسمية المجلد بعد أن تم تحويل اسم البرنامج المساعد إلى " +"\"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 "" +"خياري. يجب أن يظل هذا الوصف قصيرًا نسبيًا (حتى 5 أسطر).\n" +"سيتم عرضه عند حوم المؤشر على إضافة في قائمة المكونات الإضافية." + +msgid "Author:" +msgstr "المالك:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "خياري. اسم المستخدم للمؤلف، أو الاسم الكامل، أو اسم المؤسسة." -msgid "Split Path" -msgstr "فصل المسار" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"خياري. معرف إصدار يمكن قراءته بواسطة الإنسان يستخدم لأغراض معلوماتية فقط." -msgid "Remove Path Point" -msgstr "إزالة نُقطة المسار" +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 "" +"مطلوب. لغة البرمجة النصية التي سيتم استخدامها للبرنامج النصي.\n" +"لاحظ أن المكون الإضافي قد يستخدم عدة لغات في وقت واحد عن طريق إضافة المزيد من " +"البرامج النصية إلى المكون الإضافي." -msgid "Reset Out-Control Point" -msgstr "إعادة ضبط نقطة التحكم الخارجية" +msgid "Script Name:" +msgstr "اسم النص البرمجي:" -msgid "Reset In-Control Point" -msgstr "إعادة ضبط نقطة التحكم" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"خياري. المسار إلى البرنامج النصي (بالنسبة لمجلد الوظيفة الإضافية). إذا تركت " +"فارغة، فسيتم تعيينها بشكل افتراضي على \"plugin.gd\"." -msgid "Reset Point Tilt" -msgstr "إعادة ضبط نقطة الإمالة" +msgid "Activate now?" +msgstr "التفعيل الآن؟" -msgid "Split Segment (in curve)" -msgstr "فصل القطعة (من المُنحنى)" +msgid "Plugin name is valid." +msgstr "اسم البرنامج المساعد صالح." -msgid "Set Curve Point Position" -msgstr "حدد موقع نقطة الإنحناء" +msgid "Script extension is valid." +msgstr "ملحق البرنامج النصي صالح." -msgid "Move Joint" -msgstr "تحريك النُقطة" +msgid "Subfolder name is valid." +msgstr "اسم المجلد الفرعي صالح." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9086,15 +8696,6 @@ msgstr "المُضلعات" msgid "Bones" msgstr "العظام" -msgid "Move Points" -msgstr "تحريك النقاط" - -msgid ": Rotate" -msgstr ": استدارة" - -msgid "Shift: Move All" -msgstr "Shift: تحريك الكُل" - msgid "Shift: Scale" msgstr "التحول: تحجيم" @@ -9205,21 +8806,9 @@ msgstr "لا يمكن فتح '%s'. ربما تم حذف الملف أو نقله msgid "Close and save changes?" msgstr "الإغلاق مع حفظ التعديلات؟" -msgid "Error writing TextFile:" -msgstr "خطأ في كتابة الملف النصي TextFile:" - -msgid "Error saving file!" -msgstr "خطأ في حفظ الملف!" - -msgid "Error while saving theme." -msgstr "خطأ أثناء حفظ الموضوع (Theme)." - msgid "Error Saving" msgstr "خطأ في الحفظ" -msgid "Error importing theme." -msgstr "خطأ في استيراد الموضوع (Theme)." - msgid "Error Importing" msgstr "خطأ في الاستيراد" @@ -9229,9 +8818,6 @@ msgstr "ملف نصي جديد..." msgid "Open File" msgstr "افتح الملف" -msgid "Could not load file at:" -msgstr "لا يمكن تحميل المجلد في:" - msgid "Save File As..." msgstr "حفظ الملف ك..." @@ -9263,9 +8849,6 @@ msgstr "لا يمكن تشغيل البرنامج النصي لأنه ليست msgid "Import Theme" msgstr "استيراد الموضوع Theme" -msgid "Error while saving theme" -msgstr "خطأ أثناء حفظ الموضوع Theme" - msgid "Error saving" msgstr "خطأ في الحفظ" @@ -9375,9 +8958,6 @@ msgstr "" "الملفات التالية أحدث على القرص.\n" "ما الإجراء الذي ينبغي اتخاذه؟:" -msgid "Search Results" -msgstr "نتائج البحث" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "" "توجد تغييرات غير محفوظة في البرنامج النصي (البرامج النصية) المضمن التالي:" @@ -9418,9 +8998,6 @@ msgstr "الدالة المتصلة '%s' للاشارة '%s' مفقودة من msgid "[Ignore]" msgstr "(تجاهل)" -msgid "Line" -msgstr "خط" - msgid "Go to Function" msgstr "انتقل الى الوظيفة البرمجية" @@ -9446,6 +9023,9 @@ msgstr "رمز البحث" msgid "Pick Color" msgstr "اختر لوناً" +msgid "Line" +msgstr "خط" + msgid "Folding" msgstr "الطي" @@ -9587,9 +9167,6 @@ msgstr "" "تحتوي بنية الملف لـ '%s' على أخطاء غير قابلة للاسترداد:\n" "\n" -msgid "ShaderFile" -msgstr "ملف المُظَلِّل" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "لا يملك هذا الهكيل أيّة عظام، أنشئ عُقد عظم-ثنائي فرعية." @@ -9885,9 +9462,6 @@ msgstr "المُعاد الإزاحة" msgid "Create Frames from Sprite Sheet" msgstr "إنشاء الإطارات من مُلخّص الأُرسومات" -msgid "SpriteFrames" -msgstr "إطارات-الأُرْسومة" - msgid "Warnings should be fixed to prevent errors." msgstr "يجب إصلاح التحذيرات لمنع الأخطاء." @@ -9898,15 +9472,9 @@ msgstr "" "لقد تم تعديل هذا المُظلل على القرص.\n" "ما الإجراء الذي ينبغي اتخاذه؟" -msgid "%s Mipmaps" -msgstr "خرائط %s" - msgid "Memory: %s" msgstr "الذاكرة: %s" -msgid "No Mipmaps" -msgstr "لا توجد خرائط" - msgid "Set Region Rect" msgstr "تحديد مستطيل المنطقة" @@ -9976,15 +9544,6 @@ msgstr[5] "خط" msgid "No fonts found." msgstr "لا توجد خطوط." -msgid "1 font size" -msgid_plural "{num} font sizes" -msgstr[0] "{num} حجم الخط" -msgstr[1] "{num} حجم الخط" -msgstr[2] "{num} حجم الخط" -msgstr[3] "{num} حجم الخط" -msgstr[4] "{num} حجم الخط" -msgstr[5] "{num} حجم الخط" - msgid "No font sizes found." msgstr "لم يتم العثور على أحجام الخطوط." @@ -10012,18 +9571,6 @@ msgstr[5] "{num} مربع النمط" msgid "No styleboxes found." msgstr "لم يتم العثور على مربعات الشكل." -msgid "{num} currently selected" -msgid_plural "{num} currently selected" -msgstr[0] "{num} المحدد حاليا" -msgstr[1] "{num} المحدد حاليا" -msgstr[2] "{num} المحدد حاليا" -msgstr[3] "{num} المحدد حاليا" -msgstr[4] "{num} المحدد حاليا" -msgstr[5] "{num} المحدد حاليا" - -msgid "Nothing was selected for the import." -msgstr "لم يتم اختيار شيء لأجل عملية الاستيراد." - msgid "Importing Theme Items" msgstr "استيراد مجموعة التنسيق" @@ -10696,9 +10243,6 @@ msgstr "الاختيار" msgid "Paint" msgstr "طلاء" -msgid "Shift: Draw line." -msgstr "التحول (Shift): رسم الخط." - msgid "Shift: Draw rectangle." msgstr "التحول: رسم المستطيل." @@ -10791,12 +10335,12 @@ msgstr "وضع الاتصال: يرسم التضاريس، ثم يربطها ب msgid "Terrains" msgstr "التضاريس" -msgid "Replace Tiles with Proxies" -msgstr "استبدال البلاط بالوكلاء" - msgid "No Layers" msgstr "لا طبقات" +msgid "Replace Tiles with Proxies" +msgstr "استبدال البلاط بالوكلاء" + msgid "Select Next Tile Map Layer" msgstr "حدد طبقة خريطة البلاط التالية" @@ -10815,13 +10359,6 @@ msgstr "رؤية الشبكة." msgid "Automatically Replace Tiles with Proxies" msgstr "استبدال البلاط تلقائيًا بالوكلاء" -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 "" -"لا تحتوي عقدة TileMap التي تم تحريرها على أي مورد TileSet.\n" -"قم بإنشاء أو تحميل مورد TileSet في خاصية Tile Set في المراقب." - msgid "Remove Tile Proxies" msgstr "إزالة وكلاء البلاط" @@ -11026,13 +10563,6 @@ msgstr "إنشاء بلاطات في مناطق نسيج غير شفافة" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "قم بإزالة البلاط في مناطق ذات نسيج شفاف بالكامل" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"يحتوي مصدر الأطلس الحالي على مربعات خارج النسيج.\n" -"يمكنك مسحها باستخدام خيار \"%s\" في قائمة النقاط الثلاث." - msgid "Hold Ctrl to create multiple tiles." msgstr "اضغط مع الاستمرار على Ctrl لإنشاء بلاطات متعددة." @@ -11103,7 +10633,7 @@ msgid "" "loss. Change this ID carefully." msgstr "" "تحذير: سيؤدي تعديل معرف المصدر إلى قيام جميع TileMaps باستخدام هذا المصدر " -"للإشارة إلى مصدر غير صالح بدلاً من ذلك. قد يؤدي هذا إلى فقدان غير متوقع " +"للإشارة إلى مصدر غير صالح بدلاً من ذلك. قد يؤدي هذا إلى فقدان غير مُتوقع " "للبيانات. قم بتغيير هذا المعرف بعناية." msgid "Add a Scene Tile" @@ -11121,19 +10651,6 @@ msgstr "خصائص جميع المشاهد:" msgid "Tile properties:" msgstr "خصائص البلاطة:" -msgid "TileMap" -msgstr "خريطة-البلاط" - -msgid "TileSet" -msgstr "طقم-البلاط" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"لا تتوفر أي مكونات إضافية لـ VCS في المشروع. قم بتثبيت مكون VCS الإضافي " -"لاستخدام ميزات تكامل VCS." - msgid "Error" msgstr "خطأ" @@ -11413,18 +10930,9 @@ msgstr "ضبط تعبير التظليل المرئي" msgid "Resize VisualShader Node" msgstr "تغيير حجم عقدة التظليل المرئي" -msgid "Hide Port Preview" -msgstr "إخفاء معاينة المنفذ" - msgid "Show Port Preview" msgstr "عرض معاينة المنفذ" -msgid "Set Comment Title" -msgstr "تعيين عنوان التعليق" - -msgid "Set Comment Description" -msgstr "تعيين وصف التعليق" - msgid "Set Parameter Name" msgstr "تعيين اسم المعلمة" @@ -11443,9 +10951,6 @@ msgstr "إضافة متغير إلى التظليل المرئي: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "إزالة التباين من التظليل المرئي: %s" -msgid "Node(s) Moved" -msgstr "العقد قد نُقلتْ" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "تحويل العقدة (العقد) الثابتة إلى المعلمة (المعلمات)" @@ -12633,10 +12138,6 @@ msgstr "" "إزالة جميع المشاريع المفقودة من القائمة؟\n" "لن يتم تعديل محتوى مُجلدات المشاريع." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا." - msgid "Couldn't save project at '%s' (error %d)." msgstr "تعذر حفظ المشروع في '%s' (الخطأ %d)." @@ -12720,9 +12221,6 @@ msgstr "اختر مُجلداً للبحث فيه" msgid "Remove All" msgstr "مسح الكل" -msgid "Also delete project contents (no undo!)" -msgstr "كذلك ستحذف محتويات المشروع (لا تراجع!)" - msgid "Convert Full Project" msgstr "تحويل المشروع كامل" @@ -12767,56 +12265,21 @@ msgstr "إنشاء وسم جديد" msgid "Tags are capitalized automatically when displayed." msgstr "الأوسمة مكبرة الصادر (الحرف الأول) تلقائيا عند عرضها." -msgid "The path specified doesn't exist." -msgstr "المسار المُحدد غير موجود." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف ليس في صيغة \"ZIP\"." +msgid "It would be a good idea to name your project." +msgstr "إنها لفكرة جيدة أن تقوم بتسمية مشروعك." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "ملف المشروع \".zip\" غير صالح؛ لا يحوي ملف \"project.godot\"." -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "الرجاء اختيار \"project.godot\" أو دليل به أو ملف \".zip\"." - -msgid "The install directory already contains a Godot project." -msgstr "مسار التنصيب يحوي مشروعا لجودت سابقا." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"لا يمكنك حفظ المشروع في المسار المحدد. إما أن تنشئ مجلدا جديدا أو أن تختار " -"مسارا غير هذا." +msgid "The path specified doesn't exist." +msgstr "المسار المُحدد غير موجود." msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "المسار المحدد ليس فارغاً. يوصى بشدة باختيار مجلد فارغ." -msgid "New Game Project" -msgstr "مشروع لعبة جديد" - -msgid "Imported Project" -msgstr "المشاريع المستوردة" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "من فضلك اختر ملف \"project.godot\" أو \".zip\"." - -msgid "Invalid project name." -msgstr "اسم مشروع غير صالح." - -msgid "Couldn't create folder." -msgstr "لا يمكن إنشاء المجلد." - -msgid "There is already a folder in this path with the specified name." -msgstr "يوجد مجلد سابق في هذا المسار بنفس الاسم." - -msgid "It would be a good idea to name your project." -msgstr "إنها لفكرة جيدة أن تقوم بتسمية مشروعك." - msgid "Supports desktop platforms only." msgstr "يدعم منصات سطح المكتب فقط." @@ -12859,9 +12322,6 @@ msgstr "يستخدم الواجهة الخلفية لبرنامج OpenGL 3 (Open msgid "Fastest rendering of simple scenes." msgstr "أسرع عرض للمشاهد البسيطة." -msgid "Invalid project path (changed anything?)." -msgstr "مسار مشروع غير صالح (أعدلت شيء؟)." - msgid "Warning: This folder is not empty" msgstr "تحذير: هذا المجلد ليس فارغا" @@ -12888,8 +12348,12 @@ msgstr "حدث خطأ عندفتح ملف الحزمة بسبب أن الملف msgid "The following files failed extraction from package:" msgstr "فشل استخراج الملفات التالية من الحزمة:" -msgid "Package installed successfully!" -msgstr "تم تتبيث الحزمة بنجاح!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا." + +msgid "New Game Project" +msgstr "مشروع لعبة جديد" msgid "Import & Edit" msgstr "استيراد و تعديل" @@ -12999,9 +12463,6 @@ msgstr "التحميل التلقائي" msgid "Shader Globals" msgstr "مُظلل عالمي" -msgid "Global Groups" -msgstr "المجموعات العامة" - msgid "Plugins" msgstr "إضافات" @@ -13188,6 +12649,9 @@ msgstr "لا يوجد أصل لتنسيخ المشهد عنده." msgid "Error loading scene from %s" msgstr "خطأ في تحميل المشهد من %s" +msgid "Error instantiating scene from %s" +msgstr "حدث خطأ أثناء إنشاء مشهد من %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13225,9 +12689,6 @@ msgstr "لا يمكن أن تصبح المشاهد المنمذجة مشاهد msgid "Make node as Root" msgstr "اجعل العقدة جذرا" -msgid "Delete %d nodes and any children?" -msgstr "حذف العُقد %d مع جميع فروعها؟" - msgid "Delete %d nodes?" msgstr "حذف العُقد %d؟" @@ -13356,9 +12817,6 @@ msgstr "تعيين مُظلل" msgid "Toggle Editable Children" msgstr "إظهار الفروع قابلة التعديل" -msgid "Cut Node(s)" -msgstr "قص العُقد" - msgid "Remove Node(s)" msgstr "إزالة عُقدة (عُقد)" @@ -13385,9 +12843,6 @@ msgstr "تنسيخ النص البرمجي" msgid "Sub-Resources" msgstr "مورد فرعي" -msgid "Revoke Unique Name" -msgstr "إبطال الاسم الفريد" - msgid "Access as Unique Name" msgstr "الدخول باسم فريد" @@ -13444,9 +12899,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "لا يمكن لصق عقدة الجذر في نفس المشهد." -msgid "Paste Node(s) as Sibling of %s" -msgstr "قم بلصق العقدة (العقد) كشقيقة لـ %s" - msgid "Paste Node(s) as Child of %s" msgstr "لصق العقدة (العقدة) كطفل لـ %s" @@ -13740,62 +13192,6 @@ msgstr "تغيير نصف قطر الدائرة الداخلي" msgid "Change Torus Outer Radius" msgstr "تعديل نصف القطر الخارجي للمسنن" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "معامل خاطئ لدالة ()Convert، استخدم احدى الثوابت من مجموعة TYPE_*." - -msgid "Cannot resize array." -msgstr "لا يمكن تغيير المصفوفة." - -msgid "Step argument is zero!" -msgstr "معامل الخطوة تساوي صفر!" - -msgid "Not a script with an instance" -msgstr "ليس نص برمجي مع نموذج" - -msgid "Not based on a script" -msgstr "غير مبني على نص برمجي" - -msgid "Not based on a resource file" -msgstr "غير مبني على ملف موارد" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "نموذج الشكل القاموسي غير صالح (@المسار مفقود)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "نموذج الشكل القاموسي غير صالح (لا يمكن تحميل النص البرمجي من @المسار)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "نموذج الشكل القاموسي غير صالح ( النص البرمجي غير صالح في @المسار)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "نموذج القاموس غير صالح (أصناف فرعية غير صالحة)" - -msgid "Cannot instantiate GDScript class." -msgstr "لا يمكن إنشاء قالب لفئة GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "لا يمكن لقيمة النوع '%s' توفير طول." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"وسيطة النوع غير صالحة لـ is_instance_of()، استخدم ثوابت TYPE_* للأنواع " -"المضمنة." - -msgid "Type argument is a previously freed instance." -msgstr "وسيطة النوع هي مثيل تم تحريره مسبقًا." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"وسيطة النوع غير الصالحة لـ is_instance_of()، يجب أن تكون ثابت TYPE_*، أو فئة " -"أو برنامج نصي." - -msgid "Value argument is a previously freed instance." -msgstr "وسيطة القيمة هي تم تحريره مسبقًا." - msgid "Export Scene to glTF 2.0 File" msgstr "تصدير المشهد إلى ملف glTF 2.0" @@ -13805,21 +13201,6 @@ msgstr "إعدادات التصدير:" msgid "glTF 2.0 Scene..." msgstr "مشهد glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "لا يحتوي المسار على تثبيت Blender." - -msgid "Can't execute Blender binary." -msgstr "لا يمكن تنفيذ برنامج Blender الثنائي." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "غير متوقع -- إخراج الإصدار من Blender الثنائي في: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "المسار المتوفر يفتقر إلى برنامج Blender الثنائي." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "تثبيت Blender هذا قديم جدًا بالنسبة لهذا المستورد (الإصدار ليس 3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "المسار إلى تثبيت Blender صالح (تم اكتشافه تلقائيًا)." @@ -13846,9 +13227,6 @@ msgstr "" "تعطيل استيراد ملفات بلندر(الخلاط) '.blend' لهذا المشروع. يمكن تفعيلها مرة " "أخرى من إعدادات المشروع." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "تعطيل توريد ملف '.blind' يتطلب استئناف المحرر." - msgid "Next Plane" msgstr "التبويب التالي" @@ -13992,45 +13370,12 @@ msgstr "يجب أن يكون اسم الداله معرفًا صالحًا" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "ليس هنالك بايتات كافية من أجل فك البايتات، أو الصيغة غير صحيحة." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"غير قادر على تحميل .NET، ولم يتم العثور على إصدار متوافق.\n" -"ستؤدي محاولة إنشاء/تحرير مشروع إلى حدوث عطل.\n" -"\n" -"الرجاء تثبيت .NET SDK 6.0 أو الأحدث من https://dotnet.microsoft.com/en-us/" -"download وإعادة تشغيل جوْدَتْ." - msgid "Failed to load .NET runtime" msgstr "فشل تشغيل .NET" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"غير قادر على العثور على دليل التجميعات .NET.\n" -"تأكد من وجود الدليل '%s' ويحتوي على تجميعات .NET." - msgid ".NET assemblies not found" msgstr "لم يتم العثور على تجميعات .NET" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"غير قادر على تحميل وقت تشغيل .NET، وتحديدًا hostfxr.\n" -"ستؤدي محاولة إنشاء/تحرير مشروع إلى حدوث عطل.\n" -"\n" -"الرجاء تثبيت .NET SDK 6.0 أو الأحدث من https://dotnet.microsoft.com/en-us/" -"download وإعادة تشغيل جوْدَتْ." - msgid "%d (%s)" msgstr "%d (%s)" @@ -14063,9 +13408,6 @@ msgstr "العدد" msgid "Network Profiler" msgstr "المُحلل الشبكي" -msgid "Replication" -msgstr "اِستنساخ" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "حدد عقدة النسخ المتماثل لاختيار خاصية لإضافتها إليها." @@ -14251,9 +13593,6 @@ msgstr "أضف الإجراء" msgid "Delete action" msgstr "حذف الإجراء" -msgid "OpenXR Action Map" -msgstr "خريطة عمل OpenXR" - msgid "Remove action from interaction profile" msgstr "إزالة الإجراء من ملف تعريف التفاعل" @@ -14275,24 +13614,6 @@ msgstr "مجهول" msgid "Select an action" msgstr "حدد إجراءً" -msgid "Package name is missing." -msgstr "اسم الرُزمة مفقود." - -msgid "Package segments must be of non-zero length." -msgstr "أقسام الرُزمة ينبغي أن تكون ذات مسافات غير-صفرية non-zero length." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "إن الحرف '%s' غير مسموح في أسماء حِزم تطبيقات الأندرويد." - -msgid "A digit cannot be the first character in a package segment." -msgstr "لا يمكن أن يكون الرقم هو أول حرف في مقطع الرُزمة." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "الحرف '%s' لا يمكن أن يكون الحرف الأول من مقطع الرُزمة." - -msgid "The package must have at least one '.' separator." -msgstr "يجب أن تتضمن الرزمة على الأقل واحد من الفواصل '.' ." - msgid "Invalid public key for APK expansion." msgstr "مفتاح عام غير صالح لأجل تصدير حزمة تطبيق أندرويد APK." @@ -14438,9 +13759,6 @@ msgstr "نظام التكوين \"%s\" مصمم لأجهزة سطح المكتب msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "يجب أن يكون \"Min SDK\" أكبر أو يساوي %d للعارض \"%s\"." -msgid "Code Signing" -msgstr "توقيع الكود" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -14580,24 +13898,18 @@ msgstr "مُحدد غير صالح:" msgid "Export Icons" msgstr "تصدير الأيقونات" -msgid "Exporting for iOS (Project Files Only)" -msgstr "التصدير لنظام iOS (ملفات المشروع فقط)" - msgid "Exporting for iOS" msgstr "التصدير لنظام iOS" -msgid "Prepare Templates" -msgstr "إعداد القوالب" - msgid "Export template not found." msgstr "لم يتم العثور على قالب التصدير." +msgid "Prepare Templates" +msgstr "إعداد القوالب" + msgid "Code signing failed, see editor log for details." msgstr "فشل توقيع الرمز، راجع سجل المحرر للحصول على التفاصيل." -msgid "Xcode Build" -msgstr "بناء اكس كود" - msgid "Xcode project build failed, see editor log for details." msgstr "فشل إنشاء مشروع اكس كود، راجع سجل المحرر للحصول على التفاصيل." @@ -14619,12 +13931,6 @@ msgstr "" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "يعد التصدير إلى iOS عند استخدام C#/.NET أمرًا تجريبيًا." -msgid "Identifier is missing." -msgstr "المُحدد مفقود." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "إن الحرف '%s' غير مسموح في المُحدد Identifier." - msgid "Could not start simctl executable." msgstr "تعذر بدء تشغيل simctl القابل للتنفيذ." @@ -14640,15 +13946,9 @@ msgstr "تعذر بدء تشغيل نظام التشغيل iOS - قم بنشر msgid "Installation/running failed, see editor log for details." msgstr "فشل التثبيت/التشغيل، راجع سجل المحرر للحصول على التفاصيل." -msgid "Debug Script Export" -msgstr "تصحيح تصدير البرنامج النصي" - msgid "Could not open file \"%s\"." msgstr "تعذر فتح الملف \"%s\"." -msgid "Debug Console Export" -msgstr "تصحيح تصدير وحدة التحكم" - msgid "Could not create console wrapper." msgstr "لا يمكن إنشاء برنامج تضمين وحدة التحكم." @@ -14665,15 +13965,9 @@ msgstr "" msgid "Executable \"pck\" section not found." msgstr "لم يتم العثور على قسم \"pck\" القابل للتنفيذ." -msgid "Stop and uninstall" -msgstr "إيقاف وإلغاء التثبيت" - msgid "Run on remote Linux/BSD system" msgstr "يعمل على نظام Linux/BSD البعيد" -msgid "Stop and uninstall running project from the remote system" -msgstr "إيقاف وإلغاء تثبيت المشروع قيد التشغيل من النظام البعيد" - msgid "Run exported project on remote Linux/BSD system" msgstr "قم بتشغيل المشروع المُصدَّر على نظام Linux/BSD البعيد" @@ -14832,9 +14126,6 @@ msgstr "تم تمكين الوصول إلى التقويم، ولكن لم يت msgid "Photo library access is enabled, but usage description is not specified." msgstr "تم تمكين الوصول إلى مكتبة الصور، ولكن لم يتم تحديد وصف الاستخدام." -msgid "Notarization" -msgstr "توطين/تصديق" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14859,6 +14150,9 @@ msgid "" "following command:" msgstr "يمكنك متابعت حالة التقدم يدويا عن طريق الترمنال بستخدام الأمر التالي:" +msgid "Notarization" +msgstr "توطين/تصديق" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14898,18 +14192,12 @@ msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" "الارتباطات الرمزية النسبية غير مدعومة، ربما يكون \"%s\" الذي تم تصديره معطلاً!" -msgid "PKG Creation" -msgstr "إنشاء PKG" - msgid "Could not start productbuild executable." msgstr "تعذر بدء إنشاء المنتج القابل للتنفيذ." msgid "`productbuild` failed." msgstr "فشل \"بناء المنتج\"." -msgid "DMG Creation" -msgstr "إنشاء ال DMG" - msgid "Could not start hdiutil executable." msgstr "تعذر بدء الملف التنفيذي hdiutil." @@ -14960,9 +14248,6 @@ msgstr "" msgid "Making PKG" msgstr "إنشاء PKG" -msgid "Entitlements Modified" -msgstr "تم تعديل الاستحقاقات" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15061,15 +14346,9 @@ msgstr "قالب التصدير لا يصح : \"%s\"." msgid "Could not write file: \"%s\"." msgstr "لا يمكن كتابة الملف: \"%s\"." -msgid "Icon Creation" -msgstr "إنشاء الأيقونة" - msgid "Could not read file: \"%s\"." msgstr "لا يمكن قراءة الملف: \"%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." @@ -15087,23 +14366,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "ملف HTML لا يمكن قراءته : \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "خادوم الـHTTP لا يمكن إنشاء مجلده: %s." - -msgid "Error starting HTTP server: %d." -msgstr "خادوم الـHTTP خطأ في تشغيله :%d ." +msgid "Run in Browser" +msgstr "تشغيل في المتصفح" msgid "Stop HTTP Server" msgstr "إيقاف مُخدم HTTP" -msgid "Run in Browser" -msgstr "تشغيل في المتصفح" - msgid "Run exported HTML in the system's default browser." msgstr "شغل ملف HTML المُصدر في المتصفح الإفتراضي للنظام." -msgid "Resources Modification" -msgstr "تعديل المصادر" +msgid "Could not create HTTP server directory: %s." +msgstr "خادوم الـHTTP لا يمكن إنشاء مجلده: %s." + +msgid "Error starting HTTP server: %d." +msgstr "خادوم الـHTTP خطأ في تشغيله :%d ." msgid "Icon size \"%d\" is missing." msgstr "حجم ايقونة \"%d\" مفقود." @@ -15622,15 +14898,6 @@ msgstr "" "حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثلاثي " "(CollisionShape3D) أو عقدة: مضلع-تصادم-ثلاثي (CollisionPolygon3D)." -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"مع المقياس غير الموحد، ربما لن تعمل هذه العقدة كما هو متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي متماثلًا على جميع المحاور)، وتغيير الحجم في أشكال " -"تصادم الأطفال بدلًا من ذلك." - msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" @@ -15696,13 +14963,6 @@ msgstr "" "يعمل VehicleWheel3D على توفير نظام العجلات لمركبة VehicleBody3D. يرجى " "استخدامه كطفل لمركبة VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"لا يتم دعم ReflectionProbes عند استخدام الواجهة الخلفية لتوافق GL حتى الآن. " -"سيتم إضافة الدعم في إصدار مستقبلي." - msgid "This body will be ignored until you set a mesh." msgstr "سيتم تجاهل هذا الجسم حتى تضع تحدد له مجسمًا." @@ -15782,13 +15042,6 @@ 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." -msgstr "" -"لم يتم تمكين XR في عرض إعدادات المشروع. لا يتم دعم الإخراج المجسم ما لم يتم " -"تمكين ذلك." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "" "في عقدة/شبكة خليط-الشجرة (BlendTree) '%s'، لم يتم العثور على الرسوم المتحركة: " @@ -15836,16 +15089,6 @@ msgstr "" "وضعه على \"تجاهل\". لحل هذه المشكلة ، اضبط تصفية الفأره على \"إيقاف\" أو " "\"تمرير\"." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"يؤثر تغيير الفهرس ز لعنصر التحكم فقط على ترتيب الرسم، وليس ترتيب معالجة حدث " -"الإدخال." - -msgid "Alert!" -msgstr "تنبيه!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16017,15 +15260,6 @@ msgstr "التعبير المستمر المتوقع." msgid "Expected ',' or ')' after argument." msgstr "من المتوقع '،' أو ')' بعد المعامل." -msgid "Assignment to function." -msgstr "تكليفها لوظيفة برمجية." - -msgid "Assignment to uniform." -msgstr "التعين للإنتظام." - -msgid "Constants cannot be modified." -msgstr "لا يمكن تعديل الثوابت." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16114,6 +15348,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "لا يمكن استخدام دلة كمعرف: '%s'." +msgid "Constants cannot be modified." +msgstr "لا يمكن تعديل الثوابت." + msgid "Only integer expressions are allowed for indexing." msgstr "الافراز يسمح فقط بتعابير الاعداد الصحيحة." @@ -16285,9 +15522,6 @@ 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'." @@ -16295,7 +15529,7 @@ 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." +msgstr "المُتوقع هو '،' بعد عدد صحيح ثابت." msgid "Expected an integer constant after ','." msgstr "من المتوقع وجود عدد صحيح ثابت بعد '،'." diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index 2d8e9754e1c9..2cce58f6f6e9 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -19,13 +19,14 @@ # xaio <xaio666@gmail.com>, 2022. # Vosh <vosh4k@gmail.com>, 2022. # 100daysummer <bobbydochev@gmail.com>, 2023. +# Филип Узунов <filkata@gmail.com>, 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: 2023-07-17 09:43+0000\n" -"Last-Translator: 100daysummer <bobbydochev@gmail.com>\n" +"PO-Revision-Date: 2024-03-16 14:27+0000\n" +"Last-Translator: Филип Узунов <filkata@gmail.com>\n" "Language-Team: Bulgarian <https://hosted.weblate.org/projects/godot-engine/" "godot/bg/>\n" "Language: bg\n" @@ -33,7 +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 5.0-dev\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Main Thread" +msgstr "Главна нишка" msgid "Unset" msgstr "Незададен" @@ -297,18 +301,12 @@ msgstr "ЕиБ" msgid "An action with the name '%s' already exists." msgstr "Вече съществува действие с името „%s“." -msgid "Cannot Revert - Action is same as initial" -msgstr "Няма нищо за отмяна – действието е същото като първоначалното" - msgid "Revert Action" msgstr "Отмяна на действието" msgid "Add Event" msgstr "Добавяне на събитие" -msgid "Remove Action" -msgstr "Премахване на действието" - msgid "Cannot Remove Action" msgstr "Действието не може да се премахне" @@ -840,9 +838,6 @@ msgstr "Име" msgid "Time" msgstr "Време" -msgid "Warning:" -msgstr "Предупреждение:" - msgid "Error:" msgstr "Грешка:" @@ -1076,24 +1071,6 @@ msgstr "Изтриване на звуковата шина" msgid "Error saving file: %s" msgstr "Грешка при запазването на файла: %s" -msgid "Invalid name." -msgstr "Неправилно име." - -msgid "Cannot begin with a digit." -msgstr "Не може да започва с цифра." - -msgid "Valid characters:" -msgstr "Позволени знаци:" - -msgid "Must not collide with an existing engine class name." -msgstr "Не може да съвпада с име на клас от Godot." - -msgid "Must not collide with an existing built-in type name." -msgstr "Не може да съвпада с име на вграден тип." - -msgid "Must not collide with an existing global constant name." -msgstr "Не може да съвпада с име на съществуваща глобална константа." - msgid "Autoload '%s' already exists!" msgstr "Вече съществува автозареждане „%s“!" @@ -1280,12 +1257,6 @@ msgstr "Ново име на профила:" msgid "Import Profile(s)" msgstr "Внасяне на профил(и)" -msgid "Restart" -msgstr "Рестартиране" - -msgid "Save & Restart" -msgstr "Запазване и рестартиране" - msgid "(Re)Importing Assets" msgstr "(Повторно) внасяне на ресурсите" @@ -1349,12 +1320,12 @@ msgstr "Описания на свойствата" msgid "(value)" msgstr "(стойност)" +msgid "Editor" +msgstr "Редактор" + msgid "Signal:" msgstr "Сигнал:" -msgid "%d match." -msgstr "%d съвпадение." - msgid "%d matches." msgstr "%d съвпадения." @@ -1492,21 +1463,6 @@ msgstr "Превключване на видимостта на съобщени msgid "OK" msgstr "Добре" -msgid "Can't open file for writing:" -msgstr "Файлът не може да бъде отворен за запис:" - -msgid "Requested file format unknown:" -msgstr "Форматът на избрания файл е непознат:" - -msgid "Error while saving." -msgstr "Грешка при записване." - -msgid "Error while parsing file '%s'." -msgstr "Грешка при анализа на файла „%s“." - -msgid "Error while loading file '%s'." -msgstr "Грешка при зареждането на файла „%s“." - msgid "Saving Scene" msgstr "Запазване на сцената" @@ -1516,14 +1472,8 @@ msgstr "Анализиране" msgid "Save All Scenes" msgstr "Запазване на всички сцени" -msgid "Can't load MeshLibrary for merging!" -msgstr "Не може да се зареди библиотеката с полигонни мрежи за сливане!" - -msgid "Error saving MeshLibrary!" -msgstr "Грешка при запазването на библиотеката с полигонни мрежи!" - -msgid "Changes may be lost!" -msgstr "Промените могат да бъдат загубени!" +msgid "Apply MeshInstance Transforms" +msgstr "Прилагане на трансформациите на MeshInstance" msgid "Quick Open..." msgstr "Бързо отваряне..." @@ -1534,9 +1484,6 @@ msgstr "Бързо отваряне на сцена..." msgid "Quick Open Script..." msgstr "Бързо отваряне на скрипт…" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s вече не съществува! Посочете друго място за запазване." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -1609,15 +1556,9 @@ msgstr "Да се запазят ли променените ресурси пр msgid "Save changes to the following scene(s) before reloading?" msgstr "Запазване на промените в следната/и сцена/и преди презареждане?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Запазване на промените в следната/и сцена/и преди излизане?" - msgid "Pick a Main Scene" msgstr "Изберете главна сцена" -msgid "This operation can't be done without a scene." -msgstr "Операцията не може да се извърши без сцена." - msgid "Export Mesh Library" msgstr "Изнасяне на библиотека с полигонни мрежи" @@ -1643,14 +1584,6 @@ msgstr "" "Сцената „%s“ е била внесена автоматично и затова не може да се променя.\n" "Ако искате да правите промени в нея, може да създадете нова сцена-наследник." -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 "" -"Грешка при зареждането на сцената. Тя трябва да се намира в папката на " -"проекта. Използвайте „Внасяне“, за да отворите сцената, и след това я " -"запазете някъде в папката на проекта." - msgid "Scene '%s' has broken dependencies:" msgstr "Сцената „%s“ има нарушени зависимости:" @@ -1727,18 +1660,12 @@ msgstr "Настройки на редактора..." msgid "Project" msgstr "Проект" -msgid "Project Settings..." -msgstr "Настройки на проекта..." - msgid "Project Settings" msgstr "Настройки на проекта" msgid "Version Control" msgstr "Контрол на версиите" -msgid "Export..." -msgstr "Изнасяне..." - msgid "Open User Data Folder" msgstr "Отваряне на папката с данни на потребителя" @@ -1751,9 +1678,6 @@ msgstr "Презареждане на текущия проект" msgid "Quit to Project List" msgstr "Изход към списъка с проекти" -msgid "Editor" -msgstr "Редактор" - msgid "Command Palette..." msgstr "Палитра с команди…" @@ -1778,6 +1702,9 @@ msgstr "Документация в Интернет" msgid "Report a Bug" msgstr "Докладване на проблем" +msgid "Save & Restart" +msgstr "Запазване и рестартиране" + msgid "Inspector" msgstr "Инспектор" @@ -1805,9 +1732,6 @@ msgstr "Пакет с шаблони" msgid "Export Library" msgstr "Изнасяне на библиотеката" -msgid "Apply MeshInstance Transforms" -msgstr "Прилагане на трансформациите на MeshInstance" - msgid "" "The following files are newer on disk.\n" "What action should be taken?" @@ -1836,27 +1760,15 @@ msgstr "Отваряне на библиотеката с ресурсите" msgid "Warning!" msgstr "Внимание!" -msgid "Edit Plugin" -msgstr "Редактиране на приставката" - -msgid "Installed Plugins:" -msgstr "Инсталирани приставки:" - -msgid "Version" -msgstr "Версия" - -msgid "Author" -msgstr "Автор" - msgid "Edit Text:" msgstr "Редактиране на текста:" -msgid "Size:" -msgstr "Размер:" - msgid "New Value:" msgstr "Нова стойност:" +msgid "Size:" +msgstr "Размер:" + msgid "Load..." msgstr "Зареждане..." @@ -1932,24 +1844,6 @@ msgstr "Временният файл не може да бъде премахн msgid "Error getting the list of mirrors." msgstr "Грешка при получаването на списъка от огледални местоположения." -msgid "Connecting..." -msgstr "Свързване..." - -msgid "Can't Connect" -msgstr "Не може да се установи връзка" - -msgid "Connected" -msgstr "Свързан" - -msgid "Requesting..." -msgstr "Запитване..." - -msgid "Downloading" -msgstr "Изтегляне" - -msgid "Connection Error" -msgstr "Грешка във връзката" - msgid "Can't open the export templates file." msgstr "Файлът с шаблоните за изнасяне не може да се отвори." @@ -1995,6 +1889,9 @@ msgstr "Шаблони за изнасяне на Godot" msgid "Resources to export:" msgstr "Ресурси за изнасяне:" +msgid "Export With Debug" +msgstr "Изнасяне с данни за дебъгване" + msgid "Exporting All" msgstr "Изнасяне на всичко" @@ -2094,9 +1991,6 @@ msgstr "Изнасяне на проекта" msgid "Manage Export Templates" msgstr "Управление на шаблоните за изнасяне" -msgid "Export With Debug" -msgstr "Изнасяне с данни за дебъгване" - msgid "FBX2glTF executable is valid." msgstr "Изпълнимият файл на FBX2glTF е правилен." @@ -2160,9 +2054,6 @@ msgstr "Премахване от любимите" msgid "Reimport" msgstr "Повторно внасяне" -msgid "Open in File Manager" -msgstr "Отваряне във файловия мениджър" - msgid "New Folder..." msgstr "Нова папка..." @@ -2178,6 +2069,9 @@ msgstr "Нов текстов файл…" msgid "Sort Files" msgstr "Сортиране на файловете" +msgid "Open in File Manager" +msgstr "Отваряне във файловия мениджър" + msgid "Open in External Program" msgstr "Отваряне във външна програма" @@ -2313,9 +2207,6 @@ msgstr "Презареждане на пуснатата сцена." msgid "Quick Run Scene..." msgstr "Бързо пускане на сцена..." -msgid "Could not start subprocess(es)!" -msgstr "Пускането на под-процес(и) е невъзможно!" - msgid "Run Project" msgstr "Пускане на проекта" @@ -2536,47 +2427,6 @@ msgstr "Групи" msgid "Select a single node to edit its signals and groups." msgstr "Изберете един обект, за да редактирате сигналите и групите му." -msgid "Plugin name cannot be blank." -msgstr "Името на приставката не може да бъде празно." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Разширението на скрипта трябва да съвпада с разширението на избрания език (." -"%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Името на подпапката не е правилно име на папка." - -msgid "Subfolder cannot be one which already exists." -msgstr "Вече съществува подпапка с това име." - -msgid "Edit a Plugin" -msgstr "Редактиране на приставка" - -msgid "Create a Plugin" -msgstr "Създаване на приставка" - -msgid "Update" -msgstr "Обновяване" - -msgid "Plugin Name:" -msgstr "Име на приставката:" - -msgid "Subfolder:" -msgstr "Подпапка:" - -msgid "Author:" -msgstr "Автор:" - -msgid "Version:" -msgstr "Версия:" - -msgid "Script Name:" -msgstr "Име на скрипта:" - -msgid "Activate now?" -msgstr "Активиране сега?" - msgid "Create Polygon" msgstr "Създаване на полигон" @@ -3013,6 +2863,12 @@ msgstr "Преход:" msgid "Play Mode:" msgstr "Режим на възпроизвеждане:" +msgid "Author" +msgstr "Автор" + +msgid "Version:" +msgstr "Версия:" + msgid "Contents:" msgstr "Съдържание:" @@ -3064,9 +2920,6 @@ msgstr "Неуспешно:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Неправилна хеш-сума на сваления файл. Приема се, че той е бил увреден." -msgid "Expected:" -msgstr "Очаквано:" - msgid "Got:" msgstr "Получено:" @@ -3085,6 +2938,12 @@ msgstr "Сваляне..." msgid "Resolving..." msgstr "Инициализиране..." +msgid "Connecting..." +msgstr "Свързване..." + +msgid "Requesting..." +msgstr "Запитване..." + msgid "Error making request" msgstr "Грешка при извършването на заявката" @@ -3115,9 +2974,6 @@ msgstr "Лиценз (А-Я)" msgid "License (Z-A)" msgstr "Лиценз (Я-А)" -msgid "Official" -msgstr "Официално" - msgid "Testing" msgstr "Тестово" @@ -3266,23 +3122,6 @@ msgstr "Мащабиране на 800%" msgid "Select Mode" msgstr "Режим на избиране" -msgid "Drag: Rotate selected node around pivot." -msgstr "Влачене: въртене на избрания обект около централната му точка." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Влачене: преместване на избрания обект." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Влачене: скалиране на избрания обект." - -msgid "V: Set selected node's pivot position." -msgstr "V: задаване на централната точка на обекта." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Десен бутон: показване на списък с всички обекти на щракнатата позиция, " -"включително заключените." - msgid "RMB: Add node at position clicked." msgstr "Десен бутон: добавяне на обект на щракнатата позиция." @@ -3295,9 +3134,6 @@ msgstr "Режим на завъртане" msgid "Scale Mode" msgstr "Режим на скалиране" -msgid "Click to change object's rotation pivot." -msgstr "Щракнете, за да промените централната точка за въртене на обекта." - msgid "Pan Mode" msgstr "Панорамен режим" @@ -3385,15 +3221,20 @@ msgstr "По средата долу" msgid "Bottom Right" msgstr "Долу вдясно" +msgid "Restart" +msgstr "Рестартиране" + msgid "Create Emission Points From Node" msgstr "Създаване на излъчващи точки от обекта" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Ако тази настройка е включено, навигационните полигони и мрежи ще бъдат " -"видими в изпълняващия се проект." +msgid "Edit Plugin" +msgstr "Редактиране на приставката" + +msgid "Installed Plugins:" +msgstr "Инсталирани приставки:" + +msgid "Version" +msgstr "Версия" msgid " - Variation" msgstr " – Вариация" @@ -3444,24 +3285,15 @@ msgstr "Изпичане на карти на осветеност" msgid "Select lightmap bake file:" msgstr "Изберете файл за изпичане на карта на осветеност:" -msgid "Mesh is empty!" -msgstr "Полигонната мрежа е празна!" - msgid "Couldn't create a Trimesh collision shape." msgstr "" "Не може да се създаде форма за колизия от тип полигонна мрежа от триъгълници." -msgid "Create Simplified Convex Shape" -msgstr "Създаване на опростена изпъкнала форма" - -msgid "Create Single Convex Shape" -msgstr "Създаване на единична изпъкнала форма" - msgid "Couldn't create any collision shapes." msgstr "Не могат да бъдат създадени никакви форми за колизии." -msgid "Create Multiple Convex Shapes" -msgstr "Създаване на няколко изпъкнали форми" +msgid "Mesh is empty!" +msgstr "Полигонната мрежа е празна!" msgid "Create Navigation Mesh" msgstr "Създаване на навигационна полигонна мрежа" @@ -3702,6 +3534,11 @@ msgstr "" "WorldEnvironment.\n" "Прегледът е невъзможен." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Десен бутон: показване на списък с всички обекти на щракнатата позиция, " +"включително заключените." + msgid "Use Local Space" msgstr "Използване на локалното пространство" @@ -3822,6 +3659,41 @@ msgstr "Моля, потвърдете..." msgid "Move Joint" msgstr "Преместване на ставата" +msgid "Plugin name cannot be blank." +msgstr "Името на приставката не може да бъде празно." + +msgid "Subfolder name is not a valid folder name." +msgstr "Името на подпапката не е правилно име на папка." + +msgid "Subfolder cannot be one which already exists." +msgstr "Вече съществува подпапка с това име." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Разширението на скрипта трябва да съвпада с разширението на избрания език (." +"%s)." + +msgid "Edit a Plugin" +msgstr "Редактиране на приставка" + +msgid "Create a Plugin" +msgstr "Създаване на приставка" + +msgid "Plugin Name:" +msgstr "Име на приставката:" + +msgid "Subfolder:" +msgstr "Подпапка:" + +msgid "Author:" +msgstr "Автор:" + +msgid "Script Name:" +msgstr "Име на скрипта:" + +msgid "Activate now?" +msgstr "Активиране сега?" + msgid "Create Internal Vertex" msgstr "Създаване на вътрешен вертекс" @@ -3843,12 +3715,6 @@ msgstr "Точки" msgid "Polygons" msgstr "Полигони" -msgid "Move Points" -msgstr "Преместване на точките" - -msgid "Shift: Move All" -msgstr "Shift: преместване на всичко" - msgid "Move Polygon" msgstr "Преместване на полигона" @@ -3885,21 +3751,9 @@ msgstr "Изчистване на последните файлове" msgid "Close and save changes?" msgstr "Затвяране и запазване на промените?" -msgid "Error writing TextFile:" -msgstr "Грешка при записването:" - -msgid "Error saving file!" -msgstr "Грешка при записването на файла!" - -msgid "Error while saving theme." -msgstr "Грешка при запазването на темата." - msgid "Error Saving" msgstr "Грешка при запазване" -msgid "Error importing theme." -msgstr "Грешка при внасянето на темата." - msgid "Error Importing" msgstr "Грешка при внасянето" @@ -3909,9 +3763,6 @@ msgstr "Нов текстов файл…" msgid "Open File" msgstr "Отваряне на файл" -msgid "Could not load file at:" -msgstr "Файлът не може да бъде зареден:" - msgid "Save File As..." msgstr "Запазване на файла като..." @@ -3997,21 +3848,18 @@ msgstr "" "Следните файлове са по-нови на диска.\n" "Кое действие трябва да се предприеме?:" -msgid "Search Results" -msgstr "Резултати от търсенето" - msgid "Clear Recent Scripts" msgstr "Изчистване на последните скриптове" msgid "Connections to method:" msgstr "Връзки към метода:" -msgid "Line" -msgstr "Ред" - msgid "Go to Function" msgstr "Към функция" +msgid "Line" +msgstr "Ред" + msgid "Uppercase" msgstr "Главни букви" @@ -4485,12 +4333,6 @@ msgstr "Свойства на колекцията от сцени:" msgid "Tile properties:" msgstr "Свойства на плочката:" -msgid "TileMap" -msgstr "Плочна карта" - -msgid "TileSet" -msgstr "Плочен набор" - msgid "Error" msgstr "Грешка" @@ -4632,9 +4474,6 @@ msgstr "Премахване на изходящия порт" msgid "Set Input Default Port" msgstr "Задаване на входен порт по подразбиране" -msgid "Node(s) Moved" -msgstr "Обектът/обектите са преместени" - msgid "Add Node" msgstr "Добавяне на обект" @@ -4728,41 +4567,20 @@ msgstr "Изберете папка за сканиране" msgid "Remove All" msgstr "Премахване на всичко" -msgid "The path specified doesn't exist." -msgstr "Посоченият път не съществува." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Грешка при отваряне на пакета (не е във формат ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Няма да е лошо да дадете име на проекта си." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "Неправилен проектен файл „.zip“. В него не се съдържа файл „project.godot“." +msgid "The path specified doesn't exist." +msgstr "Посоченият път не съществува." + msgid "New Game Project" msgstr "Нов игрален проект" -msgid "Imported Project" -msgstr "Внесен проект" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Моля, изберете файл от тип „project.godot“ или „.zip“." - -msgid "Invalid project name." -msgstr "Неправилно име на проекта." - -msgid "Couldn't create folder." -msgstr "Папката не може да бъде създадена." - -msgid "There is already a folder in this path with the specified name." -msgstr "В този път вече съществува папка с това име." - -msgid "It would be a good idea to name your project." -msgstr "Няма да е лошо да дадете име на проекта си." - -msgid "Invalid project path (changed anything?)." -msgstr "Неправилен път до проекта (Променяли ли сте нещо?)." - msgid "Import & Edit" msgstr "Внасяне и редактиране" @@ -4912,9 +4730,6 @@ msgstr "Разкачане на скрипта" msgid "Make node as Root" msgstr "Превръщане на обекта в коренен" -msgid "Delete %d nodes and any children?" -msgstr "Изтриване на %d обекта и дъщерните им обекти?" - msgid "Delete %d nodes?" msgstr "Изтриване на %d обекта?" @@ -4936,9 +4751,6 @@ msgstr "Филтри" msgid "Attach Script" msgstr "Закачане на скрипт" -msgid "Cut Node(s)" -msgstr "Изрязване на обекта/обектите" - msgid "This operation requires a single selected node." msgstr "Това действие изисква да е избран само един обект." @@ -5005,38 +4817,6 @@ msgstr "Неправилен базов път." msgid "Wrong extension chosen." msgstr "Избрано е грешно разширение." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Невалиден тип на аргумент, подаден на convert() - използвайте константите " -"започващи с TYPE_*." - -msgid "Step argument is zero!" -msgstr "Аргументът за стъпката е нула!" - -msgid "Not a script with an instance" -msgstr "Скриптът няма инстанция" - -msgid "Not based on a script" -msgstr "Не се базира на скрипт" - -msgid "Not based on a resource file" -msgstr "Не се базира на ресурсен файл" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Неправилен формат в речника на инстанциите (липсва @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Неправилен формат в речника на инстанциите (скриптът в @path не може да бъде " -"зареден)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"Неправилен формат в речника на инстанциите (скриптът в @path е невалиден)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Неправилен формат в речника на инстанциите (невалиден подклас)" - msgid "Next Plane" msgstr "Следваща равнина" @@ -5110,25 +4890,6 @@ msgstr "Грешка при зареждането на %s: %s." msgid "Add an action set." msgstr "Добавяне на набор от действия." -msgid "Package name is missing." -msgstr "Липсва име на пакета." - -msgid "Package segments must be of non-zero length." -msgstr "Частите на пакета не могат да бъдат с нулева дължина." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Знакът „%s“ не може да се ползва в името на пакет за приложение на Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Първият знак в част от пакет не може да бъде цифра." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Първият знак в част от пакет не може да бъде „%s“." - -msgid "The package must have at least one '.' separator." -msgstr "Пакетът трябва да има поне един разделител „.“ (точка)." - msgid "Invalid public key for APK expansion." msgstr "Неправилен публичен ключ за разширение към APK." @@ -5415,9 +5176,6 @@ msgstr "" msgid "Plotting Meshes" msgstr "Построяване на полигонните мрежи" -msgid "Alert!" -msgstr "Тревога!" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index dd8cf1f86d02..68e07defa635 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -185,12 +185,6 @@ msgstr "Botó del Joypad %d" msgid "Pressure:" msgstr "Pressió:" -msgid "canceled" -msgstr "cancel·lat" - -msgid "touched" -msgstr "tocat" - msgid "released" msgstr "deixat anar" @@ -437,14 +431,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exemple: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d element" -msgstr[1] "%d elements" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -455,18 +441,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ja existeix una acció amb el nom '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "No es pot revertir - l'acció és la mateixa que la inicial" - msgid "Revert Action" msgstr "Reverteix l'acció" msgid "Add Event" msgstr "Afegeix un Esdeveniment" -msgid "Remove Action" -msgstr "Elimina l'Acció" - msgid "Cannot Remove Action" msgstr "No es pot eliminar l'acció" @@ -1166,9 +1146,6 @@ msgstr "Crea Nou %s" msgid "No results for \"%s\"." msgstr "No hi ha cap resultat per a «%s»." -msgid "No description available for %s." -msgstr "Cap descripció disponible per a %s." - msgid "Favorites:" msgstr "Favorits:" @@ -1196,9 +1173,6 @@ msgstr "Desa la Branca com un Escena" msgid "Copy Node Path" msgstr "Copia el Camí del Node" -msgid "Instance:" -msgstr "Instància:" - msgid "Toggle Visibility" msgstr "Visibilitat" @@ -1511,9 +1485,6 @@ msgstr "Els fitxers següents no s'han pogut extraure del recurs \"%s\":" msgid "(and %s more files)" msgstr "(i %s fitxer(s) més)" -msgid "Asset \"%s\" installed successfully!" -msgstr "El recurs \"%s\" s'ha instal·lat correctament!" - msgid "Success!" msgstr "Èxit!" @@ -1643,24 +1614,6 @@ msgstr "Crea un nou Disseny de Bus." msgid "Audio Bus Layout" msgstr "Disseny del bus d'àudio" -msgid "Invalid name." -msgstr "Nom no vàlid." - -msgid "Cannot begin with a digit." -msgstr "No pot començar amb un digit." - -msgid "Valid characters:" -msgstr "Caràcters vàlids:" - -msgid "Must not collide with an existing engine class name." -msgstr "No ha de coincidir amb un nom de classe de motor existent." - -msgid "Must not collide with an existing built-in type name." -msgstr "No ha de coincidir amb un nom de tipus incorporat existent." - -msgid "Must not collide with an existing global constant name." -msgstr "No ha de coincidir amb una constant global existent." - msgid "Autoload '%s' already exists!" msgstr "l'AutoCàrrega '%s' ja existeix!" @@ -1858,9 +1811,6 @@ msgstr "Importar Perfil(s)" msgid "Manage Editor Feature Profiles" msgstr "Administra els Perfils de Característiques de l'Editor" -msgid "Save & Restart" -msgstr "Desa i Reinicia" - msgid "ScanSources" msgstr "Escaneja Fonts" @@ -1926,15 +1876,15 @@ msgstr "" "Aquesta propietat no disposa de cap descripció. Podeu contribuir " "[color=$color][url=$url] tot aportant-ne una[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Propietat:" msgid "Signal:" msgstr "Senyal:" -msgid "%d match." -msgstr "%d coincidència." - msgid "%d matches." msgstr "%d coincidències." @@ -2046,15 +1996,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Gira quan la finestra de l'editor es redibuixa." -msgid "Imported resources can't be saved." -msgstr "Els recursos importats no es poden desar." - msgid "OK" msgstr "D'acord" -msgid "Error saving resource!" -msgstr "Error en desar el recurs!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2065,15 +2009,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Anomena i Desa el recurs..." -msgid "Can't open file for writing:" -msgstr "No s'ha pogut escriure en el fitxer:" - -msgid "Requested file format unknown:" -msgstr "Format de fitxer desconegut:" - -msgid "Error while saving." -msgstr "Error en desar." - msgid "Saving Scene" msgstr "S'està desant l'Escena" @@ -2083,16 +2018,6 @@ msgstr "S'està Analitzant" msgid "Creating Thumbnail" msgstr "Creant Miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Aquesta operació no es pot fer sense cap arrel d'arbre." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"No s'ha pogut desar l'escena. Probablement, no s'han pogut establir totes les " -"dependències (instàncies o herències)." - msgid "Save scene before running..." msgstr "Desar l'escena abans de executar-la..." @@ -2102,11 +2027,11 @@ msgstr "Desar Totes les Escenes" msgid "Can't overwrite scene that is still open!" msgstr "No es pot sobreescriure l'escena si encara està oberta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "No s'ha pogut carregar MeshLibrary per combinar les dades!!" +msgid "Merge With Existing" +msgstr "Combina amb Existents" -msgid "Error saving MeshLibrary!" -msgstr "Error en desar MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Apliqueu Transformacions de MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2142,9 +2067,6 @@ msgstr "" "En ser importat, un recurs no és editable. Canvieu-ne la configuració en el " "panell d'importació i torneu-lo a importar." -msgid "Changes may be lost!" -msgstr "Es podrien perdre els canvis!" - msgid "Open Base Scene" msgstr "Obre una Escena Base" @@ -2157,9 +2079,6 @@ msgstr "Obertura Ràpida d'Escenes..." msgid "Quick Open Script..." msgstr "Obertura Ràpida d'Scripts..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s ja no existeix! Si us plau especifiqueu una nova ubicació per desar." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2209,27 +2128,14 @@ msgstr "" msgid "Save & Quit" msgstr "Desar i Sortir" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Voleu Desar els canvis en les escenes següents abans de Sortir?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Desar els canvis a la(les) següent(s) escenes abans d'obrir el Gestor de " "Projectes?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Aquesta opció està desfasada. Ara, les situacions on s'ha de forçar el " -"refrescament es consideren errors. Si us plau, informeu-ne." - msgid "Pick a Main Scene" msgstr "Tria una Escena Principal" -msgid "This operation can't be done without a scene." -msgstr "Aquesta operació no pot dur-se a terme sense cap escena." - msgid "Export Mesh Library" msgstr "Exporta Biblioteca de Models" @@ -2260,22 +2166,12 @@ msgstr "" "En ser importada automàticament, l'escena '%s' no es pot modificar. \n" "Per fer-hi canvis, creeu una nova escena heretada." -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 "" -"No s'ha pogut carregar l'escena: No es troba dins del camí del projecte. " -"Utilitzeu 'Importa' per obrir l'escena i deseu-la dins del camí del projecte." - msgid "Scene '%s' has broken dependencies:" msgstr "L'Escena '%s' té dependències no vàlides:" msgid "Clear Recent Scenes" msgstr "Buida les Escenes Recents" -msgid "There is no defined scene to run." -msgstr "No s'ha definit cap escena per executar." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2373,15 +2269,9 @@ msgstr "Configuració de l'Editor..." msgid "Project" msgstr "Projecte" -msgid "Project Settings..." -msgstr "Configuració del Projecte..." - msgid "Version Control" msgstr "Control de Versions" -msgid "Export..." -msgstr "Exportar..." - msgid "Install Android Build Template..." msgstr "Instal·lar Plantilla de Compilació d'Android..." @@ -2397,9 +2287,6 @@ msgstr "Recarregar Projecte Actual" msgid "Quit to Project List" msgstr "Sortir a la Llista de Projectes" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Disseny de l'Editor" @@ -2435,9 +2322,6 @@ msgstr "Ajuda" msgid "Online Documentation" msgstr "Documentació en Línia" -msgid "Questions & Answers" -msgstr "Preguntes i Respostes" - msgid "Community" msgstr "Comunitat" @@ -2453,24 +2337,21 @@ msgstr "Enviar suggeriments sobre la Documentació" msgid "Support Godot Development" msgstr "Contribueix al Desenvolupament de Godot" +msgid "Save & Restart" +msgstr "Desa i Reinicia" + msgid "Update Continuously" msgstr "Actualitzar contínuament" msgid "Hide Update Spinner" msgstr "Amaga l'Indicador d'Actualització" -msgid "FileSystem" -msgstr "Sistema de Fitxers" - msgid "Inspector" msgstr "Inspector" msgid "Node" msgstr "Node" -msgid "Output" -msgstr "Sortida" - msgid "Don't Save" msgstr "No Desis" @@ -2497,12 +2378,6 @@ msgstr "Paquet de Plantilles" msgid "Export Library" msgstr "Exporta Biblioteca" -msgid "Merge With Existing" -msgstr "Combina amb Existents" - -msgid "Apply MeshInstance Transforms" -msgstr "Apliqueu Transformacions de MeshInstance" - msgid "Open & Run a Script" msgstr "Obre i Executa un Script" @@ -2549,21 +2424,12 @@ msgstr "Obre l'Editor precedent" msgid "Warning!" msgstr "Atenció!" -msgid "On" -msgstr "Activat" - -msgid "Edit Plugin" -msgstr "Edita Connector" - -msgid "Installed Plugins:" -msgstr "Connectors Instal·lats:" - -msgid "Version" -msgstr "Versió" - msgid "Edit Text:" msgstr "Editar Text:" +msgid "On" +msgstr "Activat" + msgid "No name provided." msgstr "No s'ha proporcionat cap nom." @@ -2606,18 +2472,18 @@ msgstr "Selecciona una Vista" msgid "Selected node is not a Viewport!" msgstr "El Node seleccionat no és una Vista!" -msgid "Size:" -msgstr "Mida:" - -msgid "Remove Item" -msgstr "Elimina Element" - msgid "New Key:" msgstr "Nova Clau:" msgid "New Value:" msgstr "Nou Valor:" +msgid "Size:" +msgstr "Mida:" + +msgid "Remove Item" +msgstr "Elimina Element" + msgid "Add Key/Value Pair" msgstr "Afegeix una Parella de Clau/Valor" @@ -2679,9 +2545,6 @@ msgstr "Ha fallat:" msgid "Storing File:" msgstr "Emmagatzemant Fitxer:" -msgid "No export template found at the expected path:" -msgstr "No s'ha trobat cap plantilla d'exportació en la ruta esperada:" - msgid "Packing" msgstr "Compressió" @@ -2763,33 +2626,6 @@ msgstr "" "No s'ha trobat cap enllaç de baixada per a aquesta versió. Les baixades " "directes només són disponibles per a versions oficials." -msgid "Disconnected" -msgstr "Desconnectat" - -msgid "Resolving" -msgstr "s'està resolent" - -msgid "Can't Resolve" -msgstr "No es pot resoldre" - -msgid "Connecting..." -msgstr "Connexió en marxa..." - -msgid "Can't Connect" -msgstr "No es pot connectar" - -msgid "Connected" -msgstr "Connectat" - -msgid "Requesting..." -msgstr "Sol·licitud en marxa..." - -msgid "Downloading" -msgstr "S'esta descarrengant" - -msgid "Connection Error" -msgstr "Error en la connexió" - msgid "Extracting Export Templates" msgstr "Extraient Plantilles d'Exportació" @@ -2865,6 +2701,9 @@ msgstr "Esborrar la configuració '%s' ?" msgid "Resources to export:" msgstr "Recursos per exportar:" +msgid "Export With Debug" +msgstr "Exporta en mode Depuració" + msgid "Presets" msgstr "Configuracions prestablertes" @@ -2933,9 +2772,6 @@ msgstr "Manquen les plantilles d'exportació per aquesta plataforma:" msgid "Manage Export Templates" msgstr "Gestor de Plantilles d'Exportació" -msgid "Export With Debug" -msgstr "Exporta en mode Depuració" - msgid "Browse" msgstr "Navega" @@ -2999,9 +2835,6 @@ msgstr "Eliminar de Preferits" msgid "Reimport" msgstr "ReImportar" -msgid "Open in File Manager" -msgstr "Obrir en el Gestor de Fitxers" - msgid "New Folder..." msgstr "Nou Directori..." @@ -3038,6 +2871,9 @@ msgstr "Duplica..." msgid "Rename..." msgstr "Reanomena..." +msgid "Open in File Manager" +msgstr "Obrir en el Gestor de Fitxers" + msgid "Re-Scan Filesystem" msgstr "ReAnalitza Sistema de Fitxers" @@ -3233,6 +3069,9 @@ msgstr "" msgid "Open in Editor" msgstr "Obre en l'Editor" +msgid "Instance:" +msgstr "Instància:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "El Nom del node no és vàlid. No es permeten els caràcters següents:" @@ -3281,9 +3120,6 @@ msgstr "2D" msgid "Importer:" msgstr "Importador:" -msgid "Keep File (No Import)" -msgstr "Mantenir Fitxer (No Importar)" - msgid "%d Files" msgstr "%d Fitxers" @@ -3362,33 +3198,6 @@ msgstr "Grups" msgid "Select a single node to edit its signals and groups." msgstr "Seleccioneu un únic node per editar les seves senyals i grups." -msgid "Edit a Plugin" -msgstr "Edita un Connector" - -msgid "Create a Plugin" -msgstr "Crea un Connector" - -msgid "Update" -msgstr "Actualitza" - -msgid "Plugin Name:" -msgstr "Nom del Connector:" - -msgid "Subfolder:" -msgstr "Subcarpeta:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Versió:" - -msgid "Script Name:" -msgstr "Nom de l'script:" - -msgid "Activate now?" -msgstr "Activar ara?" - msgid "Create Polygon" msgstr "Crear Polígon" @@ -3741,8 +3550,8 @@ msgstr "Mode de Reproducció:" msgid "Delete Selected" msgstr "Elimina Seleccionats" -msgid "AnimationTree" -msgstr "Arbre d'Animació" +msgid "Version:" +msgstr "Versió:" msgid "Contents:" msgstr "Continguts:" @@ -3795,9 +3604,6 @@ msgstr "Ha fallat:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Error en la baixada (hash incorrecte). El fitxer fou manipulat." -msgid "Expected:" -msgstr "Esperat:" - msgid "Got:" msgstr "Rebut:" @@ -3813,6 +3619,12 @@ msgstr "Descarregant..." msgid "Resolving..." msgstr "s'està resolent..." +msgid "Connecting..." +msgstr "Connexió en marxa..." + +msgid "Requesting..." +msgstr "Sol·licitud en marxa..." + msgid "Error making request" msgstr "Error en la sol·licitud" @@ -3846,9 +3658,6 @@ msgstr "Llicència (A-Z)" msgid "License (Z-A)" msgstr "Llicència (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Provant" @@ -3951,14 +3760,6 @@ msgstr "Zoom a 1600%" msgid "Select Mode" msgstr "Mode de selecció" -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Arrossegar: Mou el node seleccionat." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt + RMB: Mostra la llista de tots els nodes a la posició en què es fa clic, " -"inclòs el bloquejat." - msgid "Move Mode" msgstr "Mode de moviment" @@ -3968,9 +3769,6 @@ msgstr "Mode de Rotació" msgid "Scale Mode" msgstr "Mode d'Escalat" -msgid "Click to change object's rotation pivot." -msgstr "Clica per modificar el pivot rotacional de l'objecte." - msgid "Pan Mode" msgstr "Mode d'Escombratge lateral" @@ -4133,9 +3931,6 @@ msgstr "Rect. Complet" msgid "Load Emission Mask" msgstr "Carrega una Màscara d'Emissió" -msgid "Generated Point Count:" -msgstr "Recompte de punts generats:" - msgid "Emission Mask" msgstr "Màscara d'Emissió" @@ -4237,6 +4032,15 @@ msgstr "" msgid "Synchronize Script Changes" msgstr "Sincronitzar els Canvis en Scripts" +msgid "Edit Plugin" +msgstr "Edita Connector" + +msgid "Installed Plugins:" +msgstr "Connectors Instal·lats:" + +msgid "Version" +msgstr "Versió" + msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "Modifica l'angle d'emissió de l'AudioStreamPlayer3D" @@ -4267,9 +4071,6 @@ msgstr "Canviar Notificador AABB" msgid "Generate Visibility Rect" msgstr "Genera un Rectangle de Visibilitat" -msgid "Clear Emission Mask" -msgstr "Esborra la Màscara d'Emissió" - msgid "The geometry's faces don't contain any area." msgstr "Les cares de la geometria no contenen cap àrea." @@ -4302,20 +4103,11 @@ msgstr "" msgid "Bake Lightmaps" msgstr "Precalcular Lightmaps" -msgid "Mesh is empty!" -msgstr "La malla és buida!" - msgid "Couldn't create a Trimesh collision shape." msgstr "No s'ha pogut crear una forma de col·lisió Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Crea un Cos Estàtic a partir d'una malla de triangles" - -msgid "This doesn't work on scene root!" -msgstr "No es pot executar en una escena arrel!" - -msgid "Couldn't create a single convex collision shape." -msgstr "No s'ha pogut crear una forma de col·lisió convexa." +msgid "Mesh is empty!" +msgstr "La malla és buida!" msgid "Create Navigation Mesh" msgstr "Crea un malla de Navegació" @@ -4338,12 +4130,6 @@ msgstr "Crea el Contorn" msgid "Mesh" msgstr "Malla" -msgid "Create Trimesh Static Body" -msgstr "Crea un Cos Estàtic a partir d'una malla de triangles" - -msgid "Create Trimesh Collision Sibling" -msgstr "Crea una Col·lisió entre malles de triangles germanes" - msgid "Create Outline Mesh..." msgstr "Crea una malla de contorn..." @@ -4591,6 +4377,11 @@ msgstr "Diàleg XForm" msgid "Couldn't find a solid floor to snap the selection to." msgstr "No s'ha pogut trobar un sòl sòlid on ajustar la selecció." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt + RMB: Mostra la llista de tots els nodes a la posició en què es fa clic, " +"inclòs el bloquejat." + msgid "Use Local Space" msgstr "Utilitzar Espai Local" @@ -4729,27 +4520,12 @@ msgstr "Mou In-Control de la Corba" msgid "Move Out-Control in Curve" msgstr "Mou Out-Control de la Corba" -msgid "Select Points" -msgstr "Selecciona Punts" - -msgid "Shift+Drag: Select Control Points" -msgstr "Maj.+ Arrossegar: Selecciona Punts de Control" - -msgid "Click: Add Point" -msgstr "Clic: Afegeix un Punt" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Clic Esquerra: Partir Segment (en la Corba)" - msgid "Right Click: Delete Point" msgstr "Clic Dret: Elimina el Punt" msgid "Select Control Points (Shift+Drag)" msgstr "Selecciona Punts de Control (Maj.+Arrossegar)" -msgid "Add Point (in empty space)" -msgstr "Afegeix un Punt (en l'espai buit)" - msgid "Delete Point" msgstr "Elimina el Punt" @@ -4768,6 +4544,9 @@ msgstr "Reflecteix les mides de la Nansa" msgid "Curve Point #" msgstr "Punt num. # de la Corba" +msgid "Set Curve Point Position" +msgstr "Estableix la Posició del Punt de la Corba" + msgid "Set Curve Out Position" msgstr "Estableix la Posició de Sortida de la Corba" @@ -4783,12 +4562,30 @@ msgstr "Elimina un Punt del Camí" msgid "Split Segment (in curve)" msgstr "Parteix el Segment (de la Corba)" -msgid "Set Curve Point Position" -msgstr "Estableix la Posició del Punt de la Corba" - msgid "Move Joint" msgstr "Moure Unió" +msgid "Edit a Plugin" +msgstr "Edita un Connector" + +msgid "Create a Plugin" +msgstr "Crea un Connector" + +msgid "Plugin Name:" +msgstr "Nom del Connector:" + +msgid "Subfolder:" +msgstr "Subcarpeta:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Nom de l'script:" + +msgid "Activate now?" +msgstr "Activar ara?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "La propietat esquelet del Polygon2D no apunta a un node Skeleton2D" @@ -4858,12 +4655,6 @@ msgstr "Polígons" msgid "Bones" msgstr "Ossos" -msgid "Move Points" -msgstr "Moure Punts" - -msgid "Shift: Move All" -msgstr "Maj.: Mou'ho tot" - msgid "Move Polygon" msgstr "Mou el Polígon" @@ -4959,21 +4750,9 @@ msgstr "No es pot obrir '%s'. Comproveu si el fitxer s'ha mogut o eliminat." msgid "Close and save changes?" msgstr "Tancar i desar els canvis?" -msgid "Error writing TextFile:" -msgstr "Error en escriure el Fitxer de Text:" - -msgid "Error saving file!" -msgstr "Error en desar el fitxer!" - -msgid "Error while saving theme." -msgstr "Error en desar el tema." - msgid "Error Saving" msgstr "Error en Desar" -msgid "Error importing theme." -msgstr "Error en importar el tema." - msgid "Error Importing" msgstr "Error en Importar" @@ -4989,9 +4768,6 @@ msgstr "Anomena i Desa..." msgid "Import Theme" msgstr "Importa un Tema" -msgid "Error while saving theme" -msgstr "Error en desar el tema" - msgid "Error saving" msgstr "Error en desar" @@ -5083,9 +4859,6 @@ msgstr "" "El disc conté versions més recents dels fitxer següents. \n" "Quina acció voleu seguir?:" -msgid "Search Results" -msgstr "Resultats de cerca" - msgid "Standard" msgstr "Estàndard" @@ -5104,9 +4877,6 @@ msgstr "" "Falta el mètode de connexió '%s' per al senyal '%s' del node '%s' al node " "'%s'." -msgid "Line" -msgstr "Línia" - msgid "Go to Function" msgstr "Vés a la Funció" @@ -5116,6 +4886,9 @@ msgstr "Cercar Símbol" msgid "Pick Color" msgstr "Tria un Color" +msgid "Line" +msgstr "Línia" + msgid "Uppercase" msgstr "Majúscules" @@ -5299,9 +5072,6 @@ msgstr "Seleccionar Fotogrames" msgid "Size" msgstr "Mida" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Set Region Rect" msgstr "Defineix la Regió Rectangular" @@ -5332,9 +5102,6 @@ msgstr "No s'ha trobat cap tipus de lletra." msgid "No icons found." msgstr "No s'ha trobat cap icona." -msgid "Nothing was selected for the import." -msgstr "No s'ha seleccionat per l'importació." - msgid "Importing items {n}/{n}" msgstr "Important elements {n}/{n}" @@ -5823,24 +5590,9 @@ msgstr "Selecciona un Directori per Explorar" msgid "Remove All" msgstr "Treu-los tots" -msgid "New Game Project" -msgstr "Nou Projecte de Joc" - -msgid "Imported Project" -msgstr "S'ha importat el projecte" - -msgid "Couldn't create folder." -msgstr "No s'ha pogut crear el directori." - -msgid "There is already a folder in this path with the specified name." -msgstr "Ja hi ha un directori amb el mateix nom en aquest camí." - msgid "It would be a good idea to name your project." msgstr "Fóra bo anomenar el projecte." -msgid "Invalid project path (changed anything?)." -msgstr "El Camí del Projecte no és vàlid (S'ha produit algun canvi?)." - msgid "Couldn't create project.godot in project path." msgstr "No es pot crear el fitxer 'project.godot' en el camí del projecte." @@ -5851,8 +5603,8 @@ msgstr "" msgid "The following files failed extraction from package:" msgstr "Ha fracassat l'extracció del paquet dels següents fitxers:" -msgid "Package installed successfully!" -msgstr "Paquet instal·lat amb èxit!" +msgid "New Game Project" +msgstr "Nou Projecte de Joc" msgid "Import & Edit" msgstr "Importa i Edita" @@ -6148,34 +5900,6 @@ msgstr "Canviar Radi del Cilindre" msgid "Change Cylinder Height" msgstr "Canviar Alçada del Cilindre" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "L'argument per a convert() no és vàlid, utilitzeu constants TYPE_*." - -msgid "Not a script with an instance" -msgstr "Script sense instància" - -msgid "Not based on a script" -msgstr "No basat en un Script" - -msgid "Not based on a resource file" -msgstr "No basat en un arxiu de recursos" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "El format del diccionari d'instàncies no és vàlid (manca @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"El format del diccionari d'instàncies no és vàlid (no es pot carregar " -"l'Script a @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"El Format del diccionari d'instàncies no és vàlid ( L'Script a @path no és " -"vàlid)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "El Diccionari d'instàncies no és vàlid (subclasses no vàlides)" - msgid "Next Plane" msgstr "Pla següent" @@ -6271,16 +5995,6 @@ msgstr "" "Cal crear o establir un recurs de tipus NavigationMesh per al correcte " "funcionament d'aquest node." -msgid "Package name is missing." -msgstr "El nom del paquet falta." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"El caràcter '%s' no està permès als noms de paquets d'aplicacions Android." - -msgid "The package must have at least one '.' separator." -msgstr "El paquet ha de tenir com a mínim un separador '. '." - msgid "Invalid public key for APK expansion." msgstr "Clau pública no vàlida per a l'expansió de l'APK." @@ -6308,18 +6022,12 @@ msgstr "No s'ha pogut escriure el fitxer del paquet d'expansió!" msgid "Invalid Identifier:" msgstr "Identificador no vàlid:" -msgid "Identifier is missing." -msgstr "Falta l'identificador." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "No es permet el caràcter '%s' en l'Identificador." +msgid "Run in Browser" +msgstr "Executa-ho en el Navegador" msgid "Stop HTTP Server" msgstr "Atura el servidor HTTP" -msgid "Run in Browser" -msgstr "Executa-ho en el Navegador" - msgid "Run exported HTML in the system's default browser." msgstr "Executa l'HTML exportat en el navegador per defecte." @@ -6380,9 +6088,6 @@ msgstr "Animació no trobada: '%s'" msgid "Switch between hexadecimal and code values." msgstr "Canviar entre valors hexadecimals i de codi." -msgid "Alert!" -msgstr "Ep!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Si l'opció \"Exp Edit\" està habilitada, \"Min Value\" ha de ser major que 0." @@ -6393,8 +6098,5 @@ msgstr "Font no vàlida pel Shader." msgid "Filter" msgstr "Filtre" -msgid "Assignment to function." -msgstr "Assignació a funció." - msgid "Constants cannot be modified." msgstr "Les constants no es poden modificar." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index a885bdfcb7c2..b9d38761d9b5 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -208,12 +208,6 @@ msgstr "Tlačítko gamepadu %d" msgid "Pressure:" msgstr "Tlak:" -msgid "canceled" -msgstr "zrušený" - -msgid "touched" -msgstr "stisknutý" - msgid "released" msgstr "uvolněný" @@ -460,15 +454,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Příklad: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d položka" -msgstr[1] "%d položky" -msgstr[2] "%d položek" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -479,18 +464,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Akce s názvem \"%s\" již existuje." -msgid "Cannot Revert - Action is same as initial" -msgstr "Návrat není možný - akce je shodná s původní akcí" - msgid "Revert Action" msgstr "Vzít akci zpět" msgid "Add Event" msgstr "Přidat událost" -msgid "Remove Action" -msgstr "Odstranit akci" - msgid "Cannot Remove Action" msgstr "Nelze odstranit akci" @@ -1047,6 +1026,9 @@ msgstr "Nahradit všechny" msgid "Selection Only" msgstr "Pouze výběr" +msgid "Hide" +msgstr "Schovat" + msgid "Toggle Scripts Panel" msgstr "Přepnout panel skriptů" @@ -1202,9 +1184,6 @@ msgstr "Tato třída je označena jako zastaralá." msgid "This class is marked as experimental." msgstr "Tato třída je označena jako experimentální." -msgid "No description available for %s." -msgstr "Pro %s není dostupný popis." - msgid "Favorites:" msgstr "Oblíbené:" @@ -1235,9 +1214,6 @@ msgstr "Uložit větev jako scénu" msgid "Copy Node Path" msgstr "Kopírovat cestu k uzlu" -msgid "Instance:" -msgstr "Instance:" - msgid "Toggle Visibility" msgstr "Přepnout viditelnost" @@ -1322,9 +1298,6 @@ msgstr "GPU" msgid "Bytes:" msgstr "Bajtů:" -msgid "Warning:" -msgstr "Varování:" - msgid "Error:" msgstr "Chyba:" @@ -1700,9 +1673,6 @@ msgstr "Následující soubory se nepodařilo extrahovat z balíčku \"%s\":" msgid "(and %s more files)" msgstr "(a %s dalších souborů)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Balíček \"%s\" byl úspěšně nainstalován!" - msgid "Success!" msgstr "Úspěch!" @@ -1847,27 +1817,6 @@ msgstr "Vytvořit nové rozvržení sběrnice." msgid "Audio Bus Layout" msgstr "Rozložení audio sběrnice" -msgid "Invalid name." -msgstr "Neplatný název." - -msgid "Cannot begin with a digit." -msgstr "Nemůže začínat číslicí." - -msgid "Valid characters:" -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 názvem vestavěného typu." - -msgid "Must not collide with an existing global constant name." -msgstr "Nesmí kolidovat s existujícím názvem globální konstanty." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' už existuje!" @@ -1895,9 +1844,6 @@ 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:" @@ -2171,15 +2117,6 @@ 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" - -msgid "Save & Restart" -msgstr "Uložit a restartovat" - msgid "ScanSources" msgstr "Sken zdrojů" @@ -2305,9 +2242,6 @@ msgstr "" "Momentálně neexistuje žádný popis pro tuto třídu. Prosím pomozte nám tím, že " "ho [color=$color][url=$url]vytvoříte[/url][/color]!" -msgid "Note:" -msgstr "Poznámka:" - msgid "Online Tutorials" msgstr "Online návody" @@ -2373,6 +2307,12 @@ msgstr "" "V současné době neexistuje žádný popis pro tuto vlastnost. Prosím pomozte nám " "tím, že ho[color=$color][url=$url]vytvoříte[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Není dostupný popis." + msgid "Metadata:" msgstr "Metadata:" @@ -2385,12 +2325,6 @@ msgstr "Metoda:" msgid "Signal:" msgstr "Signál:" -msgid "No description available." -msgstr "Není dostupný popis." - -msgid "%d match." -msgstr "%d shoda." - msgid "%d matches." msgstr "%d shody." @@ -2512,9 +2446,6 @@ msgstr "Nastavit více: %s" msgid "Remove metadata %s" msgstr "Odstranit metadata %s" -msgid "Pinned %s" -msgstr "Připnuté %s" - msgid "Unpinned %s" msgstr "Nepřipnuté %s" @@ -2610,15 +2541,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Točí se, když se okno editoru překresluje." -msgid "Imported resources can't be saved." -msgstr "Nelze uložit importované zdroje." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Chyba při ukládání zdrojů!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2629,15 +2554,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Uložit zdroj jako..." -msgid "Can't open file for writing:" -msgstr "Nelze otevřít soubor pro zápis:" - -msgid "Requested file format unknown:" -msgstr "Žádaný formát souboru je neznámý:" - -msgid "Error while saving." -msgstr "Chyba při ukládání." - msgid "Saving Scene" msgstr "Ukládám scénu" @@ -2647,33 +2563,20 @@ msgstr "Analyzuji" msgid "Creating Thumbnail" msgstr "Vytvářím náhled" -msgid "This operation can't be done without a tree root." -msgstr "Tato operace nemůže být provedena bez kořenového uzlu." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nepodařilo se uložit scénu. Nejspíše se nepodařilo uspokojit závislosti " -"(instance nebo dědičnosti)." - msgid "Save scene before running..." msgstr "Uložit scénu před spuštěním..." -msgid "Could not save one or more scenes!" -msgstr "Nelze uložit jednu nebo více scén!" - msgid "Save All Scenes" msgstr "Uložit všechny scény" msgid "Can't overwrite scene that is still open!" msgstr "Nelze přepsat scénu, která je stále otevřená!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nelze načíst MeshLibrary ke sloučení!" +msgid "Merge With Existing" +msgstr "Sloučit s existující" -msgid "Error saving MeshLibrary!" -msgstr "Chyba při ukládání MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Použít transformace MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2716,9 +2619,6 @@ msgstr "" "Tento zdroj byl importován, takže jej nelze měnit. Změňte jeho nastavení v " "panelu Import a znovu ho importujte." -msgid "Changes may be lost!" -msgstr "Změny mohou být ztraceny!" - msgid "This object is read-only." msgstr "Tento objekt slouží pouze pro čtení." @@ -2734,9 +2634,6 @@ msgstr "Rychle otevřít scénu..." msgid "Quick Open Script..." msgstr "Rychle otevřít skript..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s již neexistuje! Zadejte prosím nové umístění pro uložení." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2812,25 +2709,12 @@ msgstr "Uložit a ukončit" msgid "Save modified resources before closing?" msgstr "Uložit změněné zdroje před zavřením?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Uložit změny následujících scén před ukončením?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Uložit změny následujících scén před otevřením Správce projektu?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Tato možnost se již nepoužívá. Situace, kdy obnova musí být vynucena jsou " -"nyní považovány za chybu. Prosím nahlašte." - msgid "Pick a Main Scene" msgstr "Vybrat hlavní scénu" -msgid "This operation can't be done without a scene." -msgstr "Tato operace nemůže být provedena bez scény." - msgid "Export Mesh Library" msgstr "Exportovat Mesh Library" @@ -2860,22 +2744,12 @@ msgstr "" "Scéna '%s' byla automaticky importována, takže nemůže být modifikována.\n" "Abyste ji mohli změnit, je možné vytvořit novou zděděnou scénu." -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 "" -"Chyba při nahrávání scény, musí být v cestě projektu. Použijte 'Importovat' k " -"otevření scény, pak ji uložte uvnitř projektu." - msgid "Scene '%s' has broken dependencies:" msgstr "Scéna '%s' má rozbité závislosti:" msgid "Clear Recent Scenes" msgstr "Vymazat nedávné scény" -msgid "There is no defined scene to run." -msgstr "Neexistuje žádná scéna pro spuštění." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2990,18 +2864,12 @@ msgstr "Nastavení editoru..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Nastavení projektu..." - msgid "Project Settings" msgstr "Nastavení projektu" msgid "Version Control" msgstr "Správa verzí" -msgid "Export..." -msgstr "Exportovat..." - msgid "Install Android Build Template..." msgstr "Nainstalovat kompilační šablonu pro Android..." @@ -3017,9 +2885,6 @@ msgstr "Znovu načíst aktuální projekt" msgid "Quit to Project List" msgstr "Ukončit do seznamu projektů" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Paleta příkazů..." @@ -3059,9 +2924,6 @@ msgstr "Nápověda" msgid "Online Documentation" msgstr "Online dokumentace" -msgid "Questions & Answers" -msgstr "Otázky & odpovědi" - msgid "Community" msgstr "Komunita" @@ -3080,24 +2942,21 @@ msgstr "Odeslat zpětnou vazbu dokumentace" msgid "Support Godot Development" msgstr "Podpořte projekt Godot" +msgid "Save & Restart" +msgstr "Uložit a restartovat" + msgid "Update Continuously" msgstr "Aktualizovat průběžně" msgid "Hide Update Spinner" msgstr "Schovat aktualizační kolečko" -msgid "FileSystem" -msgstr "Souborový systém" - msgid "Inspector" msgstr "Inspektor" msgid "Node" msgstr "Uzel" -msgid "Output" -msgstr "Výstup" - msgid "Don't Save" msgstr "Neukládat" @@ -3123,12 +2982,6 @@ msgstr "Balíček šablon" msgid "Export Library" msgstr "Exportovat knihovnu" -msgid "Merge With Existing" -msgstr "Sloučit s existující" - -msgid "Apply MeshInstance Transforms" -msgstr "Použít transformace MeshInstance" - msgid "Open & Run a Script" msgstr "Otevřít a spustit skript" @@ -3175,24 +3028,12 @@ msgstr "Otevřít předchozí editor" msgid "Warning!" msgstr "Varování!" -msgid "On" -msgstr "Zapnout" - -msgid "Edit Plugin" -msgstr "Upravit plugin" - -msgid "Installed Plugins:" -msgstr "Nainstalované pluginy:" - -msgid "Version" -msgstr "Verze" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Editovat text:" +msgid "On" +msgstr "Zapnout" + msgid "Renaming layer %d:" msgstr "Přejmenování vrstvy %d:" @@ -3241,18 +3082,18 @@ msgstr "Vyberte Viewport" msgid "Selected node is not a Viewport!" msgstr "Vybraný uzel není Viewport!" -msgid "Size:" -msgstr "Velikost:" - -msgid "Remove Item" -msgstr "Odstranit položku" - msgid "New Key:" msgstr "Nový klíč:" msgid "New Value:" msgstr "Nová hodnota:" +msgid "Size:" +msgstr "Velikost:" + +msgid "Remove Item" +msgstr "Odstranit položku" + msgid "Add Key/Value Pair" msgstr "Vložte pár klíč/hodnota" @@ -3363,9 +3204,6 @@ msgstr "Ukládám soubor: %s" msgid "Storing File:" msgstr "Ukládám soubor:" -msgid "No export template found at the expected path:" -msgstr "Na očekávané cestě nebyly nalezeny žádné šablony exportu:" - msgid "Could not open file to read from path \"%s\"." msgstr "Nelze otevřít soubor pro čtení z cesty \"%s\"." @@ -3468,33 +3306,6 @@ msgstr "" "Nebyly nalezeny odkazy pro stažení této verze. Přímé stažení je dostupné " "pouze pro oficiální vydání." -msgid "Disconnected" -msgstr "Odpojeno" - -msgid "Resolving" -msgstr "Řeším" - -msgid "Can't Resolve" -msgstr "Nelze vyřešit" - -msgid "Connecting..." -msgstr "Připojuji..." - -msgid "Can't Connect" -msgstr "Nelze se připojit" - -msgid "Connected" -msgstr "Připojeno" - -msgid "Requesting..." -msgstr "Posílá se žádost..." - -msgid "Downloading" -msgstr "Stahuji" - -msgid "Connection Error" -msgstr "Chyba připojení" - msgid "Can't open the export templates file." msgstr "Nelze otevřít soubor exportních šablon." @@ -3611,6 +3422,9 @@ msgstr "Zdroje k exportu:" msgid "(Inherited)" msgstr "(zděděno)" +msgid "Export With Debug" +msgstr "Exportovat s laděním" + msgid "%s Export" msgstr "Export pro %s" @@ -3710,9 +3524,6 @@ msgstr "Šablony exportu pro tuto platformu chybí:" msgid "Manage Export Templates" msgstr "Spravovat šablony exportu" -msgid "Export With Debug" -msgstr "Exportovat s laděním" - msgid "Browse" msgstr "Procházet" @@ -3815,9 +3626,6 @@ msgstr "Odebrat z oblíbených" msgid "Reimport" msgstr "Znovu importovat" -msgid "Open in File Manager" -msgstr "Otevřít ve správci souborů" - msgid "New Folder..." msgstr "Nová složka..." @@ -3854,6 +3662,9 @@ msgstr "Duplikovat..." msgid "Rename..." msgstr "Přejmenovat..." +msgid "Open in File Manager" +msgstr "Otevřít ve správci souborů" + msgid "Re-Scan Filesystem" msgstr "Znovu skenovat souborový systém" @@ -4123,6 +3934,9 @@ msgstr "" msgid "Open in Editor" msgstr "Otevřít v editoru" +msgid "Instance:" +msgstr "Instance:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Neplatný název uzlu, následující znaky nejsou povoleny:" @@ -4232,9 +4046,6 @@ msgstr "3D" msgid "Importer:" msgstr "Importér:" -msgid "Keep File (No Import)" -msgstr "Zachovat soubor (bez importu)" - msgid "%d Files" msgstr "%d souborů" @@ -4376,36 +4187,6 @@ msgstr "Skupiny" msgid "Select a single node to edit its signals and groups." msgstr "Zvolte vybraný uzel pro editaci jeho signálů a skupin." -msgid "Subfolder name is not a valid folder name." -msgstr "Jméno podsložky není platné jméno pro složku." - -msgid "Edit a Plugin" -msgstr "Editovat plugin" - -msgid "Create a Plugin" -msgstr "Vytvořit plugin" - -msgid "Update" -msgstr "Aktualizovat" - -msgid "Plugin Name:" -msgstr "Název pluginu:" - -msgid "Subfolder:" -msgstr "Podsložka:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Verze:" - -msgid "Script Name:" -msgstr "Název skriptu:" - -msgid "Activate now?" -msgstr "Aktivovat nyní?" - msgid "Create Polygon" msgstr "Vytvořit polygon" @@ -4820,8 +4601,11 @@ msgstr "Režim přehrávání:" msgid "Delete Selected" msgstr "Smazat vybraný" -msgid "AnimationTree" -msgstr "Strom animací" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Verze:" msgid "Contents:" msgstr "Obsah:" @@ -4880,9 +4664,6 @@ msgstr "Selhalo:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Špatný hash staženého souboru, soubor byl nejspíše zfalšován." -msgid "Expected:" -msgstr "Očekáváno:" - msgid "Got:" msgstr "Staženo:" @@ -4901,6 +4682,12 @@ msgstr "Stahuji..." msgid "Resolving..." msgstr "Zjišťování..." +msgid "Connecting..." +msgstr "Připojuji..." + +msgid "Requesting..." +msgstr "Posílá se žádost..." + msgid "Error making request" msgstr "Chyba při vytváření požadavku" @@ -4934,9 +4721,6 @@ msgstr "Licence (A-Z)" msgid "License (Z-A)" msgstr "Licence (Z-A)" -msgid "Official" -msgstr "Oficiální" - msgid "Testing" msgstr "Testované" @@ -4947,9 +4731,6 @@ msgctxt "Pagination" msgid "Last" msgstr "Poslední" -msgid "Failed to get repository configuration." -msgstr "Nepodařilo se získat konfiguraci repozitáře." - msgid "All" msgstr "všichni" @@ -5134,19 +4915,6 @@ msgstr "Přiblížení na 1600 %" msgid "Select Mode" msgstr "Režim výběru" -msgid "Drag: Rotate selected node around pivot." -msgstr "Přetažení: Otáčení vybraného uzlu kolem pivotu." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+přetažení: Přesun vybraného uzlu." - -msgid "V: Set selected node's pivot position." -msgstr "V: Nastavení polohy pivotu vybraného uzlu." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+PTM: Zobrazí seznam všech uzlů na kliknuté pozici, včetně uzamčených." - msgid "RMB: Add node at position clicked." msgstr "PTM: Přidání uzlu na pozici, na kterou bylo kliknuto." @@ -5162,9 +4930,6 @@ msgstr "Režim škálování" msgid "Shift: Scale proportionally." msgstr "Shift: Zvětšovat proporčně." -msgid "Click to change object's rotation pivot." -msgstr "Kliknutím změníte střed otáčení objektu." - msgid "Pan Mode" msgstr "Režim posouvání" @@ -5237,9 +5002,6 @@ msgstr "Zobrazit" msgid "Show When Snapping" msgstr "Zobrazit při přichytávání" -msgid "Hide" -msgstr "Schovat" - msgid "Grid" msgstr "Mřížka" @@ -5390,12 +5152,12 @@ msgstr "Vodorovné zarovnání" msgid "Vertical alignment" msgstr "Svislé zarovnání" +msgid "Restart" +msgstr "Restartovat" + msgid "Load Emission Mask" msgstr "Načíst emisní masku" -msgid "Generated Point Count:" -msgstr "Počet vygenerovaných bodů:" - msgid "Emission Mask" msgstr "Emisní maska" @@ -5491,13 +5253,6 @@ msgstr "Viditelné cesty" msgid "Visible Navigation" msgstr "Viditelná navigace" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"když je povolena tato volba, tak lze během hry vidět navigační meshe a " -"polygony." - msgid "Synchronize Scene Changes" msgstr "Synchronizovat změny scény" @@ -5533,6 +5288,15 @@ msgstr "" "Pokud je tato možnost povolena, ladící server zůstane běžet a poslouchá " "jestli nezačalo nové ladící sezení mimo editor." +msgid "Edit Plugin" +msgstr "Upravit plugin" + +msgid "Installed Plugins:" +msgstr "Nainstalované pluginy:" + +msgid "Version" +msgstr "Verze" + msgid "Size: %s" msgstr "Velikost: %s" @@ -5591,9 +5355,6 @@ msgstr "Převést na CPUParticles2D" msgid "Generate Visibility Rect" msgstr "Vygenerovat obdélník viditelnosti" -msgid "Clear Emission Mask" -msgstr "Vyčistit emisní masku" - msgid "The geometry's faces don't contain any area." msgstr "Stěny geometrie neobsahují žádnou oblast." @@ -5648,41 +5409,14 @@ msgstr "Zapéct lightmapu" msgid "Select lightmap bake file:" msgstr "Vybrat soubor pro zapečení světelných map:" -msgid "Mesh is empty!" -msgstr "Mesh je prázdný!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Vytvoření Trimesh kolizního tvaru se nezdařilo." -msgid "Create Static Trimesh Body" -msgstr "Vytvořit statické Trimesh Body" - -msgid "This doesn't work on scene root!" -msgstr "Toto v kořenu scény nefunguje!" - -msgid "Create Trimesh Static Shape" -msgstr "Vytvořit statický Trimesh tvar" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Pro kořen scény nelze vytvořit jediný konvexní kolizní tvar." - -msgid "Couldn't create a single convex collision shape." -msgstr "Vytvoření jediného konvexního kolizního tvaru se nezdařilo." - -msgid "Create Simplified Convex Shape" -msgstr "Vytvoření zjednodušeného konvexního tvaru" - -msgid "Create Single Convex Shape" -msgstr "Vytvořit jediný konvexní tvar" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Pro kořen scény nelze vytvořit více konvexních tvarů kolize." - msgid "Couldn't create any collision shapes." msgstr "Nelze vytvořit žádný z konvexních tvarů kolize." -msgid "Create Multiple Convex Shapes" -msgstr "Vytvořit více konvexních tvarů kolize" +msgid "Mesh is empty!" +msgstr "Mesh je prázdný!" msgid "Create Navigation Mesh" msgstr "Vytvořit Navigation Mesh" @@ -5714,11 +5448,23 @@ msgstr "Vytvořit obrys" msgid "Mesh" msgstr "Sítě (Mesh)" -msgid "Create Trimesh Static Body" -msgstr "Vytvořit statické Trimesh tělo" +msgid "Create Outline Mesh..." +msgstr "Vytvořit obrysovou mřížku..." -msgid "Create Trimesh Collision Sibling" -msgstr "Vytvořit sourozence Trimesh kolize" +msgid "View UV1" +msgstr "Zobrazit UV1" + +msgid "View UV2" +msgstr "Zobrazit UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Rozbalit UV2 pro Lightmapu/AO" + +msgid "Create Outline Mesh" +msgstr "Vytvoření obrysového modelu" + +msgid "Outline Size:" +msgstr "Velikost obrysu:" msgid "" "Creates a polygon-based collision shape.\n" @@ -5727,9 +5473,6 @@ msgstr "" "Vytvoří polygonový kolizní tvar.\n" "Toto je nejpřesnější (ale nejpomalejší) možnost detekce kolizí." -msgid "Create Single Convex Collision Sibling" -msgstr "Vytvořit jediného konvexního kolizního sourozence" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -5737,9 +5480,6 @@ msgstr "" "Vytvoří jeden konvexní kolizní tvar.\n" "Toto je nejrychlejší (ale nejméně přesná) možnost detekce kolizí." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Vytvořit zjednodušeného sourozence konvexní kolize" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -5749,27 +5489,6 @@ msgstr "" "Je podobný jednoduchému koliznímu tvaru, ale v některých případech může vést " "k jednodušší geometrii na úkor přesnosti." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Vytvořit více konvexních kolizních sourozenců" - -msgid "Create Outline Mesh..." -msgstr "Vytvořit obrysovou mřížku..." - -msgid "View UV1" -msgstr "Zobrazit UV1" - -msgid "View UV2" -msgstr "Zobrazit UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Rozbalit UV2 pro Lightmapu/AO" - -msgid "Create Outline Mesh" -msgstr "Vytvoření obrysového modelu" - -msgid "Outline Size:" -msgstr "Velikost obrysu:" - msgid "UV Channel Debug" msgstr "Ladění UV kanálu" @@ -6073,6 +5792,10 @@ msgstr "Přichytit uzly k podlaze" msgid "Couldn't find a solid floor to snap the selection to." msgstr "Nelze najít pevnou podlahu, na kterou by se přichytil výběr." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+PTM: Zobrazí seznam všech uzlů na kliknuté pozici, včetně uzamčených." + msgid "Use Local Space" msgstr "Použít místní prostor" @@ -6238,27 +5961,12 @@ msgstr "Odstranit vnitřní kontrolní bod křivky" msgid "Move Out-Control in Curve" msgstr "Přesunout odchozí kontrolní bod křivky" -msgid "Select Points" -msgstr "Vybrat body" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Táhnutí: Vybrat kontrolní body" - -msgid "Click: Add Point" -msgstr "Klik: Přidat bod" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Levý klik: Rozdělit segment (v křivce)" - msgid "Right Click: Delete Point" msgstr "Pravý klik: Smazat bod" msgid "Select Control Points (Shift+Drag)" msgstr "Vybrat kontrolní body křivky (Shift+Drag)" -msgid "Add Point (in empty space)" -msgstr "Přidat bod (na prázdném místě)" - msgid "Delete Point" msgstr "Odstranit bod" @@ -6277,6 +5985,9 @@ msgstr "Zrcadlit délku úchytů" msgid "Curve Point #" msgstr "Bod křivky #" +msgid "Set Curve Point Position" +msgstr "Nastavit pozici bodu křivky" + msgid "Set Curve Out Position" msgstr "Nastavit bod z křivky" @@ -6292,12 +6003,33 @@ msgstr "Odstranit bod cesty" msgid "Split Segment (in curve)" msgstr "Rozdělit segment (v křivce)" -msgid "Set Curve Point Position" -msgstr "Nastavit pozici bodu křivky" - msgid "Move Joint" msgstr "Posunout bod" +msgid "Subfolder name is not a valid folder name." +msgstr "Jméno podsložky není platné jméno pro složku." + +msgid "Edit a Plugin" +msgstr "Editovat plugin" + +msgid "Create a Plugin" +msgstr "Vytvořit plugin" + +msgid "Plugin Name:" +msgstr "Název pluginu:" + +msgid "Subfolder:" +msgstr "Podsložka:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Název skriptu:" + +msgid "Activate now?" +msgstr "Aktivovat nyní?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Vlastnost kostry v Polygon2D neukazuje na Skeleton2D uzel" @@ -6365,12 +6097,6 @@ msgstr "Polygony" msgid "Bones" msgstr "Kosti" -msgid "Move Points" -msgstr "Přesunout body" - -msgid "Shift: Move All" -msgstr "Shift: Přesunout vše" - msgid "Move Polygon" msgstr "Přesunout polygon" @@ -6470,21 +6196,9 @@ msgstr "Nelze otevřít '%s'. Soubor mohl být přesunut nebo smazán." msgid "Close and save changes?" msgstr "Zavřít a uložit změny?" -msgid "Error writing TextFile:" -msgstr "Chyba při zápisu textového souboru:" - -msgid "Error saving file!" -msgstr "Chyba při ukládání souboru!" - -msgid "Error while saving theme." -msgstr "Chyba při ukládání motivu." - msgid "Error Saving" msgstr "Chyba ukládání" -msgid "Error importing theme." -msgstr "Chyba při importu motivu." - msgid "Error Importing" msgstr "Chyba importu" @@ -6494,18 +6208,12 @@ msgstr "Nový textový soubor..." msgid "Open File" msgstr "Otevřít soubor" -msgid "Could not load file at:" -msgstr "Nelze načíst soubor:" - msgid "Save File As..." msgstr "Uložit soubor jako..." msgid "Import Theme" msgstr "Importovat motiv" -msgid "Error while saving theme" -msgstr "Chyba při ukládání motivu" - msgid "Error saving" msgstr "Chyba při ukládání" @@ -6606,9 +6314,6 @@ msgstr "" "Následující soubory mají novější verzi na disku.\n" "Jaká akce se má vykonat?:" -msgid "Search Results" -msgstr "Výsledky hledání" - msgid "Clear Recent Scripts" msgstr "Vymazat nedávné skripty" @@ -6640,9 +6345,6 @@ msgstr "Chybí metoda '%s' napojená na signál '%s' z uzlu '%s' do uzlu '%s'." msgid "[Ignore]" msgstr "[Ignorovat]" -msgid "Line" -msgstr "Řádek" - msgid "Go to Function" msgstr "Přejít na funkci" @@ -6652,6 +6354,9 @@ msgstr "Vyhledat symbol" msgid "Pick Color" msgstr "Vyberte barvu" +msgid "Line" +msgstr "Řádek" + msgid "Uppercase" msgstr "Velká písmena" @@ -6886,12 +6591,6 @@ msgstr "Velikost" msgid "Create Frames from Sprite Sheet" msgstr "Vytvořit rámečky ze Sprite Sheet" -msgid "SpriteFrames" -msgstr "Snímky spritu" - -msgid "%s Mipmaps" -msgstr "%s mipmap" - msgid "Memory: %s" msgstr "Paměť: %s" @@ -6961,9 +6660,6 @@ msgstr[0] "právě vybráno {num}" msgstr[1] "právě vybráno {num}" msgstr[2] "právě vybráno {num}" -msgid "Nothing was selected for the import." -msgstr "Nic nebylo vybráno pro import." - msgid "Importing items {n}/{n}" msgstr "Importování položek {n}/{n}" @@ -7183,9 +6879,6 @@ msgstr "Ne" msgid "Tile properties:" msgstr "vlastnosti dlaždice:" -msgid "TileSet" -msgstr "TileSet (Sada dlaždic)" - msgid "Error" msgstr "Chyba" @@ -7312,9 +7005,6 @@ msgstr "Nastavit výchozí vstupní port" msgid "Add Node to Visual Shader" msgstr "Přidat uzel do VisualShader" -msgid "Node(s) Moved" -msgstr "Uzel přesunut" - msgid "Visual Shader Input Type Changed" msgstr "Typ vstupu Visual Shader změněn" @@ -7878,10 +7568,6 @@ msgstr "" "Odstranit všechny chybějící projekty ze seznamu?\n" "Obsah složek projektů zůstane nedotčen." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Nelze uložit projekt do '%s' (chyba %d)." @@ -7925,9 +7611,6 @@ msgstr "Vyberte složku pro skenování" msgid "Remove All" msgstr "Odebrat vše" -msgid "Also delete project contents (no undo!)" -msgstr "Také smazat obsah projektu (nelze vrátit zpět!)" - msgid "Manage Project Tags" msgstr "Spravovat štítky projektu" @@ -7949,39 +7632,15 @@ msgstr "Vytvořit nový štítek" msgid "Tags are capitalized automatically when displayed." msgstr "Štítky jsou automaticky zobrazeny s kapitalizovaným prvním písmenem." -msgid "The path specified doesn't exist." -msgstr "Zadaná cesta neexistuje." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Chyba při otevírání balíčku (není ve formátu ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Bylo by dobré pojmenovat váš projekt." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\"." -msgid "New Game Project" -msgstr "Nový projekt hry" - -msgid "Imported Project" -msgstr "Importovaný projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Vyberte prosím soubor \"project.godot\" nebo \".zip\"." - -msgid "Invalid project name." -msgstr "Neplatný název projektu." - -msgid "Couldn't create folder." -msgstr "Nelze vytvořit složku." - -msgid "There is already a folder in this path with the specified name." -msgstr "V tomto umístění již existuje složka s daným názvem." - -msgid "It would be a good idea to name your project." -msgstr "Bylo by dobré pojmenovat váš projekt." - -msgid "Invalid project path (changed anything?)." -msgstr "Neplatná cesta k projektu (něco se změnilo?)." +msgid "The path specified doesn't exist." +msgstr "Zadaná cesta neexistuje." msgid "Warning: This folder is not empty" msgstr "Varování: Tato složka není prázdná" @@ -7995,8 +7654,12 @@ msgstr "Nepodařilo se otevřít balíček, není ve formátu ZIP." msgid "The following files failed extraction from package:" msgstr "Selhala extrakce následujících souborů z balíčku:" -msgid "Package installed successfully!" -msgstr "Balíček byl úspěšně nainstalován!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený." + +msgid "New Game Project" +msgstr "Nový projekt hry" msgid "Import & Edit" msgstr "Importovat a upravit" @@ -8195,9 +7858,6 @@ msgstr "Instance scény se nemohou stát kořenem" msgid "Make node as Root" msgstr "Nastavit uzel jako zdrojový" -msgid "Delete %d nodes and any children?" -msgstr "Smazat %d uzlů a všechny potomky?" - msgid "Delete %d nodes?" msgstr "Smazat %d uzlů?" @@ -8254,9 +7914,6 @@ msgstr "Nelze pracovat na uzlech, ze kterých dědí aktuální scéna!" msgid "Attach Script" msgstr "Připojit skript" -msgid "Cut Node(s)" -msgstr "Vyjmout uzly" - msgid "Remove Node(s)" msgstr "Odstranit uzel/uzly" @@ -8442,37 +8099,6 @@ msgstr "Změnit vnitřní poloměr Torus" msgid "Change Torus Outer Radius" msgstr "Změnit vnější poloměr Torus" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Neplatný typ argumentu funkce convert(), použijte některou z konstant TYPE_*." - -msgid "Step argument is zero!" -msgstr "Argument kroku je nula!" - -msgid "Not a script with an instance" -msgstr "Skript nemá instanci" - -msgid "Not based on a script" -msgstr "Není založeno na skriptu" - -msgid "Not based on a resource file" -msgstr "Není založeno na zdrojovém souboru" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Neplatná instance slovníkového formátu (chybí @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "Neplatná instance slovníkového formátu (nemohu nahrát skript na @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Neplatná instance slovníkového formátu (nemohu nahrát skript na @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Neplatná instance slovníku (neplatné podtřídy)" - -msgid "Value of type '%s' can't provide a length." -msgstr "Hodnota typu '%s' nemůže poskytnout délku." - msgid "Next Plane" msgstr "Další rovina" @@ -8606,24 +8232,6 @@ msgstr "Chyba při ukládání souboru %s: %s" msgid "Error loading %s: %s." msgstr "Chyba při načítání %s: %s." -msgid "Package name is missing." -msgstr "Chybí jméno balíčku." - -msgid "Package segments must be of non-zero length." -msgstr "Jméno balíčku musí být neprázdné." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Znak '%s' není povolen v názvu balíčku Android aplikace." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Číslice nemůže být prvním znakem segmentu balíčku." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Znak '%s' nemůže být prvním znakem segmentu balíčku." - -msgid "The package must have at least one '.' separator." -msgstr "Balíček musí mít alespoň jeden '.' oddělovač." - msgid "Invalid public key for APK expansion." msgstr "Neplatný veřejný klíč pro rozšíření APK." @@ -8743,12 +8351,6 @@ msgstr "Zarovnávání APK..." msgid "Invalid Identifier:" msgstr "Neplatný identifikátor:" -msgid "Identifier is missing." -msgstr "Chybí identifikátor." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Znak '%s' není dovolen v identifikátoru." - msgid "Could not open file \"%s\"." msgstr "Nelze otevřít soubor \"%s\"." @@ -8797,21 +8399,21 @@ msgstr "Nelze přečíst soubor: \"%s\"." msgid "Could not read HTML shell: \"%s\"." msgstr "Nebylo možné přečíst HTML shell: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Nepodařilo se vytvořit adresář serveru HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Chyba při spuštění serveru HTTP: %d." +msgid "Run in Browser" +msgstr "Spustit v prohlížeči" msgid "Stop HTTP Server" msgstr "Zastavit HTTP Server" -msgid "Run in Browser" -msgstr "Spustit v prohlížeči" - msgid "Run exported HTML in the system's default browser." msgstr "Spustit vyexportované HTML ve výchozím prohlížeči." +msgid "Could not create HTTP server directory: %s." +msgstr "Nepodařilo se vytvořit adresář serveru HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Chyba při spuštění serveru HTTP: %d." + msgid "Icon size \"%d\" is missing." msgstr "Chybí ikona velikosti \"%d\"." @@ -9019,9 +8621,6 @@ msgstr "" "Chcete-li tento problém vyřešit, nastavte filtr myši na \"Stop\" nebo " "\"Pass\"." -msgid "Alert!" -msgstr "Pozor!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Pokud má \"Exp Edit\" hodnotu true, pak \"Min Value\" musí být větší než 0." @@ -9067,12 +8666,6 @@ msgstr "Neplatné argumenty pro vestavěnou funkci:\"%s(%s)\"." msgid "Invalid assignment of '%s' to '%s'." msgstr "Neplatné přiřazení '%s' do '%s'." -msgid "Assignment to function." -msgstr "Přiřazeno funkci." - -msgid "Assignment to uniform." -msgstr "Přiřazeno uniformu." - msgid "Constants cannot be modified." msgstr "Konstanty není možné upravovat." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index 013eb8c7408b..9382f12c938c 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -113,7 +113,7 @@ 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: 2024-02-23 21:51+0000\n" +"PO-Revision-Date: 2024-03-05 17:07+0000\n" "Last-Translator: Cerno_b <cerno.b@gmail.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot/" "de/>\n" @@ -274,12 +274,6 @@ msgstr "Joypad-Button %d" msgid "Pressure:" msgstr "Druck:" -msgid "canceled" -msgstr "abgebrochen" - -msgid "touched" -msgstr "berührt" - msgid "released" msgstr "losgelassen" @@ -527,14 +521,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Beispiel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d Element" -msgstr[1] "%d Elemente" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -545,20 +531,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Eine Aktion mit dem Namen ‚%s‘ existiert bereits." -msgid "Cannot Revert - Action is same as initial" -msgstr "" -"Kann nicht rückgängig gemacht werden – Die Aktion ist die gleiche wie die " -"ursprüngliche" - msgid "Revert Action" msgstr "Aktion rückgängig machen" msgid "Add Event" msgstr "Ereignis hinzufügen" -msgid "Remove Action" -msgstr "Aktion entfernen" - msgid "Cannot Remove Action" msgstr "Aktion kann nicht entfernt werden" @@ -1389,9 +1367,8 @@ msgstr "Alle ersetzen" msgid "Selection Only" msgstr "Nur Auswahl" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Leerzeichen" +msgid "Hide" +msgstr "Verbergen" msgctxt "Indentation" msgid "Tabs" @@ -1415,6 +1392,9 @@ msgstr "Fehler" msgid "Warnings" msgstr "Warnungen" +msgid "Zoom factor" +msgstr "Zoom-Faktor" + msgid "Line and column numbers." msgstr "Zeilen- und Spaltennummern." @@ -1586,9 +1566,6 @@ msgstr "Diese Klasse ist als veraltet eingetragen." msgid "This class is marked as experimental." msgstr "Diese Klasse ist als experimentell eingetragen." -msgid "No description available for %s." -msgstr "Keine Beschreibung zu ‚%s‘ verfügbar." - msgid "Favorites:" msgstr "Favoriten:" @@ -1622,9 +1599,6 @@ msgstr "Branch als Szene speichern" msgid "Copy Node Path" msgstr "Node-Pfad kopieren" -msgid "Instance:" -msgstr "Instanz:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1752,9 +1726,6 @@ msgstr "Ausführung fortgesetzt." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Warnung:" - msgid "Error:" msgstr "Fehler:" @@ -2041,6 +2012,16 @@ msgstr "Doppelklicken zum Öffnen im Browser." msgid "Thanks from the Godot community!" msgstr "Die Godot-Community bedankt sich!" +msgid "(unknown)" +msgstr "(unbekannt)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git-Commit-Datum: %s\n" +"Klicken, um die Versionsnummer zu kopieren." + msgid "Godot Engine contributors" msgstr "Mitwirkende der Godot Engine" @@ -2148,9 +2129,6 @@ msgstr "" msgid "(and %s more files)" msgstr "(und %s weitere Dateien)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Assets „%s“ wurden erfolgreich installiert!" - msgid "Success!" msgstr "Geschafft!" @@ -2320,32 +2298,6 @@ msgstr "Neues Audiobus-Layout erstellen." msgid "Audio Bus Layout" msgstr "Audiobus-Layout" -msgid "Invalid name." -msgstr "Ungültiger Name." - -msgid "Cannot begin with a digit." -msgstr "Darf nicht mit Ziffer beginnen." - -msgid "Valid characters:" -msgstr "Gültige Zeichen:" - -msgid "Must not collide with an existing engine class name." -msgstr "Darf nicht mit existierenden Klassennamen der Engine übereinstimmen." - -msgid "Must not collide with an existing global script class name." -msgstr "" -"Darf nicht mit dem Klassennamen eines existierenden globalen Skripts " -"übereinstimmen." - -msgid "Must not collide with an existing built-in type name." -msgstr "Darf nicht mit existierenden built-in-Typnamen übereinstimmen." - -msgid "Must not collide with an existing global constant name." -msgstr "Darf nicht mit Namen existierender globaler Konstanten übereinstimmen." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Schlüsselwort kann nicht als Autoload-Name genutzt werden." - msgid "Autoload '%s' already exists!" msgstr "Autoload „%s“ existiert bereits!" @@ -2382,9 +2334,6 @@ msgstr "Autoload hinzufügen" msgid "Path:" msgstr "Pfad:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Pfad setzen oder „%s“ drücken, um neues Skript zu erzeugen." - msgid "Node Name:" msgstr "Node-Name:" @@ -2540,15 +2489,9 @@ msgstr "Von Projekt ableiten" msgid "Actions:" msgstr "Aktionen:" -msgid "Configure Engine Build Profile:" -msgstr "Engine-Build-Profil einstellen:" - msgid "Please Confirm:" msgstr "Bitte bestätigen:" -msgid "Engine Build Profile" -msgstr "Engine-Build-Profil" - msgid "Load Profile" msgstr "Profil laden" @@ -2558,9 +2501,6 @@ msgstr "Profil exportieren" msgid "Forced Classes on Detect:" msgstr "Forcierte Klassen beim Auffinden:" -msgid "Edit Build Configuration Profile" -msgstr "Build-Konfigurationsprofil bearbeiten" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2756,17 +2696,6 @@ msgstr "Profil(e) importieren" msgid "Manage Editor Feature Profiles" msgstr "Editor-Feature-Profile verwalten" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Einige Erweiterungen erfordern einen Neustart des Editors, um aktiviert " -"werden zu werden." - -msgid "Restart" -msgstr "Neustarten" - -msgid "Save & Restart" -msgstr "Speichern & Neu starten" - msgid "ScanSources" msgstr "Quellen scannen" @@ -2916,9 +2845,6 @@ msgstr "" "Es gibt zur Zeit keine Beschreibung dieser Klasse. [color=$color]" "[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" -msgid "Note:" -msgstr "Anmerkung:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -3030,8 +2956,11 @@ msgstr "" "Es gibt zurzeit keine Beschreibung dieses Objekts. [color=$color]" "[url=$url]Ergänzungen durch eigene Beiträge[/url][/color] sind sehr erwünscht!" -msgid "This property can only be set in the Inspector." -msgstr "Diese Eigenschaft kann nur im Inspektor eingestellt werden." +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Keine Beschreibung verfügbar." msgid "Metadata:" msgstr "Metadaten:" @@ -3039,6 +2968,9 @@ msgstr "Metadaten:" msgid "Property:" msgstr "Eigenschaft:" +msgid "This property can only be set in the Inspector." +msgstr "Diese Eigenschaft kann nur im Inspektor eingestellt werden." + msgid "Method:" msgstr "Methode:" @@ -3048,12 +2980,6 @@ msgstr "Signale:" msgid "Theme Property:" msgstr "Theme-Eigenschaft:" -msgid "No description available." -msgstr "Keine Beschreibung verfügbar." - -msgid "%d match." -msgstr "%d Übereinstimmung gefunden." - msgid "%d matches." msgstr "%d Übereinstimmungen gefunden." @@ -3215,9 +3141,6 @@ msgstr "Mehrfach festlegen: %s" msgid "Remove metadata %s" msgstr "Metadatum %s entfernen" -msgid "Pinned %s" -msgstr "%s angeheftet" - msgid "Unpinned %s" msgstr "%s losgelöst" @@ -3365,15 +3288,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Dreht sich, wenn das Editorfenster neu gezeichnet wird." -msgid "Imported resources can't be saved." -msgstr "Importierte Ressourcen können nicht abgespeichert werden." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Fehler beim Speichern der Ressource!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3391,32 +3308,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Speichere Ressource als …" -msgid "Can't open file for writing:" -msgstr "Datei kann nicht zum Schreiben geöffnet werden:" - -msgid "Requested file format unknown:" -msgstr "Angefordertes Dateiformat unbekannt:" - -msgid "Error while saving." -msgstr "Fehler beim Speichern." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Datei ‚%s‘ kann nicht geöffnet werden. Die Datei könnte verschoben oder " -"gelöscht worden sein." - -msgid "Error while parsing file '%s'." -msgstr "Fehler beim Parsen der Datei ‚%s‘." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Szenendatei ‚%s‘ scheint ungültig/fehlerhaft zu sein." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Datei ‚%s‘ oder zugehörige Abhängigkeiten fehlen." - -msgid "Error while loading file '%s'." -msgstr "Fehler beim Laden von Datei ‚%s‘." - msgid "Saving Scene" msgstr "Speichere Szene" @@ -3426,41 +3317,20 @@ msgstr "Analysiere" msgid "Creating Thumbnail" msgstr "Erzeuge Miniaturansicht" -msgid "This operation can't be done without a tree root." -msgstr "Diese Aktion kann nicht ohne einen Root-Node ausgeführt werden." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Diese Szene kann nicht gespeichert werden, da sie eine zyklische " -"Instanziierungshierarchie enthält.\n" -"Speichern ist erst nach Beheben des Konflikts möglich." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Szene konnte nicht gespeichert werden. Wahrscheinlich werden Abhängigkeiten " -"(Instanzen oder Vererbungen) nicht erfüllt." - msgid "Save scene before running..." msgstr "Szene vor dem Abspielen speichern …" -msgid "Could not save one or more scenes!" -msgstr "Eine oder mehrere Szenen konnten nicht gespeichert werden!" - msgid "Save All Scenes" msgstr "Alle Szenen speichern" msgid "Can't overwrite scene that is still open!" msgstr "Momentan geöffnete Szenen können nicht überschrieben werden!" -msgid "Can't load MeshLibrary for merging!" -msgstr "MeshLibrary konnte nicht zum Vereinen geladen werden!" +msgid "Merge With Existing" +msgstr "Mit existierendem vereinen" -msgid "Error saving MeshLibrary!" -msgstr "Fehler beim Speichern der MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "MeshInstance-Transforms anwenden" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3525,9 +3395,6 @@ msgstr "" "Instanziierung oder Vererbung erlaubt es, Änderungen vorzunehmen.\n" "Die Dokumentation zum Szenenimport beschreibt den nötigen Arbeitsablauf." -msgid "Changes may be lost!" -msgstr "Änderungen können verloren gehen!" - msgid "This object is read-only." msgstr "Dieses Objekt ist nur lesbar." @@ -3543,9 +3410,6 @@ msgstr "Schnell Szenen öffnen …" msgid "Quick Open Script..." msgstr "Schnell Skripte öffnen …" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s existiert nicht mehr! Bitte anderen Ort zum Speichern wählen." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3626,27 +3490,14 @@ msgstr "Geänderte Ressourcen abspeichern vorm Schließen?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Änderungen in den folgenden Szenen vor dem Neuladen speichern?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Änderungen in den folgenden Szenen vor dem Schließen speichern?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Änderungen in den folgenden Szenen vor dem Öffnen der Projektmanager " "speichern?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Diese Option ist veraltet. Situationen die Neu-Laden erzwingen werden jetzt " -"als Fehler betrachtet. Meldung erwünscht." - msgid "Pick a Main Scene" msgstr "Wählen Sie eine Hauptszene" -msgid "This operation can't be done without a scene." -msgstr "Diese Aktion kann nicht ohne eine Szene ausgeführt werden." - msgid "Export Mesh Library" msgstr "Mesh-Bibliothek exportieren" @@ -3691,14 +3542,6 @@ msgstr "" "Um Änderungen an der Szene vorzunehmen kann eine abgeleitete Szene erstellt " "werden." -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 "" -"Fehler beim Laden der Szene. Sie muss innerhalb des Projektpfads liegen. Zum " -"Beheben kann ‚Import→Szene‘ verwendet werden, um sie zu öffnen. Danach sollte " -"die Szene innerhalb des Projektpfades gespeichert werden." - msgid "Scene '%s' has broken dependencies:" msgstr "Szene „%s“ hat defekte Abhängigkeiten:" @@ -3733,9 +3576,6 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "Verlauf leeren" -msgid "There is no defined scene to run." -msgstr "Es ist keine abzuspielende Szene definiert." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3919,27 +3759,18 @@ msgstr "Editoreinstellungen …" msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Projekteinstellungen …" - msgid "Project Settings" msgstr "Projekteinstellungen" msgid "Version Control" msgstr "Versionsverwaltung" -msgid "Export..." -msgstr "Exportieren …" - msgid "Install Android Build Template..." msgstr "Android-Buildvorlage installieren …" msgid "Open User Data Folder" msgstr "Userdaten-Ordner öffnen" -msgid "Customize Engine Build Configuration..." -msgstr "Engine-Buildkonfiguration anpassen …" - msgid "Tools" msgstr "Tools" @@ -3955,9 +3786,6 @@ msgstr "Aktuelles Projekt neu laden" msgid "Quit to Project List" msgstr "Zum Projektmanager zurückkehren" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Befehlsliste…" @@ -4000,9 +3828,6 @@ msgstr "Hilfe durchsuchen..." msgid "Online Documentation" msgstr "Internet-Dokumentation" -msgid "Questions & Answers" -msgstr "Fragen & Antworten" - msgid "Community" msgstr "Community" @@ -4044,6 +3869,9 @@ msgstr "" "- Auf der Webplattform wird immer die Rendering-Methode Kompatibilität " "verwendet." +msgid "Save & Restart" +msgstr "Speichern & Neu starten" + msgid "Update Continuously" msgstr "Fortlaufend aktualisieren" @@ -4053,9 +3881,6 @@ msgstr "Bei Änderungen aktualisieren" msgid "Hide Update Spinner" msgstr "Aktualisierungsanzeigerad ausblenden" -msgid "FileSystem" -msgstr "Dateisystem" - msgid "Inspector" msgstr "Inspektor" @@ -4065,9 +3890,6 @@ msgstr "Node" msgid "History" msgstr "Verlauf" -msgid "Output" -msgstr "Ausgabe" - msgid "Don't Save" msgstr "Nicht speichern" @@ -4096,12 +3918,6 @@ msgstr "Vorlagenpaket" msgid "Export Library" msgstr "Bibliothek exportieren" -msgid "Merge With Existing" -msgstr "Mit existierendem vereinen" - -msgid "Apply MeshInstance Transforms" -msgstr "MeshInstance-Transforms anwenden" - msgid "Open & Run a Script" msgstr "Skript öffnen und ausführen" @@ -4118,6 +3934,9 @@ msgstr "Neu laden" msgid "Resave" msgstr "Erneut speichern" +msgid "Create/Override Version Control Metadata..." +msgstr "Metadaten der Versionsverwaltung erstellen/überschreiben..." + msgid "Version Control Settings..." msgstr "Versionsverwaltungs-Einstellungen..." @@ -4148,49 +3967,15 @@ msgstr "Nächsten Editor öffnen" msgid "Open the previous Editor" msgstr "Vorigen Editor öffnen" -msgid "Ok" -msgstr "OK" - msgid "Warning!" msgstr "Warnung!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"Name: %s\n" -"Pfad: %s\n" -"Hauptskript: %s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "Text bearbeiten:" msgid "On" msgstr "An" -msgid "Edit Plugin" -msgstr "Plugin bearbeiten" - -msgid "Installed Plugins:" -msgstr "Installierte Plugins:" - -msgid "Create New Plugin" -msgstr "Neues Plugin erstellen" - -msgid "Enabled" -msgstr "Aktiviert" - -msgid "Version" -msgstr "Version" - -msgid "Author" -msgstr "Autor" - -msgid "Edit Text:" -msgstr "Text bearbeiten:" - msgid "Renaming layer %d:" msgstr "Ebene %d umbenennen:" @@ -4288,6 +4073,12 @@ msgstr "Viewport auswählen" msgid "Selected node is not a Viewport!" msgstr "Ausgewähltes Node ist kein Viewport!" +msgid "New Key:" +msgstr "Neuer Schlüssel:" + +msgid "New Value:" +msgstr "Neuer Wert:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -4306,12 +4097,6 @@ msgstr "Dictionary (Nil)" msgid "Dictionary (size %d)" msgstr "Dictionary (Größe %d)" -msgid "New Key:" -msgstr "Neuer Schlüssel:" - -msgid "New Value:" -msgstr "Neuer Wert:" - msgid "Add Key/Value Pair" msgstr "Schlüssel-Wert-Paar hinzufügen" @@ -4393,6 +4178,16 @@ msgstr "" "Bitte fügen Sie im Exportmenü ein ausführbares Profil hinzu oder definieren " "Sie ein bestehendes Profil als ausführbar." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Warnung: Die CPU-Architektur '%s' ist in Ihrer Exportvorgabe nicht aktiv.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Remote-Debuggen trotzdem durchführen?" + msgid "Project Run" msgstr "Projektdurchlauf" @@ -4529,9 +4324,6 @@ msgstr "Erfolgreich fertiggestellt." msgid "Failed." msgstr "Fehlgeschlagen." -msgid "Unknown Error" -msgstr "Unbekannter Fehler" - msgid "Export failed with error code %d." msgstr "Der Export ist mit Fehlercode %d fehlgeschlagen." @@ -4541,21 +4333,12 @@ msgstr "Speichere Datei: %s" msgid "Storing File:" msgstr "Speichere Datei:" -msgid "No export template found at the expected path:" -msgstr "Keine Exportvorlagen am erwarteten Pfad gefunden:" - -msgid "ZIP Creation" -msgstr "ZIP-Erstellung" - msgid "Could not open file to read from path \"%s\"." msgstr "Datei im Pfad „%s“ konnte nicht zum Lesen geöffnet werden." msgid "Packing" msgstr "Packe" -msgid "Save PCK" -msgstr "PCK speichern" - msgid "Cannot create file \"%s\"." msgstr "Datei „%s“ konnte nicht erstellt werden." @@ -4577,9 +4360,6 @@ msgstr "Verschlüsselte Datei kann nicht zum Schreiben geöffnet werden." msgid "Can't open file to read from path \"%s\"." msgstr "Datei im Pfad „%s“kann nicht zum Lesen geöffnet werden." -msgid "Save ZIP" -msgstr "ZIP speichern" - msgid "Custom debug template not found." msgstr "Selbst konfigurierte Debug-Exportvorlage nicht gefunden." @@ -4593,9 +4373,6 @@ msgstr "" "Für den Export des Projekts muss ein Texturformat ausgewählt werden. Bitte " "wählen Sie mindestens ein Texturformat aus." -msgid "Prepare Template" -msgstr "Vorlage vorbereiten" - msgid "The given export path doesn't exist." msgstr "Der angegebene Export-Pfad existiert nicht." @@ -4605,9 +4382,6 @@ msgstr "Vorlagendatei nicht gefunden: „%s“." msgid "Failed to copy export template." msgstr "Fehler beim Kopieren der Exportvorlage." -msgid "PCK Embedding" -msgstr "PCK-Einbettung" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "In 32-bit-Exporten kann das eingebettete PCK nicht größer als 4 GiB sein." @@ -4685,36 +4459,6 @@ msgstr "" "Für diese Version wurde kein Downloadlink gefunden. Direkter Download steht " "nur für offizielle Veröffentlichungen bereit." -msgid "Disconnected" -msgstr "Getrennt" - -msgid "Resolving" -msgstr "Löse aus" - -msgid "Can't Resolve" -msgstr "Kann nicht aufgelöst werden" - -msgid "Connecting..." -msgstr "Verbinde …" - -msgid "Can't Connect" -msgstr "Keine Verbindung möglich" - -msgid "Connected" -msgstr "Verbunden" - -msgid "Requesting..." -msgstr "Frage an …" - -msgid "Downloading" -msgstr "Wird heruntergeladen" - -msgid "Connection Error" -msgstr "Verbindungsfehler" - -msgid "TLS Handshake Error" -msgstr "TLS-Handshake-Fehler" - msgid "Can't open the export templates file." msgstr "Exportvorlagendatei konnte nicht geöffnet werden." @@ -4851,6 +4595,9 @@ msgstr "Zu exportierende Ressourcen:" msgid "(Inherited)" msgstr "(geerbt)" +msgid "Export With Debug" +msgstr "Exportiere mit Debuginformationen" + msgid "%s Export" msgstr "%s-Export" @@ -5044,8 +4791,24 @@ msgstr "Projektexport" msgid "Manage Export Templates" msgstr "Verwalte Exportvorlagen" -msgid "Export With Debug" -msgstr "Exportiere mit Debuginformationen" +msgid "Disable FBX2glTF & Restart" +msgstr "FBX2glTF deaktivieren und neustarten" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Das Abbrechen dieses Dialogs wird den FBX2glTF-Importer deaktivieren und den " +"ufbx verwenden.\n" +"FBX2glTF kann in den Projekteinstellungen unter Dateisystem > Import > FBX > " +"Aktiviert reaktiviert werden.\n" +"\n" +"Der Editor wird neustarten, da Importer nur bei Editorstart registriert " +"werden." msgid "Path to FBX2glTF executable is empty." msgstr "Dateipfad zur ausführbaren Datei von FBX2glTF ist leer." @@ -5062,6 +4825,17 @@ msgstr "FBX2glTF-Programmdatei ist gültig." msgid "Configure FBX Importer" msgstr "FBX-Importer konfigurieren" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF wird benötigt, um FBX-Dateien zu importieren, wenn FBX2glTF " +"verwendet wird.\n" +"Alternativ können Sie ufbx verwenden, indem Sie FBX2glTF deaktivieren.\n" +"Bitte laden Sie das entsprechende Tool herunter und geben Sie einen gültigen " +"Pfad zu der Binärdatei an:" + msgid "Click this link to download FBX2glTF" msgstr "Diesen Link klicken, um FBX2glTF herunterzuladen" @@ -5237,12 +5011,6 @@ msgstr "Aus Favoriten entfernen" msgid "Reimport" msgstr "Neuimport" -msgid "Open in File Manager" -msgstr "Im Dateimanager öffnen" - -msgid "Open in Terminal" -msgstr "Im Terminal öffnen" - msgid "Open Containing Folder in Terminal" msgstr "Enthaltenden Ordner im Terminal öffnen" @@ -5291,9 +5059,15 @@ msgstr "Duplizieren …" msgid "Rename..." msgstr "Umbenennen …" +msgid "Open in File Manager" +msgstr "Im Dateimanager öffnen" + msgid "Open in External Program" msgstr "In externem Programm öffnen" +msgid "Open in Terminal" +msgstr "Im Terminal öffnen" + msgid "Red" msgstr "Rot" @@ -5416,9 +5190,6 @@ msgstr "Gruppe existiert bereits." msgid "Add Group" msgstr "Gruppe hinzufügen" -msgid "Renaming Group References" -msgstr "Benenne Gruppenreferenzen um" - msgid "Removing Group References" msgstr "Entferne Gruppenreferenzen" @@ -5447,6 +5218,9 @@ msgstr "" msgid "Copy group name to clipboard." msgstr "Gruppenname in Zwischenablage kopieren." +msgid "Global Groups" +msgstr "Globale Gruppen" + msgid "Add to Group" msgstr "Zu Gruppe hinzufügen" @@ -5474,6 +5248,13 @@ msgstr "Neue Gruppe hinzufügen." msgid "Filter Groups" msgstr "Gruppen filtern" +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Git-Commit-Datum: %s\n" +"Klicken zum Kopieren der Versionsinformationen." + msgid "Expand Bottom Panel" msgstr "Unteres Bedienfeld vergrößern" @@ -5589,6 +5370,9 @@ msgstr "Aktuellen Ordner (de)favorisieren." msgid "Toggle the visibility of hidden files." msgstr "Versteckte Dateien ein-/ausblenden." +msgid "Create a new folder." +msgstr "Neuen Ordner erstellen." + msgid "Directories & Files:" msgstr "Verzeichnisse und Dateien:" @@ -5631,27 +5415,6 @@ msgstr "Abgespielte Szene neu laden." msgid "Quick Run Scene..." msgstr "Schnell Szene starten …" -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Der Videoerstellungsmodus ist aktiviert, aber es wurde kein Videodateipfad " -"angegeben.\n" -"Ein Default-Videodateipfad kann in den Projekteinstellungen unter der " -"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 verwendet wird, um die Szene " -"aufzunehmen." - -msgid "Could not start subprocess(es)!" -msgstr "Unterprozess(e) konnte(n) nicht gestartet werden!" - msgid "Run the project's default scene." msgstr "Die Default-Szene des Projekts abspielen." @@ -5804,6 +5567,9 @@ msgstr "" msgid "Open in Editor" msgstr "Im Editor öffnen" +msgid "Instance:" +msgstr "Instanz:" + msgid "\"%s\" is not a known filter." msgstr "„%s“ ist kein bekannter Filter." @@ -5811,10 +5577,6 @@ msgid "Invalid node name, the following characters are not allowed:" msgstr "" "Ungültiger Name für ein Node, die folgenden Zeichen sind nicht gestattet:" -msgid "Another node already uses this unique name in the scene." -msgstr "" -"Ein anderer Node nutzt schon diesen einzigartigen Namen in dieser Szene." - msgid "Scene Tree (Nodes):" msgstr "Szenenbaum (Nodes):" @@ -6233,9 +5995,6 @@ msgstr "" msgid "Importer:" msgstr "Importer:" -msgid "Keep File (No Import)" -msgstr "Datei behalten (kein Import)" - msgid "%d Files" msgstr "%d Dateien" @@ -6491,6 +6250,13 @@ msgstr "Dateien mit Übersetzungs-Strings:" msgid "Generate POT" msgstr "POT erzeugen" +msgid "Add Built-in Strings to POT" +msgstr "Built-in-Strings zu POT hinzufügen" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Strings von Built-in-Komponenten wie bestimmten Control-Nodes hinzufügen." + msgid "Set %s on %d nodes" msgstr "%s für %d Nodes festlegen" @@ -6504,119 +6270,11 @@ msgid "Select a single node to edit its signals and groups." msgstr "" "Ein einzelnes Node auswählen, um seine Signale und Gruppen zu bearbeiten." -msgid "Plugin name cannot be blank." -msgstr "Plugin-Name darf nicht leer sein." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Skripterweiterung muss mit der gewählten Spracherweiterung übereinstimmen. " -"(%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Der Name des Unterordners ist kein gültiger Ordnername." +msgid "Create Polygon" +msgstr "Polygon erstellen" -msgid "Subfolder cannot be one which already exists." -msgstr "Der Unterordner kann nicht ein bereits existierender Ordner sein." - -msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." -msgstr "" -"C# unterstützt die Aktivierung des Plugins bei der Erstellung nicht, da das " -"Projekt zuerst erstellt werden muss." - -msgid "Edit a Plugin" -msgstr "Ein Plugin bearbeiten" - -msgid "Create a Plugin" -msgstr "Eine Plugin erstellen" - -msgid "Update" -msgstr "Update" - -msgid "Plugin Name:" -msgstr "Plugin-Name:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Erforderlich. Dieser Name wird in der Liste der Plugins angezeigt." - -msgid "Subfolder:" -msgstr "Unterverzeichnis:" - -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 "" -"Optional. Der Ordnername sollte üblicherweise das `snake_case`Benamungsschema " -"verwenden (keine Leer- und Sonderzeichen)\n" -"Falls das Feld leer gelassen wird, wird der Ordner automatisch nach dem " -"Plugin-Namen benannt (in `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 "" -"Optional. diese Beschreibung sollte relativ kurz gehalten werden (bis zu 5 " -"Zeilen).\n" -"Sie wird angezeigt, wenn der Mauszeiger in der Liste der Plugins über dem " -"Plugin schwebt." - -msgid "Author:" -msgstr "Autor:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "" -"Optional. Benutzername oder vollständiger Name des Autors, oder seiner " -"Organisation." - -msgid "Version:" -msgstr "Version:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Optional. Ein menschenlesbarer Versions-Bezeichner, nur für " -"Informationszwecke." - -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 "" -"Erforderlich: Die Skriptsprache, die für das Skript verwendet werden soll.\n" -"Beachten Sie, dass ein Plugin verschiedene Sprachen gleichzeitig unterstützen " -"kann, indem man weitere Skripte zum Plugin hinzufügt." - -msgid "Script Name:" -msgstr "Skriptname:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Optional. Der Pfad zum Skript (relativ zum Add-on-Verzeichnis). Wenn es leer " -"gelassen wird, wird als Default „plugin.gd“ verwendet." - -msgid "Activate now?" -msgstr "Sofort aktivieren?" - -msgid "Plugin name is valid." -msgstr "Plugin-Name ist gültig." - -msgid "Script extension is valid." -msgstr "Skript-Erweiterung ist gültig." - -msgid "Subfolder name is valid." -msgstr "Unterverzeichnisname ist gültig." - -msgid "Create Polygon" -msgstr "Polygon erstellen" - -msgid "Create points." -msgstr "Punkte erstellen." +msgid "Create points." +msgstr "Punkte erstellen." msgid "" "Edit points.\n" @@ -6922,9 +6580,6 @@ msgid "Some of the selected libraries were already added to the mixer." msgstr "" "Einige der ausgewählten Bibliotheken wurden bereits dem Mixer hinzugefügt." -msgid "Add Animation Libraries" -msgstr "Animationsbibliotheken hinzufügen" - msgid "Some Animation files were invalid." msgstr "Einige Animations-Dateien waren ungültig." @@ -6933,9 +6588,6 @@ msgstr "" "Einige der ausgewählten Animationen wurden bereits in die Bibliothek " "aufgenommen." -msgid "Load Animations into Library" -msgstr "Animation in Bibliothek laden" - msgid "Load Animation into Library: %s" msgstr "Animation in Bibliothek laden: %s" @@ -7232,8 +6884,11 @@ msgstr "Alle entfernen" msgid "Root" msgstr "Root" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Version:" msgid "Contents:" msgstr "Inhalt:" @@ -7292,9 +6947,6 @@ msgstr "Fehlgeschlagen:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Falsche Download-Prüfsumme, Datei könnte manipuliert worden sein." -msgid "Expected:" -msgstr "Erwartet:" - msgid "Got:" msgstr "Erhalten:" @@ -7316,6 +6968,12 @@ msgstr "Wird heruntergeladen …" msgid "Resolving..." msgstr "Löse auf …" +msgid "Connecting..." +msgstr "Verbinde …" + +msgid "Requesting..." +msgstr "Frage an …" + msgid "Error making request" msgstr "Fehler bei Anfrage" @@ -7349,9 +7007,6 @@ msgstr "Lizenz (A-Z)" msgid "License (Z-A)" msgstr "Lizenz (Z-A)" -msgid "Official" -msgstr "Offiziell" - msgid "Testing" msgstr "Testphase" @@ -7374,19 +7029,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Ende" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "" -"Die Asset-Bibliothek erfordert eine Online-Verbindung und überträgt Daten " -"über das Internet." - msgid "Go Online" msgstr "Online gehen" -msgid "Failed to get repository configuration." -msgstr "Die Repository-Konfiguration konnte nicht abgerufen werden." - msgid "All" msgstr "Alle" @@ -7633,23 +7278,6 @@ msgstr "Ansicht zentrieren" msgid "Select Mode" msgstr "Auswahlmodus" -msgid "Drag: Rotate selected node around pivot." -msgstr "Ziehen: Ausgewählten Node um Pivotpunkt rotieren." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Ziehen = Ausgewählten Node verschieben." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Ziehen = Ausgewählten Node skalieren." - -msgid "V: Set selected node's pivot position." -msgstr "V: Pivotpunkt des ausgewählten Nodes festlegen." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMT: Liste aller Nodes an Klickposition anzeigen, einschließlich " -"gesperrter." - msgid "RMB: Add node at position clicked." msgstr "RMT: Node an Klickposition hinzufügen." @@ -7668,9 +7296,6 @@ msgstr "Umschalt: Proportionales Skalieren." msgid "Show list of selectable nodes at position clicked." msgstr "Liste auswählbarer Nodes an Klickposition anzeigen." -msgid "Click to change object's rotation pivot." -msgstr "Klicken, um Pivotpunkt des Objekts zu ändern." - msgid "Pan Mode" msgstr "Panning-Modus" @@ -7785,9 +7410,6 @@ msgstr "Anzeigen" msgid "Show When Snapping" msgstr "Anzeigen beim Einrasten" -msgid "Hide" -msgstr "Verbergen" - msgid "Toggle Grid" msgstr "Raster ein-/ausschalten" @@ -7893,9 +7515,6 @@ msgstr "Rasterstufe halbieren" msgid "Adding %s..." msgstr "%s hinzufügen …" -msgid "Drag and drop to add as child of selected node." -msgstr "Drag&Drop verwenden, um als Child-Node des aktuellen Nodes." - msgid "Hold Alt when dropping to add as child of root node." msgstr "" "Alt beim Loslassen halten, um als Child-Objekt des ausgewählten Nodes " @@ -7917,8 +7536,11 @@ msgstr "In­s­tan­zi­ie­ren mehrerer Nodes nicht möglich ohne Root-Node." msgid "Create Node" msgstr "Erzeuge Node" -msgid "Error instantiating scene from %s" -msgstr "Fehler beim Instanziieren der Szene aus %s" +msgid "Instantiating:" +msgstr "Instanziiere:" + +msgid "Creating inherited scene from: " +msgstr "Erstelle geerbte Szene von: " msgid "Change Default Type" msgstr "Default-Typ ändern" @@ -8086,6 +7708,9 @@ msgstr "Vertikale Ausrichtung" msgid "Convert to GPUParticles3D" msgstr "Zu GPUParticles3D konvertieren" +msgid "Restart" +msgstr "Neustarten" + msgid "Load Emission Mask" msgstr "Emissionsmaske laden" @@ -8095,9 +7720,6 @@ msgstr "Zu GPUParticles2D konvertieren" msgid "CPUParticles2D" msgstr "CPU-Partikel-2D" -msgid "Generated Point Count:" -msgstr "Anzahl generierter Punkte:" - msgid "Emission Mask" msgstr "Emissionsmaske" @@ -8236,23 +7858,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Sichtbare Navigation" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Navigation Meshes und Polygone werden im laufenden Projekt angezeigt, wenn " -"diese Option gewählt ist." - msgid "Visible Avoidance" 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 Ausweich-Objekt-Shapes, -Radien und -" -"Geschwindigkeiten im laufenden Projekt sichtbar sein." - msgid "Debug CanvasItem Redraws" msgstr "CanvasItems-Redraws debuggen" @@ -8307,6 +7915,34 @@ msgstr "" msgid "Customize Run Instances..." msgstr "Run-Instanzen anpassen..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Name: %s\n" +"Pfad: %s\n" +"Hauptskript: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Plugin bearbeiten" + +msgid "Installed Plugins:" +msgstr "Installierte Plugins:" + +msgid "Create New Plugin" +msgstr "Neues Plugin erstellen" + +msgid "Enabled" +msgstr "Aktiviert" + +msgid "Version" +msgstr "Version" + msgid "Size: %s" msgstr "Größe: %s" @@ -8377,9 +8013,6 @@ msgstr "Teilungsstrahl-Shape-Länge ändern" msgid "Change Decal Size" msgstr "Decalgröße ändern" -msgid "Change Fog Volume Size" -msgstr "Nebelvolumengröße ändern" - msgid "Change Particles AABB" msgstr "Partikel AABB ändern" @@ -8389,9 +8022,6 @@ msgstr "Radius ändern" msgid "Change Light Radius" msgstr "Lichtradius ändern" -msgid "Start Location" -msgstr "Startort" - msgid "End Location" msgstr "Endort" @@ -8424,9 +8054,6 @@ msgstr "" "Punkt kann nur in ein Prozessmaterial des Typs ParticleProcessMaterial " "gesetzt werden" -msgid "Clear Emission Mask" -msgstr "Emissionsmaske leeren" - msgid "GPUParticles2D" msgstr "CPU-Partikel-2D" @@ -8591,45 +8218,14 @@ msgstr "LightMap backen" msgid "Select lightmap bake file:" msgstr "Lightmap-Back-Datei auswählen:" -msgid "Mesh is empty!" -msgstr "Mesh ist leer!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh-Collision-Shape konnte nicht erstellt werden." -msgid "Create Static Trimesh Body" -msgstr "Statischen Trimesh-Body erzeugen" - -msgid "This doesn't work on scene root!" -msgstr "Das geht nicht am Root-Node einer Szene!" - -msgid "Create Trimesh Static Shape" -msgstr "Trimesh-Statische-Shape erzeugen" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Aus dem Szenen-Root kann ein einzelnes konvexes Collision-Shape nicht erzeugt " -"werden." - -msgid "Couldn't create a single convex collision shape." -msgstr "Ein einzelnes konvexes Collision-Shape konnte nicht erzeugt werden." - -msgid "Create Simplified Convex Shape" -msgstr "Vereinfachte konvexe Shape erstellen" - -msgid "Create Single Convex Shape" -msgstr "Einzelne konvexe Shape erstellen" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Aus dem Szenen-Root konnten mehrere konvexe Collision-Shapes nicht erzeugt " -"werden." - msgid "Couldn't create any collision shapes." msgstr "Konnte kein einziges Collision-Shape erzeugen." -msgid "Create Multiple Convex Shapes" -msgstr "Mehrere konvexe Shapes erstellen" +msgid "Mesh is empty!" +msgstr "Mesh ist leer!" msgid "Create Navigation Mesh" msgstr "Navigations-Mesh erzeugen" @@ -8705,20 +8301,34 @@ msgstr "Umriss erzeugen" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Statischen Trimesh-Körper erzeugen" +msgid "Create Outline Mesh..." +msgstr "Umriss-Mesh erzeugen …" msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Erstellt einen StaticBody3D und weist ihm ein polygon-basiertes Collision-" -"Shape automatisch zu.\n" -"Dies ist die präziseste (aber langsamste) Methode für Kollisionsberechnungen." +"Erstellt ein statisches Umriss-Mesh. Umriss-Meshes haben ihre " +"Normalenvektoren automatisch invertiert.\n" +"Dies kann als Ersatz für die StandardMaterial-Grow-Eigenschaft genutzt " +"werden, wenn sie nicht verfügbar ist." -msgid "Create Trimesh Collision Sibling" -msgstr "Trimesh-Kollisionsnachbar erzeugen" +msgid "View UV1" +msgstr "UV1 zeigen" + +msgid "View UV2" +msgstr "UV2 zeigen" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "UV2 entfalten für Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Erzeuge Umriss-Mesh" + +msgid "Outline Size:" +msgstr "Umrissgröße:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8727,9 +8337,6 @@ msgstr "" "Erstellt ein polygon-basiertes Collision-Shape.\n" "Dies ist die präziseste (aber langsamste) Methode für Kollisionsberechnungen." -msgid "Create Single Convex Collision Sibling" -msgstr "Ein einzelnes konvexes Kollisionsnachbarelement erzeugen" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8737,9 +8344,6 @@ msgstr "" "Erstellt ein einzelnes konvexes Collision-Shape.\n" "Dies ist die schnellste (aber ungenauste) Methode für Kollisionsberechnungen." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Vereinfachtes konvexes Kollisionsnachbarelement erzeugen" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8749,9 +8353,6 @@ msgstr "" "Dies ist ähnlich zu einem einzigen Collision-Shape, kann allerdings manchmal " "zu einfacherer Geometrie führen, auf Kosten der Genauigkeit." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Mehrere konvexe Kollisionsunterelemente erzeugen" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8761,35 +8362,6 @@ msgstr "" "Dies liegt von der Geschwindigkeit in der Mitte zwischen einer einzelnen " "konvexen Kollision und einer polygonbasierten Kollision." -msgid "Create Outline Mesh..." -msgstr "Umriss-Mesh erzeugen …" - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Erstellt ein statisches Umriss-Mesh. Umriss-Meshes haben ihre " -"Normalenvektoren automatisch invertiert.\n" -"Dies kann als Ersatz für die StandardMaterial-Grow-Eigenschaft genutzt " -"werden, wenn sie nicht verfügbar ist." - -msgid "View UV1" -msgstr "UV1 zeigen" - -msgid "View UV2" -msgstr "UV2 zeigen" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "UV2 entfalten für Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Erzeuge Umriss-Mesh" - -msgid "Outline Size:" -msgstr "Umrissgröße:" - msgid "UV Channel Debug" msgstr "UV-Channel-Debug" @@ -9344,6 +8916,11 @@ msgstr "" "WorldEnvironment.\n" "Vorschau deaktiviert." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMT: Liste aller Nodes an Klickposition anzeigen, einschließlich " +"gesperrter." + msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." @@ -9622,6 +9199,12 @@ msgstr "Occluder backen" msgid "Select occluder bake file:" msgstr "Occluder-Back-Datei auswählen:" +msgid "Convert to Parallax2D" +msgstr "Zu Parallax2D konvertieren" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" "Umschalttaste gedrückt halten, um über den Mittelpunkt zu skalieren, statt zu " @@ -9660,27 +9243,12 @@ msgstr "Kurve schließen" msgid "Clear Curve Points" msgstr "Kurvenpunkte entfernen" -msgid "Select Points" -msgstr "Punkte auswählen" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Ziehen: Kontrollpunkte auswählen" - -msgid "Click: Add Point" -msgstr "Klicken: Punkt hinzufügen" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Linksklick: Segment teilen (in Kurve)" - msgid "Right Click: Delete Point" msgstr "Rechtsklick: Punkt löschen" msgid "Select Control Points (Shift+Drag)" msgstr "Kontrollpunkte auswählen (Shift+Ziehen)" -msgid "Add Point (in empty space)" -msgstr "Punkt hinzufügen (in leerem Raum)" - msgid "Delete Point" msgstr "Punkt löschen" @@ -9714,6 +9282,9 @@ msgstr "Griff ausgehend #" msgid "Handle Tilt #" msgstr "Griffkippung #" +msgid "Set Curve Point Position" +msgstr "Kurvenpunktposition festlegen" + msgid "Set Curve Out Position" msgstr "Kurvenausgangsposition festlegen" @@ -9735,17 +9306,116 @@ msgstr "Ausgangskontrollpunkt zurücksetzen" msgid "Reset In-Control Point" msgstr "Eingangskontrollpunkt zurücksetzen" -msgid "Reset Point Tilt" -msgstr "Punktkippung zurücksetzen" +msgid "Reset Point Tilt" +msgstr "Punktkippung zurücksetzen" + +msgid "Split Segment (in curve)" +msgstr "Segment teilen (in Kurve)" + +msgid "Move Joint" +msgstr "Gelenk verschieben" + +msgid "Plugin name cannot be blank." +msgstr "Plugin-Name darf nicht leer sein." + +msgid "Subfolder name is not a valid folder name." +msgstr "Der Name des Unterordners ist kein gültiger Ordnername." + +msgid "Subfolder cannot be one which already exists." +msgstr "Der Unterordner kann nicht ein bereits existierender Ordner sein." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Skripterweiterung muss mit der gewählten Spracherweiterung übereinstimmen. " +"(%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# unterstützt die Aktivierung des Plugins bei der Erstellung nicht, da das " +"Projekt zuerst erstellt werden muss." + +msgid "Edit a Plugin" +msgstr "Ein Plugin bearbeiten" + +msgid "Create a Plugin" +msgstr "Eine Plugin erstellen" + +msgid "Plugin Name:" +msgstr "Plugin-Name:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Erforderlich. Dieser Name wird in der Liste der Plugins angezeigt." + +msgid "Subfolder:" +msgstr "Unterverzeichnis:" + +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 "" +"Optional. Der Ordnername sollte üblicherweise das `snake_case`Benamungsschema " +"verwenden (keine Leer- und Sonderzeichen)\n" +"Falls das Feld leer gelassen wird, wird der Ordner automatisch nach dem " +"Plugin-Namen benannt (in `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 "" +"Optional. diese Beschreibung sollte relativ kurz gehalten werden (bis zu 5 " +"Zeilen).\n" +"Sie wird angezeigt, wenn der Mauszeiger in der Liste der Plugins über dem " +"Plugin schwebt." + +msgid "Author:" +msgstr "Autor:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Optional. Benutzername oder vollständiger Name des Autors, oder seiner " +"Organisation." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Optional. Ein menschenlesbarer Versions-Bezeichner, nur für " +"Informationszwecke." + +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 "" +"Erforderlich: Die Skriptsprache, die für das Skript verwendet werden soll.\n" +"Beachten Sie, dass ein Plugin verschiedene Sprachen gleichzeitig unterstützen " +"kann, indem man weitere Skripte zum Plugin hinzufügt." + +msgid "Script Name:" +msgstr "Skriptname:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Optional. Der Pfad zum Skript (relativ zum Add-on-Verzeichnis). Wenn es leer " +"gelassen wird, wird als Default „plugin.gd“ verwendet." + +msgid "Activate now?" +msgstr "Sofort aktivieren?" -msgid "Split Segment (in curve)" -msgstr "Segment teilen (in Kurve)" +msgid "Plugin name is valid." +msgstr "Plugin-Name ist gültig." -msgid "Set Curve Point Position" -msgstr "Kurvenpunktposition festlegen" +msgid "Script extension is valid." +msgstr "Skript-Erweiterung ist gültig." -msgid "Move Joint" -msgstr "Gelenk verschieben" +msgid "Subfolder name is valid." +msgstr "Unterverzeichnisname ist gültig." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9817,15 +9487,6 @@ msgstr "Polygone" msgid "Bones" msgstr "Knochen" -msgid "Move Points" -msgstr "Punkte verschieben" - -msgid ": Rotate" -msgstr ": Rotieren" - -msgid "Shift: Move All" -msgstr "Shift: Alle verschieben" - msgid "Shift: Scale" msgstr "Shift: Skalieren" @@ -9939,21 +9600,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Schließen und Änderungen speichern?" -msgid "Error writing TextFile:" -msgstr "Fehler beim Schreiben von Textdatei:" - -msgid "Error saving file!" -msgstr "Fehler beim Speichern der Datei!" - -msgid "Error while saving theme." -msgstr "Fehler beim Speichern des Themes." - msgid "Error Saving" msgstr "Fehler beim Speichern" -msgid "Error importing theme." -msgstr "Fehler beim Importieren des Themes." - msgid "Error Importing" msgstr "Fehler beim Importieren" @@ -9963,9 +9612,6 @@ msgstr "Neue Textdatei …" msgid "Open File" msgstr "Datei öffnen" -msgid "Could not load file at:" -msgstr "Datei konnte nicht geladen werden von:" - msgid "Save File As..." msgstr "Datei speichern als …" @@ -9999,9 +9645,6 @@ msgstr "Kann das Skript nicht ausführen, da es kein Tool-Skript ist." msgid "Import Theme" msgstr "Theme importieren" -msgid "Error while saving theme" -msgstr "Fehler beim Speichern des Themes" - msgid "Error saving" msgstr "Fehler beim Speichern" @@ -10111,9 +9754,6 @@ msgstr "" "Die folgenden Dateien wurden im Dateisystem verändert.\n" "Wie soll weiter vorgegangen werden?:" -msgid "Search Results" -msgstr "Suchergebnisse" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "" "Es gibt nichtgespeicherte Änderungen in den folgenden built-in-Skripten:" @@ -10153,9 +9793,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignorieren]" -msgid "Line" -msgstr "Zeile" - msgid "Go to Function" msgstr "Zu Funktion springen" @@ -10184,6 +9821,9 @@ msgstr "Symbol nachschlagen" msgid "Pick Color" msgstr "Farbe auswählen" +msgid "Line" +msgstr "Zeile" + msgid "Folding" msgstr "Einklappen" @@ -10336,9 +9976,6 @@ msgstr "" "Dateistruktur für ‚%s‘ enthält nicht behebbare Fehler:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderDatei" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "" "Dieses Skelett hat keine Knochen, Bone2D-Nodes sollten als Child-Elemente " @@ -10514,6 +10151,12 @@ msgstr "Bilder konnten nicht geladen werden" msgid "ERROR: Couldn't load frame resource!" msgstr "FEHLER: Konnte Frame-Ressource nicht laden!" +msgid "Paste Frame(s)" +msgstr "Frame(s) einfügen" + +msgid "Paste Texture" +msgstr "Textur einfügen" + msgid "Add Empty" msgstr "Empty einfügen" @@ -10565,6 +10208,9 @@ msgstr "Frame aus Sprite-Sheet hinzufügen" msgid "Delete Frame" msgstr "Frame löschen" +msgid "Copy Frame(s)" +msgstr "Frame(s) kopieren" + msgid "Insert Empty (Before Selected)" msgstr "Empty einfügen (vor Auswahl)" @@ -10640,9 +10286,6 @@ msgstr "Versatz" msgid "Create Frames from Sprite Sheet" msgstr "Frames aus Sprite-Sheet erzeugen" -msgid "SpriteFrames" -msgstr "Sprite-Einzelframes" - msgid "Warnings should be fixed to prevent errors." msgstr "Warnungen sollten behoben werden, um Fehler zu vermeiden." @@ -10653,15 +10296,9 @@ msgstr "" "Dieser Shader wurde im Dateisystem verändert.\n" "Wie soll weiter vorgegangen werden?" -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Speicher: %s" -msgid "No Mipmaps" -msgstr "Keine Mipmaps" - msgid "Set Region Rect" msgstr "Regions-Rechteck setzen" @@ -10748,9 +10385,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} zurzeit ausgewählt" msgstr[1] "{num} zurzeit ausgewählt" -msgid "Nothing was selected for the import." -msgstr "Es wurde nichts zum Importieren ausgewählt." - msgid "Importing Theme Items" msgstr "Importiere Theme-Elemente" @@ -11432,9 +11066,6 @@ msgstr "Auswahl" msgid "Paint" msgstr "Malen" -msgid "Shift: Draw line." -msgstr "Umsch: Gerade zeichnen." - msgid "Shift: Draw rectangle." msgstr "Shift: Rechteck zeichnen." @@ -11546,12 +11177,12 @@ msgstr "" msgid "Terrains" msgstr "Terrains" -msgid "Replace Tiles with Proxies" -msgstr "Tiles durch Stellvertreter ersetzen" - msgid "No Layers" msgstr "Keine Ebenen" +msgid "Replace Tiles with Proxies" +msgstr "Tiles durch Stellvertreter ersetzen" + msgid "Select Next Tile Map Layer" msgstr "Nächste Ebene der TileMap auswählen" @@ -11570,14 +11201,6 @@ msgstr "Sichtbarkeit des Rasters ein-/ausschalten." msgid "Automatically Replace Tiles with Proxies" msgstr "Automatisch Tiles durch Stellvertreter ersetzen" -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 "" -"Das bearbeitete TileMap-Node hat keine zugewiesene TileSet-Ressource.\n" -"Unter der TileSet-Einstellung im Inspektor kann eine TileSet-Ressource " -"erstellt oder geladen werden." - msgid "Remove Tile Proxies" msgstr "Tile-Stellvertreter entfernen" @@ -11969,13 +11592,6 @@ msgstr "Tiles in nicht-transparenten Textur-Regionen erstellen" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Tiles in komplett transparenten Textur-Regionen entfernen" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"Die aktuelle Atlasquelle hat Tiles außerhalb der Textur.\n" -"Sie können sie mit der „%s“-Option im 3-Punkte-Menü leeren." - msgid "Hold Ctrl to create multiple tiles." msgstr "Strg gedrückt halten, um mehrere Tiles zu erzeugen." @@ -12096,19 +11712,6 @@ msgstr "Szenensammlungseigenschaften:" msgid "Tile properties:" msgstr "Tile-Eigenschaften:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Keine VCS-Plugins im Projekt verfügbar. Um VCS-Integrationsfeatures nutzen zu " -"können, muss ein VCS-Plugin installiert werden." - msgid "Error" msgstr "Fehler" @@ -12392,18 +11995,9 @@ msgstr "VisualShader-Ausdruck festlegen" msgid "Resize VisualShader Node" msgstr "VisualShader-Nodegröße anpassen" -msgid "Hide Port Preview" -msgstr "Port-Vorschau verbergen" - msgid "Show Port Preview" msgstr "Port-Vorschau anzeigen" -msgid "Set Comment Title" -msgstr "Kommentartitel festlegen" - -msgid "Set Comment Description" -msgstr "Kommentarbeschreibung festlegen" - msgid "Set Parameter Name" msgstr "Parametername festlegen" @@ -12422,9 +12016,6 @@ msgstr "Varying zu Visual Shader hinzufügen: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Varying vom Visual Shader entfernen: %s" -msgid "Node(s) Moved" -msgstr "Node(s) verschoben" - msgid "Insert node" msgstr "Node einfügen" @@ -13148,10 +12739,10 @@ msgstr "" "Berechnet das äußere Produkt zweier Vektoren.\n" "\n" "Führt eine Matrixmultiplikation des ersten Parameters ‚c‘ (interpretiert als " -"Spaltenvektor = Matrix aus einer Spalte) mit dem zweiten Parameter " -"‚r‘ (interpretiert als Zeilenvektor = Matrix aus einer Zeile) aus und gibt " -"eine Matrix zurück die aus ‚cn‘ Zeilen und ‚rn‘ Spalten besteht, wobei ‚cn‘ " -"und ‚rn‘ die Anzahl der Komponenten von ‚c‘ und ‚r‘ sind." +"Spaltenvektor = Matrix aus einer Spalte) mit dem zweiten Parameter ‚r‘ " +"(interpretiert als Zeilenvektor = Matrix aus einer Zeile) aus und gibt eine " +"Matrix zurück die aus ‚cn‘ Zeilen und ‚rn‘ Spalten besteht, wobei ‚cn‘ und " +"‚rn‘ die Anzahl der Komponenten von ‚c‘ und ‚r‘ sind." msgid "Composes transform from four vectors." msgstr "Erstellt Transform aus vier Vektoren." @@ -13699,12 +13290,6 @@ msgstr "" "Alle fehlenden Projekte aus der Liste entfernen?\n" "Inhalte des Projektordners werden nicht geändert." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Projekt in ‚%s‘ konnte nicht geladen werden (Fehler %d). Es ist " -"möglicherweise nicht vorhanden oder beschädigt." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Projekt konnte nicht in ‚%s‘ gespeichert werden (Fehler %d)." @@ -13817,9 +13402,6 @@ msgstr "Wähle zu durchsuchenden Ordner" msgid "Remove All" msgstr "Alles entfernen" -msgid "Also delete project contents (no undo!)" -msgstr "Ebenfalls Projektinhalte löschen (nicht rückgängig machbar!)" - msgid "Convert Full Project" msgstr "Gesamtes Projekt konvertieren" @@ -13867,37 +13449,15 @@ msgstr "Neuen Tag erstellen" msgid "Tags are capitalized automatically when displayed." msgstr "Tags werden bei Anzeige automatisch großgeschrieben." -msgid "The path specified doesn't exist." -msgstr "Der angegebene Pfad existiert nicht." - -msgid "The install path specified doesn't exist." -msgstr "Der angegebene Installationspfad existiert nicht." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Fehler beim Öffnen der Paketdatei (kein ZIP-Format)." +msgid "It would be a good idea to name your project." +msgstr "Es wird empfohlen, das Projekt zu benennen." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Ungültige „.zip“-Projektdatei, enthält keine „project.godot“-Datei." -msgid "Please choose an empty install folder." -msgstr "Bitte wählen Sie einen leeren Installationsordner." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Bitte eine „project.godot”, ein Verzeichnis damit, oder eine „.zip“-Datei " -"auswählen." - -msgid "The install directory already contains a Godot project." -msgstr "Das Installationsverzeichnis enthält bereits ein Godot-Projekt." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Projekt kann nicht im ausgewählten Pfad gespeichert werden. Bitte neuen " -"Ordner erstellen oder anderen Pfad wählen." +msgid "The path specified doesn't exist." +msgstr "Der angegebene Pfad existiert nicht." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -13906,28 +13466,6 @@ msgstr "" "Der ausgewählte Pfad ist nicht leer. Ein leeres Verzeichnis wird dringend " "empfohlen." -msgid "New Game Project" -msgstr "Neues Spiel" - -msgid "Imported Project" -msgstr "Importiertes Projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Eine „project.godot” oder „.zip“-Datei auswählen." - -msgid "Invalid project name." -msgstr "Ungültiger Projektname." - -msgid "Couldn't create folder." -msgstr "Ordner konnte nicht erstellt werden." - -msgid "There is already a folder in this path with the specified name." -msgstr "" -"Es existiert bereits ein Ordner an diesem Pfad mit dem angegebenen Namen." - -msgid "It would be a good idea to name your project." -msgstr "Es wird empfohlen, das Projekt zu benennen." - msgid "Supports desktop platforms only." msgstr "Nur auf Desktop-Plattformen lauffähig." @@ -13970,9 +13508,6 @@ msgstr "Verwendet OpenGL-3-Backend (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Schnellstes Rendering bei einfachen Szenen." -msgid "Invalid project path (changed anything?)." -msgstr "Ungültiger Projektpfad (etwas geändert?)." - msgid "Warning: This folder is not empty" msgstr "Achtung: Dieser Ordner ist nicht leer" @@ -14000,8 +13535,14 @@ msgstr "Fehler beim Öffnen der Paketdatei, kein ZIP-Format." msgid "The following files failed extraction from package:" msgstr "Die folgenden Dateien ließen sich nicht aus dem Paket extrahieren:" -msgid "Package installed successfully!" -msgstr "Paket wurde erfolgreich installiert!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Projekt in ‚%s‘ konnte nicht geladen werden (Fehler %d). Es ist " +"möglicherweise nicht vorhanden oder beschädigt." + +msgid "New Game Project" +msgstr "Neues Spiel" msgid "Import & Edit" msgstr "Importieren & Bearbeiten" @@ -14131,9 +13672,6 @@ msgstr "Autoload" msgid "Shader Globals" msgstr "Globale Shader-Variablen" -msgid "Global Groups" -msgstr "Globale Gruppen" - msgid "Plugins" msgstr "Plugins" @@ -14263,6 +13801,12 @@ msgstr "Main-Run Argumente:" msgid "Main Feature Tags:" msgstr "Main-Feature Tags:" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Leerzeichen-getrennte Argumente, Beispiel: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Komma-getrennte Tags, Beispiel: demo, steam, event" + msgid "Instance Configuration" msgstr "Instanz-Konfiguration" @@ -14351,6 +13895,9 @@ msgstr "" msgid "Error loading scene from %s" msgstr "Fehler beim Laden der Szene von %s" +msgid "Error instantiating scene from %s" +msgstr "Fehler beim Instanziieren der Szene aus %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -14394,9 +13941,6 @@ msgstr "Instanziierte Szenen können kein Root werden" msgid "Make node as Root" msgstr "Node zum Szenen-Root machen" -msgid "Delete %d nodes and any children?" -msgstr "%d Nodes und seine Child-Elemente löschen?" - msgid "Delete %d nodes?" msgstr "%d Nodes löschen?" @@ -14538,9 +14082,6 @@ msgstr "Shader festlegen" msgid "Toggle Editable Children" msgstr "Editierbare Kinder ein- und ausschalten" -msgid "Cut Node(s)" -msgstr "Node(s) trennen" - msgid "Remove Node(s)" msgstr "Entferne Node(s)" @@ -14569,9 +14110,6 @@ msgstr "Skript instanziieren" msgid "Sub-Resources" msgstr "Unter-Ressourcen" -msgid "Revoke Unique Name" -msgstr "Eindeutigen Namen zurückrufen" - msgid "Access as Unique Name" msgstr "Über eindeutigen Namen zugreifen" @@ -14638,9 +14176,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Einfügen des Root-Nodes in dieselbe Szene nicht möglich." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Node(s) als Geschwister von %s einfügen" - msgid "Paste Node(s) as Child of %s" msgstr "Node(s) als Child von %s einfügen" @@ -14991,64 +14526,6 @@ msgstr "Inneren Torusradius ändern" msgid "Change Torus Outer Radius" msgstr "Äußeren Torusradius ändern" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Ungültiger Argument-Typ in convert(), TYPE_*-Konstanten benötigt." - -msgid "Cannot resize array." -msgstr "Kann Arraygröße nicht anpassen." - -msgid "Step argument is zero!" -msgstr "Schrittargument ist null!" - -msgid "Not a script with an instance" -msgstr "Skript hat keine Instanz" - -msgid "Not based on a script" -msgstr "Nicht auf einem Skript basierend" - -msgid "Not based on a resource file" -msgstr "Nicht auf einer Ressourcendatei basierend" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Ungültiges Instanz-Dictionary-Format (@path fehlt)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Ungültiges Instanz-Dictionary-Format (Skript in @path kann nicht geladen " -"werden)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Ungültiges Instanz-Dictionary-Format (ungültiges Skript in @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Ungültiges Instanz-Dictionary-Format (ungültige Unterklasse)" - -msgid "Cannot instantiate GDScript class." -msgstr "Kann GDScript-Klasse nicht instanziieren." - -msgid "Value of type '%s' can't provide a length." -msgstr "Ein Wert des Typs ‚%s‘ kann keine Länge beinhalten." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Ungültiges Typargument für is_instance_of(). Bitte TYPE_*-Konstanten für " -"built-in-Typen verwenden." - -msgid "Type argument is a previously freed instance." -msgstr "Das Typargument ist eine zuvor freigegebene Instanz." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Ungültiges Typargument für is_instance_of(). Bitte TYPE_*-Konstante, Klasse " -"oder Skript verwenden." - -msgid "Value argument is a previously freed instance." -msgstr "Wert-Argument ist eine zuvor freigegebene Instanz." - msgid "Export Scene to glTF 2.0 File" msgstr "Szene als glTF-2.0-Datei exportieren" @@ -15058,23 +14535,6 @@ msgstr "Export-Einstellungen:" msgid "glTF 2.0 Scene..." msgstr "glTF-2.0-Szene …" -msgid "Path does not contain a Blender installation." -msgstr "Pfad führt nicht zu einer Blender-Installation." - -msgid "Can't execute Blender binary." -msgstr "Blender-Anwendung kann nicht ausgeführt werden." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Unerwartete --version-Ausgabe von Blender-Anwendung bei: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "Der übergebene Pfad führt nicht zu einer Blender-Anwendung." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Diese Blender-Installation ist zu alt für den Importer (3.0 oder neuer " -"benötigt)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Pfad zur Blender-Installation ist gültig (automatisch ermittelt)." @@ -15101,10 +14561,6 @@ msgstr "" "Deaktiviert Blender-Importe aus ‚.blend‘-Dateien für dieses Projekt. Kann in " "den Projekteinstellungen reaktiviert werden." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"‚.blend‘-Datei-Importe zu deaktivieren erfordert einen Neustart des Editors." - msgid "Next Plane" msgstr "Nächste Ebene" @@ -15248,47 +14704,12 @@ msgstr "Klassenname muss ein gültiger Bezeichner sein" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Nicht genügend Bytes zur Dekodierung oder ungültiges Format." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NET-Laufzeitumgebung konnte nicht geladen werden. Es wurde keine kompatible " -"Version gefunden.\n" -"Der Versuch, ein Projekt zu erstellen oder zu bearbeiten, wird fehlschlagen.\n" -"\n" -"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/download " -"installieren und Godot neustarten." - msgid "Failed to load .NET runtime" msgstr ".NET-Laufzeitumgebung konnte nicht geladen werden" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"Das .NET-Assemblies-Verzeichnis konnte nicht gefunden werden.\n" -"Stellen Sie sicher, dass das Verzeichnis „%s“ existiert und die .NET-" -"Assemblies enthält." - msgid ".NET assemblies not found" msgstr ".NET-Assemblies nicht gefunden" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NET-Laufzeitumgebung konnte nicht geladen werden, insbesondere ‚hostfxr‘.\n" -"Der Versuch, ein Projekt zu erstellen oder zu bearbeiten, wird fehlschlagen.\n" -"\n" -"Bitte .NET SDK 6.0 oder neuer aus https://dotnet.microsoft.com/en-us/download " -"installieren und Godot neustarten." - msgid "%d (%s)" msgstr "%d (%s)" @@ -15321,9 +14742,6 @@ msgstr "Anzahl" msgid "Network Profiler" msgstr "Netzwerk-Profiler" -msgid "Replication" -msgstr "Nachbildung" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "Ein Replicator-Node auswählen, um ihm eine Eigenschaft hinzuzufügen." @@ -15353,6 +14771,13 @@ msgstr "Spawn" msgid "Replicate" msgstr "Nachbilden" +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Eigenschaften können über die obigen Optionen oder \n" +"per Drag&Drop aus dem Inspektor an diese Stelle hinzugefügt werden." + msgid "Please select a MultiplayerSynchronizer first." msgstr "Bitte zuerst MultiplayerSynchronizer auswählen." @@ -15518,9 +14943,6 @@ msgstr "Aktion hinzufügen" msgid "Delete action" msgstr "Aktion löschen" -msgid "OpenXR Action Map" -msgstr "OpenXR-Aktionszuweisung" - msgid "Remove action from interaction profile" msgstr "Aktion aus Interaktionsprofil entfernen" @@ -15545,25 +14967,6 @@ msgstr "Eine Aktion auswählen" msgid "Choose an XR runtime." msgstr "XR-Runtime wählen." -msgid "Package name is missing." -msgstr "Paketname fehlt." - -msgid "Package segments must be of non-zero length." -msgstr "Paketsegmente dürfen keine Länge gleich Null haben." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Das Zeichen ‚%s‘ ist in Android-Anwendungspaketnamen nicht gestattet." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Eine Ziffer kann nicht das erste Zeichen eines Paketsegments sein." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Das Zeichen ‚%s‘ kann nicht das erste Zeichen in einem Paketsegment sein." - -msgid "The package must have at least one '.' separator." -msgstr "Das Paket muss mindestens einen Punkt-Unterteiler ‚.‘ haben." - msgid "Invalid public key for APK expansion." msgstr "Ungültiger öffentlicher Schlüssel für APK-Erweiterung." @@ -15756,9 +15159,6 @@ msgstr "" "und wird zu \"%s\" aktualisiert. Bitte geben Sie den Paketnamen bei Bedarf " "explizit an." -msgid "Code Signing" -msgstr "Code-Signieren" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -15905,24 +15305,18 @@ msgstr "App-Store-Team-ID nicht angegeben." msgid "Invalid Identifier:" msgstr "Ungültiger Bezeichner:" -msgid "Export Icons" -msgstr "Icons exportieren" - msgid "Could not open a directory at path \"%s\"." msgstr "Verzeichnis im Pfad \"%s\" konnte nicht geöffnet werden." +msgid "Export Icons" +msgstr "Icons exportieren" + msgid "Could not write to a file at path \"%s\"." msgstr "Datei im Pfad \"%s\" konnte nicht geschrieben werden." -msgid "Exporting for iOS (Project Files Only)" -msgstr "Exportiere für iOS (nur Projektfiles)" - msgid "Exporting for iOS" msgstr "Exportieren für iOS" -msgid "Prepare Templates" -msgstr "Vorlagen vorbereiten" - msgid "Export template not found." msgstr "Exportvorlage wurde nicht gefunden." @@ -15932,8 +15326,8 @@ msgstr "Verzeichnis konnte nicht erstellt werden: „%s“" msgid "Could not create and open the directory: \"%s\"" msgstr "Verzeichnis konnte nicht erstellt und geöffnet werden: „%s“" -msgid "iOS Plugins" -msgstr "iOS-Plugins" +msgid "Prepare Templates" +msgstr "Vorlagen vorbereiten" msgid "Failed to export iOS plugins with code %d. Please check the output log." msgstr "" @@ -15963,9 +15357,6 @@ msgid "Code signing failed, see editor log for details." msgstr "" "Code-Signierung fehlgeschlagen, bitte weitere Details im Editor-Log nachlesen." -msgid "Xcode Build" -msgstr "Xcode-Build" - msgid "Failed to run xcodebuild with code %d" msgstr "Ausführung von xcodebuild mit Code %d fehlgeschlagen" @@ -15995,12 +15386,6 @@ msgstr "Exportieren nach iOS bei Verwendung von C#/.NET ist noch experimentell." msgid "Invalid additional PList content: " msgstr "Ungültiger zusätzlicher PList-Inhalt: " -msgid "Identifier is missing." -msgstr "Bezeichner fehlt." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Das Zeichen ‚%s‘ ist in Bezeichnern nicht gestattet." - msgid "Could not start simctl executable." msgstr "simctl-Anwendung konnte nicht gestartet werden." @@ -16023,15 +15408,9 @@ msgstr "Die ausführbare Datei des Geräts konnte nicht gestartet werden." msgid "Could not start devicectl executable." msgstr "Die ausführbare Datei devicectl konnte nicht gestartet werden." -msgid "Debug Script Export" -msgstr "Skript-Export debuggen" - msgid "Could not open file \"%s\"." msgstr "Datei „%s“ konnte nicht geöffnet werden." -msgid "Debug Console Export" -msgstr "Debug-Konsole exportieren" - msgid "Could not create console wrapper." msgstr "Konsolen-Wrapper konnte nicht erstellt werden." @@ -16049,15 +15428,9 @@ msgstr "" msgid "Executable \"pck\" section not found." msgstr "„pck“-Sektor von ausführbarer Datei nicht gefunden." -msgid "Stop and uninstall" -msgstr "Beenden und deinstallieren" - msgid "Run on remote Linux/BSD system" msgstr "Auf Remote-Linux/BSD-System ausführen" -msgid "Stop and uninstall running project from the remote system" -msgstr "Laufendes Projekt auf Remote-System beenden und deinstallieren" - msgid "Run exported project on remote Linux/BSD system" msgstr "Exportiertes Projekt auf Remote-Linux/BSD-System ausführen" @@ -16225,9 +15598,6 @@ msgstr "" "Photobibliothekszugriff ist aktiviert, aber keine Nutzungsbeschreibung " "angegeben." -msgid "Notarization" -msgstr "Beglaubigung" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -16255,6 +15625,9 @@ msgstr "" "Der Fortschritt kann manuell mithilfe des folgenden Befehls in der Konsole " "überprüft werden:" +msgid "Notarization" +msgstr "Beglaubigung" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -16300,18 +15673,12 @@ msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." msgstr "" "\"%s\": Info.plist fehlt oder ist ungültig, neue Info.plist wurde erzeugt." -msgid "PKG Creation" -msgstr "PKG-Erzeugung" - msgid "Could not start productbuild executable." msgstr "productbuild-Anwendung konnte nicht gestartet werden." msgid "`productbuild` failed." msgstr "`productbuild` ist fehlgeschlagen." -msgid "DMG Creation" -msgstr "DMG-Erzeugung" - msgid "Could not start hdiutil executable." msgstr "Hdiutil-Anwendung konnte nicht gestartet werden." @@ -16362,9 +15729,6 @@ msgstr "" msgid "Making PKG" msgstr "Erzeuge PKG" -msgid "Entitlements Modified" -msgstr "Veränderte Berechtigungen" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -16485,15 +15849,9 @@ msgstr "Ungültige Exportvorlage: „%s“." msgid "Could not write file: \"%s\"." msgstr "Datei konnte nicht geschrieben werden: „%s“." -msgid "Icon Creation" -msgstr "Icon-Erzeugung" - msgid "Could not read file: \"%s\"." msgstr "Datei konnte nicht gelesen werden: „%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." @@ -16512,23 +15870,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "HTML-Shell konnte nicht gelesen werden „%s“." -msgid "Could not create HTTP server directory: %s." -msgstr "HTTP-Server-Verzeichnis konnte nicht erstellt werden: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Fehler beim Starten des HTTP-Servers: %d." +msgid "Run in Browser" +msgstr "Im Browser ausführen" msgid "Stop HTTP Server" msgstr "HTTP Server Anhalten" -msgid "Run in Browser" -msgstr "Im Browser ausführen" - msgid "Run exported HTML in the system's default browser." msgstr "Führe exportiertes HTML im Default-Browser des Betriebssystems aus." -msgid "Resources Modification" -msgstr "Ressourcen-Modifikationen" +msgid "Could not create HTTP server directory: %s." +msgstr "HTTP-Server-Verzeichnis konnte nicht erstellt werden: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Fehler beim Starten des HTTP-Servers: %d." msgid "Icon size \"%d\" is missing." msgstr "Icon-Größe „%d“ fehlt." @@ -17305,14 +16660,6 @@ msgstr "" "implementieren. Es sollte ausschließlich als Child-Objekt von VehicleBody3D " "verwendet werden." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes werden vom GL-Kompatibilitäts-Backend noch nicht " -"unterstützt. Unterstützung wird mit einer zukünftigen Godot-Version " -"erscheinen." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -17402,12 +16749,6 @@ msgstr "" "Pro Szene (oder einem Satz von instanziierten Szenen) ist nur ein einziges " "WorldEnvironment erlaubt." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D braucht ein XROrigin3D-Node als Parent." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D braucht ein XROrigin3D-Node als Parent." - msgid "No tracker name is set." msgstr "Es wurde kein Tracker-Name festgelegt." @@ -17417,13 +16758,6 @@ msgstr "Es wurde keine Pose festgelegt." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D benötigt ein XRCamera3D-Child-Node." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR ist in den Projekteinstellungen nicht aktiviert. Stereoskopische Ausgabe " -"wird daher nicht unterstützt." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "In BlendTree-Node ‚%s‘, Animation nicht gefunden: ‚%s‘" @@ -17470,16 +16804,6 @@ msgstr "" "als „Ignore“ festgelegt wurde. Zum Beheben muss der Mausfilter als „Stop“ " "oder „Pass“ festgelegt werden." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Ändern des Z-Index eines Controls beeinflusst nur die Priorität der " -"Darstellung, nicht aber die Reihenfolge der Eingabeverarbeitung." - -msgid "Alert!" -msgstr "Warnung!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -17759,42 +17083,6 @@ msgstr "Konstanter Ausdruck erwartet." msgid "Expected ',' or ')' after argument." msgstr "›,‹ oder ›)‹ nach Argument erwartet." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varyings dürfen nicht in Funktion ‚%s‘ zugewiesen werden." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Varyings mit dem Datentyp ‚%s‘ dürfen nur in der ‚fragment‘-Funktion " -"zugewiesen werden." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Varyings, welche in der ‚vertex‘-Funktion zugewiesen wurden, dürfen innerhalb " -"der ‚fragment‘- oder ‚light‘-Funktionen nicht erneut zugewiesen werden." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Varyings, welche in der ‚fragment‘-Funktion zugewiesen wurden, dürfen " -"innerhalb der ‚vertex‘- oder ‚light‘-Funktionen nicht erneut zugewiesen " -"werden." - -msgid "Assignment to function." -msgstr "Zuweisung an Funktion." - -msgid "Swizzling assignment contains duplicates." -msgstr "Swizzling-Zuweisung enthält Duplikate." - -msgid "Assignment to uniform." -msgstr "Zuweisung an Uniform." - -msgid "Constants cannot be modified." -msgstr "Konstanten können nicht verändert werden." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -17910,6 +17198,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Funktion kann nicht als Bezeichner verwendet werden: ‚%s‘." +msgid "Constants cannot be modified." +msgstr "Konstanten können nicht verändert werden." + msgid "Only integer expressions are allowed for indexing." msgstr "Nur Integer-Ausdrücke zur Indizierung gestattet." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 7a754ab8687f..b9b86d11b9b4 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -27,13 +27,14 @@ # Alexander Petrache <petrache.dev@gmail.com>, 2023. # mrbeast mrban <screenmax1234@gmail.com>, 2023. # Marios1Gr <Marios1Gr@users.noreply.hosted.weblate.org>, 2023. +# Lentiles GR <lentiles.gr@gmail.com>, 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: 2023-10-01 21:58+0000\n" -"Last-Translator: Marios1Gr <Marios1Gr@users.noreply.hosted.weblate.org>\n" +"PO-Revision-Date: 2024-04-20 08:08+0000\n" +"Last-Translator: Lentiles GR <lentiles.gr@gmail.com>\n" "Language-Team: Greek <https://hosted.weblate.org/projects/godot-engine/godot/" "el/>\n" "Language: el\n" @@ -41,7 +42,10 @@ 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 5.1-dev\n" +"X-Generator: Weblate 5.5-dev\n" + +msgid "Main Thread" +msgstr "Κύριο νήμα" msgid "Unset" msgstr "Απενεργοποίηση" @@ -184,12 +188,6 @@ msgstr "Κουμπί Joystick %d" msgid "Pressure:" msgstr "Πίεση:" -msgid "canceled" -msgstr "Ακυρώθηκε" - -msgid "touched" -msgstr "ακουμπήθηκε" - msgid "released" msgstr "αφέθηκε" @@ -305,6 +303,9 @@ msgstr "Κύληση προς τα κάτω" msgid "Select All" msgstr "Επιλογή όλων" +msgid "Add Selection for Next Occurrence" +msgstr "Πρόσθεσε επιλογή για την επόμενη εμφάνιση" + msgid "Toggle Insert Mode" msgstr "Εναλλαγή λειτουργίας εισαγωγής" @@ -376,9 +377,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Παράδειγμα: %s" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -395,9 +393,6 @@ msgstr "Επαναφορά Ενέργειας" msgid "Add Event" msgstr "Προσθήκη συμβάντος" -msgid "Remove Action" -msgstr "Αφαίρεση Ενέργειας" - msgid "Cannot Remove Action" msgstr "Αδύνατη η αφαίρεση της Ενέργειας" @@ -898,9 +893,6 @@ msgstr "Δημιουργία νέου %s" msgid "No results for \"%s\"." msgstr "Κανένα αποτέλεσμα για \"%s\"." -msgid "No description available for %s." -msgstr "Δεν υπάρχει διαθέσιμη περιγραφή για %s." - msgid "Favorites:" msgstr "Αγαπημένα:" @@ -931,9 +923,6 @@ msgstr "Αποθήκευση Κλάδου ως Σκηνή" msgid "Copy Node Path" msgstr "Αντιγραφή διαδρομής κόμβου" -msgid "Instance:" -msgstr "Στιγμιότυπο:" - msgid "Toggle Visibility" msgstr "Εναλλαγή ορατότητας" @@ -993,9 +982,6 @@ msgstr "Συνδεδεμένο" msgid "Bytes:" msgstr "Ψηφιολέξεις:" -msgid "Warning:" -msgstr "Προειδοποίηση:" - msgid "Error:" msgstr "Σφάλμα:" @@ -1364,24 +1350,6 @@ msgstr "Φόρτωση προεπιλεγμένης διάταξης διαύλ msgid "Create a new Bus Layout." msgstr "Δημιουργία νέας διάταξης διαύλων ήχου." -msgid "Invalid name." -msgstr "Μη έγκυρο όνομα." - -msgid "Cannot begin with a digit." -msgstr "Δεν μπορείς να ξεκινήσεις με ψηφίο." - -msgid "Valid characters:" -msgstr "Έγκυροι χαρακτήρες:" - -msgid "Must not collide with an existing engine class name." -msgstr "Δεν μπορεί να συγχέεται με υπαρκτό όνομα κλάσης της μηχανής." - -msgid "Must not collide with an existing built-in type name." -msgstr "Δεν μπορεί να συγχέεται με υπαρκτό ενσωματωμένο όνομα τύπου." - -msgid "Must not collide with an existing global constant name." -msgstr "Δεν μπορεί να συγχέεται με υπαρκτό καθολικό όνομα." - msgid "Autoload '%s' already exists!" msgstr "AutoLoad '%s' υπάρχει ήδη!" @@ -1439,9 +1407,6 @@ msgstr "Παρακαλώ επιβεβαιώστε:" msgid "Export Profile" msgstr "Εξαγωγή Προφίλ" -msgid "Edit Build Configuration Profile" -msgstr "Επεξεργασία Προφίλ Διαμόρφωσης της Κατασκευής" - msgid "Paste Params" msgstr "Επικόλληση παραμέτρων" @@ -1546,12 +1511,6 @@ msgstr "Εισαγωγή Προφίλ" msgid "Manage Editor Feature Profiles" msgstr "Διαχείριση Προφίλ Δυνατοτήτων Επεξεργαστή" -msgid "Restart" -msgstr "Επανεκκίνηση" - -msgid "Save & Restart" -msgstr "Αποθήκευση & Επανεκκίνηση" - msgid "ScanSources" msgstr "Σάρωση πηγών" @@ -1635,15 +1594,15 @@ msgstr "" "Δεν υπάρχει ακόμη περιγραφή για αυτήν την ιδιότητα. Παρακαλούμε βοηθήστε μας " "[color=$color][url=$url]γράφοντας μία[/url][/color]!" +msgid "Editor" +msgstr "Επεξεργαστής" + msgid "Property:" msgstr "Ιδιότητα:" msgid "Signal:" msgstr "Σήμα:" -msgid "%d match." -msgstr "%d αποτέλεσμα." - msgid "%d matches." msgstr "%d αποτελέσματα." @@ -1777,15 +1736,9 @@ msgstr "Ανώνυμο έργο" msgid "Spins when the editor window redraws." msgstr "Περιστρέφεται όταν το παράθυρο του επεξεργαστή επαναχρωματίζεται." -msgid "Imported resources can't be saved." -msgstr "Οι εισαγμένοι πόροι δεν μπορούν να αποθηκευτούν." - msgid "OK" msgstr "Εντάξει" -msgid "Error saving resource!" -msgstr "Σφάλμα κατά την αποθήκευση πόρου!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1796,15 +1749,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Αποθήκευση πόρου ως..." -msgid "Can't open file for writing:" -msgstr "Αδύνατο το άνοιγμα αρχείου για εγγραφή:" - -msgid "Requested file format unknown:" -msgstr "Ζητήθηκε άγνωστη μορφή αρχείου:" - -msgid "Error while saving." -msgstr "Σφάλμα κατά την αποθήκευση." - msgid "Saving Scene" msgstr "Αποθήκευση σκηνής" @@ -1814,33 +1758,17 @@ msgstr "Ανάλυση" msgid "Creating Thumbnail" msgstr "Δημιουργία μικρογραφίας" -msgid "This operation can't be done without a tree root." -msgstr "Αυτή η λειτουργία δεν μπορεί να γίνει χωρίς ρίζα δέντρου." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Αδύνατη η αποθήκευση σκηνής. Πιθανώς οι εξαρτήσεις (στιγμιότυπα ή κληρονομιά) " -"να μην μπορούσαν να ικανοποιηθούν." - msgid "Save scene before running..." msgstr "Αποθήκευση σκηνής πριν την εκτέλεση..." -msgid "Could not save one or more scenes!" -msgstr "Δεν ήταν δυνατή η αποθήκευση μίας ή περισσότερων σκηνών!" - msgid "Save All Scenes" msgstr "Αποθήκευση Ολων των Σκηνών" msgid "Can't overwrite scene that is still open!" msgstr "Αδύνατη η αντικατάσταση σκηνής που είναι ακόμα ανοιχτή!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Αδύνατο το φόρτωμα της βιβλιοθήκης πλεγμάτων για συγχώνευση!" - -msgid "Error saving MeshLibrary!" -msgstr "Σφάλμα κατά την αποθήκευση της βιβλιοθήκης πλεγμάτων !" +msgid "Merge With Existing" +msgstr "Συγχώνευση με υπάρχων" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1883,9 +1811,6 @@ msgstr "" "Αυτός ο πόρος έχει εισαχθεί, οπότε δεν είναι επεξεργάσιμος. Αλλάξτε τις " "ρυθμίσεις στο πλαίσιο εισαγωγής και μετά επαν-εισάγετε." -msgid "Changes may be lost!" -msgstr "Οι αλλαγές μπορεί να χαθούν!" - msgid "Open Base Scene" msgstr "Άνοιγμα σκηνής βάσης" @@ -1928,27 +1853,14 @@ msgstr "" msgid "Save & Quit" msgstr "Αποθήκευση & Έξοδος" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Αποθήκευση αλλαγών στις ακόλουθες σκηνές πριν την έξοδο;" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Αποθήκευση αλλαγών στις ακόλουθες σκηνές πριν το άνοιγμα του Διαχειριστή " "Έργων;" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Αυτή η επιλογή έχει απορριφθεί. Καταστάσεις στις οποίες πρέπει να γίνει " -"ανανέωση θεωρούνται σφάλματα, και σας ζητούμε να τις αναφέρετε." - msgid "Pick a Main Scene" msgstr "Επιλογή κύριας σκηνής" -msgid "This operation can't be done without a scene." -msgstr "Αυτή η λειτουργία δεν μπορεί να γίνει χωρίς σκηνή." - msgid "Export Mesh Library" msgstr "Εξαγωγή βιβλιοθήκης πλεγμάτων" @@ -1980,23 +1892,12 @@ msgstr "" "Για να κάνετε αλλαγές σε αυτή, πρέπει να δημιουργηθεί μία νέα κληρονομημένη " "σκηνή." -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 "" -"Σφάλμα κατά τη φόρτωση της σκηνής, διότι δεν είναι μέσα στη διαδρομή του " -"έργου. Χρησιμοποιήστε την «Εισαγωγή» για να ανοίξετε τη σκηνή και, στη " -"συνέχεια, αποθηκεύστε τη μέσα στη διαδρομή του έργου." - msgid "Scene '%s' has broken dependencies:" msgstr "Η σκηνή '%s' έχει σπασμένες εξαρτήσεις:" msgid "Clear Recent Scenes" msgstr "Εκκαθάριση πρόσφατων σκηνών" -msgid "There is no defined scene to run." -msgstr "Δεν υπάρχει καθορισμένη σκηνή για εκτελέση." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2103,18 +2004,12 @@ msgstr "Ρυθμίσεις Επεξεργαστή..." msgid "Project" msgstr "Έργο" -msgid "Project Settings..." -msgstr "Ρυθμίσεις Έργου..." - msgid "Project Settings" msgstr "Ρυθμίσεις Έργου" msgid "Version Control" msgstr "Έλεγχος έκδοσης" -msgid "Export..." -msgstr "Εξαγωγή..." - msgid "Install Android Build Template..." msgstr "Εγκατάσταση Προτύπου Δόμησης Android..." @@ -2127,9 +2022,6 @@ msgstr "Εξερευνητής Αχρησιμοποίητων Πόρων..." msgid "Quit to Project List" msgstr "Έξοδος στη λίστα έργων" -msgid "Editor" -msgstr "Επεξεργαστής" - msgid "Command Palette..." msgstr "Παλέτα Εντολών..." @@ -2177,24 +2069,21 @@ msgstr "Αποστολή Σχολίων Τεκμηρίωσης" msgid "Support Godot Development" msgstr "Υποστηρίξτε την ανάπτυξη του Godot" +msgid "Save & Restart" +msgstr "Αποθήκευση & Επανεκκίνηση" + msgid "Update Continuously" msgstr "Συνεχόμενη Ανανέωση" msgid "Hide Update Spinner" msgstr "Απόκρυψη Δείκτη Ενημέρωσης" -msgid "FileSystem" -msgstr "Σύστημα αρχείων" - msgid "Inspector" msgstr "Επιθεωρητής" msgid "Node" msgstr "Κόμβος" -msgid "Output" -msgstr "Έξοδος" - msgid "Don't Save" msgstr "Χωρις αποθήκευση" @@ -2221,9 +2110,6 @@ msgstr "Πακέτο Προτύπων" msgid "Export Library" msgstr "Εξαγωγή βιβλιοθήκης" -msgid "Merge With Existing" -msgstr "Συγχώνευση με υπάρχων" - msgid "Open & Run a Script" msgstr "Άνοιξε & Τρέξε μία δέσμη ενεργειών" @@ -2267,18 +2153,12 @@ msgstr "Άνοιγμα του προηγούμενου επεξεργαστή" msgid "Warning!" msgstr "Προειδοποίηση!" -msgid "On" -msgstr "Ναι" - -msgid "Edit Plugin" -msgstr "Επεγεργασία επέκτασης" - -msgid "Installed Plugins:" -msgstr "Εγκατεστημένα πρόσθετα:" - msgid "Edit Text:" msgstr "Επεξεργασία Κειμένου:" +msgid "On" +msgstr "Ναι" + msgid "No name provided." msgstr "Δεν δόθηκε όνομα." @@ -2321,15 +2201,15 @@ msgstr "Επιλέξτε ένα Viewport" msgid "Selected node is not a Viewport!" msgstr "Ο επιλεγμένος κόμβος δεν είναι Viewport!" -msgid "Remove Item" -msgstr "Αφαίρεση στοιχείου" - msgid "New Key:" msgstr "Νέο κλειδί:" msgid "New Value:" msgstr "Νέα τιμή:" +msgid "Remove Item" +msgstr "Αφαίρεση στοιχείου" + msgid "Add Key/Value Pair" msgstr "Προσθήκη ζεύγους κλειδιού/τιμής" @@ -2408,9 +2288,6 @@ msgstr "Απέτυχε." msgid "Storing File:" msgstr "Αρχείο αποθήκευσης:" -msgid "No export template found at the expected path:" -msgstr "Κανένα πρότυπο εξαγωγής στην αναμενόμενη διαδρομή:" - msgid "Packing" msgstr "Πακετάρισμα" @@ -2462,33 +2339,6 @@ msgstr "" "Δεν βρέθηκαν συνδέσμοι λήψης για την τρέχουσα έκδοση. Η απευθείας λήψη είναι " "διαθέσιμη μόνο για τις επίσημες διανομές." -msgid "Disconnected" -msgstr "Αποσυνδέθηκε" - -msgid "Resolving" -msgstr "Επίλυση" - -msgid "Can't Resolve" -msgstr "Δεν είναι δυνατή η επίλυση" - -msgid "Connecting..." -msgstr "Σύνδεση..." - -msgid "Can't Connect" -msgstr "Αδύνατη η σύνδεση" - -msgid "Connected" -msgstr "Συνδέθηκε" - -msgid "Requesting..." -msgstr "Γίνεται αίτημα..." - -msgid "Downloading" -msgstr "Λήψη" - -msgid "Connection Error" -msgstr "Σφάλμα σύνδεσης" - msgid "Extracting Export Templates" msgstr "Εξαγωγή προτύπων εξαγωγής" @@ -2525,6 +2375,9 @@ msgstr "Διαγραφή διαμόρφωσης '%s';" msgid "Resources to export:" msgstr "Πόροι για εξαγωγή:" +msgid "Export With Debug" +msgstr "Εξαγωγή με αποσφαλμάτωση" + msgid "Release" msgstr "Ελευθέρωση" @@ -2610,9 +2463,6 @@ msgstr "Τα πρότυπα εξαγωγής για αυτή την πλατφό msgid "Manage Export Templates" msgstr "Διαχείριση προτύπων εξαγωγής" -msgid "Export With Debug" -msgstr "Εξαγωγή με αποσφαλμάτωση" - msgid "Browse" msgstr "Περιήγηση" @@ -2678,9 +2528,6 @@ msgstr "Κατάργηση από τα Αγαπημένα" msgid "Reimport" msgstr "Επανεισαγωγή" -msgid "Open in File Manager" -msgstr "Άνοιγμα στη διαχείριση αρχείων" - msgid "New Folder..." msgstr "Νέος φάκελος..." @@ -2699,6 +2546,9 @@ msgstr "Αναπαραγωγή..." msgid "Rename..." msgstr "Μετονομασία..." +msgid "Open in File Manager" +msgstr "Άνοιγμα στη διαχείριση αρχείων" + msgid "Re-Scan Filesystem" msgstr "Εκ νέου σάρωση το συστήματος αρχείων" @@ -2919,6 +2769,9 @@ msgstr "" msgid "Open in Editor" msgstr "Άνοιγμα στον επεξεργαστή" +msgid "Instance:" +msgstr "Στιγμιότυπο:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Άκυρο όνομα κόμβου, οι ακόλουθοι χαρακτήρες δεν επιτρέπονται:" @@ -2969,9 +2822,6 @@ msgstr "Μετατόπιση:" msgid "Importer:" msgstr "Εισαγωγέας:" -msgid "Keep File (No Import)" -msgstr "Διατήρηση αρχειου (Χωρίς Εισαγωγή)" - msgid "%d Files" msgstr "%d αρχεία" @@ -3052,33 +2902,6 @@ msgstr "" "Επιλέξτε έναν μοναδικό κόμβο για να επεξεργαστείτε τα σήματα και τις ομάδες " "του." -msgid "Edit a Plugin" -msgstr "Επεγεργασία προσθέτου" - -msgid "Create a Plugin" -msgstr "Δημιουργία προσθέτου" - -msgid "Update" -msgstr "Ενημέρωση" - -msgid "Plugin Name:" -msgstr "Όνομα προσθέτου:" - -msgid "Subfolder:" -msgstr "Υποφάκελος:" - -msgid "Author:" -msgstr "Συγγραφέας:" - -msgid "Version:" -msgstr "Έκδοση:" - -msgid "Script Name:" -msgstr "Όνομα Δέσμης Ενεργειών:" - -msgid "Activate now?" -msgstr "Ενεργοποίηση τώρα;" - msgid "Create Polygon" msgstr "Δημιουγία Πολυγώνου" @@ -3429,8 +3252,8 @@ msgstr "Λειτουργία Αναπαραγωγής:" msgid "Delete Selected" msgstr "Διαγραφή επιλεγμένου" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Version:" +msgstr "Έκδοση:" msgid "Contents:" msgstr "Περιεχόμενα:" @@ -3490,9 +3313,6 @@ msgid "Bad download hash, assuming file has been tampered with." msgstr "" "Εσφαλμένος κωδικός κατακερματισμού, θα θεωρηθεί ότι το αρχείο έχει αλλοιωθεί." -msgid "Expected:" -msgstr "Αναμενόμενο:" - msgid "Got:" msgstr "Δοσμένο:" @@ -3511,6 +3331,12 @@ msgstr "Λήψη..." msgid "Resolving..." msgstr "Επίλυση..." +msgid "Connecting..." +msgstr "Σύνδεση..." + +msgid "Requesting..." +msgstr "Γίνεται αίτημα..." + msgid "Error making request" msgstr "Σφάλμα κατά την πραγματοποίηση αιτήματος" @@ -3544,9 +3370,6 @@ msgstr "Άδεια (A-Z)" msgid "License (Z-A)" msgstr "Άδεια (Z-A)" -msgid "Official" -msgstr "Επίσημα" - msgid "Testing" msgstr "Δοκιμαστικά" @@ -3658,11 +3481,6 @@ msgstr "Εκκαθάριση Οδηγών" msgid "Select Mode" msgstr "Επιλογή Λειτουργίας" -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Δεξί Κλικ Ποντικιού: Εμφάνιση λίστας όλων των κόμβων στη θέση που έγινε " -"κλικ, συμπεριλαμβανομένων των κλειδωμένων." - msgid "Move Mode" msgstr "Λειτουργία Μετακίνησης" @@ -3672,10 +3490,6 @@ msgstr "Λειτουργία Περιστροφής" msgid "Scale Mode" msgstr "Λειτουργία Κλιμάκωσης" -msgid "Click to change object's rotation pivot." -msgstr "" -"Κάντε κλικ για να αλλάξετε το πηγαίο σημείο περιστροφής του αντικειμένου." - msgid "Pan Mode" msgstr "Λειτουργία Μετακίνησης Κάμερας" @@ -3883,12 +3697,12 @@ msgstr "Ευρεία Δεξιά" msgid "Full Rect" msgstr "Γεμάτο Ορθογώνιο Παραλληλόγραμμο" +msgid "Restart" +msgstr "Επανεκκίνηση" + msgid "Load Emission Mask" msgstr "Φόρτωση μάσκας εκπομπής" -msgid "Generated Point Count:" -msgstr "Αριθμός δημιουργημένων σημείων:" - msgid "Emission Mask" msgstr "Μάσκα εκπομπής" @@ -3984,13 +3798,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Ορατή πλοήγηση" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Τα πλέγματα πλοήγησης και τα πολύγονα θα είναι ορατά στο παιχνίδι εάν αυτή η " -"επιλογή είναι ενεργοποιημένη." - msgid "Synchronize Scene Changes" msgstr "Συγχρονισμός αλλαγών της σκηνής" @@ -4019,6 +3826,12 @@ msgstr "" "Σε απομακρυσμένες συσκευές, η επιλογή είναι ποιο αποδοτική με δικτυωμένο " "σύστημα αρχείων." +msgid "Edit Plugin" +msgstr "Επεγεργασία επέκτασης" + +msgid "Installed Plugins:" +msgstr "Εγκατεστημένα πρόσθετα:" + msgid " - Variation" msgstr " Διαχωρισμός" @@ -4058,9 +3871,6 @@ msgstr "Ειδοποιητής Αλλαγής AABB" msgid "Generate Visibility Rect" msgstr "Δημιουργία ορθογωνίου ορατότητας" -msgid "Clear Emission Mask" -msgstr "Εκκαθάριση μάσκας εκπομπής" - msgid "The geometry's faces don't contain any area." msgstr "Οι όψεις της γεωμετρίας δεν περιέχουν καμία περιοχή." @@ -4109,40 +3919,14 @@ msgstr "Προετοιμασία Lightmaps" msgid "Select lightmap bake file:" msgstr "Επιλογή Αρχείου Προτύπων:" -msgid "Mesh is empty!" -msgstr "Το πλέγμα είναι άδειο!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Αδυναμία δημιουργίας σχήματος σύγκρουσης τριγώνων." -msgid "Create Static Trimesh Body" -msgstr "Δημιουργία στατικού σώματος πλέγματος τριγώνων" - -msgid "This doesn't work on scene root!" -msgstr "Αυτό δεν δουλεύει στη ρίζα της σκηνής!" - -msgid "Create Trimesh Static Shape" -msgstr "Δημιουργία Στατικού Σχήματος Πλέγματος Τριγώνων" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Αδυναμια δημιουργίας μοναδικού κυρτού σχήματος σύγκρουσης για την ρίζα σκηνής." - -msgid "Couldn't create a single convex collision shape." -msgstr "Αδυναμία δημιουργίας μοναδικού κυρτού σχήματος σύγκρουσης." - -msgid "Create Single Convex Shape" -msgstr "Δημιουργία Μοναδικού Κυρτού Σχήματος" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Αδυναμία δημιουργίας πολλαπλών κυρτών σχημάτων σύγκρουσης για την ρίζα σκηνής." - msgid "Couldn't create any collision shapes." msgstr "Αδυναμία δημιουργίας σχημάτων σύγκρουσης." -msgid "Create Multiple Convex Shapes" -msgstr "Δημιουργία Πολλαπλών Κυρτών Σχημάτων" +msgid "Mesh is empty!" +msgstr "Το πλέγμα είναι άδειο!" msgid "Create Navigation Mesh" msgstr "Δημιουργία πλέγματος πλοήγησης" @@ -4162,32 +3946,6 @@ msgstr "Δημιουργία περιγράμματος" msgid "Mesh" msgstr "Πλέγμα" -msgid "Create Trimesh Static Body" -msgstr "Δημιουργία στατικού σώματος πλέγματος τριγώνων" - -msgid "Create Trimesh Collision Sibling" -msgstr "Δημιουργία αδελφού σύγκρουσης πλέγατος τριγώνων" - -msgid "" -"Creates a polygon-based collision shape.\n" -"This is the most accurate (but slowest) option for collision detection." -msgstr "" -"Δημιουργεί ένα σχήμα σύγκρουσης βασισμένο σε πολύγωνα.\n" -"Είναι η πιο ακριβής (αλλά αργότερη) επιλογή για εντοπισμό σύγκρουσης." - -msgid "Create Single Convex Collision Sibling" -msgstr "Δημιουργία Μοναδικού Κυρτού Αδελφού Σύγκρουσης" - -msgid "" -"Creates a single convex collision shape.\n" -"This is the fastest (but least accurate) option for collision detection." -msgstr "" -"Δημιουργεί ένα μοναδικό κυρτό σχήμα σύγκρουσης.\n" -"Είναι η γρηγορότερη (αλλά πιο ανακριβής) επιλογή για εντοπισμό σύγκρουσης." - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Δημιουργία Πολλαπλών Κυρτών Αδελφών Σύγκρουσης" - msgid "Create Outline Mesh..." msgstr "Δημιουργία πλέγματος περιγράμματος..." @@ -4206,6 +3964,20 @@ msgstr "Δημιουργία πλέγματος περιγράμματος" msgid "Outline Size:" msgstr "Μέγεθος περιγράμματος:" +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Δημιουργεί ένα σχήμα σύγκρουσης βασισμένο σε πολύγωνα.\n" +"Είναι η πιο ακριβής (αλλά αργότερη) επιλογή για εντοπισμό σύγκρουσης." + +msgid "" +"Creates a single convex collision shape.\n" +"This is the fastest (but least accurate) option for collision detection." +msgstr "" +"Δημιουργεί ένα μοναδικό κυρτό σχήμα σύγκρουσης.\n" +"Είναι η γρηγορότερη (αλλά πιο ανακριβής) επιλογή για εντοπισμό σύγκρουσης." + msgid "UV Channel Debug" msgstr "Αποσφαλμάτωση Καναλιού UV" @@ -4458,6 +4230,11 @@ msgid "Couldn't find a solid floor to snap the selection to." msgstr "" "Δεν μπόρεσε να βρεθεί συμπαγές πάτωμα για να προσκολληθεί η επιλογή σε αυτό." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Δεξί Κλικ Ποντικιού: Εμφάνιση λίστας όλων των κόμβων στη θέση που έγινε " +"κλικ, συμπεριλαμβανομένων των κλειδωμένων." + msgid "Use Local Space" msgstr "Χρησιμοποιείστε Τοπικό Χώρο" @@ -4596,27 +4373,12 @@ msgstr "Μετακίνηση ελεγκτή εισόδου στην καμπύλ msgid "Move Out-Control in Curve" msgstr "Μετακίνηση ελεγκτή εξόδου στην καμπύλη" -msgid "Select Points" -msgstr "Επιλογή σημείων" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift + Σύρσιμο: Επιλογή σημείψν ελέγχου" - -msgid "Click: Add Point" -msgstr "Κλικ: Προσθήκη σημείου" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Αριστερό Κλικ: Διαχωρισμός τμήματος (σε καμπύλη)" - msgid "Right Click: Delete Point" msgstr "Δεξί κλικ: Διαγραφή σημείου" msgid "Select Control Points (Shift+Drag)" msgstr "Επλογή σημείων ελέγχου (Shift + Σύρσιμο)" -msgid "Add Point (in empty space)" -msgstr "Προσθήκη σημείου (σε άδειο χώρο)" - msgid "Delete Point" msgstr "Διαγραφή σημείου" @@ -4635,6 +4397,9 @@ msgstr "Καθρεπτισμός Μηκών Λαβών" msgid "Curve Point #" msgstr "Σημείο καμπύλης #" +msgid "Set Curve Point Position" +msgstr "Ορισμός θέσης σημείου καμπύλης" + msgid "Set Curve Out Position" msgstr "Ορισμός θέσης εξόδου καμπύλης" @@ -4650,12 +4415,30 @@ msgstr "Αφαίρεση σημείου διαδρομής" msgid "Split Segment (in curve)" msgstr "Διαχωρισμός τμήματος (στην καμπύλη)" -msgid "Set Curve Point Position" -msgstr "Ορισμός θέσης σημείου καμπύλης" - msgid "Move Joint" msgstr "Μετακίνηση Άρθρωσης" +msgid "Edit a Plugin" +msgstr "Επεγεργασία προσθέτου" + +msgid "Create a Plugin" +msgstr "Δημιουργία προσθέτου" + +msgid "Plugin Name:" +msgstr "Όνομα προσθέτου:" + +msgid "Subfolder:" +msgstr "Υποφάκελος:" + +msgid "Author:" +msgstr "Συγγραφέας:" + +msgid "Script Name:" +msgstr "Όνομα Δέσμης Ενεργειών:" + +msgid "Activate now?" +msgstr "Ενεργοποίηση τώρα;" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Η ιδιότητα skeleton του Polygon2D δεν δείχνει σε κόμβο Skeleton2D" @@ -4725,12 +4508,6 @@ msgstr "Πολύγωνα" msgid "Bones" msgstr "Οστά" -msgid "Move Points" -msgstr "Μετακίνηση Σημείων" - -msgid "Shift: Move All" -msgstr "Shift: Μετακίνηση όλων" - msgid "Move Polygon" msgstr "Μετακίνηση πολυγώνου" @@ -4827,21 +4604,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Κλείσιμο και αποθήκευση αλλαγών;" -msgid "Error writing TextFile:" -msgstr "Σφάλμα εγγραφής TextFile:" - -msgid "Error saving file!" -msgstr "Σφάλμα αποθήκευσης αρχείου!" - -msgid "Error while saving theme." -msgstr "Σφάλμα αποθήκευσης θέματος." - msgid "Error Saving" msgstr "Σφάλμα αποθήκευσης" -msgid "Error importing theme." -msgstr "Σφάλμα εισαγωγής θέματος." - msgid "Error Importing" msgstr "Σφάλμα εισαγωγής" @@ -4851,18 +4616,12 @@ msgstr "Νέο Αρχείο Κειμένου..." msgid "Open File" msgstr "Άνοιγμα Αρχείου" -msgid "Could not load file at:" -msgstr "Δεν μπόρεσε να φορτωθεί το αρχείο σε:" - msgid "Save File As..." msgstr "Αποθήκευση Αρχείου Ως..." msgid "Import Theme" msgstr "Εισαγωγή θέματος" -msgid "Error while saving theme" -msgstr "Σφάλμα κατά την αποθήκευση θέματος" - msgid "Error saving" msgstr "Σφάλμα κατά την αποθήκευση" @@ -4954,9 +4713,6 @@ msgstr "" "Τα ακόλουθα αρχεία είναι νεότερα στον δίσκο.\n" "Τι δράση να ληφθεί;:" -msgid "Search Results" -msgstr "Αποτελέσματα Αναζήτησης" - msgid "Clear Recent Scripts" msgstr "Εκκαθάριση Πρόσφατων Δεσμών Ενεργειών" @@ -4981,9 +4737,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Παράβλεψη]" -msgid "Line" -msgstr "Γραμμή" - msgid "Go to Function" msgstr "Πήγαινε σε συνάρτηση" @@ -4993,6 +4746,9 @@ msgstr "Αναζήτηση Συμβόλου" msgid "Pick Color" msgstr "Επιλογή χρώματος" +msgid "Line" +msgstr "Γραμμή" + msgid "Uppercase" msgstr "Κεφαλαία" @@ -5195,9 +4951,6 @@ msgstr "Μέγεθος" msgid "Create Frames from Sprite Sheet" msgstr "Δημιουργία Καρέ από Φύλλο Sprite" -msgid "SpriteFrames" -msgstr "Kαρέ Sprite" - msgid "Set Region Rect" msgstr "Ορισμός ορθογωνίου περιοχής" @@ -5234,9 +4987,6 @@ msgstr "Δεν βρέθηκαν εικόνες." msgid "No styleboxes found." msgstr "Δεν βρέθηκαν πλαίσια στυλ." -msgid "Nothing was selected for the import." -msgstr "Δεν επιλέχθηκε τίποτα για την εισαγωγή." - msgid "Importing Theme Items" msgstr "Εισαγωγή Θέματος Αντικειμένων" @@ -5418,9 +5168,6 @@ msgstr "Πλακάκια" msgid "Yes" msgstr "Ναι" -msgid "TileSet" -msgstr "TileSet" - msgid "Error" msgstr "Σφάλμα" @@ -6039,36 +5786,15 @@ msgstr "Επιλέξτε έναν φάκελο για σάρωση" msgid "Remove All" msgstr "Αφαίρεση όλων" -msgid "The path specified doesn't exist." -msgstr "Η ορισμένη διαδρομή δεν υπάρχει." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Σφάλμα ανοίγματος αρχείου πακέτου (δεν είναι σε μορφή ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Είναι καλή ιδέα να ονομάσετε το έργο σας." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Άκυρο αρχείο έργου «.zip»: Δεν περιέχει αρχείο «project.godot»." -msgid "New Game Project" -msgstr "Νέο έργο παιχνιδιού" - -msgid "Imported Project" -msgstr "Εισαγμένο έργο" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Παρακαλούμε επιλέξτε ένα αρχείο «project.godot» ή «.zip»." - -msgid "Couldn't create folder." -msgstr "Αδύνατη η δημιουργία φακέλου." - -msgid "There is already a folder in this path with the specified name." -msgstr "Υπάρχει ήδη φάκελος στην διαδρομή με το προσδιορισμένο όνομα." - -msgid "It would be a good idea to name your project." -msgstr "Είναι καλή ιδέα να ονομάσετε το έργο σας." - -msgid "Invalid project path (changed anything?)." -msgstr "Μη έγκυρη διαδρομή έργου (Αλλάξατε τίποτα;)." +msgid "The path specified doesn't exist." +msgstr "Η ορισμένη διαδρομή δεν υπάρχει." msgid "Couldn't create project.godot in project path." msgstr "Δεν ήταν δυνατή η δημιουργία του project.godot στη διαδρομή έργου." @@ -6079,8 +5805,8 @@ msgstr "Σφάλμα ανοίγματος αρχείου πακέτου, δεν msgid "The following files failed extraction from package:" msgstr "Η εξαγωγή των ακόλουθων αρχείων από το πακέτο απέτυχε:" -msgid "Package installed successfully!" -msgstr "Το πακέτο εγκαταστάθηκε επιτυχώς!" +msgid "New Game Project" +msgstr "Νέο έργο παιχνιδιού" msgid "Import & Edit" msgstr "Εισαγωγή & Επεξεργασία" @@ -6267,9 +5993,6 @@ msgstr "Η ρίζα δεν μπορεί να είναι κλωνοποιημέν msgid "Make node as Root" msgstr "Κάνε κόμβο ρίζα" -msgid "Delete %d nodes and any children?" -msgstr "Διαγραφή %d κόμβων και τυχών παιδιών τους;" - msgid "Delete %d nodes?" msgstr "Διαγραφή %d κόμβων;" @@ -6476,36 +6199,6 @@ msgstr "Αλλαγή Εσωτερική Ακτίνας Τόρου" msgid "Change Torus Outer Radius" msgstr "Αλλαγή Εξωτερικής Ακτίνας Τόρου" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Μη έγκυρη παράμετρος στην convert(), χρησιμοποιήστε τις σταθερές TYPE_*." - -msgid "Step argument is zero!" -msgstr "Μηδενική παράμετρος step!" - -msgid "Not a script with an instance" -msgstr "Δεν είναι δέσμη ενεργειών με στιγμιότυπο" - -msgid "Not based on a script" -msgstr "Δεν είναι βασισμένο σε δέσμη ενεργειών" - -msgid "Not based on a resource file" -msgstr "Δεν βασίζεται σε αρχείο πόρων" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Άκυρη μορφή λεξικού στιγμιοτύπων (λείπει το @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Άκυρη μορφή λεξικού στιγμιοτύπων (αδύνατη η φόρτωση της δέσμης ενεργειών στο " -"@path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Άκυρη μορφή λεξικού στιγμιοτύπων (Μη έγκυρη δέσμη ενεργειών στο @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Άκυρη μορφή λεξικού στιγμιοτύπων (άκυρες υπό-κλάσεις)" - msgid "Next Plane" msgstr "Επόμενο επίπεδο" @@ -6613,26 +6306,6 @@ msgstr "" "Ένας πόρος πλέγματος πλοήγησης θα πρέπει να έχει ορισθεί ή δημιουργηθεί για " "να δουλέψει αυτός ο κόμβος." -msgid "Package name is missing." -msgstr "Το όνομα του πακέτου λείπει." - -msgid "Package segments must be of non-zero length." -msgstr "Τα τμήματα του πακέτου πρέπει να έχουν μη μηδενικό μήκος." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Ο χαρακτήρας «%s» απαγορεύεται στο όνομα πακέτου των εφαρμογών Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Ένα ψηφίο δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα πακέτου." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Ο χαρακτήρας '%s' δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα " -"πακέτου." - -msgid "The package must have at least one '.' separator." -msgstr "Το πακέτο πρέπει να έχει τουλάχιστον έναν '.' διαχωριστή." - msgid "Invalid public key for APK expansion." msgstr "Μη έγκυρο δημόσιο κλειδί (public key) για επέκταση APK." @@ -6676,18 +6349,12 @@ msgstr "Μετακίνηση της εξόδου" msgid "Invalid Identifier:" msgstr "Άκυρο Αναγνωριστικό:" -msgid "Identifier is missing." -msgstr "Το αναγνωριστικό λείπει." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Ο χαρακτήρας «%s» είναι άκυρος σε αναγνωριστικό." +msgid "Run in Browser" +msgstr "Εκτέλεση στον περιηγητή" msgid "Stop HTTP Server" msgstr "Τερματισμός Διακομιστή HTTP" -msgid "Run in Browser" -msgstr "Εκτέλεση στον περιηγητή" - msgid "Run exported HTML in the system's default browser." msgstr "Εκτέλεση εξαγόμενης HTMP στον προεπιλεγμένο περιηγητή του συστήματος." @@ -6852,9 +6519,6 @@ msgstr "" "«Ignore». Για επίλυση του προβλήματος, θέστε το Mouse Filter σε «Stop» ή " "«Pass»." -msgid "Alert!" -msgstr "Ειδοποίηση!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Εάν το «Exp Edit» είναι ενεργό, το «Min Value» πρέπει να είναι μεγαλύτερο του " @@ -6879,11 +6543,5 @@ msgstr "Άκυρη πηγή προγράμματος σκίασης." msgid "Invalid comparison function for that type." msgstr "Άκυρη συνάρτηση σύγκρισης για αυτόν τον τύπο." -msgid "Assignment to function." -msgstr "Ανάθεση σε συνάρτηση." - -msgid "Assignment to uniform." -msgstr "Ανάθεση σε ενιαία μεταβλητή." - msgid "Constants cannot be modified." msgstr "Οι σταθερές δεν μπορούν να τροποποιηθούν." diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index 50ce7119ee62..c7066861249c 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -102,9 +102,6 @@ msgstr "Stirstanga moviĝo sur akso %d (%s) kun valoro %.2f" msgid "Joypad Button %d" msgstr "Butono de ludstrilo %d" -msgid "touched" -msgstr "tuŝita" - msgid "Accept" msgstr "Akceptu" @@ -658,9 +655,6 @@ msgstr "Kreu novan %s" msgid "No results for \"%s\"." msgstr "Ne rezultoj por \"%s\"." -msgid "No description available for %s." -msgstr "Ne priskribo disponeblas por %s." - msgid "Favorites:" msgstr "Favoritaj:" @@ -739,9 +733,6 @@ msgstr "Alvokoj" msgid "Bytes:" msgstr "Bitokoj:" -msgid "Warning:" -msgstr "Averto:" - msgid "Error:" msgstr "Eraro:" @@ -1002,9 +993,6 @@ msgstr "La jenajn dosierojn malsukcesis malkompaktigi el la pakaĵo \"%s\":" msgid "(and %s more files)" msgstr "(kaj %s pli dosieroj)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Pakaĵo \"%s\" instalis sukcese!" - msgid "Success!" msgstr "Sukceso!" @@ -1131,21 +1119,6 @@ msgstr "Ŝargi la defaŭlta busaranĝo." msgid "Create a new Bus Layout." msgstr "Krei nova busaranĝo." -msgid "Invalid name." -msgstr "Malvalida nomo." - -msgid "Valid characters:" -msgstr "Validaj signoj:" - -msgid "Must not collide with an existing engine class name." -msgstr "Ne devu konflikti kun la nomo de motora klaso ekzistante." - -msgid "Must not collide with an existing built-in type name." -msgstr "Ne devu konflikti kun la nomo de enkonstruita tipo ekzistante." - -msgid "Must not collide with an existing global constant name." -msgstr "Ne devu konflikti kun la nomo de malloka konstanto ekzistante." - msgid "Autoload '%s' already exists!" msgstr "Aŭtoŝarga '%s' jam ekzistas!" @@ -1359,12 +1332,6 @@ msgstr "Enporti profilo(j)n" msgid "Manage Editor Feature Profiles" msgstr "Administri profilojn de funkciaro de redaktilo" -msgid "Restart" -msgstr "Rekomencigi" - -msgid "Save & Restart" -msgstr "Konservi kaj rekomenci" - msgid "ScanSources" msgstr "Esplori fontoj" @@ -1427,15 +1394,15 @@ msgstr "" "Estas aktuale ne priskribo por ĉi tiu atributo. Bonvolu helpi nin per " "[color=$color][url=$url]kontribui unu[/url][/color]!" +msgid "Editor" +msgstr "Redaktilo" + msgid "Property:" msgstr "Atributo:" msgid "Signal:" msgstr "Signalo:" -msgid "%d match." -msgstr "%d rekono." - msgid "%d matches." msgstr "%d rekonoj." @@ -1538,15 +1505,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Rotacius kiam la fenestron de la redaktilo redesegniĝi." -msgid "Imported resources can't be saved." -msgstr "Enportitaj risurcoj ne povas konservi." - msgid "OK" msgstr "Bone" -msgid "Error saving resource!" -msgstr "Eraras konservi risurcon!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1557,15 +1518,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Konservi risurcon kiel..." -msgid "Can't open file for writing:" -msgstr "Ne malfermeblas dosieron por skribi:" - -msgid "Requested file format unknown:" -msgstr "Petitan dosierformon nekonas:" - -msgid "Error while saving." -msgstr "Eraro dum la konservado." - msgid "Saving Scene" msgstr "Konservas scenon" @@ -1575,15 +1527,6 @@ msgstr "Analizas" msgid "Creating Thumbnail" msgstr "Kreas bildeton" -msgid "This operation can't be done without a tree root." -msgstr "Ĉi tiu operacio ne farigeblas sen arbradiko." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Ne eble konservi scenon. Verŝajne dependoj (ekzemploj aŭ heredito) ne verigus." - msgid "Save scene before running..." msgstr "Konservu scenon antaŭ ruloto..." @@ -1593,11 +1536,8 @@ msgstr "Konservi ĉiujn scenojn" msgid "Can't overwrite scene that is still open!" msgstr "Ne eble anstataŭigas scenon ke estas ankoraŭ malferma!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Ne eble ŝargas MeshLibrary por la kunfando!" - -msgid "Error saving MeshLibrary!" -msgstr "Eraras konservi MeshLibrary!" +msgid "Merge With Existing" +msgstr "Kunfandi kun ekzistanta" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1637,9 +1577,6 @@ msgstr "" "Tiu ĉi risurco enportiĝis, do ĝi ne estas redaktebla. Ŝanĝu ĝiajn agordojn en " "la enporta panelo kaj poste reenportu." -msgid "Changes may be lost!" -msgstr "Ŝanĝoj eble perdiĝos!" - msgid "Open Base Scene" msgstr "Malfermi scenon de bazo" @@ -1691,26 +1628,13 @@ msgstr "" msgid "Save & Quit" msgstr "Konservi kaj foriri" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Konservi ŝanĝojn al la jena(j) sceno(j) antaŭ foriri?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Konservi ŝanĝojn al la jena(j) sceno(j) antaŭ malfermi projektan mastrumilon?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Tia ĉi opcio estas evitinda. Statoj en kiu bezonus ĝisdatigo nun konsideras " -"kiel cimo. Bonvolu raporti." - msgid "Pick a Main Scene" msgstr "Elektu ĉefan scenon" -msgid "This operation can't be done without a scene." -msgstr "Ĉi tian operacion ne povas fari sen sceno." - msgid "Export Mesh Library" msgstr "Eksporti bibliotekon de maŝoj" @@ -1740,23 +1664,12 @@ msgstr "" "Sceno '%s' aŭtomate enportiĝis, do ĝin ne eblas modifi.\n" "Por ŝanĝi ĝin, povas krei novan hereditan scenon." -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 "" -"Eraro dum ŝargi la scenon, ĝi devas esti interne la dosierindikon de " -"projekton. Uzu 'Enporti' por malfermi la scenon, kiam konservu ĝin interne al " -"la dosierindiko de projekto." - msgid "Scene '%s' has broken dependencies:" msgstr "Sceno '%s' havas rompitajn dependojn:" msgid "Clear Recent Scenes" msgstr "Vakigi lastajn scenojn" -msgid "There is no defined scene to run." -msgstr "Estas ne definita sceno por ruli." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -1853,15 +1766,9 @@ msgstr "Agordoj de la redaktilo..." msgid "Project" msgstr "Projekto" -msgid "Project Settings..." -msgstr "Projektaj agordoj..." - msgid "Version Control" msgstr "Versikontrolo" -msgid "Export..." -msgstr "Eksporti..." - msgid "Install Android Build Template..." msgstr "Instali Androidan muntadan ŝablonon..." @@ -1877,9 +1784,6 @@ msgstr "Renomi aktualan projekton" msgid "Quit to Project List" msgstr "Foriri al projekta listo" -msgid "Editor" -msgstr "Redaktilo" - msgid "Editor Layout" msgstr "Aranĝo de la redaktilo" @@ -1924,15 +1828,15 @@ msgstr "Sendi rimarkojn pri la dokumentaro" msgid "Support Godot Development" msgstr "Subteni Godot ellaboradon" +msgid "Save & Restart" +msgstr "Konservi kaj rekomenci" + msgid "Update Continuously" msgstr "Ĝisdatigi kontinue" msgid "Hide Update Spinner" msgstr "Kaŝi la ĝisdatan indikilon" -msgid "FileSystem" -msgstr "Dosiersistemo" - msgid "Inspector" msgstr "Inspektoro" @@ -1942,9 +1846,6 @@ msgstr "Nodo" msgid "History" msgstr "Historio" -msgid "Output" -msgstr "Eligo" - msgid "Don't Save" msgstr "Ne konservi" @@ -1957,9 +1858,6 @@ msgstr "Enporti ŝablonojn el ZIP-a dosiero" msgid "Export Library" msgstr "Eksporti bibliotekon" -msgid "Merge With Existing" -msgstr "Kunfandi kun ekzistanta" - msgid "Open & Run a Script" msgstr "Malfermi & ruli skripto" @@ -2006,21 +1904,12 @@ msgstr "Malfermi la antaŭan redaktilon" msgid "Warning!" msgstr "Avert!" -msgid "On" -msgstr "Ŝaltita" - -msgid "Edit Plugin" -msgstr "Redakti kromprogramon" - -msgid "Installed Plugins:" -msgstr "Instalitaj kromprogramoj:" - -msgid "Version" -msgstr "Versio" - msgid "Edit Text:" msgstr "Redakti tekston:" +msgid "On" +msgstr "Ŝaltita" + msgid "No name provided." msgstr "Ne nomon provizis." @@ -2063,18 +1952,18 @@ msgstr "Elekti Viewport" msgid "Selected node is not a Viewport!" msgstr "Elektinta nodo ne estas Viewport!" -msgid "Size:" -msgstr "Grando" - -msgid "Remove Item" -msgstr "Forigi elementon" - msgid "New Key:" msgstr "Nova ŝlosilo:" msgid "New Value:" msgstr "Nova valoro:" +msgid "Size:" +msgstr "Grando" + +msgid "Remove Item" +msgstr "Forigi elementon" + msgid "Add Key/Value Pair" msgstr "Aldoni ŝlosilo/valoro paro" @@ -2145,9 +2034,6 @@ msgstr "Malsukcesis." msgid "Storing File:" msgstr "Memoras dosieron:" -msgid "No export template found at the expected path:" -msgstr "Ne eksporta ŝablono trovis al la atenda dosierindiko:" - msgid "Packing" msgstr "Pakas" @@ -2163,9 +2049,6 @@ msgstr "Propra sencimiga ŝablonon ne trovitis." msgid "Custom release template not found." msgstr "Propra eldona ŝablono ne trovitis." -msgid "Prepare Template" -msgstr "Pretigi ŝablonon" - msgid "Template file not found: \"%s\"." msgstr "Ŝablona dosiero ne troviĝas: \"%s\"." @@ -2198,33 +2081,6 @@ msgstr "" "Ne elŝutaj ligiloj troviĝis por ĉi tiu versio. Direkta elŝuto estas nur " "disponebla por oficaj eldonoj." -msgid "Disconnected" -msgstr "Malkonektis" - -msgid "Resolving" -msgstr "Adrestrovas" - -msgid "Can't Resolve" -msgstr "Ne eblas adrestrovi" - -msgid "Connecting..." -msgstr "Konektas..." - -msgid "Can't Connect" -msgstr "Ne eblas konekti" - -msgid "Connected" -msgstr "Konektis" - -msgid "Requesting..." -msgstr "Demandas..." - -msgid "Downloading" -msgstr "Elŝutas" - -msgid "Connection Error" -msgstr "Konekta eraro" - msgid "Extracting Export Templates" msgstr "Ekstraktas eksportajn ŝablonojn" @@ -2328,9 +2184,6 @@ msgstr "Forigi el favoritaj" msgid "Reimport" msgstr "Reenporti" -msgid "Open in File Manager" -msgstr "Malfermi en dosiermastrumilo" - msgid "New Folder..." msgstr "Nova dosierujo..." @@ -2349,6 +2202,9 @@ msgstr "Duobligi..." msgid "Rename..." msgstr "Renomi..." +msgid "Open in File Manager" +msgstr "Malfermi en dosiermastrumilo" + msgid "Re-Scan Filesystem" msgstr "Reesplori dosiersistemon" @@ -2596,9 +2452,6 @@ msgstr "Konservas..." msgid "Importer:" msgstr "Enportilo:" -msgid "Keep File (No Import)" -msgstr "Konservi dosieron (ne enporto)" - msgid "Set as Default for '%s'" msgstr "Agordi kiel defaŭlton por '%s'" @@ -2665,33 +2518,6 @@ msgstr "Grupoj" msgid "Select a single node to edit its signals and groups." msgstr "Elektu unu nodon por redakti ĝiajn signalojn kaj grupojn." -msgid "Edit a Plugin" -msgstr "Redakti kromprogramon" - -msgid "Create a Plugin" -msgstr "Krei kromprogramon" - -msgid "Update" -msgstr "Ĝisdatigi" - -msgid "Plugin Name:" -msgstr "Nomo de kromprogramon:" - -msgid "Subfolder:" -msgstr "Subdosierujo:" - -msgid "Author:" -msgstr "Aŭtoro:" - -msgid "Version:" -msgstr "Versio:" - -msgid "Script Name:" -msgstr "Nomo de skripto:" - -msgid "Activate now?" -msgstr "Aktivigi nun?" - msgid "Create Polygon" msgstr "Krei plurlateron" @@ -3022,8 +2848,8 @@ msgstr "Forigi elektitan nodon aŭ transpason." msgid "Play Mode:" msgstr "Reĝimo de ludado:" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Version:" +msgstr "Versio:" msgid "Contents:" msgstr "Enhavo:" @@ -3082,9 +2908,6 @@ msgstr "Eraris:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Malbona haketaĵo el elŝutaĵo, supozas dosieron esti tuŝaĉita." -msgid "Expected:" -msgstr "Atendito:" - msgid "Got:" msgstr "Ricevinto:" @@ -3103,6 +2926,12 @@ msgstr "Elŝutas..." msgid "Resolving..." msgstr "Adrestrovas..." +msgid "Connecting..." +msgstr "Konektas..." + +msgid "Requesting..." +msgstr "Demandas..." + msgid "Error making request" msgstr "Eraro dum petado" @@ -3136,9 +2965,6 @@ msgstr "Permesilo (A-Z)" msgid "License (Z-A)" msgstr "Permesilo (Z-A)" -msgid "Official" -msgstr "Ofica" - msgid "Testing" msgstr "Testada" @@ -3271,9 +3097,6 @@ msgstr "Rotaciada reĝimo" msgid "Scale Mode" msgstr "Skalada reĝimo" -msgid "Click to change object's rotation pivot." -msgstr "Alklaku por ŝanĝi rotacian pivoton de objekto." - msgid "Pan Mode" msgstr "Panoramada reĝimo" @@ -3474,12 +3297,12 @@ msgstr "Dekstre vaste" msgid "Full Rect" msgstr "Plene rektangula" +msgid "Restart" +msgstr "Rekomencigi" + msgid "Load Emission Mask" msgstr "Ŝargi emisian maskon" -msgid "Generated Point Count:" -msgstr "Nombrado de generintaj punktoj:" - msgid "Emission Mask" msgstr "Emisia masko" @@ -3563,13 +3386,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Videbla navigacio" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Kiam ĉi tiu opcio ŝaltus, navigaciaj maŝoj kaj plurlateroj estos videblaj en " -"la rula projekto." - msgid "Synchronize Scene Changes" msgstr "Sinkronigi ŝanĝojn en sceno" @@ -3587,12 +3403,18 @@ msgstr "" msgid "Synchronize Script Changes" msgstr "Sinkronigi ŝanĝojn en skripto" +msgid "Edit Plugin" +msgstr "Redakti kromprogramon" + +msgid "Installed Plugins:" +msgstr "Instalitaj kromprogramoj:" + +msgid "Version" +msgstr "Versio" + msgid "Convert to CPUParticles2D" msgstr "Konverti al CPUParticles2D" -msgid "Clear Emission Mask" -msgstr "Vakigi emisian maskon" - msgid "Create Occluder Polygon" msgstr "Krei okludan plurlateron" @@ -3609,38 +3431,14 @@ msgstr "Baki lummapojn" msgid "Select lightmap bake file:" msgstr "Elekti dosieron por bakado de lummapo:" -msgid "Mesh is empty!" -msgstr "Maŝo estas malplena!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Ne eblis krei triangulo-maŝan kolizifiguron." -msgid "Create Static Trimesh Body" -msgstr "Krei statikan triangulo-maŝan korpon" - -msgid "This doesn't work on scene root!" -msgstr "Tio ĉi ne funkcias nur radiko de sceno!" - -msgid "Create Trimesh Static Shape" -msgstr "Krei triangulo-maŝan statikan figuron" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Ne eblas krei unuopan konveksan kolizifiguron por la radiko de sceno." - -msgid "Couldn't create a single convex collision shape." -msgstr "Ne eblas krei unuopan konveksan kolizifiguron." - -msgid "Create Single Convex Shape" -msgstr "Krei unuopan konveksan figuron" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Ne eblas krei plurajn konveksajn kolizifigurojn por la radiko de sceno." - msgid "Couldn't create any collision shapes." msgstr "Ne eblis krei iajn kolizifigurojn." -msgid "Create Multiple Convex Shapes" -msgstr "Krei plurajn konveksajn figurojn" +msgid "Mesh is empty!" +msgstr "Maŝo estas malplena!" msgid "Create Navigation Mesh" msgstr "Krei navigan maŝon" @@ -3660,32 +3458,6 @@ msgstr "Krei konturon" msgid "Mesh" msgstr "Maŝo" -msgid "Create Trimesh Static Body" -msgstr "Krei triangulo-maŝan statika-korpon" - -msgid "Create Trimesh Collision Sibling" -msgstr "Krei fratan triangulo-maŝan kolizifiguron" - -msgid "" -"Creates a polygon-based collision shape.\n" -"This is the most accurate (but slowest) option for collision detection." -msgstr "" -"Kreas plurlatero-bazitan CollisionShape (kolizifiguron).\n" -"Tio ĉi estas la plej ekzakta (sed plej malrapida) opcio por kolizia malkovro." - -msgid "Create Single Convex Collision Sibling" -msgstr "Krei unuopan fratan konveksan kolizifiguron" - -msgid "" -"Creates a single convex collision shape.\n" -"This is the fastest (but least accurate) option for collision detection." -msgstr "" -"Kreas unuopan konveksan CollisionShape (kolizifiguron).\n" -"Tio ĉi estas la plej rapida (sed malplej ekzakta) opcio por kolizia malkovro." - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Krei plurajn fratajn konveksajn kolizifigurojn" - msgid "Create Outline Mesh..." msgstr "Krei konturan maŝon..." @@ -3704,6 +3476,20 @@ msgstr "Krei konturon maŝon" msgid "Outline Size:" msgstr "Grando de konturo:" +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Kreas plurlatero-bazitan CollisionShape (kolizifiguron).\n" +"Tio ĉi estas la plej ekzakta (sed plej malrapida) opcio por kolizia malkovro." + +msgid "" +"Creates a single convex collision shape.\n" +"This is the fastest (but least accurate) option for collision detection." +msgstr "" +"Kreas unuopan konveksan CollisionShape (kolizifiguron).\n" +"Tio ĉi estas la plej rapida (sed malplej ekzakta) opcio por kolizia malkovro." + msgid "UV Channel Debug" msgstr "Sencimigo de UV-kanalo" @@ -3739,15 +3525,33 @@ msgstr "Uzi kapton krade" msgid "Transform" msgstr "Transformo" +msgid "Edit a Plugin" +msgstr "Redakti kromprogramon" + +msgid "Create a Plugin" +msgstr "Krei kromprogramon" + +msgid "Plugin Name:" +msgstr "Nomo de kromprogramon:" + +msgid "Subfolder:" +msgstr "Subdosierujo:" + +msgid "Author:" +msgstr "Aŭtoro:" + +msgid "Script Name:" +msgstr "Nomo de skripto:" + +msgid "Activate now?" +msgstr "Aktivigi nun?" + msgid "Create Polygon3D" msgstr "Krei Polygon3D" msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "Ne malfermeblas '%s'. La dosiero eble estis movita aŭ forigita." -msgid "Error saving file!" -msgstr "Eraras konservi dosieron!" - msgid "New Text File..." msgstr "Nova teksta dosiero..." @@ -3829,9 +3633,6 @@ msgstr "Iru al la antaŭa redaktita dokumento." msgid "Go to next edited document." msgstr "Iru al la sekva redaktita dokumento." -msgid "Search Results" -msgstr "Rezultoj de serĉo" - msgid "Clear Recent Scripts" msgstr "Vakigi lastajn skriptojn" @@ -3847,9 +3648,6 @@ msgstr "Fonto" msgid "Target" msgstr "Celo" -msgid "Line" -msgstr "Linio" - msgid "Go to Function" msgstr "Iri al funkcio" @@ -3859,6 +3657,9 @@ msgstr "Ricevi simbolon" msgid "Pick Color" msgstr "Elekti koloron" +msgid "Line" +msgstr "Linio" + msgid "Uppercase" msgstr "Majuskla" @@ -3961,37 +3762,16 @@ msgstr "Forigi mankan" msgid "Select a Folder to Scan" msgstr "Elektu dosierujo por esploro" -msgid "The path specified doesn't exist." -msgstr "La provizinta dosierindiko ne ekzistas." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Eraro dum malfermi pakaĵan dosieron (ne estas en ZIP-formo)." +msgid "It would be a good idea to name your project." +msgstr "Nomi vian projekton estus konsilinde." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "Nevalida projekta \".zip\" dosiero; ĝi ne enhavas dosieron \"project.godot\"." -msgid "New Game Project" -msgstr "Nova luda projekto" - -msgid "Imported Project" -msgstr "Enportita projekto" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Bonvolu elekti \"project.godot\" aŭ \".zip\" dosieron." - -msgid "Couldn't create folder." -msgstr "Ne eblas krei dosierujon." - -msgid "There is already a folder in this path with the specified name." -msgstr "Estas jam dosierujo en ĉi tiu dosierindiko kun la provizinta nomo." - -msgid "It would be a good idea to name your project." -msgstr "Nomi vian projekton estus konsilinde." - -msgid "Invalid project path (changed anything?)." -msgstr "Nevalida dosierindiko de projekto (ŝanĝis ion ajn?)." +msgid "The path specified doesn't exist." +msgstr "La provizinta dosierindiko ne ekzistas." msgid "Couldn't create project.godot in project path." msgstr "Ne eblas krei project.godot en projekta dosierindiko." @@ -4002,8 +3782,8 @@ msgstr "Eraro dum malfermi la pakaĵan dosieron, ne de ZIP formato." msgid "The following files failed extraction from package:" msgstr "La jenaj dosieroj malplenumis malkompaktigi el la pakaĵo:" -msgid "Package installed successfully!" -msgstr "Pakaĵo instalis sukcese!" +msgid "New Game Project" +msgstr "Nova luda projekto" msgid "Import & Edit" msgstr "Enporti kaj redakti" @@ -4095,9 +3875,6 @@ msgstr "3D Sceno" msgid "User Interface" msgstr "Uzanta Interfaco" -msgid "Delete %d nodes and any children?" -msgstr "Forigi %d nodoj kaj ĉiuj infanoj?" - msgid "Delete %d nodes?" msgstr "Forigi %d nodoj?" @@ -4122,9 +3899,6 @@ msgstr "Filtriloj" msgid "Attach Script" msgstr "Alligi Skripto" -msgid "Cut Node(s)" -msgstr "Eltondi nodo(j)n" - msgid "Remove Node(s)" msgstr "Forigi nodo(j)n" @@ -4237,9 +4011,6 @@ msgstr "Malvalida baza dosierindiko." msgid "Wrong extension chosen." msgstr "Elektinta kromprogramo eraras." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Nevalida tip-argumento por funkcio convert(). Uzu konstantojn TYPE_*." - msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Ne sufiĉas bitokoj por malĉifri bitokojn, aŭ nevalida formo." diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 00c3356bb854..cd97ff331337 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -129,13 +129,14 @@ # aallmon22 <aallmon22@ufl.edu>, 2024. # Agustín Da Silva <aatin0089@gmail.com>, 2024. # Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024. +# Antonio Javier Varela Calvo <odin.gunterson@gmail.com>, 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: 2024-03-04 14:32+0000\n" -"Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" +"PO-Revision-Date: 2024-05-01 22:07+0000\n" +"Last-Translator: Antonio Javier Varela Calvo <odin.gunterson@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot/es/>\n" "Language: es\n" @@ -143,43 +144,43 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "Main Thread" -msgstr "Hilo principal" +msgstr "Hilo Principal" msgid "Unset" -msgstr "Desactivar" +msgstr "Desligar" msgid "Physical" msgstr "Física" msgid "Left Mouse Button" -msgstr "Botón Izquierdo del Mouse" +msgstr "Botón Izquierdo del Ratón" msgid "Right Mouse Button" -msgstr "Botón Derecho del Mouse" +msgstr "Botón Derecho del Ratón" msgid "Middle Mouse Button" -msgstr "Botón Central del Mouse" +msgstr "Botón Central del Ratón" msgid "Mouse Wheel Up" -msgstr "Rueda del Mouse Hacia Arriba" +msgstr "Rueda del Ratón Arriba" msgid "Mouse Wheel Down" -msgstr "Rueda del Mouse Hacia Abajo" +msgstr "Rueda del Ratón Abajo" msgid "Mouse Wheel Left" -msgstr "Rueda del Mouse Hacia Izquierda" +msgstr "Rueda del Ratón A Izquierda" msgid "Mouse Wheel Right" -msgstr "Rueda del Mouse Hacia Derecha" +msgstr "Rueda del Ratón A Derecha" msgid "Mouse Thumb Button 1" -msgstr "Botón 1 de Pulgar del Mouse" +msgstr "Botón 1 de Pulgar del Ratón" msgid "Mouse Thumb Button 2" -msgstr "Botón 2 de Pulgar del Mouse" +msgstr "Botón 2 de Pulgar del Ratón" msgid "Button" msgstr "Botón" @@ -188,7 +189,7 @@ msgid "Double Click" msgstr "Doble Clic" msgid "Mouse motion at position (%s) with velocity (%s)" -msgstr "Movimiento del ratón en la posición (%s) con velocidad (%s)" +msgstr "Mover ratón a posición (%s) con velocidad (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" msgstr "Eje X del Stick Izquierdo, Eje X del Joystick 0" @@ -215,7 +216,7 @@ msgid "Joystick 3 Y-Axis" msgstr "Eje Y del Joystick 3" msgid "Joystick 4 X-Axis" -msgstr "Eje X del Stick 4" +msgstr "Eje X del Joystick 4" msgid "Joystick 4 Y-Axis" msgstr "Eje Y del Joystick 4" @@ -224,10 +225,10 @@ msgid "Unknown Joypad Axis" msgstr "Eje de Joypad Desconocido" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimiento de joystick en el eje %d (%s) con valor %.2f" +msgstr "Movimiento de joypad en el eje %d (%s) con valor %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" -msgstr "Acción Inferior, Sony Cruz, Xbox A, Nintendo B" +msgstr "Acción Abajo, Sony Cruz, Xbox A, Nintendo B" msgid "Right Action, Sony Circle, Xbox B, Nintendo A" msgstr "Acción Derecha, Sony Círculo, Xbox B, Nintendo A" @@ -236,7 +237,7 @@ msgid "Left Action, Sony Square, Xbox X, Nintendo Y" msgstr "Acción Izquierda, Sony Cuadrado, Xbox X, Nintendo Y" msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X" -msgstr "Acción Superior, Sony Triángulo, Xbox Y, Nintendo X" +msgstr "Acción Arriba, Sony Triángulo, Xbox Y, Nintendo X" msgid "Back, Sony Select, Xbox Back, Nintendo -" msgstr "Atrás, Sony Select, Xbox Atrás, Nintendo -" @@ -245,7 +246,7 @@ msgid "Guide, Sony PS, Xbox Home" msgstr "Guía, Sony PS, Xbox Inicio" msgid "Start, Xbox Menu, Nintendo +" -msgstr "Start, Menú Xbox, Nintendo +" +msgstr "Iniciar, Menú Xbox, Nintendo +" msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Stick Izquierdo, Sony L3, Xbox L/LS" @@ -290,17 +291,11 @@ msgid "PS4/5 Touchpad" msgstr "PS4/5 Pad Táctil" msgid "Joypad Button %d" -msgstr "Botón del Mando %d" +msgstr "Botón del Joypad %d" msgid "Pressure:" msgstr "Presión:" -msgid "canceled" -msgstr "cancelado" - -msgid "touched" -msgstr "tocado" - msgid "released" msgstr "liberado" @@ -310,14 +305,14 @@ msgstr "Pantalla %s en (%s) con %s puntos de toque" msgid "" "Screen dragged with %s touch points at position (%s) with velocity of (%s)" msgstr "" -"Pantalla arrastrada con %s puntos de toque en la posición (%s) con una " -"velocidad de (%s)" +"Pantalla arrastrada con %s puntos de toque en la posición (%s) con velocidad " +"de (%s)" msgid "Magnify Gesture at (%s) with factor %s" -msgstr "Gesto de Ampliación en (%s) con factor %s" +msgstr "Gesto de Ampliar en (%s) con factor %s" msgid "Pan Gesture at (%s) with delta (%s)" -msgstr "Gesto de Paneo en (%s) con delta (%s)" +msgstr "Gesto Panorámico en (%s) con delta (%s)" msgid "MIDI Input on Channel=%s Message=%s" msgstr "Entrada MIDI en el Canal=%s Mensaje=%s" @@ -329,16 +324,16 @@ msgid "Accept" msgstr "Aceptar" msgid "Select" -msgstr "Seleccionar" +msgstr "Elegir" msgid "Cancel" msgstr "Cancelar" msgid "Focus Next" -msgstr "Foco Siguiente" +msgstr "Enfocar Siguiente" msgid "Focus Prev" -msgstr "Foco Anterior" +msgstr "Enfocar Previo" msgid "Left" msgstr "Izquierda" @@ -353,10 +348,10 @@ msgid "Down" msgstr "Abajo" msgid "Page Up" -msgstr "Avanzar Página" +msgstr "Página Arriba" msgid "Page Down" -msgstr "Retroceder Página" +msgstr "Página Abajo" msgid "Home" msgstr "Inicio" @@ -389,13 +384,13 @@ msgid "New Blank Line" msgstr "Nueva Línea en Blanco" msgid "New Line Above" -msgstr "Nueva Línea Superior" +msgstr "Nueva Línea Por Encima" msgid "Indent" msgstr "Indentar" msgid "Dedent" -msgstr "Reducción de sangría" +msgstr "Quitar indentado" msgid "Backspace" msgstr "Retroceso" @@ -407,25 +402,25 @@ msgid "Backspace all to Left" msgstr "Retroceder todo a la izquierda" msgid "Delete" -msgstr "Eliminar" +msgstr "Borrar" msgid "Delete Word" -msgstr "Eliminar Palabra" +msgstr "Borra Palabra" msgid "Delete all to Right" -msgstr "Eliminar todo a la Derecha" +msgstr "Borra todo a Derecha" msgid "Caret Left" msgstr "Cursor Izquierda" msgid "Caret Word Left" -msgstr "Cursor Palabra izquierda" +msgstr "Palabra a Izquierda del Cursor" msgid "Caret Right" msgstr "Cursor Derecha" msgid "Caret Word Right" -msgstr "Cursor Palabra Derecha" +msgstr "Palabra a Derecha del Cursor" msgid "Caret Up" msgstr "Cursor Arriba" @@ -440,43 +435,43 @@ msgid "Caret Line End" msgstr "Cursor Fin de Línea" msgid "Caret Page Up" -msgstr "Cursor Página Superior" +msgstr "Página Arriba del Cursor" msgid "Caret Page Down" -msgstr "Cursor Página Inferior" +msgstr "Página Abajo del Cursor" msgid "Caret Document Start" -msgstr "Cursor Inicio del Documento" +msgstr "Cursor al Inicio del Documento" msgid "Caret Document End" -msgstr "Cursor Final del Documento" +msgstr "Cursor al Final del Documento" msgid "Caret Add Below" -msgstr "Cursor Añadir Abajo" +msgstr "Añade Bajo el Cursor" msgid "Caret Add Above" -msgstr "Cursor Añadir Arriba" +msgstr "Añade por Encima del Cursor" msgid "Scroll Up" -msgstr "Scroll hacia Arriba" +msgstr "Desplazarse Arriba" msgid "Scroll Down" -msgstr "Scroll hacia Abajo" +msgstr "Desplazarse Abajo" msgid "Select All" -msgstr "Seleccionar Todo" +msgstr "Elegir Todo" msgid "Select Word Under Caret" -msgstr "Seleccionar Palabra Debajo del Cursor" +msgstr "Elegir Palabra Bajo el Cursor" msgid "Add Selection for Next Occurrence" -msgstr "Añadir Selección para la Siguiente Ocurrencia" +msgstr "Añadir Selección para Siguiente Ocurrencia" msgid "Clear Carets and Selection" msgstr "Borrar Cursores y Selección" msgid "Toggle Insert Mode" -msgstr "Act./Desact. Modo de Inserción" +msgstr "Act./Desact. Modo Insertar" msgid "Submit Text" msgstr "Enviar Texto" @@ -485,19 +480,19 @@ msgid "Duplicate Nodes" msgstr "Duplicar Nodos" msgid "Delete Nodes" -msgstr "Eliminar Nodos" +msgstr "Borrar Nodos" msgid "Go Up One Level" -msgstr "Ir al Nivel Superior" +msgstr "Subir Un Nivel" msgid "Refresh" -msgstr "Recargar" +msgstr "Refrescar" msgid "Show Hidden" -msgstr "Mostrar Ocultos" +msgstr "Mostrar lo Oculto" msgid "Swap Input Direction" -msgstr "Intercambiar Dirección de Entrada" +msgstr "Cambiar Dirección de Entrada" msgid "Invalid input %d (not passed) in expression" msgstr "Entrada inválida %d (no aprobada) en la expresión" @@ -512,13 +507,13 @@ msgid "Invalid index of type %s for base type %s" msgstr "Índice inválido de tipo %s para el tipo base %s" msgid "Invalid named index '%s' for base type %s" -msgstr "El índice de nombre '%s' no es válido para el tipo de base %s" +msgstr "Índice inválido de nombre '%s' para el tipo de base %s" msgid "Invalid arguments to construct '%s'" msgstr "Argumentos inválidos para construir '%s'" msgid "On call to '%s':" -msgstr "En llamada a '%s':" +msgstr "Llamando a '%s':" msgid "Built-in script" msgstr "Script Integrado" @@ -547,14 +542,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Ejemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d ítem" -msgstr[1] "%d ítems" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -565,20 +552,14 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ya existe una acción con el nombre '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "No se Puede Revertir - La acción es la misma que la inicial" - msgid "Revert Action" msgstr "Revertir Acción" msgid "Add Event" msgstr "Añadir Evento" -msgid "Remove Action" -msgstr "Eliminar Acción" - msgid "Cannot Remove Action" -msgstr "No se Puede Eliminar la Acción" +msgstr "No Puede Eliminarse la Acción" msgid "Edit Event" msgstr "Editar Evento" @@ -614,7 +595,7 @@ msgid "Value:" msgstr "Valor:" msgid "Update Selected Key Handles" -msgstr "Actualizar Manipuladores de Claves Seleccionados" +msgstr "Actualizar Manipuladores Clave Elegidos" msgid "Insert Key Here" msgstr "Insertar Clave Aquí" @@ -747,7 +728,7 @@ msgid "Blend Shape Track..." msgstr "Pista de Forma Combinada..." msgid "Call Method Track..." -msgstr "Pista de Llamada a Métodos..." +msgstr "Pista de Método de Llamada..." msgid "Bezier Curve Track..." msgstr "Pista de Curva Bezier..." @@ -822,7 +803,7 @@ msgid "(Invalid, expected type: %s)" msgstr "(Inválido, tipo esperado: %s)" msgid "Easing:" -msgstr "Relajación:" +msgstr "Atenuación:" msgid "In-Handle:" msgstr "In-Handle:" @@ -960,7 +941,7 @@ msgid "property '%s'" msgstr "propiedad '%s'" msgid "Change Animation Step" -msgstr "Cambiar Step de Animación" +msgstr "Cambiar Paso de Animación" msgid "Rearrange Tracks" msgstr "Reordenar Pistas" @@ -997,8 +978,7 @@ msgid "Add Bezier Track" msgstr "Añadir Pista Bezier" msgid "Track path is invalid, so can't add a key." -msgstr "" -"La ruta de la pista es inválida, por lo tanto no se pueden agregar claves." +msgstr "Ruta inválida de pista, no se puede agregar una clave." msgid "Track is not of type Node3D, can't insert key" msgstr "La pista no es del tipo Node3D, no se puede insertar la clave" @@ -1173,6 +1153,27 @@ msgstr "Establecer Offset Inicial (Audio)" msgid "Set End Offset (Audio)" msgstr "Establecer Offset Final (Audio)" +msgid "Make Easing Selection..." +msgstr "Selección de Interpolación..." + +msgid "Duplicate Selected Keys" +msgstr "Duplicar Clave(s) Seleccionada(s)" + +msgid "Cut Selected Keys" +msgstr "Cortar Clave(s) Seleccionada(s)" + +msgid "Copy Selected Keys" +msgstr "Copiar Clave(s) Seleccionada(s)" + +msgid "Paste Keys" +msgstr "Pegar Claves" + +msgid "Move First Selected Key to Cursor" +msgstr "Mover Primer Clave Seleccionada hacia el Cursor" + +msgid "Move Last Selected Key to Cursor" +msgstr "Mover Última Clave Seleccionada hacia el Cursor" + msgid "Delete Selection" msgstr "Eliminar Selección" @@ -1185,6 +1186,15 @@ msgstr "Ir al Paso Anterior" msgid "Apply Reset" msgstr "Aplicar Reset" +msgid "Bake Animation..." +msgstr "Hornear Animación..." + +msgid "Optimize Animation (no undo)..." +msgstr "Optimizar Animación (No se puede deshacer)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Limpiar Animación (No se puede deshacer)..." + msgid "Pick a node to animate:" msgstr "Selecciona un nodo para animar:" @@ -1209,6 +1219,12 @@ msgstr "Error Máximo de Precisión:" msgid "Optimize" msgstr "Optimizar" +msgid "Trim keys placed in negative time" +msgstr "Recortar Claves Ubicadas en Tiempos Negativos" + +msgid "Trim keys placed exceed the animation length" +msgstr "Recortar claves que exceden la duración de la animación" + msgid "Remove invalid keys" msgstr "Eliminar claves incorrectas" @@ -1370,9 +1386,8 @@ msgstr "Reemplazar Todo" msgid "Selection Only" msgstr "Sólo selección" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Espacios" +msgid "Hide" +msgstr "Ocultar" msgctxt "Indentation" msgid "Tabs" @@ -1396,6 +1411,9 @@ msgstr "Errores" msgid "Warnings" msgstr "Advertencias" +msgid "Zoom factor" +msgstr "Factor de zoom" + msgid "Line and column numbers." msgstr "Números de línea y columna." @@ -1418,6 +1436,11 @@ msgstr "" msgid "Attached Script" msgstr "Añadir Script" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s: El código de CallBack no será generado automáticamente, por favor, " +"agréguelo manualmente." + msgid "Connect to Node:" msgstr "Conectar al Nodo:" @@ -1455,7 +1478,7 @@ msgid "Remove" msgstr "Eliminar" msgid "Add Extra Call Argument:" -msgstr "Añadir Argumento de Llamada Extra:" +msgstr "Añadir Argumento Extra de Llamada :" msgid "Extra Call Arguments:" msgstr "Argumentos extras de llamada:" @@ -1564,9 +1587,6 @@ msgstr "Esta clase está marcada como obsoleta." msgid "This class is marked as experimental." msgstr "Esta clase está marcada como experimental." -msgid "No description available for %s." -msgstr "No hay descripción disponible para %s." - msgid "Favorites:" msgstr "Favoritos:" @@ -1600,9 +1620,6 @@ msgstr "Guardar Rama como Escena" msgid "Copy Node Path" msgstr "Copiar Ruta del Nodo" -msgid "Instance:" -msgstr "Instancia:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1696,6 +1713,9 @@ msgstr "" "funciones llamadas por esa función.\n" "Utilízalo para buscar funciones individuales que optimizar." +msgid "Display internal functions" +msgstr "Mostrar funciones internas" + msgid "Frame #:" msgstr "Fotograma #:" @@ -1726,9 +1746,6 @@ msgstr "La ejecución se reanudó." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Advertencia:" - msgid "Error:" msgstr "Error:" @@ -2010,9 +2027,22 @@ msgstr "Crear Carpeta" msgid "Folder name is valid." msgstr "El nombre de la carpeta es válido." +msgid "Double-click to open in browser." +msgstr "Doble clic para abrir en el navegador." + msgid "Thanks from the Godot community!" msgstr "¡Muchas gracias de parte de la comunidad de Godot!" +msgid "(unknown)" +msgstr "(desconocido)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Fecha de confirmación de Git: %s\n" +"Clic para copiar el número de versión." + msgid "Godot Engine contributors" msgstr "Contribuidores de Godot" @@ -2117,9 +2147,6 @@ msgstr "Ha fallado la extracción de los siguientes archivos del asset \"%s\":" msgid "(and %s more files)" msgstr "(y %s archivos más)" -msgid "Asset \"%s\" installed successfully!" -msgstr "¡El asset \"%s\" ha sido instalado con éxito!" - msgid "Success!" msgstr "¡Éxito!" @@ -2287,30 +2314,6 @@ msgstr "Crear un nuevo Bus Layout." msgid "Audio Bus Layout" msgstr "Layout del Bus de Audio" -msgid "Invalid name." -msgstr "Nombre inválido." - -msgid "Cannot begin with a digit." -msgstr "No puede comenzar con un dígito." - -msgid "Valid characters:" -msgstr "Caracteres válidos:" - -msgid "Must not collide with an existing engine class name." -msgstr "No debe coincidir con el nombre de una clase ya existente del motor." - -msgid "Must not collide with an existing global script class name." -msgstr "No debe coincidir con un nombre de clase de script global existente." - -msgid "Must not collide with an existing built-in type name." -msgstr "No debe coincidir con un nombre de tipo built-in existente." - -msgid "Must not collide with an existing global constant name." -msgstr "No debe coincidir con una constante global existente." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "La palabra clave no puede utilizarse como nombre de un Autoload." - msgid "Autoload '%s' already exists!" msgstr "¡Autoload «%s» ya existe!" @@ -2347,9 +2350,6 @@ msgstr "Añadir Autoload" msgid "Path:" msgstr "Ruta:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Establece la ruta o pulsa \"%s\" para crear un script." - msgid "Node Name:" msgstr "Nombre del Nodo:" @@ -2511,23 +2511,17 @@ msgstr "Detectar desde el Proyecto" msgid "Actions:" msgstr "Acciones:" -msgid "Configure Engine Build Profile:" -msgstr "Configurar Perfil de Construcción del Motor:" - msgid "Please Confirm:" msgstr "Confirma, por favor:" -msgid "Engine Build Profile" -msgstr "Perfil de construcción del motor" - msgid "Load Profile" msgstr "Cargar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Edit Build Configuration Profile" -msgstr "Editar Perfil de Configuración de Compilación" +msgid "Forced Classes on Detect:" +msgstr "Clases Forzadas al Detectar:" msgid "" "Failed to execute command \"%s\":\n" @@ -2566,6 +2560,12 @@ msgstr "Posición del Dock" msgid "Make Floating" msgstr "Hacer Flotante" +msgid "Make this dock floating." +msgstr "Hacer flotante este panel." + +msgid "Move to Bottom" +msgstr "Mover hacia Abajo" + msgid "3D Editor" msgstr "3D Editor" @@ -2713,17 +2713,6 @@ msgstr "Importar Perfil(es)" msgid "Manage Editor Feature Profiles" msgstr "Administrar Perfiles de Características del Editor" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Algunas extensiones necesitan que se reinicie el editor para que produzcan " -"efecto." - -msgid "Restart" -msgstr "Reiniciar" - -msgid "Save & Restart" -msgstr "Guardar y Reiniciar" - msgid "ScanSources" msgstr "Escanear Fuentes" @@ -2754,6 +2743,12 @@ msgstr "Obsoleto" msgid "Experimental" msgstr "Experimental" +msgid "Deprecated:" +msgstr "Obsoleto:" + +msgid "Experimental:" +msgstr "Experimental:" + msgid "This method supports a variable number of arguments." msgstr "Este método soporta un número variable de argumentos." @@ -2793,6 +2788,15 @@ msgstr "Descripciones de Constructor" msgid "Operator Descriptions" msgstr "Descripciones de Operador" +msgid "This method may be changed or removed in future versions." +msgstr "Este método puede ser cambiado o eliminado en futuras versiones." + +msgid "This constructor may be changed or removed in future versions." +msgstr "Este constructor puede ser cambiado o eliminado en futuras versiones." + +msgid "This operator may be changed or removed in future versions." +msgstr "Este operador puede ser cambiado o eliminado en futuras versiones." + msgid "Error codes returned:" msgstr "Códigos de error devueltos:" @@ -2832,6 +2836,9 @@ msgstr "Superior" msgid "Class:" msgstr "Clase:" +msgid "This class may be changed or removed in future versions." +msgstr "Esta clase puede ser cambiada o eliminada en futuras versiones." + msgid "Inherits:" msgstr "Herencia:" @@ -2851,9 +2858,6 @@ msgstr "" "Actualmente no hay descripción para esta clase. Por favor, ¡Ayúdanos " "[color=$color][url=$url]contribuyendo con una[/url][/color]!" -msgid "Note:" -msgstr "Nota:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2878,7 +2882,7 @@ msgid "property:" msgstr "propiedad:" msgid "Theme Properties" -msgstr "Propiedades del tema" +msgstr "Propiedades del Theme" msgid "Colors" msgstr "Colores" @@ -2898,9 +2902,38 @@ msgstr "Iconos" msgid "Styles" msgstr "Estilos" +msgid "There is currently no description for this theme property." +msgstr "Actualmente no hay ninguna descripción para esta propiedad de theme." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Actualmente no existe ninguna descripción para esta propiedad de theme. Por " +"favor, ¡Ayúdanos [color=$color][url=$url]contribuyendo con una[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Esta señal puede ser cambiada o eliminada en futuras versiones." + +msgid "There is currently no description for this signal." +msgstr "Actualmente no hay ninguna descripción para esta señal." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Actualmente no hay ninguna descripción para esta señal. Por favor, ¡Ayúdanos " +"[color=$color][url=$url]contribuyendo con una[/url][/color]!" + msgid "Enumerations" msgstr "Enumeraciones" +msgid "This enumeration may be changed or removed in future versions." +msgstr "Esta enumeración puede ser cambiada o eliminada en futuras versiones." + +msgid "This constant may be changed or removed in future versions." +msgstr "Esta constante puede ser cambiada o eliminada en futuras versiones." + msgid "Annotations" msgstr "Anotaciones" @@ -2920,6 +2953,9 @@ msgstr "Descripciones de Propiedades" msgid "(value)" msgstr "(valor)" +msgid "This property may be changed or removed in future versions." +msgstr "Esta propiedad puede ser cambiada o eliminada en futuras versiones." + msgid "There is currently no description for this property." msgstr "Actualmente no hay descripción para esta propiedad." @@ -2930,30 +2966,42 @@ msgstr "" "Actualmente no existe descripción para esta propiedad. Por favor ¡ayúdanos " "[color=$color][url=$url]contribuyendo una[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "No hay descripción disponible." + msgid "Metadata:" msgstr "Metadata:" msgid "Property:" msgstr "Propiedad:" +msgid "This property can only be set in the Inspector." +msgstr "Esta propiedad solo puede ser establecida a través del Inspector." + msgid "Method:" msgstr "Método:" msgid "Signal:" msgstr "Señal:" -msgid "No description available." -msgstr "No hay descripción disponible." - -msgid "%d match." -msgstr "%d coincidencia." +msgid "Theme Property:" +msgstr "Propiedades del Theme:" msgid "%d matches." msgstr "%d coincidencias." +msgid "Constructor" +msgstr "Constructor" + msgid "Method" msgstr "Método" +msgid "Operator" +msgstr "Operador" + msgid "Signal" msgstr "Señal" @@ -3014,6 +3062,9 @@ msgstr "Tipo de Miembro" msgid "(constructors)" msgstr "(constructores)" +msgid "Keywords" +msgstr "Palabras Clave" + msgid "Class" msgstr "Clase" @@ -3099,9 +3150,6 @@ msgstr "Establecer Múltiples: %s" msgid "Remove metadata %s" msgstr "Eliminar metadatos %s" -msgid "Pinned %s" -msgstr "Fijado %s" - msgid "Unpinned %s" msgstr "Desfijado %s" @@ -3250,15 +3298,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Gira cuando la ventana del editor se redibuja." -msgid "Imported resources can't be saved." -msgstr "Los recursos importados no se pueden guardar." - msgid "OK" msgstr "Aceptar" -msgid "Error saving resource!" -msgstr "¡Error al guardar el recurso!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3276,32 +3318,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Guardar Recurso Como..." -msgid "Can't open file for writing:" -msgstr "No se puede abrir el archivo para escribir:" - -msgid "Requested file format unknown:" -msgstr "Formato de archivo requerido desconocido:" - -msgid "Error while saving." -msgstr "Error al guardar." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"No se puede abrir el archivo '%s'. El archivo podría haber sido movido o " -"borrado." - -msgid "Error while parsing file '%s'." -msgstr "Error al analizar el archivo '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "El archivo de escena '%s' parece ser inválido/corrupto." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Falta el archivo '%s' o una de sus dependencias." - -msgid "Error while loading file '%s'." -msgstr "Error al cargar el archivo '%s'." - msgid "Saving Scene" msgstr "Guardar Escena" @@ -3311,41 +3327,20 @@ msgstr "Analizando" msgid "Creating Thumbnail" msgstr "Creando Miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Esta operación no puede realizarse sin una escena raíz." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"No se puede guardar esta escena porque hay una inclusión cíclica de " -"instancias.\n" -"Por favor, resuélvelo y luego intenta guardar de nuevo." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"No se pudo guardar la escena. Las posibles dependencias (instancias o " -"herencias) no se pudieron resolver." - msgid "Save scene before running..." msgstr "Guarda escena antes de ejecutar..." -msgid "Could not save one or more scenes!" -msgstr "¡No se ha podido guardar una o varias escenas!" - msgid "Save All Scenes" msgstr "Guardar Todas las Escenas" msgid "Can't overwrite scene that is still open!" msgstr "¡No se puede sobrescribir una escena que todavía está abierta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "¡No se puede cargar MeshLibrary para poder unir los datos!" +msgid "Merge With Existing" +msgstr "Combinar Con Existentes" -msgid "Error saving MeshLibrary!" -msgstr "¡Error al guardar la MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Aplicar Transformaciones al MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3409,9 +3404,6 @@ msgstr "" "Por favor, lee la documentación relevante a la importación de escenas para " "entender mejor este flujo de trabajo." -msgid "Changes may be lost!" -msgstr "¡Se perderán los cambios realizados!" - msgid "This object is read-only." msgstr "Este objeto es de solo lectura." @@ -3427,10 +3419,6 @@ msgstr "Apertura Rápida de Escena..." msgid "Quick Open Script..." msgstr "Apertura Rápida de Script..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "" -"¡%s ya no existe! Por favor, especifica una nueva ubicación de guardado." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3510,27 +3498,14 @@ msgstr "¿Guardar los recursos modificados antes de cerrar?" msgid "Save changes to the following scene(s) before reloading?" msgstr "¿Guardar los cambios en las siguientes escenas antes de recargar?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "¿Guardar los cambios en las siguientes escenas antes de salir?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "¿Guardar los cambios en las siguientes escenas antes de abrir el " "Administrador de Proyectos?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Esta opción está obsoleta. Las situaciones en las que el refresco debe ser " -"forzado se consideran ahora un error. Por favor, repórtalo." - msgid "Pick a Main Scene" msgstr "Selecciona una Escena Principal" -msgid "This operation can't be done without a scene." -msgstr "Esta operación no puede realizarse sin una escena." - msgid "Export Mesh Library" msgstr "Exportar Librería de Mallas" @@ -3573,23 +3548,40 @@ msgstr "" "modificada.\n" "Para poder modificarla, se tiene que crear una nueva escena heredada." +msgid "Scene '%s' has broken dependencies:" +msgstr "La escena «%s» tiene dependencias rotas:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"Hubo un error al cargar la escena, debe estar dentro de la ruta del proyecto. " -"Utiliza «Importar» para abrir la escena, luego guárdala dentro de la ruta del " -"proyecto." +"La compatibilidad con ventana múltiple no está disponible porque se usó el " +"argumento de línea de comandos `--single-window`para iniciar el editor." -msgid "Scene '%s' has broken dependencies:" -msgstr "La escena «%s» tiene dependencias rotas:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"La compatibilidad con ventana múltiple no está disponible porque la " +"plataforma actual no admite ventanas múltiples." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"La compatibilidad con Venta Múltiple no está disponible porque Interfaz > " +"Editor > Modo de Ventana Única esta activada en la Configuración del Editor." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Compatibilidad con ventana múltiple no está disponible porque Interfaz > " +"Ventana Múltiple > Activar está desactivado en la Configuración del Editor." msgid "Clear Recent Scenes" msgstr "Limpiar escenas recientes" -msgid "There is no defined scene to run." -msgstr "No hay escena definida para ejecutar." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3618,6 +3610,12 @@ msgstr "" "Es posible cambiarla más tarde en \"Configuración del Proyecto\" bajo la " "categoría 'application'." +msgid "Save Layout..." +msgstr "Guardar Layout..." + +msgid "Delete Layout..." +msgstr "Eliminar Layout..." + msgid "Default" msgstr "Predeterminado" @@ -3698,6 +3696,9 @@ msgstr "Móvil" msgid "Compatibility" msgstr "Compatibilidad" +msgid "(Overridden)" +msgstr "(Anulado)" + msgid "Pan View" msgstr "Vista Panorámica" @@ -3764,27 +3765,18 @@ msgstr "Configuración del Editor..." msgid "Project" msgstr "Proyecto" -msgid "Project Settings..." -msgstr "Configuración del Proyecto..." - msgid "Project Settings" msgstr "Configuración del Proyecto" msgid "Version Control" msgstr "Control de Versiones" -msgid "Export..." -msgstr "Exportar…" - msgid "Install Android Build Template..." msgstr "Instalar Plantilla de Compilación de Android..." msgid "Open User Data Folder" msgstr "Abrir Carpeta de Datos del Usuario" -msgid "Customize Engine Build Configuration..." -msgstr "Personalizar la Configuración de Construcción del Motor..." - msgid "Tools" msgstr "Herramientas" @@ -3800,9 +3792,6 @@ msgstr "Recargar proyecto actual" msgid "Quit to Project List" msgstr "Salir al Listado de Proyectos" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3841,12 +3830,12 @@ msgstr "Configurar Importador FBX..." msgid "Help" msgstr "Ayuda" +msgid "Search Help..." +msgstr "Buscar en la Ayuda..." + msgid "Online Documentation" msgstr "Documentación en línea" -msgid "Questions & Answers" -msgstr "Preguntas & Respuestas" - msgid "Community" msgstr "Comunidad" @@ -3867,9 +3856,31 @@ msgstr "Sugerir una característica" msgid "Send Docs Feedback" msgstr "Enviar Feedback de la Documentación" +msgid "About Godot..." +msgstr "Sobre Godot..." + msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Seleccionar un método de renderizado.\n" +"\n" +"Notas:\n" +"- En dispositivos móviles, se utiliza el método de renderizado Móvil si se " +"selecciona Forward+ aquí.\n" +"- En la plataforma web, siempre se utiliza el método de renderizado " +"Compatibilidad." + +msgid "Save & Restart" +msgstr "Guardar y Reiniciar" + msgid "Update Continuously" msgstr "Actualizar Continuamente" @@ -3879,9 +3890,6 @@ msgstr "Actualizar Al Cambiar" msgid "Hide Update Spinner" msgstr "Ocultar Spinner de Actualización" -msgid "FileSystem" -msgstr "Sistema de Archivos" - msgid "Inspector" msgstr "Inspector" @@ -3891,9 +3899,6 @@ msgstr "Nodos" msgid "History" msgstr "Historial" -msgid "Output" -msgstr "Salida" - msgid "Don't Save" msgstr "No Guardar" @@ -3923,12 +3928,6 @@ msgstr "Paquete de Plantillas" msgid "Export Library" msgstr "Exportar Librería" -msgid "Merge With Existing" -msgstr "Combinar Con Existentes" - -msgid "Apply MeshInstance Transforms" -msgstr "Aplicar Transformaciones al MeshInstance" - msgid "Open & Run a Script" msgstr "Abrir y Ejecutar un Script" @@ -3945,6 +3944,9 @@ msgstr "Recargar" msgid "Resave" msgstr "Volver a Guardar" +msgid "Create/Override Version Control Metadata..." +msgstr "Crear/Sobrescribir Metadatos de Control de Versiones..." + msgid "Version Control Settings..." msgstr "Configuración del Control de Versiones..." @@ -3975,33 +3977,15 @@ msgstr "Abrir Editor siguiente" msgid "Open the previous Editor" msgstr "Abrir Editor anterior" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "¡Advertencia!" -msgid "On" -msgstr "Activado" - -msgid "Edit Plugin" -msgstr "Editar Plugin" - -msgid "Installed Plugins:" -msgstr "Plugins Instalados:" - -msgid "Create New Plugin" -msgstr "Crear Nuevo Plugin" - -msgid "Version" -msgstr "Versión" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Editar Texto:" +msgid "On" +msgstr "Activado" + msgid "Renaming layer %d:" msgstr "Renombrando capa %d:" @@ -4063,6 +4047,17 @@ msgstr "RID inválido" msgid "Recursion detected, unable to assign resource to property." msgstr "Recursión detectada, no se puede asignar el recurso a la propiedad." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"No puede crearse un ViewportTexture en un nodo Texture2D porque la textura no " +"estará vinculada a una escena.\n" +"En su lugar, utilice un nodo Texture2DParameter y establezca la textura en la " +"pestaña \"Parámetros de Shaders\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4087,6 +4082,12 @@ msgstr "Selecciona un Viewport" msgid "Selected node is not a Viewport!" msgstr "¡El nodo seleccionado no es un Viewport!" +msgid "New Key:" +msgstr "Nueva Clave:" + +msgid "New Value:" +msgstr "Nuevo Valor:" + msgid "(Nil) %s" msgstr "(Nulo) %s" @@ -4105,12 +4106,6 @@ msgstr "Diccionario (Nulo)" msgid "Dictionary (size %d)" msgstr "Diccionario (tamaño %d)" -msgid "New Key:" -msgstr "Nueva Clave:" - -msgid "New Value:" -msgstr "Nuevo Valor:" - msgid "Add Key/Value Pair" msgstr "Agregar Par Clave/Valor" @@ -4133,6 +4128,14 @@ msgstr "" "El recurso seleccionado (%s) no coincide con ningún tipo esperado para esta " "propiedad (%s)." +msgid "Quick Load..." +msgstr "Carga Rápida..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Abre un menú rápido para seleccionar de una lista de archivos de Recursos " +"permitidos." + msgid "Load..." msgstr "Cargar..." @@ -4166,6 +4169,9 @@ msgstr "Nuevo Script..." msgid "Extend Script..." msgstr "Extender Script..." +msgid "New Shader..." +msgstr "Nuevo Shader..." + msgid "No Remote Debug export presets configured." msgstr "No hay preajustes de exportación de depuración remota configurados." @@ -4182,6 +4188,17 @@ msgstr "" "Por favor, añade un preset ejecutable en el menú de exportación o define un " "preset existente como ejecutable." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Advertencia: La arquitectura de CPU '%s' no está activa en tu configuración " +"de exportación.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "¿Ejecutar 'Depuración Remota' de todas maneras?" + msgid "Project Run" msgstr "Ejecutar Proyecto" @@ -4299,6 +4316,12 @@ msgstr "Todos los Dispositivos" msgid "Device" msgstr "Dispositivo" +msgid "Listening for Input" +msgstr "Esperando entrada" + +msgid "Filter by Event" +msgstr "Filtrar por Evento" + msgid "Project export for platform:" msgstr "Exportar proyecto para la plataforma:" @@ -4311,28 +4334,21 @@ msgstr "Completado exitosamente." msgid "Failed." msgstr "Falló." +msgid "Export failed with error code %d." +msgstr "Exportación fallida con código de error %d." + msgid "Storing File: %s" msgstr "Almacenando Archivo: %s" msgid "Storing File:" msgstr "Archivo de Almacenamiento:" -msgid "No export template found at the expected path:" -msgstr "" -"No se ha encontrado ninguna plantilla de exportación en la ruta esperada:" - -msgid "ZIP Creation" -msgstr "Creación de ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "No se pudo abrir el archivo a leer de la ruta \"%s\"." msgid "Packing" msgstr "Empaquetando" -msgid "Save PCK" -msgstr "Guardar como PCK" - msgid "Cannot create file \"%s\"." msgstr "No se pudo crear el archivo \"%s\"." @@ -4354,17 +4370,18 @@ msgstr "No se puede abrir el archivo encriptado para escribir." msgid "Can't open file to read from path \"%s\"." msgstr "No se puede abrir el archivo a leer de la ruta \"%s\"." -msgid "Save ZIP" -msgstr "Guardar como ZIP" - msgid "Custom debug template not found." msgstr "No se encontró la plantilla de depuración personalizada." msgid "Custom release template not found." msgstr "Plantilla release personalizada no encontrada." -msgid "Prepare Template" -msgstr "Preparar Plantilla" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Debes seleccionar un formato de textura para exportar el proyecto. Por favor, " +"selecciona al menos un formato de textura." msgid "The given export path doesn't exist." msgstr "La ruta de exportación proporcionada no existe." @@ -4375,9 +4392,6 @@ msgstr "Archivo de plantilla no encontrado: \"%s\"." msgid "Failed to copy export template." msgstr "Fallo al copiar la plantilla de exportación." -msgid "PCK Embedding" -msgstr "Integrar PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "En la exportación de 32 bits el PCK embebido no puede ser mayor de 4 GiB." @@ -4455,36 +4469,6 @@ msgstr "" "No se han encontrado enlaces de descarga para esta versión. La descarga " "directa solo está disponible para las versiones oficiales." -msgid "Disconnected" -msgstr "Desconectado" - -msgid "Resolving" -msgstr "Resolviendo" - -msgid "Can't Resolve" -msgstr "No se puede resolver" - -msgid "Connecting..." -msgstr "Conectando..." - -msgid "Can't Connect" -msgstr "No se puede conectar" - -msgid "Connected" -msgstr "Conectado" - -msgid "Requesting..." -msgstr "Solicitando..." - -msgid "Downloading" -msgstr "Descargando" - -msgid "Connection Error" -msgstr "Error de Conexión" - -msgid "TLS Handshake Error" -msgstr "Error de Handshake TLS" - msgid "Can't open the export templates file." msgstr "No se puede abrir el archivo de plantillas de exportación." @@ -4624,6 +4608,9 @@ msgstr "Recursos a exportar:" msgid "(Inherited)" msgstr "(Heredado)" +msgid "Export With Debug" +msgstr "Exportar Con Depuración" + msgid "%s Export" msgstr "Exportar %s" @@ -4653,6 +4640,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opciones Avanzadas" +msgid "If checked, the advanced options will be shown." +msgstr "Se está marcado, se mostrarán las opciones avanzadas." + msgid "Export Path" msgstr "Ruta de Exportación" @@ -4755,12 +4745,41 @@ msgstr "" msgid "More Info..." msgstr "Más información..." -msgid "Export PCK/ZIP..." -msgstr "Exportar PCK/ZIP..." +msgid "Scripts" +msgstr "Scripts" + +msgid "GDScript Export Mode:" +msgstr "Modo de Exportación de GDScript:" + +msgid "Text (easier debugging)" +msgstr "Texto (depuración más sencilla)" + +msgid "Binary tokens (faster loading)" +msgstr "Tokens binarios (carga más rápida)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Tokens binarios comprimidos (archivos más pequeños)" + +msgid "Export PCK/ZIP..." +msgstr "Exportar PCK/ZIP..." + +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Exportar los recursos del proyecto como un paquete PCK o ZIP. Esto no es una " +"compilación jugable, solo los datos del proyecto sin un ejecutable de Godot." msgid "Export Project..." msgstr "Exportar Proyecto..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Exportar el proyecto como una compilación jugable (ejecutable de Godot y " +"datos del proyecto) para el preset seleccionado." + msgid "Export All" msgstr "Exportar Todo" @@ -4785,8 +4804,24 @@ msgstr "Exportación del Proyecto" msgid "Manage Export Templates" msgstr "Administrar Plantillas de Exportación" -msgid "Export With Debug" -msgstr "Exportar Con Depuración" +msgid "Disable FBX2glTF & Restart" +msgstr "Desactivar FBX2glTF y Reiniciar" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Cancelar este cuadro de diálogo desactivará el importador FBX2glTF y " +"utilizará el Importador ufbx.\n" +"Puede volver a habilitar FBX2lTF en la Configuración del Proyecto en Sistema " +"de Archivos > Importar > FBX > Habilitado.\n" +"\n" +"El editor se reiniciará ya que los importadores se registran cuando el editor " +"se inicia." msgid "Path to FBX2glTF executable is empty." msgstr "La ruta al ejecutable FBX2glTF está vacía." @@ -4803,6 +4838,16 @@ msgstr "El ejecutable FBX2glTF es válido." msgid "Configure FBX Importer" msgstr "Configurar el Importador de FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF es necesario para importar archivos FBX si se utiliza FBX2glTF.\n" +"Como alternativa, puedes usar ufbx desactivando FBX2glTF.\n" +"Por favor, descargue la herramienta necesaria y proporcione una ruta válida " +"al ejecutable:" + msgid "Click this link to download FBX2glTF" msgstr "Haz clic en este enlace para descargar FBX2glTF" @@ -4893,6 +4938,23 @@ msgstr "¿Deseas sobreescribir o renombrar los ficheros copiados?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "¿Deseas sobreescribir o renombrar los ficheros movidos?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"No se pudo ejecutar el programa externo para verificar la presencia de un " +"emulador de terminal: comando -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"No se pudo ejecutar el programa de terminal externo (código de error %d): %s " +"%s\n" +"Verifica `filesystem/external_programs/terminal_emulator` y `filesystem/" +"external_programs/terminal_emulator_flags` en la Configuración del Editor." + msgid "Duplicating file:" msgstr "Duplicando archivo:" @@ -4962,8 +5024,8 @@ msgstr "Eliminar de Favoritos" msgid "Reimport" msgstr "Reimportar" -msgid "Open in File Manager" -msgstr "Abrir en el Explorador de Archivos" +msgid "Open Containing Folder in Terminal" +msgstr "Abrir Carpeta Contenedora en la Terminal" msgid "New Folder..." msgstr "Nueva Carpeta..." @@ -5010,9 +5072,15 @@ msgstr "Duplicar..." msgid "Rename..." msgstr "Renombrar..." +msgid "Open in File Manager" +msgstr "Abrir en el Explorador de Archivos" + msgid "Open in External Program" msgstr "Abrir en un Programa Externo" +msgid "Open in Terminal" +msgstr "Abrir en la Terminal" + msgid "Red" msgstr "Rojo" @@ -5117,21 +5185,102 @@ msgstr "%d coincidencias en el archivo %d" msgid "%d matches in %d files" msgstr "%d coincidencias en los archivos %d" +msgid "Set Group Description" +msgstr "Establecer Descripción del Grupo" + +msgid "Invalid group name. It cannot be empty." +msgstr "Nombre de grupo inválido. No puede estar vacío." + +msgid "A group with the name '%s' already exists." +msgstr "Ya existe un grupo con el nombre '%s'." + +msgid "Group can't be empty." +msgstr "El grupo no puede estar vacío." + +msgid "Group already exists." +msgstr "El grupo ya existe." + +msgid "Add Group" +msgstr "Añadir Grupo" + +msgid "Removing Group References" +msgstr "Eliminar Referencias de Grupo" + msgid "Rename Group" msgstr "Renombrar Grupo" +msgid "Remove Group" +msgstr "Eliminar Grupo" + +msgid "Delete references from all scenes" +msgstr "Eliminar referencias de todas las escenas" + +msgid "Delete group \"%s\"?" +msgstr "¿Eliminar grupo \"%s\"?" + +msgid "Group name is valid." +msgstr "El nombre de grupo es válido." + +msgid "Rename references in all scenes" +msgstr "Renombrar referencias en todas las escenas" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Este grupo pertenece a otra escena y no ser editado." + +msgid "Copy group name to clipboard." +msgstr "Copiar el nombre del grupo al portapapeles." + +msgid "Global Groups" +msgstr "Grupos Globales" + msgid "Add to Group" msgstr "Añadir al Grupo" msgid "Remove from Group" msgstr "Eliminar del Grupo" +msgid "Convert to Global Group" +msgstr "Convertir a Grupo Global" + +msgid "Convert to Scene Group" +msgstr "Convertir a Grupo de Escena" + +msgid "Create New Group" +msgstr "Crear Nuevo Grupo" + msgid "Global" msgstr "Global" +msgid "Delete group \"%s\" and all its references?" +msgstr "¿Eliminar el grupo \"%s\" y todas sus referencias?" + +msgid "Add a new group." +msgstr "Añadir un nuevo grupo." + +msgid "Filter Groups" +msgstr "Filtrar Grupos" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Fecha de confirmación de Git: %s\n" +"Haz clic para copiar la información de la versión." + msgid "Expand Bottom Panel" msgstr "Expandir Panel Inferior" +msgid "Move/Duplicate: %s" +msgstr "Mover/Duplicar: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Mover/Duplicar %d Elemento" +msgstr[1] "Mover/Duplicar %d Elementos" + +msgid "Choose target directory:" +msgstr "Seleccione el directorio de destino:" + msgid "Move" msgstr "Mover" @@ -5229,6 +5378,9 @@ msgstr "Eliminar carpeta actual de favoritos." msgid "Toggle the visibility of hidden files." msgstr "Mostrar/Ocultar archivos ocultos." +msgid "Create a new folder." +msgstr "Crear una nueva carpeta." + msgid "Directories & Files:" msgstr "Directorios y Archivos:" @@ -5270,27 +5422,6 @@ msgstr "Recargar escena reproducida." msgid "Quick Run Scene..." msgstr "Ejecución Rápida de Escena..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"El modo Movie Maker está activado, pero no se ha especificado ninguna ruta de " -"archivo de película.\n" -"Se puede especificar una ruta de archivo de película predeterminada en la " -"configuración del proyecto, en la categoría Editor > Movie Writer.\n" -"También, para ejecutar escenas individuales, se puede añadir una cadena de " -"metadatos `movie_file` al nodo raíz,\n" -"especificando la ruta a un archivo de película que se utilizará al grabar esa " -"escena." - -msgid "Could not start subprocess(es)!" -msgstr "¡No se han podido iniciar los subprocesos!" - msgid "Run the project's default scene." msgstr "Ejecutar la escena predeterminada del proyecto." @@ -5376,6 +5507,9 @@ msgstr "Act./Desact. Visible" msgid "Unlock Node" msgstr "Desbloquear Nodo" +msgid "Ungroup Children" +msgstr "Desagrupar Hijos" + msgid "Disable Scene Unique Name" msgstr "Desactivar Nombre Único de Escena" @@ -5440,6 +5574,9 @@ msgstr "" msgid "Open in Editor" msgstr "Abrir en el Editor" +msgid "Instance:" +msgstr "Instancia:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" no es un filtro conocido." @@ -5447,9 +5584,6 @@ msgid "Invalid node name, the following characters are not allowed:" msgstr "" "El nombre del nodo no es correcto, las siguientes letras no están permitidas:" -msgid "Another node already uses this unique name in the scene." -msgstr "Otro nodo ya utiliza este nombre único en la escena." - msgid "Scene Tree (Nodes):" msgstr "Árbol de Escenas (Nodos):" @@ -5863,12 +5997,19 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: La textura del atlas es significativamente más grande en un eje (%d), " +"considere cambiar la Configuración del Proyecto `editor/import/" +"atlas_max_width` para permitir una textura más amplia, lo que hará que el " +"resultado sea más uniforme en tamaño." + msgid "Importer:" msgstr "Importador:" -msgid "Keep File (No Import)" -msgstr "Mantener Archivo (No Importar)" - msgid "%d Files" msgstr "%d archivos" @@ -5893,7 +6034,7 @@ msgid "Import As:" msgstr "Importar como:" msgid "Preset" -msgstr "Preconfigurado" +msgstr "Preset" msgid "Advanced..." msgstr "Avanzado..." @@ -5934,6 +6075,9 @@ msgstr "Botones del Joypad" msgid "Joypad Axes" msgstr "Ejes del Joypad" +msgid "Event Configuration for \"%s\"" +msgstr "Configuración de Evento para \"%s\"" + msgid "Event Configuration" msgstr "Configuración de Eventos" @@ -5968,6 +6112,12 @@ msgstr "Código de teclas físicas (posición en el teclado QWERTY de EE.UU.)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Etiqueta de tecla (Unicode, distingue mayúsculas de minúsculas)" +msgid "Physical location" +msgstr "Ubicación Física" + +msgid "Any" +msgstr "Cualquiera" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6113,6 +6263,13 @@ msgstr "Archivos con cadenas de traducción:" msgid "Generate POT" msgstr "Generar POT" +msgid "Add Built-in Strings to POT" +msgstr "Añadir Cadenas Integradas a POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Agregar cadenas de componentes integrados como ciertos nodos de Control." + msgid "Set %s on %d nodes" msgstr "Establecer %s en %d nodos" @@ -6125,105 +6282,6 @@ msgstr "Grupos" msgid "Select a single node to edit its signals and groups." msgstr "Selecciona un único nodo para editar sus señales y grupos." -msgid "Plugin name cannot be blank." -msgstr "El nombre del plugin no puede estar en blanco." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"La extensión del script debe coincidir con la extensión del idioma elegido (." -"%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "El nombre de la subcarpeta no es un nombre de carpeta válido." - -msgid "Subfolder cannot be one which already exists." -msgstr "La subcarpeta no puede ser una ya existente." - -msgid "Edit a Plugin" -msgstr "Editar Plugin" - -msgid "Create a Plugin" -msgstr "Crear un Plugin" - -msgid "Update" -msgstr "Actualizar" - -msgid "Plugin Name:" -msgstr "Nombre del Plugin:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Requerido. Este nombre se mostrará en la lista de plugins." - -msgid "Subfolder:" -msgstr "Subcarpeta:" - -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. El nombre de la carpeta generalmente debe usar el nombre en " -"`snake_case` (evite espacios y caracteres especiales).\n" -"Si se deja vacía, la carpeta recibirá el nombre del complemento convertido a " -"`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 descripción debe ser relativamente breve (hasta 5 líneas).\n" -"Se mostrará al pasar el cursor sobre el plugin en la lista de plugins." - -msgid "Author:" -msgstr "Autor:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "" -"Opcional. El nombre de usuario, el nombre completo o el nombre de la " -"organización del autor." - -msgid "Version:" -msgstr "Versión:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Opcional. Un identificador de versión legible por humanos que se utiliza " -"únicamente con fines 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 "" -"Requerido. El lenguaje scripting que se utilizará para el script.\n" -"Tenga en cuenta que un plugin puede utilizar varios lenguajes a la vez " -"agregando más scripts al plugin." - -msgid "Script Name:" -msgstr "Nombre del Script:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Opcional. La ruta al script (relativa a la carpeta de plugins). Si se deja " -"vacío, el valor predeterminado será \"plugin.gd\"." - -msgid "Activate now?" -msgstr "¿Activar ahora?" - -msgid "Plugin name is valid." -msgstr "El nombre del Plugin es válido." - -msgid "Script extension is valid." -msgstr "La extensión del Script es correcta." - -msgid "Subfolder name is valid." -msgstr "El nombre de la sub-carpeta es válido." - msgid "Create Polygon" msgstr "Crear Polígono" @@ -6394,6 +6452,15 @@ msgstr "Act./Desact. Filtro On/Off" msgid "Change Filter" msgstr "Cambiar Filtro" +msgid "Fill Selected Filter Children" +msgstr "Rellenar Hijos del Filtro Seleccionado" + +msgid "Invert Filter Selection" +msgstr "Invertir Selección del Filtro" + +msgid "Clear Filter Selection" +msgstr "Limpiar Selección del Filtro" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6425,6 +6492,12 @@ msgstr "Agregar Nodo..." msgid "Enable Filtering" msgstr "Habilitar Filtrado" +msgid "Fill Selected Children" +msgstr "Rellenar Hijos Seleccionados" + +msgid "Invert" +msgstr "Invertir" + msgid "Library Name:" msgstr "Nombre de la Librería:" @@ -6512,6 +6585,20 @@ msgstr "Guardar librería de Animación en Archivo: %s" msgid "Save Animation to File: %s" msgstr "Guardar Animación en Archivo: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Algunos archivos de AnimationLibrary eran inválidos." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "" +"Algunas de las bibliotecas seleccionadas ya fueron agregadas al mezclador." + +msgid "Some Animation files were invalid." +msgstr "Algunos archivos de animación eran inválidos." + +msgid "Some of the selected animations were already added to the library." +msgstr "" +"Algunas de las animaciones seleccionadas y afueron añadidas a la librería." + msgid "Load Animation into Library: %s" msgstr "Cargar Animación en Librería: %s" @@ -6551,12 +6638,45 @@ msgstr "[foráneo]" msgid "[imported]" msgstr "[importado]" +msgid "Add animation to library." +msgstr "Añadir animación a la librería." + +msgid "Load animation from file and add to library." +msgstr "Cargar animación desde archivo y agregar a la librería." + +msgid "Paste animation to library from clipboard." +msgstr "Pegar animación en la librería desde el portapapeles." + +msgid "Save animation library to resource on disk." +msgstr "Guardar librería de animaciones como recurso en el disco." + +msgid "Remove animation library." +msgstr "Eliminar librería de animaciones." + +msgid "Copy animation to clipboard." +msgstr "Copiar animación al portapapeles." + +msgid "Save animation to resource on disk." +msgstr "Guardar animación como recurso en disco." + +msgid "Remove animation from Library." +msgstr "Eliminar animación de la Librería." + msgid "Edit Animation Libraries" msgstr "Editar Librerías de Animación" +msgid "New Library" +msgstr "Nueva Librería" + +msgid "Create new empty animation library." +msgstr "Crear una nueva librería de animaciones vacía." + msgid "Load Library" msgstr "Cargar Librería" +msgid "Load animation library from disk." +msgstr "Cargar librería de animaciones desde el disco." + msgid "Storage" msgstr "Almacenamiento" @@ -6634,6 +6754,9 @@ msgstr "Herramientas de Animación" msgid "Animation" msgstr "Animación" +msgid "New..." +msgstr "Nuevo..." + msgid "Manage Animations..." msgstr "Gestionar Animaciones..." @@ -6774,8 +6897,11 @@ msgstr "Eliminar Todo" msgid "Root" msgstr "Raíz" -msgid "AnimationTree" -msgstr "Árbol de Animación" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Versión:" msgid "Contents:" msgstr "Contenido:" @@ -6834,9 +6960,6 @@ msgstr "Fallido:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Error de descarga, al parecer el archivo ha sido manipulado." -msgid "Expected:" -msgstr "Esperado:" - msgid "Got:" msgstr "Tiene:" @@ -6858,6 +6981,12 @@ msgstr "Descargando..." msgid "Resolving..." msgstr "Resolviendo..." +msgid "Connecting..." +msgstr "Conectando..." + +msgid "Requesting..." +msgstr "Solicitando..." + msgid "Error making request" msgstr "Error al realizar la solicitud" @@ -6891,9 +7020,6 @@ msgstr "Licencia (A-Z)" msgid "License (Z-A)" msgstr "Licencia (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Prueba" @@ -6916,8 +7042,8 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" -msgid "Failed to get repository configuration." -msgstr "Fallo en la obtención de la configuración del repositorio." +msgid "Go Online" +msgstr "Ir a Internet" msgid "All" msgstr "Todos" @@ -7167,23 +7293,6 @@ msgstr "Centrar Vista" msgid "Select Mode" msgstr "Modo de Selección" -msgid "Drag: Rotate selected node around pivot." -msgstr "Arrastrar: Girar el nodo seleccionado alrededor del pivote." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Arrastrar: Mover el nodo seleccionado." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Arrastrar: Escala el nodo seleccionado." - -msgid "V: Set selected node's pivot position." -msgstr "V: Establecer la posición de pivote del nodo seleccionado." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt + RMB: Muestra la lista de todos los nodos en la posición en la que se " -"hizo clic, incluido el bloqueado." - msgid "RMB: Add node at position clicked." msgstr "RMB: Añade un nodo en la posición seleccionada." @@ -7202,9 +7311,6 @@ msgstr "Shift: Escala proporcional." msgid "Show list of selectable nodes at position clicked." msgstr "Mostrar lista de nodos seleccionables en la posición pulsada." -msgid "Click to change object's rotation pivot." -msgstr "Haz clic para cambiar el pivote de rotación de un objeto." - msgid "Pan Mode" msgstr "Modo desplazamiento lateral" @@ -7281,9 +7387,23 @@ msgstr "" msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nodo(s) Seleccionado(s)" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa el nodo seleccionado con sus hijos. Esto hace que se seleccione el " +"nodo padre cuando se hace clic en cualquier nodo hijo en las vistas 2D y 3D." + msgid "Group Selected Node(s)" msgstr "Agrupar Nodo(s) Seleccionado(s)" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Desagrupa el nodo seleccionado de sus hijos. Los nodos hijos serán elementos " +"individuales en las vistas 2D y 3D." + msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nodo(s) Seleccionado(s)" @@ -7305,9 +7425,6 @@ msgstr "Mostrar" msgid "Show When Snapping" msgstr "Mostrar Al Ajustar" -msgid "Hide" -msgstr "Ocultar" - msgid "Toggle Grid" msgstr "Cambiar Cuadrícula" @@ -7329,6 +7446,15 @@ msgstr "Mostrar Origen" msgid "Show Viewport" msgstr "Mostrar Viewport" +msgid "Lock" +msgstr "Bloquear" + +msgid "Group" +msgstr "Grupo" + +msgid "Transformation" +msgstr "Transformación" + msgid "Gizmos" msgstr "Gizmos" @@ -7404,19 +7530,30 @@ msgstr "Dividir paso de cuadrícula por 2" msgid "Adding %s..." msgstr "Añadiendo %s..." +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Mantenga pulsada la tecla Alt al soltar para añadirlo como hijo del nodo raíz." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Mantenga pulsada la tecla Mayús al soltar para añadirlo como hermano del nodo " "seleccionado." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Mantenga Alt + Shift al soltar para añadir como un tipo de nodo diferente." + msgid "Cannot instantiate multiple nodes without root." msgstr "No se pueden instanciar varios nodos sin un nodo raíz." msgid "Create Node" msgstr "Crear Nodo" -msgid "Error instantiating scene from %s" -msgstr "Error al instanciar escena desde %s" +msgid "Instantiating:" +msgstr "Instanciar:" + +msgid "Creating inherited scene from: " +msgstr "Creando escena heredada de: " msgid "Change Default Type" msgstr "Cambiar Tipo Predeterminado" @@ -7583,6 +7720,9 @@ msgstr "Alineación Vertical" msgid "Convert to GPUParticles3D" msgstr "Convertir a GPUParticles3D" +msgid "Restart" +msgstr "Reiniciar" + msgid "Load Emission Mask" msgstr "Cargar Máscara de Emisión" @@ -7592,9 +7732,6 @@ msgstr "Convertir a GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Conteo de Puntos Generados:" - msgid "Emission Mask" msgstr "Máscara de Emisión" @@ -7732,23 +7869,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Navegación Visible" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Cuando esta opción está activada, las mallas de navegación y los polígonos " -"serán visibles en el proyecto en ejecución." - msgid "Visible Avoidance" msgstr "Evitar Visibilidad" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Cuando esta opción está activada, las formas, radios y velocidades de los " -"objetos de evasión serán visibles en el proyecto en ejecución." - msgid "Debug CanvasItem Redraws" msgstr "Depurar Redibujado de CanvasItems" @@ -7800,6 +7923,37 @@ msgstr "" "permanecerá abierto y escuchará las nuevas sesiones iniciadas fuera del " "propio editor." +msgid "Customize Run Instances..." +msgstr "Personalizar instancias de ejecucción..." + +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nombre:%s\n" +"Ruta:%s\n" +"Script Principal:%s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Editar Plugin" + +msgid "Installed Plugins:" +msgstr "Plugins Instalados:" + +msgid "Create New Plugin" +msgstr "Crear Nuevo Plugin" + +msgid "Enabled" +msgstr "Activado" + +msgid "Version" +msgstr "Versión" + msgid "Size: %s" msgstr "Tamaño: %s" @@ -7870,9 +8024,6 @@ msgstr "Cambiar Longitud de la Forma del Rayo de Separación" msgid "Change Decal Size" msgstr "Cambiar tamaño de Decal" -msgid "Change Fog Volume Size" -msgstr "Cambiar Tamaño del Volumen de Niebla" - msgid "Change Particles AABB" msgstr "Cambiar partículas AABB" @@ -7882,9 +8033,6 @@ msgstr "Cambiar Radio" msgid "Change Light Radius" msgstr "Cambiar Radio de Luces" -msgid "Start Location" -msgstr "Ubicación Inicial" - msgid "End Location" msgstr "Ubicación Final" @@ -7918,9 +8066,6 @@ msgstr "" "Solo se puede establecer un punto en un material de procesamiento de " "partículas de tipo ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Borrar máscara de emisión" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -8058,6 +8203,26 @@ msgstr "No se encontró la raíz de la escena del editor." msgid "Lightmap data is not local to the scene." msgstr "Datos del mapa de luz no son locales a la escena." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"El tamaño máximo de textura es demasiado pequeño para las imágenes del mapa " +"de luz.\n" +"Aunque esto puede solucionarse aumentando el tamaño máximo de la textura, se " +"recomienda dividir la escena en más objetos." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Error al crear imágenes del mapa de luz. Asegúrese de que todas las mallas " +"seleccionadas para hornear tienen el valor `lightmap_size_hint`lo " +"suficientemente alto, y el valor `texel_scale` de LightmapGI no es demasiado " +"bajo." + msgid "Bake Lightmaps" msgstr "Bakear Lightmaps" @@ -8067,45 +8232,14 @@ msgstr "Bake de LightMap" msgid "Select lightmap bake file:" msgstr "Selecciona un archivo lightmap bakeado:" -msgid "Mesh is empty!" -msgstr "¡La malla está vacía!" - msgid "Couldn't create a Trimesh collision shape." msgstr "No se pudo crear una forma de colisión Triangular." -msgid "Create Static Trimesh Body" -msgstr "Crear StaticBody Triangular" - -msgid "This doesn't work on scene root!" -msgstr "¡No puedes hacer esto en una escena raíz!" - -msgid "Create Trimesh Static Shape" -msgstr "Crear Forma Estática Triangular" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"No se pudo crear una única forma de colisión convexa para la raíz de la " -"escena." - -msgid "Couldn't create a single convex collision shape." -msgstr "No pudo crear una única forma de colisión convexa." - -msgid "Create Simplified Convex Shape" -msgstr "Crear Forma Convexa Simplificada" - -msgid "Create Single Convex Shape" -msgstr "Crear una Única Forma Convexa" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"No se pudieron crear múltiples formas de colisión convexas para la raíz de la " -"escena." - msgid "Couldn't create any collision shapes." msgstr "No pudo crear ninguna forma de colisión." -msgid "Create Multiple Convex Shapes" -msgstr "Crear Múltiples Formas Convexas" +msgid "Mesh is empty!" +msgstr "¡La malla está vacía!" msgid "Create Navigation Mesh" msgstr "Crear Malla de Navegación" @@ -8179,21 +8313,34 @@ msgstr "Crear Contorno" msgid "Mesh" msgstr "Malla" -msgid "Create Trimesh Static Body" -msgstr "Crear StaticBody Triangular" +msgid "Create Outline Mesh..." +msgstr "Crear Malla de Contorno..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Crea un StaticBody3D y le asigna automáticamente una forma de colisión basada " -"en polígonos.\n" -"Esta es la opción más precisa (pero más lenta) para la detección de " -"colisiones." +"Crea una malla de contorno estática. La malla de contorno tendrá sus normales " +"invertidas automáticamente.\n" +"Esto se puede utilizar en lugar de la propiedad Grow del material estándar " +"cuando el uso de esa propiedad no es posible." + +msgid "View UV1" +msgstr "Ver UV1" + +msgid "View UV2" +msgstr "Ver UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Desenvuelva UV2 para Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Crear Malla de Contorno" -msgid "Create Trimesh Collision Sibling" -msgstr "Crear Collider Triangular Hermano" +msgid "Outline Size:" +msgstr "Tamaño del Outline:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8202,9 +8349,6 @@ msgstr "" "Crea una forma de colisión basada en polígonos.\n" "Es la opción más precisa (pero la más lenta) para la detección de colisiones." -msgid "Create Single Convex Collision Sibling" -msgstr "Crear Collider Convexo Único Hermano" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8212,9 +8356,6 @@ msgstr "" "Crea una única forma de colisión convexa.\n" "Es la opción más rápida (pero menos precisa) para la detección de colisiones." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Crear Collider Conexo Hermano" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8224,9 +8365,6 @@ msgstr "" "Esto es similar a la forma de colisión simple, pero puede resultar en una " "geometría más simple en algunos casos, a costa de la precisión." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Crear Múltiples Collider Convexos Hermanos" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8236,35 +8374,6 @@ msgstr "" "Se trata de un punto intermedio de rendimiento entre una colisión convexa " "única y una colisión basada en polígonos." -msgid "Create Outline Mesh..." -msgstr "Crear Malla de Contorno..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Crea una malla de contorno estática. La malla de contorno tendrá sus normales " -"invertidas automáticamente.\n" -"Esto se puede utilizar en lugar de la propiedad Grow del material estándar " -"cuando el uso de esa propiedad no es posible." - -msgid "View UV1" -msgstr "Ver UV1" - -msgid "View UV2" -msgstr "Ver UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Desenvuelva UV2 para Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Crear Malla de Contorno" - -msgid "Outline Size:" -msgstr "Tamaño del Outline:" - msgid "UV Channel Debug" msgstr "Depuración del Canal UV" @@ -8338,16 +8447,16 @@ msgid "Select a Source Mesh:" msgstr "Seleccionar una Malla de Origen:" msgid "Select a Target Surface:" -msgstr "Selecciona una superficie objetivo:" +msgstr "Selecciona una Superficie Objetivo:" msgid "Populate Surface" -msgstr "Llenar superficie" +msgstr "Llenar Superficie" msgid "Populate MultiMesh" msgstr "Rellenar MultiMesh" msgid "Target Surface:" -msgstr "Superficie objetivo:" +msgstr "Superficie Objetivo:" msgid "Source Mesh:" msgstr "Malla de Origen:" @@ -8820,6 +8929,18 @@ msgstr "" "Entorno Mundial.\n" "Vista Previa Desactivada." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt + RMB: Muestra la lista de todos los nodos en la posición en la que se " +"hizo clic, incluido el bloqueado." + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa el nodo seleccionado con sus hijos. Esto selecciona al padre cuando se " +"hace clic en cualquier nodo hijo en las vistas 2D y 3D." + msgid "Use Local Space" msgstr "Usar Espacio Local" @@ -8952,6 +9073,16 @@ msgstr "Ajuste de Escala (%):" msgid "Viewport Settings" msgstr "Configuración del Viewport" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV se define como un valor vertical, ya que la cámara del editor siempre " +"utiliza el modo de aspecto Mantener Altura." + +msgid "Perspective VFOV (deg.):" +msgstr "Perspectiva VFOV (grados):" + msgid "View Z-Near:" msgstr "Profundidad Mínima de Vista:" @@ -9080,6 +9211,20 @@ msgstr "Bakear Occluders" msgid "Select occluder bake file:" msgstr "Selecciona archivo de bakeo oclusor:" +msgid "Convert to Parallax2D" +msgstr "Convertir a Parallax2D" + +msgid "ParallaxBackground" +msgstr "Fondo Parallax" + +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Mantenga pulsada la tecla Shift para escalar alrededor del punto medio en " +"lugar de mover." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Alternar entre los modos mínimo/máximo y valor base/dispersión." + msgid "Remove Point from Curve" msgstr "Borrar Punto de la Curva" @@ -9104,17 +9249,11 @@ msgstr "Mover In-Control en curva" msgid "Move Out-Control in Curve" msgstr "Mover Out-Control en curva" -msgid "Select Points" -msgstr "Seleccionar Puntos" +msgid "Close the Curve" +msgstr "Cerrar la Curva" -msgid "Shift+Drag: Select Control Points" -msgstr "Shift + Arrastrar: Seleccionar puntos de control" - -msgid "Click: Add Point" -msgstr "Clic: Añadir Punto" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Clic Izquierdo: Partir Segmento (en curva)" +msgid "Clear Curve Points" +msgstr "Borrar Puntos de Curva" msgid "Right Click: Delete Point" msgstr "Clic derecho: Eliminar Punto" @@ -9122,15 +9261,15 @@ msgstr "Clic derecho: Eliminar Punto" msgid "Select Control Points (Shift+Drag)" msgstr "Seleccionar puntos de control (Shift + Arrastrar)" -msgid "Add Point (in empty space)" -msgstr "Añadir punto (en espacio vacío)" - msgid "Delete Point" msgstr "Eliminar Punto" msgid "Close Curve" msgstr "Cerrar Curva" +msgid "Clear Points" +msgstr "Borrar Puntos" + msgid "Please Confirm..." msgstr "Por favor, Confirma..." @@ -9143,50 +9282,150 @@ msgstr "Manipulador de Ángulos de Espejo" msgid "Mirror Handle Lengths" msgstr "Manipulador de Tamaño de Espejo" -msgid "Curve Point #" -msgstr "Punto de Curva #" +msgid "Curve Point #" +msgstr "Punto de Curva #" + +msgid "Handle In #" +msgstr "Manejar en #" + +msgid "Handle Out #" +msgstr "Manipular afuera #" + +msgid "Handle Tilt #" +msgstr "Manejar Inclinación #" + +msgid "Set Curve Point Position" +msgstr "Establecer Posición de Punto de Curva" + +msgid "Set Curve Out Position" +msgstr "Establecer Posición de Salida de Curva" + +msgid "Set Curve In Position" +msgstr "Establecer Posición de Entrada de Curva" + +msgid "Set Curve Point Tilt" +msgstr "Establecer Inclinación del Punto de la Curva" + +msgid "Split Path" +msgstr "Dividir Ruta" + +msgid "Remove Path Point" +msgstr "Eliminar Punto de Ruta" + +msgid "Reset Out-Control Point" +msgstr "Restablecer Punto Out-Control" + +msgid "Reset In-Control Point" +msgstr "Restablecer Punto In-Control" + +msgid "Reset Point Tilt" +msgstr "Restablecer punto" + +msgid "Split Segment (in curve)" +msgstr "Dividir Segmento (en curva)" + +msgid "Move Joint" +msgstr "Mover Unión" + +msgid "Plugin name cannot be blank." +msgstr "El nombre del plugin no puede estar en blanco." + +msgid "Subfolder name is not a valid folder name." +msgstr "El nombre de la subcarpeta no es un nombre de carpeta válido." + +msgid "Subfolder cannot be one which already exists." +msgstr "La subcarpeta no puede ser una ya existente." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"La extensión del script debe coincidir con la extensión del idioma elegido (." +"%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# no admite activar el plugin en la creación porque primero se debe compilar " +"el proyecto." + +msgid "Edit a Plugin" +msgstr "Editar Plugin" + +msgid "Create a Plugin" +msgstr "Crear un Plugin" + +msgid "Plugin Name:" +msgstr "Nombre del Plugin:" -msgid "Handle In #" -msgstr "Manejar en #" +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Requerido. Este nombre se mostrará en la lista de plugins." -msgid "Handle Out #" -msgstr "Manipular afuera #" +msgid "Subfolder:" +msgstr "Subcarpeta:" -msgid "Handle Tilt #" -msgstr "Manejar Inclinación #" +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. El nombre de la carpeta generalmente debe usar el nombre en " +"`snake_case` (evite espacios y caracteres especiales).\n" +"Si se deja vacía, la carpeta recibirá el nombre del complemento convertido a " +"`snake_case`." -msgid "Set Curve Out Position" -msgstr "Establecer Posición de Salida de Curva" +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 descripción debe ser relativamente breve (hasta 5 líneas).\n" +"Se mostrará al pasar el cursor sobre el plugin en la lista de plugins." -msgid "Set Curve In Position" -msgstr "Establecer Posición de Entrada de Curva" +msgid "Author:" +msgstr "Autor:" -msgid "Set Curve Point Tilt" -msgstr "Establecer Inclinación del Punto de la Curva" +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opcional. El nombre de usuario, el nombre completo o el nombre de la " +"organización del autor." -msgid "Split Path" -msgstr "Dividir Ruta" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opcional. Un identificador de versión legible por humanos que se utiliza " +"únicamente con fines informativos." -msgid "Remove Path Point" -msgstr "Eliminar Punto de Ruta" +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 "" +"Requerido. El lenguaje scripting que se utilizará para el script.\n" +"Tenga en cuenta que un plugin puede utilizar varios lenguajes a la vez " +"agregando más scripts al plugin." -msgid "Reset Out-Control Point" -msgstr "Restablecer Punto Out-Control" +msgid "Script Name:" +msgstr "Nombre del Script:" -msgid "Reset In-Control Point" -msgstr "Restablecer Punto In-Control" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opcional. La ruta al script (relativa a la carpeta de plugins). Si se deja " +"vacío, el valor predeterminado será \"plugin.gd\"." -msgid "Reset Point Tilt" -msgstr "Restablecer punto" +msgid "Activate now?" +msgstr "¿Activar ahora?" -msgid "Split Segment (in curve)" -msgstr "Dividir Segmento (en curva)" +msgid "Plugin name is valid." +msgstr "El nombre del Plugin es válido." -msgid "Set Curve Point Position" -msgstr "Establecer Posición de Punto de Curva" +msgid "Script extension is valid." +msgstr "La extensión del Script es correcta." -msgid "Move Joint" -msgstr "Mover Unión" +msgid "Subfolder name is valid." +msgstr "El nombre de la sub-carpeta es válido." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9257,15 +9496,6 @@ msgstr "Polígonos" msgid "Bones" msgstr "Huesos" -msgid "Move Points" -msgstr "Mover Puntos" - -msgid ": Rotate" -msgstr ":Rotar" - -msgid "Shift: Move All" -msgstr "Shift: Mover todos" - msgid "Shift: Scale" msgstr "Shift: Escalar" @@ -9379,21 +9609,9 @@ msgstr "No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." msgid "Close and save changes?" msgstr "¿Cerrar y guardar cambios?" -msgid "Error writing TextFile:" -msgstr "Error al escribir el TextFile:" - -msgid "Error saving file!" -msgstr "¡Error guardando archivo!" - -msgid "Error while saving theme." -msgstr "Error al guardar el theme." - msgid "Error Saving" msgstr "Error al Guardar" -msgid "Error importing theme." -msgstr "Error al importar el theme." - msgid "Error Importing" msgstr "Error al Importar" @@ -9403,9 +9621,6 @@ msgstr "Nuevo Archivo de Texto..." msgid "Open File" msgstr "Abrir Archivo" -msgid "Could not load file at:" -msgstr "No se pudo cargar el archivo en:" - msgid "Save File As..." msgstr "Guardar Archivo Como..." @@ -9439,9 +9654,6 @@ msgstr "No se puede ejecutar el script porque no es un script de herramienta." msgid "Import Theme" msgstr "Importar Theme" -msgid "Error while saving theme" -msgstr "Error al guardar el theme" - msgid "Error saving" msgstr "Error al guardar" @@ -9551,9 +9763,6 @@ msgstr "" "Los siguientes archivos son nuevos en disco.\n" "¿Qué es lo que quieres hacer?:" -msgid "Search Results" -msgstr "Resultados de la Búsqueda" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "Hay cambios no guardados en los siguientes scripts integrados:" @@ -9593,9 +9802,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignorar]" -msgid "Line" -msgstr "Línea" - msgid "Go to Function" msgstr "Ir a Función" @@ -9621,6 +9827,9 @@ msgstr "Buscar Símbolo" msgid "Pick Color" msgstr "Seleccionar Color" +msgid "Line" +msgstr "Línea" + msgid "Folding" msgstr "Plegado" @@ -9732,9 +9941,21 @@ msgstr "Ir al Anterior Punto de Ruptura" msgid "Save changes to the following shaders(s) before quitting?" msgstr "¿Guardar los cambios en las siguientes Shaders antes de salir?" +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "Hay cambios sin guardar en los siguientes shaders integrados:" + msgid "Shader Editor" msgstr "Editor de Shader" +msgid "New Shader Include..." +msgstr "Nueva Inclusión de Shader..." + +msgid "Load Shader File..." +msgstr "Cargar Archivo de Shader..." + +msgid "Load Shader Include File..." +msgstr "Cargar Archivo de Inclusión de Shader..." + msgid "Save File" msgstr "Guardar Archivo" @@ -9760,9 +9981,6 @@ msgstr "" "Estructura de archivos para '%s' contiene errores irrecuperables:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Este esqueleto no tiene huesos, crea algunos nodos Bone2D hijos." @@ -9934,6 +10152,12 @@ msgstr "No se pueden cargar las imágenes" msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: ¡No se pudo cargar el recurso de fotogramas!" +msgid "Paste Frame(s)" +msgstr "Pegar Fotograma(s)" + +msgid "Paste Texture" +msgstr "Pegar Textura" + msgid "Add Empty" msgstr "Añadir Vacío" @@ -9985,6 +10209,9 @@ msgstr "Añadir fotogramas desde una hoja de sprites" msgid "Delete Frame" msgstr "Eliminar Fotograma" +msgid "Copy Frame(s)" +msgstr "Copiar Fotograma(s)" + msgid "Insert Empty (Before Selected)" msgstr "Insertar Vacío (Antes de Seleccionado)" @@ -10060,9 +10287,6 @@ msgstr "Desplazamiento" msgid "Create Frames from Sprite Sheet" msgstr "Crear Fotogramas a partir de un Sprite Sheet" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Warnings should be fixed to prevent errors." msgstr "Los avisos deberían arreglarse para prevenir errores." @@ -10073,15 +10297,9 @@ msgstr "" "Este shader ha sido modificado en el disco.\n" "¿Qué acción debe tomarse?" -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Memoria: %s" -msgid "No Mipmaps" -msgstr "Sin Mipmaps" - msgid "Set Region Rect" msgstr "Establecer Region Rect" @@ -10168,9 +10386,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} seleccionado actualmente" msgstr[1] "{num} seleccionados actualmente" -msgid "Nothing was selected for the import." -msgstr "No se ha seleccionado nada para la importación." - msgid "Importing Theme Items" msgstr "Importar Elementos del Theme" @@ -10854,9 +11069,6 @@ msgstr "Selección" msgid "Paint" msgstr "Pintar" -msgid "Shift: Draw line." -msgstr "Shift: Dibujar linea." - msgid "Shift: Draw rectangle." msgstr "Shift: Dibujar rectángulo." @@ -10911,6 +11123,13 @@ msgstr "Dispersión:" msgid "Tiles" msgstr "Tiles" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"El TileSet de este TileMap no tiene una fuente configurada. Ve al panel " +"inferior del TileSet para añadir una." + msgid "Sort sources" msgstr "Ordenar recursos" @@ -10953,15 +11172,22 @@ msgstr "" "Modo conectar: pinta un terreno y luego lo conecta con los tiles circundantes " "con el mismo terreno." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Modo ruta: pinta un terreno y luego lo conecta con el tile anterior pintado " +"dentro del mismo trazo." + msgid "Terrains" msgstr "Terrenos" -msgid "Replace Tiles with Proxies" -msgstr "Reemplazar Tiles con Proxies" - msgid "No Layers" msgstr "Sin Capas" +msgid "Replace Tiles with Proxies" +msgstr "Reemplazar Tiles con Proxies" + msgid "Select Next Tile Map Layer" msgstr "Seleccionar Siguiente Capa del Mapa de Tiles" @@ -10980,13 +11206,6 @@ msgstr "Cambiar visibilidad de la cuadrícula." msgid "Automatically Replace Tiles with Proxies" msgstr "Reemplazar Automáticamente los Tiles con 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 "" -"El nodo editado TileMap no tiene asignado un recurso del tipo TileSet.\n" -"Crea o carga un recurso TileSet en la propiedad Tile Set en el inspector." - msgid "Remove Tile Proxies" msgstr "Eliminar Proxies de Tiles" @@ -11162,6 +11381,181 @@ msgstr "Crea tiles en regiones con texturas no transparentes" msgid "Remove tiles in fully transparent texture regions" msgstr "Elimina tiles en regiones con texturas completamente transparentes" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"El identificador único del tile dentro de este TileSet. Cada tile almacena su " +"ID de origen, por lo que cambiar uno puede hacer que los tiles sean inválidos." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"El nombre legible para las personas del atlas. Utilice aquí un nombre " +"descriptivo con fines organizativos (como \"terreno\", \"decoración\", etc)." + +msgid "The image from which the tiles will be created." +msgstr "La imagen a partir de la cual se crearán las tiles." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Los márgenes en los bordes de la imagen que no deben ser seleccionables como " +"tiles (en píxeles). Aumentar esto puede ser útil si descargas una imagen de " +"tilesheet que tiene márgenes en los bordes (por ej.: para atribución)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"La separación entre cada tile en el atlas en píxeles. Aumentar esto puede ser " +"útil si la imagen de tilesheet que estás usando tiene guías (como contornos " +"entre cada tile)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"El tamaño de cada tile en el atlas en píxeles. En la mayoría de los casos, " +"esto debería coincidir con el tamaño de tile definido en la propiedad TileMap " +"(aunque esto no es estrictamente necesario)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Si está marcado, agrega un borde transparente de 1 píxel alrededor de cada " +"tile para evitar sangrado(bleeding) de textura cuando se habilita el " +"filtrado. Se recomienda dejar esto habilitado a menos que encuentres " +"problemas de renderización debido al relleno(padding) de textura." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"La posición de la esquina superior izquierda del tile en el atlas. La " +"posición y el tamaño deben estar dentro del atlas y no pueden superponerse a " +"otro tile.\n" +"Cada tilde pintado tiene coordenadas asociadas en el atlas, por lo que " +"cambiar esta propiedad puede hacer que tus TileMaps no se muestren " +"correctamente." + +msgid "The unit size of the tile." +msgstr "El tamaño unitario del tile." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"El número de columnas para la cuadrícula de animación. Si el número de " +"columnas es menor que el número de fotogramas, la animación ajustará " +"automáticamente el número de filas." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "El espacio (en tiles) entre cada fotograma de la animación." + +msgid "Animation speed in frames per second." +msgstr "Velocidad de animación en fotogramas por segundo." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Determina cómo comenzará la animación. En el modo \"Por defecto\", todos los " +"tiles comienzan la animación en el mismo fotograma. En el modo \"Tiempos de " +"inicio Aleatorios\", cada tile comienza la animación con un offset aleatorio." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Si es [code]true[/code], el tile setá volteado horizontalmente." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Si es [code]true[/code], el tile está volteado verticalmente." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Si es [code]true[/code], la loseta rota 90 grados en [i]sentido contra reloj[/" +"i] y luego la voltea en vertical. En la práctica, significa que para rotar " +"una loseta 90 grados en sentido horario sin voltearla, debes habilitar " +"[b]Flip H[/b] y [b]Transpose[b]. Para rotar una loseta 180 grados en sentido " +"horario, habilita [b]Flip H[/b] y [b]Flip V[/b]. Para rotar una loseta 270 " +"grados en sentido horario, habilita [b]Flip V[/b] y [b]Transpose[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"El origen a usar para dibujar el tile. Esto puede usarse para desplazar " +"visualmente el tile en comparación con el tile base." + +msgid "The color multiplier to use when rendering the tile." +msgstr "El multiplicador de color a utilizar al renderizar el tile." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"El material a utilizar para este tile. Esto puede ser utilizado para aplicar " +"un modo de mezcla diferente o shaders personalizados a un único tile." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"El orden de clasificación para este tile. Los valores más altos harán que el " +"tile se renderice delante de los demás en la misma capa. El índice es " +"relativo al índice Z propio del TileMap." + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"El offset vertical a utilizar para la clasificación de tiles basado en su " +"coordeanada Y (en píxeles). Esto permite usar capas como si estuvieran a " +"diferentes alturas para juegos de vista en planta. Ajustar esto puede ayudar " +"a aliviar problemas con la clasificación de ciertos tiles. Solo es efectivo " +"si Y Sort Enabled está activado en la capa TileMap en la que se coloca el " +"tile." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"El índice del conjunto de terrenos al que pertenece este tile. [code]-1[/" +"code] significa que no se utilizará en terrenos." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"El índice del terreno dentro del conjunto de terrenos al qeu pertenece este " +"tile. [code]-1[/code] significa que no se utilizará en terrenos." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"La probabilidad relativa de que este tile aparezca al pintar con \"Colocar " +"Tile Aleatorio\" habilitado." + msgid "Setup" msgstr "Configuración" @@ -11194,14 +11588,6 @@ msgstr "Crear Tiles en Regiones no Transparentes de la Textura" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Eliminar Tiles en Regiones Totalmente Transparentes de la Textura" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"El Atlas tiene Tiles fuera de la textura.\n" -"Puedes limpiarlo usando la opción \"%s\" en el menú identificado por tres " -"puntos." - msgid "Hold Ctrl to create multiple tiles." msgstr "Mantén la tecla Ctrl para crear múltiples Tiles." @@ -11285,24 +11671,39 @@ msgstr "Eliminar un Tile de Escena" msgid "Drag and drop scenes here or use the Add button." msgstr "Arrastra y suelta escenas aquí, o utiliza el botón Añadir." -msgid "Scenes collection properties:" -msgstr "Propiedades de la Colección de Escenas:" - -msgid "Tile properties:" -msgstr "Propiedades del Tile:" +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"El nombre legible por humanos para la colección de escenas. Usa un nombre " +"descriptivo aquí con fines organizativos (como \"obstáculos\", " +"\"decoración\", etc.)." -msgid "TileMap" -msgstr "TileMap" +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"ID del tile de la escena en la colección. Cada tile pintada tiene un ID " +"asociado, por lo que cambiar esta propiedad puede hacer que tus TileMaps no " +"se muestren correctamente." -msgid "TileSet" -msgstr "TileSet" +msgid "Absolute path to the scene associated with this tile." +msgstr "Ruta absoluta a la escena asociada con este tile." msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." msgstr "" -"No hay complementos de VCS disponibles en el proyecto. Instale un complemento " -"de VCS para utilizar las características de integración de VCS." +"Si es [code]true[/code], se mostrará un marcador de posición encima de la " +"vista previa de la escena. El marcador se muestra de todos modos si la escena " +"no tiene una vista previa válida." + +msgid "Scenes collection properties:" +msgstr "Propiedades de la Colección de Escenas:" + +msgid "Tile properties:" +msgstr "Propiedades del Tile:" msgid "Error" msgstr "Error" @@ -11585,18 +11986,9 @@ msgstr "Establecer Expresión VisualShader" msgid "Resize VisualShader Node" msgstr "Redimensionar Nodo VisualShader" -msgid "Hide Port Preview" -msgstr "Ocultar Vista Previa del Puerto" - msgid "Show Port Preview" msgstr "Mostrar Vista Previa del Puerto" -msgid "Set Comment Title" -msgstr "Establecer Título del Comentario" - -msgid "Set Comment Description" -msgstr "Establecer Descripción del Comentario" - msgid "Set Parameter Name" msgstr "Establecer Nombre de Parámetro" @@ -11615,8 +12007,8 @@ msgstr "Añadir Varición al Visual Shader: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Eliminar Variación al Visual Shader: %s" -msgid "Node(s) Moved" -msgstr "Nodo(s) Movido(s)" +msgid "Insert node" +msgstr "Insertar nodo" msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Convertir Nodo(s) Contantes a Parametro(s)" @@ -11711,6 +12103,9 @@ msgstr "Añadir Nodo" msgid "Clear Copy Buffer" msgstr "Limpiar Búfer de Copia" +msgid "Insert New Node" +msgstr "Insertar Nuevo Nodo" + msgid "High-end node" msgstr "Nodo de gama alta" @@ -12685,9 +13080,43 @@ msgstr "Bakear VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Seleccionar ruta para el archivo de datos VoxelGI" +msgid "Go Online and Open Asset Library" +msgstr "Ir a Internet y Abrir la Librería de Assets" + msgid "Are you sure to run %d projects at once?" msgstr "¿Estás seguro de ejecutar %d proyectos a la vez?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"No se puede ejecutar el proyecto: no se ha definido una escena principal del " +"proyecto.\n" +"Por favor, edita el proyecto y establece la escena principal en Configuración " +"del Proyecto, dentro de la categoría \"Application\"." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"No se puede ejecutar el proyecto: primero se deben importar los Assets.\n" +"Por favor, edita el proyecto para iniciar la importación inicial." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"No se puede abrir el proyecto en %s.\n" +"El archivo del proyecto no existe o no es accesible." + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"No se puede abrir el proyecto en '%s'.\n" +"Error al iniciar el editor." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12752,7 +13181,7 @@ msgstr "" "proyecto nunca más con versiones anteriores del motor." msgid "Convert project.godot Only" -msgstr "Solo convertir project.godot" +msgstr "Convertir Solo project.godot" msgid "" "The selected project \"%s\" was generated by an older engine version, and " @@ -12852,12 +13281,6 @@ msgstr "" "¿Eliminar todos los proyectos faltantes de la lista?\n" "El contenido de las carpetas del proyecto no se modificará." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no " -"existe o está corrupta." - msgid "Couldn't save project at '%s' (error %d)." msgstr "No se pudo guardar el proyecto en '%s' (error %d)." @@ -12877,6 +13300,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Administrador de Proyectos" +msgid "Settings" +msgstr "Configuración" + +msgid "Projects" +msgstr "Proyectos" + msgid "New Project" msgstr "Nuevo Proyecto" @@ -12911,12 +13340,31 @@ msgstr "Último Editado" msgid "Tags" msgstr "Etiquetas" +msgid "You don't have any projects yet." +msgstr "Aún no tienes ningún proyecto." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Empieza creando uno nuevo,\n" +"importando uno que ya exista, ¡O descargando una plantilla de proyecto desde " +"la Librería de Assets!" + msgid "Create New Project" msgstr "Crear Nuevo Proyecto" msgid "Import Existing Project" msgstr "Importar Proyecto Existente" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Nota: La Librería de Assets requiere una conexión en línea e implica enviar " +"datos a través de Internet." + msgid "Edit Project" msgstr "Editar Proyecto" @@ -12932,15 +13380,19 @@ msgstr "Eliminar Proyecto" msgid "Remove Missing" msgstr "Eliminar Faltantes" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"La Librería de Assets no está disponible (debido al uso de editor Web o " +"porque el soporte SSL está desactivado)." + msgid "Select a Folder to Scan" msgstr "Selecciona una carpeta para escanear" msgid "Remove All" msgstr "Eliminar Todos" -msgid "Also delete project contents (no undo!)" -msgstr "También eliminar el contenido del proyecto (¡no se puede deshacer!)" - msgid "Convert Full Project" msgstr "Convertir Proyecto Completo" @@ -12987,11 +13439,8 @@ msgstr "Crear Nueva Etiqueta" msgid "Tags are capitalized automatically when displayed." msgstr "Las etiquetas se capitalizan automáticamente cuando se muestran." -msgid "The path specified doesn't exist." -msgstr "La ruta especificada no existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Error al abrir el archivo del paquete (no está en formato ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Sería una buena idea nombrar tu proyecto." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -12999,17 +13448,9 @@ msgstr "" "Archivo de proyecto \".zip\" inválido; no contiene un archivo \"project." "godot\"." -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "Por favor, elija un archivo \"project.godot\" o \".zip\"." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"No puedes guardar un proyecto en la ruta seleccionada. Por favor, crea una " -"nueva carpeta o elige una nueva ruta." - +msgid "The path specified doesn't exist." +msgstr "La ruta especificada no existe." + msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." @@ -13017,27 +13458,6 @@ msgstr "" "La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta " "vacía." -msgid "New Game Project" -msgstr "Nuevo Proyecto de Juego" - -msgid "Imported Project" -msgstr "Proyecto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, elige un archivo \"project.godot\" o \".zip\"." - -msgid "Invalid project name." -msgstr "Nombre de Proyecto Inválido." - -msgid "Couldn't create folder." -msgstr "No se pudo crear la carpeta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Ya hay una carpeta en esta ruta con ese nombre." - -msgid "It would be a good idea to name your project." -msgstr "Sería una buena idea nombrar tu proyecto." - msgid "Supports desktop platforms only." msgstr "Compatible solo con plataformas de escritorio." @@ -13080,9 +13500,6 @@ msgstr "Utiliza el backend de OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Renderizado más rápido de escenas simples." -msgid "Invalid project path (changed anything?)." -msgstr "La ruta del proyecto no es correcta (¿has cambiado algo?)." - msgid "Warning: This folder is not empty" msgstr "Advertencia: Esta carpeta no está vacía" @@ -13111,8 +13528,14 @@ msgstr "Error al abrir el archivo comprimido, no está en formato ZIP." msgid "The following files failed extraction from package:" msgstr "Los siguientes archivos no se pudieron extraer del paquete:" -msgid "Package installed successfully!" -msgstr "¡Paquete instalado con éxito!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no " +"existe o está corrupta." + +msgid "New Game Project" +msgstr "Nuevo Proyecto de Juego" msgid "Import & Edit" msgstr "Importar y Editar" @@ -13166,6 +13589,28 @@ msgstr "Proyecto Faltante" msgid "Restart Now" msgstr "Reiniciar Ahora" +msgid "Quick Settings" +msgstr "Configuración Rápida" + +msgid "Interface Theme" +msgstr "Theme de la Interfaz" + +msgid "Custom preset can be further configured in the editor." +msgstr "El preset personalizado puede ser configurado aún más en el editor." + +msgid "Display Scale" +msgstr "Escala de Visualización" + +msgid "Network Mode" +msgstr "Modo de red" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"¡Configuraciones cambiadas! El administrador de proyectos debe reiniciarse " +"para que los cambios surtan efecto." + msgid "Add Project Setting" msgstr "Añadir Configuración del Proyecto" @@ -13336,6 +13781,39 @@ msgstr "Mantener transformación global" msgid "Reparent" msgstr "Reemparentar" +msgid "Run Instances" +msgstr "Ejecutar Instancias" + +msgid "Enable Multiple Instances" +msgstr "Habilitar Múltiples Instancias" + +msgid "Main Run Args:" +msgstr "Argumentos Principales de Ejecución:" + +msgid "Main Feature Tags:" +msgstr "Etiquetas Principales de Características:" + +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Argumentos separados por espacios, ejemplo: host jugador1 azul" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Etiquetas separadas por comas, ejemplo: demo, steam, evento" + +msgid "Instance Configuration" +msgstr "Configuración de Instancia" + +msgid "Override Main Run Args" +msgstr "Anular Argumentos Principales de Ejecución" + +msgid "Launch Arguments" +msgstr "Argumentos de Inicio" + +msgid "Override Main Tags" +msgstr "Anular Etiquetas Principales" + +msgid "Feature Tags" +msgstr "Etiquetas de Características" + msgid "Pick Root Node Type" msgstr "Seleccionar Tipo de Nodo Raíz" @@ -13407,6 +13885,9 @@ msgstr "No hay padre donde instanciar las escenas." msgid "Error loading scene from %s" msgstr "Error al cargar escena desde %s" +msgid "Error instantiating scene from %s" +msgstr "Error al instanciar escena desde %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13429,6 +13910,12 @@ msgstr "Desconectar Script" msgid "This operation can't be done on the tree root." msgstr "Esta operación no se puede realizar en la raíz del árbol." +msgid "Move Node in Parent" +msgstr "Mover Nodo Dentro del Padre" + +msgid "Move Nodes in Parent" +msgstr "Mover Nodos Dentro del Padre" + msgid "Duplicate Node(s)" msgstr "Duplicar Nodo(s)" @@ -13446,9 +13933,6 @@ msgstr "Las escenas instanciadas no pueden ser raíz" msgid "Make node as Root" msgstr "Convertir nodo como Raíz" -msgid "Delete %d nodes and any children?" -msgstr "¿Eliminar %d nodos y sus hijos?" - msgid "Delete %d nodes?" msgstr "¿Eliminar %d nodos?" @@ -13555,6 +14039,9 @@ msgstr "Nueva Raíz de Escena" msgid "Create Root Node:" msgstr "Crear Nodo Raíz:" +msgid "Toggle the display of favorite nodes." +msgstr "Mostrar/Ocultar los nodos favoritos." + msgid "Other Node" msgstr "Otro Nodo" @@ -13579,8 +14066,8 @@ msgstr "Añadir Script" msgid "Set Shader" msgstr "Establecer Shader" -msgid "Cut Node(s)" -msgstr "Cortar Nodos(s)" +msgid "Toggle Editable Children" +msgstr "Mostrar/Ocultar Hijos Editables" msgid "Remove Node(s)" msgstr "Eliminar Nodo(s)" @@ -13610,9 +14097,6 @@ msgstr "Instanciar Script" msgid "Sub-Resources" msgstr "Sub-Recursos" -msgid "Revoke Unique Name" -msgstr "Cancelar Nombre Único" - msgid "Access as Unique Name" msgstr "Acceso como Nombre Único" @@ -13628,6 +14112,16 @@ msgstr "Cargar como Placeholder" msgid "Auto Expand to Selected" msgstr "Auto Expandir a Seleccionado" +msgid "Center Node on Reparent" +msgstr "Centrar Nodo al Reparentar" + +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Si está habilitado, Reemparentar a Nuevo Nodo creará el nuevo nodo en el " +"centro de los nodos seleccionados, si es posible." + msgid "All Scene Sub-Resources" msgstr "Todos los Subrecursos de Escena" @@ -13670,9 +14164,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "No se puede pegar el nodo raíz en la misma escena." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Pegar Nodo(s) como Hermano(s) de %s" - msgid "Paste Node(s) as Child of %s" msgstr "Pegar Nodo(s) como hijo(s) de %s" @@ -13685,6 +14176,9 @@ msgstr "<Sin nombre> en %s" msgid "(used %d times)" msgstr "(usado %d veces)" +msgid "Batch Rename..." +msgstr "Renombrar por lote..." + msgid "Add Child Node..." msgstr "Añadir Nodo Hijo..." @@ -13703,9 +14197,18 @@ msgstr "Cambiar Tipo..." msgid "Attach Script..." msgstr "Añadir Script..." +msgid "Reparent..." +msgstr "Reemparentar..." + +msgid "Reparent to New Node..." +msgstr "Reemparentar a Nuevo Nodo..." + msgid "Make Scene Root" msgstr "Convertir en Raíz de Escena" +msgid "Save Branch as Scene..." +msgstr "Guardar Rama como Escena..." + msgid "Toggle Access as Unique Name" msgstr "Alternar Acceso como Nombre Único" @@ -13908,6 +14411,15 @@ msgstr "Crear Shader" msgid "Set Shader Global Variable" msgstr "Establecer Variable Global en el Shader" +msgid "Name cannot be empty." +msgstr "El nombre no puede estar vacío." + +msgid "Name must be a valid identifier." +msgstr "El nombre debe ser un identificador válido." + +msgid "Global shader parameter '%s' already exists." +msgstr "El parámetro global del shader '%s' ya existe." + msgid "Name '%s' is a reserved shader language keyword." msgstr "El nombre '%s' es una palabra reservada del lenguaje del shader." @@ -13976,6 +14488,13 @@ msgstr "Reiniciar y Actualizar" msgid "Make this panel floating in the screen %d." msgstr "Haz que este panel flote en pantalla %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Hacer este panel flotante.\n" +"Haz clic derecho para abrir el selector de pantalla." + msgid "Select Screen" msgstr "Seleccionar Pantalla" @@ -13991,89 +14510,15 @@ msgstr "Cambiar Radio Interno de Torus" msgid "Change Torus Outer Radius" msgstr "Cambiar Radio Externo de Torus" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." - -msgid "Cannot resize array." -msgstr "No se puede redimensionar el array." - -msgid "Step argument is zero!" -msgstr "¡El argumento step es cero!" - -msgid "Not a script with an instance" -msgstr "No es un script con una instancia" - -msgid "Not based on a script" -msgstr "No está basado en un script" - -msgid "Not based on a resource file" -msgstr "No está basado en un archivo de recursos" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "El formato de diccionario de instancias no es correcto (falta @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"El formato de diccionario de instancias no es correcto (no se puede cargar el " -"script en @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"El formato de diccionario de instancias no es correcto (script incorrecto en " -"@path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "El diccionario de instancias no es correcto (subclases erróneas)" - -msgid "Cannot instantiate GDScript class." -msgstr "No se puede instanciar la clase GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "El valor del tipo '%s' no puede proporcionar una longitud." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Tipo de argumento inválido para is_instance_of(), usa constantes TYPE_* para " -"tipos integrados." - -msgid "Type argument is a previously freed instance." -msgstr "El argumento de tipo es una instancia previamente liberada." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Argumento de tipo inválido para is_instance_of(), debe ser una constante " -"TYPE_*, una clase o un script." - -msgid "Value argument is a previously freed instance." -msgstr "El argumento de valor es una instancia previamente liberada." - msgid "Export Scene to glTF 2.0 File" msgstr "Exportar escena a archivo glTF 2.0" +msgid "Export Settings:" +msgstr "Configuración de Exportación:" + msgid "glTF 2.0 Scene..." msgstr "Escena glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "La ruta no contiene una instalación de Blender." - -msgid "Can't execute Blender binary." -msgstr "No se puede ejecutar el binario de Blender." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Salida inesperada de --version del binario de Blender en: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "La ruta suministrada no tiene un binario de Blender." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Esta instalación de Blender es demasiado antigua para este importador (no es " -"3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "La ruta de instalación de Blender es válida (Autodetectada)." @@ -14100,10 +14545,6 @@ msgstr "" "Desactiva la importación de archivos '.blend' de Blender para este proyecto. " "Se puede volver a activar en la Configuración del Proyecto." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"Desactivar la importación de archivos '.blend' requiere reiniciar el editor." - msgid "Next Plane" msgstr "Siguiente Plano" @@ -14246,46 +14687,12 @@ msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "" "No hay suficientes bytes para decodificar los bytes, o el formato es inválido." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"No se pudo cargar el tiempo de ejecución de .NET, no se encontró una versión " -"compatible.\n" -"Intentar crear/editar un proyecto provocará un cierre inesperado.\n" -"\n" -"Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." -"microsoft.com/en-us/download y reinicia Godot." - msgid "Failed to load .NET runtime" msgstr "Error al cargar el tiempo de ejecución .NET" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"No es posible encontrar la librería .NET.\n" -"Asegúrate de que el directorio '%s' existe y contiene los ensamblados .NET." - msgid ".NET assemblies not found" msgstr "Ensamblados .NET no encontrados" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"No se pudo cargar el tiempo de ejecución de .NET, específicamente hostfxr.\n" -"Intentar crear/editar un proyecto provocará un cierre inesperado.\n" -"\n" -"Por favor, instala el SDK de .NET 6.0 o posterior desde https://dotnet." -"microsoft.com/en-us/download y reinicia Godot." - msgid "%d (%s)" msgstr "%d (%s)" @@ -14318,9 +14725,6 @@ msgstr "Cuenta" msgid "Network Profiler" msgstr "Profiler de Red" -msgid "Replication" -msgstr "Replicación" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "Selecciona un nodo replicante para elegir una propiedad que añadirle." @@ -14348,6 +14752,13 @@ msgstr "Generar" msgid "Replicate" msgstr "Replicar" +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Añade propiedades usando las opciones de arriba, o\n" +"arrástralas desde el inspector y suéltalas aquí." + msgid "Please select a MultiplayerSynchronizer first." msgstr "Por favor, selecciona primero un MultiplayerSynchronizer." @@ -14512,9 +14923,6 @@ msgstr "Añadir acción" msgid "Delete action" msgstr "Eliminar acción" -msgid "OpenXR Action Map" -msgstr "Mapa de Acción OpenXR" - msgid "Remove action from interaction profile" msgstr "Eliminar acción del perfil de interacción" @@ -14536,26 +14944,8 @@ msgstr "Desconocido" msgid "Select an action" msgstr "Selecciona una acción" -msgid "Package name is missing." -msgstr "Falta el nombre del paquete." - -msgid "Package segments must be of non-zero length." -msgstr "Los segmentos del paquete deben ser de largo no nulo." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"El carácter '%s' no está permitido en nombres de paquete de aplicación " -"Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Un dígito no puede ser el primer carácter en un segmento de paquete." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"El carácter '%s' no puede ser el primer carácter en un segmento de paquete." - -msgid "The package must have at least one '.' separator." -msgstr "El paquete debe tener al menos un '.' como separador." +msgid "Choose an XR runtime." +msgstr "Elige un runtime XR." msgid "Invalid public key for APK expansion." msgstr "Clave pública inválida para la expansión de APK." @@ -14569,6 +14959,13 @@ msgstr "\"Use Gradle Build\" debe estar habilitado para utilizar los plugins." msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR requiere que \"Use Gradle Build\" esté habilitado" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Comprimir Librerías Nativas\" solo es válido cuando \"Usar Compilación con " +"Gradle\" está habilitado." + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Exportar AAB\" solo es válido cuando \"Use Gradle Build\" está habilitado." @@ -14628,6 +15025,11 @@ msgstr "Ejecutando en el dispositivo..." msgid "Could not execute on device." msgstr "No se ha podido ejecutar en el dispositivo." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "" +"Error: Hubo un problema al validar el nombre de usuario y la contraseña del " +"keystore" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "Exportar a Android usando C#/.NET es una opción experimental." @@ -14664,6 +15066,26 @@ msgstr "" "Release keystore no está configurado correctamente en el preset de " "exportación." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "" +"Se requiere una ruta válida para el SDK de Java en la Configuración del " +"Editor." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Ruta no válida para el SDK de Java en la Configuración del Editor." + +msgid "Missing 'bin' directory!" +msgstr "¡Directorio 'bin' faltante!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "" +"No se puede encontrar el comando 'java' utilizando la ruta del SDK de Java." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "" +"Por favor, comprueba el directorio del SDK de Java especificado en la " +"Configuración del Editor." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "" "Se requiere una ruta válida del SDK de Android en la Configuración del Editor." @@ -14709,8 +15131,14 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" debe ser mayor o igual a %d para el renderizador \"%s\"." -msgid "Code Signing" -msgstr "Firma del Código" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"El nombre del proyecto no cumple con el formato requerido para el nombre del " +"paquete y se actualizará a \"%s\". Por favor, especifica explícitamente el " +"nombre del paquete si es necesario." msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " @@ -14758,6 +15186,9 @@ msgstr "Verificando %s..." msgid "'apksigner' verification of %s failed." msgstr "La verificación de 'apksigner' de %s ha fallado." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "La carpeta de destino no existe o no es accesible: \"%s\"" + msgid "Exporting for Android" msgstr "Exportando para Android" @@ -14782,6 +15213,24 @@ msgstr "" "existe información de versión para ella. Por favor, reinstálala desde el menú " "'Proyecto'." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"La ruta del SDK de Java debe configurarse en la Configuración del Editor en " +"'exportar/android/ruta_del_sdk_de_java'." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"La ruta del SDK de Android debe configurarse en la Configuración del Editor " +"en 'exportar/android/ruta_del_sdk_de_android'." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "" +"No se puede sobrescribir archivos res:/*.xml con el nombre del proyecto." + msgid "Could not export project files to gradle project." msgstr "No se pueden exportar los archivos del proyecto a un proyecto gradle." @@ -14838,27 +15287,60 @@ msgstr "No se ha especificado el ID del equipo de la App Store." msgid "Invalid Identifier:" msgstr "Identificador inválido:" +msgid "Could not open a directory at path \"%s\"." +msgstr "No se pudo abrir un directorio en la ruta \"%s\"." + msgid "Export Icons" msgstr "Iconos de Exportación" -msgid "Exporting for iOS (Project Files Only)" -msgstr "Exportando para iOS ( permitido archivos del proyecto solamente)" +msgid "Could not write to a file at path \"%s\"." +msgstr "No se pudo escribir en un archivo en la ruta \"%s\"." msgid "Exporting for iOS" msgstr "Exportando para iOS" +msgid "Export template not found." +msgstr "No se ha encontrado la plantilla de exportación." + +msgid "Failed to create the directory: \"%s\"" +msgstr "Error al crear el directorio: \"%s\"" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "No se pudo crear y abrir el directorio: \"%s\"" + msgid "Prepare Templates" msgstr "Preparar Plantillas" -msgid "Export template not found." -msgstr "No se ha encontrado la plantilla de exportación." +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"Error al exportar los plugins para iOS con el código %d. Por favor, verifica " +"el registro de salida." + +msgid "Could not create a directory at path \"%s\"." +msgstr "No se pudo crear un directorio en la ruta \"%s\"." + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"La librería de plantillas solicitada %s no se encontró. Podría estar ausente " +"en tu archivo de plantillas." + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "No se puedo copiar un archivo en la ruta %s a %s." + +msgid "Could not access the filesystem." +msgstr "No se puedo acceder al sistema de archivos." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "Error al crear un archivo en la ruta %s con el código %d." msgid "Code signing failed, see editor log for details." msgstr "" "La firma de código ha fallado, vea el registro del editor para más detalles." -msgid "Xcode Build" -msgstr "Compilación Xcode" +msgid "Failed to run xcodebuild with code %d" +msgstr "Error al ejecutar xcodebuild con el código %d" msgid "Xcode project build failed, see editor log for details." msgstr "" @@ -14882,11 +15364,8 @@ msgstr "La exportación a iOS con C#/.NET es experimental y requiere macOS." msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "La exportación a iOS con C#/.NET es experimental." -msgid "Identifier is missing." -msgstr "Falta el identificador." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "El carácter '%s' no está permitido en el Identificador." +msgid "Invalid additional PList content: " +msgstr "Contenido adicional de PList no válido: " msgid "Could not start simctl executable." msgstr "No se ha podido iniciar el ejecutable simctl." @@ -14907,15 +15386,15 @@ msgstr "" "La instalación o la ejecución ha fallado, consulte el registro del editor " "para obtener más detalles." -msgid "Debug Script Export" -msgstr "Exportación de Script de Depuración" +msgid "Could not start device executable." +msgstr "No se pudo iniciar el ejecutable del dispositivo." + +msgid "Could not start devicectl executable." +msgstr "No se pudo iniciar el ejecutable devicectl." msgid "Could not open file \"%s\"." msgstr "No se ha podido abrir el archivo \"%s\"." -msgid "Debug Console Export" -msgstr "Exportación de la Consola de Depuración" - msgid "Could not create console wrapper." msgstr "No se pudo crear el envoltorio de la consola." @@ -14931,15 +15410,9 @@ msgstr "Los ejecutables de 32 bits no pueden tener datos embebidos >= 4 GiB." msgid "Executable \"pck\" section not found." msgstr "No se encuentra la sección ejecutable \"pck\"." -msgid "Stop and uninstall" -msgstr "Detener y desinstalar" - msgid "Run on remote Linux/BSD system" msgstr "Ejecutar en un sistema remoto Linux/BSD" -msgid "Stop and uninstall running project from the remote system" -msgstr "Detener y desinstalar el proyecto en ejecución del sistema remoto" - msgid "Run exported project on remote Linux/BSD system" msgstr "Ejecutar el proyecto exportado en un sistema Linux/BSD remoto" @@ -15120,9 +15593,6 @@ msgstr "" "El acceso a la librería de fotos está habilitado, pero no se ha especificado " "una descripción de uso." -msgid "Notarization" -msgstr "Notarización" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -15151,6 +15621,9 @@ msgstr "" "Puede verificar el progreso manualmente abriendo una Terminal y ejecutando el " "siguiente comando:" +msgid "Notarization" +msgstr "Notarización" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -15192,8 +15665,8 @@ msgstr "" "Los enlaces simbólicos relativos no son compatibles, ¡los \"%s\" exportados " "podrían estar rotos!" -msgid "PKG Creation" -msgstr "Creación de PKG" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "\"%s\": Falta Info.plist o es inválido, se generó un nuevo Info.plist." msgid "Could not start productbuild executable." msgstr "No se pudo iniciar el ejecutable de productbuild." @@ -15201,9 +15674,6 @@ msgstr "No se pudo iniciar el ejecutable de productbuild." msgid "`productbuild` failed." msgstr "`productbuild` falló." -msgid "DMG Creation" -msgstr "Creación de DMG" - msgid "Could not start hdiutil executable." msgstr "No se ha podido iniciar el ejecutable hdiutil." @@ -15255,9 +15725,6 @@ msgstr "" msgid "Making PKG" msgstr "haciendo paquete" -msgid "Entitlements Modified" -msgstr "Entitlements Modificados" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15303,6 +15770,24 @@ msgstr "" msgid "Sending archive for notarization" msgstr "Enviando archivo para notarización" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"No se puede exportar para universal o x86_64 si el formato de textura S3TC " +"BPTC está desactivado. Actívalo en la Configuración del Proyecto (Renderizado " +"> Texturas > Compresión VRAM > Importar S3TC BPTC)." + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"No se puede exportar para universal o arm64 si el formato de textura ETC2 " +"ASTC está desactivado. Actívalo en la Configuración del Proyecto (Renderizado " +"> Texturas > Compresión VRAM > Importar ETC2 ASTC)." + msgid "Notarization: Xcode command line tools are not installed." msgstr "" "Notarización: Las herramientas de línea de comandos de Xcode no están " @@ -15363,15 +15848,9 @@ msgstr "Plantilla de exportación inválida: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "No se pudo escribir el archivo: \"%s\"." -msgid "Icon Creation" -msgstr "Creación de Iconos" - msgid "Could not read file: \"%s\"." msgstr "No se pudo leer el archivo: \"%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." @@ -15390,23 +15869,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "No se ha podido leer el HTML shell: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "No se ha podido crear el directorio del servidor HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Error al iniciar el servidor HTTP: %d." +msgid "Run in Browser" +msgstr "Ejecutar en Navegador" msgid "Stop HTTP Server" msgstr "Detener Servidor HTTP" -msgid "Run in Browser" -msgstr "Ejecutar en Navegador" - msgid "Run exported HTML in the system's default browser." msgstr "Ejecutar HTML exportado en el navegador predeterminado del sistema." -msgid "Resources Modification" -msgstr "Modificación de los Recursos" +msgid "Could not create HTTP server directory: %s." +msgstr "No se ha podido crear el directorio del servidor HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Error al iniciar el servidor HTTP: %d." msgid "Icon size \"%d\" is missing." msgstr "Falta el tamaño del icono \"%d\"." @@ -15637,6 +16113,17 @@ msgstr "" "La propiedad de colisión de una sola dirección (One Way Collision) se " "ignorará cuando el objeto de colisión sea un Area2D." +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D solo sirve para proporcionar una forma de colisión a un nodo " +"derivado de CollisionObject2D.\n" +"Por favor, úsalo solo como hijo de Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc., para darles una forma." + msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" @@ -15928,6 +16415,13 @@ msgstr "Generando Volúmenes de Sonda" msgid "Generating Probe Acceleration Structures" msgstr "Generando estructuras de aceleración de la sonda" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"El baking de mapas de luz solo puede realizarse desde un dispositivo que " +"admita los backends RD. El baking de mapas de luz puede fallar." + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" @@ -16026,8 +16520,8 @@ msgid "" msgstr "" "Con una escala no uniforme este nodo probablemente no funcionará como se " "espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambiar el tamaño en las formas de colisión hijos en su lugar." +"Por favor, en su lugar, haz su escala uniforme (es decir, la misma en todos " +"los ejes), y cambia el tamaño en las formas de colisión hijos." msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " @@ -16049,10 +16543,10 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" -"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " +"Un nodo CollisionPolygon3D escalado de forma no uniforme probablemente no " "funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie los vértices de su polígono en su lugar." +"Por favor, en su lugar, haz que su escala sea uniforme (es decir, la misma en " +"todos los ejes), y cambia los vértices del polígono." msgid "" "CollisionShape3D only serves to provide a collision shape to a " @@ -16072,21 +16566,41 @@ msgstr "" "Se debe proporcionar una forma para que CollisionShape3D funcione. Por favor, " "crea un recurso de forma para él." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Cuando se utiliza para colisiones, ConcavePolygonShape3D está diseñado para " +"funcionar con nodos de CollisionObject3D estáticos como StaticBody3D.\n" +"Es probable que no funcione bien para %ss (excepto cuando están congelados y " +"el modo de congelación está configurado en FREEZE_MODE_STATIC)." + msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea estático." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Cuando se utiliza para colisiones, ConcavePolygonShape3D está diseñado para " +"funcionar con nodos CollisionObject3D estáticos como StaticBody3D.\n" +"Es probable que no funcione bien para CharacterBody3Ds." + msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " "expected.\n" "Please make its scale uniform (i.e. the same on all axes), and change the " "size of its shape resource instead." msgstr "" -"Un nodo CollisionShape3D con una escala no uniforme probablemente no " -"funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie el tamaño de su recurso de forma en su lugar." +"Es probable que un nodo CollisionShape3D escalado de forma no uniforme no " +"funcione como se espera.\n" +"Por favor, en su lugar, haz que su escala sea uniforme (es decir, la misma en " +"todos los ejes) y cambia el tamaño de su recurso de forma." msgid "Node A and Node B must be PhysicsBody3Ds" msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" @@ -16133,13 +16647,6 @@ msgstr "" "VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " "VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes no se admiten cuando se utiliza el GL Compatibilidad backend " -"todavía. Se añadirá soporte en una futura versión." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -16233,12 +16740,6 @@ msgstr "" "Solo se permite un WorldEnvironment por escena (o conjunto de escenas " "instanciadas)." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D tiene que tener un nodo XROrigin3D como padre." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D debe tener un nodo XROrigin3D como padre." - msgid "No tracker name is set." msgstr "No se ha establecido ningún nombre de rastreador." @@ -16248,13 +16749,6 @@ msgstr "No se ha establecido ninguna pose." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requiere un nodo hijo XRCamera3D." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR no está activado en el renderizado de la configuración del proyecto. La " -"salida estereoscópica será soportada a menos que esté activada." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "En el nodo BlendTree '%s', no se encontró la animación: '%s'" @@ -16301,16 +16795,6 @@ msgstr "" "Ratón estén configurados en \"Ignore\". Para solucionarlo, establece el " "Filtro del Ratón en \"Stop\" o \"Pass\"." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Cambiar el índice Z de un control sólo afecta al orden de dibujo, no al orden " -"de manejo de los eventos de entrada." - -msgid "Alert!" -msgstr "¡Alerta!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16365,6 +16849,20 @@ msgstr "" "tiene efecto alguno.\n" "Considere dejar la opción inicial `CURSOR_ARROW`." +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Este nodo era una instancia de la escena '%s', que ya no estaba disponible " +"cuando se cargó esta escena." + +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"Guardar la escena actual descartará la instancia y todas las propiedades, " +"incluidas las ediciones de los hijos editables (si existen)." + msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." @@ -16380,6 +16878,11 @@ msgstr "" "de nodo vuelva a estar disponible. De este modo, pueden volver a guardarse " "sin riesgo de pérdida de datos." +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Nodo faltante no reconocido. Verifica los errores de dependencia de la escena " +"para más detalles." + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." @@ -16573,41 +17076,6 @@ msgstr "Se esperaba una expresión constante." msgid "Expected ',' or ')' after argument." msgstr "Se esperaba ',' o ')' después del argumento." -msgid "Varying may not be assigned in the '%s' function." -msgstr "No se pueden asignar variaciones en la función '%s'." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"La variación con el tipo de datos '%s' solo puede asignarse en la función " -"'fragment'." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Las variaciones asignadas en la función 'vertex' no pueden reasignarse en " -"'fragment' o 'light'." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Las variaciones asignadas a la función 'fragment' no pueden reasignarse en " -"'vertex' o 'light'." - -msgid "Assignment to function." -msgstr "Asignación a función." - -msgid "Swizzling assignment contains duplicates." -msgstr "La asignación de Swizzling contiene duplicados." - -msgid "Assignment to uniform." -msgstr "Asignación a uniform." - -msgid "Constants cannot be modified." -msgstr "Las constantes no pueden modificarse." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16724,6 +17192,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "No se puede utilizar la función como identificador: '%s'." +msgid "Constants cannot be modified." +msgstr "Las constantes no pueden modificarse." + msgid "Only integer expressions are allowed for indexing." msgstr "Sólo se permiten expresiones enteras para la indexación." @@ -17235,17 +17706,17 @@ msgid "The struct '%s' is declared but never used." msgstr "La estructura '%s' se ha declarado, pero nunca se ha utilizado." msgid "The uniform '%s' is declared but never used." -msgstr "El uniform '%s' se ha declarado, pero nunca se ha utilizado." +msgstr "El uniforme '%s' está declarado, pero no se ha usado." msgid "The varying '%s' is declared but never used." -msgstr "La variación '%s' está declarada, pero nunca se utiliza." +msgstr "La variación '%s' está declarada, pero no se ha usado." msgid "The local variable '%s' is declared but never used." -msgstr "La variable local '%s' se ha declarado, pero nunca se ha utilizado." +msgstr "La variable local '%s' está declarada, pero nunca se ha usado." msgid "" "The total size of the %s for this shader on this device has been exceeded (%d/" "%d). The shader may not work correctly." msgstr "" "El tamaño total de %s para este sombreador en este dispositivo ha sido " -"excedido (%d/%d). El sombreador podría funcionar de forma incorrecta." +"excedido (%d/%d). El sombreador podría no funcionar correctamente." diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index ca4db8b30004..1bace6fc6703 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -36,7 +36,7 @@ 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: 2024-03-03 20:01+0000\n" +"PO-Revision-Date: 2024-03-18 13:37+0000\n" "Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n" "Language-Team: Spanish (Argentina) <https://hosted.weblate.org/projects/godot-" "engine/godot/es_AR/>\n" @@ -197,12 +197,6 @@ msgstr "Bottón de Joypad %d" msgid "Pressure:" msgstr "Presión:" -msgid "canceled" -msgstr "cancelado" - -msgid "touched" -msgstr "tocado" - msgid "released" msgstr "Publicado" @@ -449,14 +443,6 @@ 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 " "'\"'" @@ -467,18 +453,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ya existe una acción con el nombre '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "No se puede revertir - la acción es la misma que la inicial" - msgid "Revert Action" msgstr "Revertir Acción" msgid "Add Event" msgstr "Agregar Evento" -msgid "Remove Action" -msgstr "Quitar Acción" - msgid "Cannot Remove Action" msgstr "No se puede eliminar acción" @@ -623,6 +603,43 @@ msgstr "Cambiar Duración de la Animación" msgid "Change Animation Loop" msgstr "Cambiar Loop de Animación" +msgid "Can't change loop mode on animation instanced from imported scene." +msgstr "" +"No se puede cambiar el modo de bucle en una animación creada a partir de una " +"escena importada." + +msgid "Can't change loop mode on animation embedded in another scene." +msgstr "" +"No se puede cambiar el modo de bucle en una animación insertada en otra " +"escena." + +msgid "Property Track..." +msgstr "Pista de Propiedades..." + +msgid "3D Position Track..." +msgstr "Pista de Posición 3D..." + +msgid "3D Rotation Track..." +msgstr "Pista de Rotación 3D..." + +msgid "3D Scale Track..." +msgstr "Pista de Escala 3D..." + +msgid "Blend Shape Track..." +msgstr "Pista de Forma Combinada..." + +msgid "Call Method Track..." +msgstr "Pista de Método de Llamada..." + +msgid "Bezier Curve Track..." +msgstr "Pista de Curva Bezier..." + +msgid "Audio Playback Track..." +msgstr "Pista de Reproducción de Audio..." + +msgid "Animation Playback Track..." +msgstr "Pista de Reproducción de Animación..." + msgid "Animation length (frames)" msgstr "Duración de la animación (frames)" @@ -641,12 +658,18 @@ msgstr "Funciones:" msgid "Audio Clips:" msgstr "Clips de Audio:" +msgid "Animation Clips:" +msgstr "Clips de Animación:" + msgid "Change Track Path" msgstr "Cambiar Ruta de la Pista" msgid "Toggle this track on/off." msgstr "Act./Desact. esta pista." +msgid "Use Blend" +msgstr "Usar Mezcla" + msgid "Update Mode (How this property is set)" msgstr "Modo de Actualización (Como esta configurada esta propiedad)" @@ -659,15 +682,30 @@ msgstr "Modo Loop Envolvente (Interpolar el final con el comienzo al loopear)" msgid "Remove this track." msgstr "Quitar esta pista." +msgid "Time (s):" +msgstr "Tiempo (s):" + msgid "Position:" msgstr "Posición:" +msgid "Rotation:" +msgstr "Rotación:" + msgid "Scale:" msgstr "Escala:" +msgid "Blend Shape:" +msgstr "Forma Combinada:" + msgid "Type:" msgstr "Tipo:" +msgid "(Invalid, expected type: %s)" +msgstr "(Inválido, tipo esperado: %s)" + +msgid "Easing:" +msgstr "Atenuación:" + msgid "Toggle Track Enabled" msgstr "Activar/Desactivar Pista" @@ -1044,9 +1082,6 @@ msgstr "Crear Nuevo %s" msgid "No results for \"%s\"." msgstr "No hay resultados para \"%s\"." -msgid "No description available for %s." -msgstr "No hay descripción disponible para %s." - msgid "Favorites:" msgstr "Favoritos:" @@ -1074,9 +1109,6 @@ msgstr "Guardar Rama como Escena" msgid "Copy Node Path" msgstr "Copiar Ruta del Nodo" -msgid "Instance:" -msgstr "Instancia:" - msgid "Toggle Visibility" msgstr "Act/Desact. Visibilidad" @@ -1152,9 +1184,6 @@ msgstr "Llamadas" msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Advertencia:" - msgid "Error:" msgstr "Error:" @@ -1426,9 +1455,6 @@ msgstr "Falló la extracción de los siguientes archivos del asset \"%s\":" msgid "(and %s more files)" msgstr "(y %s archivos más)" -msgid "Asset \"%s\" installed successfully!" -msgstr "El asset \"%s\" se instaló exitosamente!" - msgid "Success!" msgstr "¡Éxito!" @@ -1552,24 +1578,6 @@ msgstr "Cargar el Bus Layout predeterminado." msgid "Create a new Bus Layout." msgstr "Crear un nuevo Bus Layout." -msgid "Invalid name." -msgstr "Nombre inválido." - -msgid "Cannot begin with a digit." -msgstr "No puede comenzar con un dígito." - -msgid "Valid characters:" -msgstr "Caracteres válidos:" - -msgid "Must not collide with an existing engine class name." -msgstr "No debe coincidir con el nombre de una clase ya existente del motor." - -msgid "Must not collide with an existing built-in type name." -msgstr "No debe coincidir con el nombre de un tipo integrado ya existente." - -msgid "Must not collide with an existing global constant name." -msgstr "No debe coincidir con un nombre de constante global existente." - msgid "Autoload '%s' already exists!" msgstr "Autocargar '%s' ya existe!" @@ -1793,12 +1801,6 @@ msgstr "Importar Perfil(es)" msgid "Manage Editor Feature Profiles" msgstr "Administrar Perfiles de Características del Editor" -msgid "Restart" -msgstr "Reiniciar" - -msgid "Save & Restart" -msgstr "Guardar y Reiniciar" - msgid "ScanSources" msgstr "Escanear Fuentes" @@ -1876,15 +1878,15 @@ msgstr "" "Actualmente no existe descripción para esta propiedad. Por favor ayúdanos " "[color=$color][url=$url]contribuyendo una[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Propiedad:" msgid "Signal:" msgstr "Señal:" -msgid "%d match." -msgstr "%d coincidencia." - msgid "%d matches." msgstr "%d coincidencias." @@ -1955,9 +1957,6 @@ msgstr "Redimensionar Array" msgid "Set %s" msgstr "Asignar %s" -msgid "Pinned %s" -msgstr "Fijado %s" - msgid "Unpinned %s" msgstr "Desfijado %s" @@ -2009,15 +2008,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Gira cuando la ventana del editor se redibuja." -msgid "Imported resources can't be saved." -msgstr "Los recursos importados no se pueden guardar." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "¡Error al guardar el recurso!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2028,15 +2021,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Guardar Recurso Como..." -msgid "Can't open file for writing:" -msgstr "No se puede abrir el archivo para escribir:" - -msgid "Requested file format unknown:" -msgstr "Formato de archivo requerido desconocido:" - -msgid "Error while saving." -msgstr "Error al guardar." - msgid "Saving Scene" msgstr "Guardar Escena" @@ -2046,33 +2030,20 @@ msgstr "Analizando" msgid "Creating Thumbnail" msgstr "Creando Miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Esta operación no puede hacerse sin una raíz de árbol." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"No se pudo guardar la escena. Probablemente no se hayan podido satisfacer " -"dependencias (instancias o herencia)." - msgid "Save scene before running..." msgstr "Guardar escena antes de ejecutar..." -msgid "Could not save one or more scenes!" -msgstr "¡No se ha podido guardar una o varias escenas!" - msgid "Save All Scenes" msgstr "Guardar Todas las Escenas" msgid "Can't overwrite scene that is still open!" msgstr "No se puede sobrescribir una escena que todavía esta abierta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "No se puede cargar MeshLibrary para hacer merge!" +msgid "Merge With Existing" +msgstr "Mergear Con Existentes" -msgid "Error saving MeshLibrary!" -msgstr "Error guardando MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Aplicar Transformaciones al MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2114,9 +2085,6 @@ msgstr "" "Este recurso fue importado, por ende no es editable. Cambiá sus ajustes en el " "panel de importación y luego reimportá." -msgid "Changes may be lost!" -msgstr "Podrían perderse los cambios!" - msgid "Open Base Scene" msgstr "Abrir Escena Base" @@ -2129,10 +2097,6 @@ msgstr "Apertura Rápida de Escena..." msgid "Quick Open Script..." msgstr "Apertura Rápida de Script..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "" -"¡%s ya no existe! Por favor, especificá una nueva ubicación de guardado." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2182,27 +2146,14 @@ msgstr "" msgid "Save & Quit" msgstr "Guardar y Salir" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Guardar cambios a la(s) siguiente(s) escena(s) antes de salir?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Guardar cambios a la(s) siguiente(s) escena(s) antes de abrir el Gestor de " "Proyectos?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Esta opción está deprecada. Las situaciones donde se debe forzar un refresco " -"son ahora consideradas bugs. Por favor reportalo." - msgid "Pick a Main Scene" msgstr "Elegí una Escena Principal" -msgid "This operation can't be done without a scene." -msgstr "Esta operación no puede hacerse sin una escena." - msgid "Export Mesh Library" msgstr "Exportar Librería de Meshes" @@ -2234,23 +2185,12 @@ msgstr "" "modificada.\n" "Para realizar cambios, se debe crear una nueva escena heredada." -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 "" -"Error al cargar la escena, debe estar dentro de la ruta del proyecto. Usa " -"'Importar' para abrir la escena, luego guárdala dentro de la ruta del " -"proyecto." - msgid "Scene '%s' has broken dependencies:" msgstr "La escena '%s' tiene dependencias rotas:" msgid "Clear Recent Scenes" msgstr "Restablecer Escenas Recientes" -msgid "There is no defined scene to run." -msgstr "No hay escena definida para ejecutar." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2351,15 +2291,9 @@ msgstr "Configuración del Editor..." msgid "Project" msgstr "Proyecto" -msgid "Project Settings..." -msgstr "Ajustes del Proyecto..." - msgid "Version Control" msgstr "Control de Versiones" -msgid "Export..." -msgstr "Exportar..." - msgid "Install Android Build Template..." msgstr "Instalar Plantilla de Compilación de Android..." @@ -2378,9 +2312,6 @@ msgstr "Volver a Cargar el Proyecto Actual" msgid "Quit to Project List" msgstr "Salir a Listado de Proyecto" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Layout del Editor" @@ -2414,9 +2345,6 @@ msgstr "Ayuda" msgid "Online Documentation" msgstr "Documentación En Línea" -msgid "Questions & Answers" -msgstr "Preguntas y Respuestas" - msgid "Community" msgstr "Comunidad" @@ -2432,24 +2360,21 @@ msgstr "Enviar comentarios sobre la documentación" msgid "Support Godot Development" msgstr "Apoyar el desarrollo de Godot" +msgid "Save & Restart" +msgstr "Guardar y Reiniciar" + msgid "Update Continuously" msgstr "Actualizar Continuamente" msgid "Hide Update Spinner" msgstr "Ocultar Spinner de Actualización" -msgid "FileSystem" -msgstr "Sistema de Archivos" - msgid "Inspector" msgstr "Inspector" msgid "Node" msgstr "Nodo" -msgid "Output" -msgstr "Salida" - msgid "Don't Save" msgstr "No Guardar" @@ -2476,12 +2401,6 @@ msgstr "Paquete de Plantillas" msgid "Export Library" msgstr "Exportar Libreria" -msgid "Merge With Existing" -msgstr "Mergear Con Existentes" - -msgid "Apply MeshInstance Transforms" -msgstr "Aplicar Transformaciones al MeshInstance" - msgid "Open & Run a Script" msgstr "Abrir y Correr un Script" @@ -2528,24 +2447,12 @@ msgstr "Abrir el Editor anterior" msgid "Warning!" msgstr "Cuidado!" -msgid "On" -msgstr "On" - -msgid "Edit Plugin" -msgstr "Editar Plugin" - -msgid "Installed Plugins:" -msgstr "Plugins Instalados:" - -msgid "Version" -msgstr "Version" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Editar Texto:" +msgid "On" +msgstr "On" + msgid "No name provided." msgstr "No se indicó ningún nombre." @@ -2588,18 +2495,18 @@ msgstr "Seleccionar un Viewport" msgid "Selected node is not a Viewport!" msgstr "El nodo seleccionado no es un Viewport!" -msgid "Size:" -msgstr "Tamaño:" - -msgid "Remove Item" -msgstr "Remover Item" - msgid "New Key:" msgstr "Nueva Clave:" msgid "New Value:" msgstr "Nuevo Valor:" +msgid "Size:" +msgstr "Tamaño:" + +msgid "Remove Item" +msgstr "Remover Item" + msgid "Add Key/Value Pair" msgstr "Agregar Par Clave/Valor" @@ -2670,9 +2577,6 @@ msgstr "Dispositivo" msgid "Storing File:" msgstr "Almacenando Archivo:" -msgid "No export template found at the expected path:" -msgstr "No se encontraron plantillas de exportación en la ruta esperada:" - msgid "Could not open file to read from path \"%s\"." msgstr "No se pudieron exportar los archivos del proyecto a un proyecto gradle" @@ -2759,33 +2663,6 @@ msgstr "" "No se encontraron links de descarga para esta versión. Las descargas directas " "solo están disponibles para releases oficiales." -msgid "Disconnected" -msgstr "Desconectado" - -msgid "Resolving" -msgstr "Resolviendo" - -msgid "Can't Resolve" -msgstr "No se ha podido resolver" - -msgid "Connecting..." -msgstr "Conectando..." - -msgid "Can't Connect" -msgstr "No se puede conectar" - -msgid "Connected" -msgstr "Conectado" - -msgid "Requesting..." -msgstr "Solicitando..." - -msgid "Downloading" -msgstr "Descargando" - -msgid "Connection Error" -msgstr "Error de Conexión" - msgid "Can't open the export templates file." msgstr "No se puede abrir el archivo de plantillas de exportación." @@ -2901,6 +2778,9 @@ msgstr "Eliminar preset '%s'?" msgid "Resources to export:" msgstr "Recursos a exportar:" +msgid "Export With Debug" +msgstr "Exportar Con Depuración" + msgid "Release" msgstr "Release" @@ -2991,9 +2871,6 @@ msgstr "Faltan las plantillas de exportación para esta plataforma:" msgid "Manage Export Templates" msgstr "Gestionar Plantillas de Exportación" -msgid "Export With Debug" -msgstr "Exportar Con Depuración" - msgid "Browse" msgstr "Examinar" @@ -3071,9 +2948,6 @@ msgstr "Quitar de Favoritos" msgid "Reimport" msgstr "Reimportar" -msgid "Open in File Manager" -msgstr "Abrir en el Explorador de Archivos" - msgid "New Folder..." msgstr "Nueva Carpeta..." @@ -3110,6 +2984,9 @@ msgstr "Duplicar..." msgid "Rename..." msgstr "Renombrar..." +msgid "Open in File Manager" +msgstr "Abrir en el Explorador de Archivos" + msgid "Re-Scan Filesystem" msgstr "Reexaminar Sistema de Archivos" @@ -3333,6 +3210,9 @@ msgstr "" msgid "Open in Editor" msgstr "Abrir en Editor" +msgid "Instance:" +msgstr "Instancia:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Nombre de nodo inválido, los siguientes caracteres no están permitidos:" @@ -3381,9 +3261,6 @@ msgstr "3D" msgid "Importer:" msgstr "Importador:" -msgid "Keep File (No Import)" -msgstr "Mantener Archivo (No Importar)" - msgid "%d Files" msgstr "%d Archivos" @@ -3510,33 +3387,6 @@ msgstr "Grupos" msgid "Select a single node to edit its signals and groups." msgstr "Selecciona un único nodo para editar sus señales y grupos." -msgid "Edit a Plugin" -msgstr "Editar un Plugin" - -msgid "Create a Plugin" -msgstr "Crear un Plugin" - -msgid "Update" -msgstr "Actualizar" - -msgid "Plugin Name:" -msgstr "Nombre del Plugin:" - -msgid "Subfolder:" -msgstr "Subcarpeta:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Version:" - -msgid "Script Name:" -msgstr "Nombre del Script:" - -msgid "Activate now?" -msgstr "Activar ahora?" - msgid "Create Polygon" msgstr "Crear Polígono" @@ -3889,8 +3739,11 @@ msgstr "Modo de Reproducción:" msgid "Delete Selected" msgstr "Eliminar Seleccionados" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Version:" msgid "Contents:" msgstr "Contenido:" @@ -3949,9 +3802,6 @@ msgstr "Fallido:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash de descarga incorrecto, asumiendo que el archivo fue manipulado." -msgid "Expected:" -msgstr "Esperado:" - msgid "Got:" msgstr "Recibido:" @@ -3970,6 +3820,12 @@ msgstr "Descargando..." msgid "Resolving..." msgstr "Resolviendo..." +msgid "Connecting..." +msgstr "Conectando..." + +msgid "Requesting..." +msgstr "Solicitando..." + msgid "Error making request" msgstr "Error al realizar la solicitud" @@ -4003,9 +3859,6 @@ msgstr "Licencia (A-Z)" msgid "License (Z-A)" msgstr "Licencia (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Prueba" @@ -4188,23 +4041,6 @@ msgstr "Zoom a 1600%" msgid "Select Mode" msgstr "Modo Seleccionar" -msgid "Drag: Rotate selected node around pivot." -msgstr "Arrastrar: Rotar el nodo seleccionado alrededor del pivote." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Arrastrar: Mover el nodo seleccionado." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Arrastrar: Escalar el nodo seleccionado." - -msgid "V: Set selected node's pivot position." -msgstr "V: Establecer la posición de pivote del nodo seleccionado." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Click Der.: Mostrar una lista de todos los nodos en la posición " -"clickeada, incluyendo bloqueados." - msgid "RMB: Add node at position clicked." msgstr "Click Der.: Añadir un nodo en la posición clickeada." @@ -4220,9 +4056,6 @@ msgstr "Modo de Escalado" msgid "Shift: Scale proportionally." msgstr "Shift: Escalar proporcionalmente." -msgid "Click to change object's rotation pivot." -msgstr "Click para cambiar el pivote de rotación de un objeto." - msgid "Pan Mode" msgstr "Modo Paneo" @@ -4442,12 +4275,12 @@ msgstr "Derecha Ancha" msgid "Full Rect" msgstr "Todo el Rect" +msgid "Restart" +msgstr "Reiniciar" + msgid "Load Emission Mask" msgstr "Cargar Máscara de Emisión" -msgid "Generated Point Count:" -msgstr "Conteo de Puntos Generados:" - msgid "Emission Mask" msgstr "Máscara de Emisión" @@ -4542,13 +4375,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Navegación Visible" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Cuando esta opción está activada, las mallas de navegación y los polígonos " -"serán visibles en el proyecto en ejecución." - msgid "Synchronize Scene Changes" msgstr "Sincronizar Cambios de Escena" @@ -4577,6 +4403,15 @@ msgstr "" "Cuando se utiliza de forma remota en un dispositivo, esto es más eficiente " "cuando la opción de sistema de archivos en red está activada." +msgid "Edit Plugin" +msgstr "Editar Plugin" + +msgid "Installed Plugins:" +msgstr "Plugins Instalados:" + +msgid "Version" +msgstr "Version" + msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "Cambiar el Ángulo de Emisión del AudioStreamPlayer3D" @@ -4616,9 +4451,6 @@ msgstr "Convertir a CPUParticles2D" msgid "Generate Visibility Rect" msgstr "Generar Rect. de Visibilidad" -msgid "Clear Emission Mask" -msgstr "Limpiar Máscara de Emisión" - msgid "The geometry's faces don't contain any area." msgstr "Las caras de la geometría no contienen ningún área." @@ -4668,43 +4500,14 @@ msgstr "Bake Lightmaps" msgid "Select lightmap bake file:" msgstr "Selecciona un archivo de lightmap bakeado:" -msgid "Mesh is empty!" -msgstr "¡El Mesh está vacío!" - msgid "Couldn't create a Trimesh collision shape." msgstr "No se pudo crear una forma de colisión Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Crear Static Trimesh Body" - -msgid "This doesn't work on scene root!" -msgstr "Esto no funciona en una escena raiz!" - -msgid "Create Trimesh Static Shape" -msgstr "Crear Trimesh Static Shape" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"No se pudo crear una única forma de colisión convexa para la raíz de escena." - -msgid "Couldn't create a single convex collision shape." -msgstr "No se pudo crear una forma de colisión única." - -msgid "Create Simplified Convex Shape" -msgstr "Crear una Figura Convexa Simplificada" - -msgid "Create Single Convex Shape" -msgstr "Crear Forma Convexa Única" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"No se pudo crear múltiples formas de colisión convexas para la raíz de escena." - msgid "Couldn't create any collision shapes." msgstr "No se pudo crear ninguna forma de colisión." -msgid "Create Multiple Convex Shapes" -msgstr "Crear Múltiples Formas Convexas" +msgid "Mesh is empty!" +msgstr "¡El Mesh está vacío!" msgid "Create Navigation Mesh" msgstr "Crear Navigation Mesh" @@ -4727,11 +4530,23 @@ msgstr "Crear Outline" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Crear StaticBody Triangular" +msgid "Create Outline Mesh..." +msgstr "Crear Outline Mesh..." -msgid "Create Trimesh Collision Sibling" -msgstr "Crear Collider Triangular Hermano" +msgid "View UV1" +msgstr "Ver UV1" + +msgid "View UV2" +msgstr "Ver UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Hacer Unwrap de UV2 para Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Crear Outline Mesh" + +msgid "Outline Size:" +msgstr "Tamaño de Outline:" msgid "" "Creates a polygon-based collision shape.\n" @@ -4740,9 +4555,6 @@ msgstr "" "Crea una forma de colisión basada en polígonos.\n" "Esta es la opción mas exacta (pero más lenta) de detección de colisiones." -msgid "Create Single Convex Collision Sibling" -msgstr "Crear Colisión Convexa Única Hermana" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -4750,9 +4562,6 @@ msgstr "" "Crear forma de colisión convexa única.\n" "Esta es la opción mas rápida (pero menos exacta) para detectar colisiones." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Crear Colisión Convexa Simplificada Hermana" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -4762,9 +4571,6 @@ msgstr "" "Esto es similar a la forma de colisión única, pero puede resultar en una " "geometría más simple en algunos casos, a costa de precisión." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Crear Múltiples Colisiones Convexas como Nodos Hermanos" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -4774,24 +4580,6 @@ msgstr "" "Esto es un punto medio de rendimiento entre una colisión convexa única y una " "colisión basada en polígonos." -msgid "Create Outline Mesh..." -msgstr "Crear Outline Mesh..." - -msgid "View UV1" -msgstr "Ver UV1" - -msgid "View UV2" -msgstr "Ver UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Hacer Unwrap de UV2 para Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Crear Outline Mesh" - -msgid "Outline Size:" -msgstr "Tamaño de Outline:" - msgid "UV Channel Debug" msgstr "Depuración de Canal UV" @@ -5105,6 +4893,11 @@ msgstr "Ajustar Nodos al Suelo" msgid "Couldn't find a solid floor to snap the selection to." msgstr "No se pudo encontrar un suelo sólido al que ajustar la selección." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Click Der.: Mostrar una lista de todos los nodos en la posición " +"clickeada, incluyendo bloqueados." + msgid "Use Local Space" msgstr "Usar Espacio Local" @@ -5267,27 +5060,12 @@ msgstr "Mover In-Control en Curva" msgid "Move Out-Control in Curve" msgstr "Mover Out-Control en Curva" -msgid "Select Points" -msgstr "Seleccionar Puntos" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Arrastrar: Seleccionar Puntos de Control" - -msgid "Click: Add Point" -msgstr "Click: Agregar Punto" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Click Izquierdo: Partir Segmento (en curva)" - msgid "Right Click: Delete Point" msgstr "Click Derecho: Eliminar Punto" msgid "Select Control Points (Shift+Drag)" msgstr "Seleccionar Puntos de Control (Shift+Arrastrar)" -msgid "Add Point (in empty space)" -msgstr "Agregar Punto (en espacio vacío)" - msgid "Delete Point" msgstr "Eliminar Punto" @@ -5306,6 +5084,9 @@ msgstr "Manejadores de Tamaño de Espejo" msgid "Curve Point #" msgstr "Punto # de Curva" +msgid "Set Curve Point Position" +msgstr "Setear Posición de Punto de Curva" + msgid "Set Curve Out Position" msgstr "Setear Posición de Salida de Curva" @@ -5321,12 +5102,30 @@ msgstr "Quitar Punto del Path" msgid "Split Segment (in curve)" msgstr "Partir Segmento (en curva)" -msgid "Set Curve Point Position" -msgstr "Setear Posición de Punto de Curva" - msgid "Move Joint" msgstr "Mover Unión" +msgid "Edit a Plugin" +msgstr "Editar un Plugin" + +msgid "Create a Plugin" +msgstr "Crear un Plugin" + +msgid "Plugin Name:" +msgstr "Nombre del Plugin:" + +msgid "Subfolder:" +msgstr "Subcarpeta:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Nombre del Script:" + +msgid "Activate now?" +msgstr "Activar ahora?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "La propiedad esqueleto del Polygon2D no apunta a un nodo Skeleton2D" @@ -5396,12 +5195,6 @@ msgstr "Polígonos" msgid "Bones" msgstr "Huesos" -msgid "Move Points" -msgstr "Mover Puntos" - -msgid "Shift: Move All" -msgstr "Shift: Mover Todos" - msgid "Move Polygon" msgstr "Mover Polígono" @@ -5503,21 +5296,9 @@ msgstr "No se puede abrir '%s'. El archivo puede haber sido movido o eliminado." msgid "Close and save changes?" msgstr "¿Cerrar y guardar cambios?" -msgid "Error writing TextFile:" -msgstr "Error al escribir el TextFile:" - -msgid "Error saving file!" -msgstr "Error guardando archivo!" - -msgid "Error while saving theme." -msgstr "Error al guardar el tema." - msgid "Error Saving" msgstr "Error al Guardar" -msgid "Error importing theme." -msgstr "Error al importar el tema." - msgid "Error Importing" msgstr "Error al Importar" @@ -5527,18 +5308,12 @@ msgstr "Nuevo Archivo de Texto..." msgid "Open File" msgstr "Abrir Archivo" -msgid "Could not load file at:" -msgstr "No se pudo cargar el archivo en:" - msgid "Save File As..." msgstr "Guardar Archivo Como..." msgid "Import Theme" msgstr "Importar Tema" -msgid "Error while saving theme" -msgstr "Error al guardar el tema" - msgid "Error saving" msgstr "Error al guardar" @@ -5636,9 +5411,6 @@ msgstr "" "Los siguientes archivos son nuevos en disco.\n" "¿Qué acción se debería tomar?:" -msgid "Search Results" -msgstr "Resultados de la Búsqueda" - msgid "Clear Recent Scripts" msgstr "Restablecer Scripts Recientes" @@ -5663,9 +5435,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignorar]" -msgid "Line" -msgstr "Línea" - msgid "Go to Function" msgstr "Ir a Función" @@ -5675,6 +5444,9 @@ msgstr "Buscar Símbolo" msgid "Pick Color" msgstr "Seleccionar Color" +msgid "Line" +msgstr "Línea" + msgid "Uppercase" msgstr "Mayúsculas" @@ -5885,9 +5657,6 @@ msgstr "Tamaño" msgid "Create Frames from Sprite Sheet" msgstr "Crear Frames a partir de Sprite Sheet" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Set Region Rect" msgstr "Setear Region Rect" @@ -5930,9 +5699,6 @@ msgstr "No se encontraron íconos." msgid "No styleboxes found." msgstr "No se encontró ninguna caja de estilo." -msgid "Nothing was selected for the import." -msgstr "No se seleccionó nada para la importación." - msgid "Importing Theme Items" msgstr "Importando Items de Tema" @@ -6326,9 +6092,6 @@ msgstr "Atlas" msgid "Yes" msgstr "Si" -msgid "TileSet" -msgstr "TileSet" - msgid "Error" msgstr "Error" @@ -6530,9 +6293,6 @@ msgstr "Establecer Puerto Predeterminado de Entrada" msgid "Add Node to Visual Shader" msgstr "Agregar Nodo al Visual Shader" -msgid "Node(s) Moved" -msgstr "Nodo(s) Movido(s)" - msgid "Visual Shader Input Type Changed" msgstr "Se cambió el Tipo de Entrada de Visual Shader" @@ -7081,14 +6841,8 @@ msgstr "Seleccionar una Carpeta para Examinar" msgid "Remove All" msgstr "Quitar Todos" -msgid "Also delete project contents (no undo!)" -msgstr "También eliminar el contenido del proyecto (¡no se puede deshacer!)" - -msgid "The path specified doesn't exist." -msgstr "La ruta especificada no existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Error al abrir el archivo de paquete (no esta en formato ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Sería buena idea darle un nombre a tu proyecto." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -7096,29 +6850,8 @@ msgstr "" "Archivo de projecto \".zip\" inválido; no contiene un archivo \"project." "godot\"." -msgid "New Game Project" -msgstr "Nuevo Proyecto de Juego" - -msgid "Imported Project" -msgstr "Proyecto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor elegí un archivo \"project.godot\" o \".zip\"." - -msgid "Invalid project name." -msgstr "Nombre de proyecto Inválido." - -msgid "Couldn't create folder." -msgstr "No se pudo crear la carpeta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Ya hay una carpeta en esta ruta con el nombre especificado." - -msgid "It would be a good idea to name your project." -msgstr "Sería buena idea darle un nombre a tu proyecto." - -msgid "Invalid project path (changed anything?)." -msgstr "Ruta de proyecto inválida (cambiaste algo?)." +msgid "The path specified doesn't exist." +msgstr "La ruta especificada no existe." msgid "Couldn't create project.godot in project path." msgstr "No se pudo crear project.godot en la ruta de proyecto." @@ -7129,8 +6862,8 @@ msgstr "Error al abrir el archivo comprimido, no está en formato ZIP." msgid "The following files failed extraction from package:" msgstr "Los siguientes archivos no se pudieron extraer del paquete:" -msgid "Package installed successfully!" -msgstr "El Paquete se instaló exitosamente!" +msgid "New Game Project" +msgstr "Nuevo Proyecto de Juego" msgid "Import & Edit" msgstr "Importar y Editar" @@ -7317,9 +7050,6 @@ msgstr "Las escenas instanciadas no pueden convertirse en raíz" msgid "Make node as Root" msgstr "Convertir nodo en Raíz" -msgid "Delete %d nodes and any children?" -msgstr "¿Eliminar %d nodos y sus hijos?" - msgid "Delete %d nodes?" msgstr "¿Eliminar %d nodos?" @@ -7398,9 +7128,6 @@ msgstr "No se puede operar sobre los nodos de los cual hereda la escena actual!" msgid "Attach Script" msgstr "Adjuntar Script" -msgid "Cut Node(s)" -msgstr "Cortar Nodo(s)" - msgid "Remove Node(s)" msgstr "Quitar Nodo(s)" @@ -7575,36 +7302,6 @@ msgstr "Cambiar Radio Interno de Toro" msgid "Change Torus Outer Radius" msgstr "Cambiar Radio Externo de Toro" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*." - -msgid "Step argument is zero!" -msgstr "El argumento step es cero!" - -msgid "Not a script with an instance" -msgstr "No es un script con una instancia" - -msgid "Not based on a script" -msgstr "No está basado en un script" - -msgid "Not based on a resource file" -msgstr "No está basado en un archivo de recursos" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Formato de diccionario de instancias inválido (@path faltante)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Formato de diccionario de instancias inválido (no se puede cargar el script " -"en @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"Formato de diccionario de instancias inválido (script inválido en @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Diccionario de instancias inválido (subclases inválidas)" - msgid "Next Plane" msgstr "Plano siguiente" @@ -7721,27 +7418,6 @@ msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "Se debe crear o setear un recurso NavigationMesh para que este nodo funcione." -msgid "Package name is missing." -msgstr "Nombre de paquete faltante." - -msgid "Package segments must be of non-zero length." -msgstr "Los segmentos del paquete deben ser de largo no nulo." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"El caracter '%s' no está permitido en nombres de paquete de aplicación " -"Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Un dígito no puede ser el primer caracter en un segmento de paquete." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"El caracter '%s' no puede ser el primer caracter en un segmento de paquete." - -msgid "The package must have at least one '.' separator." -msgstr "El paquete debe tener al menos un '.' como separador." - msgid "Invalid public key for APK expansion." msgstr "Clave pública inválida para la expansión de APK." @@ -7909,12 +7585,6 @@ msgstr "No se pudo descomprimir el APK temporal no alineado." msgid "Invalid Identifier:" msgstr "Identificador inválido:" -msgid "Identifier is missing." -msgstr "Identificador no encontrado." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "El caracter '%s' no esta permitido como identificador." - msgid "Can't get filesystem access." msgstr "No se puede obtener acceso al sistema de archivos." @@ -8042,12 +7712,12 @@ msgstr "" "La firma de código está deshabilitada. El proyecto exportado no se ejecutará " "en Mac con Gatekeeper habilitado y Mac con tecnología Apple Silicon." -msgid "Stop HTTP Server" -msgstr "Detener Servidor HTTP" - msgid "Run in Browser" msgstr "Ejecutar en el Navegador" +msgid "Stop HTTP Server" +msgstr "Detener Servidor HTTP" + msgid "Run exported HTML in the system's default browser." msgstr "Ejecutar HTML exportado en el navegador por defecto del sistema." @@ -8227,9 +7897,6 @@ msgstr "" "Mouse estén configurados en \"Ignore\". Para solucionarlo, establece el " "Filtro del Mouse en \"Stop\" o \"Pass\"." -msgid "Alert!" -msgstr "Alerta!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." @@ -8277,14 +7944,5 @@ msgstr "Fuente inválida para el shader." msgid "Invalid comparison function for that type." msgstr "Función de comparación inválida para este tipo." -msgid "Varying may not be assigned in the '%s' function." -msgstr "No se pueden asignar varyings a la función '%s'." - -msgid "Assignment to function." -msgstr "Asignación a función." - -msgid "Assignment to uniform." -msgstr "Asignación a uniform." - msgid "Constants cannot be modified." msgstr "Las constantes no pueden modificarse." diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po index de843111d7d9..835a45133c1f 100644 --- a/editor/translations/editor/et.po +++ b/editor/translations/editor/et.po @@ -88,9 +88,6 @@ msgstr "Vasak Analog, Sony L3, Xbox L/LS" msgid "Right Stick, Sony R3, Xbox R/RS" msgstr "Parem Analog, Sony R3, Xbox R/RS" -msgid "touched" -msgstr "puudutatud" - msgid "released" msgstr "vabastatud" @@ -251,14 +248,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Näide: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d asi" -msgstr[1] "%d asjad" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -573,6 +562,9 @@ msgstr "Asenda kõik" msgid "Selection Only" msgstr "Ainult valik" +msgid "Hide" +msgstr "Peida" + msgid "Toggle Scripts Panel" msgstr "Lülita skriptide paneel sisse/välja" @@ -722,9 +714,6 @@ msgstr "Loo uus %s" msgid "No results for \"%s\"." msgstr "Päringule \"%s\" pole tulemusi." -msgid "No description available for %s." -msgstr "%s jaoks kirjeldus puudub." - msgid "Favorites:" msgstr "Lemmikud:" @@ -755,9 +744,6 @@ msgstr "Salvesta filiaal stseenina" msgid "Copy Node Path" msgstr "Kopeeri sõlme tee" -msgid "Instance:" -msgstr "Instants:" - msgid "Toggle Visibility" msgstr "Sea nähtavus sisse/välja" @@ -1125,9 +1111,6 @@ msgstr "Järgmised failid ebaõnnestusid varast \"%s\" väljavõtmisel:" msgid "(and %s more files)" msgstr "(ja veel %s faili)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Vara \"%s\" paigaldatud edukalt!" - msgid "Success!" msgstr "Õnnestus!" @@ -1245,27 +1228,6 @@ msgstr "Loo uus siini paigutus." msgid "Audio Bus Layout" msgstr "Audiosiini paigutus" -msgid "Invalid name." -msgstr "Vigane nimi." - -msgid "Cannot begin with a digit." -msgstr "Ei saa alata numbriga." - -msgid "Valid characters:" -msgstr "Kehtivad märgid:" - -msgid "Must not collide with an existing engine class name." -msgstr "Ei tohi kokkupõrkuda mängumootori juba olemasoleva klassi nimega." - -msgid "Must not collide with an existing global script class name." -msgstr "Ei tohi kattuda olemasoleva globaalse skripti klassi nimega." - -msgid "Must not collide with an existing built-in type name." -msgstr "Ei tohi põrkuda olemasoleva sisse-ehitatud tüübinimega." - -msgid "Must not collide with an existing global constant name." -msgstr "Ei tohi põrkuda olemasoleva globaalse konstandi nimega." - msgid "Autoload '%s' already exists!" msgstr "Automaatlaadimine '%s' on juba olemas!" @@ -1344,15 +1306,9 @@ msgstr "Tuvasta Projektist" msgid "Actions:" msgstr "Tegevused:" -msgid "Configure Engine Build Profile:" -msgstr "Seadista mootori ehitusprofiil:" - msgid "Please Confirm:" msgstr "Palun kinnita:" -msgid "Engine Build Profile" -msgstr "Mootori ehitusprofiil" - msgid "Load Profile" msgstr "Laadi Profiil" @@ -1525,15 +1481,6 @@ msgstr "Impordi profiil(id)" msgid "Manage Editor Feature Profiles" msgstr "Halda redaktori funktsioonide profiile" -msgid "Some extensions need the editor to restart to take effect." -msgstr "Mõndade laiendused kasutamiseks pead Redaktori taaskäivitama." - -msgid "Restart" -msgstr "Restart" - -msgid "Save & Restart" -msgstr "Salvesta & Restart" - msgid "ScanSources" msgstr "ScanSources" @@ -1676,15 +1623,15 @@ msgstr "Atribuutide kirjeldused" msgid "(value)" msgstr "(väärtus)" +msgid "Editor" +msgstr "Redaktor" + msgid "Property:" msgstr "Atribuut:" msgid "Signal:" msgstr "Signaal:" -msgid "%d match." -msgstr "%d vaste." - msgid "%d matches." msgstr "%d vastet." @@ -1816,9 +1763,6 @@ msgstr "Määra %s" msgid "Remove metadata %s" msgstr "Eemalda metaandmed %s" -msgid "Pinned %s" -msgstr "Pinned %s" - msgid "Unpinned %s" msgstr "Unpinned %s" @@ -1962,15 +1906,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Keerutab redaktoriakna taasjoonistamisel." -msgid "Imported resources can't be saved." -msgstr "Imporditud ressursse ei saa salvestada." - msgid "OK" msgstr "Olgu" -msgid "Error saving resource!" -msgstr "Viga ressursi salvestamisel!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1988,30 +1926,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Salvesta ressurss kui..." -msgid "Can't open file for writing:" -msgstr "Faili ei saa kirjutamiseks avada:" - -msgid "Requested file format unknown:" -msgstr "Taotletud failivorming on tundmatu:" - -msgid "Error while saving." -msgstr "Viga salvestamisel." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Faili %s ei saa avada. Fail võib olla teisaldatud või kustutatud." - -msgid "Error while parsing file '%s'." -msgstr "Viga faili '%s' parsimisel." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Stseeni Fail '%s' näib olevat vigane/rikutud." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Fail '%s' või üks selle sõltuvustest puudub." - -msgid "Error while loading file '%s'." -msgstr "Viga faili '%s' laadimisel." - msgid "Saving Scene" msgstr "Stseeni Salvestamine" @@ -2021,40 +1935,20 @@ msgstr "Analüüsin" msgid "Creating Thumbnail" msgstr "Loon pisipilti" -msgid "This operation can't be done without a tree root." -msgstr "Seda toimingut ei saa teha ilma puu juureta." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Seda stseeni ei saa salvestada, kuna toimub tsükliline sisestus.\n" -"Lahenda see ja proovige siis uuesti salvestada." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Stseeni ei saanud salvestada. Tõenäolisi sõltuvusi (eksemplare või pärandit) " -"ei saanud rahuldada." - msgid "Save scene before running..." msgstr "Salvestage stseen enne jooksutamist..." -msgid "Could not save one or more scenes!" -msgstr "Ühte või mitut stseeni ei saanud salvestada!" - msgid "Save All Scenes" msgstr "Salvesta kõik stseenid" msgid "Can't overwrite scene that is still open!" msgstr "Avatud stseeni ei saa üle kirjutada!" -msgid "Can't load MeshLibrary for merging!" -msgstr "MeshLibrary ei saa ühendamiseks laadida!" +msgid "Merge With Existing" +msgstr "Liida olemasolevaga" -msgid "Error saving MeshLibrary!" -msgstr "Viga MeshLibrary salvestamisel!" +msgid "Apply MeshInstance Transforms" +msgstr "Rakenda MeshInstance Transformid" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2114,9 +2008,6 @@ msgstr "" "Selle töövoo paremaks mõistmiseks lugege stseenide importimisega seotud " "dokumentatsiooni." -msgid "Changes may be lost!" -msgstr "Muudatused võivad kaduma minna!" - msgid "This object is read-only." msgstr "See objekt on kirjutuskaitstud." @@ -2132,9 +2023,6 @@ msgstr "Stseeni Kiire avamine..." msgid "Quick Open Script..." msgstr "Skripti Kiire Avamine..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s pole enam olemas! Palun määrake uus salvestuskoht." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2215,22 +2103,9 @@ msgid "Save changes to the following scene(s) before reloading?" msgstr "" "Kas salvestada enne uuesti laadimist järgmise(te) stseeni(de) muudatused?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Kas salvestada enne väljumist järgmise(te) stseeni(de) muudatused?" - -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"See valik on aegunud. Olukordi, kus värskendamine tuleb sundida, peetakse " -"nüüd veaks. Palun teatage." - msgid "Pick a Main Scene" msgstr "Valige Põhistseen" -msgid "This operation can't be done without a scene." -msgstr "Seda toimingut ei saa teha ilma stseenita." - msgid "Export Mesh Library" msgstr "Ekspordi Mesh kogum" @@ -2261,22 +2136,12 @@ msgstr "" "Stseen '%s' imporditi automaatselt, seega ei saa seda muuta.\n" "Selles muudatuste tegemiseks peab looma uue päritud stseeni." -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 "" -"Stseeni laadimisel tekkis viga, see peab olema projekti tee sees. Stseeni " -"avamiseks kasutage 'Import' ja seejärel salvestage see projekti kausta." - msgid "Scene '%s' has broken dependencies:" msgstr "Stseenil %s on katkised sõltuvused:" msgid "Clear Recent Scenes" msgstr "Tühjenda Hiljuti Avatud Tseenid" -msgid "There is no defined scene to run." -msgstr "Käitamiseks pole määratletud stseeni." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2399,18 +2264,12 @@ msgstr "Redaktori sätted..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Projekti sätted..." - msgid "Project Settings" msgstr "Projekti sätted" msgid "Version Control" msgstr "Versioonihaldus" -msgid "Export..." -msgstr "Ekspordi..." - msgid "Tools" msgstr "Tööriistad" @@ -2420,9 +2279,6 @@ msgstr "Laadi praegune projekt uuesti" msgid "Quit to Project List" msgstr "Välju ja kuva projektide loetelu" -msgid "Editor" -msgstr "Redaktor" - msgid "Command Palette..." msgstr "Käskude palett..." @@ -2462,9 +2318,6 @@ msgstr "Abi" msgid "Online Documentation" msgstr "Interneti Dokumentatisoon" -msgid "Questions & Answers" -msgstr "Küsimused & Vastused" - msgid "Community" msgstr "Kogukond" @@ -2486,6 +2339,9 @@ msgstr "Saada dokumentatsioonide tagasiside" msgid "Support Godot Development" msgstr "Toeta Godot'i Arendamist" +msgid "Save & Restart" +msgstr "Salvesta & Restart" + msgid "Update Continuously" msgstr "Värskenda Pidevalt" @@ -2495,9 +2351,6 @@ msgstr "Värskenda Muutmisel" msgid "Hide Update Spinner" msgstr "Peida Värskendus Spinner" -msgid "FileSystem" -msgstr "Failikuvaja" - msgid "Inspector" msgstr "Inspektor" @@ -2507,9 +2360,6 @@ msgstr "Sõlm" msgid "History" msgstr "Ajalugu" -msgid "Output" -msgstr "Väljund" - msgid "Don't Save" msgstr "Ära Salvesta" @@ -2537,12 +2387,6 @@ msgstr "Mallide Pakett" msgid "Export Library" msgstr "Ekspordi Teek" -msgid "Merge With Existing" -msgstr "Liida olemasolevaga" - -msgid "Apply MeshInstance Transforms" -msgstr "Rakenda MeshInstance Transformid" - msgid "Open & Run a Script" msgstr "Ava Ja Käivita Skript" @@ -2586,33 +2430,15 @@ msgstr "Ava Järgmine Redaktor" msgid "Open the previous Editor" msgstr "Ava Eelmine Redaktor" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Hoiatus!" -msgid "On" -msgstr "Sees" - -msgid "Edit Plugin" -msgstr "Redigeeri Pistikprogrammi" - -msgid "Installed Plugins:" -msgstr "Paigaldatud pistikprogrammid:" - -msgid "Create New Plugin" -msgstr "Loo Uus Pistikprogramm" - -msgid "Version" -msgstr "Versioon" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Redigeeri Tekst:" +msgid "On" +msgstr "Sees" + msgid "Renaming layer %d:" msgstr "Kihi %d ümbernimetamine:" @@ -2676,6 +2502,12 @@ msgstr "Vali vaateaken" msgid "Selected node is not a Viewport!" msgstr "Valitud sõlm ei ole Vaateaken!" +msgid "New Key:" +msgstr "Uus Võti:" + +msgid "New Value:" +msgstr "Uus väärtus:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -2694,12 +2526,6 @@ msgstr "Sõnastik (Nil)" msgid "Dictionary (size %d)" msgstr "Sõnastik (suurus %d)" -msgid "New Key:" -msgstr "Uus Võti:" - -msgid "New Value:" -msgstr "Uus väärtus:" - msgid "Add Key/Value Pair" msgstr "Lisa Võtme/Väärtuse paar" @@ -2827,21 +2653,12 @@ msgstr "Salvestan faili: %s" msgid "Storing File:" msgstr "Salvestan faili:" -msgid "No export template found at the expected path:" -msgstr "Eeldataval teekonnal ei leitud ühtegi ekspordimalli:" - -msgid "ZIP Creation" -msgstr "ZIP-i loomine" - msgid "Could not open file to read from path \"%s\"." msgstr "Faili \"%s\" ei õnnestunud lugemiseks avada." msgid "Packing" msgstr "Pakin" -msgid "Save PCK" -msgstr "Salvesta PCK" - msgid "Cannot create file \"%s\"." msgstr "Ei saa luua faili \"%s\"." @@ -2863,18 +2680,12 @@ msgstr "Krüptitud faili ei saa kirjutamiseks avada." msgid "Can't open file to read from path \"%s\"." msgstr "Faili ei saa avada lugemiseks teelt \"%s\"." -msgid "Save ZIP" -msgstr "Salvesta ZIP" - msgid "Custom debug template not found." msgstr "Kohandatud silumismalli ei leitud." msgid "Custom release template not found." msgstr "Kohandatud väljalaskemalli ei leitud." -msgid "Prepare Template" -msgstr "Malli ettevalmistamine" - msgid "The given export path doesn't exist." msgstr "Antud eksporditee ei ole olemas." @@ -2884,9 +2695,6 @@ msgstr "Mallifaili ei leitud: \"%s\"." msgid "Failed to copy export template." msgstr "Eksportmalli kopeerimine ebaõnnestus." -msgid "PCK Embedding" -msgstr "PCK manustamine" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32-bitise ekspordi puhul ei saa manustatud PCK olla suurem kui 4 GiB." @@ -2960,36 +2768,6 @@ msgstr "" "Selle versiooni allalaadimislinke ei leitud. Otsene allalaadimine on saadaval " "ainult ametlike väljaannete puhul." -msgid "Disconnected" -msgstr "Ühendus Katkestatud" - -msgid "Resolving" -msgstr "Lahendamine" - -msgid "Can't Resolve" -msgstr "Ei saa Lahendada" - -msgid "Connecting..." -msgstr "Ühendamine..." - -msgid "Can't Connect" -msgstr "Ei saa Ühendada" - -msgid "Connected" -msgstr "Ühendatud" - -msgid "Requesting..." -msgstr "Pärimine..." - -msgid "Downloading" -msgstr "Allalaadimine" - -msgid "Connection Error" -msgstr "Ühenduse Viga" - -msgid "TLS Handshake Error" -msgstr "TLS-i käepigistuse viga" - msgid "Can't open the export templates file." msgstr "Ekspordimallide faili ei saa avada." @@ -3108,6 +2886,9 @@ msgstr "Eksporditavad ressursid:" msgid "(Inherited)" msgstr "(Pärinud)" +msgid "Export With Debug" +msgstr "Ekspordi Koos Silujaga" + msgid "%s Export" msgstr "%s Eksport" @@ -3243,9 +3024,6 @@ msgstr "Projekti Eksport" msgid "Manage Export Templates" msgstr "Halda Ekspordi Malle" -msgid "Export With Debug" -msgstr "Ekspordi Koos Silujaga" - msgid "Path to FBX2glTF executable is empty." msgstr "Tee FBX2glTF programmini on tühi." @@ -3399,9 +3177,6 @@ msgstr "Eemalda Lemmikutest" msgid "Reimport" msgstr "Taasimpordi" -msgid "Open in File Manager" -msgstr "Ava failihalduris" - msgid "New Folder..." msgstr "Uus kaust..." @@ -3447,6 +3222,9 @@ msgstr "Duplikeeri..." msgid "Rename..." msgstr "Muuda nime..." +msgid "Open in File Manager" +msgstr "Ava failihalduris" + msgid "Open in External Program" msgstr "Ava Välisprogrammis" @@ -3677,9 +3455,6 @@ msgstr "Taaslae mängitud stseen." msgid "Quick Run Scene..." msgstr "Kiir-Jooksuta Stseen..." -msgid "Could not start subprocess(es)!" -msgstr "Alamprotsesse ei saanud käivitada!" - msgid "Run the project's default scene." msgstr "Käivitage projekti vaikimisi Stseen." @@ -3826,15 +3601,15 @@ msgstr "" msgid "Open in Editor" msgstr "Ava Redaktoris" +msgid "Instance:" +msgstr "Instants:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" pole tuntud filter." msgid "Invalid node name, the following characters are not allowed:" msgstr "Vale sõlme nimi, järgmised märgid pole lubatud:" -msgid "Another node already uses this unique name in the scene." -msgstr "Mingi teine sõlm juba kasutab seda ainulaadset nime Stseenis." - msgid "Scene Tree (Nodes):" msgstr "Stseenipuu (Sõlmed):" @@ -4153,9 +3928,6 @@ msgstr "3D" msgid "Importer:" msgstr "Importija:" -msgid "Keep File (No Import)" -msgstr "Säilita Fail (Ära Impordi)" - msgid "%d Files" msgstr "%d Faili" @@ -4352,45 +4124,6 @@ msgstr "Grupid" msgid "Select a single node to edit its signals and groups." msgstr "Valige üks sõlm, et muuta selle signaale ja rühmi." -msgid "Plugin name cannot be blank." -msgstr "Plugina nime väli ei tohi olla tühi." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "Skripti laiend peab vastama valitud keelelaiendile (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Alamkausta nimi ei ole kehtiv kausta nimi." - -msgid "Subfolder cannot be one which already exists." -msgstr "Alamkaust ei saa olla juba olemasolev." - -msgid "Edit a Plugin" -msgstr "Pistikprogrammi muutmine" - -msgid "Create a Plugin" -msgstr "Looge pistikprogramm" - -msgid "Update" -msgstr "Uuenda" - -msgid "Plugin Name:" -msgstr "Pistikprogrammi nimi:" - -msgid "Subfolder:" -msgstr "Alamkaust:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Versioon:" - -msgid "Script Name:" -msgstr "Skripti nimi:" - -msgid "Activate now?" -msgstr "Aktiveeri kohe?" - msgid "Create Polygon" msgstr "Loo Hulknurk" @@ -4846,8 +4579,11 @@ msgstr "Kustuta Kõik" msgid "Root" msgstr "Juur" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Versioon:" msgid "Contents:" msgstr "Sisu:" @@ -4906,9 +4642,6 @@ msgstr "Ebaõnnestunud:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Halb allalaaditav räsi, eeldan, et faili on rikutud." -msgid "Expected:" -msgstr "Eeldatav:" - msgid "Got:" msgstr "Sain:" @@ -4930,6 +4663,12 @@ msgstr "Allalaadimine..." msgid "Resolving..." msgstr "Tuvastamine..." +msgid "Connecting..." +msgstr "Ühendamine..." + +msgid "Requesting..." +msgstr "Pärimine..." + msgid "Error making request" msgstr "Viga päringu tegemisel" @@ -4963,9 +4702,6 @@ msgstr "Litsents (A-Z)" msgid "License (Z-A)" msgstr "Litsents (Z-A)" -msgid "Official" -msgstr "Ametlik" - msgid "Testing" msgstr "Testimine" @@ -4988,9 +4724,6 @@ msgctxt "Pagination" msgid "Last" msgstr "Viimane" -msgid "Failed to get repository configuration." -msgstr "Hoidla konfiguratsiooni hankimine ebaõnnestus." - msgid "All" msgstr "Kõik" @@ -5159,23 +4892,6 @@ msgstr "Keskvaade" msgid "Select Mode" msgstr "Valimisrežiim" -msgid "Drag: Rotate selected node around pivot." -msgstr "Lohista: Pööra valitud Sõlme pöördepunkti ümber." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Drag: Liiguta Valitud Sõlme." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Drag: Skaleeri Valitud Sõlme." - -msgid "V: Set selected node's pivot position." -msgstr "V: Sea valitud Sõlme Pöördepunkti postitsioon." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Kuva loend kõikidest sõlmedest klõpsamiskoha postsioonis, k.a " -"lukustatud." - msgid "RMB: Add node at position clicked." msgstr "RMB: Lisa Sõlm klõpsatud kohas." @@ -5194,9 +4910,6 @@ msgstr "Shift: Skaleeri proportsionaalselt." msgid "Show list of selectable nodes at position clicked." msgstr "Näita valitavate sõlmede Loendit klikkimis asukohas." -msgid "Click to change object's rotation pivot." -msgstr "Klõpsake, et muuta objekti pöördepunkti." - msgid "Pan Mode" msgstr "Nihke režiim" @@ -5239,9 +4952,6 @@ msgstr "Kuva" msgid "Show" msgstr "Näita" -msgid "Hide" -msgstr "Peida" - msgid "Toggle Grid" msgstr "Lülita Ruudustik sisse/välja" @@ -5299,9 +5009,6 @@ msgstr "Mitut Sõlme Ei Saa Ilma Juureta Luua." msgid "Create Node" msgstr "Loo Sõlm" -msgid "Error instantiating scene from %s" -msgstr "Viga Stseeni Loomisel Asukohast %s" - msgid "Change Default Type" msgstr "Muuda Vaikimisi Tüüpi" @@ -5414,15 +5121,15 @@ msgstr "Horisontaalne Joondamine" msgid "Vertical alignment" msgstr "Vertikaalne Joondamine" +msgid "Restart" +msgstr "Restart" + msgid "Load Emission Mask" msgstr "Lae Emissioonimask" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Genereeritud Punktide Arv:" - msgid "Emission Mask" msgstr "Emissioonimask" @@ -5541,13 +5248,6 @@ msgstr "Nähtav Navigatsioon" msgid "Visible Avoidance" msgstr "Nähtav Vältimine" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Selle valiku sisselülitamisel, kuvatakse käitatavas projektis Välditavate " -"Objektide Kujundid, Raadiused ja Kiirused." - msgid "Synchronize Scene Changes" msgstr "Sünkroniseeri Stseeni Muudatused" @@ -5586,6 +5286,18 @@ msgstr "" "Kui see Seade on Lubatud, jääb Redaktori Silumisserver avatuks ja kuulab uusi " "Seansse, mis on käivitatud väljaspool Redaktorit ennast." +msgid "Edit Plugin" +msgstr "Redigeeri Pistikprogrammi" + +msgid "Installed Plugins:" +msgstr "Paigaldatud pistikprogrammid:" + +msgid "Create New Plugin" +msgstr "Loo Uus Pistikprogramm" + +msgid "Version" +msgstr "Versioon" + msgid "Size: %s" msgstr "Suurus: %s" @@ -5656,9 +5368,6 @@ msgstr "Muuda Eraldus Kiire Kuju Pikkust" msgid "Change Decal Size" msgstr "Muuda Kleebise Suurust" -msgid "Change Fog Volume Size" -msgstr "Muuda Udu Mahu Suurust" - msgid "Change Particles AABB" msgstr "Muuda Osakeste AABB'd" @@ -5668,9 +5377,6 @@ msgstr "Muuda Raadiust" msgid "Change Light Radius" msgstr "Muuda Valguse Raadiust" -msgid "Start Location" -msgstr "Alustamise Asukoht" - msgid "End Location" msgstr "Lõpetamise Asukoht" @@ -5692,9 +5398,6 @@ msgstr "Konverteeri CPUParticles2D'ks" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "Punkti saab määrata ainult ParticleProcessMaterial protsessimaterjalile" -msgid "Clear Emission Mask" -msgstr "Tühjenda Emisiioni Mask" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -5798,41 +5501,14 @@ msgstr "Valguskaardi andmed ei ole Stseeni jaoks kohalikud." msgid "Select lightmap bake file:" msgstr "Vali Valguskaardi Bake Fail:" -msgid "Mesh is empty!" -msgstr "Mesh on tühi!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Ei saanud luua Trimesh kokkupõrke kuju." -msgid "Create Static Trimesh Body" -msgstr "Loo staatiline Trimesh Keha" - -msgid "This doesn't work on scene root!" -msgstr "See ei tööta Stseeni Juure peal!" - -msgid "Create Trimesh Static Shape" -msgstr "Loo staatiline Trimesh Kuju" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Stseeni Juure jaoks ei saa luua ainsat kumerat kokkupõrkekujundit." - -msgid "Couldn't create a single convex collision shape." -msgstr "Ainsat kumerat kokkupõrkekujundit ei saanud luua." - -msgid "Create Simplified Convex Shape" -msgstr "Loo Lihtsustatud Kumer Kujund" - -msgid "Create Single Convex Shape" -msgstr "Loo Üks Kumer Kujund" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Stseeni juure jaoks ei saa luua mitut kumerat kokkupõrkekujundit." - msgid "Couldn't create any collision shapes." msgstr "Kokkupõrkekujundeid ei saanud luua." -msgid "Create Multiple Convex Shapes" -msgstr "Loo Mitu Kumerat Kujundit" +msgid "Mesh is empty!" +msgstr "Mesh on tühi!" msgid "Create Navigation Mesh" msgstr "Loo Navigatsioonivõrk" @@ -5894,20 +5570,34 @@ msgstr "Loo Kontuur" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Loo Trimesh Staatiline Keha" +msgid "Create Outline Mesh..." +msgstr "Loo Kontuuri Mesh..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Loob StaticBody3D ja määrab sellele automaatselt hulknurgapõhise " -"kokkupõrkekuju.\n" -"See on kõige täpsem (kuid aeglasem) võimalus kokkupõrke tuvastamiseks." +"Loob staatilise Kontuur Mesh'i. Kontuur Mesh'i normaalväärtused pööratakse " +"automaatselt ümber.\n" +"Seda saab kasutada atribuudi StandardMaterial Grow asemel, kui selle " +"atribuudi kasutamine pole võimalik." -msgid "Create Trimesh Collision Sibling" -msgstr "Looge Trimesh Collision Sibling" +msgid "View UV1" +msgstr "Vaata UV1" + +msgid "View UV2" +msgstr "Vaata UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Pakkige lahti UV2 Lightmap/AO jaoks" + +msgid "Create Outline Mesh" +msgstr "Loo Kontuuri Mesh" + +msgid "Outline Size:" +msgstr "Kontuuri Suurus:" msgid "" "Creates a polygon-based collision shape.\n" @@ -5916,9 +5606,6 @@ msgstr "" "Loob hulknurgapõhise põrkekuju.\n" "See on kõige täpsem (kuid aeglasem) võimalus kokkupõrke tuvastamiseks." -msgid "Create Single Convex Collision Sibling" -msgstr "Loo Üks Kumer Kokkupõrkekuju Õde" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -5926,9 +5613,6 @@ msgstr "" "Loob ühe kumera põrkekuju.\n" "See on kiireim (kuid kõige vähem täpne) võimalus kokkupõrke tuvastamiseks." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Loo Üks Lihtsustatud Kumer Kokkupõrkekuju Õde" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -5938,9 +5622,6 @@ msgstr "" "See sarnaneb Üks Kokkupõrke Kujuga, kuid võib mõnel juhul täpsuse hinnaga " "kaasa tuua lihtsama geomeetria." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Loo Mitu Kumer Kokkupõrkekuju Õde" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -5950,35 +5631,6 @@ msgstr "" "See on jõudluse kesktee Ühe Kumera Kokkupõrkekuju ja Hulknurgapõhise " "Kokkupõrkekuju vahel." -msgid "Create Outline Mesh..." -msgstr "Loo Kontuuri Mesh..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Loob staatilise Kontuur Mesh'i. Kontuur Mesh'i normaalväärtused pööratakse " -"automaatselt ümber.\n" -"Seda saab kasutada atribuudi StandardMaterial Grow asemel, kui selle " -"atribuudi kasutamine pole võimalik." - -msgid "View UV1" -msgstr "Vaata UV1" - -msgid "View UV2" -msgstr "Vaata UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Pakkige lahti UV2 Lightmap/AO jaoks" - -msgid "Create Outline Mesh" -msgstr "Loo Kontuuri Mesh" - -msgid "Outline Size:" -msgstr "Kontuuri Suurus:" - msgid "UV Channel Debug" msgstr "UV Kanali Silumine" @@ -6480,6 +6132,11 @@ msgstr "" "WorldEnvironment.\n" "Eelvaade keelatud." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Kuva loend kõikidest sõlmedest klõpsamiskoha postsioonis, k.a " +"lukustatud." + msgid "Use Local Space" msgstr "Kasuta Kohaliku Ruumi" @@ -6737,27 +6394,12 @@ msgstr "Tükelda Kõver" msgid "Move Point in Curve" msgstr "Liiguta Kõvera Punkti" -msgid "Select Points" -msgstr "Vali Punktid" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Lohista: Vali Kontroll Punktid" - -msgid "Click: Add Point" -msgstr "Klõpsake: Lisa Punkt" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Vasak klõps: Jaga Segment (Kõveral)" - msgid "Right Click: Delete Point" msgstr "Parem Klõps: Kustuda Punkt" msgid "Select Control Points (Shift+Drag)" msgstr "Vali Kontroll Punktid (Shift+Lohista)" -msgid "Add Point (in empty space)" -msgstr "Lisa Punkt (tühjas ruumis)" - msgid "Delete Point" msgstr "Kustuta Punkt" @@ -6776,6 +6418,9 @@ msgstr "Peegelda Käepideme Pikkusi" msgid "Curve Point #" msgstr "Kõvera Punkt #" +msgid "Set Curve Point Position" +msgstr "Määra Kõvera Punkti Asukoht" + msgid "Set Curve Out Position" msgstr "Seadke Kõver Positsioonist Välja" @@ -6791,12 +6436,42 @@ msgstr "Eemalda Tee Punkt" msgid "Split Segment (in curve)" msgstr "Tükelda Segment (Kõveras)" -msgid "Set Curve Point Position" -msgstr "Määra Kõvera Punkti Asukoht" - msgid "Move Joint" msgstr "Liiguta Liigendit" +msgid "Plugin name cannot be blank." +msgstr "Plugina nime väli ei tohi olla tühi." + +msgid "Subfolder name is not a valid folder name." +msgstr "Alamkausta nimi ei ole kehtiv kausta nimi." + +msgid "Subfolder cannot be one which already exists." +msgstr "Alamkaust ei saa olla juba olemasolev." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "Skripti laiend peab vastama valitud keelelaiendile (.%s)." + +msgid "Edit a Plugin" +msgstr "Pistikprogrammi muutmine" + +msgid "Create a Plugin" +msgstr "Looge pistikprogramm" + +msgid "Plugin Name:" +msgstr "Pistikprogrammi nimi:" + +msgid "Subfolder:" +msgstr "Alamkaust:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Skripti nimi:" + +msgid "Activate now?" +msgstr "Aktiveeri kohe?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D skeleti atribuut ei osuta Skeleton2D Sõlmele" @@ -6866,12 +6541,6 @@ msgstr "Hulknurgad" msgid "Bones" msgstr "Kondid" -msgid "Move Points" -msgstr "Liiguta Punkte" - -msgid "Shift: Move All" -msgstr "Shift: Liiguta Kõik" - msgid "Move Polygon" msgstr "Liiguta Polygon" @@ -6968,21 +6637,9 @@ msgstr "'%si' ei saa avada. Faili võib olla teisaldatud või kustutatud." msgid "Close and save changes?" msgstr "Sulgen ja salvestan muudatused?" -msgid "Error writing TextFile:" -msgstr "Viga TextFail'i kirjutamisel:" - -msgid "Error saving file!" -msgstr "Viga faili salvestamisel!" - -msgid "Error while saving theme." -msgstr "Viga teema salvestamisel." - msgid "Error Saving" msgstr "Viga salvestamisel" -msgid "Error importing theme." -msgstr "Viga teema importimisel." - msgid "Error Importing" msgstr "Viga importimisel" @@ -6992,9 +6649,6 @@ msgstr "Uus tekstifail..." msgid "Open File" msgstr "Ava Fail" -msgid "Could not load file at:" -msgstr "Faili ei saanud laadida aadressil:" - msgid "Save File As..." msgstr "Salvesta fail kui..." @@ -7007,9 +6661,6 @@ msgstr "Uuesti laadimine mõjutab ainult tööriista skripte." msgid "Import Theme" msgstr "Impordi Teema" -msgid "Error while saving theme" -msgstr "Viga teema salvestamisel" - msgid "Error saving" msgstr "Viga salvestamisel" @@ -7119,9 +6770,6 @@ msgstr "" "Järgmised failid on kettal uuemad.\n" "Milliseid tuleks teha?:" -msgid "Search Results" -msgstr "Otsingu Tulemused" - msgid "Clear Recent Scripts" msgstr "Kustuta Hiljutised Skriptid" @@ -7154,9 +6802,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignoreeri]" -msgid "Line" -msgstr "Rida" - msgid "Go to Function" msgstr "Mine Funktsiooni Juurde" @@ -7166,6 +6811,9 @@ msgstr "Otsingusümbol" msgid "Pick Color" msgstr "Vali Värv" +msgid "Line" +msgstr "Rida" + msgid "Uppercase" msgstr "Suurtähed" @@ -7583,15 +7231,9 @@ msgstr "" "Seda Shader'it on kettal muudetud.\n" "Mida tuleks teha?" -msgid "%s Mipmaps" -msgstr "%s Mipmapid" - msgid "Memory: %s" msgstr "Mälu: %s" -msgid "No Mipmaps" -msgstr "Pole Mipmappe" - msgid "Set Region Rect" msgstr "Määra Piirkonna Ruut" @@ -7678,9 +7320,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} hetkel valitud" msgstr[1] "{num} hetkel valitud" -msgid "Nothing was selected for the import." -msgstr "Importimiseks ei valitud midagi." - msgid "Importing Theme Items" msgstr "Teema üksuste importimine" @@ -8293,9 +7932,6 @@ msgstr "Valik" msgid "Paint" msgstr "Maali" -msgid "Shift: Draw line." -msgstr "Shift: Joonista Joon." - msgctxt "Tool" msgid "Line" msgstr "Joon" @@ -8360,12 +7996,12 @@ msgstr "" msgid "Terrains" msgstr "Maastikud" -msgid "Replace Tiles with Proxies" -msgstr "Asenda Tile'id Proxidega" - msgid "No Layers" msgstr "Pole Kihte" +msgid "Replace Tiles with Proxies" +msgstr "Asenda Tile'id Proxidega" + msgid "Select Next Tile Map Layer" msgstr "Vali Järgmine Tile Map'i kiht" @@ -8384,13 +8020,6 @@ msgstr "Grid sisse/välja" msgid "Automatically Replace Tiles with Proxies" msgstr "Asenda Tile'id automaatselt Proxidega" -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 "" -"Redigeeritud TileMapi Sõlmel pole TileSeti Ressurssi.\n" -"Looge või laadige TileSeti Ressurss inspektori atribuudist Tile Set." - msgid "Remove Tile Proxies" msgstr "Eemalda Tile Proxies" @@ -8599,19 +8228,6 @@ msgstr "Stseenide Kollektsiooni Atribuudid:" msgid "Tile properties:" msgstr "Tile'i atribuutid:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Projektis pole VCS pluginaid saadaval. VCS-i integreerimisfunktsioonide " -"kasutamiseks installige VCS-i lisandmoodul." - msgid "Error" msgstr "Error" @@ -8815,18 +8431,9 @@ msgstr "Eemalda Sisend Port" msgid "Remove Output Port" msgstr "Eemalda Väljund Port" -msgid "Hide Port Preview" -msgstr "Peida Pordi Eelvaade" - msgid "Show Port Preview" msgstr "Näita Pordi Eelvaadet" -msgid "Set Comment Title" -msgstr "Määra Kommentaari Pealkiri" - -msgid "Set Comment Description" -msgstr "Määra Kommentaari Kirjeldus" - msgid "Set Parameter Name" msgstr "Määra Parameetri Nimi" @@ -8836,9 +8443,6 @@ msgstr "Määra Sisendi Vaikimisi Port" msgid "Add Node to Visual Shader" msgstr "Lisa Sõlm Visuaal Shaderisse" -msgid "Node(s) Moved" -msgstr "Sõlm(ed) Liigutatud" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Konverteeri Konstantsed Sõlm(ed) Parameetri(te)ks" @@ -9129,27 +8733,15 @@ msgstr "Eemalda Kõik" msgid "Create New Tag" msgstr "Loo Uus Silt" -msgid "New Game Project" -msgstr "Uus Mängu Projekt" - -msgid "Imported Project" -msgstr "Imporditud Projekt" - -msgid "Couldn't create folder." -msgstr "Kausta ei saanud luua." - -msgid "There is already a folder in this path with the specified name." -msgstr "Sellel teel on juba määratud nimega kaust." - msgid "It would be a good idea to name your project." msgstr "Hea mõte oleks oma Projektile nimi panna." -msgid "Invalid project path (changed anything?)." -msgstr "Sobimatu Projekti Tee (kas olete midagi muutnud?)." - msgid "Couldn't create project.godot in project path." msgstr "Projekti kaustas ei saanud faili project.godot luua." +msgid "New Game Project" +msgstr "Uus Mängu Projekt" + msgid "Import & Edit" msgstr "Impordi & Redigeeri" @@ -9234,6 +8826,9 @@ msgstr "Stseeni nimi on valiidne:" msgid "Error loading scene from %s" msgstr "Viga stseeni laadimisel asukohast %s" +msgid "Error instantiating scene from %s" +msgstr "Viga Stseeni Loomisel Asukohast %s" + msgid "This operation can't be done on the tree root." msgstr "Seda toimingut ei saa puu juurega teha." @@ -9285,9 +8880,6 @@ msgstr "Stseeni dubleerimisel selle salvestamiseks tekkis viga." msgid "Sub-Resources" msgstr "Alamressursid" -msgid "Revoke Unique Name" -msgstr "Tühista Unikaalne Nimi" - msgid "Access as Unique Name" msgstr "Juurdepääs ainulaadse nimega" @@ -9354,16 +8946,6 @@ msgstr "Muuda Silindri Raadiust" msgid "Change Cylinder Height" msgstr "Muuda Silindri Kõrgust" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Kehtetu argument sisestatud convert() funktsiooni, kasuta TYPE_* konstante." - -msgid "Not based on a script" -msgstr "Ei baseeru scripti põhjal" - -msgid "Not based on a resource file" -msgstr "Ei baseeru resursi faili põhjal" - msgid "Configure Blender Importer" msgstr "Konfigureerige Blenderi Importerit" @@ -9443,9 +9025,6 @@ msgstr "Pakki ei leitud: \"%s\"." msgid "Export template not found." msgstr "Mallifaili ei leitud." -msgid "Xcode Build" -msgstr "Xcode Build" - msgid "Could not open file \"%s\"." msgstr "Faili \"%s\" ei saanud avada." @@ -9506,18 +9085,18 @@ msgstr "Faili \"%s\" ei saanud lugeda." msgid "Could not read HTML shell: \"%s\"." msgstr "HTML-i kesta ei õnnestunud lugeda: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "HTTP-serveri kataloogi ei saanud luua: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Viga HTTP-serveri käivitamisel: %d." - msgid "Run in Browser" msgstr "Jooksuta Brauseris" msgid "Run exported HTML in the system's default browser." msgstr "Käivitage eksporditud HTML süsteemi vaikebrauseris." +msgid "Could not create HTTP server directory: %s." +msgstr "HTTP-serveri kataloogi ei saanud luua: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Viga HTTP-serveri käivitamisel: %d." + msgid "Failed to rename temporary file \"%s\"." msgstr "Ajutise faili \"%s\" ümbernimetamine ebaõnnestus." @@ -9545,9 +9124,6 @@ msgstr "Geomeetria ettevalmistamine %d/%d" msgid "Animation not found: '%s'" msgstr "Animatsiooni '%s' ei leitud" -msgid "Alert!" -msgstr "Tähelepanu!" - msgid "Invalid source for preview." msgstr "Vigane eelvaate lähe." @@ -9566,15 +9142,12 @@ msgstr "Sisseehitatud funktsiooni valed argumendid: \"%s(%s)\"." msgid "Invalid assignment of '%s' to '%s'." msgstr "Vigane omistamine '%s' ja '%s' vahel." -msgid "Assignment to function." -msgstr "Funktsiooni määramine." +msgid "Void value not allowed in expression." +msgstr "Void (tühja) väärtus ei ole avaldises lubatud." msgid "Constants cannot be modified." msgstr "Konstante ei saa muuta." -msgid "Void value not allowed in expression." -msgstr "Void (tühja) väärtus ei ole avaldises lubatud." - msgid "Invalid token for the operator: '%s'." msgstr "Vigane sümbol operaatori jaoks: '%s'." diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index 88cbb0395ed5..a68b7285f18f 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -43,13 +43,15 @@ # MohammadSaleh Kamyab <mskf1383@envs.net>, 2023. # theBSH <bloodshot1387@hotmail.com>, 2023. # Amirhossein Basirat <amir.basirat.2004@gmail.com>, 2023. +# Mehdi Fardadi <mahdi777jan@gmail.com>, 2024. +# saeed dashti <saeed777724@gmail.com>, 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: 2024-02-17 15:01+0000\n" -"Last-Translator: John Smith <pkafsharix@gmail.com>\n" +"PO-Revision-Date: 2024-04-21 15:07+0000\n" +"Last-Translator: saeed dashti <saeed777724@gmail.com>\n" "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/" "godot/fa/>\n" "Language: fa\n" @@ -57,7 +59,7 @@ 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 5.4\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "موضوع اصلی" @@ -90,10 +92,10 @@ msgid "Mouse Wheel Right" msgstr "غلطاندن ماوس به سمت راست" msgid "Mouse Thumb Button 1" -msgstr "دکمه شست ماوس ۱" +msgstr "دکمه شست ماوس 1" msgid "Mouse Thumb Button 2" -msgstr "دکمه شست ماوس ۲" +msgstr "دکمه شست ماوس 2" msgid "Button" msgstr "دکمه" @@ -105,34 +107,34 @@ msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "حرکت ماوس در موقعیت (%s) با شتاب (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "استیک چپ محور اکس، اهرمک ۰ محور اکس" +msgstr "استیک چپ محور X، جوی استیک ۰ محور X" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "استیک چپ محور ایگرگ، اهرمک ۰ محور ایگرگ" +msgstr "استیک چپ محور Y، جوی استیک ۰ محور Y" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "استیک راست محور اکس، اهرمک ۱ محور اکس" +msgstr "استیک راست محور X، جوی استیک 1 محور X" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "استیک راست محور ایگرگ، اهرمک ۱ محور ایگرگ" +msgstr "استیک راست محور Y، جوی استیک 1 محور Y" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "اهرمک ۲ محور اکس، تریگر چپ، سونی L2، اکس‌باکس LT" +msgstr "اهرمک 2 محور X، تریگر چپ، سونی L2، اکس‌باکس LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "اهرمک ۲ محور ایگرگ، تریگر راست، سونی R2, اکس‌باکس RT" +msgstr "اهرمک 2 محور Y، تریگر راست، سونی R2, اکس‌باکس RT" msgid "Joystick 3 X-Axis" -msgstr "اهرمک ۳ محور اکس" +msgstr "اهرمک 3 محور X" msgid "Joystick 3 Y-Axis" -msgstr "اهرمک ۳ محور ایگرگ" +msgstr "اهرمک 3 محور Y" msgid "Joystick 4 X-Axis" -msgstr "اهرمک ۴ محور ایکس" +msgstr "اهرمک 4 محور X" msgid "Joystick 4 Y-Axis" -msgstr "اهرمک ۴ محور ایگرگ" +msgstr "اهرمک 4 محور Y" msgid "Unknown Joypad Axis" msgstr "محور جوی‌پد ناشناخته" @@ -168,10 +170,10 @@ msgid "Right Stick, Sony R3, Xbox R/RS" msgstr "استیک راست، سونی R3، اکس‌باکس R/RS" msgid "Left Shoulder, Sony L1, Xbox LB" -msgstr "شانه چپ، سونی ال۱، اکس‌باکس ال‌بی" +msgstr "شانه چپ، سونی L1، اکس‌باکس LB" msgid "Right Shoulder, Sony R1, Xbox RB" -msgstr "شانه راست، سونی آر۱، اکس‌باکس آربی" +msgstr "شانه راست، سونی R1، اکس‌باکس RB" msgid "D-pad Up" msgstr "دی-پد بالا" @@ -189,19 +191,19 @@ msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "اکس‌باکس Share, میکروفون پی‌اس۵، نینتندو کپچر" msgid "Xbox Paddle 1" -msgstr "اکس‌باکس پدل ۱" +msgstr "اکس‌باکس پدل 1" msgid "Xbox Paddle 2" -msgstr "اکس‌باکس پدل ۲" +msgstr "اکس‌باکس پدل 2" msgid "Xbox Paddle 3" -msgstr "اکس‌باکس پدل ۳" +msgstr "اکس‌باکس پدل 3" msgid "Xbox Paddle 4" -msgstr "اکس‌باکس پدل ۴" +msgstr "اکس‌باکس پدل 4" msgid "PS4/5 Touchpad" -msgstr "تاچ‌پد پی‌اس۵/۴" +msgstr "تاچ‌پدPS4/5" msgid "Joypad Button %d" msgstr "دکمه جوی‌پد %d" @@ -209,14 +211,8 @@ msgstr "دکمه جوی‌پد %d" msgid "Pressure:" msgstr "فشار:" -msgid "canceled" -msgstr "لغو شده" - -msgid "touched" -msgstr "لمس شده" - msgid "released" -msgstr "رها شده" +msgstr "منتشر شد" msgid "Screen %s at (%s) with %s touch points" msgstr "نقاط لمس صفحه %s در (%s) با %s" @@ -232,13 +228,13 @@ msgid "Pan Gesture at (%s) with delta (%s)" msgstr "ژست قلم در (%s) با دلتای (%s)" msgid "MIDI Input on Channel=%s Message=%s" -msgstr "ورودی ام‌آی‌دی‌آی در کانال=%s پیام=%s" +msgstr "ورودی MIDI در کانال=%s پیام=%s" msgid "Input Event with Shortcut=%s" msgstr "رویداد ورودی با میانبر=%s" msgid "Accept" -msgstr "پذیرش" +msgstr "تایید" msgid "Select" msgstr "انتخاب" @@ -292,7 +288,7 @@ msgid "Redo" msgstr "جلوگرد" msgid "Completion Query" -msgstr "جستوجو کامل کننده" +msgstr "تکمیل پرس و جو" msgid "New Line" msgstr "خط جدید" @@ -459,14 +455,6 @@ msgstr "پتابایت" msgid "EiB" msgstr "اگزابایت" -msgid "Example: %s" -msgstr "مثال: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d مورد" -msgstr[1] "%d مورد" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -477,18 +465,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "عملیاتی با نام '%s' از قبل وجود دارد." -msgid "Cannot Revert - Action is same as initial" -msgstr "بازگرداندن امکان پذیر نیست - عملکرد همانند اولیه است" - msgid "Revert Action" msgstr "بازگردانی کنش" msgid "Add Event" msgstr "افزودن رویداد" -msgid "Remove Action" -msgstr "حذف کنش" - msgid "Cannot Remove Action" msgstr "نمی‌توان کنش را حذف کرد" @@ -498,6 +480,9 @@ msgstr "ویرایش رویداد" msgid "Remove Event" msgstr "حذف رویداد" +msgid "Filter by Name" +msgstr "فیلتر بر اساس نام..." + msgid "Clear All" msgstr "پاک کردن همه" @@ -531,6 +516,12 @@ msgstr "کلید را اینجا وارد کنید" msgid "Duplicate Selected Key(s)" msgstr "تکرار کلید(های) منتخب" +msgid "Cut Selected Key(s)" +msgstr "حذف کلید(های) انتخاب شده" + +msgid "Copy Selected Key(s)" +msgstr "کپی کلید(های) انتخاب شده" + msgid "Delete Selected Key(s)" msgstr "حذف کلید(های) منتخب" @@ -561,6 +552,9 @@ msgstr "انتقال نقاط بِزیِر" msgid "Animation Duplicate Keys" msgstr "کلیدهای تکراری انیمیشن" +msgid "Animation Paste Keys" +msgstr "کلیدهای جای‌گذاری انیمیشن" + msgid "Animation Delete Keys" msgstr "کلیدهای حذف انیمیشن" @@ -753,9 +747,18 @@ msgstr "رابط گره حلقه(Loop)" msgid "Wrap Loop Interp" msgstr "رابط پوشش حلقه" +msgid "Insert Key..." +msgstr "درج کلید" + msgid "Duplicate Key(s)" msgstr "تکرار کلید(ها)" +msgid "Cut Key(s)" +msgstr "برش کلید(ها)" + +msgid "Copy Key(s)" +msgstr "کپی کلید(ها)" + msgid "Add RESET Value(s)" msgstr "اضافه کردن مقدار(های) ریست" @@ -908,6 +911,12 @@ msgstr "جاگذاری مسیر ها" msgid "Animation Scale Keys" msgstr "انیمیشن اندازه ی کلید ها" +msgid "Animation Set Start Offset" +msgstr "تعیین جابجایی شروع انیمیشن" + +msgid "Animation Set End Offset" +msgstr "تعیین جابجایی پایان انیمیشن" + msgid "Make Easing Keys" msgstr "ساخت کلید تسهیل" @@ -1000,6 +1009,30 @@ msgstr "ویرایش" msgid "Animation properties." msgstr "ویژگی‌های انیمیشن." +msgid "Scale Selection..." +msgstr "تغییر اندازه انتخاب..." + +msgid "Scale From Cursor..." +msgstr "تغییر اندازه نسبت به نشانگر" + +msgid "Set Start Offset (Audio)" +msgstr "تعیین جابجایی شروع (صدا)" + +msgid "Set End Offset (Audio)" +msgstr "تعیین جابجایی پایان (صدا)" + +msgid "Cut Selected Keys" +msgstr "برش کلید(های) انتخاب شده" + +msgid "Copy Selected Keys" +msgstr "کپی کلید(های) انتخاب شده" + +msgid "Paste Keys" +msgstr "جای‌گذاری کلیدها" + +msgid "Move Last Selected Key to Cursor" +msgstr "آخرین کلید انتخاب شده را به نشانگر ببر" + msgid "Delete Selection" msgstr "حذف برگزیده" @@ -1012,6 +1045,12 @@ msgstr "برو به گام پیشین" msgid "Apply Reset" msgstr "بازنشانی را اعمال کنید" +msgid "Optimize Animation (no undo)..." +msgstr "بهینه سازی انیمیشن (بازگردانی نمیشود)" + +msgid "Clean-Up Animation (no undo)..." +msgstr "پاک سازی انیمیشن (بازگردانی نمیشود)" + msgid "Pick a node to animate:" msgstr "گره را برای انیمیت کردن انتخاب کنید:" @@ -1197,9 +1236,8 @@ msgstr "جایگزینی همه" msgid "Selection Only" msgstr "تنها در قسمت انتخاب شده" -msgctxt "Indentation" -msgid "Spaces" -msgstr "جاهای خالی" +msgid "Hide" +msgstr "مخفی کردن" msgctxt "Indentation" msgid "Tabs" @@ -1223,6 +1261,9 @@ msgstr "خطا‌ها" msgid "Warnings" msgstr "هشدارها" +msgid "Zoom factor" +msgstr "مقدار بزرگنمایی" + msgid "Line and column numbers." msgstr "شماره های خط و ستون." @@ -1386,9 +1427,6 @@ msgstr "این کلاس به عنوان منسوخ علامت گذاری شده msgid "This class is marked as experimental." msgstr "این کلاس بعنوان آزمایشی علامت گذاری شده است." -msgid "No description available for %s." -msgstr "توضیحی برای %s در دسترس نیست." - msgid "Favorites:" msgstr "برگزیده‌ها:" @@ -1422,9 +1460,6 @@ msgstr "ذخیرهٔ شاخه به عنوان صحنه" msgid "Copy Node Path" msgstr "کپی کردن مسیر node" -msgid "Instance:" -msgstr "نمونه:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1548,9 +1583,6 @@ msgstr "راه‌اندازی از سر گرفته شد." msgid "Bytes:" msgstr "بایت‌ها:" -msgid "Warning:" -msgstr "هشدار:" - msgid "Error:" msgstr "خطا:" @@ -1829,9 +1861,22 @@ msgstr "ساخت پوشه" msgid "Folder name is valid." msgstr "نام پوشه معتبر است." +msgid "Double-click to open in browser." +msgstr "برای باز کردن در مرورگر دو بار کلیک کنید." + msgid "Thanks from the Godot community!" msgstr "با تشکر از سوی جامعهٔ گودوت!" +msgid "(unknown)" +msgstr "(نامشخص)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"تاریخ کامیت در گیت: %s\n" +"برای کپی شماره نسخه، کلیک کنید." + msgid "Godot Engine contributors" msgstr "مشارکت‌کنندگان موتور گودو" @@ -1933,9 +1978,6 @@ msgstr "استخراج پرونده‌های زیر از دارایی «%s» ش msgid "(and %s more files)" msgstr "(و %s دیگر فایل ها)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Asset ه \"%s\" با موفقیت نصب شد!" - msgid "Success!" msgstr "موفقیت!" @@ -2102,30 +2144,6 @@ msgstr "طرح جدید اتوبوس ایجاد کنید." msgid "Audio Bus Layout" msgstr "چیدمان Bus صوتی" -msgid "Invalid name." -msgstr "نام نامعتبر." - -msgid "Cannot begin with a digit." -msgstr "نمی توان با یک رقم شروع کرد." - -msgid "Valid characters:" -msgstr "کاراکترهای معتبر:" - -msgid "Must not collide with an existing engine class name." -msgstr "نباید با یک نام کلاس موتور موجود برخورد کند." - -msgid "Must not collide with an existing global script class name." -msgstr "نباید با نام یک کلاس سراسری موجود برخوردی کند." - -msgid "Must not collide with an existing built-in type name." -msgstr "نباید با یک نام نوع درون-ساز موجود برخورد کند." - -msgid "Must not collide with an existing global constant name." -msgstr "نباید با نام یک ثابت سراسری موجود برخوردی کند." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "کلمه کلیدی نمی تواند به عنوان یک نام خودبارگیر بکار برده شود." - msgid "Autoload '%s' already exists!" msgstr "بارگذاری خودکار '%s' هم اکنون موجود است!" @@ -2162,9 +2180,6 @@ msgstr "افزودن بارگیری خودکار" msgid "Path:" msgstr "مسیر:" -msgid "Set path or press \"%s\" to create a script." -msgstr "مسیر را تنظیم کنید یا برای ایجاد یک اسکریپت \"%s\" را فشار دهید." - msgid "Node Name:" msgstr "نام گره:" @@ -2254,6 +2269,21 @@ msgstr "" "از چیدمان های پیچیده متن، BiDi و قابلیت های بافتی OpenType فونت پشتیبانی " "میکند." +msgid "WOFF2 font format support using FreeType and Brotli libraries." +msgstr "" +"پشتیبانی از فرمت WOFF2 برای فونت ها با استفاده از کتابخانه‌های FreeType و " +"Brotli." + +msgid "" +"SIL Graphite smart font technology support (supported by Advanced Text Server " +"only)." +msgstr "" +"SIL پشتیبانی از فناوری فونت هوشمند گرافیت (پشتیبانی فقط از طریق سرور متن " +"پیشرفته )" + +msgid "General Features:" +msgstr "ویژگی‌های اصلی:" + msgid "Text Rendering and Font Options:" msgstr "گزینه‌های رندر متن و فونت:" @@ -2275,17 +2305,30 @@ msgstr "جدید" msgid "Save" msgstr "ذخیره" -msgid "Configure Engine Build Profile:" -msgstr "پیکربندی نمایه ساخت موتور:" +msgid "Profile:" +msgstr "پروفایل:" + +msgid "Reset to Defaults" +msgstr "بازگشت به پیشفرض‌ها" + +msgid "Please Confirm:" +msgstr "لطفاً تأیید کنید:" -msgid "Engine Build Profile" -msgstr "نمایه ساخت موتور" +msgid "Load Profile" +msgstr "بارگزاری پروفایل" msgid "Export Profile" msgstr "صادر کردن نمایه" -msgid "Edit Build Configuration Profile" -msgstr "ویرایش نمایهٔ پیکربندی ساخت" +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"خطا در اجرای \"%s\":\n" +"%s" + +msgid "Filter Commands" +msgstr "فیلتر دستورات" msgid "Paste Params" msgstr "چسباندن پارام ها" @@ -2308,6 +2351,12 @@ msgstr "[ذخیره نشده]" msgid "%s - Godot Engine" msgstr "%s - موتور گودو" +msgid "Make Floating" +msgstr "شناور کردن" + +msgid "Move to Bottom" +msgstr "جابه‌جا کردن به زیر" + msgid "3D Editor" msgstr "ویرایشگر ۳بعدی" @@ -2440,12 +2489,6 @@ msgstr "وارد کردن نمایه(ها)" msgid "Manage Editor Feature Profiles" msgstr "مدیریت ویژگی نمایه‌های ویرایشگر" -msgid "Restart" -msgstr "راه‌اندازی مجدد" - -msgid "Save & Restart" -msgstr "ذخیره و راه‌اندازی مجدد" - msgid "ScanSources" msgstr "منابع‌اسکن" @@ -2554,15 +2597,15 @@ msgstr "(مقدار)" msgid "There is currently no description for this property." msgstr "درحال حاضر هیچ توضیحی برای این ویژگی وجود ندارد." +msgid "Editor" +msgstr "ویرایشگر" + msgid "Property:" msgstr "ویژگی:" msgid "Signal:" msgstr "سیگنال:" -msgid "%d match." -msgstr "%d منطبق." - msgid "%d matches." msgstr "%d هم‌خوانی." @@ -2646,9 +2689,6 @@ msgstr "افزودن فراداده(متادیتا)" msgid "Set %s" msgstr "تنظیم %s" -msgid "Pinned %s" -msgstr "%s سنجاق شد" - msgid "Unpinned %s" msgstr "سنجاق %s برداشته شد" @@ -2708,15 +2748,9 @@ msgstr "پروژه بی‌نام" msgid "Spins when the editor window redraws." msgstr "هنگامی که پنجره ویرایشگر دوباره ترسیم می شود می چرخد." -msgid "Imported resources can't be saved." -msgstr "منابع وارد شده را نمی‌توان ذخیره کرد." - msgid "OK" msgstr "قبول" -msgid "Error saving resource!" -msgstr "خطای ذخیره سازی منبع!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2727,18 +2761,6 @@ msgstr "" msgid "Save Resource As..." msgstr "ذخیره منبع از ..." -msgid "Can't open file for writing:" -msgstr "نمی‌توان فایل را برای نوشتن باز کرد:" - -msgid "Requested file format unknown:" -msgstr "فرمت فایل درخواست شده ناشناخته است:" - -msgid "Error while saving." -msgstr "خطا در هنگام ذخیره‌سازی." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "به نظر میرسد پرونده صحنه '%s' نامعتبر/خراب باشد." - msgid "Saving Scene" msgstr "ذخیره سازی صحنه" @@ -2748,32 +2770,17 @@ msgstr "در حال پردازش" msgid "Creating Thumbnail" msgstr "ایجاد بند انگشتی" -msgid "This operation can't be done without a tree root." -msgstr "این عمل بدون یک ریشه درخت انجام نمی‌شود." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"صحنه ذخیره نشد. وابستگی‌های احتمالی (نمونه‌ها یا وراثت) را نمی‌توان راضی کرد." - msgid "Save scene before running..." msgstr "ذخیره صحنه پیش از اجرا..." -msgid "Could not save one or more scenes!" -msgstr "نمی‌توان یک یا چند صحنه را ذخیره کرد!" - msgid "Save All Scenes" msgstr "ذخیره همه صحنه‌ها" msgid "Can't overwrite scene that is still open!" msgstr "نمی‌توان صحنه‌ای که هنوز باز است را بازنویسی کرد!" -msgid "Can't load MeshLibrary for merging!" -msgstr "نمی‌توان MeshLibrary را برای ادغام بارگیری کرد!" - -msgid "Error saving MeshLibrary!" -msgstr "خطا در ذخیره MeshLibrary!" +msgid "Merge With Existing" +msgstr "ترکیب کردن با نمونه ی موجود" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2807,9 +2814,6 @@ msgstr "" "این منبع وارد شده است، بنابراین قابل ویرایش نیست. تنظیمات آن را در پنل وارد " "کردن تغییر دهید و سپس دوباره وارد کنید." -msgid "Changes may be lost!" -msgstr "ممكن است تغييرات از دست بروند!" - msgid "This object is read-only." msgstr "این شی فقط خواندنی است." @@ -2825,9 +2829,6 @@ msgstr "گشودن فوری صحنه..." msgid "Quick Open Script..." msgstr "گشودن سریع اسکریپت..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s دیگر وجود ندارد! لطفا یک محل ذخیره جدید مشخص کنید." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2878,25 +2879,12 @@ msgstr "پیش از بازکردن مدیر پروژه تغییرات را در msgid "Pick a Main Scene" msgstr "یک صحنه اصلی انتخاب کنید" -msgid "This operation can't be done without a scene." -msgstr "این عملیات بدون یک صحنه انجام نمی شود." - msgid "Export Mesh Library" msgstr "صادر کردن کتابخانه شبکه مش" msgid "Unable to load addon script from path: '%s'." msgstr "امکان بارگیری اسکریپت افزونه از مسیر وجود ندارد: '%s'." -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 "" -"خطای بارگذاری صحنه، صحنه باید در مسیر پروژه قرار گرفته باشد. از 'وارد کردن' " -"برای بازکردن صحنه استفاده کنید، سپس آن را در مسیر پروژه ذخیره کنید." - -msgid "There is no defined scene to run." -msgstr "هیچ صحنه تعریف شده‌ای برای اجرا وجود ندارد." - msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2975,18 +2963,12 @@ msgstr "تنظیمات ویرایشگر…" msgid "Project" msgstr "پروژه" -msgid "Project Settings..." -msgstr "تنظیمات پروژه…" - msgid "Project Settings" msgstr "تنظیمات پروژه" msgid "Version Control" msgstr "کنترل نسخه" -msgid "Export..." -msgstr "صدور…" - msgid "Open User Data Folder" msgstr "گشودن پوشه اطلاعات کاربر" @@ -3002,9 +2984,6 @@ msgstr "بارگذاری دوباره پروژه کنونی" msgid "Quit to Project List" msgstr "خروج به فهرست پروژه‌ها" -msgid "Editor" -msgstr "ویرایشگر" - msgid "Editor Layout" msgstr "طرح‌بندی ویرایشگر" @@ -3032,9 +3011,6 @@ msgstr "پیکربندی وارد‌کننده FBX..." msgid "Help" msgstr "راهنما" -msgid "Questions & Answers" -msgstr "سوالات و پاسخ‌ها" - msgid "Community" msgstr "اَنجُمَن" @@ -3050,12 +3026,12 @@ msgstr "پیشنهاد یک ویژگی" msgid "Support Godot Development" msgstr "از توسعه گودو حمایت کنید" +msgid "Save & Restart" +msgstr "ذخیره و راه‌اندازی مجدد" + msgid "Update Continuously" msgstr "بروزرسانی مستمر" -msgid "FileSystem" -msgstr "سامانه پرونده" - msgid "Inspector" msgstr "اینسپکتور" @@ -3065,9 +3041,6 @@ msgstr "گره" msgid "History" msgstr "تاریخچه" -msgid "Output" -msgstr "خروجی" - msgid "Don't Save" msgstr "ذخیره نکن" @@ -3083,9 +3056,6 @@ msgstr "واردکردن قالب ها از درون یک فایل ZIP" msgid "Export Library" msgstr "صدور کتابخانه" -msgid "Merge With Existing" -msgstr "ترکیب کردن با نمونه ی موجود" - msgid "Open & Run a Script" msgstr "گشودن و اجرای یک اسکریپت" @@ -3119,24 +3089,15 @@ msgstr "گشودن کتابخانه دارایی" msgid "Open the next Editor" msgstr "گشودن ویرایشگر متن" -msgid "Ok" -msgstr "باشه" - msgid "Warning!" msgstr "هشدار!" -msgid "On" -msgstr "روشن" - -msgid "Edit Plugin" -msgstr "ویرایش افزونه" - -msgid "Installed Plugins:" -msgstr "افزونه های نصب شده:" - msgid "Edit Text:" msgstr "ویرایش متن:" +msgid "On" +msgstr "روشن" + msgid "Rename" msgstr "تغییر نام" @@ -3224,15 +3185,9 @@ msgstr "ذخیره فایل: %s" msgid "Storing File:" msgstr "ذخیره فایل:" -msgid "No export template found at the expected path:" -msgstr "هیچ الگوی صادراتی در مسیر مورد انتظار یافت نشد:" - msgid "Packing" msgstr "بسته بندی" -msgid "Save PCK" -msgstr "ذخیره PCK" - msgid "Cannot create file \"%s\"." msgstr "نمیتوان فایل \"%s\" راساخت." @@ -3242,18 +3197,12 @@ msgstr "از فایل‌های پروژه خروجی گرفته نشد." msgid "Can't open file to read from path \"%s\"." msgstr "نمیتوان فایل را از مسیر \"%s\" برای خواندن بازکرد." -msgid "Save ZIP" -msgstr "ذخیره ZIP" - msgid "Custom debug template not found." msgstr "قالب اشکال زدایی سفارشی یافت نشد." msgid "Custom release template not found." msgstr "قالب انتشار سفارشی یافت نشد." -msgid "Prepare Template" -msgstr "آماده‌سازی قالب" - msgid "The given export path doesn't exist." msgstr "مسیر خروجی وجود ندارد." @@ -3263,9 +3212,6 @@ msgstr "فایل قالب پیدا نشد: \"%s\"." msgid "Failed to copy export template." msgstr "خطا در کپی قالب خروجی." -msgid "PCK Embedding" -msgstr "تعبیه پی‌سی‌کی" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "در خروجی های ۳۲ بیتی پی‌سی‌کی تعبیه شده نمی‌تواند از ۴ گیگابایت بزرگ‌تر باشد." @@ -3282,30 +3228,6 @@ msgstr "درخواست ناموفق بود:" msgid "Cannot remove temporary file:" msgstr "امکان حذف فایل موقت وجود ندارد:" -msgid "Disconnected" -msgstr "اتصال قطع شده" - -msgid "Resolving" -msgstr "حل کردن" - -msgid "Can't Resolve" -msgstr "نمی‌تواند حل بشود" - -msgid "Connecting..." -msgstr "در حال اتصال..." - -msgid "Connected" -msgstr "وصل شده" - -msgid "Requesting..." -msgstr "در حال درخواست..." - -msgid "Downloading" -msgstr "در حال بارگیری" - -msgid "Connection Error" -msgstr "خطای اتصال" - msgid "Importing:" msgstr "وارد کردن:" @@ -3342,6 +3264,9 @@ msgstr "خروجی گرفتن پروژه برای تمام تنظیمات از msgid "Resources to export:" msgstr "منابع برای صدور:" +msgid "Export With Debug" +msgstr "صدور با اشکال زدا" + msgid "Release" msgstr "انتشار" @@ -3421,9 +3346,6 @@ msgstr "خروجی گرفتن پروژه" msgid "Manage Export Templates" msgstr "مدیریت قالب‌های صدور" -msgid "Export With Debug" -msgstr "صدور با اشکال زدا" - msgid "Click this link to download FBX2glTF" msgstr "برای دانلود FBX2glTF این لینک را کلیک کنید" @@ -3460,9 +3382,6 @@ msgstr "حذف از علاقمندی‌ها" msgid "Reimport" msgstr "وارد کردن دوباره" -msgid "Open in File Manager" -msgstr "گشودن در مدیر پرونده" - msgid "New Folder..." msgstr "ساختن پوشه..." @@ -3481,6 +3400,9 @@ msgstr "تکرار..." msgid "Rename..." msgstr "تغییر نام..." +msgid "Open in File Manager" +msgstr "گشودن در مدیر پرونده" + msgid "Re-Scan Filesystem" msgstr "پویش دوباره سامانه پرونده" @@ -3715,6 +3637,9 @@ msgstr "باز کردن اسکریپت:" msgid "Open in Editor" msgstr "گشودن در ویرایشگر" +msgid "Instance:" +msgstr "نمونه:" + msgid "Node Configuration Warning!" msgstr "هشدار پیکر‌بندی گره!" @@ -3863,30 +3788,6 @@ msgstr "بومی" msgid "Groups" msgstr "گروه‌ها" -msgid "Create a Plugin" -msgstr "ساخت یک افزونه" - -msgid "Update" -msgstr "بروز رسانی" - -msgid "Plugin Name:" -msgstr "نام افزونه:" - -msgid "Subfolder:" -msgstr "زیرپوشه:" - -msgid "Author:" -msgstr "خالق:" - -msgid "Version:" -msgstr "نسخه:" - -msgid "Script Name:" -msgstr "نام اسکریپت:" - -msgid "Activate now?" -msgstr "الان فعالسازی شود؟" - msgid "Create points." msgstr "ساخت نقاط." @@ -4076,6 +3977,9 @@ msgstr "حذف انتخاب شده" msgid "Root" msgstr "ریشه" +msgid "Version:" +msgstr "نسخه:" + msgid "Contents:" msgstr "محتواها:" @@ -4097,9 +4001,6 @@ msgstr "بدون پاسخ." msgid "Failed:" msgstr "ناموفق:" -msgid "Expected:" -msgstr "انتظار می‌رود:" - msgid "Got:" msgstr "گرفته شد:" @@ -4115,6 +4016,12 @@ msgstr "در حال دانلود..." msgid "Resolving..." msgstr "حل کردن..." +msgid "Connecting..." +msgstr "در حال اتصال..." + +msgid "Requesting..." +msgstr "در حال درخواست..." + msgid "Error making request" msgstr "خطای درخواست" @@ -4145,9 +4052,6 @@ msgstr "پروانه (A-Z)" msgid "License (Z-A)" msgstr "پروانه (Z-A)" -msgid "Official" -msgstr "رسمی" - msgid "Testing" msgstr "آزمودن" @@ -4238,9 +4142,6 @@ msgstr "دیدن" msgid "Show" msgstr "نشان دادن" -msgid "Hide" -msgstr "مخفی کردن" - msgid "Grid" msgstr "شبکه شطرنجی" @@ -4277,6 +4178,9 @@ msgstr "گسترش دادن" msgid "Center" msgstr "مرکز" +msgid "Restart" +msgstr "راه‌اندازی مجدد" + msgid "Generation Time (sec):" msgstr "زمان تولید (ثانیه):" @@ -4310,20 +4214,6 @@ msgstr "مسیر‌های پدیدار" msgid "Visible Navigation" msgstr "ناوبری پدیدار" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"هنگامی که این گزینه فعال باشد، مش‌های ناوبری و چند ضلعی‌ها در پروژهٔ در حال اجرا " -"قابل مشاهده خواهند بود." - -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"هنگامی که این گزینه فعال باشد، اشکال، شعاع و سرعت اشیاء اجتنابی در پروژهٔ در " -"حال اجرا قابل مشاهده خواهد بود." - msgid "Synchronize Scene Changes" msgstr "همگام سازی تغییرات صحنه" @@ -4333,6 +4223,12 @@ msgstr "همگام سازی تغییرات اسکریپت" msgid "Keep Debug Server Open" msgstr "باز نگه داشتن سرور اشکال زدایی" +msgid "Edit Plugin" +msgstr "ویرایش افزونه" + +msgid "Installed Plugins:" +msgstr "افزونه های نصب شده:" + msgid "Dimensions: %d × %d" msgstr "ابعاد: %d × %d" @@ -4564,12 +4460,6 @@ msgstr "درخشش" msgid "Tonemap" msgstr "تون‌مپ" -msgid "Select Points" -msgstr "انتخاب نقطه‌ها" - -msgid "Click: Add Point" -msgstr "کلیک: اضافه کردن نقطه" - msgid "Right Click: Delete Point" msgstr "کلیک راست: حذف نقطه" @@ -4582,6 +4472,24 @@ msgstr "لطفاً تأیید کنید…" msgid "Move Joint" msgstr "حرکت مفصل" +msgid "Create a Plugin" +msgstr "ساخت یک افزونه" + +msgid "Plugin Name:" +msgstr "نام افزونه:" + +msgid "Subfolder:" +msgstr "زیرپوشه:" + +msgid "Author:" +msgstr "خالق:" + +msgid "Script Name:" +msgstr "نام اسکریپت:" + +msgid "Activate now?" +msgstr "الان فعالسازی شود؟" + msgid "Points" msgstr "نقاط" @@ -4591,9 +4499,6 @@ msgstr "چندضلعی‌ها" msgid "Bones" msgstr "استخوان‌ها" -msgid "Move Points" -msgstr "انتقال نقطه‌ها" - msgid "Rotate Polygon" msgstr "چرخش چندضلعی" @@ -4621,18 +4526,9 @@ msgstr "بارگذاری منبع" msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "نمی‌توان %s را باز کرد. این فایل می‌تواند انتقال یافته یا حذف شده باشد." -msgid "Error saving file!" -msgstr "خطای ذخیره فایل!" - -msgid "Error while saving theme." -msgstr "خطا هنگام ذخیره زمینه." - msgid "Error Saving" msgstr "خطا در ذخیره‌سازی" -msgid "Error importing theme." -msgstr "خطا در وارد کردن زمینه." - msgid "Error Importing" msgstr "خطا در وارد کردن" @@ -4648,9 +4544,6 @@ msgstr "ذخیره فایل به عنوان..." msgid "Import Theme" msgstr "وارد کردن زمینه" -msgid "Error while saving theme" -msgstr "خطا هنگام ذخیره زمینه" - msgid "Error saving" msgstr "خطا در ذخیره‌سازی" @@ -4699,9 +4592,6 @@ msgstr "بازکردن مستندات آنلاین گودو." msgid "Discard" msgstr "رد کردن" -msgid "Search Results" -msgstr "نتایج جستجو" - msgid "Clear Recent Scripts" msgstr "حذف اسکریپت‌های اخیر" @@ -4720,15 +4610,15 @@ msgstr "هدف" msgid "[Ignore]" msgstr "[چشم پوشی]" -msgid "Line" -msgstr "خط" - msgid "Go to Function" msgstr "برو به تابع" msgid "Pick Color" msgstr "انتخاب رنگ" +msgid "Line" +msgstr "خط" + msgid "Uppercase" msgstr "حروف بزرگ" @@ -4789,9 +4679,6 @@ msgstr "بستن فایل" msgid "Make the shader editor floating." msgstr "معلق‌سازی ویرایشگر شیدر." -msgid "ShaderFile" -msgstr "پرونده سایه‌زن" - msgid "Create physical bones" msgstr "ساخت استخوان‌های فیزیکی" @@ -4928,9 +4815,6 @@ msgstr "اندازه" msgid "Create Frames from Sprite Sheet" msgstr "ساخت فریم‌ها از ورقه اسپرایت" -msgid "SpriteFrames" -msgstr "فریم های اسپرایت" - msgid "Set Margin" msgstr "تنظیم حاشیه" @@ -5268,12 +5152,6 @@ msgstr "بله" msgid "Scenes collection properties:" msgstr "ویژگی‌های مجموعه صحنه‌ها:" -msgid "TileMap" -msgstr "نقشه کاشی" - -msgid "TileSet" -msgstr "تنظیم‌کاشی" - msgid "Error" msgstr "خطا" @@ -5649,28 +5527,6 @@ msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست." -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"شما نمی‌توانید پروژه ای را در مسیر انتخاب شده ذخیره کنید. لطفا یک پوشه جدید " -"ساخته یا مسیری جدید انتخاب کنید." - -msgid "New Game Project" -msgstr "پروژه بازی جدید" - -msgid "Imported Project" -msgstr "پروژه واردشده" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "لطفاً یک فایل \"project.godot\" یا \".zip\" را انتخاب نمایید." - -msgid "Invalid project name." -msgstr "نام پروژه نامعتبر است." - -msgid "Couldn't create folder." -msgstr "پوشه ایجاد نشد." - msgid "Supports desktop platforms only." msgstr "تنها حمایت از سکو‌های دسکتاپ." @@ -5702,8 +5558,8 @@ msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP ن msgid "The following files failed extraction from package:" msgstr "استخراج پرونده های زیر از بسته بندی انجام نشد:" -msgid "Package installed successfully!" -msgstr "بسته با موفقیت نصب شد!" +msgid "New Game Project" +msgstr "پروژه بازی جدید" msgid "Import & Edit" msgstr "وارد کردن و ویرایش" @@ -5945,35 +5801,9 @@ msgid "Note: Built-in shaders can't be edited using an external editor." msgstr "" "توجه: شیدر‌های تعبیه شده نمی‌توانند با استفاده از ویرایشگر خارجی ویرایش شوند." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "نوع نامعتبر ورودی برای ()convert، ثوابت *_TYPE‌ را بکار گیرید." - -msgid "Not based on a script" -msgstr "بر اساس یک اسکریپت نیست" - -msgid "Not based on a resource file" -msgstr "بر اساس یک فایل منبع نیست" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "فرمت دیکشنری نمونه نامعتبر (pass@ مفقود)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"فرمت نمونه ی دیکشنری نامعتبر است . ( نمی توان اسکریپت را از مسیر path@ " -"بارگذاری کرد.)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "فرمت دیکشنری نمونه نامعتبر (اسکریپت نامعتبر در path@)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "نمونه دیکشنری نامعتبر است (زیرکلاس‌های نامعتبر)" - msgid "glTF 2.0 Scene..." msgstr "صحنه glTF 2.0" -msgid "Path does not contain a Blender installation." -msgstr "مسیر دارای نصب بلندر نیست." - msgid "Plane:" msgstr "سطح:" @@ -5993,32 +5823,6 @@ msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "" "تعداد بایت‌های مورد نظر برای رمزگشایی بایت‌ها کافی نیست،‌ و یا فرمت نامعتبر است ." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"زمان اجرای دات‌نت بارگیری نشد، هیچ نسخه سازگاری یافت نشد.\n" -"تلاش برای ایجاد/ویرایش یک پروژه منجر به خرابی خواهد شد.\n" -"\n" -"لطفاً NET SDK 6.0. یا جدیدتر را از https://dotnet.microsoft.com/en-us/download " -"نصب کنید و گودو را مجدداً راه‌اندازی کنید." - -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"زمان اجرای دات‌نت، به ویژه hostfxr، بارگیری نمی‌شود.\n" -"تلاش برای ایجاد/ویرایش یک پروژه منجر به خرابی خواهد شد.\n" -"\n" -"لطفاً NET SDK 6.0. یا جدیدتر را از https://dotnet.microsoft.com/en-us/download " -"نصب کنید و گودو را مجدداً راه‌اندازی اندازی کنید." - msgid "%s/s" msgstr "%s/ثانیه" @@ -6172,9 +5976,6 @@ msgstr "گره الف و گره ب باید PhysicsBody3Dهای متفاوت ب msgid "Animation not found: '%s'" msgstr "انیمیشن پیدا نشد: '%s'" -msgid "Alert!" -msgstr "هشدار!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "اگر \"Exp ویرایش\" فعال است, \"حداقل داده\" باید بزرگتر از 0 باشد." @@ -6200,12 +6001,12 @@ msgstr "تکرار" msgid "Invalid comparison function for that type." msgstr "عمل مقایسه نامعتبر بزای این نوع." -msgid "Constants cannot be modified." -msgstr "ثوابت قابل تغییر نیستند." - msgid "Expected a function name." msgstr "نام تابع مورد انتظار است." +msgid "Constants cannot be modified." +msgstr "ثوابت قابل تغییر نیستند." + msgid "Expected a '{' to begin function." msgstr "برای شروع یک تابع '{' انتظار میرود." diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 013ffc6c477e..0e7b0f49e9ad 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -186,12 +186,6 @@ msgstr "Ohjaimen painike %d" msgid "Pressure:" msgstr "Paine:" -msgid "canceled" -msgstr "peruutettu" - -msgid "touched" -msgstr "kosketettu" - msgid "released" msgstr "julkaistu" @@ -436,14 +430,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Esimerkki: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d kohde" -msgstr[1] "%d kohdetta" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -454,18 +440,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Toiminto nimellä '%s' on jo olemassa." -msgid "Cannot Revert - Action is same as initial" -msgstr "Ei voida palauttaa - Toimenpide sama kuin alkuperäinen" - msgid "Revert Action" msgstr "Palauta toimenpide" msgid "Add Event" msgstr "Lisää tapahtuma" -msgid "Remove Action" -msgstr "Poista toimenpide" - msgid "Cannot Remove Action" msgstr "Ei voida poistaa toimenpidettä" @@ -1165,9 +1145,8 @@ msgstr "Korvaa kaikki" msgid "Selection Only" msgstr "Pelkkä valinta" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Välilyönnit" +msgid "Hide" +msgstr "Piilota" msgctxt "Indentation" msgid "Tabs" @@ -1353,9 +1332,6 @@ msgstr "Tämä luokka on merkitty vanhentuneeksi." msgid "This class is marked as experimental." msgstr "Tämä luokka on merkitty kokeelliseksi." -msgid "No description available for %s." -msgstr "%s kuvaus ei ole saatavilla." - msgid "Favorites:" msgstr "Suosikit:" @@ -1389,9 +1365,6 @@ msgstr "Tallenna haara kohtauksena" msgid "Copy Node Path" msgstr "Kopioi solmun polku" -msgid "Instance:" -msgstr "Ilmentymä:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1513,9 +1486,6 @@ msgstr "Jatketaan suoritusta." msgid "Bytes:" msgstr "Tavu(j)a:" -msgid "Warning:" -msgstr "Varoitus:" - msgid "Error:" msgstr "Virhe:" @@ -1877,9 +1847,6 @@ msgstr "Seuraavien tiedostojen purku assetista \"%s\" epäonnistui:" msgid "(and %s more files)" msgstr "(ja vielä %s tiedostoa)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Asset \"%s\" asennettu onnistuneesti!" - msgid "Success!" msgstr "Onnistui!" @@ -2027,33 +1994,6 @@ msgstr "Luo uusi ääniväylän asettelu." msgid "Audio Bus Layout" msgstr "Ääniväylän asettelu" -msgid "Invalid name." -msgstr "Virheellinen nimi." - -msgid "Cannot begin with a digit." -msgstr "Ei voi alkaa numerolla." - -msgid "Valid characters:" -msgstr "Kelvolliset merkit:" - -msgid "Must not collide with an existing engine class name." -msgstr "Ei saa mennä päällekkäin olemassa olevan engine-luokkanimen kanssa." - -msgid "Must not collide with an existing global script class name." -msgstr "" -"Ei saa mennä päällekkäin olemassa olevan globaalin skripti luokan nimen " -"kanssa." - -msgid "Must not collide with an existing built-in type name." -msgstr "" -"Ei saa mennä päällekkäin olemassa olevan sisäänrakennetun tyypin nimen kanssa." - -msgid "Must not collide with an existing global constant name." -msgstr "Ei saa mennä päällekkäin olemassa olevan globaalin vakion nimen kanssa." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Avainsanaa ei voi käyttää Automaattisesti Latautuvien nimenä." - msgid "Autoload '%s' already exists!" msgstr "Automaattisesti ladattava '%s' on jo olemassa!" @@ -2090,9 +2030,6 @@ msgstr "Lisää Automaattisesti Ladattava" msgid "Path:" msgstr "Polku:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Aseta polku tai paina \"%s\" luodaksesi skriptin." - msgid "Node Name:" msgstr "Solmun nimi:" @@ -2196,9 +2133,6 @@ msgstr "Tunnista Projektista" msgid "Actions:" msgstr "Toiminnot:" -msgid "Configure Engine Build Profile:" -msgstr "Konfiguroi Moottorin Profiili:" - msgid "Please Confirm:" msgstr "Ole hyvä ja vahvista:" @@ -2208,9 +2142,6 @@ msgstr "Lataa Profiili" msgid "Export Profile" msgstr "Vie profiili" -msgid "Edit Build Configuration Profile" -msgstr "Muokkaa Rakennusmäärityksen Profiilia" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2384,16 +2315,6 @@ msgstr "Tuo profiileja" msgid "Manage Editor Feature Profiles" msgstr "Hallinnoi editorin ominaisuusprofiileja" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Jotkin lisäosat vaativat editorin uudelleenkäynnistämistä aktivoituakseen." - -msgid "Restart" -msgstr "Käynnistä uudelleen" - -msgid "Save & Restart" -msgstr "Tallenna & käynnistä uudelleen" - msgid "ScanSources" msgstr "Selaa lähdetiedostoja" @@ -2519,9 +2440,6 @@ msgstr "" "Tälle luokalle ei vielä löydy kuvausta. Voit auttaa meitä [color=$color]" "[url=$url]kirjoittamalla sellaisen[/url][/color]!" -msgid "Note:" -msgstr "Huom:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2597,6 +2515,12 @@ msgstr "" "Tälle ominaisuudelle ei vielä löydy kuvausta. Voit auttaa meitä [color=$color]" "[url=$url]kirjoittamalla sellaisen[/url][/color]!" +msgid "Editor" +msgstr "Editori" + +msgid "No description available." +msgstr "Kuvaus ei ole saatavilla." + msgid "Metadata:" msgstr "Metadata:" @@ -2609,12 +2533,6 @@ msgstr "Metodi:" msgid "Signal:" msgstr "Signaali:" -msgid "No description available." -msgstr "Kuvaus ei ole saatavilla." - -msgid "%d match." -msgstr "%d osuma." - msgid "%d matches." msgstr "%d osumaa." @@ -2768,9 +2686,6 @@ msgstr "Aseta Usea: %s" msgid "Remove metadata %s" msgstr "Poista metadata %s" -msgid "Pinned %s" -msgstr "Kiinnitetty %s" - msgid "Unpinned %s" msgstr "Poistettu kiinnitys %s" @@ -2902,15 +2817,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Pyörii kun editorin ikkuna päivittyy." -msgid "Imported resources can't be saved." -msgstr "Tuotuja resursseja ei voida tallentaa." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Virhe tallennettaessa resurssia!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2928,30 +2837,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Tallenna resurssi nimellä..." -msgid "Can't open file for writing:" -msgstr "Ei voida avata tiedostoa kirjoitettavaksi:" - -msgid "Requested file format unknown:" -msgstr "Pyydetty tiedostomuoto tuntematon:" - -msgid "Error while saving." -msgstr "Virhe tallennettaessa." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Ei voida avata tiedostoa '%s'. Tiedosto on voitu siirtää tai tuhota." - -msgid "Error while parsing file '%s'." -msgstr "Virhe jäsennettäessä tiedostoa '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Kohtaus tiedosto '%s' näyttää olevan viallinen/korruptoitunut." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Tiedosto '%s' tai jokin sen riippuvuuksista puuttuu." - -msgid "Error while loading file '%s'." -msgstr "Virhe ladattaessa tiedostoa '%s'." - msgid "Saving Scene" msgstr "Tallennetaan kohtaus" @@ -2961,33 +2846,20 @@ msgstr "Analysoidaan" msgid "Creating Thumbnail" msgstr "Luodaan pienoiskuvaa" -msgid "This operation can't be done without a tree root." -msgstr "Tätä toimintoa ei voi tehdä ilman että puun juuri on olemassa." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"En voinut tallentaa kohtausta. Todennäköisiä riippuvuuksia (instanssit tai " -"periytyminen) ei voitu täyttää." - msgid "Save scene before running..." msgstr "Tallenna kohtaus ennen suorittamista..." -msgid "Could not save one or more scenes!" -msgstr "Yhtä tai useampaa kohtausta ei voitu tallentaa!" - msgid "Save All Scenes" msgstr "Tallenna kaikki kohtaukset" msgid "Can't overwrite scene that is still open!" msgstr "Ei voi ylikirjoittaa kohtausta, joka on vielä auki!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Ei voitu ladata MeshLibrary resurssia yhdistämistä varten!" +msgid "Merge With Existing" +msgstr "Yhdistä olemassaolevaan" -msgid "Error saving MeshLibrary!" -msgstr "Virhe tallennettaessa MeshLibrary resurssia!" +msgid "Apply MeshInstance Transforms" +msgstr "Käytä MeshInstance muunnoksia" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3048,9 +2920,6 @@ msgstr "" "Lue kohtausten tuontiin liittyvä dokumentaatio, jotta ymmärrät paremmin tämän " "työnkulun." -msgid "Changes may be lost!" -msgstr "Muutokset saatetaan menettää!" - msgid "This object is read-only." msgstr "Tämä objecti on vain luettava." @@ -3066,9 +2935,6 @@ msgstr "Nopea avauskohtaus..." msgid "Quick Open Script..." msgstr "Skriptin pika-avaus..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s ei ole enää olemassa! Ole hyvä ja määrittele uusi tallennussijainti." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3150,29 +3016,14 @@ msgstr "" "Tallenna muutokset seuraavaan kohtaukseen (seuraaviin kohtauksiin) ennen " "lopettamista?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "" -"Tallenna muutokset seuraavaan kohtaukseen (seuraaviin kohtauksiin) ennen " -"lopettamista?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Tallenna muutokset seuraavaan kohtaukseen (seuraaviin kohtauksiin) ennen " "Projekti Managerin avaamista?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Tämä ominaisuus on wanhentunut. Tilanteita joissa virkistys täytyy pakottaa " -"pidetään nykyään bugeina. Ole hyvä ja raportoi." - msgid "Pick a Main Scene" msgstr "Valitse pääkohtaus" -msgid "This operation can't be done without a scene." -msgstr "Tätä toimintoa ei voi tehdä ilman kohtausta." - msgid "Export Mesh Library" msgstr "Vie mesh-kirjasto" @@ -3201,22 +3052,12 @@ msgstr "" "Kohtaus '%s' tuotiin automaattisesti, joten sitä ei voi muuttaa.\n" "Jos siihen halutaan tehdä muutoksia, voidaan luoda uusi peritty kohtaus." -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 "" -"Virhe kohtauksen lataamisessa, sen on oltava projektipolun sisällä. Avaa " -"kohtaus 'Tuo' -toiminnolla ja tallenna se sitten projektipolun sisäpuolelle." - msgid "Scene '%s' has broken dependencies:" msgstr "Kohtaus '%s' on rikkonut riippuvuuksia:" msgid "Clear Recent Scenes" msgstr "Tyhjennä viimeisimmät kohtaukset" -msgid "There is no defined scene to run." -msgstr "Suoritettavaa kohtausta ei ole määritetty." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3371,18 +3212,12 @@ msgstr "Editorin asetukset..." msgid "Project" msgstr "Projekti" -msgid "Project Settings..." -msgstr "Projektin asetukset..." - msgid "Project Settings" msgstr "Projektin Asetukset" msgid "Version Control" msgstr "Versionhallinta" -msgid "Export..." -msgstr "Vie..." - msgid "Install Android Build Template..." msgstr "Asenna Androidin käännösmalli..." @@ -3401,9 +3236,6 @@ msgstr "Lataa uudelleen nykyinen projekti" msgid "Quit to Project List" msgstr "Poistu projektiluetteloon" -msgid "Editor" -msgstr "Editori" - msgid "Command Palette..." msgstr "Komentopaletti..." @@ -3440,9 +3272,6 @@ msgstr "Ohje" msgid "Online Documentation" msgstr "Online-dokumentaatio" -msgid "Questions & Answers" -msgstr "Kysymykset & vastaukset" - msgid "Community" msgstr "Yhteisö" @@ -3464,6 +3293,9 @@ msgstr "Lähetä palautetta ohjeesta" msgid "Support Godot Development" msgstr "Tue Godotin kehitystä" +msgid "Save & Restart" +msgstr "Tallenna & käynnistä uudelleen" + msgid "Update Continuously" msgstr "Päivitä jatkuvasti" @@ -3473,9 +3305,6 @@ msgstr "Päivitä Muuttuessa" msgid "Hide Update Spinner" msgstr "Piilota päivitysanimaatio" -msgid "FileSystem" -msgstr "Tiedostojärjestelmä" - msgid "Inspector" msgstr "Tarkastaja" @@ -3485,9 +3314,6 @@ msgstr "Solmu" msgid "History" msgstr "Historia" -msgid "Output" -msgstr "Tuloste" - msgid "Don't Save" msgstr "Älä tallenna" @@ -3515,12 +3341,6 @@ msgstr "Mallipaketti" msgid "Export Library" msgstr "Vie kirjasto" -msgid "Merge With Existing" -msgstr "Yhdistä olemassaolevaan" - -msgid "Apply MeshInstance Transforms" -msgstr "Käytä MeshInstance muunnoksia" - msgid "Open & Run a Script" msgstr "Avaa ja suorita skripti" @@ -3567,33 +3387,15 @@ msgstr "Avaa seuraava editori" msgid "Open the previous Editor" msgstr "Avaa edellinen editori" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Varoitus!" -msgid "On" -msgstr "Päällä" - -msgid "Edit Plugin" -msgstr "Muokkaa liitännäistä" - -msgid "Installed Plugins:" -msgstr "Asennetut Liitännäiset:" - -msgid "Create New Plugin" -msgstr "Luo Uusi Liitännäinen" - -msgid "Version" -msgstr "Versio" - -msgid "Author" -msgstr "Tekijä" - msgid "Edit Text:" msgstr "Muokkaa tekstiä:" +msgid "On" +msgstr "Päällä" + msgid "Renaming layer %d:" msgstr "Uudelleen nimetään kerros %d:" @@ -3663,6 +3465,12 @@ msgstr "Valitse näyttöruutu" msgid "Selected node is not a Viewport!" msgstr "Valittu solmu ei ole Viewport!" +msgid "New Key:" +msgstr "Uusi avain:" + +msgid "New Value:" +msgstr "Uusi arvo:" + msgid "%s (size %s)" msgstr "%s (koko %s)" @@ -3675,12 +3483,6 @@ msgstr "Poista" msgid "Dictionary (size %d)" msgstr "Sanakirja (koko %d)" -msgid "New Key:" -msgstr "Uusi avain:" - -msgid "New Value:" -msgstr "Uusi arvo:" - msgid "Add Key/Value Pair" msgstr "Lisää avain/arvopari" @@ -3883,12 +3685,6 @@ msgstr "Varastoidaan Tiedostoa: %s" msgid "Storing File:" 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\"." @@ -3916,18 +3712,12 @@ msgstr "Ei voida avata salattua tiedostoa kirjoitettavaksi." msgid "Can't open file to read from path \"%s\"." msgstr "Ei voida avata tiedostoa luettavaksi polulta \"%s\"." -msgid "Save ZIP" -msgstr "Tallenna ZIP" - msgid "Custom debug template not found." msgstr "Mukautettua debug-vientimallia ei löytynyt." msgid "Custom release template not found." msgstr "Mukautettua release-vientimallia ei löytynyt." -msgid "Prepare Template" -msgstr "Valmistele Malli" - msgid "The given export path doesn't exist." msgstr "Annettu vientipolku ei ole olemassa." @@ -4014,36 +3804,6 @@ msgstr "" "Tälle versiolle ei löytynyt ladattavia linkkejä. Suora lataaminen on " "mahdollista vain virallisilla versioilla." -msgid "Disconnected" -msgstr "Yhteys katkaistu" - -msgid "Resolving" -msgstr "Selvitetään yhteyttä" - -msgid "Can't Resolve" -msgstr "Yhteyden selvittäminen epäonnistui" - -msgid "Connecting..." -msgstr "Yhdistetään..." - -msgid "Can't Connect" -msgstr "Ei voitu yhdistää" - -msgid "Connected" -msgstr "Liitetty" - -msgid "Requesting..." -msgstr "Pyydetään..." - -msgid "Downloading" -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." @@ -4165,6 +3925,9 @@ msgstr "Vietävät resurssit:" msgid "(Inherited)" msgstr "(Peritty)" +msgid "Export With Debug" +msgstr "Vie debugaten" + msgid "%s Export" msgstr "%s Vie" @@ -4320,9 +4083,6 @@ msgstr "Projektin Vienti" msgid "Manage Export Templates" msgstr "Hallinnoi vientimalleja" -msgid "Export With Debug" -msgstr "Vie debugaten" - msgid "Path to FBX2glTF executable is empty." msgstr "Polku FBX2glTF-sovellukseen on tyhjä." @@ -4485,9 +4245,6 @@ msgstr "Poista suosikeista" msgid "Reimport" msgstr "Tuo uudelleen" -msgid "Open in File Manager" -msgstr "Avaa tiedostonhallinnassa" - msgid "New Folder..." msgstr "Uusi kansio..." @@ -4533,6 +4290,9 @@ msgstr "Kahdenna..." msgid "Rename..." msgstr "Nimeä uudelleen..." +msgid "Open in File Manager" +msgstr "Avaa tiedostonhallinnassa" + msgid "Open in External Program" msgstr "Avaa Ulkopuolisessa Ohjelmassa" @@ -4790,9 +4550,6 @@ msgstr "Uudelleenlataa toistettu kohtaus." msgid "Quick Run Scene..." msgstr "Kohtauksen pikakäynnistys..." -msgid "Could not start subprocess(es)!" -msgstr "Aliprosessia/aliprosesseja ei voitu käynnistää!" - msgid "Run the project's default scene." msgstr "Aja projektin oletus kohtaus." @@ -4921,15 +4678,15 @@ msgstr "" msgid "Open in Editor" msgstr "Avaa editorissa" +msgid "Instance:" +msgstr "Ilmentymä:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" ei ole tunnettu suodatin." msgid "Invalid node name, the following characters are not allowed:" msgstr "Virheellinen solmun nimi, seuraavat merkit eivät ole sallittuja:" -msgid "Another node already uses this unique name in the scene." -msgstr "Toinen solmu käyttää jo tätä yksilöllistä nimeä kohtauksessa." - msgid "Scene Tree (Nodes):" msgstr "Kohtauspuu (solmut):" @@ -5100,9 +4857,6 @@ msgstr "3D" msgid "Importer:" msgstr "Tuoja:" -msgid "Keep File (No Import)" -msgstr "Pidä tiedosto (ei tuontia)" - msgid "%d Files" msgstr "%d tiedostoa" @@ -5300,76 +5054,6 @@ msgstr "Ryhmät" msgid "Select a single node to edit its signals and groups." msgstr "Valitse yksittäinen solmu muokataksesi sen signaaleja ja ryhmiä." -msgid "Plugin name cannot be blank." -msgstr "Liitännäisen nimi ei voi olla tyhjä." - -msgid "Subfolder name is not a valid folder name." -msgstr "Alikansion nimi ei ole kelvollinen kansion nimi." - -msgid "Edit a Plugin" -msgstr "Muokkaa liitännäistä" - -msgid "Create a Plugin" -msgstr "Luo liitännäinen" - -msgid "Update" -msgstr "Päivitä" - -msgid "Plugin Name:" -msgstr "Liitännäisen nimi:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Vaadittu. Tämä nimi näkyy lisäosien listauksessa." - -msgid "Subfolder:" -msgstr "Alikansio:" - -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 "" -"Valinnainen. Kansion nimen tulisi normaalisti käyttää `snake_case`-nimeämistä " -"(vältä välilyöntejä ja erikoismerkkejä).\n" -"Jos tämä jätetään tyhjäksi, kansio tullaan nimeämään liitännäisen nimellä, " -"joka on käännetty `snake_case` muotoon." - -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 "" -"Valinnainen. Tämä kuvaus tulisi pitää kohtalaisen lyhyenä (5 riviin asti).\n" -"Kuvaus näkyy, kun hiirtä pidetään liitännäisen kohdalla listauksessa." - -msgid "Author:" -msgstr "Tekijä:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "Valinnainen. Tekijän käyttäjänimi, koko nimi tai organisaation nimi." - -msgid "Version:" -msgstr "Versio:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Valinnainen. Ihmisen luettavissa oleva versiotunniste, jota käytetään vain " -"tiedotustarkoituksiin." - -msgid "Script Name:" -msgstr "Skriptin nimi:" - -msgid "Activate now?" -msgstr "Aktivoi nyt?" - -msgid "Plugin name is valid." -msgstr "Lisäkkeen nimi kelpaa." - -msgid "Subfolder name is valid." -msgstr "Alikansion nimi kelpaa." - msgid "Create Polygon" msgstr "Luo polygoni" @@ -5883,8 +5567,11 @@ msgstr "Poista Kaikki" msgid "Root" msgstr "Juuri" -msgid "AnimationTree" -msgstr "AnimaatioPuu" +msgid "Author" +msgstr "Tekijä" + +msgid "Version:" +msgstr "Versio:" msgid "Contents:" msgstr "Sisällöt:" @@ -5943,9 +5630,6 @@ msgstr "Epäonnistui:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Latauksessa väärä hajautuskoodi, oletetaan että tiedostoa on näpelöity." -msgid "Expected:" -msgstr "Odotettiin:" - msgid "Got:" msgstr "Saatiin:" @@ -5967,6 +5651,12 @@ msgstr "Ladataan..." msgid "Resolving..." msgstr "Selvitetään..." +msgid "Connecting..." +msgstr "Yhdistetään..." + +msgid "Requesting..." +msgstr "Pyydetään..." + msgid "Error making request" msgstr "Virhe pyynnön luonnissa" @@ -6000,9 +5690,6 @@ msgstr "Lisenssi (A-Z)" msgid "License (Z-A)" msgstr "Lisenssi (Z-A)" -msgid "Official" -msgstr "Virallinen" - msgid "Testing" msgstr "Testaus" @@ -6230,28 +5917,11 @@ msgstr "Aseta lähennystasoksi 1600%" msgid "Select Mode" msgstr "Valintatila" -msgid "Drag: Rotate selected node around pivot." -msgstr "Vedä: kierrä valittua solmua kääntökeskiön ympäri." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Vedä: Siirrä valittua solmua." +msgid "RMB: Add node at position clicked." +msgstr "Hiiren oikea painike: Lisää solmu napsautettuun paikkaan." -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Vedä: Skaalaa valittua solmua." - -msgid "V: Set selected node's pivot position." -msgstr "V: Aseta nykyisen solmun kääntökeskiön sijainti." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Hiiren oikea painike: Näytä lista kaikista napsautetussa kohdassa " -"olevista solmuista, mukaan lukien lukituista." - -msgid "RMB: Add node at position clicked." -msgstr "Hiiren oikea painike: Lisää solmu napsautettuun paikkaan." - -msgid "Move Mode" -msgstr "Siirtotila" +msgid "Move Mode" +msgstr "Siirtotila" msgid "Rotate Mode" msgstr "Kiertotila" @@ -6262,9 +5932,6 @@ msgstr "Skaalaustila" msgid "Shift: Scale proportionally." msgstr "Shift: Skalaa suhteellisesti." -msgid "Click to change object's rotation pivot." -msgstr "Klikkaa vaihtaaksesi objektin kääntökeskiötä." - msgid "Pan Mode" msgstr "Panorointitila" @@ -6349,9 +6016,6 @@ msgstr "Näkymä" msgid "Show" msgstr "Näytä" -msgid "Hide" -msgstr "Piilota" - msgid "Toggle Grid" msgstr "Ruudukon Tila" @@ -6457,9 +6121,6 @@ msgstr "Ei voida luoda ilmentymiä useasta solmusta ilman juurta." msgid "Create Node" msgstr "Luo solmu" -msgid "Error instantiating scene from %s" -msgstr "Virhe luodessa ilmentymää kohteesta %s" - msgid "Change Default Type" msgstr "Muuta oletustyyppiä" @@ -6553,15 +6214,15 @@ msgstr "Vaakasuora kohdistus" msgid "Vertical alignment" msgstr "Pystysuuntainen kohdistus" +msgid "Restart" +msgstr "Käynnistä uudelleen" + msgid "Load Emission Mask" msgstr "Lataa emissiomaski" msgid "CPUParticles2D" msgstr "CPUPartikkelit2D" -msgid "Generated Point Count:" -msgstr "Luotujen pisteiden määrä:" - msgid "Emission Mask" msgstr "Emissiomaski" @@ -6677,13 +6338,6 @@ msgstr "Näytä Reitit" msgid "Visible Navigation" msgstr "Näkyvä navigaatio" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Kun tämä on valittuna, navigointiverkot ja polygonit ovat näkyvillä peliä " -"ajettaessa." - msgid "Synchronize Scene Changes" msgstr "Synkronoi kohtauksen muutokset" @@ -6719,6 +6373,18 @@ msgstr "" "Kun tämä on valittu, editorin debug palvelin pysyy avoinna ja kuuntelee uusia " "sessioita, jotka on avattu editorin ulkopuolella." +msgid "Edit Plugin" +msgstr "Muokkaa liitännäistä" + +msgid "Installed Plugins:" +msgstr "Asennetut Liitännäiset:" + +msgid "Create New Plugin" +msgstr "Luo Uusi Liitännäinen" + +msgid "Version" +msgstr "Versio" + msgid "Size: %s" msgstr "Koko: %s" @@ -6795,9 +6461,6 @@ msgstr "Muunna CPUParticles2D solmuksi" msgid "Generate Visibility Rect" msgstr "Kartoita näkyvä alue" -msgid "Clear Emission Mask" -msgstr "Tyhjennä emissiomaski" - msgid "GPUParticles2D" msgstr "GPUPartikkelit2D" @@ -6885,41 +6548,14 @@ msgstr "LightMapin kehitys" msgid "Select lightmap bake file:" msgstr "Valitse lightmapin kehitystiedosto:" -msgid "Mesh is empty!" -msgstr "Mesh on tyhjä!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Ei voitu luoda konkaavia törmäysmuotoa." -msgid "Create Static Trimesh Body" -msgstr "Luo konkaavi staattinen kappale" - -msgid "This doesn't work on scene root!" -msgstr "Tämä ei toimi kohtauksen juuressa!" - -msgid "Create Trimesh Static Shape" -msgstr "Luo staattinen konkaavi muoto" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Kohtauksen juurelle ei voi luoda yhtään kuperaa törmäysmuotoa." - -msgid "Couldn't create a single convex collision shape." -msgstr "Ei voitu luoda yksittäistä konveksia törmäysmuotoa." - -msgid "Create Simplified Convex Shape" -msgstr "Luo pelkistetty konveksi muoto" - -msgid "Create Single Convex Shape" -msgstr "Luo yksittäinen konveksi muoto" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Ei voi luoda useita kuperia törmäysmuotoja kohtauksen juurelle." - msgid "Couldn't create any collision shapes." msgstr "Yhtään törmäysmuotoa ei voitu luoda." -msgid "Create Multiple Convex Shapes" -msgstr "Luo useita konvekseja muotoja" +msgid "Mesh is empty!" +msgstr "Mesh on tyhjä!" msgid "Create Navigation Mesh" msgstr "Luo navigointiverkko" @@ -6954,11 +6590,23 @@ msgstr "Luo ääriviivat" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Luo konkaavi staattinen kappale" +msgid "Create Outline Mesh..." +msgstr "Luo ääriviivoista Mesh..." -msgid "Create Trimesh Collision Sibling" -msgstr "Luo konkaavi törmäysmuoto sisareksi" +msgid "View UV1" +msgstr "Näytä UV1" + +msgid "View UV2" +msgstr "Näytä UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Aukaise UV2 Lightmapille tai AO:lle" + +msgid "Create Outline Mesh" +msgstr "Luo ääriviivoista Mesh" + +msgid "Outline Size:" +msgstr "Ääriviivojen koko:" msgid "" "Creates a polygon-based collision shape.\n" @@ -6967,9 +6615,6 @@ msgstr "" "Luo polygonipohjaisen törmäysmuodon.\n" "Tämä on tarkin (mutta hitain) vaihtoehto törmäystunnistukselle." -msgid "Create Single Convex Collision Sibling" -msgstr "Luo yksittäisen konveksin törmäyksen sisar" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -6977,9 +6622,6 @@ msgstr "" "Luo yksittäisen konveksin törmäysmuodon.\n" "Tämä on nopein (mutta epätarkin) vaihtoehto törmäystunnistukselle." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Luo pelkistetty konveksin törmäyksen sisar" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -6990,9 +6632,6 @@ msgstr "" "joissakin tapauksissa yksinkertaisempaan geometriaan tarkkuuden " "kustannuksella." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Luo useita konvekseja törmäysmuotojen sisaria" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7002,24 +6641,6 @@ msgstr "" "Tämä on suorituskyvyltään yksittäisen konveksin törmäyksen ja " "polygonipohjaisen törmäyksen välimaastoa." -msgid "Create Outline Mesh..." -msgstr "Luo ääriviivoista Mesh..." - -msgid "View UV1" -msgstr "Näytä UV1" - -msgid "View UV2" -msgstr "Näytä UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Aukaise UV2 Lightmapille tai AO:lle" - -msgid "Create Outline Mesh" -msgstr "Luo ääriviivoista Mesh" - -msgid "Outline Size:" -msgstr "Ääriviivojen koko:" - msgid "UV Channel Debug" msgstr "UV-kanavan debuggaus" @@ -7397,6 +7018,11 @@ msgstr "Lisää Esikatselu Ympäristö Kohtaukseen" msgid "Preview disabled." msgstr "Esikatselu poistettu käytöstä." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Hiiren oikea painike: Näytä lista kaikista napsautetussa kohdassa " +"olevista solmuista, mukaan lukien lukituista." + msgid "Use Local Space" msgstr "Käytä paikallisavaruutta" @@ -7601,27 +7227,12 @@ msgstr "Siirrä tulo-ohjainta käyrällä" msgid "Move Out-Control in Curve" msgstr "Siirrä lähtöohjainta käyrällä" -msgid "Select Points" -msgstr "Valitse pisteet" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+vedä: Valitse ohjauspisteitä" - -msgid "Click: Add Point" -msgstr "Napsauta: lisää piste" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Vasen painallus: Puolita osa (käyrässä)" - msgid "Right Click: Delete Point" msgstr "Oikea painallus: poista piste" msgid "Select Control Points (Shift+Drag)" msgstr "Valitse ohjauspisteitä (Shift+vedä)" -msgid "Add Point (in empty space)" -msgstr "Lisää piste (tyhjyydessä)" - msgid "Delete Point" msgstr "Poista piste" @@ -7640,6 +7251,9 @@ msgstr "Peilaa kahvojen pituudet" msgid "Curve Point #" msgstr "Käyrän piste #" +msgid "Set Curve Point Position" +msgstr "Aseta käyräpisteen sijainti" + msgid "Set Curve Out Position" msgstr "Aseta käyrän lopetussijainti" @@ -7655,12 +7269,73 @@ msgstr "Poista polun piste" msgid "Split Segment (in curve)" msgstr "Puolita osa (käyrässä)" -msgid "Set Curve Point Position" -msgstr "Aseta käyräpisteen sijainti" - msgid "Move Joint" msgstr "Siirrä liitosta" +msgid "Plugin name cannot be blank." +msgstr "Liitännäisen nimi ei voi olla tyhjä." + +msgid "Subfolder name is not a valid folder name." +msgstr "Alikansion nimi ei ole kelvollinen kansion nimi." + +msgid "Edit a Plugin" +msgstr "Muokkaa liitännäistä" + +msgid "Create a Plugin" +msgstr "Luo liitännäinen" + +msgid "Plugin Name:" +msgstr "Liitännäisen nimi:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Vaadittu. Tämä nimi näkyy lisäosien listauksessa." + +msgid "Subfolder:" +msgstr "Alikansio:" + +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 "" +"Valinnainen. Kansion nimen tulisi normaalisti käyttää `snake_case`-nimeämistä " +"(vältä välilyöntejä ja erikoismerkkejä).\n" +"Jos tämä jätetään tyhjäksi, kansio tullaan nimeämään liitännäisen nimellä, " +"joka on käännetty `snake_case` muotoon." + +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 "" +"Valinnainen. Tämä kuvaus tulisi pitää kohtalaisen lyhyenä (5 riviin asti).\n" +"Kuvaus näkyy, kun hiirtä pidetään liitännäisen kohdalla listauksessa." + +msgid "Author:" +msgstr "Tekijä:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "Valinnainen. Tekijän käyttäjänimi, koko nimi tai organisaation nimi." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Valinnainen. Ihmisen luettavissa oleva versiotunniste, jota käytetään vain " +"tiedotustarkoituksiin." + +msgid "Script Name:" +msgstr "Skriptin nimi:" + +msgid "Activate now?" +msgstr "Aktivoi nyt?" + +msgid "Plugin name is valid." +msgstr "Lisäkkeen nimi kelpaa." + +msgid "Subfolder name is valid." +msgstr "Alikansion nimi kelpaa." + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D solmun luuominaisuus ei osoita Skeleton2D solmuun" @@ -7730,12 +7405,6 @@ msgstr "Polygonit" msgid "Bones" msgstr "Luut" -msgid "Move Points" -msgstr "Siirrä pisteitä" - -msgid "Shift: Move All" -msgstr "Shift: Siirrä kaikkia" - msgid "Move Polygon" msgstr "Siirrä polygonia" @@ -7836,21 +7505,9 @@ msgstr "Ei voida avata tiedostoa '%s'. Se on voitu siirtää tai tuhota." msgid "Close and save changes?" msgstr "Sulje ja tallenna muutokset?" -msgid "Error writing TextFile:" -msgstr "Virhe kirjoitettaessa teksitiedostoa:" - -msgid "Error saving file!" -msgstr "Virhe tallennettaessa tiedostoa!" - -msgid "Error while saving theme." -msgstr "Virhe tallennettaessa teemaa." - msgid "Error Saving" msgstr "Virhe tallennettaessa" -msgid "Error importing theme." -msgstr "Virhe tuotaessa teemaa." - msgid "Error Importing" msgstr "Virhe tuonnissa" @@ -7860,9 +7517,6 @@ msgstr "Uusi tekstitiedosto..." msgid "Open File" msgstr "Avaa tiedosto" -msgid "Could not load file at:" -msgstr "Ei voitu ladata tiedostoa:" - msgid "Save File As..." msgstr "Tallenna tiedosto nimellä..." @@ -7876,9 +7530,6 @@ msgstr "" msgid "Import Theme" msgstr "Tuo teema" -msgid "Error while saving theme" -msgstr "Virhe tallennettaessa teemaa" - msgid "Error saving" msgstr "Virhe tallennettaessa" @@ -7982,9 +7633,6 @@ msgstr "" "Seuraavat tiedostot ovat uudempia levyllä.\n" "Mikä toimenpide tulisi suorittaa?:" -msgid "Search Results" -msgstr "Haun tulokset" - msgid "Clear Recent Scripts" msgstr "Tyhjennä viimeisimmät skriptit" @@ -8017,9 +7665,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Sivuuta]" -msgid "Line" -msgstr "Rivi" - msgid "Go to Function" msgstr "Mene funktioon" @@ -8029,6 +7674,9 @@ msgstr "Hae symboli" msgid "Pick Color" msgstr "Poimi väri" +msgid "Line" +msgstr "Rivi" + msgid "Folding" msgstr "Taittaminen" @@ -8338,9 +7986,6 @@ msgstr "Poikkeama" msgid "Create Frames from Sprite Sheet" msgstr "Luo ruudut sprite-arkista" -msgid "SpriteFrames" -msgstr "Sprite kehykset" - msgid "Warnings should be fixed to prevent errors." msgstr "Varoitukset tulisi korjata virheiden välttämisen vuoksi." @@ -8424,9 +8069,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} tällä hetkellä valittuna" msgstr[1] "{num} tällä hetkellä valittuna" -msgid "Nothing was selected for the import." -msgstr "Mitään ei ollut valittuna tuontia varten." - msgid "Importing Theme Items" msgstr "Teeman osien tuonti" @@ -8900,9 +8542,6 @@ msgstr "Kyllä" msgid "Tile properties:" msgstr "Laatan ominaisuudet:" -msgid "TileSet" -msgstr "LaattaValikoima" - msgid "Error" msgstr "Virhe" @@ -9119,9 +8758,6 @@ msgstr "Aseta oletustuloportti" msgid "Add Node to Visual Shader" msgstr "Lisää solmu visuaaliseen sävyttimeen" -msgid "Node(s) Moved" -msgstr "Solmu(t) siirretty" - msgid "Visual Shader Input Type Changed" msgstr "Visuaalisen sävyttimen syötteen tyyppi vaihdettu" @@ -9721,12 +9357,6 @@ msgstr "" "Poista kaikki puuttuvat projektit listalta?\n" "Projektikansioiden sisältöjä ei muuteta." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla " -"vioittunut." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Projektin tallennus epäonnistui kohteessa '%s'. (virhe %d)." @@ -9785,17 +9415,11 @@ msgstr "Valitse tutkittava kansio" msgid "Remove All" msgstr "Poista kaikki" -msgid "Also delete project contents (no undo!)" -msgstr "Poista myös projektien sisältö (ei voi kumota!)" - msgid "Create New Tag" msgstr "Luo Uusi Tagi" -msgid "The path specified doesn't exist." -msgstr "Määritelty polku ei ole olemassa." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Virhe avattaessa pakettitiedostoa (se ei ole ZIP-muodossa)." +msgid "It would be a good idea to name your project." +msgstr "Olisi hyvä idea antaa projektillesi nimi." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -9803,29 +9427,8 @@ msgstr "" "Virheellinen \".zip\" projektitiedosto; se ei sisällä \"project.godot\" " "tiedostoa." -msgid "New Game Project" -msgstr "Uusi peliprojekti" - -msgid "Imported Project" -msgstr "Tuotu projekti" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Ole hyvä ja valitse \"project.godot\"- tai \".zip\"-tiedosto." - -msgid "Invalid project name." -msgstr "Virheellinen projektin nimi." - -msgid "Couldn't create folder." -msgstr "Kansiota ei voitu luoda." - -msgid "There is already a folder in this path with the specified name." -msgstr "Polusta löytyy jo kansio annetulla nimellä." - -msgid "It would be a good idea to name your project." -msgstr "Olisi hyvä idea antaa projektillesi nimi." - -msgid "Invalid project path (changed anything?)." -msgstr "Virheellinen projektin polku (muuttuiko mikään?)." +msgid "The path specified doesn't exist." +msgstr "Määritelty polku ei ole olemassa." msgid "Couldn't create project.godot in project path." msgstr "Tiedoston project.godot luonti projektin polkuun epäonnistui." @@ -9836,8 +9439,14 @@ msgstr "Virhe avattaessa pakettitiedostoa, ei ZIP-muodossa." msgid "The following files failed extraction from package:" msgstr "Seuraavien tiedostojen purku paketista epäonnistui:" -msgid "Package installed successfully!" -msgstr "Paketti asennettu onnistuneesti!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla " +"vioittunut." + +msgid "New Game Project" +msgstr "Uusi peliprojekti" msgid "Import & Edit" msgstr "Tuo ja muokkaa" @@ -10048,6 +9657,9 @@ msgstr "Juurisolmu validi." msgid "Error loading scene from %s" msgstr "Virhe ladattaessa kohtausta kohteesta %s" +msgid "Error instantiating scene from %s" +msgstr "Virhe luodessa ilmentymää kohteesta %s" + msgid "Replace with Branch Scene" msgstr "Korvaa haaranäkymällä" @@ -10074,9 +9686,6 @@ msgstr "Instantioidut kohtaukset eivät voi muuttua juuriksi" msgid "Make node as Root" msgstr "Tee solmusta juurisolmu" -msgid "Delete %d nodes and any children?" -msgstr "Poista %d solmua ja kaikki alisolmut?" - msgid "Delete %d nodes?" msgstr "Poista %d solmua?" @@ -10164,9 +9773,6 @@ msgstr "Ei voi käyttää solmuja, joista nykyinen kohtaus periytyy!" msgid "Attach Script" msgstr "Liitä skripti" -msgid "Cut Node(s)" -msgstr "Leikkaa solmu(t)" - msgid "Remove Node(s)" msgstr "Poista solmu(t)" @@ -10192,9 +9798,6 @@ msgstr "Virhe kohtauksen kopioimisessa sen tallentamiseksi." msgid "Sub-Resources" msgstr "Aliresurssit" -msgid "Revoke Unique Name" -msgstr "Peru Yksilöllinen Nimi" - msgid "Access as Unique Name" msgstr "Käytä Uniikilla Nimellä" @@ -10216,9 +9819,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Pääsolmua ei voi liittää samaan kohtaukseen." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Liitä solmu(t) %s Sisarina" - msgid "Paste Node(s) as Child of %s" msgstr "Liitä solmu(t) %s Jälkeläisinä" @@ -10387,38 +9987,6 @@ msgstr "Muuta toruksen sisäsädettä" msgid "Change Torus Outer Radius" msgstr "Muuta toruksen ulkosädettä" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Virheellinen tyyppiargumentti convert() metodille, käytä TYPE_* vakioita." - -msgid "Step argument is zero!" -msgstr "Askeleen argumentti on nolla!" - -msgid "Not a script with an instance" -msgstr "Ei ole skripti, jolla on ilmentymä" - -msgid "Not based on a script" -msgstr "Ei pohjaudu skriptiin" - -msgid "Not based on a resource file" -msgstr "Ei pohjaudu resurssitiedostoon" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Virheellinen ilmentymän sanakirjaformaatti (puuttuu @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Virheellinen ilmentymän sanakirjaformaatti (ei voida ladata skriptiä polusta " -"@path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"Virheellinen ilmentymän sanakirjaformaatti (virheellinen skripti kohdassa " -"@path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Virheellinen ilmentymän sanakirja (virheelliset aliluokat)" - msgid "Path to Blender installation is valid." msgstr "Polku Blender asennukseen on kelvollinen." @@ -10575,24 +10143,6 @@ msgstr "Haptinen" msgid "Unknown" msgstr "Tuntematon" -msgid "Package name is missing." -msgstr "Paketin nimi puuttuu." - -msgid "Package segments must be of non-zero length." -msgstr "Paketin osioiden pituuksien täytyy olla nollasta poikkeavia." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Merkki '%s' ei ole sallittu Android-sovellusten pakettien nimissä." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Paketin osion ensimmäinen merkki ei voi olla numero." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Merkki '%s' ei voi olla paketin osion ensimmäinen merkki." - -msgid "The package must have at least one '.' separator." -msgstr "Paketilla on oltava ainakin yksi '.' erotinmerkki." - msgid "Invalid public key for APK expansion." msgstr "Virheellinen julkinen avain APK-laajennosta varten." @@ -10804,12 +10354,6 @@ msgstr "Virheellinen Identifier osio:" msgid "Export Icons" msgstr "Vie Kuvakkeet" -msgid "Identifier is missing." -msgstr "Tunniste puuttuu." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Merkki '%s' ei ole sallittu Identifier osiossa." - msgid "Could not open file \"%s\"." msgstr "Ei voitu avata tiedostoa \"%s\"." @@ -10979,30 +10523,27 @@ 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\"." msgid "Could not read HTML shell: \"%s\"." msgstr "Ei voitu lukea HTML tulkkia: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Ei voitu luoda HTTP-palvelimen hakemistoa: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Virhe käynnistettäessä HTTP-palvelinta: %d." +msgid "Run in Browser" +msgstr "Suorita selaimessa" msgid "Stop HTTP Server" msgstr "Pysäytä HTTP-palvelin" -msgid "Run in Browser" -msgstr "Suorita selaimessa" - msgid "Run exported HTML in the system's default browser." msgstr "Suorita viety HTML järjestelmän oletusselaimessa." +msgid "Could not create HTTP server directory: %s." +msgstr "Ei voitu luoda HTTP-palvelimen hakemistoa: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Virhe käynnistettäessä HTTP-palvelinta: %d." + msgid "Icon size \"%d\" is missing." msgstr "Kuvake koko \"%d\" puuttuu." @@ -11240,9 +10781,6 @@ msgstr "" "\"Ignore\". Ratkaistaksesi tämän, laita Mouse Filter asetukseksi \"Stop\" tai " "\"Pass\"." -msgid "Alert!" -msgstr "Huomio!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Jos \"Exp Edit\" on päällä, \"Min Value\" täytyy olla suurempi kuin 0." @@ -11315,18 +10853,6 @@ msgstr "Virheelliset argumentit sisäänrakennetulle funktiolle \"%s(%s)\"." msgid "Recursion is not allowed." msgstr "Rekursio ei ole sallittu." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying tyyppiä ei voi sijoittaa '%s' funktiossa." - -msgid "Assignment to function." -msgstr "Sijoitus funktiolle." - -msgid "Assignment to uniform." -msgstr "Sijoitus uniformille." - -msgid "Constants cannot be modified." -msgstr "Vakioita ei voi muokata." - msgid "Cannot convert from '%s' to '%s'." msgstr "Ei voida muuntaa muodosta '%s' muotoon '%s'." @@ -11342,6 +10868,9 @@ msgstr "Vastaavaa funktiota ei löytynyt: '%s':lle." msgid "Unknown identifier in expression: '%s'." msgstr "Tuntematon tunniste lausekkeessa: '%s'." +msgid "Constants cannot be modified." +msgstr "Vakioita ei voi muokata." + msgid "Unexpected end of expression." msgstr "Lausekkeen odottamaton loppu." diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 0e85e9ee258e..337c60f32c51 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -79,7 +79,7 @@ # TechnoPorg <jonah.janzen@gmail.com>, 2021. # ASTRALE <jules.cercy@etu.univ-lyon1.fr>, 2021. # Julien Vanelian <julienvanelian@hotmail.com>, 2021. -# Clément Topy <topy72.mine@gmail.com>, 2021. +# Clément Topy <topy72.mine@gmail.com>, 2021, 2024. # Cold <coldragon78@gmail.com>, 2021. # Blackiris <divjvc@free.fr>, 2021. # Olivier Monnom <olivier.monnom@gmail.com>, 2021. @@ -161,13 +161,18 @@ # Varga <vancouver_cliparf@simplelogin.com>, 2024. # Leo Belda <leo.belda@wanadoo.fr>, 2024. # Didier Morandi <didier.morandi@gmail.com>, 2024. +# florianvazelle <ponythugflorian@gmail.com>, 2024. +# Nicolas Marti <nicolas.marti@esme.fr>, 2024. +# TryPix <yeturu.saimaneesh@gmail.com>, 2024. +# Jean-Marie Petit <jeanmariepetit@gmail.com>, 2024. +# Xltec <axelcrp.pro@gmail.com>, 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: 2024-02-23 20:14+0000\n" -"Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n" +"PO-Revision-Date: 2024-05-01 22:07+0000\n" +"Last-Translator: Xltec <axelcrp.pro@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot/" "fr/>\n" "Language: fr\n" @@ -175,7 +180,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "Main Thread" msgstr "Thread principal" @@ -327,12 +332,6 @@ msgstr "Bouton de joystick %d" msgid "Pressure:" msgstr "Pression :" -msgid "canceled" -msgstr "annulé" - -msgid "touched" -msgstr "Touché" - msgid "released" msgstr "relâché" @@ -579,14 +578,6 @@ msgstr "Pio" msgid "EiB" msgstr "Eio" -msgid "Example: %s" -msgstr "Exemple : %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d élément" -msgstr[1] "%d éléments" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -597,20 +588,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Une action avec le nom « %s » existe déjà." -msgid "Cannot Revert - Action is same as initial" -msgstr "" -"Impossible de revenir en arrière - L'action est identique à ce qui était " -"initialement" - msgid "Revert Action" msgstr "Annuler action" msgid "Add Event" msgstr "Ajouter un évènement" -msgid "Remove Action" -msgstr "Supprimer l'action" - msgid "Cannot Remove Action" msgstr "Impossible de Retirer l'Action" @@ -1443,9 +1426,8 @@ msgstr "Remplacer tout" msgid "Selection Only" msgstr "Sélection uniquement" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Espaces" +msgid "Hide" +msgstr "Cacher" msgctxt "Indentation" msgid "Tabs" @@ -1469,6 +1451,9 @@ msgstr "Erreurs" msgid "Warnings" msgstr "Avertissements" +msgid "Zoom factor" +msgstr "Facteur de magnification" + msgid "Line and column numbers." msgstr "Numéros de ligne et de colonne." @@ -1639,9 +1624,6 @@ msgstr "Cette classe a été annotée comme étant obsolète." msgid "This class is marked as experimental." msgstr "Cette classe a été annotée comme étant expérimentale." -msgid "No description available for %s." -msgstr "Pas de description disponible pour %s." - msgid "Favorites:" msgstr "Favoris :" @@ -1675,9 +1657,6 @@ msgstr "Sauvegarder la branche comme scène" msgid "Copy Node Path" msgstr "Copier le chemin du nœud" -msgid "Instance:" -msgstr "Instance :" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1806,9 +1785,6 @@ msgstr "L'exécution a repris." msgid "Bytes:" msgstr "Octets :" -msgid "Warning:" -msgstr "Avertissement :" - msgid "Error:" msgstr "Erreur :" @@ -2095,6 +2071,16 @@ msgstr "Double cliquer pour ouvrir le navigateur." msgid "Thanks from the Godot community!" msgstr "La communauté Godot vous dit merci !" +msgid "(unknown)" +msgstr "(Inconnu)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Date de la validation : %s\n" +"Cliquez pour copier le numéro de version." + msgid "Godot Engine contributors" msgstr "Contributeurs de Godot Engine" @@ -2200,9 +2186,6 @@ msgstr "L'extraction des fichiers suivants depuis l'asset « %s » a échoué msgid "(and %s more files)" msgstr "(et %s fichiers supplémentaires)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Asset « %s » installé avec succès !" - msgid "Success!" msgstr "Ça marche !" @@ -2370,34 +2353,6 @@ msgstr "Créer une nouvel agencement de tranport." msgid "Audio Bus Layout" msgstr "Configuration du bus audio" -msgid "Invalid name." -msgstr "Nom invalide." - -msgid "Cannot begin with a digit." -msgstr "Ne peut pas commencer par un chiffre." - -msgid "Valid characters:" -msgstr "Caractères valides :" - -msgid "Must not collide with an existing engine class name." -msgstr "Ne doit pas entrer en conflit avec un nom de classe du moteur existant." - -msgid "Must not collide with an existing global script class name." -msgstr "" -"Ne dois pas entrer en conflit avec un nom de classe d'un script global " -"existant." - -msgid "Must not collide with an existing built-in type name." -msgstr "" -"Ne doit pas être en conflit avec un nom de type existant intégré au moteur." - -msgid "Must not collide with an existing global constant name." -msgstr "" -"Ne doit pas entrer en conflit avec un nom de constante globale existante." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Le mot-clé ne peut pas être utilisé comme nom d'Autoload." - msgid "Autoload '%s' already exists!" msgstr "L'autoload « %s » existe déjà !" @@ -2436,9 +2391,6 @@ msgstr "Ajouter le Chargement Automatique" msgid "Path:" msgstr "Chemin :" -msgid "Set path or press \"%s\" to create a script." -msgstr "Définir le chemin d'accès ou appuyer sur \"%s\" pour créer un script." - msgid "Node Name:" msgstr "Nom de nœud :" @@ -2595,15 +2547,9 @@ msgstr "Détecter à partir d'un Projet" msgid "Actions:" msgstr "Actions :" -msgid "Configure Engine Build Profile:" -msgstr "Configurer le Profil de Compilation du moteur de jeu :" - msgid "Please Confirm:" msgstr "Veuillez confirmer :" -msgid "Engine Build Profile" -msgstr "Profil de compilation du moteur" - msgid "Load Profile" msgstr "Charger un Profil" @@ -2613,9 +2559,6 @@ msgstr "Profil d'exportation" msgid "Forced Classes on Detect:" msgstr "Classes forcées lors de la détection :" -msgid "Edit Build Configuration Profile" -msgstr "Modifier le profil de configuration de build" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2809,17 +2752,6 @@ msgstr "Profil(s) d'importation" msgid "Manage Editor Feature Profiles" msgstr "Gérer les profils de fonctionnalités de l'éditeur" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Certaines extensions ont besoin d'un redémarrage de l'éditeur pour prendre " -"effet." - -msgid "Restart" -msgstr "Redémarrer" - -msgid "Save & Restart" -msgstr "Enregistrer et redémarrer" - msgid "ScanSources" msgstr "Scanner les sources" @@ -2851,7 +2783,7 @@ msgid "Experimental" msgstr "Expérimental" msgid "Deprecated:" -msgstr "Déprécié:" +msgstr "Déprécié :" msgid "Experimental:" msgstr "Expérimental :" @@ -2968,9 +2900,6 @@ msgstr "" "Il n'y a actuellement pas de description pour cette classe. Aidez-nous en " "[color=$color][url=$url]en créant une[/url][/color] !" -msgid "Note:" -msgstr "Note :" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -3082,8 +3011,11 @@ msgstr "" "Il n'y a actuellement pas de description pour cette propriété. Aidez-nous en " "[color=$color][url=$url]en créant une[/url][/color] !" -msgid "This property can only be set in the Inspector." -msgstr "Cette propriété ne peut être établie que dans l'Inspecteur." +msgid "Editor" +msgstr "Éditeur" + +msgid "No description available." +msgstr "Aucune description disponible." msgid "Metadata:" msgstr "Métadonnées :" @@ -3091,6 +3023,9 @@ msgstr "Métadonnées :" msgid "Property:" msgstr "Propriété :" +msgid "This property can only be set in the Inspector." +msgstr "Cette propriété ne peut être établie que dans l'Inspecteur." + msgid "Method:" msgstr "Méthode :" @@ -3100,12 +3035,6 @@ msgstr "Signal :" msgid "Theme Property:" msgstr "Propriété du thème :" -msgid "No description available." -msgstr "Aucune description disponible." - -msgid "%d match." -msgstr "%d correspondance(s) trouvée(s)." - msgid "%d matches." msgstr "%d correspondance(s) trouvée(s)." @@ -3268,9 +3197,6 @@ msgstr "Modifier plusieurs : %s" msgid "Remove metadata %s" msgstr "Supprimer le métadonnée %s" -msgid "Pinned %s" -msgstr "Épinglé %s" - msgid "Unpinned %s" msgstr "Désépinglé %s" @@ -3419,15 +3345,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Tourne lorsque la fenêtre de l'éditeur est redessinée." -msgid "Imported resources can't be saved." -msgstr "Les ressources importées ne peuvent pas être sauvegardées." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Erreur d'enregistrement de la ressource !" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3445,30 +3365,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Enregistrer la ressource sous…" -msgid "Can't open file for writing:" -msgstr "Impossible d'ouvrir le fichier en écriture :" - -msgid "Requested file format unknown:" -msgstr "Format de fichier demandé inconnu :" - -msgid "Error while saving." -msgstr "Erreur lors de l'enregistrement." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Impossible d'ouvrir le fichier '%s'. Il a pu être déplacé ou supprimé." - -msgid "Error while parsing file '%s'." -msgstr "Erreur lors de l'analyse du fichier '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Le fichier de scène '%s' paraît être invalide/corrompu." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Le fichier '%s' ou une de ses dépendances est manquant." - -msgid "Error while loading file '%s'." -msgstr "Erreur lors du chargement du fichier '%s'." - msgid "Saving Scene" msgstr "Enregistrement de la scène" @@ -3478,41 +3374,20 @@ msgstr "Analyse" msgid "Creating Thumbnail" msgstr "Création de la vignette" -msgid "This operation can't be done without a tree root." -msgstr "Cette opération ne peut être réalisée sans une arborescence racine." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Cette scène ne peut pas être enregistrée du fait d'une inclusion d'instance " -"cyclique.\n" -"Veuillez résoudre ce problème et tenter à nouveau d'enregistrer la scène." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Impossible d'enregistrer la scène. Les dépendances (instances ou héritage) " -"n'ont sans doute pas pu être satisfaites." - msgid "Save scene before running..." msgstr "Enregistrer la scène avant de l'exécuter..." -msgid "Could not save one or more scenes!" -msgstr "Impossible d'enregistrer une ou plusieurs scènes !" - msgid "Save All Scenes" msgstr "Enregistrer toutes les scènes" msgid "Can't overwrite scene that is still open!" msgstr "Impossible d'écraser une scène tant que celle-ci est ouverte !" -msgid "Can't load MeshLibrary for merging!" -msgstr "Impossible de charger la MeshLibrary pour fusion !" +msgid "Merge With Existing" +msgstr "Fusionner avec l'existant" -msgid "Error saving MeshLibrary!" -msgstr "Erreur d'enregistrement de la MeshLibrary !" +msgid "Apply MeshInstance Transforms" +msgstr "Appliquer la transformation du MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3577,9 +3452,6 @@ msgstr "" "Veuillez lire la documentation concernant l'importation des scènes afin de " "mieux comprendre ce processus." -msgid "Changes may be lost!" -msgstr "Les modifications risquent d'être perdues !" - msgid "This object is read-only." msgstr "Cet objet est en lecture seule." @@ -3595,9 +3467,6 @@ msgstr "Ouvrir une scène rapidement…" msgid "Quick Open Script..." msgstr "Ouvrir un script rapidement…" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s n'existe plus ! Veuillez spécifier un nouvel endroit de sauvegarde." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3677,29 +3546,14 @@ msgid "Save changes to the following scene(s) before reloading?" msgstr "" "Sauvegarder les modifications de(s) scène(s) suivante(s) avant de recharger ?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "" -"Sauvegarder les modifications de(s) scène(s) suivante(s) avant de fermer ?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Enregistrer les modifications de(s) scène(s) suivante(s) avant d'ouvrir le " "gestionnaire de projet ?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Cette option est obsolète. Les situations dans lesquelles un rafraîchissement " -"doit être forcé sont désormais considérées comme un bogue. Merci de le " -"signaler." - msgid "Pick a Main Scene" msgstr "Choisir une scène principale" -msgid "This operation can't be done without a scene." -msgstr "Cette opération ne peut être réalisée sans une scène." - msgid "Export Mesh Library" msgstr "Exporter une bibliothèque de maillages" @@ -3742,14 +3596,6 @@ msgstr "" "modifiée.\n" "Pour y apporter des modifications, une scène héritée peut être créée." -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 "" -"Erreur lors du chargement de la scène, elle doit être dans le chemin du " -"projet. Utilisez 'Importer' pour ouvrir la scène, puis enregistrez-la dans le " -"répertoire du projet." - msgid "Scene '%s' has broken dependencies:" msgstr "La scène '%s' a des dépendances invalides :" @@ -3786,9 +3632,6 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "Effacer la liste des scènes récentes" -msgid "There is no defined scene to run." -msgstr "Il n'y a pas de scène définie pour être lancée." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3971,27 +3814,18 @@ msgstr "Paramètres de l'éditeur..." msgid "Project" msgstr "Projet" -msgid "Project Settings..." -msgstr "Paramètres du projet..." - msgid "Project Settings" msgstr "Paramètres du projet" msgid "Version Control" msgstr "Contrôle de version" -msgid "Export..." -msgstr "Exporter..." - msgid "Install Android Build Template..." msgstr "Installer un modèle de compilation Android..." msgid "Open User Data Folder" msgstr "Ouvrir le dossier de données utilisateur" -msgid "Customize Engine Build Configuration..." -msgstr "Personnaliser la configuration de la compilation du moteur..." - msgid "Tools" msgstr "Outils" @@ -4007,9 +3841,6 @@ msgstr "Recharger le projet actuel" msgid "Quit to Project List" msgstr "Quitter vers la liste des projets" -msgid "Editor" -msgstr "Éditeur" - msgid "Command Palette..." msgstr "Palette de commandes..." @@ -4053,9 +3884,6 @@ msgstr "Recherche dans l'aide..." msgid "Online Documentation" msgstr "Documentation en ligne" -msgid "Questions & Answers" -msgstr "Questions et réponses" - msgid "Community" msgstr "Communauté" @@ -4097,6 +3925,9 @@ msgstr "" "- Sur la plateforme web, la méthode de rendu Compatibilité est toujours " "utilisée." +msgid "Save & Restart" +msgstr "Enregistrer et redémarrer" + msgid "Update Continuously" msgstr "Mise à jour continue" @@ -4106,9 +3937,6 @@ msgstr "Mise à jour lors de changements" msgid "Hide Update Spinner" msgstr "Cacher l'indicateur d'activité" -msgid "FileSystem" -msgstr "Système de fichiers" - msgid "Inspector" msgstr "Inspecteur" @@ -4118,9 +3946,6 @@ msgstr "Nœud" msgid "History" msgstr "Historique" -msgid "Output" -msgstr "Sortie" - msgid "Don't Save" msgstr "Ne pas enregistrer" @@ -4150,12 +3975,6 @@ msgstr "Paquet de modèle" msgid "Export Library" msgstr "Bibliothèque d'exportation" -msgid "Merge With Existing" -msgstr "Fusionner avec l'existant" - -msgid "Apply MeshInstance Transforms" -msgstr "Appliquer la transformation du MeshInstance" - msgid "Open & Run a Script" msgstr "Ouvrir et exécuter un script" @@ -4172,6 +3991,9 @@ msgstr "Recharger" msgid "Resave" msgstr "Réenregistrer" +msgid "Create/Override Version Control Metadata..." +msgstr "Créer/Remplacer les métadonnées de contrôle de version..." + msgid "Version Control Settings..." msgstr "Paramètres de contrôle de version..." @@ -4182,7 +4004,7 @@ msgid "Load Errors" msgstr "Erreurs de chargement" msgid "Select Current" -msgstr "Sélectionner le dossier actuel" +msgstr "Choisir l'actuelle" msgid "Open 2D Editor" msgstr "Ouvrir l'éditeur 2D" @@ -4202,49 +4024,15 @@ msgstr "Ouvrir l'éditeur suivant" msgid "Open the previous Editor" msgstr "Ouvrir l'éditeur précédent" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Avertissement !" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"Nom : %s\n" -"Chemin : %s\n" -"Script principal : %s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "Modifier le texte :" msgid "On" msgstr "Activé" -msgid "Edit Plugin" -msgstr "Modifier le Plugin" - -msgid "Installed Plugins:" -msgstr "Extensions installées :" - -msgid "Create New Plugin" -msgstr "Créer un nouveau plugin" - -msgid "Enabled" -msgstr "Activé" - -msgid "Version" -msgstr "Version" - -msgid "Author" -msgstr "Auteur" - -msgid "Edit Text:" -msgstr "Modifier le texte :" - msgid "Renaming layer %d:" msgstr "Renommer le calque %d :" @@ -4342,6 +4130,12 @@ msgstr "Choisissez un Viewport" msgid "Selected node is not a Viewport!" msgstr "Le nœud sélectionné n'est pas un Viewport !" +msgid "New Key:" +msgstr "Nouvelle Clé :" + +msgid "New Value:" +msgstr "Nouvelle Valeur :" + msgid "(Nil) %s" msgstr "(Nul) %s" @@ -4360,12 +4154,6 @@ msgstr "Dictionnaire (Nul)" msgid "Dictionary (size %d)" msgstr "Dictionnaire (taille %d)" -msgid "New Key:" -msgstr "Nouvelle Clé :" - -msgid "New Value:" -msgstr "Nouvelle Valeur :" - msgid "Add Key/Value Pair" msgstr "Ajouter une paire clé/valeur" @@ -4446,6 +4234,17 @@ msgstr "" "Aucun préréglage d'exportation exécutable trouvé pour cette plate-forme. \n" "Ajoutez un préréglage exécutable dans le menu d'exportation." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Attention : L'architecture CPU '%s' n'est pas active dans votre préréglage " +"d'exportation.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Exécuter quand même \"Débogage distant\" ?" + msgid "Project Run" msgstr "Exécution du projet" @@ -4581,9 +4380,6 @@ msgstr "Terminé avec succès." msgid "Failed." msgstr "Échec." -msgid "Unknown Error" -msgstr "Erreur inconnue" - msgid "Export failed with error code %d." msgstr "L'exportation a échoué avec le code d'erreur %d." @@ -4593,21 +4389,12 @@ msgstr "Stockage du fichier en cours : %s" msgid "Storing File:" msgstr "Stockage du fichier :" -msgid "No export template found at the expected path:" -msgstr "Aucun modèle d'exportation n'a été trouvé au chemin prévu :" - -msgid "ZIP Creation" -msgstr "Création ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Impossible d'ouvrir le fichier à lire au chemin \"%s\"." msgid "Packing" msgstr "Empaquetage" -msgid "Save PCK" -msgstr "Enregistrer PCK" - msgid "Cannot create file \"%s\"." msgstr "Impossible de créer le fichier \"%s\"." @@ -4630,9 +4417,6 @@ msgstr "Impossible d'ouvrir le fichier encrypté pour écriture." msgid "Can't open file to read from path \"%s\"." msgstr "Impossible d'ouvrir le fichier en lecture depuis le chemin \"%s\"." -msgid "Save ZIP" -msgstr "Enregistrer le ZIP" - msgid "Custom debug template not found." msgstr "Modèle de débogage personnalisé introuvable." @@ -4646,9 +4430,6 @@ msgstr "" "Un format de texture doit être sélectionné pour exporter le projet. Veuillez " "sélectionner au moins un format de texture." -msgid "Prepare Template" -msgstr "Préparer le modèle type" - msgid "The given export path doesn't exist." msgstr "Le chemin de l'exportation donné n'existe pas." @@ -4658,9 +4439,6 @@ msgstr "Fichier modèle introuvable : \"%s\"." msgid "Failed to copy export template." msgstr "La copie du modèle d'exportation a échoué." -msgid "PCK Embedding" -msgstr "Intégration PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Le PCK inclus dans un export 32-bits ne peut dépasser 4 Go." @@ -4737,36 +4515,6 @@ msgstr "" "Aucun lien de téléchargement trouvé pour cette version. Le téléchargement " "direct est uniquement disponible pour les versions officielles." -msgid "Disconnected" -msgstr "Déconnecté" - -msgid "Resolving" -msgstr "Résolution" - -msgid "Can't Resolve" -msgstr "Impossible à résoudre" - -msgid "Connecting..." -msgstr "Connexion en cours..." - -msgid "Can't Connect" -msgstr "Connexion impossible" - -msgid "Connected" -msgstr "Connecté" - -msgid "Requesting..." -msgstr "Envoi d'une requête..." - -msgid "Downloading" -msgstr "Téléchargement en cours" - -msgid "Connection Error" -msgstr "Erreur de connexion" - -msgid "TLS Handshake Error" -msgstr "Échec du handshake TLS" - msgid "Can't open the export templates file." msgstr "Impossible d'ouvrir le fichier contenant les modèles d'exportation." @@ -4907,6 +4655,9 @@ msgstr "Ressources à exporter :" msgid "(Inherited)" msgstr "(Hérité)" +msgid "Export With Debug" +msgstr "Exporter avec debug" + msgid "%s Export" msgstr "Export %s" @@ -5015,8 +4766,8 @@ msgid "" "Filters to include files/folders\n" "(comma-separated, e.g: *.tscn, *.tres, scenes/*)" msgstr "" -"Filtres pour exclure les fichiers/dossiers du projet\n" -"(séparés par des virgules, par exemple : *.tscn, *.tres, scenes/*)" +"Filtres pour inclure les fichiers/dossiers du projet\n" +"(séparés par des virgules, par exemple : *.tscn, *.tres, scenes/*)" msgid "" "Filters to exclude files/folders\n" @@ -5101,8 +4852,23 @@ msgstr "Exportation du projet" msgid "Manage Export Templates" msgstr "Gérer les modèles d'exportation" -msgid "Export With Debug" -msgstr "Exporter avec debug" +msgid "Disable FBX2glTF & Restart" +msgstr "Désactiver FBX2glTF et redémarrer" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Annuler ce dialogue désactivera l'importeur FBX.\n" +"Vous pouvez le réactiver dans les Paramètres du projet sous Système de " +"fichiers > Importer > FBX > Activé.\n" +"\n" +"L'éditeur redémarrera au fur et à mesure que les importateurs seront " +"enregistrés au démarrage de l'éditeur." msgid "Path to FBX2glTF executable is empty." msgstr "Le chemin d'accès vers l'exécutable FBX2glTF est vide." @@ -5120,6 +4886,15 @@ msgstr "Exécutable FBX2glTF invalide." msgid "Configure FBX Importer" msgstr "Configurer l'importeur FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF est nécessaire pour l'import des fichiers FBX.\n" +"Alternativement, vous pouvez utiliser ufbx en désactivant FBX2glTF\n" +"Veuillez le télécharger et fournir un chemin d'accès valide au binaire :" + msgid "Click this link to download FBX2glTF" msgstr "Cliquez sur ce lien afin de télécharger FBX2glTF" @@ -5296,12 +5071,6 @@ msgstr "Supprimer des favoris" msgid "Reimport" msgstr "Réimporter" -msgid "Open in File Manager" -msgstr "Ouvrir dans le gestionnaire de fichiers" - -msgid "Open in Terminal" -msgstr "Ouvrir dans l'éditeur" - msgid "Open Containing Folder in Terminal" msgstr "Ouvre le dossier contenant dans le terminal" @@ -5350,9 +5119,15 @@ msgstr "Dupliquer…" msgid "Rename..." msgstr "Renommer..." +msgid "Open in File Manager" +msgstr "Ouvrir dans le gestionnaire de fichiers" + msgid "Open in External Program" msgstr "Ouvrir dans l'éditeur externe" +msgid "Open in Terminal" +msgstr "Ouvrir dans l'éditeur" + msgid "Red" msgstr "Rouge" @@ -5475,9 +5250,6 @@ msgstr "Ce groupe existe déjà." msgid "Add Group" msgstr "Ajouter un groupe" -msgid "Renaming Group References" -msgstr "Changement de nom des références de groupe en cours" - msgid "Removing Group References" msgstr "Suppression des références de groupe en cours" @@ -5505,6 +5277,9 @@ msgstr "Ce groupe appartient à une autre scène et ne peut pas être modifié." msgid "Copy group name to clipboard." msgstr "Copier le nom du groupe dans le presse-papiers." +msgid "Global Groups" +msgstr "Groupes globaux" + msgid "Add to Group" msgstr "Ajouter au groupe" @@ -5532,6 +5307,13 @@ msgstr "Ajouter un nouveau groupe." msgid "Filter Groups" msgstr "Filtrer les groupes" +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Date de la validation Git : %s\n" +"Cliquez pour copier les informations de version." + msgid "Expand Bottom Panel" msgstr "Développer le panneau inférieur" @@ -5644,6 +5426,9 @@ msgstr "Ajouter ou supprimer aux favoris le dossier courant." msgid "Toggle the visibility of hidden files." msgstr "Activer / désactiver la visibilité des fichiers cachés." +msgid "Create a new folder." +msgstr "Créer un nouveau dossier." + msgid "Directories & Files:" msgstr "Répertoires et fichiers :" @@ -5686,27 +5471,6 @@ msgstr "Recharger la scène jouée." msgid "Quick Run Scene..." msgstr "Lancer une scène rapidement…" -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Le mode Movie Maker est activé, mais aucun chemin d'accès vers un fichier de " -"cinématique n'a été spécifié.\n" -"Un chemin d'accès par défaut peut-être spécifié dans les paramètres du projet " -"sous la catégorie Éditeur > Movie Writer.\n" -"Autrement, pour exécuter des scènes seules, une chaine de caractères " -"métadonnée `movie_file` peut être ajoutée au nœud racine,\n" -"spécifiant le chemin d'accès au fichier de cinématique qui sera utilisé lors " -"de l'enregistrement de la scène." - -msgid "Could not start subprocess(es)!" -msgstr "Impossible de démarrer le(s) sous-processus !" - msgid "Run the project's default scene." msgstr "Exécuter la scène par défaut du projet." @@ -5859,15 +5623,15 @@ msgstr "" msgid "Open in Editor" msgstr "Ouvrir dans l'éditeur" +msgid "Instance:" +msgstr "Instance :" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" n'est pas un filtre connu." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nom de nœud invalide, les caractères suivants ne sont pas autorisés :" -msgid "Another node already uses this unique name in the scene." -msgstr "Un autre Nœud utilise ce nom unique dans la scène." - msgid "Scene Tree (Nodes):" msgstr "Arbre de scène (nœuds) :" @@ -6294,9 +6058,6 @@ msgstr "" msgid "Importer:" msgstr "Importeur :" -msgid "Keep File (No Import)" -msgstr "Conserver le fichier (non importé)" - msgid "%d Files" msgstr "%d fichiers" @@ -6551,6 +6312,11 @@ msgstr "Fichiers avec des chaînes de caractères de traduction :" msgid "Generate POT" msgstr "Générer POT" +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Ajouter des chaînes de caractères à partir de composants intégrés tels que " +"certains nœuds de contrôle." + msgid "Set %s on %d nodes" msgstr "Définir %s sur les nœuds %d" @@ -6563,118 +6329,11 @@ msgstr "Groupes" msgid "Select a single node to edit its signals and groups." msgstr "Sélectionnez un seul nœud pour éditer ses signaux et groupes." -msgid "Plugin name cannot be blank." -msgstr "Un nom de plugin ne peut être vide." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"L'extension du script doit correspondre à l'extension de la langue choisie (." -"%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Le nom du sous-dossier n'est pas un nom de dossier valide." +msgid "Create Polygon" +msgstr "Créer un polygone" -msgid "Subfolder cannot be one which already exists." -msgstr "Un sous-dossier avec ce nom existe déjà." - -msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." -msgstr "" -"C# ne prend pas en charge l'activation du plugin lors d'une création car le " -"projet doit être d'abord construit." - -msgid "Edit a Plugin" -msgstr "Modifier un plugin" - -msgid "Create a Plugin" -msgstr "Créer un plugin" - -msgid "Update" -msgstr "Mettre à jour" - -msgid "Plugin Name:" -msgstr "Nom du plugin :" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Requis. Ce nom sera affiché dans la liste des plugins." - -msgid "Subfolder:" -msgstr "Sous-dossier :" - -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 "" -"Optionnel. Le nom du dossier devrait généralement utiliser le nom " -"`snake_case` (évitez les espaces et les caractères spéciaux).\n" -"S'il est laissé vide, le dossier sera nommé d'après le nom du plugin " -"convertit en `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 "" -"Optionnel. Cette description devrait rester relativement courte (jusqu'à 5 " -"lignes).\n" -"Il s'affichera au survol du plugin dans la liste des plugins." - -msgid "Author:" -msgstr "Auteur :" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "" -"Optionnel. Le nom d'utilisateur, le nom complet ou le nom de l'organisation " -"de l'auteur." - -msgid "Version:" -msgstr "Version :" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Optionnel. Un identifiant de version facilement lisible utilisé à des fins " -"d'information uniquement." - -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 "" -"Requis. Le langage de script à utiliser pour le script.\n" -"Notez qu'un plugin peut utiliser plusieurs langages à la fois en ajoutant " -"plus de scripts au plugin." - -msgid "Script Name:" -msgstr "Nom du script :" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Optionnel. Le chemin vers le script (relatif au dossier du plugin). S'il est " -"laissé vide, ce sera par défaut \"plugin.gd\"." - -msgid "Activate now?" -msgstr "Activer maintenant ?" - -msgid "Plugin name is valid." -msgstr "Le nom du plugin est valide." - -msgid "Script extension is valid." -msgstr "L'extension du script est valide." - -msgid "Subfolder name is valid." -msgstr "Le nom du sous-dossier est valide." - -msgid "Create Polygon" -msgstr "Créer un polygone" - -msgid "Create points." -msgstr "Créer des points." +msgid "Create points." +msgstr "Créer des points." msgid "" "Edit points.\n" @@ -6984,9 +6643,6 @@ msgid "Some of the selected libraries were already added to the mixer." msgstr "" "Certaines des bibliothèques sélectionnées ont déjà été ajoutées au mixeur." -msgid "Add Animation Libraries" -msgstr "Ajouter des bibliothèques d'animation" - msgid "Some Animation files were invalid." msgstr "Certains fichiers d'animation n'étaient pas valides." @@ -6995,9 +6651,6 @@ msgstr "" "Certaines des animations sélectionnées ont déjà été ajoutées à la " "bibliothèque." -msgid "Load Animations into Library" -msgstr "Charger les animations dans la bibliothèque" - msgid "Load Animation into Library: %s" msgstr "Charger l'animation dans la librairie : %s" @@ -7295,8 +6948,11 @@ msgstr "Tout supprimer" msgid "Root" msgstr "Racine" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Auteur" + +msgid "Version:" +msgstr "Version :" msgid "Contents:" msgstr "Contenu :" @@ -7355,9 +7011,6 @@ msgstr "Échec :" msgid "Bad download hash, assuming file has been tampered with." msgstr "Vérification du téléchargement échouée, le fichier a été altéré." -msgid "Expected:" -msgstr "Attendu :" - msgid "Got:" msgstr "A :" @@ -7379,6 +7032,12 @@ msgstr "Téléchargement..." msgid "Resolving..." msgstr "Résolution..." +msgid "Connecting..." +msgstr "Connexion en cours..." + +msgid "Requesting..." +msgstr "Envoi d'une requête..." + msgid "Error making request" msgstr "Erreur lors de la requête" @@ -7412,9 +7071,6 @@ msgstr "Licence (A-Z)" msgid "License (Z-A)" msgstr "Licence (Z-A)" -msgid "Official" -msgstr "Officiel" - msgid "Testing" msgstr "En période de test" @@ -7437,19 +7093,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Dernier" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "" -"La bibliothèque d'actifs nécessite une connexion en ligne et implique l'envoi " -"de données sur Internet." - msgid "Go Online" msgstr "Passer en mode en ligne" -msgid "Failed to get repository configuration." -msgstr "N'a pas réussi à récupérer la configuration du dépôt." - msgid "All" msgstr "Tous" @@ -7696,23 +7342,6 @@ msgstr "Centrer la vue" msgid "Select Mode" msgstr "Mode sélection" -msgid "Drag: Rotate selected node around pivot." -msgstr "Glisser : Tourner le nœud sélectionné autour du pivot." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt + Glisser : Déplacer le nœud sélectionné." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt + Glisser : Redimensionner le nœud sélectionné." - -msgid "V: Set selected node's pivot position." -msgstr "V : Définir la position du pivot pour le nœud sélectionné." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt + Clic droit : Afficher une liste de tous les nœuds à la position " -"cliquée, y compris les nœuds verrouillés." - msgid "RMB: Add node at position clicked." msgstr "Clic droit : Ajouter un nœud à la position cliquée." @@ -7731,9 +7360,6 @@ msgstr "Maj : Redimensionner proportionnellement." msgid "Show list of selectable nodes at position clicked." msgstr "Dévoiler la liste de nœuds sélectionnables à la position cliquée." -msgid "Click to change object's rotation pivot." -msgstr "Cliquer pour changer le pivot de rotation de l'objet." - msgid "Pan Mode" msgstr "Mode navigation" @@ -7849,9 +7475,6 @@ msgstr "Afficher" msgid "Show When Snapping" msgstr "Afficher lors de la magnétisation" -msgid "Hide" -msgstr "Cacher" - msgid "Toggle Grid" msgstr "Activer/Désactiver la grille" @@ -7873,6 +7496,15 @@ msgstr "Afficher l'origine" msgid "Show Viewport" msgstr "Afficher le Viewport" +msgid "Lock" +msgstr "Verrouillé" + +msgid "Group" +msgstr "Groupes" + +msgid "Transformation" +msgstr "Transformation" + msgid "Gizmos" msgstr "Gadgets" @@ -7948,19 +7580,31 @@ msgstr "Diviser le pas de la grille par 2" msgid "Adding %s..." msgstr "Ajout de %s..." +msgid "Hold Alt when dropping to add as child of root node." +msgstr "" +"Maintenir Alt en déposant pour ajouter comme enfant du nœud sélectionné." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" "Maintenir Shift en déposant pour ajouter en tant que frère du nœud " "sélectionné." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "" +"Maintenir Alt+Shift en déposant pour ajouter en tant que nœud de type " +"différent." + msgid "Cannot instantiate multiple nodes without root." msgstr "Impossible d'instancier plusieurs nœuds sans nœud racine." msgid "Create Node" msgstr "Créer un nœud" -msgid "Error instantiating scene from %s" -msgstr "Erreur d'instanciation de la scène depuis %s" +msgid "Instantiating:" +msgstr "Instancier:" + +msgid "Creating inherited scene from: " +msgstr "Création de la scène héritée de: " msgid "Change Default Type" msgstr "Changer le type par défaut" @@ -8126,6 +7770,9 @@ msgstr "Alignement vertical" msgid "Convert to GPUParticles3D" msgstr "Convertir en GPUParticles3D" +msgid "Restart" +msgstr "Redémarrer" + msgid "Load Emission Mask" msgstr "Charger Masque d'Émission" @@ -8135,9 +7782,6 @@ msgstr "Convertir en GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Compte de Points Générés :" - msgid "Emission Mask" msgstr "Masque d'émission" @@ -8278,23 +7922,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Navigation visible" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Les maillages et polygones de navigation seront visibles en jeu si cette " -"option est activée." - msgid "Visible Avoidance" msgstr "Évitement visible" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Lorsque cette option est activée, les formes d'objets d'évitement, le rayon " -"et les vitesses seront visibles dans le projet en cours d'exécution." - msgid "Debug CanvasItem Redraws" msgstr "Débogage redessiner le CanvasItem" @@ -8349,6 +7979,34 @@ msgstr "" msgid "Customize Run Instances..." msgstr "Personnalise les instances d'exécution..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nom : %s\n" +"Chemin : %s\n" +"Script principal : %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Modifier le Plugin" + +msgid "Installed Plugins:" +msgstr "Extensions installées :" + +msgid "Create New Plugin" +msgstr "Créer un nouveau plugin" + +msgid "Enabled" +msgstr "Activé" + +msgid "Version" +msgstr "Version" + msgid "Size: %s" msgstr "Taille : %s" @@ -8419,9 +8077,6 @@ msgstr "Changer la longueur de la forme du rayon de séparation" msgid "Change Decal Size" msgstr "Changer la taille du décalque" -msgid "Change Fog Volume Size" -msgstr "Changer la taille du volume de brouillard" - msgid "Change Particles AABB" msgstr "Changer particules AABB" @@ -8431,9 +8086,6 @@ msgstr "Changer le rayon" msgid "Change Light Radius" msgstr "Changer le rayon d'une lumière" -msgid "Start Location" -msgstr "Emplacement de départ" - msgid "End Location" msgstr "Emplacement d'arrivée" @@ -8468,9 +8120,6 @@ msgstr "" "Un point ne peut être défini que dans un matériau de processus " "ParticlesMaterial" -msgid "Clear Emission Mask" -msgstr "Effacer Masque d'Émission" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -8637,45 +8286,14 @@ msgstr "Précalcul du lightmap" msgid "Select lightmap bake file:" msgstr "Sélectionnez le fichier de précalcul de lightmap :" -msgid "Mesh is empty!" -msgstr "Le maillage est vide !" - msgid "Couldn't create a Trimesh collision shape." msgstr "Impossible de créer une forme de collision Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Créer un corps statique de type Trimesh" - -msgid "This doesn't work on scene root!" -msgstr "Cela ne fonctionne pas sur la racine de la scène !" - -msgid "Create Trimesh Static Shape" -msgstr "Créer une forme Trimesh statique" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Impossible de créer une forme de collision convexe unique pour la racine de " -"la scène." - -msgid "Couldn't create a single convex collision shape." -msgstr "Impossible de créer une forme de collision convexe unique." - -msgid "Create Simplified Convex Shape" -msgstr "Créer une forme convexe simplifiée" - -msgid "Create Single Convex Shape" -msgstr "Créer une forme convexe unique" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Impossible de créer de multiples formes de collision convexes pour la racine " -"de la scène." - msgid "Couldn't create any collision shapes." msgstr "Impossible de créer des formes de collision." -msgid "Create Multiple Convex Shapes" -msgstr "Créer plusieurs formes convexes" +msgid "Mesh is empty!" +msgstr "Le maillage est vide !" msgid "Create Navigation Mesh" msgstr "Créer un maillage de navigation" @@ -8748,21 +8366,34 @@ msgstr "Créer le contour" msgid "Mesh" msgstr "Maillage" -msgid "Create Trimesh Static Body" -msgstr "Créer un corps statique Trimesh" +msgid "Create Outline Mesh..." +msgstr "Créer un maillage de contour…" msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Crée un StaticBody3D et lui attribue automatiquement une forme de collision " -"basée sur les polygones.\n" -"C'est l'option la plus précise (mais la plus lente) pour la détection des " -"collisions." +"Crée un maillage de contour statique. Le maillage de contour verra ses " +"normales inversées automatiquement.\n" +"Ceci peut être utilisé à la place de la propriété Grow du StandardMaterial " +"lorsque l'utilisation de cette propriété n'est pas possible." -msgid "Create Trimesh Collision Sibling" -msgstr "Créer une collision Trimesh" +msgid "View UV1" +msgstr "Afficher l'UV1" + +msgid "View UV2" +msgstr "Afficher l'UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Ouverture d'UV2 pour Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Créer un maillage de contour" + +msgid "Outline Size:" +msgstr "Taille du contour :" msgid "" "Creates a polygon-based collision shape.\n" @@ -8772,9 +8403,6 @@ msgstr "" "C'est l'option la plus précise (mais la plus lente) pour la détection des " "collisions." -msgid "Create Single Convex Collision Sibling" -msgstr "Créer une seule collision convexe sœur" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8783,9 +8411,6 @@ msgstr "" "C'est l'option la plus rapide (mais la moins précise) pour la détection des " "collisions." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Créer une collision sœur convexe simplifiée" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8795,9 +8420,6 @@ msgstr "" "Cela est similaire à une forme de collision, mais peut résulter en une " "géométrie plus simple mais moins précise." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Créer plusieurs collisions convexes sœurs" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8807,35 +8429,6 @@ msgstr "" "Il s'agit d'une performance à mi-chemin entre une forme unique de collision " "convexe et une collision basée sur des polygones." -msgid "Create Outline Mesh..." -msgstr "Créer un maillage de contour…" - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Crée un maillage de contour statique. Le maillage de contour verra ses " -"normales inversées automatiquement.\n" -"Ceci peut être utilisé à la place de la propriété Grow du StandardMaterial " -"lorsque l'utilisation de cette propriété n'est pas possible." - -msgid "View UV1" -msgstr "Afficher l'UV1" - -msgid "View UV2" -msgstr "Afficher l'UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Ouverture d'UV2 pour Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Créer un maillage de contour" - -msgid "Outline Size:" -msgstr "Taille du contour :" - msgid "UV Channel Debug" msgstr "Débogage du canal UV" @@ -9390,6 +8983,11 @@ msgstr "" "WorldEnvironment.\n" "La prévisualisation est désactivée." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt + Clic droit : Afficher une liste de tous les nœuds à la position " +"cliquée, y compris les nœuds verrouillés." + msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." @@ -9696,27 +9294,12 @@ msgstr "Déplacer In-Control dans courbe" msgid "Move Out-Control in Curve" msgstr "Déplacer Out-Control dans courbe" -msgid "Select Points" -msgstr "Sélectionner des points" - -msgid "Shift+Drag: Select Control Points" -msgstr "Maj+Glisser : sélectionner des points de contrôle" - -msgid "Click: Add Point" -msgstr "Clic : ajouter un point" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Clic gauche : Diviser le segment (en courbe)" - msgid "Right Click: Delete Point" msgstr "Clic droit : Supprimer un point" msgid "Select Control Points (Shift+Drag)" msgstr "Sélectionner les points de contrôle (Maj+Glisser)" -msgid "Add Point (in empty space)" -msgstr "Ajouter un point (dans un espace vide)" - msgid "Delete Point" msgstr "Supprimer le point" @@ -9738,6 +9321,9 @@ msgstr "Point de courbe #" msgid "Handle Tilt #" msgstr "Gérer l'inclinaison #" +msgid "Set Curve Point Position" +msgstr "Définir la position du point de la courbe" + msgid "Set Curve Out Position" msgstr "Définir la position de sortie de la courbe" @@ -9765,11 +9351,109 @@ msgstr "Réinitialiser le point d'inclinaison" msgid "Split Segment (in curve)" msgstr "Diviser le segment (en courbe)" -msgid "Set Curve Point Position" -msgstr "Définir la position du point de la courbe" +msgid "Move Joint" +msgstr "Déplacer la jointure" + +msgid "Plugin name cannot be blank." +msgstr "Un nom de plugin ne peut être vide." + +msgid "Subfolder name is not a valid folder name." +msgstr "Le nom du sous-dossier n'est pas un nom de dossier valide." + +msgid "Subfolder cannot be one which already exists." +msgstr "Un sous-dossier avec ce nom existe déjà." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"L'extension du script doit correspondre à l'extension de la langue choisie (." +"%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# ne prend pas en charge l'activation du plugin lors d'une création car le " +"projet doit être d'abord construit." + +msgid "Edit a Plugin" +msgstr "Modifier un plugin" + +msgid "Create a Plugin" +msgstr "Créer un plugin" + +msgid "Plugin Name:" +msgstr "Nom du plugin :" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Requis. Ce nom sera affiché dans la liste des plugins." + +msgid "Subfolder:" +msgstr "Sous-dossier :" + +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 "" +"Optionnel. Le nom du dossier devrait généralement utiliser le nom " +"`snake_case` (évitez les espaces et les caractères spéciaux).\n" +"S'il est laissé vide, le dossier sera nommé d'après le nom du plugin " +"convertit en `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 "" +"Optionnel. Cette description devrait rester relativement courte (jusqu'à 5 " +"lignes).\n" +"Il s'affichera au survol du plugin dans la liste des plugins." + +msgid "Author:" +msgstr "Auteur :" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Optionnel. Le nom d'utilisateur, le nom complet ou le nom de l'organisation " +"de l'auteur." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Optionnel. Un identifiant de version facilement lisible utilisé à des fins " +"d'information uniquement." + +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 "" +"Requis. Le langage de script à utiliser pour le script.\n" +"Notez qu'un plugin peut utiliser plusieurs langages à la fois en ajoutant " +"plus de scripts au plugin." + +msgid "Script Name:" +msgstr "Nom du script :" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Optionnel. Le chemin vers le script (relatif au dossier du plugin). S'il est " +"laissé vide, ce sera par défaut \"plugin.gd\"." + +msgid "Activate now?" +msgstr "Activer maintenant ?" + +msgid "Plugin name is valid." +msgstr "Le nom du plugin est valide." + +msgid "Script extension is valid." +msgstr "L'extension du script est valide." -msgid "Move Joint" -msgstr "Déplacer la jointure" +msgid "Subfolder name is valid." +msgstr "Le nom du sous-dossier est valide." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9841,15 +9525,6 @@ msgstr "Polygones" msgid "Bones" msgstr "Os" -msgid "Move Points" -msgstr "Déplacer de points" - -msgid ": Rotate" -msgstr ": Rotation" - -msgid "Shift: Move All" -msgstr "Maj : Tout déplacer" - msgid "Shift: Scale" msgstr "Maj : Mettre à l'échelle" @@ -9962,21 +9637,9 @@ msgstr "Impossible d'ouvrir « %s ». Le fichier a pu être déplacé ou sup msgid "Close and save changes?" msgstr "Quitter et sauvegarder les modifications ?" -msgid "Error writing TextFile:" -msgstr "Erreur lors de l'écriture du fichier texte :" - -msgid "Error saving file!" -msgstr "Erreur lors de l'enregistrement du fichier !" - -msgid "Error while saving theme." -msgstr "Erreur d'enregistrement du thème." - msgid "Error Saving" msgstr "Erreur d'enregistrement" -msgid "Error importing theme." -msgstr "Erreur d'importation du thème." - msgid "Error Importing" msgstr "Erreur d'importation" @@ -9986,9 +9649,6 @@ msgstr "Nouveau fichier texte..." msgid "Open File" msgstr "Ouvrir le fichier" -msgid "Could not load file at:" -msgstr "Le fichier suivant n'a pas pu être chargé :" - msgid "Save File As..." msgstr "Enregistrer sous…" @@ -10022,9 +9682,6 @@ msgstr "Impossible d'exécuter le script car il n'est pas de type \"Tool\"." msgid "Import Theme" msgstr "Importer un thème" -msgid "Error while saving theme" -msgstr "Erreur d'enregistrement du thème" - msgid "Error saving" msgstr "Erreur d'enregistrement" @@ -10134,9 +9791,6 @@ msgstr "" "Les fichiers suivants sont plus récents sur le disque.\n" "Quelle action doit être prise ? :" -msgid "Search Results" -msgstr "Résultats de recherche" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "Les scripts suivants contiennent des modifications non-enregistrées :" @@ -10178,9 +9832,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignorer]" -msgid "Line" -msgstr "Ligne" - msgid "Go to Function" msgstr "Aller à la fonction" @@ -10207,6 +9858,9 @@ msgstr "Rechercher un symbole" msgid "Pick Color" msgstr "Prélever une couleur" +msgid "Line" +msgstr "Ligne" + msgid "Folding" msgstr "Permettre de replier le code" @@ -10348,9 +10002,6 @@ msgstr "" "La structure de fichier pour \"%s\" contient des erreurs irrécupérable :\n" "\n" -msgid "ShaderFile" -msgstr "Fichier shader" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Ce squelette n'a pas d'os, créez des nœuds Bone2D enfants." @@ -10648,9 +10299,6 @@ msgstr "Décalage" msgid "Create Frames from Sprite Sheet" msgstr "Créer des trames depuis une feuille de Sprite" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Warnings should be fixed to prevent errors." msgstr "Les avertissements doivent être corrigés pour éviter les erreurs." @@ -10661,15 +10309,9 @@ msgstr "" "Ce shader a été modifié sur le disque.\n" "Quelles sont les mesures à prendre ?" -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Mémoire : %s" -msgid "No Mipmaps" -msgstr "Pas de Mipmaps" - msgid "Set Region Rect" msgstr "Définir région rectangulaire" @@ -10756,9 +10398,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} actuellement sélectionné" msgstr[1] "{num} actuellement sélectionnés" -msgid "Nothing was selected for the import." -msgstr "Rien n'a été sélectionné pour l'importation." - msgid "Importing Theme Items" msgstr "Importation des items de thème" @@ -11408,9 +11047,6 @@ msgstr "Sélection" msgid "Paint" msgstr "Peindre" -msgid "Shift: Draw line." -msgstr "Shift : Tracer une ligne." - msgctxt "Tool" msgid "Line" msgstr "Ligne" @@ -11491,12 +11127,12 @@ msgstr "" msgid "Terrains" msgstr "Terrains" -msgid "Replace Tiles with Proxies" -msgstr "Remplace les Tuiles avec des Proxys" - msgid "No Layers" msgstr "Aucun Calque" +msgid "Replace Tiles with Proxies" +msgstr "Remplace les Tuiles avec des Proxys" + msgid "Select Next Tile Map Layer" msgstr "Sélectionner le Prochain Calque de la Carte de Tuiles" @@ -11512,14 +11148,6 @@ msgstr "Activer la vue de la grille." msgid "Automatically Replace Tiles with Proxies" msgstr "Remplacer Automatiquement les Tuiles avec des Proxys" -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 "" -"Le noeud TileMap édité n'a aucune ressource TileSet.\n" -"Dans la propriété Tile Set dans l'inspecteur, créez ou chargez une ressource " -"TileSet ." - msgid "Remove Tile Proxies" msgstr "Retirer les Proxys de Tuiles" @@ -11884,13 +11512,6 @@ msgstr "Créer des Tuiles dans les Régions de Textures Non Transparentes" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Retirer des Tuiles dans les Régions de Textures Non 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 "" -"La source actuelle de l'atlas contient des tuiles en dehors de la texture.\n" -"Vous pouvez l'effacer en utilisant l'option \"%s\" dans le menu à 3 points." - msgid "Create an Alternative Tile" msgstr "Créer une Tuile Alternative" @@ -11992,16 +11613,6 @@ msgstr "Propriétés de la collection de scènes :" msgid "Tile properties:" msgstr "Filtrer les propriétés :" -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Aucune extension VCS disponible pour le projet. Installez une extension VCS " -"pour utiliser les fonctionnalités d'intégration VCS." - msgid "Error" msgstr "Erreur" @@ -12274,18 +11885,9 @@ msgstr "Supprimer le port de sortie" msgid "Resize VisualShader Node" msgstr "Redimensionner le nœud VisualShader" -msgid "Hide Port Preview" -msgstr "Cacher l'aperçu du port" - msgid "Show Port Preview" msgstr "Montrer l'aperçu du port" -msgid "Set Comment Title" -msgstr "Définir le titre du commentaire" - -msgid "Set Comment Description" -msgstr "Définir la description du commentaire" - msgid "Set Parameter Name" msgstr "Modifier le nom du paramètre" @@ -12301,9 +11903,6 @@ msgstr "Ajouter une variable Varying au Visual Shader : %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Retirer Varying du Visual Shader : %s" -msgid "Node(s) Moved" -msgstr "Nœud(s) déplacé(s)" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Convertir le(s) nœud(s) constant(s) en paramètre(s)" @@ -13268,6 +12867,13 @@ msgstr "" "Impossible d'ouvrir le projet à '%s'.\n" "Le fichier de projet n'existe pas ou est inaccessible." +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Impossible d'ouvrir le projet à \"%s\".\n" +"Échec du démarrage de l'éditeur." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -13432,12 +13038,6 @@ msgstr "" "Supprimer tous les projets manquants de la liste ?\n" "Le contenu des dossiers du projet ne sera pas modifié." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant " -"ou corrompu." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Impossible d'enregistrer le projet à \"%s\" (erreur %d)." @@ -13550,9 +13150,6 @@ msgstr "Sélectionnez un dossier à scanner" msgid "Remove All" msgstr "Supprimer tout" -msgid "Also delete project contents (no undo!)" -msgstr "Supprimer les contenus du projet également (pas d'annulation !)" - msgid "Convert Full Project" msgstr "Convertir le projet entier" @@ -13599,15 +13196,8 @@ msgstr "Créer une nouvelle étiquette" msgid "Tags are capitalized automatically when displayed." msgstr "Les balises sont automatiquement en majuscules lorsqu'affichées." -msgid "The path specified doesn't exist." -msgstr "Le chemin spécifié n'existe pas." - -msgid "The install path specified doesn't exist." -msgstr "Le chemin d'installation spécifié n'existe pas." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "" -"Erreur lors de l'ouverture du fichier package (il n'est pas au format ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Ce serait une bonne idée de donner un nom à votre projet." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -13615,24 +13205,8 @@ msgstr "" "Fichier de projet \".zip\" invalide ; il ne contient pas de fichier \"projet." "godot\"." -msgid "Please choose an empty install folder." -msgstr "Veuillez choisir un dossier d'installation vide." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Veuillez choisir un fichier \"project.godot\", un répertoire spécifique ou un " -"fichier \".zip\"." - -msgid "The install directory already contains a Godot project." -msgstr "Ce répertoire d'installation contient déjà un projet Godot." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Vous ne pouvez pas enregistrer un projet dans le chemin sélectionné. Veuillez " -"créer un nouveau dossier ou choisir un autre chemin." +msgid "The path specified doesn't exist." +msgstr "Le chemin spécifié n'existe pas." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -13641,27 +13215,6 @@ msgstr "" "Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir " "un répertoire vide." -msgid "New Game Project" -msgstr "Nouveau projet de jeu" - -msgid "Imported Project" -msgstr "Projet importé" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Veuillez choisir un fichier \"project.godot\" ou \".zip\"." - -msgid "Invalid project name." -msgstr "Nom du projet invalide." - -msgid "Couldn't create folder." -msgstr "Impossible de créer le dossier." - -msgid "There is already a folder in this path with the specified name." -msgstr "Un dossier avec le nom spécifié existe déjà dans ce chemin." - -msgid "It would be a good idea to name your project." -msgstr "Ce serait une bonne idée de donner un nom à votre projet." - msgid "Supports desktop platforms only." msgstr "Ne supporte que les technologies pour PC de bureau." @@ -13704,9 +13257,6 @@ msgstr "Utilise un backend OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Rendu le plus rapide pour les scènes simples." -msgid "Invalid project path (changed anything?)." -msgstr "Chemin de projet non valide (avez-vous changé quelque chose ?)." - msgid "Warning: This folder is not empty" msgstr "Avertissement : Ce répertoire n'est pas vide" @@ -13734,8 +13284,14 @@ msgstr "Erreur d'ouverture de paquetage, pas au format ZIP." msgid "The following files failed extraction from package:" msgstr "L'extraction des fichiers suivants depuis le paquetage a échoué :" -msgid "Package installed successfully!" -msgstr "Paquetage installé avec succès !" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant " +"ou corrompu." + +msgid "New Game Project" +msgstr "Nouveau projet de jeu" msgid "Import & Edit" msgstr "Importer et Modifier" @@ -13855,9 +13411,6 @@ msgstr "Chargement automatique" msgid "Shader Globals" msgstr "Paramétrage global des shaders" -msgid "Global Groups" -msgstr "Groupes globaux" - msgid "Plugins" msgstr "Extensions" @@ -13989,6 +13542,9 @@ msgstr "Balises des fonctionnalités principales :" msgid "Instance Configuration" msgstr "Configuration des instances" +msgid "Launch Arguments" +msgstr "Arguments de lancement" + msgid "Override Main Tags" msgstr "Remplacer les balises principales" @@ -14065,6 +13621,9 @@ msgstr "Aucun parent dans lequel instancier les scènes." msgid "Error loading scene from %s" msgstr "Erreur de chargement de la scène depuis %s" +msgid "Error instantiating scene from %s" +msgstr "Erreur d'instanciation de la scène depuis %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -14110,9 +13669,6 @@ msgstr "Les scènes instanciées ne peuvent pas devenir la racine" msgid "Make node as Root" msgstr "Choisir le nœud comme racine de scène" -msgid "Delete %d nodes and any children?" -msgstr "Supprimer %d nœuds et leurs enfants potentiels ?" - msgid "Delete %d nodes?" msgstr "Supprimer %d nœuds ?" @@ -14253,9 +13809,6 @@ msgstr "Nuanceur" msgid "Toggle Editable Children" msgstr "Basculer sur enfants modifiables" -msgid "Cut Node(s)" -msgstr "Couper le(s) nœud(s)" - msgid "Remove Node(s)" msgstr "Supprimer le(s) nœud(s)" @@ -14287,9 +13840,6 @@ msgstr "Instancier un script" msgid "Sub-Resources" msgstr "Ressources secondaires" -msgid "Revoke Unique Name" -msgstr "Annuler un nom unique" - msgid "Access as Unique Name" msgstr "Accéder en tant que nom unique" @@ -14350,9 +13900,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Impossible de copier le nœud racine dans la même scène." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Coller le(s) nœud(s) comme frère(s) de %s" - msgid "Paste Node(s) as Child of %s" msgstr "Coller le(s) nœud(s) comme enfant(s) de %s" @@ -14705,67 +14252,6 @@ msgstr "Changer le rayon intérieur de la tour" msgid "Change Torus Outer Radius" msgstr "Changer le rayon extérieur de la tour" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Argument de type incorrect dans convert(), utilisez les constantes TYPE_*." - -msgid "Cannot resize array." -msgstr "Impossible de redimensionner le tableau." - -msgid "Step argument is zero!" -msgstr "L'argument du pas est zéro !" - -msgid "Not a script with an instance" -msgstr "N'est pas un script avec une instance" - -msgid "Not based on a script" -msgstr "N'est pas basé sur un script" - -msgid "Not based on a resource file" -msgstr "N'est pas basé sur un fichier de ressource" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Instance invalide pour le format de dictionnaire (@path manquant)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Instance invalide pour le format de dictionnaire (impossible de charger le " -"script depuis @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"Instance invalide pour le format de dictionnaire (script invalide dans @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "" -"Instance invalide pour le format de dictionnaire (sous-classes invalides)" - -msgid "Cannot instantiate GDScript class." -msgstr "Impossible d’instancier la classe GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "La valeur de type '%s' ne peut fournir une longueur." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Argument de type incorrect dans is_instance_of(), utilisez les constantes " -"TYPE_* pour les types prédéfinis." - -msgid "Type argument is a previously freed instance." -msgstr "L'argument type est une instance précédemment libérée." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Argument de type incorrect dans is_instance_of(), doit être une constante " -"TYPE_*, une classe ou un script." - -msgid "Value argument is a previously freed instance." -msgstr "La valeur de l'argument est une instance précédemment libérée." - msgid "Export Scene to glTF 2.0 File" msgstr "Exporter la scène vers un fichier glTF 2.0" @@ -14775,23 +14261,6 @@ msgstr "Paramètres d'export :" msgid "glTF 2.0 Scene..." msgstr "Scène au format glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "Le chemin ne pointe pas vers une installation Blender." - -msgid "Can't execute Blender binary." -msgstr "Impossible d'exécuter le binaire de Blender." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Sortie inattendue de --version du binaire Blender à : %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "Le chemin fourni ne pointe pas vers le binaire de Blender." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Cette installation de Blender est trop vieille pour cet importateur (pas " -"3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Le chemin vers l'installation de Blender est valide (Autodétecté)." @@ -14818,11 +14287,6 @@ msgstr "" "Désactive l'importation de fichiers Blender '.blend' pour ce projet. Peut-" "être réactivé dans les préférences du projet." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"La désactivation de l'importation du fichier '.blend' nécessite le " -"redémarrage de l'éditeur." - msgid "Next Plane" msgstr "Plan suivant" @@ -14965,46 +14429,12 @@ msgstr "Le nom de la classe doit être un identifiant valide" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Pas assez d’octets pour le décodage, ou format invalide." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Impossible de charger l'environnement d'exécution .NET, aucune version " -"compatible n'a été trouvé.\n" -"Tenter de créer/modifier un projet mènera à un crash.\n" -"\n" -"Veuillez installer le SDK .NET 6.0 ou ultérieur depuis https://dotnet." -"microsoft.com/en-us/download et redémarrer Godot." - msgid "Failed to load .NET runtime" msgstr "Impossible de charger l'environnement d'exécution .NET" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"Impossible de trouver le dossier des .NET assemblies.\n" -"Assurez-vous que le répertoire '%s' existe et contient les .NET assemblies." - msgid ".NET assemblies not found" msgstr "Assemblages .NET introuvable" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Impossible de charger l'environnement d'exécution .NET, notamment hostfxr.\n" -"Tenter de créer/modifier un projet mènera à un crash.\n" -"\n" -"Veuillez installer le SDK .NET 6.0 ou ultérieur depuis https://dotnet." -"microsoft.com/en-us/download et redémarrer Godot." - msgid "%d (%s)" msgstr "%d (%s)" @@ -15037,9 +14467,6 @@ msgstr "Compte" msgid "Network Profiler" msgstr "Profileur réseau" -msgid "Replication" -msgstr "Réplication" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Choisir un noeud réplicateur afin de sélectionner une propriété à lui ajouter." @@ -15234,9 +14661,6 @@ msgstr "Ajouter une action" msgid "Delete action" msgstr "Effacer l'action" -msgid "OpenXR Action Map" -msgstr "Carte d'action OpenXR" - msgid "Remove action from interaction profile" msgstr "Retire l'action du profil d'interaction" @@ -15261,29 +14685,6 @@ msgstr "Sélectionner une action" msgid "Choose an XR runtime." msgstr "Choisissez une version de XR." -msgid "Package name is missing." -msgstr "Nom du paquet manquant." - -msgid "Package segments must be of non-zero length." -msgstr "Les segments du paquet doivent être de longueur non nulle." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Le caractère « %s » n'est pas autorisé dans les noms de paquet d'applications " -"Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "" -"Un chiffre ne peut pas être le premier caractère d'un segment de paquet." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Le caractère \"%s\" ne peut pas être le premier caractère d'un segment de " -"paquet." - -msgid "The package must have at least one '.' separator." -msgstr "Le paquet doit comporter au moins un séparateur « . »." - msgid "Invalid public key for APK expansion." msgstr "Clé publique invalide pour l'expansion APK." @@ -15431,8 +14832,14 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "\"Min SDK\" devrait plus grand ou égal à %d pour le moteur de rendu \"%s\"." -msgid "Code Signing" -msgstr "Signature du code" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Le nom du projet ne répond pas aux exigences relatives au format du nom du " +"paquet et sera mis à jour à \"%s\". Veuillez spécifier explicitement le nom " +"du paquet." msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " @@ -15479,6 +14886,9 @@ msgstr "Vérification de %s..." msgid "'apksigner' verification of %s failed." msgstr "La vérification de %s par 'apksigner' a échoué." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "Le dossier cible n'existe pas ou est inaccessible: \"%s\"" + msgid "Exporting for Android" msgstr "Exportation pour Android" @@ -15556,14 +14966,17 @@ msgstr "Identifiant invalide :" msgid "Export Icons" msgstr "Exporter les icônes" -msgid "Exporting for iOS (Project Files Only)" -msgstr "Export vers iOS (fichiers du projet seulement)" +msgid "Export template not found." +msgstr "Modèle d'exportation introuvable." msgid "Prepare Templates" msgstr "Préparer les modèles" -msgid "Export template not found." -msgstr "Modèle d'exportation introuvable." +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "Impossible de copier un fichier sur le chemin \"%s\" vers \"%s\"." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "Échec de création du fichier sur le chemin \"%s\" avec code %d." msgid "Code signing failed, see editor log for details." msgstr "" @@ -15587,25 +15000,16 @@ msgstr "" ".ipa peut uniquement être compilé sur macOS. Quittez le projet Xcode sans " "compiler le paquet." -msgid "Identifier is missing." -msgstr "L'identifiant est manquant." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Le caractère « %s » n'est pas autorisé dans l'identifiant." +msgid "Invalid additional PList content: " +msgstr "Contenu supplémentaire de la PListe invalide : " msgid "Running failed, see editor log for details." msgstr "" "Échec de l'exécution, consultez le journal de l'éditeur pour plus de détails." -msgid "Debug Script Export" -msgstr "Exportation du script de débogage" - msgid "Could not open file \"%s\"." msgstr "Impossible d'ouvrir le fichier « %s »." -msgid "Debug Console Export" -msgstr "Exportation de la console de débogage" - msgid "Failed to open executable file \"%s\"." msgstr "Fichier exécutable invalide : \"%s\"." @@ -15619,15 +15023,9 @@ msgstr "" msgid "Executable \"pck\" section not found." msgstr "Section \"pck\" de l’exécutable non trouvée." -msgid "Stop and uninstall" -msgstr "Arrêter et désinstaller" - msgid "Run on remote Linux/BSD system" msgstr "Exécuter sur un système distant Linux/BSD" -msgid "Stop and uninstall running project from the remote system" -msgstr "Arrêter et désinstaller le projet en cours depuis le système distant" - msgid "Run exported project on remote Linux/BSD system" msgstr "Exécuter le projet exporté sur un système distant Linux/BSD" @@ -15742,9 +15140,6 @@ msgstr "" msgid "App Store Connect API key ID not specified." msgstr "La clé ID de l'API d'App Store Connect n'a pas été spécifié." -msgid "Notarization" -msgstr "Notarisation" - msgid "Notarization failed, see editor log for details." msgstr "" "La notarisation a échoué, voir le journal de l'éditeur pour plus de détails." @@ -15759,6 +15154,9 @@ msgstr "" "Vous pouvez contrôler la progression manuellement en ouvrant un Terminal et " "en exécutant la commande suivante :" +msgid "Notarization" +msgstr "Notarisation" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -15793,8 +15191,8 @@ msgstr "" "Les liens symboliques relatifs ne sont pas supportés, « %s » pourrait être " "cassé !" -msgid "DMG Creation" -msgstr "Création du DMG" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "\"%s\" Info.plist manquante ou invalide, nouvelle Info.plist générée." msgid "Could not start hdiutil executable." msgstr "Impossible de démarrer le programme hdiutil." @@ -15874,6 +15272,15 @@ msgstr "" msgid "Sending archive for notarization" msgstr "Envoi de l'archive pour la certification" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"Impossible d'exporter avec universal ou x86_64 si le format de texture S3TC " +"BPTC est désactivé. Activez-le dans les paramètres du projet (Rendu > " +"Textures > VRAM Compression > Import S3TC BPTC)." + msgid "" "Notarization: rcodesign path is not set. Configure rcodesign path in the " "Editor Settings (Export > macOS > rcodesign)." @@ -15923,15 +15330,9 @@ msgstr "Modèle d'exportation invalide : « %s »." msgid "Could not write file: \"%s\"." msgstr "Impossible d'écrire le fichier : « %s »." -msgid "Icon Creation" -msgstr "Création de l'icône" - msgid "Could not read file: \"%s\"." msgstr "Impossible de lire le fichier : «%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." @@ -15949,23 +15350,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "Impossible de lire le shell HTML : « %s »." -msgid "Could not create HTTP server directory: %s." -msgstr "Impossible de créer le répertoire du serveur HTTP : %s." - -msgid "Error starting HTTP server: %d." -msgstr "Erreur de démarrage du serveur HTTP : %d." +msgid "Run in Browser" +msgstr "Exécuter dans le navigateur" msgid "Stop HTTP Server" msgstr "Arrêter le serveur HTTP" -msgid "Run in Browser" -msgstr "Exécuter dans le navigateur" - msgid "Run exported HTML in the system's default browser." msgstr "Exécutez le HTML exporté dans le navigateur par défaut du système." -msgid "Resources Modification" -msgstr "Modification de ressources" +msgid "Could not create HTTP server directory: %s." +msgstr "Impossible de créer le répertoire du serveur HTTP : %s." + +msgid "Error starting HTTP server: %d." +msgstr "Erreur de démarrage du serveur HTTP : %d." msgid "Icon size \"%d\" is missing." msgstr "La taille d'icône \"%d\" est manquante." @@ -16076,8 +15474,8 @@ msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "" -"Une texture avec la forme de la lumière doit être fournie dans la propriété « " -"Texture »." +"Une texture avec la forme de la lumière doit être fournie dans la propriété " +"« Texture »." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." @@ -16519,12 +15917,35 @@ msgstr "" "Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " "RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Quand il est utilisé pour les collisions, un ConcavePolygonShape3D est fait " +"pour fonctionner avec des nœuds de type CollisionObject3D comme les " +"StaticBody3D. \n" +"Il y a de grandes chances qu'il ne se comporte pas correctement avec %ss " +"(sauf quand celui-ci est gelé, et que la propriété freeze_mode vaut " +"FREEZE_MODE_STATIC)." + msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D ne supporte pas RigidBody3D dans un autre mode que le " "mode statique." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Lorsqu'il est utilisé pour les collisions, ConcavePolygonShape3D est prévu " +"pour fonctionner avec des noeuds statiques CollisionObject3D comme " +"StaticBody3D. Il est probable qu'il ne se comportera pas bien pour les " +"CharacterBody3Ds." + msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " "expected.\n" @@ -16549,14 +15970,6 @@ msgstr "" "ShapeCast3D ne supporte pas les ConcavePolygonShape3D. Les collisions ne " "seront pas reportées." -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 body will be ignored until you set a mesh." msgstr "Ce corps sera ignoré jusqu'à ce que vous définissiez un maillage." @@ -16567,12 +15980,54 @@ msgstr "" "Une ressource de type SpriteFrames doit être créée ou définie dans la " "propriété « Frames » afin qu'une AnimatedSprite3D fonctionne." +msgid "" +"The GeometryInstance3D visibility range's End distance is set to a non-zero " +"value, but is lower than the Begin distance.\n" +"This means the GeometryInstance3D will never be visible.\n" +"To resolve this, set the End distance to 0 or to a value greater than the " +"Begin distance." +msgstr "" +"La valeur de la distance de Fin de la zone de visibilité de " +"GeometryInstance3D est définie à une valeur non-nulle, mais est inférieure à " +"la distance du Début.\n" +"Cela signifie que la GeometryInstance3D ne sera jamais visible.\n" +"Afin de résoudre cela, définissez la distance de fin à 0 ou à une valeur " +"supérieure à la distance du Début." + +msgid "" +"The GeometryInstance3D is configured to fade in smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range Begin Margin above 0." +msgstr "" +"La GeometryInstance3D est configurée pour s'effacer (Fondu entrant) doucement " +"sur la distance, mais la distance de transition est définie à 0.\n" +"Afin de résoudre cela, augmentez la début de la plage de visibilité à une " +"valeur supérieure à 0." + +msgid "" +"The GeometryInstance3D is configured to fade out smoothly over distance, but " +"the fade transition distance is set to 0.\n" +"To resolve this, increase Visibility Range End Margin above 0." +msgstr "" +"La GeometryInstance3D est configurée à doucement sortir en fondant sur la " +"distance, mais la distance de transition est définie à 0.\n" +"Afin de résoudre cela, augmentez la Marge de Fin de la Gamme de Visibilité à " +"une valeur supérieure à 0." + msgid "Plotting Meshes" msgstr "Tracer les maillages" msgid "Finishing Plot" msgstr "Finalisation du tracer" +msgid "" +"VoxelGI nodes are not supported when using the GL Compatibility backend yet. " +"Support will be added in a future release." +msgstr "" +"Les nœuds VoxelGI ne sont pas encore supportés quand le backend GL " +"Compatibility est utilisé. La fonctionnalité sera ajouté dans une prochaine " +"version." + msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " "GI." @@ -16580,13 +16035,6 @@ 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 »" @@ -16631,14 +16079,13 @@ msgstr "" "souris sur \"Stop\" ou \"Pass\"." msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." +"Please be aware that GraphEdit and GraphNode will undergo extensive " +"refactoring in a future 4.x version involving compatibility-breaking API " +"changes." msgstr "" -"Changer le Z-index d'un contrôle affecte seulement l'ordre dans lequel il est " -"dessiné, pas l'ordre dans lequel les événements sont traités." - -msgid "Alert!" -msgstr "Alerte !" +"Veuillez noter que GraphEdit et GraphNode seront soumis à un refactoring " +"important dans une future version 4.x impliquant des modifications de l'API " +"qui rompront la comptabilité." msgid "" "The current font does not support rendering one or more characters used in " @@ -16679,6 +16126,13 @@ msgstr "" "Le curseur de la souris par défaut de SubViewportContainer n'a aucun effet.\n" "Il est préférable de laisser la valeur initiale de 'CURSOR_ARROW'." +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"Sauvegarder la scène actuelle supprimera l'instance et toutes ses propriétés, " +"y compris les modifications des enfants modifiables (si existant)." + msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." @@ -16694,6 +16148,11 @@ msgstr "" "ce que ce type de noeud soit à nouveau disponible. Elles peuvent alors être " "réenregistrées sans risque de pertes de données." +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Nœud manquant non reconnu. Vérifiez les erreurs de dépendances de la scène " +"pour plus de détails." + msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." @@ -16735,6 +16194,16 @@ msgstr "" "La taille de la fenêtre d'affichage doit être supérieure ou égale à 2 pixels " "dans les deux sens pour que le rendu soit possible." +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 "" +"Le nom d'un nouveau nœud correspond à %s préexistant sur scène " +"(probablement, à partir d'une instance plus profondément imbriquée. \n" +"Le nœud le moins profond sera renommé. Veuillez le corriger puis " +"réenregistrer la scène." + msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." @@ -16846,26 +16315,14 @@ 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'." - -msgid "Assignment to function." -msgstr "Affectation à la fonction." - -msgid "Assignment to uniform." -msgstr "Affectation à la variable uniform." - -msgid "Constants cannot be modified." -msgstr "Les constantes ne peuvent être modifiées." - msgid "Array size is already defined." 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." +msgstr "Un tableau de taille inconnue est interdit dans ce contexte." msgid "Array size expressions are not supported." -msgstr "L'expression de la taille d'un tableau n'est pas supportée." +msgstr "La taille d'un tableau ne peut pas être une expression." msgid "Expected a positive integer constant." msgstr "Une constante positive entière est attendue." @@ -16894,6 +16351,9 @@ msgstr "Une '(' est attendue après le nom du type." msgid "No matching constructor found for: '%s'." msgstr "Pas de constructeur correspondant trouvé pour : '%s'." +msgid "Expected a function name." +msgstr "Un nom de fonction était attendu." + msgid "No matching function found for: '%s'." msgstr "Pas de fonction correspondante trouvée pour : '%s'." @@ -16904,9 +16364,34 @@ msgstr "" msgid "Unknown identifier in expression: '%s'." msgstr "Identifiant inconnu dans l'expression : '%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, " +"filter_linear_mipmap;' near the top of your shader." +msgstr "" +"%s à été supprimé en faveur de l'utilisation de hint_%s avec un uniforme.\n" +"Pour continuer avec un changement minimal du code, ajoutez 'uniform sampler2D " +"%s : hint_%s, filter_linear_mipmap;' près du haut de votre shader." + +msgid "Can't use function as identifier: '%s'." +msgstr "On ne peut pas utiliser une fonction comme identifiant : %s'." + +msgid "Constants cannot be modified." +msgstr "Les constantes ne peuvent être modifiées." + +msgid "Only integer expressions are allowed for indexing." +msgstr "" +"Seules des expressions numériques entières sont autorisées pour l'indexation." + msgid "Index [%d] out of range [%d..%d]." msgstr "L'index [%d] est en dehors de l'intervalle [%d..%d]." +msgid "Expected expression, found: '%s'." +msgstr "Trouvé %s' au lieu de l'expression attendue." + +msgid "Empty statement. Remove ';' to fix this warning." +msgstr "Commande vide. Enlever le ';' pour éviter cet avertissement." + msgid "Invalid member for '%s' expression: '.%s'." msgstr "Membre invalide pour l'expression '%s' : '%s'." diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index 80a95b95def6..d6e692e0c6e5 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -174,12 +174,6 @@ msgstr "Botón Joystick %d" msgid "Pressure:" msgstr "Presión:" -msgid "canceled" -msgstr "cancelado" - -msgid "touched" -msgstr "tocado" - msgid "released" msgstr "liberado" @@ -426,14 +420,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d elemento" -msgstr[1] "%d elementos" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -444,18 +430,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Xa existe unha acción co nome '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "Non se pode reverter - A acción é a mesma que a inicial" - msgid "Revert Action" msgstr "Revertir Acción" msgid "Add Event" msgstr "Engadir Evento" -msgid "Remove Action" -msgstr "Eliminar Acción" - msgid "Cannot Remove Action" msgstr "Non se pode eliminar a acción" @@ -1196,9 +1176,6 @@ msgstr "Crear Novo %s" msgid "No results for \"%s\"." msgstr "Non houbo resultado para \"%s\"." -msgid "No description available for %s." -msgstr "Non hai descrición dispoñible para %s." - msgid "Favorites:" msgstr "Favoritos:" @@ -1229,9 +1206,6 @@ msgstr "Depuración" msgid "Copy Node Path" msgstr "Copiar Ruta do Nodo" -msgid "Instance:" -msgstr "Instancia:" - msgid "Decompressing remote file system" msgstr "Descomprimindo sistema de ficheiros remoto" @@ -1298,9 +1272,6 @@ msgstr "Axustar ao Marco" msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Aviso:" - msgid "Error:" msgstr "Erro:" @@ -1586,9 +1557,6 @@ msgstr "Produciuse un erro ao extraer os seguintes ficheiros do recurso \"%s\":" msgid "(and %s more files)" msgstr "(e %s ficheiros máis)" -msgid "Asset \"%s\" installed successfully!" -msgstr "O asset \"%s\" foi instalado con éxito!" - msgid "Success!" msgstr "Éxito!" @@ -1733,27 +1701,6 @@ msgstr "Crear unha nova Disposición de Bus." msgid "Audio Bus Layout" msgstr "Disposición do Bus de Son" -msgid "Invalid name." -msgstr "Nome inválido." - -msgid "Valid characters:" -msgstr "Caracteres válidos:" - -msgid "Must not collide with an existing engine class name." -msgstr "Non debe coincidir co nome dunha clase xa existente no engine." - -msgid "Must not collide with an existing global script class name." -msgstr "Non debe coincidir cun nome dunha clase global existente." - -msgid "Must not collide with an existing built-in type name." -msgstr "Non debe coincidir co nome dun tipo xa existente no engine." - -msgid "Must not collide with an existing global constant name." -msgstr "Non debe coincidir co nome dunha constante global xa existente." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "A palabra clave non pode empregarse como nome dun Autoload." - msgid "Autoload '%s' already exists!" msgstr "AutoCargador '%s' xa existe!" @@ -1850,9 +1797,6 @@ msgstr "Detectar desde o Proxecto" msgid "Actions:" msgstr "Accións:" -msgid "Configure Engine Build Profile:" -msgstr "Configurar Perfil de Construcción do Motor:" - msgid "Please Confirm:" msgstr "Por favor, confirma:" @@ -1997,17 +1941,6 @@ msgstr "Importar Perf(il/ís)" msgid "Manage Editor Feature Profiles" msgstr "Administrar Perfils de Características de Godot" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Algunhas extensions necesitan que se reinicie o editor para que produzan " -"efecto." - -msgid "Restart" -msgstr "Reiniciar" - -msgid "Save & Restart" -msgstr "Gardar e Reinicar" - msgid "ScanSources" msgstr "Escanear Fontes" @@ -2086,15 +2019,15 @@ msgstr "" "Actualmente non hai unha descripción desta propiedade. Axúdanos [color=$color]" "[url=$url]contribuíndo cunha descripción[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Propiedade:" msgid "Signal:" msgstr "Sinal:" -msgid "%d match." -msgstr "%d coincidencia." - msgid "%d matches." msgstr "%d coincidencias." @@ -2190,15 +2123,9 @@ msgstr "Proxecto Sen Nome" msgid "Spins when the editor window redraws." msgstr "Xira cando o editor actualiza a pantalla." -msgid "Imported resources can't be saved." -msgstr "Os recursos importados non se poden gardar." - msgid "OK" msgstr "Vale" -msgid "Error saving resource!" -msgstr "Erro gardando o recurso!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2209,15 +2136,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Gardar Recurso Como..." -msgid "Can't open file for writing:" -msgstr "Non se puido abrir o arquivo para escritura:" - -msgid "Requested file format unknown:" -msgstr "O formato do arquivo solicitado é descoñecido:" - -msgid "Error while saving." -msgstr "Erro ao gardar." - msgid "Saving Scene" msgstr "Gardando Escena" @@ -2227,16 +2145,6 @@ msgstr "Analizando" msgid "Creating Thumbnail" msgstr "Creando Miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Esta operación non pode realizarse sen un nodo raíz." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Non se puido gardar a escena. Posiblemente as dependencias (instancias ou " -"herenzas) non puideron satisfacerse." - msgid "Save scene before running..." msgstr "Garda a escena antes de executala..." @@ -2246,11 +2154,8 @@ msgstr "Gardar Todas as Escenas" msgid "Can't overwrite scene that is still open!" msgstr "Non se pode sobreescribir escena que sigue aberta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Non se pode cargar MeshLibrary para fusionarse!" - -msgid "Error saving MeshLibrary!" -msgstr "Erro ao gardar MeshLibrary!" +msgid "Merge With Existing" +msgstr "Combinar Con Existentes" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2302,9 +2207,6 @@ msgstr "" "Por favor, lea a documentación referente a importación de escenas para " "entender o fluxo de traballo." -msgid "Changes may be lost!" -msgstr "Os cambios poderían perderse!" - msgid "Open Base Scene" msgstr "Abrir Escena Base" @@ -2340,27 +2242,14 @@ msgstr "" msgid "Save & Quit" msgstr "Gardar e Saír" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Gardar os cambios nas seguintes escenas antes de saír?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Gardar os cambios nas seguintes escenas antes de abrir o Administrador de " "Proxectos?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Esta opción está anticuada. As situacións nas que a actualización debe ser " -"forzada agora considéranse un erro. Por favor, repórtao." - msgid "Pick a Main Scene" msgstr "Elexir unha Escena Principal" -msgid "This operation can't be done without a scene." -msgstr "Esta operación non pode realizarse se unha escena." - msgid "Export Mesh Library" msgstr "Exportar Biblioteca de Mallas" @@ -2394,23 +2283,12 @@ msgstr "" "A escena '%s' foi automáticamente importada, polo que non pode modificarse.\n" "Para facerlle cambios pódese crear unha nova escena herdada." -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 "" -"Erro cargando a escena: debe estar dentro da ruta do proxecto. Usa " -"\"Importar\" para abrir a escena, e despois gardala dentro da ruta do " -"proxecto." - msgid "Scene '%s' has broken dependencies:" msgstr "A escena '%s' ten dependencias rotas:" msgid "Clear Recent Scenes" msgstr "Limpar Escenas Recentes" -msgid "There is no defined scene to run." -msgstr "Non hai unha escena definida para executar." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2505,15 +2383,9 @@ msgstr "Configuración do Editor..." msgid "Project" msgstr "Proxecto" -msgid "Project Settings..." -msgstr "Axustes do Proxecto..." - msgid "Version Control" msgstr "Control de Versións" -msgid "Export..." -msgstr "Exportar..." - msgid "Install Android Build Template..." msgstr "Instalar plantilla de compilación de Android..." @@ -2526,9 +2398,6 @@ msgstr "Explorador de Recursos Orfos..." msgid "Quit to Project List" msgstr "Saír á Lista de Proxectos" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Disposición das Ventás do Editor" @@ -2569,12 +2438,12 @@ msgstr "Reportar un Erro" msgid "Send Docs Feedback" msgstr "Reportar Problema ca Documentación" +msgid "Save & Restart" +msgstr "Gardar e Reinicar" + msgid "Update Continuously" msgstr "Actualizar de Maneira Continua" -msgid "FileSystem" -msgstr "Sistema de Arquivos" - msgid "Inspector" msgstr "Inspector" @@ -2584,9 +2453,6 @@ msgstr "Nodo" msgid "History" msgstr "Historial" -msgid "Output" -msgstr "Saída" - msgid "Don't Save" msgstr "Non Gardar" @@ -2596,9 +2462,6 @@ msgstr "Amosar no Explorador de Arquivos" msgid "Export Library" msgstr "Biblioteca de Exportación" -msgid "Merge With Existing" -msgstr "Combinar Con Existentes" - msgid "Open & Run a Script" msgstr "Abrir e Executar un Script" @@ -2635,18 +2498,12 @@ msgstr "Abrir o anterior editor" msgid "Warning!" msgstr "Aviso!" -msgid "On" -msgstr "Activado" - -msgid "Edit Plugin" -msgstr "Editar Característica Adicional (Plugin)" - -msgid "Installed Plugins:" -msgstr "Características Adicionais (Plugins) Instalados:" - msgid "Edit Text:" msgstr "Editar Texto:" +msgid "On" +msgstr "Activado" + msgid "No name provided." msgstr "Nome non proporcionado." @@ -2678,15 +2535,15 @@ msgstr "Selecciona unha Mini-Ventá (Viewport)" msgid "Selected node is not a Viewport!" msgstr "O nodo seleccionado non é unha Mini-Ventá (Viewport)!" -msgid "Remove Item" -msgstr "Eliminar Elemento" - msgid "New Key:" msgstr "Nova Chave:" msgid "New Value:" msgstr "Novo Valor:" +msgid "Remove Item" +msgstr "Eliminar Elemento" + msgid "Add Key/Value Pair" msgstr "Engadir Parella Chave/Valor" @@ -2748,9 +2605,6 @@ msgstr "Dispositivo" msgid "Storing File:" msgstr "Almacenando Arquivo:" -msgid "No export template found at the expected path:" -msgstr "Non se encontrou ningún modelo de exportación na ruta esperada:" - msgid "Packing" msgstr "Empaquetando" @@ -2772,33 +2626,6 @@ msgstr "A petición fallou." msgid "Cannot remove temporary file:" msgstr "Non se pode eliminar o arquivo temporal:" -msgid "Disconnected" -msgstr "Desconectado" - -msgid "Resolving" -msgstr "Resolvendo" - -msgid "Can't Resolve" -msgstr "Non se puido Resolver" - -msgid "Connecting..." -msgstr "Conectando..." - -msgid "Can't Connect" -msgstr "Non se Pode Conectar" - -msgid "Connected" -msgstr "Conectado" - -msgid "Requesting..." -msgstr "Solicitando..." - -msgid "Downloading" -msgstr "Descargando" - -msgid "Connection Error" -msgstr "Erro de Conexión" - msgid "Importing:" msgstr "Importando:" @@ -2919,9 +2746,6 @@ msgstr "Eliminar de Favoritos" msgid "Reimport" msgstr "Reimportar" -msgid "Open in File Manager" -msgstr "Abrir no Explorador de Arquivos" - msgid "New Folder..." msgstr "Novo Cartafol..." @@ -2940,6 +2764,9 @@ msgstr "Duplicar..." msgid "Rename..." msgstr "Renomear..." +msgid "Open in File Manager" +msgstr "Abrir no Explorador de Arquivos" + msgid "Re-Scan Filesystem" msgstr "Reexaminar Sistema de Arquivos" @@ -3139,6 +2966,9 @@ msgid_plural "Node is in the following groups:" msgstr[0] "O nodo está neste grupo:" msgstr[1] "O nodo está nestes grupos:" +msgid "Instance:" +msgstr "Instancia:" + msgid "Select a Node" msgstr "Seleccione un Nodo" @@ -3217,33 +3047,6 @@ msgstr "Grupos" msgid "Select a single node to edit its signals and groups." msgstr "Seleccione un nodo para editar as súas sinais e grupos." -msgid "Edit a Plugin" -msgstr "Editar unha Característica Adicional (Plugin)" - -msgid "Create a Plugin" -msgstr "Crear unha Característica Adicional (Plugin)" - -msgid "Update" -msgstr "Actualizar" - -msgid "Plugin Name:" -msgstr "Nome do Plugin:" - -msgid "Subfolder:" -msgstr "Subcartafol:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Versión:" - -msgid "Script Name:" -msgstr "Nome do Script:" - -msgid "Activate now?" -msgstr "Activar agora?" - msgid "Create Polygon" msgstr "Crear Polígono" @@ -3429,8 +3232,8 @@ msgstr "Modo de Reprodución:" msgid "Delete Selected" msgstr "Eliminar Selección" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Version:" +msgstr "Versión:" msgid "Contents:" msgstr "Contidos:" @@ -3462,9 +3265,6 @@ msgstr "Tempo de espera." msgid "Failed:" msgstr "Fracasado:" -msgid "Expected:" -msgstr "Esperado:" - msgid "Got:" msgstr "Recibido:" @@ -3477,6 +3277,12 @@ msgstr "Descargando..." msgid "Resolving..." msgstr "Resolvendo..." +msgid "Connecting..." +msgstr "Conectando..." + +msgid "Requesting..." +msgstr "Solicitando..." + msgid "Idle" msgstr "Ocioso" @@ -3504,9 +3310,6 @@ msgstr "Licenza (A-Z)" msgid "License (Z-A)" msgstr "Licenza (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Probas" @@ -3576,11 +3379,6 @@ msgstr "Limpar Guías" msgid "Select Mode" msgstr "Elixir Modo" -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Clic Dereito: Amosa unha lista de nodos na posición na que se fixo clic, " -"incluindo bloqueados." - msgid "Move Mode" msgstr "Mover Modo" @@ -3594,9 +3392,6 @@ msgid "Show list of selectable nodes at position clicked." msgstr "" "Amosa unha lista de nodos seleccionables na posición na que se fixo clic." -msgid "Click to change object's rotation pivot." -msgstr "Faga clic para cambiar o pivote de rotación do obxecto." - msgid "Ruler Mode" msgstr "Modo Regra" @@ -3767,8 +3562,8 @@ msgstr "Dereito Alto" msgid "Full Rect" msgstr "Recta Completa" -msgid "Generated Point Count:" -msgstr "Número de Puntos Xerados:" +msgid "Restart" +msgstr "Reiniciar" msgid "Deploy with Remote Debug" msgstr "Exportar con Depuración Remota" @@ -3838,6 +3633,12 @@ msgstr "" "Cando é usado remotamente nun dispositivo, é máis eficiente cando o sistema " "de arquivos en rede está activado." +msgid "Edit Plugin" +msgstr "Editar Característica Adicional (Plugin)" + +msgid "Installed Plugins:" +msgstr "Características Adicionais (Plugins) Instalados:" + msgid " - Variation" msgstr " - Variación" @@ -3861,6 +3662,15 @@ msgstr "" msgid "Mesh" msgstr "Malla" +msgid "View UV1" +msgstr "Amosar UV1" + +msgid "View UV2" +msgstr "Amosar UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Facer Unwrap do UV2 para Lightmap/AO" + msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." @@ -3875,15 +3685,6 @@ msgstr "" "Crea unha única forma física convexa.\n" "Esta é a maneira más eficiente (pero menos precisa) de detectar colisións." -msgid "View UV1" -msgstr "Amosar UV1" - -msgid "View UV2" -msgstr "Amosar UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Facer Unwrap do UV2 para Lightmap/AO" - msgid "UV Channel Debug" msgstr "Depuración do Canle UV" @@ -4018,6 +3819,11 @@ msgstr "" msgid "Couldn't find a solid floor to snap the selection to." msgstr "Non se puido encontrar chan sólido no que poder axustar a selección." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Clic Dereito: Amosa unha lista de nodos na posición na que se fixo clic, " +"incluindo bloqueados." + msgid "Use Local Space" msgstr "Usar Espazo Local" @@ -4120,15 +3926,33 @@ msgstr "Anterior (Pre)" msgid "Post" msgstr "Posterior (Post)" -msgid "Select Points" -msgstr "Seleccionar Puntos" - msgid "Delete Point" msgstr "Eliminar Puntos" msgid "Please Confirm..." msgstr "Por favor, confirma..." +msgid "Edit a Plugin" +msgstr "Editar unha Característica Adicional (Plugin)" + +msgid "Create a Plugin" +msgstr "Crear unha Característica Adicional (Plugin)" + +msgid "Plugin Name:" +msgstr "Nome do Plugin:" + +msgid "Subfolder:" +msgstr "Subcartafol:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Nome do Script:" + +msgid "Activate now?" +msgstr "Activar agora?" + msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." @@ -4176,9 +4000,6 @@ msgstr "Polígonos" msgid "Bones" msgstr "Ósos" -msgid "Move Points" -msgstr "Mover Puntos" - msgid "Move Polygon" msgstr "Mover Polígono" @@ -4312,9 +4133,6 @@ msgstr "Ir ao seguinte documento editado." msgid "Discard" msgstr "Descartar" -msgid "Search Results" -msgstr "Resultados de Búsqueda" - msgid "Standard" msgstr "Estándar" @@ -4327,15 +4145,15 @@ msgstr "Obxectivo" msgid "[Ignore]" msgstr "[Ignorar]" -msgid "Line" -msgstr "Liña" - msgid "Go to Function" msgstr "Ir a Función" msgid "Pick Color" msgstr "Elexir Cor" +msgid "Line" +msgstr "Liña" + msgid "Uppercase" msgstr "Maiúscula" @@ -4548,9 +4366,6 @@ msgstr "Engadir Entrada" msgid "Boolean" msgstr "Booleano" -msgid "Node(s) Moved" -msgstr "Nodo(s) Movido(s)" - msgid "Vertex" msgstr "Vértice" @@ -4762,27 +4577,15 @@ msgstr "Eliminar Faltantes" msgid "Select a Folder to Scan" msgstr "Seleccionar un Cartafol para Escanear" +msgid "It would be a good idea to name your project." +msgstr "Sería unha boa idea nomear o teu proxecto." + msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "O arquivo de proxecto '.zip' non é válido; non conteñe ningún arquivo de " "configuración 'project.godot'." -msgid "New Game Project" -msgstr "Novo Proxecto de Xogo" - -msgid "Imported Project" -msgstr "Proxecto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, elixa un arquivo de tipo 'project.godot' ou '.zip'." - -msgid "It would be a good idea to name your project." -msgstr "Sería unha boa idea nomear o teu proxecto." - -msgid "Invalid project path (changed anything?)." -msgstr "A ruta do proxecto non é valida. (Cambiaches algo?)." - msgid "Couldn't create project.godot in project path." msgstr "Non se pudo crear o arquivo 'project.godot' na ruta do proxecto." @@ -4792,8 +4595,8 @@ msgstr "Erro ao abrir o arquivo comprimido, non está en formato ZIP." msgid "The following files failed extraction from package:" msgstr "Os seguintes arquivos non se poideron extraer do paquete:" -msgid "Package installed successfully!" -msgstr "Paquete instalado correctamente!" +msgid "New Game Project" +msgstr "Novo Proxecto de Xogo" msgid "Import & Edit" msgstr "Importar e Editar" @@ -4988,9 +4791,6 @@ msgstr "Ruta base inválida." msgid "Wrong extension chosen." msgstr "Extensión incorrecta elixida." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipo de argumento inválido para convert(), utiliza constantes TYPE_*." - msgid "Plane:" msgstr "Plano:" @@ -5119,9 +4919,6 @@ msgstr "" "fillos.\n" "Se non tes pensado engadir un Script, utilizada un nodo Control no seu lugar." -msgid "Alert!" -msgstr "Alerta!" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index acbdd3a2c633..6cc07d4d141d 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -35,13 +35,15 @@ # Roi Gabay <roigby@gmail.com>, 2023. # Kfir Pshititsky <Kfir4321@gmail.com>, 2023, 2024. # RoastedPear <RoastedPear@outlook.com>, 2023. +# EladNLG <e1lad8955@gmail.com>, 2024. +# Ofir Tzriker <ofirc36@gmail.com>, 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: 2024-02-14 08:02+0000\n" -"Last-Translator: Kfir Pshititsky <Kfir4321@gmail.com>\n" +"PO-Revision-Date: 2024-05-05 16:13+0000\n" +"Last-Translator: Ofir Tzriker <ofirc36@gmail.com>\n" "Language-Team: Hebrew <https://hosted.weblate.org/projects/godot-engine/godot/" "he/>\n" "Language: he\n" @@ -50,7 +52,7 @@ 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 5.4-dev\n" +"X-Generator: Weblate 5.5.3\n" msgid "Main Thread" msgstr "תהליכון ראשי" @@ -71,10 +73,10 @@ msgid "Middle Mouse Button" msgstr "כפתור עכבר אמצעי" msgid "Mouse Wheel Up" -msgstr "גלגלת למעלה." +msgstr "גלגלת למעלה" msgid "Mouse Wheel Down" -msgstr "גלגלת למטה." +msgstr "גלגלת למטה" msgid "Mouse Wheel Left" msgstr "גלגלת העכבר שמאלה" @@ -121,6 +123,12 @@ msgstr "ג'ויסטיק 4 ציר-Y" msgid "Unknown Joypad Axis" msgstr "ציר ג'ויפד לא ידוע" +msgid "D-pad Up" +msgstr "כרית כיוונית מעלה" + +msgid "D-pad Down" +msgstr "כרית כיוונית מטה" + msgid "D-pad Left" msgstr "כרית כיוונית שמאל" @@ -130,9 +138,6 @@ msgstr "כרית כיוונית ימין" msgid "Joypad Button %d" msgstr "כפתור אמצעי %d" -msgid "touched" -msgstr "ננגע" - msgid "released" msgstr "שוחרר" @@ -178,8 +183,29 @@ msgstr "מחיקה" msgid "Delete Word" msgstr "מחק מילה" +msgid "Scroll Up" +msgstr "גלול מעלה" + +msgid "Scroll Down" +msgstr "גלול מטה" + msgid "Select All" -msgstr "לבחור הכול" +msgstr "בחר הכל" + +msgid "Select Word Under Caret" +msgstr "בחר מילה תחת הסמן" + +msgid "Add Selection for Next Occurrence" +msgstr "הוסף את הבחירה עבור ההתרחשות הבאה" + +msgid "Clear Carets and Selection" +msgstr "ניקוי הסמנים והבחירה" + +msgid "Submit Text" +msgstr "ערוך טקסט" + +msgid "Go Up One Level" +msgstr "עלה רמה אחת" msgid "Refresh" msgstr "ריענון" @@ -238,14 +264,20 @@ 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 "Edit Event" +msgstr "עריכת אירוע" + +msgid "Remove Event" +msgstr "הסרת אירוע" + +msgid "Filter by Name" +msgstr "סינון לפי שם" + msgid "Clear All" -msgstr "ניקוי הכול" +msgstr "ניקוי הכל" msgid "Add New Action" msgstr "הוספת פעולה חדשה" @@ -259,18 +291,33 @@ msgstr "הצגת פעולות מובנות" msgid "Action" msgstr "פעולה" +msgid "Deadzone" +msgstr "שטח מת" + msgid "Time:" msgstr "זמן:" msgid "Value:" msgstr "ערך:" +msgid "Update Selected Key Handles" +msgstr "עדכון מפתח(ות) שנבחרו" + msgid "Insert Key Here" msgstr "הכנסת מפתח כאן" msgid "Duplicate Selected Key(s)" msgstr "שכפול מפתח(ות) שנבחרו" +msgid "Cut Selected Key(s)" +msgstr "גזירת מפתח(ות) שנבחרו" + +msgid "Copy Selected Key(s)" +msgstr "העתקת מפתח(ות) שנבחרו" + +msgid "Paste Key(s)" +msgstr "הדבקת מפתח(ות)" + msgid "Delete Selected Key(s)" msgstr "מחיקת מפתח(ות) שנבחרו" @@ -280,12 +327,33 @@ msgstr "הוסף נקודת בזייה" msgid "Move Bezier Points" msgstr "הזזת נקודות בזייה" +msgid "Select All Keys" +msgstr "בחירת כל המפתחות" + +msgid "Deselect All Keys" +msgstr "ניקוי בחירת כל המפתחות" + +msgid "Animation Change Keyframe Value" +msgstr "שינוי ערך פריים-מפתח הנפשה" + +msgid "Animation Change Call" +msgstr "שינוי קריאת הנפשה" + +msgid "Animation Multi Change Transition" +msgstr "שינוי מיקומי הנפשה רבים" + +msgid "Animation Multi Change Position3D" +msgstr "שינוי מיקומי הנפשה רבים" + msgid "Change Animation Length" -msgstr "שנה אורך אנימציה" +msgstr "שינוי אורך אנימציה" msgid "Change Animation Loop" msgstr "שינוי לולאת אנימציה" +msgid "Property Track..." +msgstr "רצועת מאפיין..." + msgid "Animation length (frames)" msgstr "משך ההנפשה (פריימים)" @@ -304,6 +372,9 @@ msgstr "פונקציות:" msgid "Audio Clips:" msgstr "קטעי שמע:" +msgid "Animation Clips:" +msgstr "קטעי אנימציה:" + msgid "Change Track Path" msgstr "החלפת נתיב רצועה" @@ -325,6 +396,15 @@ msgstr "מצב לולאה Wrap (אינטרפולציה של הסוף עם ההת msgid "Remove this track." msgstr "הסרת רצועה." +msgid "Time (s):" +msgstr "זמן (שניות):" + +msgid "Position:" +msgstr "מיקום:" + +msgid "Rotation:" +msgstr "סיבוב:" + msgid "Scale:" msgstr "קנה מידה:" @@ -334,6 +414,9 @@ msgstr "סוג:" msgid "(Invalid, expected type: %s)" msgstr "(לא חוקי, טיפוס מצופה: %s)" +msgid "Animation Clip:" +msgstr "קטע אנימציה:" + msgid "Toggle Track Enabled" msgstr "הפעלת/ביטול רצועה" @@ -361,6 +444,9 @@ msgstr "אינטרפולצית לולאה מסוג Clamp" msgid "Wrap Loop Interp" msgstr "אינטרפולצית לולאה מסוג Wrap" +msgid "Insert Key..." +msgstr "הכנסת מפתח..." + msgid "Duplicate Key(s)" msgstr "שכפול מפתח(ות)" @@ -379,6 +465,13 @@ msgstr "שינוי מצב אינטרפולציה בהנפשה" msgid "Change Animation Loop Mode" msgstr "שינוי מצב לולאת הנפשה" +msgid "" +"Compressed tracks can't be edited or removed. Re-import the animation with " +"compression disabled in order to edit." +msgstr "" +"רצועות דחוסות לא ניתנות לעריכה או להסרה. יבא מחדש את האנימציה ללא דחיסה על " +"מנת לערוך." + msgid "Remove Anim Track" msgstr "מחיקת רצועת הנפשה" @@ -429,6 +522,15 @@ msgstr "הוספת רצועת Bezier" msgid "Track path is invalid, so can't add a key." msgstr "נתיב הרצועה אינו תקין, לכן אי אפשר להוסיף מפתח." +msgid "Add Position Key" +msgstr "הוספת מפתח מיקום" + +msgid "Add Rotation Key" +msgstr "הוספת מפתח סיבוב" + +msgid "Add Scale Key" +msgstr "הוספת מפתח קנה-מידה" + msgid "Add Track Key" msgstr "הוספת מפתח רצועה" @@ -438,6 +540,9 @@ msgstr "נתיב הרצועה אינו תקין, לכן לא ניתן להוסי msgid "Add Method Track Key" msgstr "הוסף מפתח רצועת שיטה" +msgid "Method not found in object:" +msgstr "שיטה לא נמצאה בעצם:" + msgid "Position" msgstr "מיקום" @@ -462,6 +567,9 @@ msgstr "הדבקת רצועות" msgid "Select an AnimationPlayer node to create and edit animations." msgstr "יש לבחור במפרק AnimationPlayer כדי ליצור ולערוך הנפשות." +msgid "Imported Scene" +msgstr "סצנה מיובאת" + msgid "Warning: Editing imported animation" msgstr "אזהרה: עריכת הנפשה מיובאת" @@ -528,6 +636,9 @@ msgstr "ניקוי" msgid "Scale Ratio:" msgstr "יחס מתיחה:" +msgid "FPS:" +msgstr "קצב פריימים שניה:" + msgid "Select Tracks to Copy" msgstr "בחירת רצועות להעתקה" @@ -577,10 +688,6 @@ msgstr "להחליף הכול" msgid "Selection Only" msgstr "בחירה בלבד" -msgctxt "Indentation" -msgid "Spaces" -msgstr "רווחים" - msgid "Zoom In" msgstr "התקרבות" @@ -710,9 +817,6 @@ msgstr "יצירת %s חדש" msgid "No results for \"%s\"." msgstr "אין תוצאות עבור \"%s\"." -msgid "No description available for %s." -msgstr "לא קיים תיאור עבור %s." - msgid "Favorites:" msgstr "מועדפים:" @@ -732,7 +836,7 @@ msgid "Remote %s:" msgstr "%s מרוחק:" msgid "Debugger" -msgstr "ניפוי שגיאות" +msgstr "מנפה שגיאות" msgid "Debug" msgstr "ניפוי שגיאות" @@ -746,6 +850,18 @@ msgstr "העתקת נתיב המפרק" msgid "Toggle Visibility" msgstr "הצגה/הסתרה" +msgid "Scanning for local changes" +msgstr "מחפש שינויים מקומיים" + +msgid "Sending list of changed files:" +msgstr "שולח רשימה של קבצים בהם נעשה שינוי:" + +msgid "Sending file:" +msgstr "שולח קובץ:" + +msgid "ms" +msgstr "אלפית שנייה" + msgid "Monitors" msgstr "צגים" @@ -782,6 +898,9 @@ msgstr "כָּלוּל" msgid "Self" msgstr "עצמי" +msgid "Display internal functions" +msgstr "הצגת פונקציות פנימיות" + msgid "Frame #:" msgstr "שקופית מס׳:" @@ -794,12 +913,15 @@ msgstr "זמן" msgid "Calls" msgstr "קריאות" +msgid "CPU" +msgstr "מעבד" + +msgid "GPU" +msgstr "מעבד גרפי" + msgid "Bytes:" msgstr "בתים:" -msgid "Warning:" -msgstr "אזהרה:" - msgid "Error:" msgstr "שגיאה:" @@ -992,6 +1114,15 @@ msgstr "בעליו של" msgid "Resources Without Explicit Ownership:" msgstr "משאבים נטולי בעלות מפורשת:" +msgid "File with that name already exists." +msgstr "קובץ עם שם זה כבר קיים." + +msgid "Folder with that name already exists." +msgstr "תיקייה עם שם זה כבר קיימת." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "שימוש בקווים נטויים בשמות תיקיות יצור תת-תיקיות בצורה רקורסיבית." + msgid "Could not create folder." msgstr "לא ניתן ליצור תיקייה." @@ -1001,8 +1132,17 @@ msgstr "יצירת תיקייה חדשה ב-%s:" msgid "Create Folder" msgstr "יצירת תיקייה" +msgid "Folder name is valid." +msgstr "שם התיקייה תקין." + +msgid "Double-click to open in browser." +msgstr "לחיצה כפולה לפתיחה בדפדפן." + msgid "Thanks from the Godot community!" -msgstr "תודה רבה מקהילת Godot!" +msgstr "תודות מקהילת Godot!" + +msgid "(unknown)" +msgstr "(לא ידוע)" msgid "Godot Engine contributors" msgstr "מתנדבי מנוע גודו" @@ -1011,7 +1151,11 @@ msgid "Project Founders" msgstr "מקימי המיזם" msgid "Lead Developer" -msgstr "מפתחים ראשיים" +msgstr "מפתח ראשי" + +msgctxt "Job Title" +msgid "Project Manager" +msgstr "מנהל מיזם" msgid "Developers" msgstr "מפתחים" @@ -1019,6 +1163,9 @@ msgstr "מפתחים" msgid "Authors" msgstr "יוצרים" +msgid "Patrons" +msgstr "תומכים" + msgid "Platinum Sponsors" msgstr "מממני פלטינה" @@ -1026,7 +1173,19 @@ msgid "Gold Sponsors" msgstr "מממני זהב" msgid "Silver Sponsors" -msgstr "תורמים בדרגת כסף" +msgstr "מממני כסף" + +msgid "Diamond Members" +msgstr "חברי יהלום" + +msgid "Titanium Members" +msgstr "חברי טיטניום" + +msgid "Platinum Members" +msgstr "חברי פלטינה" + +msgid "Gold Members" +msgstr "חברי זהב" msgid "Donors" msgstr "תורמים" @@ -1071,9 +1230,6 @@ msgstr "חילוץ הקבצים הבאים מהמשאב \"%s\" נכשל:" msgid "(and %s more files)" msgstr "(וגם %s קבצים נוספים)" -msgid "Asset \"%s\" installed successfully!" -msgstr "המשאב \"%s\" הותקן בהצלחה!" - msgid "Success!" msgstr "הצלחה!" @@ -1197,24 +1353,6 @@ msgstr "טעינת בררת המחדל של פריסת אפיקי השמע." msgid "Create a new Bus Layout." msgstr "יצירת פריסת אפיקים חדשה." -msgid "Invalid name." -msgstr "שם שגוי." - -msgid "Cannot begin with a digit." -msgstr "לא ניתן להתחיל עם סיפרה." - -msgid "Valid characters:" -msgstr "תווים תקפים:" - -msgid "Must not collide with an existing engine class name." -msgstr "אינו יכול להתנגש עם שם מחלקה קיימת במנוע." - -msgid "Must not collide with an existing built-in type name." -msgstr "אינו יכול להתנגש עם סוג שם מובנה שכבר קיים." - -msgid "Must not collide with an existing global constant name." -msgstr "אינו יכול להתנגש עם שם קבוע גלובלי שכבר קיים." - msgid "Autoload '%s' already exists!" msgstr "הטעינה האוטומטית ‚%s’ כבר קיימת!" @@ -1309,7 +1447,7 @@ msgid "Script Editor" msgstr "עורך הסקריפטים" msgid "Asset Library" -msgstr "ספריית משאבים" +msgstr "ספריית המשאבים" msgid "Scene Tree Editing" msgstr "עריכת עץ הסצנות" @@ -1434,9 +1572,6 @@ msgstr "ייבוא פרופיל(ים)" msgid "Manage Editor Feature Profiles" msgstr "נהל פרופילי תכונות העורך" -msgid "Save & Restart" -msgstr "שמירה והפעלה מחדש" - msgid "ScanSources" msgstr "סריקת מקורות" @@ -1451,21 +1586,66 @@ msgstr "ייבוא משאבים (מחדש)" msgid "Import resources of type: %s" msgstr "ייבוא משאבים מסוג: %s" +msgid "No return value." +msgstr "אין ערך מוחזר." + msgid "Experimental" msgstr "ניסיוני" +msgid "Experimental:" +msgstr "ניסיוני:" + +msgid "This method supports a variable number of arguments." +msgstr "שיטה זאת תומכת במספר משתנה של ארגומנטים." + msgid "Constructors" msgstr "מגדירים" msgid "Method Descriptions" msgstr "תיאורי מתודות" +msgid "Constructor Descriptions" +msgstr "תיאורי בנאים" + +msgid "There is currently no description for this method." +msgstr "כרגע אין תיאור לשיטה זאת." + +msgid "There is currently no description for this constructor." +msgstr "כרגע אין תיאור לבנאי זה." + +msgid "There is currently no description for this operator." +msgstr "כרגע אין תיאור לאופרטור זה." + +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור לשיטה זאת. בבקשה עזרו לנו על-ידי [color=$color][url=$url]כתיבת " +"תיאור[/url][/color]!" + +msgid "" +"There is currently no description for this constructor. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור לבנאי זה. בבקשה עזרו לנו על-ידי [color=$color][url=$url]כתיבת " +"תיאור[/url][/color]!" + +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור לאופרטור זה. בבקשה עזור לנו על-ידי [color=$color]" +"[url=$url]כתיבת תיאור[/url][/color]!" + msgid "Top" msgstr "עליון" msgid "Class:" msgstr "מחלקה:" +msgid "This class may be changed or removed in future versions." +msgstr "מחלקה זאת עלולה להשתנות או להיות מוסרת בגרסאות עתידיות." + msgid "Inherits:" msgstr "ירושה:" @@ -1475,6 +1655,9 @@ msgstr "מוריש אל:" msgid "Description" msgstr "תיאור" +msgid "There is currently no description for this class." +msgstr "כרגע אין תיאור למחלקה זאת." + msgid "Online Tutorials" msgstr "הדרכות מקוונות" @@ -1490,27 +1673,78 @@ msgstr "ברירת מחדל:" msgid "Theme Properties" msgstr "מאפייני ערכת עיצוב" +msgid "Colors" +msgstr "צבעים" + msgid "Constants" msgstr "קבועים" msgid "Fonts" msgstr "גופנים" +msgid "Font Sizes" +msgstr "גדלי גופן" + msgid "Icons" msgstr "סמלים" msgid "Styles" msgstr "סגנונות" +msgid "There is currently no description for this theme property." +msgstr "כרגע אין תיאור למאפיין ערכת נושא זאת." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור למאפיין ערכת נושא זאת. בבקשה עזור לנו על-ידי [color=$color]" +"[url=$url]כתיבת תיאור[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "אות זה עלול להשתנות או להיות מוסר בגרסאות עתידיות." + +msgid "There is currently no description for this signal." +msgstr "כרגע אין תיאור לאות זה." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור לאות זה. בבקשה עזור לנו על-ידי [color=$color][url=$url]כתיבת " +"תיאור [/url][/color]!" + msgid "Enumerations" msgstr "מונים" +msgid "This constant may be changed or removed in future versions." +msgstr "קבוע זה עלול להשתנות או להיות מוסר בגרסאות עתידיות." + +msgid "Annotations" +msgstr "הערות הסבר" + +msgid "There is currently no description for this annotation." +msgstr "כרגע אין תיאור להערת הסבר זאת." + +msgid "" +"There is currently no description for this annotation. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"כרגע אין תיאור להערת הסבר זאת. בבקשה עזור לנו על-ידי [color=$color]" +"[url=$url]כתיבת תיאור [/url][/color]!" + msgid "Property Descriptions" msgstr "תיאורי מאפיינים" msgid "(value)" msgstr "(ערך)" +msgid "This property may be changed or removed in future versions." +msgstr "מאפיין זה עלול להשתנות או להיות מוסר בגרסאות עתידיות." + +msgid "There is currently no description for this property." +msgstr "כרגע אין תיאור למאפיין זאת." + msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" @@ -1518,21 +1752,36 @@ msgstr "" "כרגע אין תיאור למאפיין זה. בבקשה עזור לנו על-ידי [color=$color]" "[url=$url]כתיבת תיאור[/url][/color]!" +msgid "Editor" +msgstr "עורך" + +msgid "No description available." +msgstr "אין תיאור זמין." + msgid "Property:" msgstr "מאפיין:" +msgid "Method:" +msgstr "שיטה:" + msgid "Signal:" msgstr "אות:" -msgid "%d match." -msgstr "%d התאמה." +msgid "Theme Property:" +msgstr "מאפיין ערכת נושא:" msgid "%d matches." msgstr "%d התאמות." +msgid "Constructor" +msgstr "בנאי" + msgid "Method" msgstr "מתודה" +msgid "Operator" +msgstr "אופרטור" + msgid "Signal" msgstr "אות" @@ -1545,6 +1794,9 @@ msgstr "מאפיין" msgid "Theme Property" msgstr "מאפיין ערכת עיצוב" +msgid "Annotation" +msgstr "הערת הסבר" + msgid "Search Help" msgstr "חיפוש בעזרה" @@ -1560,12 +1812,21 @@ msgstr "הצגת הכול" msgid "Classes Only" msgstr "מחלקות בלבד" +msgid "Constructors Only" +msgstr "בנאים בלבד" + msgid "Methods Only" -msgstr "מתודות בלבד" +msgstr "שיטות בלבד" + +msgid "Operators Only" +msgstr "אופרטורים בלבד" msgid "Signals Only" msgstr "אותות בלבד" +msgid "Annotations Only" +msgstr "הערות הסבר בלבד" + msgid "Constants Only" msgstr "קבועים בלבד" @@ -1578,6 +1839,12 @@ msgstr "מאפייני ערכת עיצוב בלבד" msgid "Member Type" msgstr "סוג שדה" +msgid "(constructors)" +msgstr "(בנאים)" + +msgid "Keywords" +msgstr "מילות מפתח" + msgid "Class" msgstr "מחלקה" @@ -1597,21 +1864,36 @@ msgstr "העברה למעלה" msgid "Move Down" msgstr "העברה למטה" +msgid "Insert New Before" +msgstr "הכנסת חדש לפני" + +msgid "Insert New After" +msgstr "הכנסת חדש אחרי" + +msgid "Clear Array" +msgstr "ניקוי מערך" + +msgid "Resize Array..." +msgstr "שינוי גודל מערך..." + msgid "Resize Array" msgstr "שינוי גודל המערך" +msgid "New Size:" +msgstr "גודל חדש:" + msgid "Element %s" -msgstr "תוכן %s" +msgstr "רכיב %s" msgid "Set %s" msgstr "קביעת %s" +msgid "Set Multiple: %s" +msgstr "קביעה מרובה: %s" + msgid "Remove metadata %s" msgstr "הסרת מטא-נתונים %s" -msgid "Pinned %s" -msgstr "הוצמד %s" - msgid "Unpinned %s" msgstr "בוטלה ההצמדה של %s" @@ -1621,15 +1903,45 @@ msgstr "שם:" msgid "Add Metadata Property for \"%s\"" msgstr "הוספת מטא-נתון עבור \"%s\"" +msgid "Copy Value" +msgstr "העתקת ערך" + +msgid "Paste Value" +msgstr "הדבקת ערך" + msgid "Creating Mesh Previews" msgstr "יצירת תצוגה מקדימה של הרשת" msgid "Thumbnail..." msgstr "תמונה ממוזערת…" +msgid "Select existing layout:" +msgstr "בחירת פריסה קיימת:" + +msgid "Or enter new layout name" +msgstr "או הכנס שם של פריסה חדשה" + +msgid "[Default]" +msgstr "[ברירת מחדל]" + msgid "Edit Filters" msgstr "עריכת מסננים" +msgid "Language:" +msgstr "שפה:" + +msgid "Country:" +msgstr "מדינה:" + +msgid "Language" +msgstr "שפה" + +msgid "Country" +msgstr "מדינה" + +msgid "Filter Messages" +msgstr "סינון הודעות" + msgid "Clear Output" msgstr "ניקוי הפלט" @@ -1651,15 +1963,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "מסתובב כאשר חלון העורך מצויר מחדש." -msgid "Imported resources can't be saved." -msgstr "משאבים מיובאים לא נשמרו." - msgid "OK" msgstr "אישור" -msgid "Error saving resource!" -msgstr "שגיאה בשמירת המשאב!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1669,15 +1975,6 @@ msgstr "" msgid "Save Resource As..." msgstr "שמירת המשאב בתור…" -msgid "Can't open file for writing:" -msgstr "לא ניתן לפתוח קובץ לכתיבה:" - -msgid "Requested file format unknown:" -msgstr "סוג הקובץ המבוקש לא ידוע:" - -msgid "Error while saving." -msgstr "שגיאה בעת השמירה." - msgid "Saving Scene" msgstr "שומר סצנה" @@ -1687,14 +1984,6 @@ msgstr "מתבצע ניתוח" msgid "Creating Thumbnail" msgstr "יצירת תמונה ממוזערת" -msgid "This operation can't be done without a tree root." -msgstr "לא ניתן לבצע פעולה זו ללא שורש העץ." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "לא ניתן לשמור את הסצנה. כנראה עקב תלות (מופע או ירושה) שלא מסופקת." - msgid "Save scene before running..." msgstr "שמור סצנה לפני ריצה..." @@ -1704,11 +1993,8 @@ msgstr "שמירת כל הסצנות" msgid "Can't overwrite scene that is still open!" msgstr "לא ניתן להחליף סצנה שעדיין פתוחה!" -msgid "Can't load MeshLibrary for merging!" -msgstr "לא ניתן לטעון את MeshLibrary למיזוג!" - -msgid "Error saving MeshLibrary!" -msgstr "שגיאה בשמירת MeshLibrary!" +msgid "Merge With Existing" +msgstr "מיזוג עם נוכחיים" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1729,6 +2015,9 @@ msgstr "" msgid "Layout name not found!" msgstr "שם הפריסה לא נמצא!" +msgid "This object is marked as read-only, so it's not editable." +msgstr "עצם זה מסומן לקריאה בלבד, אז הוא לא ניתן לעריכה." + 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 " @@ -1744,9 +2033,6 @@ msgstr "" "משאב זה מיובא ואין אפשרות לערוך אותו. יש לשנות את הגדרותיו בחלון הייבוא " "ולייבא מחדש." -msgid "Changes may be lost!" -msgstr "השינויים עשויים ללכת לאיבוד!" - msgid "Open Base Scene" msgstr "פתיחת סצנת בסיס" @@ -1759,9 +2045,6 @@ msgstr "פתיחת סצנה מהירה…" msgid "Quick Open Script..." msgstr "פתיחת סקריפט מהירה…" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s כבר לא קיים! נא לציין מיקום שמירה חדש." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -1774,6 +2057,12 @@ msgstr "שמירת סצנה בשם…" msgid "Current scene not saved. Open anyway?" msgstr "הסצנה הנוכחית לא נשמרה. לפתוח בכל זאת?" +msgid "Can't undo while mouse buttons are pressed." +msgstr "לא יכול לבטל פעולה כשכפתורי העכבר לחוצים." + +msgid "Nothing to undo." +msgstr "אין פעולה לבטל." + msgid "Global Undo: %s" msgstr "ביטול גלובאלי: %s" @@ -1814,25 +2103,12 @@ msgstr "לשמור ולצאת" msgid "Save modified resources before closing?" msgstr "לשמור את השינויים לפני הסגירה?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "לשמור את השינויים לסצנות הבאות לפני היציאה?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "לשמור את הסצנות הבאות לפני פתיחת מנהל המיזמים?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"אפשרות זו אינה זמינה עוד. מצבים בהם יש לאלץ ריענון נחשבים לבאגים. נא לדווח " -"עליהם." - msgid "Pick a Main Scene" msgstr "נא לבחור סצנה ראשית" -msgid "This operation can't be done without a scene." -msgstr "לא ניתן לבצע פעולה זו ללא סצנה." - msgid "Export Mesh Library" msgstr "ייצוא Mesh Library" @@ -1857,22 +2133,12 @@ msgstr "" "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 "" -"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:" msgid "Clear Recent Scenes" msgstr "נקה סצינות אחרונות" -msgid "There is no defined scene to run." -msgstr "אין סצנה מוגדרת להרצה." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -1966,15 +2232,9 @@ msgstr "הגדרות העורך..." msgid "Project" msgstr "מיזם" -msgid "Project Settings..." -msgstr "הגדרות מיזם..." - msgid "Version Control" msgstr "בקרת גירסאות" -msgid "Export..." -msgstr "ייצוא..." - msgid "Install Android Build Template..." msgstr "התקנת תבנית בנייה לאנדרואיד..." @@ -1987,9 +2247,6 @@ msgstr "סייר משאבים יתומים ..." msgid "Quit to Project List" msgstr "יציאה לרשימת מיזמים" -msgid "Editor" -msgstr "עורך" - msgid "Editor Layout" msgstr "פריסת עורך" @@ -2020,9 +2277,6 @@ msgstr "ניהול תבניות ייצוא..." msgid "Help" msgstr "עזרה" -msgid "Questions & Answers" -msgstr "שאלות ותשובות" - msgid "Community" msgstr "קהילה" @@ -2032,24 +2286,21 @@ msgstr "דיווח על תקלה (באג)" msgid "Send Docs Feedback" msgstr "שליחת משוב על התיעוד" +msgid "Save & Restart" +msgstr "שמירה והפעלה מחדש" + msgid "Update Continuously" msgstr "עדכון רציף" msgid "Hide Update Spinner" msgstr "הסתרת מחוון העדכון" -msgid "FileSystem" -msgstr "מערכת קבצים" - msgid "Inspector" msgstr "מפקח" msgid "Node" msgstr "מפרק" -msgid "Output" -msgstr "פלט" - msgid "Don't Save" msgstr "לא לשמור" @@ -2068,9 +2319,6 @@ msgstr "ייבוא תבניות מקובץ ZIP" msgid "Export Library" msgstr "ייצוא ספריה" -msgid "Merge With Existing" -msgstr "מיזוג עם נוכחיים" - msgid "Open & Run a Script" msgstr "פתיחה והרצה של סקריפט" @@ -2103,7 +2351,7 @@ msgid "Open Script Editor" msgstr "פתיחת עורך סקריפטים" msgid "Open Asset Library" -msgstr "פתיחת ספריית נכסים" +msgstr "פתיחת ספריית המשאבים" msgid "Open the next Editor" msgstr "פתיחת העורך הבא" @@ -2114,9 +2362,6 @@ msgstr "פתיחת העורך הקודם" msgid "Warning!" msgstr "אזהרה!" -msgid "Installed Plugins:" -msgstr "תוספים מותקנים:" - msgid "Edit Text:" msgstr "ערוך טקסט:" @@ -2132,18 +2377,21 @@ msgstr "השם מכיל תווים שגויים." msgid "Rename" msgstr "שינוי שם" +msgid "Rename layer" +msgstr "שינוי שם שכבה" + msgid "Layer %d" msgstr "שכבה %d" -msgid "Remove Item" -msgstr "הסר פריט" - msgid "New Key:" msgstr "מפתח חדש:" msgid "New Value:" msgstr "ערך חדש:" +msgid "Remove Item" +msgstr "הסר פריט" + msgid "Add Key/Value Pair" msgstr "הוסף זוג מפתח/ערך" @@ -2162,6 +2410,9 @@ msgstr "הצגה בחלון הקבצים" msgid "Convert to %s" msgstr "המרה ל-%s" +msgid "New Shader..." +msgstr "מצליל חדש..." + msgid "Write your logic in the _run() method." msgstr "ניתן לכתוב את הלוגיקה שלך בשיטה ‎_run()‎." @@ -2189,23 +2440,44 @@ msgstr "מקשי קיצור" msgid "Binding" msgstr "קישור" +msgid "or" +msgstr "או" + +msgid "All Devices" +msgstr "כל ההתקנים" + msgid "Device" -msgstr "מכשיר" +msgstr "התקן" + +msgid "Listening for Input" +msgstr "מאזין לקלט" + +msgid "Filter by Event" +msgstr "סנן לפי אירוע" msgid "Project export for platform:" msgstr "ייצוא פרויקט לפלטפורמה:" +msgid "Completed with warnings." +msgstr "הושלם עם אזהרות." + +msgid "Completed successfully." +msgstr "הושלם בהצלחה." + +msgid "Failed." +msgstr "נכשל." + +msgid "Export failed with error code %d." +msgstr "יצוא נכשל עם קוד שגיאה %d." + msgid "Storing File: %s" msgstr "קובץ אחסון: %s" msgid "Storing File:" msgstr "קובץ אחסון:" -msgid "No export template found at the expected path:" -msgstr "לא נמצאה תבנית ייצוא בנתיב המצופה:" - msgid "Could not open file to read from path \"%s\"." -msgstr "לא ניתן לפתוח קובץ לקריאה במסלול: \"%s\"." +msgstr "לא ניתן לפתוח קובץ לקריאה בנתיב: \"%s\"." msgid "Packing" msgstr "אורז" @@ -2213,12 +2485,21 @@ msgstr "אורז" msgid "Cannot create file \"%s\"." msgstr "לא ניתן ליצור קובץ \"%s\"." +msgid "Failed to export project files." +msgstr "נכשל ביצוא קבצי הפרויקט." + msgid "Can't open file for writing at path \"%s\"." msgstr "לא ניתן לפתוח קובץ לכתיבה במסלול: \"%s\"." msgid "Can't open file for reading-writing at path \"%s\"." msgstr "לא ניתן לפתוח קובץ לקריאה-כתיבה במסלול: \"%s\"." +msgid "Can't create encrypted file." +msgstr "לא ניתן ליצור קובץ מוצפן." + +msgid "Can't open encrypted file to write." +msgstr "לא ניתן לפתוח קובץ מוצפן לכתיבה." + msgid "Can't open file to read from path \"%s\"." msgstr "לא ניתן לפתוח קובץ לקריאה במסלול: \"%s\"." @@ -2228,50 +2509,50 @@ msgstr "תבנית ניפוי שגיאות מותאמת אישית לא נמצא msgid "Custom release template not found." msgstr "תבנית שחרור מותאמת-אישית לא נמצאה." +msgid "The given export path doesn't exist." +msgstr "נתיב היצוא שסופק אינו קיים." + msgid "Template file not found: \"%s\"." msgstr "קובץ התבנית לא נמצא: \"%s\"." +msgid "Failed to copy export template." +msgstr "נכשל בהעתקת תבנית היצוא." + msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "בייצוא ארכיטקטורת 32 ביט, ה PCK המובנה לא יכול לחרוג מעבר ל 4 GiB." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "התוסף \"%s\" לא נתמך ב - \"%s\"" + +msgid "Open the folder containing these templates." +msgstr "פתיחת התיקייה המכילה את תבניות אלה." + +msgid "Uninstall these templates." +msgstr "הסרת ההתקנה של תבניות אלה." + +msgid "Starting the download..." +msgstr "מתחיל את ההורדה..." + msgid "Error requesting URL:" msgstr "שגיאה בבקשת כתובת:" msgid "Request failed." msgstr "הבקשה נכשלה." +msgid "Request failed:" +msgstr "הבקשה נכשלה:" + +msgid "Download complete; extracting templates..." +msgstr "ההורדה הושלמה; מחלץ תבניות..." + +msgid "Cannot remove temporary file:" +msgstr "לא ניתן להסיר קובץ זמני:" + msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "לא נמצאו קישורי הורדה לגרסה זו. הורדה ישירה זמינה רק במהדורות הרשמיות." -msgid "Disconnected" -msgstr "מנותק" - -msgid "Resolving" -msgstr "פותר" - -msgid "Can't Resolve" -msgstr "לא ניתן לפתור" - -msgid "Connecting..." -msgstr "מתבצעת התחברות…" - -msgid "Can't Connect" -msgstr "לא ניתן להתחבר" - -msgid "Connected" -msgstr "מחובר" - -msgid "Requesting..." -msgstr "מוגשת בקשה…" - -msgid "Downloading" -msgstr "מתבצעת הורדה" - -msgid "Connection Error" -msgstr "שגיאת חיבור" - msgid "Invalid version.txt format inside the export templates file: %s." msgstr "תבנית ה־version.txt שגויה בתוך קובץ התבניות לייצוא: %s." @@ -2290,6 +2571,12 @@ msgstr "גרסה נוכחית:" msgid "Uninstall" msgstr "הסרה" +msgid "Download and Install" +msgstr "הורדה והתקנה" + +msgid "Runnable" +msgstr "ניתן להרצה" + msgid "%s Export" msgstr "ייצוא %s" @@ -2347,9 +2634,6 @@ msgstr "צפייה בבעלים…" msgid "Reimport" msgstr "ייבוא מחדש" -msgid "Open in File Manager" -msgstr "פתיחה במנהל הקבצים" - msgid "New Folder..." msgstr "תיקייה חדשה…" @@ -2362,6 +2646,9 @@ msgstr "שכפול…" msgid "Rename..." msgstr "שינוי שם…" +msgid "Open in File Manager" +msgstr "פתיחה במנהל הקבצים" + msgid "Re-Scan Filesystem" msgstr "סריקת מערכת הקבצים מחדש" @@ -2629,15 +2916,6 @@ msgstr "מקומי" msgid "Groups" msgstr "קבוצות" -msgid "Update" -msgstr "עדכון" - -msgid "Author:" -msgstr "יוצר:" - -msgid "Version:" -msgstr "גרסה:" - msgid "Insert Point" msgstr "הוספת נקודה" @@ -2656,6 +2934,9 @@ msgstr "המשולש כבר קיים." msgid "Set Animation" msgstr "קביעת הנפשה" +msgid "Change Filter" +msgstr "שינוי מסנן" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -2682,9 +2963,78 @@ msgstr "הוספת מפרק..." msgid "Enable Filtering" msgstr "איפשור סינון" +msgid "Invert" +msgstr "היפוך" + +msgid "Library Name:" +msgstr "שם הספרייה:" + +msgid "Animation name can't be empty." +msgstr "שם ההנפשה לא יכול להיות ריק." + +msgid "Animation name contains invalid characters: '/', ':', ',' or '['." +msgstr "שם ההנפשה מכיל תווים שגויים: '/', ':', ',' or '['." + +msgid "Animation with the same name already exists." +msgstr "הנפשה עם שם זהה כבר קיימת." + +msgid "Enter a library name." +msgstr "הכנס שם ספרייה." + +msgid "Library name contains invalid characters: '/', ':', ',' or '['." +msgstr "שם הספרייה מכיל תווים שגויים: '/', ':', ',' or '['." + +msgid "Library with the same name already exists." +msgstr "ספרייה עם שם זהה כבר קיימת." + +msgid "Animation name is valid." +msgstr "שם ההנפשה תקין." + +msgid "Global library will be created." +msgstr "ספרייה גלובאלית תיווצר." + +msgid "Library name is valid." +msgstr "שם הספרייה תקין." + +msgid "Add Animation to Library: %s" +msgstr "הוספת הנפשה לספרייה: %s" + +msgid "Add Animation Library: %s" +msgstr "הוספת ספריית הנפשות: %s" + msgid "Load Animation" msgstr "טעינת הנפשה" +msgid "Make Animation Library Unique: %s" +msgstr "הפוך ספריית הנפשה לייחודית: %s" + +msgid "Save Animation" +msgstr "שמירת הנפשה" + +msgid "Make Animation Unique: %s" +msgstr "הפוך הנפשה לייחודית: %s" + +msgid "Save Animation library to File: %s" +msgstr "שמור ספריית הנפשה בקובץ: %s" + +msgid "Save Animation to File: %s" +msgstr "שמור הנפשה בקובץ: %s" + +msgid "Some AnimationLibrary files were invalid." +msgstr "מספר קבצי ספריית-הנפשה לא תקינים." + +msgid "Some of the selected animations were already added to the library." +msgstr "מספר מההנפשות שנבחרו כבר נוספו לספרייה." + +msgid "Load Animation into Library: %s" +msgstr "טעינת הנפשה לספרייה: %s" + +msgid "Rename Animation Library: %s" +msgstr "שינוי שם ספריית הנפשה: %s" + +msgid "Rename Animation: %s" +msgstr "שינוי שם ההנפשה: %s" + msgid "Animation Name:" msgstr "שם הנפשה:" @@ -2697,6 +3047,63 @@ msgstr "הנפשה הודבקה" msgid "Open in Inspector" msgstr "פתיחה במפקח" +msgid "Remove Animation Library: %s" +msgstr "הסרת ספריית הנפשה: %s" + +msgid "Remove Animation from Library: %s" +msgstr "הסרת הנפשה מספרייה: %s" + +msgid "[built-in]" +msgstr "[מובנה]" + +msgid "[foreign]" +msgstr "[זר]" + +msgid "[imported]" +msgstr "[מיובא]" + +msgid "Add animation to library." +msgstr "הוספת הנפשה לספרייה." + +msgid "Load animation from file and add to library." +msgstr "טעינת הנפשה מקובץ והוספה לספרייה." + +msgid "Paste animation to library from clipboard." +msgstr "הדבקת הנפשה מלוח ההעתקה בספרייה." + +msgid "Save animation library to resource on disk." +msgstr "שמירת ספריית הנפשות למשאב בדיסק." + +msgid "Remove animation library." +msgstr "הסרת ספריית הנפשות." + +msgid "Copy animation to clipboard." +msgstr "העתקת הנפשה ללוח ההעתקה." + +msgid "Save animation to resource on disk." +msgstr "שמירת הנפשה למשאב על הדיסק." + +msgid "Remove animation from Library." +msgstr "הסרת הנפשה מספרייה." + +msgid "Edit Animation Libraries" +msgstr "ערוך ספריות הנפשה" + +msgid "New Library" +msgstr "ספרייה חדשה" + +msgid "Create new empty animation library." +msgstr "יצירת ספריית הנפשות חדשה." + +msgid "Load Library" +msgstr "טעינת ספרייה" + +msgid "Load animation library from disk." +msgstr "טעינת ספריית הנפשות מדיסק." + +msgid "Storage" +msgstr "אחסון" + msgid "Toggle Autoplay" msgstr "הפעלת/ביטול הפעלה אוטומטית" @@ -2859,8 +3266,11 @@ msgstr "מחיקת הנבחר" msgid "Root" msgstr "שורש" -msgid "AnimationTree" -msgstr "עץ הנפשה" +msgid "Author" +msgstr "יוצר" + +msgid "Version:" +msgstr "גרסה:" msgid "Contents:" msgstr "תוכן:" @@ -2919,9 +3329,6 @@ msgstr "נכשל:" msgid "Bad download hash, assuming file has been tampered with." msgstr "ההאש (hash) שירד לא טוב, כנראה שהקובץ שונה." -msgid "Expected:" -msgstr "צפוי:" - msgid "Got:" msgstr "התקבל:" @@ -2937,6 +3344,12 @@ msgstr "הורדה…" msgid "Resolving..." msgstr "מברר כתובת..." +msgid "Connecting..." +msgstr "מתבצעת התחברות…" + +msgid "Requesting..." +msgstr "מוגשת בקשה…" + msgid "Error making request" msgstr "שגיאה בביצוע בקשה" @@ -2970,9 +3383,6 @@ msgstr "רישיון (א-ת)" msgid "License (Z-A)" msgstr "רישיון (ת-א)" -msgid "Official" -msgstr "רשמי" - msgid "Testing" msgstr "בבדיקה" @@ -3039,9 +3449,6 @@ msgstr "מצב תנועה" msgid "Rotate Mode" msgstr "מצב סיבוב" -msgid "Click to change object's rotation pivot." -msgstr "לחץ כדי לשנות את ציר הסיבוב של האובייקט." - msgid "Pan Mode" msgstr "מצב פנורמה" @@ -3060,6 +3467,9 @@ msgstr "הכנסת מפתח" msgid "Cannot instantiate multiple nodes without root." msgstr "לא ניתן ליצור מפרקים מרובים ללא שורש." +msgid "Restart" +msgstr "הפעלה מחדש" + msgid "Deploy with Remote Debug" msgstr "הטעמה עם ניפוי שגיאות מרחוק" @@ -3069,6 +3479,21 @@ msgstr "צורות התנגשות גלויים" msgid "Visible Navigation" msgstr "ניווט גלוי" +msgid "Edit Plugin" +msgstr "עריכת תוסף" + +msgid "Installed Plugins:" +msgstr "תוספים מותקנים:" + +msgid "Create New Plugin" +msgstr "יצירת תוסף חדש" + +msgid "Enabled" +msgstr "מאופשר" + +msgid "Version" +msgstr "גרסה" + msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "שינוי זווית הפליטה של AudioStreamPlayer3D" @@ -3108,6 +3533,12 @@ msgstr "יצירת תמונות lightmap נכשלה, ודא/י שהנתיב ני msgid "Bake Lightmaps" msgstr "אפיית Lightmaps" +msgid "Random Rotation:" +msgstr "סיבוב אקראי:" + +msgid "Random Scale:" +msgstr "קנה-מידה אקראי:" + msgid "Amount:" msgstr "כמות:" @@ -3201,6 +3632,9 @@ msgstr "הטיה (מעלות):" msgid "Scale (ratio):" msgstr "שינוי קנה מידה (יחס):" +msgid "Convert to Parallax2D" +msgstr "המרה ל־Parallax2D" + msgid "Delete Point" msgstr "מחיקת נקודה" @@ -3213,13 +3647,13 @@ msgstr "פיצול נתיב" msgid "Remove Path Point" msgstr "הסרת נקודה בנתיב" +msgid "Author:" +msgstr "יוצר:" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "מאפיין 'skeleton' של Polygon2D אינו מצביע על מפרק Skeleton2D" -msgid "Shift: Move All" -msgstr "Shift: הזזת הכול" - msgid "Move Polygon" msgstr "הזזת מצולע" @@ -3268,18 +3702,9 @@ msgstr "לא יכול לפתוח את '%s'. יכול להיות שהקובץ ה msgid "Close and save changes?" msgstr "לסגור ולשמור את השינויים?" -msgid "Error saving file!" -msgstr "שגיאה בשמירת קובץ!" - -msgid "Error while saving theme." -msgstr "שגיאה בשמירת ערכת העיצוב." - msgid "Error Saving" msgstr "שגיאה בשמירה" -msgid "Error importing theme." -msgstr "שגיאה בייבוא ערכת העיצוב." - msgid "Error Importing" msgstr "שגיאה בייבוא" @@ -3289,24 +3714,21 @@ msgstr "קובץ טקסט חדש…" msgid "Open File" msgstr "פתיחת קובץ" -msgid "Could not load file at:" -msgstr "לא ניתן לטעון קובץ מהמיקום:" - msgid "Save File As..." msgstr "שמירת קובץ בשם…" msgid "Import Theme" msgstr "ייבוא ערכת עיצוב" -msgid "Error while saving theme" -msgstr "שגיאה בשמירת ערכת העיצוב" - msgid "Error saving" msgstr "שגיאה בשמירה" msgid "Save Theme As..." msgstr "שמירת ערכת עיצוב בשם…" +msgid "%s Class Reference" +msgstr "הפניה למחלקה %s" + msgid "Find Next" msgstr "איתור הבא" @@ -3449,9 +3871,51 @@ msgstr "כן" msgid "Error" msgstr "שגיאה" +msgid "Open in editor" +msgstr "פתיחה בעורך" + +msgid "Discard changes" +msgstr "היפטר מהשינויים" + +msgid "Date:" +msgstr "תאריך:" + +msgid "Subtitle:" +msgstr "כותרת משנה:" + +msgid "Do you want to remove the %s branch?" +msgstr "האם להסיר את הענף %s?" + +msgid "Local Settings" +msgstr "הגדרות מקומיות" + +msgid "Apply" +msgstr "החלה" + +msgid "Remote Login" +msgstr "התחברות מרחוק" + +msgid "Username" +msgstr "שם משתמש" + +msgid "Password" +msgstr "סיסמה" + msgid "SSH Passphrase" msgstr "סיסמת SSH" +msgid "Detect new changes" +msgstr "מצא שינויים חדשים" + +msgid "Discard all changes" +msgstr "היפטר מכל השינויים" + +msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER." +msgstr "פעולה זו היא בלתי-הפיכה. שינויים אלה ימחקו לצמיתות." + +msgid "Permanentally delete my changes" +msgstr "מחק לצמיתות את השינויים שלי" + msgid "Add Input" msgstr "הוספת קלט" @@ -3482,15 +3946,29 @@ msgstr "פונקציית צבע." msgid "Vector function." msgstr "פונקציה וקטורית." +msgctxt "Application" +msgid "Project Manager" +msgstr "מנהל המיזמים" + msgid "New Project" msgstr "מיזם חדש" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "הערה: ספריית המשאבים צריכה חיבור לאינטרנט והיא כוללת שליחת מידע דרכו." + msgid "Select a Folder to Scan" msgstr "נא לבחור תיקייה לסריקה" msgid "Restart Now" msgstr "להפעיל מחדש כעת" +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "ההגדרות שונו! כדי שהשינויים יחולו יש להפעיל מחדש את מנהל המיזמים." + msgid "Delete Item" msgstr "מחיקת פריט" @@ -3539,9 +4017,6 @@ msgstr "מופעים של סצנות לא יכולים להפוך לשורש" msgid "Make node as Root" msgstr "הפיכת מפרק לשורש" -msgid "Delete %d nodes and any children?" -msgstr "מחיקת %d מפרקים וכל צאצאיהם?" - msgid "Delete %d nodes?" msgstr "מחק %d מפרקים?" @@ -3736,33 +4211,6 @@ msgstr "שינוי רדיוס פנימי של טבעת" msgid "Change Torus Outer Radius" msgstr "שינוי רדיוס חיצוני של טבעת" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "סוג משתנה לא חוקי לפונקציית convert()‎, יש להשתמש בקבועי TYPE_*‎." - -msgid "Step argument is zero!" -msgstr "ארגומנט הצעד הוא אפס!" - -msgid "Not a script with an instance" -msgstr "אין סקריפט עם המופע" - -msgid "Not based on a script" -msgstr "לא מבוסס על סקריפט" - -msgid "Not based on a resource file" -msgstr "לא מבוסס על קובץ משאב" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "תבנית יצירת מילון לא חוקית (חסר @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "תבנית יצירת מילון לא חוקית (לא ניתן לטעון סקריפט מ-@path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "תבנית יצירת מילון לא חוקית (סקריפט לא חוקי ב-@path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "יצירת מילון לא חוקית (מחלקות משנה לא חוקיות)" - msgid "Next Plane" msgstr "המישור הבא" @@ -3871,24 +4319,6 @@ msgstr "יש להגדיר או ליצור משאב NavigationMesh כדי שצו msgid "Pose" msgstr "פוזה" -msgid "Package name is missing." -msgstr "שם החבילה חסר." - -msgid "Package segments must be of non-zero length." -msgstr "מקטעי החבילה חייבים להיות באורך שאינו אפס." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "התו '%s' אינו מותר בשמות חבילת יישום אנדרואיד." - -msgid "A digit cannot be the first character in a package segment." -msgstr "ספרה אינה יכולה להיות התו הראשון במקטע חבילה." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "התו '%s' אינו יכול להיות התו הראשון במקטע חבילה." - -msgid "The package must have at least one '.' separator." -msgstr "החבילה חייבת לכלול לפחות מפריד '.' אחד." - msgid "Invalid public key for APK expansion." msgstr "מפתח ציבורי לא חוקי להרחבת APK." @@ -3915,18 +4345,12 @@ msgstr "בניית מיזם אנדרואיד (gradle)" msgid "Invalid Identifier:" msgstr "מזהה לא חוקי:" -msgid "Identifier is missing." -msgstr "מזהה חסר." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "התו '%s' אינו מותר במזהה." +msgid "Run in Browser" +msgstr "הפעלה בדפדפן" msgid "Stop HTTP Server" msgstr "עצירת שרת HTTP" -msgid "Run in Browser" -msgstr "הפעלה בדפדפן" - msgid "Run exported HTML in the system's default browser." msgstr "הפעלת ה־HTML המיוצא בדפדפן בררת המחדל של המערכת." @@ -4051,9 +4475,6 @@ msgstr "" "ה-Hint Tooltip לא יוצג כאשר מסנן העכבר של הבקר נקבע כ-\"Ignore\". כדי לפתור " "זאת, יש להגדיר את מסנן העכבר ל-\"Stop\" או \"Pass\"." -msgid "Alert!" -msgstr "אזהרה!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "אם \"Exp Edit\" מאופשר, \"Min Value\" חייב להיות גדול מ-0." @@ -4075,11 +4496,5 @@ msgstr "מקור לא תקין ל-shader." msgid "Invalid comparison function for that type." msgstr "פונקציית השוואה לא חוקית לסוג זה." -msgid "Assignment to function." -msgstr "השמה לפונקציה." - -msgid "Assignment to uniform." -msgstr "השמה ל-uniform." - msgid "Constants cannot be modified." msgstr "אי אפשר לשנות קבועים." diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index 914fbaef22c8..6a6623bc4e05 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -201,12 +201,6 @@ msgstr "Joypad Gomb %d" msgid "Pressure:" msgstr "Nyomás:" -msgid "canceled" -msgstr "megszakítva" - -msgid "touched" -msgstr "érintve" - msgid "released" msgstr "elengedve" @@ -440,14 +434,6 @@ msgstr "PiB" msgid "EiB" 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 " "'\"'" @@ -458,18 +444,12 @@ msgstr "" msgid "An action with the name '%s' already exists." 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" @@ -849,10 +829,6 @@ msgstr "Összes cseréje" msgid "Selection Only" msgstr "Csak kijelölés" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Szóközök" - msgctxt "Indentation" msgid "Tabs" msgstr "Tabulátorok" @@ -985,9 +961,6 @@ msgstr "Új %s létrehozása" msgid "No results for \"%s\"." msgstr "Nincs találat a következőre: \"%s\"." -msgid "No description available for %s." -msgstr "Nincs elérhető leírás: %s." - msgid "Favorites:" msgstr "Kedvencek:" @@ -1012,9 +985,6 @@ msgstr "Hibakeresés" msgid "Copy Node Path" msgstr "Node Útvonal Másolása" -msgid "Instance:" -msgstr "Példány:" - msgid "Value" msgstr "Érték" @@ -1270,9 +1240,6 @@ msgstr "A következő fájlokat nem sikerült kibontani \"%s\" csomagból:" msgid "(and %s more files)" msgstr "(és további %s fájl)" -msgid "Asset \"%s\" installed successfully!" -msgstr "\"%s\" csomag telepítése sikeres!" - msgid "Success!" msgstr "Siker!" @@ -1396,21 +1363,6 @@ msgstr "Betölti az alapértelmezett Busz Elrendezést." msgid "Create a new Bus Layout." msgstr "Új Buszelrendezés létrehozása." -msgid "Invalid name." -msgstr "Érvénytelen név." - -msgid "Valid characters:" -msgstr "Érvényes karakterek:" - -msgid "Must not collide with an existing engine class name." -msgstr "Nem ütközhet egy már meglévő játékmotor-osztálynévvel." - -msgid "Must not collide with an existing built-in type name." -msgstr "Érvénytelen név. Nem ütközhet egy már meglévő beépített típusnévvel." - -msgid "Must not collide with an existing global constant name." -msgstr "Érvénytelen név. Nem ütközhet egy már meglévő globális konstans névvel." - msgid "Autoload '%s' already exists!" msgstr "Már létezik '%s' AutoLoad!" @@ -1578,12 +1530,6 @@ msgstr "Profil(ok) importálása" msgid "Manage Editor Feature Profiles" msgstr "A szerkesztő funkcióprofiljainak kezelése" -msgid "Restart" -msgstr "Újraindítás" - -msgid "Save & Restart" -msgstr "Mentés és újraindítás" - msgid "ScanSources" msgstr "Források Vizsgálata" @@ -1654,15 +1600,15 @@ msgstr "" "Ennek a tulajdonságnak jelenleg nincs leírása. Segítsen minket azzal, hogy " "[color=$color][url=$url]hozzájárul eggyel[/url][/color]!" +msgid "Editor" +msgstr "Szerkesztő" + msgid "Property:" msgstr "Tulajdonság:" msgid "Signal:" msgstr "Jelzés:" -msgid "%d match." -msgstr "%d egyezés." - msgid "%d matches." msgstr "%d egyezés." @@ -1756,15 +1702,9 @@ msgstr "Névtelen projekt" msgid "Spins when the editor window redraws." msgstr "Pörög, amikor a szerkesztőablak újrarajzolódik." -msgid "Imported resources can't be saved." -msgstr "Az importált erőforrások nem menthetők." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Hiba történt az erőforrás mentésekor!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1775,15 +1715,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Erőforrás Mentése Másként..." -msgid "Can't open file for writing:" -msgstr "Nem lehet megnyitni a fájlt írásra:" - -msgid "Requested file format unknown:" -msgstr "Kért fájl formátum ismeretlen:" - -msgid "Error while saving." -msgstr "Hiba történt mentés közben." - msgid "Saving Scene" msgstr "Scene mentése" @@ -1793,16 +1724,6 @@ msgstr "Elemzés" msgid "Creating Thumbnail" msgstr "Indexkép Létrehozása" -msgid "This operation can't be done without a tree root." -msgstr "Ezt a műveletet nem lehet fagyökér nélkül végrehajtani." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nem sikerült a Scene mentése. Valószínű, hogy a függőségei (példányok vagy " -"öröklések) nem voltak megfelelőek." - msgid "Save scene before running..." msgstr "Futtatás előtt mentse a jelenetet..." @@ -1812,11 +1733,8 @@ msgstr "Az összes jelenet mentése" msgid "Can't overwrite scene that is still open!" msgstr "Nem lehet felülírni a még nyitott jelenetet!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nem lehet betölteni a MeshLibrary-t összeolvasztásra!" - -msgid "Error saving MeshLibrary!" -msgstr "Hiba MeshLibrary mentésekor!" +msgid "Merge With Existing" +msgstr "Egyesítés Meglévővel" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1860,9 +1778,6 @@ msgstr "" "Ez azt erőforrást importálta, így ez nem szerkeszthető. Módosítsa a " "beállításait az import panelen, és importálja újból." -msgid "Changes may be lost!" -msgstr "Néhány változtatás elveszhet!" - msgid "Open Base Scene" msgstr "Alap Jelenet Megnyitása" @@ -1897,28 +1812,14 @@ msgstr "" msgid "Save & Quit" msgstr "Mentés és kilépés" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "" -"Elmenti a következő jelenet(ek)en végzett változtatásokat kilépés előtt?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Elmenti a következő Scene(ek)en végzett változtatásokat a Projektkezelő " "megnyitása előtt?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Ez a lehetőség elavult. Az olyan helyzeteket, ahol kényszeríteni kell egy " -"frissítést, már hibának vesszük. Kérjük, jelentse ezt." - msgid "Pick a Main Scene" msgstr "Válasszon egy Fő Jelenetet" -msgid "This operation can't be done without a scene." -msgstr "Ezt a műveletet nem lehet végrehajtani egy Scene nélkül." - msgid "Export Mesh Library" msgstr "Mesh könyvtár exportálás" @@ -1942,23 +1843,12 @@ msgstr "" "A(z) '%s' Scene automatikusan be lett importálva, ezért nem módosítható.\n" "Változtatások végzéséhez egy új öröklött Scene-t hozhat létre." -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 "" -"Hiba történt a Scene betöltésekor, benne kell lennnie a projekt útvonalában. " -"Használja az 'import' lehetőséget a Scene megnyitására, majd mentse el a " -"projekt útvonalán belülre." - msgid "Scene '%s' has broken dependencies:" msgstr "A(z) '%s' jelenetnek tört függőségei vannak:" msgid "Clear Recent Scenes" msgstr "Legutóbbi Jelenetek Törlése" -msgid "There is no defined scene to run." -msgstr "Nincs meghatározva Scene a futtatáshoz." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2058,15 +1948,9 @@ msgstr "Szerkesztő beállításai..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Projekt beállítások..." - msgid "Version Control" msgstr "Verziókezelés" -msgid "Export..." -msgstr "Exportálás..." - msgid "Tools" msgstr "Eszközök" @@ -2076,9 +1960,6 @@ msgstr "Árva erőforrás-kezelő..." msgid "Quit to Project List" msgstr "Kilépés a projektlistába" -msgid "Editor" -msgstr "Szerkesztő" - msgid "Editor Layout" msgstr "Szerkesztő Elrendezés" @@ -2118,24 +1999,21 @@ msgstr "Hiba bejelentése" msgid "Send Docs Feedback" msgstr "Visszajelzé Küldése s A Dokumentumokról" +msgid "Save & Restart" +msgstr "Mentés és újraindítás" + msgid "Update Continuously" msgstr "Folyamatos frissítés" msgid "Hide Update Spinner" msgstr "Frissítési forgó elrejtése" -msgid "FileSystem" -msgstr "Fájlrendszer" - msgid "Inspector" msgstr "Ellenőrző" msgid "Node" msgstr "Node" -msgid "Output" -msgstr "Kimenet" - msgid "Don't Save" msgstr "Nincs Mentés" @@ -2158,9 +2036,6 @@ msgstr "Sabloncsomag" msgid "Export Library" msgstr "Könyvtár Exportálása" -msgid "Merge With Existing" -msgstr "Egyesítés Meglévővel" - msgid "Open & Run a Script" msgstr "Szkriptet Megnyit és Futtat" @@ -2204,18 +2079,12 @@ msgstr "Előző Szerkesztő Megnyitása" msgid "Warning!" msgstr "Figyelmeztetés!" -msgid "On" -msgstr "Be" - -msgid "Edit Plugin" -msgstr "Bővítmény szerkesztése" - -msgid "Installed Plugins:" -msgstr "Telepített Bővítmények:" - msgid "Edit Text:" msgstr "Szöveg szerkesztése:" +msgid "On" +msgstr "Be" + msgid "No name provided." msgstr "Nincs név megadva." @@ -2231,18 +2100,18 @@ msgstr "Átnevezés" msgid "Assign..." msgstr "Hozzárendelés..." -msgid "Size:" -msgstr "Méret:" - -msgid "Remove Item" -msgstr "Elem eltávolítása" - msgid "New Key:" msgstr "Új kulcs:" msgid "New Value:" msgstr "Új érték:" +msgid "Size:" +msgstr "Méret:" + +msgid "Remove Item" +msgstr "Elem eltávolítása" + msgid "Add Key/Value Pair" msgstr "Kulcs/érték pár hozzáadása" @@ -2296,9 +2165,6 @@ msgstr "Eszköz" msgid "Storing File:" msgstr "Tároló Fájl:" -msgid "No export template found at the expected path:" -msgstr "Nem található export sablon a várt útvonalon:" - msgid "Packing" msgstr "Csomagolás" @@ -2337,33 +2203,6 @@ msgstr "" "Nem található letöltési link ehhez a verzióhoz. Közvetlen letöltés csak a " "hivatalos kiadásokhoz elérhető." -msgid "Disconnected" -msgstr "Kapcsolat bontva" - -msgid "Resolving" -msgstr "Megoldás" - -msgid "Can't Resolve" -msgstr "Nem Megoldható" - -msgid "Connecting..." -msgstr "Csatlakozás..." - -msgid "Can't Connect" -msgstr "Nem Lehet Csatlakozni" - -msgid "Connected" -msgstr "Csatlakozva" - -msgid "Requesting..." -msgstr "Lekérdezés..." - -msgid "Downloading" -msgstr "Letöltés" - -msgid "Connection Error" -msgstr "Kapcsolathiba" - msgid "Extracting Export Templates" msgstr "Export Sablonok Kibontása" @@ -2468,9 +2307,6 @@ msgstr "Eltávolítás a kedvencek közül" msgid "Reimport" msgstr "Újraimportálás" -msgid "Open in File Manager" -msgstr "Megnyitás a Fájlkezelőben" - msgid "New Folder..." msgstr "Új Mappa..." @@ -2489,6 +2325,9 @@ msgstr "Megkettőzés..." msgid "Rename..." msgstr "Átnevezés..." +msgid "Open in File Manager" +msgstr "Megnyitás a Fájlkezelőben" + msgid "Re-Scan Filesystem" msgstr "Fájlrendszer Újra-vizsgálata" @@ -2673,6 +2512,9 @@ msgstr "Szkript megnyitása:" msgid "Open in Editor" msgstr "Megnyitás Szerkesztőben" +msgid "Instance:" +msgstr "Példány:" + msgid "Importing Scene..." msgstr "Jelenet importálása..." @@ -2752,33 +2594,6 @@ msgstr "Csoportok" msgid "Select a single node to edit its signals and groups." msgstr "Válasszon ki egy node-ot a jelzések és csoportok módosításához." -msgid "Edit a Plugin" -msgstr "Bővítmény szerkesztése" - -msgid "Create a Plugin" -msgstr "Bővítmény létrehozása" - -msgid "Update" -msgstr "Frissítés" - -msgid "Plugin Name:" -msgstr "Bővítmény neve:" - -msgid "Subfolder:" -msgstr "Almappa:" - -msgid "Author:" -msgstr "Szerző:" - -msgid "Version:" -msgstr "Verzió:" - -msgid "Script Name:" -msgstr "Szkript neve:" - -msgid "Activate now?" -msgstr "Aktiválja most?" - msgid "Create Polygon" msgstr "Sokszög létrehozása" @@ -3038,8 +2853,8 @@ msgstr "Lejátszási mód:" msgid "Delete Selected" msgstr "Kiválasztottak törlése" -msgid "AnimationTree" -msgstr "AnimációFa" +msgid "Version:" +msgstr "Verzió:" msgid "Contents:" msgstr "Tartalom:" @@ -3100,9 +2915,6 @@ msgstr "" "Rossz letöltési hash, a program feltételezi, hogy a fájlt rosszindulatilag " "módosították." -msgid "Expected:" -msgstr "Várt:" - msgid "Got:" msgstr "Kapott:" @@ -3121,6 +2933,12 @@ msgstr "Letöltés..." msgid "Resolving..." msgstr "Megoldás..." +msgid "Connecting..." +msgstr "Csatlakozás..." + +msgid "Requesting..." +msgstr "Lekérdezés..." + msgid "Error making request" msgstr "Hiba kéréskor" @@ -3154,9 +2972,6 @@ msgstr "Licenc (A-Z)" msgid "License (Z-A)" msgstr "Licenc (Z-A)" -msgid "Official" -msgstr "Hivatalos" - msgid "Testing" msgstr "Tesztelés" @@ -3277,9 +3092,6 @@ msgstr "Forgató Mód" msgid "Scale Mode" msgstr "Méretezési mód" -msgid "Click to change object's rotation pivot." -msgstr "Kattintson ide az objektum forgatási pontjának megváltoztatásához." - msgid "Pan Mode" msgstr "Pásztázás Mód" @@ -3421,12 +3233,12 @@ msgstr "Jobb alsó" msgid "Full Rect" msgstr "Teljes Téglalap" +msgid "Restart" +msgstr "Újraindítás" + msgid "Load Emission Mask" msgstr "Kibocsátási Maszk Betöltése" -msgid "Generated Point Count:" -msgstr "Generált Pontok Száma:" - msgid "Emission Mask" msgstr "Kibocsátási Maszk" @@ -3491,13 +3303,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Látható Navigáció" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Ha ez az opció be van kapcsolva, a navigációs hálók és sokszögek láthatóak " -"lesznek a játék futásakor." - msgid "Synchronize Scene Changes" msgstr "Jelenet Változások Szinkronizálása" @@ -3526,6 +3331,12 @@ msgstr "" "Távoli eszköz használatakor hatékonyabb, ha a hálózati fájlrendszer opció " "engedélyezve van." +msgid "Edit Plugin" +msgstr "Bővítmény szerkesztése" + +msgid "Installed Plugins:" +msgstr "Telepített Bővítmények:" + msgid "Size: %s" msgstr "Méret:'%s'" @@ -3538,9 +3349,6 @@ msgstr "Konvertálás CPUParticles2D-re" msgid "Generate Visibility Rect" msgstr "Láthatósági Téglalap Generálása" -msgid "Clear Emission Mask" -msgstr "Kibocsátási Maszk Törlése" - msgid "The geometry doesn't contain any faces." msgstr "A geometria nem tartalmaz oldalakat." @@ -3579,23 +3387,11 @@ msgstr "" msgid "Bake Lightmaps" msgstr "Fény Besütése" -msgid "Mesh is empty!" -msgstr "A háló üres!" - -msgid "Create Static Trimesh Body" -msgstr "Statikus Trimesh Test Létrehozása" - -msgid "This doesn't work on scene root!" -msgstr "Ez nem hajtható végre a gyökér Scene-en!" - -msgid "Create Single Convex Shape" -msgstr "Konvex alakzat létrehozása" - msgid "Couldn't create any collision shapes." msgstr "Nem sikerült ütközési alakzatokat létrehozni." -msgid "Create Multiple Convex Shapes" -msgstr "Több konvex alakzat létrehozása" +msgid "Mesh is empty!" +msgstr "A háló üres!" msgid "Create Navigation Mesh" msgstr "Navigációs Háló Létrehozása" @@ -3615,18 +3411,6 @@ msgstr "Körvonal Készítése" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Trimesh Statikus Test Létrehozása" - -msgid "Create Trimesh Collision Sibling" -msgstr "Trimesh Ütközési Testvér Létrehozása" - -msgid "Create Single Convex Collision Sibling" -msgstr "Konvex ütközési testvér létrehozása" - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Több konvex ütközési testvér létrehozása" - msgid "Create Outline Mesh..." msgstr "Körvonalháló Létrehozása..." @@ -3818,24 +3602,12 @@ msgstr "Be-Vezérlő Mozgatása a Görbén" msgid "Move Out-Control in Curve" msgstr "Ki-Vezérlő Mozgatása a Görbén" -msgid "Select Points" -msgstr "Pontok Kiválasztása" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift + Húzás: Vezérlőpontok Kiválasztása" - -msgid "Click: Add Point" -msgstr "Kattintás: Pont Hozzáadása" - msgid "Right Click: Delete Point" msgstr "Jobb Kattintás: Pont Törlése" msgid "Select Control Points (Shift+Drag)" msgstr "Vezérlőpontok Kiválasztása (Shift + Húzás)" -msgid "Add Point (in empty space)" -msgstr "Pont Hozzáadása (üres helyre)" - msgid "Delete Point" msgstr "Pont Törlése" @@ -3848,6 +3620,9 @@ msgstr "Kérjük erősítse meg..." msgid "Curve Point #" msgstr "Görbe Pont #" +msgid "Set Curve Point Position" +msgstr "Görbe Pont Pozíció Beállítása" + msgid "Set Curve Out Position" msgstr "Ki-Görbe Pozíció Beállítása" @@ -3863,8 +3638,26 @@ msgstr "Útvonal Pont Eltávolítása" msgid "Split Segment (in curve)" msgstr "Szakasz Felosztása (görbén)" -msgid "Set Curve Point Position" -msgstr "Görbe Pont Pozíció Beállítása" +msgid "Edit a Plugin" +msgstr "Bővítmény szerkesztése" + +msgid "Create a Plugin" +msgstr "Bővítmény létrehozása" + +msgid "Plugin Name:" +msgstr "Bővítmény neve:" + +msgid "Subfolder:" +msgstr "Almappa:" + +msgid "Author:" +msgstr "Szerző:" + +msgid "Script Name:" +msgstr "Szkript neve:" + +msgid "Activate now?" +msgstr "Aktiválja most?" msgid "Sync Bones" msgstr "Csontok szinkronizálása" @@ -3908,12 +3701,6 @@ msgstr "Sokszögek" msgid "Bones" msgstr "Csontok" -msgid "Move Points" -msgstr "Pontok mozgatása" - -msgid "Shift: Move All" -msgstr "Shift: Mind Mozgatása" - msgid "Move Polygon" msgstr "Sokszög Mozgatása" @@ -3987,18 +3774,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Bezárja és menti a változásokat?" -msgid "Error saving file!" -msgstr "Hiba a fájl mentésekor!" - -msgid "Error while saving theme." -msgstr "Hiba történt a téma mentésekor." - msgid "Error Saving" msgstr "Hiba a mentéskor" -msgid "Error importing theme." -msgstr "Hiba történt a téma importálásakor." - msgid "Error Importing" msgstr "Hiba importáláskor" @@ -4014,9 +3792,6 @@ msgstr "Fájl mentése másként..." msgid "Import Theme" msgstr "Téma Importálása" -msgid "Error while saving theme" -msgstr "HIba történt a téma mentésekor" - msgid "Error saving" msgstr "Hiba mentés közben" @@ -4102,9 +3877,6 @@ msgstr "" "A alábbi fájlok újabbak a lemezen.\n" "Mit szeretne lépni?:" -msgid "Search Results" -msgstr "Keresési eredmények" - msgid "Clear Recent Scripts" msgstr "Legutóbbi szkriptek törlése" @@ -4204,9 +3976,6 @@ msgstr "Ugrás a következő töréspontra" msgid "Go to Previous Breakpoint" msgstr "Ugrás az előző töréspontra" -msgid "ShaderFile" -msgstr "ShaderFájl" - msgid "Skeleton2D" msgstr "Csontváz2D" @@ -4279,12 +4048,6 @@ msgstr "Csempék" msgid "Yes" msgstr "Igen" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "Csempekészlet" - msgid "Password" msgstr "Jelszó" @@ -4342,9 +4105,6 @@ msgstr "Kimeneti port eltávolítása" msgid "Set Input Default Port" msgstr "Alapértelmezett bemeneti port beállítása" -msgid "Node(s) Moved" -msgstr "Node(ok) Áthelyezve" - msgid "Add Node" msgstr "Node hozzáadása" @@ -4393,20 +4153,14 @@ msgstr "Válassza ki a mappát a kereséshez" msgid "The path specified doesn't exist." msgstr "A megadott útvonal nem létezik." -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Hiba a csomagfájl megnyitása során (nem ZIP formátumú)." - -msgid "New Game Project" -msgstr "Új játék projekt" - msgid "Error opening package file, not in ZIP format." msgstr "Hiba a csomagfájl megnyitása során, nem ZIP formátumú." msgid "The following files failed extraction from package:" msgstr "A következő fájlokat nem sikerült kibontani a csomagból:" -msgid "Package installed successfully!" -msgstr "A csomag telepítése sikeres volt!" +msgid "New Game Project" +msgstr "Új játék projekt" msgid "Create & Edit" msgstr "Létrehozás és Szerkesztés" @@ -4495,9 +4249,6 @@ msgstr "Gyökér Node Létrehozása:" msgid "Other Node" msgstr "Másik Node" -msgid "Cut Node(s)" -msgstr "Node(ok) Kivágása" - msgid "Sub-Resources" msgstr "Al-Erőforrások" @@ -4549,26 +4300,6 @@ msgstr "Beépített szkript:" msgid "Invalid base path." msgstr "Érvénytelen Alapútvonal." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Érvénytelen típusargumentum a convert()-hez használjon TYPE_* konstansokat." - -msgid "Not based on a script" -msgstr "Nem alapul szkripten" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Érvénytelen példány szótár formátum (hiányzó @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Érvénytelen példány szótár formátum (nem lehet kódot betölteni a @path helyén)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Érvénytelen példány szótár formátum (hibás kód a @path helyén)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Érvénytelen példány szótár (érvénytelen alosztályok)" - msgid "Next Plane" msgstr "Következő Síklap" @@ -4617,9 +4348,6 @@ msgstr "Érvénytelen azonosító:" msgid "Animation not found: '%s'" msgstr "Az animáció nem található: '%s'" -msgid "Alert!" -msgstr "Figyelem!" - msgid "Invalid source for preview." msgstr "Érvénytelen forrás az előnézethez." diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 788e8d47f186..3e2bcc22ca75 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -57,13 +57,14 @@ # Nazan <121859424+nazhard@users.noreply.github.com>, 2023. # ekaknl22 <2200018407@webmail.uad.ac.id>, 2023. # Stephen Gunawan Susilo <gunawanstephen@yahoo.com>, 2024. +# the2cguy <the2cguy@proton.me>, 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: 2024-01-09 13:37+0000\n" -"Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n" +"PO-Revision-Date: 2024-04-30 14:46+0000\n" +"Last-Translator: the2cguy <the2cguy@proton.me>\n" "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/" "godot/id/>\n" "Language: id\n" @@ -71,7 +72,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "Main Thread" msgstr "Utas Utama" @@ -223,12 +224,6 @@ msgstr "Tombol Joystick %d" msgid "Pressure:" msgstr "Tekanan:" -msgid "canceled" -msgstr "dibatalkan" - -msgid "touched" -msgstr "disentuh" - msgid "released" msgstr "dilepas" @@ -475,13 +470,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Contoh: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -492,18 +480,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Sudah ada aksi dengan nama '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "Tidak Dapat Dikembalikan - Tindakan sama seperti awal" - msgid "Revert Action" msgstr "Kembalikan Tindakan" msgid "Add Event" msgstr "Tambah Event" -msgid "Remove Action" -msgstr "Hapus Tindakan" - msgid "Cannot Remove Action" msgstr "Tidak Dapat Menghapus Tindakan" @@ -1054,6 +1036,12 @@ msgstr "Kesalahan Presisi Maksimum:" msgid "Optimize" msgstr "Optimalkan" +msgid "Trim keys placed in negative time" +msgstr "Pangkas kunci di waktu negatif" + +msgid "Trim keys placed exceed the animation length" +msgstr "Pangkas kunci yang melebihi panjang animasi" + msgid "Remove invalid keys" msgstr "Hapus Tombol-tombol yang tidak valid" @@ -1213,9 +1201,8 @@ msgstr "Ganti Semua" msgid "Selection Only" msgstr "Hanya yang Dipilih" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Sepasi" +msgid "Hide" +msgstr "Sembunyikan" msgctxt "Indentation" msgid "Tabs" @@ -1405,9 +1392,6 @@ msgstr "Kelas ini ditandai sebagai usang." msgid "This class is marked as experimental." msgstr "Kelas ini ditandai sebagai eksperimental." -msgid "No description available for %s." -msgstr "Tidak ada deskripsi tersedia untuk %s." - msgid "Favorites:" msgstr "Favorit:" @@ -1441,9 +1425,6 @@ msgstr "Simpan Cabang sebagai Skena" msgid "Copy Node Path" msgstr "Salin Lokasi Node" -msgid "Instance:" -msgstr "Instansi:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1567,9 +1548,6 @@ msgstr "Eksekusi dilanjutkan." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Peringatan:" - msgid "Error:" msgstr "Error:" @@ -1849,9 +1827,19 @@ msgstr "Buat berkas" msgid "Folder name is valid." msgstr "Nama berkas sudah valid." +msgid "Double-click to open in browser." +msgstr "Klik dua kali untuk membuka di browser." + msgid "Thanks from the Godot community!" msgstr "Terimakasih dari komunitas Godot!" +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Tanggal commit Git: %s\n" +"Klik untuk menyalin angka versi." + msgid "Godot Engine contributors" msgstr "Kontributor Godot Engine" @@ -1949,9 +1937,6 @@ msgstr "Berkas ini gagal mengekstrak dari aset \"%s\":" msgid "(and %s more files)" msgstr "(dan %s berkas lebih banyak)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Aset \"%s\" sukses terpasang!" - msgid "Success!" msgstr "Sukses!" @@ -2119,30 +2104,6 @@ msgstr "Buat Layout Bus Baru." msgid "Audio Bus Layout" msgstr "Tata Letak Bus Audio" -msgid "Invalid name." -msgstr "Nama tidak sah." - -msgid "Cannot begin with a digit." -msgstr "Tidak dapat dimulai dengan angka." - -msgid "Valid characters:" -msgstr "Karakter sah:" - -msgid "Must not collide with an existing engine class name." -msgstr "Tidak boleh sama dengan nama kelas engine yang sudah ada." - -msgid "Must not collide with an existing global script class name." -msgstr "Tidak boleh bertabrakan dengan nama kelas skrip global yang sudah ada." - -msgid "Must not collide with an existing built-in type name." -msgstr "Tidak boleh sama dengan nama tipe bawaan yang ada." - -msgid "Must not collide with an existing global constant name." -msgstr "Tidak boleh sama dengan nama konstanta global yang ada." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Keyword tidak dapat dijadikan sebagai nama autoload." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' telah ada!" @@ -2180,9 +2141,6 @@ msgstr "Tambahkan Autoload" msgid "Path:" msgstr "Jalur:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Tetapkan jalur atau tekan \"%s\" untuk membuat skrip." - msgid "Node Name:" msgstr "Nama Node:" @@ -2336,24 +2294,15 @@ msgstr "Deteksi dari Proyek" msgid "Actions:" msgstr "Aksi:" -msgid "Configure Engine Build Profile:" -msgstr "Konfigurasi Mesin Build Profil:" - msgid "Please Confirm:" msgstr "Mohon konfirmasi:" -msgid "Engine Build Profile" -msgstr "Mesin Build Profil" - msgid "Load Profile" msgstr "Muat Profil" msgid "Export Profile" msgstr "Ekspor Profil" -msgid "Edit Build Configuration Profile" -msgstr "Edit Konfigurasi Build Profil" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2535,16 +2484,6 @@ msgstr "Impor Profil" msgid "Manage Editor Feature Profiles" msgstr "Kelola Editor Profil Fitur" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Beberapa ekstensi memerlukan editor untuk memulai ulang agar dapat diterapkan." - -msgid "Restart" -msgstr "Mulai Ulang" - -msgid "Save & Restart" -msgstr "Simpan & Mulai Ulang" - msgid "ScanSources" msgstr "Sumber Pemindaian" @@ -2672,9 +2611,6 @@ msgstr "" "Saat ini belum ada deskripsi untuk kelas ini. Tolong bantu kami dengan " "[color=$color][url=$url]kontribusi[/url][/color]!" -msgid "Note:" -msgstr "Catatan:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2751,6 +2687,12 @@ msgstr "" "Untuk saat ini tidak ada deskripsi properti ini. Tolong bantu kita " "dengan[color=$color][url=$url]kontribusi[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Tidak ada deskripsi yang tersedia." + msgid "Metadata:" msgstr "Metadata:" @@ -2763,12 +2705,6 @@ msgstr "Fungsi:" msgid "Signal:" msgstr "Sinyal:" -msgid "No description available." -msgstr "Tidak ada deskripsi yang tersedia." - -msgid "%d match." -msgstr "Ditemukan %d kecocokan." - msgid "%d matches." msgstr "Ditemukan %d kecocokan." @@ -2835,6 +2771,9 @@ msgstr "Tipe Anggota" msgid "(constructors)" msgstr "(konstruktor)" +msgid "Keywords" +msgstr "Kata kunci" + msgid "Class" msgstr "Kelas" @@ -2916,9 +2855,6 @@ msgstr "Setel %s" msgid "Remove metadata %s" msgstr "Hapus metadata %s" -msgid "Pinned %s" -msgstr "%s disematkan" - msgid "Unpinned %s" msgstr "Lepas sematan %s" @@ -3064,15 +3000,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Putar ketika jendela editor digambar ulang." -msgid "Imported resources can't be saved." -msgstr "Resource yang diimpor tidak dapat disimpan." - msgid "OK" msgstr "Oke" -msgid "Error saving resource!" -msgstr "Error saat menyimpan resource!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3090,30 +3020,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Simpan Resource Sebagai..." -msgid "Can't open file for writing:" -msgstr "Tidak dapat membuka file untuk menulis:" - -msgid "Requested file format unknown:" -msgstr "Format file yang diminta tidak diketahui:" - -msgid "Error while saving." -msgstr "Error saat menyimpan." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Gagal membuka '%s'. Berkas telah dipindah atau dihapus." - -msgid "Error while parsing file '%s'." -msgstr "Kesalahan saat mem-parsing file '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "File adegan '%s' tampaknya tidak valid/rusak." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "File '%s' hilang atau salah satu dependensinya." - -msgid "Error while loading file '%s'." -msgstr "Kesalahan saat memuat file '%s'." - msgid "Saving Scene" msgstr "Menyimpan Adegan" @@ -3123,41 +3029,20 @@ msgstr "Menganalisis" msgid "Creating Thumbnail" msgstr "Membuat Thumbnail" -msgid "This operation can't be done without a tree root." -msgstr "Operasi ini tidak dapat diselesaikan tanpa root pohon." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Adegan ini tidak bisa disimpan karena ada inklusi penginstansian yang " -"siklik.\n" -"Mohon perbaiki dan coba simpan lagi." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Tidak dapat menyimpan skena Dependensi (instance atau turunannya) mungkin " -"tidak terpenuhi." - msgid "Save scene before running..." msgstr "Simpan adegan sebelum menjalankan..." -msgid "Could not save one or more scenes!" -msgstr "Tidak dapat menyimpan satu atau beberapa adegan!" - msgid "Save All Scenes" msgstr "Simpan Semua Adegan" msgid "Can't overwrite scene that is still open!" msgstr "Tidak bisa menimpa adegan yang masih terbuka!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Tidak dapat memuat MeshLibrary untuk menggabungkan!" +msgid "Merge With Existing" +msgstr "Gabung dengan yang Ada" -msgid "Error saving MeshLibrary!" -msgstr "Terjadi kesalahan saat menyimpan MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Aplikasi Transformasi MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3219,9 +3104,6 @@ msgstr "" "Silakan baca dokumentasi yang relevan dengan mengimpor adegan untuk lebih " "memahami alur kerja ini." -msgid "Changes may be lost!" -msgstr "Perubahan mungkin hilang!" - msgid "This object is read-only." msgstr "Objek ini hanya dapat dibaca." @@ -3237,9 +3119,6 @@ msgstr "Buka Cepat Adegan..." msgid "Quick Open Script..." msgstr "Buka Cepat Skrip..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s sudah tidak tersedia! Harap tentukan lokasi penyimpanan baru." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3318,25 +3197,12 @@ msgstr "Simpan sumber daya yang dimodifikasi sebelum ditutup?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Menyimpan perubahan pada adegan berikut sebelum memuat ulang?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Simpan perubahan adegan saat ini sebelum keluar?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Simpan perubahan adegan saat ini sebelum membuka Manajer Proyek?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Opsi ini sudah usang. Situasi dimana penyegaran harus dipaksa dianggar " -"sebagai bug. Tolong laporkan." - msgid "Pick a Main Scene" msgstr "Pilih Adegan Utama" -msgid "This operation can't be done without a scene." -msgstr "Operasi ini tidak dapat diselesaikan tanpa adegan." - msgid "Export Mesh Library" msgstr "Ekspor Pustaka Mesh" @@ -3368,22 +3234,12 @@ msgstr "" "Adegan '%s' terimpor otomatis, jadi tidak dapat dimodifikasi.\n" "Untuk melakukan perubahan, adegan warisan baru dapat dibuat." -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 "" -"Gagal memuat adegan, harus dalam lokasi proyek. Gunakan 'Impor\" untuk " -"membuka adegan tersebut, kemudian simpan di dalam lokasi proyek." - msgid "Scene '%s' has broken dependencies:" msgstr "Adegan '%s' memiliki dependensi yang rusak:" msgid "Clear Recent Scenes" msgstr "Bersihkan Adegan baru-baru ini" -msgid "There is no defined scene to run." -msgstr "Tidak ada adegan yang didefinisikan untuk dijalankan." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3463,6 +3319,21 @@ msgstr "" "Tidak dapat menulis ke file '%s', file sedang digunakan, terkunci atau tidak " "memiliki izin." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"Untuk mengganti renderer, dibutuhkan untuk me-restart editor\n" +"\n" +"Memilih Save & Restart akan mengganti metode rendering menjadi:\n" +"- Platform Desktop: %s\n" +"- Platform Mobile: %s\n" +"- Platform Web: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3538,27 +3409,18 @@ msgstr "Pengaturan Editor..." msgid "Project" msgstr "Proyek" -msgid "Project Settings..." -msgstr "Pengaturan Proyek…" - msgid "Project Settings" msgstr "Pengaturan Proyek" msgid "Version Control" msgstr "Kontrol Versi" -msgid "Export..." -msgstr "Ekspor…" - msgid "Install Android Build Template..." msgstr "Pasang Templat Build Android..." msgid "Open User Data Folder" msgstr "Buka Folder Data Pengguna" -msgid "Customize Engine Build Configuration..." -msgstr "Sesuaikan Konfigurasi Engine Build..." - msgid "Tools" msgstr "Alat-alat" @@ -3574,9 +3436,6 @@ msgstr "Muat Ulang Project Saat Ini" msgid "Quit to Project List" msgstr "Keluar ke daftar proyek" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Palet Perintah..." @@ -3616,9 +3475,6 @@ msgstr "Bantuan" msgid "Online Documentation" msgstr "Dokumentasi Online" -msgid "Questions & Answers" -msgstr "Pertanyaan & Jawaban" - msgid "Community" msgstr "Komunitas" @@ -3640,6 +3496,24 @@ msgstr "Kirim Tanggapan Dokumentasi" msgid "Support Godot Development" msgstr "Dukung pengembangan Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Pilih metode rendering\n" +"\n" +"Catatan:\n" +"- Di platform mobile, metode Mobile rendering akan digunakan jika Forward+ " +"dipilih.\n" +"- Di platform web, metode Compatibility rendering akan selalu digunakan." + +msgid "Save & Restart" +msgstr "Simpan & Mulai Ulang" + msgid "Update Continuously" msgstr "Perbarui Terus-menerus" @@ -3649,9 +3523,6 @@ msgstr "Perbarui Saat Berubah" msgid "Hide Update Spinner" msgstr "Sembunyikan Spinner Pembaruan" -msgid "FileSystem" -msgstr "Berkas Sistem" - msgid "Inspector" msgstr "Inspektur" @@ -3661,9 +3532,6 @@ msgstr "Node" msgid "History" msgstr "Riwayat" -msgid "Output" -msgstr "Luaran" - msgid "Don't Save" msgstr "Jangan Simpan" @@ -3691,12 +3559,6 @@ msgstr "Paket Templat" msgid "Export Library" msgstr "Ekspor Pustaka" -msgid "Merge With Existing" -msgstr "Gabung dengan yang Ada" - -msgid "Apply MeshInstance Transforms" -msgstr "Aplikasi Transformasi MeshInstance" - msgid "Open & Run a Script" msgstr "Buka & Jalankan Skrip" @@ -3743,33 +3605,15 @@ msgstr "Buka Editor Selanjutnya" msgid "Open the previous Editor" msgstr "Buka Editor Sebelumnya" -msgid "Ok" -msgstr "Oke" - msgid "Warning!" msgstr "Peringatan!" -msgid "On" -msgstr "Nyala" - -msgid "Edit Plugin" -msgstr "Sunting Plug-in" - -msgid "Installed Plugins:" -msgstr "Plugins Terpasang:" - -msgid "Create New Plugin" -msgstr "Buat Plugin Baru" - -msgid "Version" -msgstr "Versi" - -msgid "Author" -msgstr "Pencipta" - msgid "Edit Text:" msgstr "Sunting Teks:" +msgid "On" +msgstr "Nyala" + msgid "Renaming layer %d:" msgstr "Mengganti nama layer %d:" @@ -3832,6 +3676,17 @@ msgstr "RID tidak valid" msgid "Recursion detected, unable to assign resource to property." msgstr "Rekursi terdeteksi, tidak dapat menetapkan sumber daya ke properti." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Tidak dapat membuat ViewportTexture didalam node Texture2D karena texture " +"tidak akan terkait pada adegan.\n" +"Sebaiknya gunakan node Texture2DParameter dan atur texture di tab \"Shader " +"Parameters\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3857,6 +3712,12 @@ msgstr "Pilih Viewport" msgid "Selected node is not a Viewport!" msgstr "Node yang terpilih bukanlah Viewport!" +msgid "New Key:" +msgstr "Key Baru:" + +msgid "New Value:" +msgstr "Nilai Baru:" + msgid "(Nil) %s" msgstr "(Nihil) %s" @@ -3875,12 +3736,6 @@ msgstr "Kamus (Nihil)" msgid "Dictionary (size %d)" msgstr "Kamus (ukuran %d)" -msgid "New Key:" -msgstr "Key Baru:" - -msgid "New Value:" -msgstr "Nilai Baru:" - msgid "Add Key/Value Pair" msgstr "Tambahkan pasangan Key/Value" @@ -3903,6 +3758,11 @@ msgstr "" "Resource yang terpilih (%s) tidak sesuai dengan tipe apapun yang diharapkan " "untuk properti ini (%s)." +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Membuka menu cepat untuk memilih dari daftar file sumber daya yang boleh " +"digunakan." + msgid "Load..." msgstr "Muat..." @@ -3947,6 +3807,13 @@ msgstr "" "Tidak ada preset ekspor yang bisa digunakan untuk platform ini.\n" "Mohon tambahkan preset yang bisa digunakan di menu ekspor." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Peringatan: Arsitektur CPU '%s' tidak aktif di prasetel eskpor anda.\n" +"\n" + msgid "Project Run" msgstr "Jalankan Proyek" @@ -4076,27 +3943,21 @@ msgstr "Sukses." msgid "Failed." msgstr "Gagal." +msgid "Export failed with error code %d." +msgstr "Ekspor gagal dengan kode error %d." + msgid "Storing File: %s" msgstr "Menyimpan File: %s" msgid "Storing File:" msgstr "Menyimpan File:" -msgid "No export template found at the expected path:" -msgstr "Templat ekspor tidak ditemukan di tempat yg diharapkan:" - -msgid "ZIP Creation" -msgstr "Pembuatan ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Tidak dapat membuka file untuk dibaca dari path \"%s\"." msgid "Packing" msgstr "Mengemas" -msgid "Save PCK" -msgstr "Simpan PCK" - msgid "Cannot create file \"%s\"." msgstr "Tidak dapat membuat file \"%s\"." @@ -4118,17 +3979,18 @@ msgstr "Tidak dapat membuka file terenkripsi untuk menulis." msgid "Can't open file to read from path \"%s\"." msgstr "Tidak dapat membuka file untuk dibaca dari path \"%s\"." -msgid "Save ZIP" -msgstr "Simpan ZIP" - msgid "Custom debug template not found." msgstr "Templat awakutu kustom tidak ditemukan." msgid "Custom release template not found." msgstr "Templat rilis kustom tidak ditemukan." -msgid "Prepare Template" -msgstr "Siapkan Template" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Format tekstur setidaknya harus dipilih untuk mengekspor proyek. Silahkan " +"pilih salah satu format tekstur." msgid "The given export path doesn't exist." msgstr "Lokasi ekspor yang diberikan tidak ada." @@ -4139,9 +4001,6 @@ msgstr "File template tidak ditemukan: \"%s\"." msgid "Failed to copy export template." msgstr "Gagal menyalin template ekspor." -msgid "PCK Embedding" -msgstr "Penyematan PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Pada ekspor 32-bit PCK yang ditanamkan tidak boleh lebih dari 4GiB." @@ -4218,36 +4077,6 @@ msgstr "" "Tautan unduh tidak ditemukan untuk versi ini. Unduhan langsung hanya tersedia " "untuk versi rilis resmi." -msgid "Disconnected" -msgstr "Terputus" - -msgid "Resolving" -msgstr "Menyelesaikan" - -msgid "Can't Resolve" -msgstr "Tidak Bisa Menyelesaikan" - -msgid "Connecting..." -msgstr "Menyambungkan..." - -msgid "Can't Connect" -msgstr "Tidak dapat terhubung" - -msgid "Connected" -msgstr "Terhubung" - -msgid "Requesting..." -msgstr "Melakukan permintaan..." - -msgid "Downloading" -msgstr "Mengunduh" - -msgid "Connection Error" -msgstr "Gangguan Koneksi" - -msgid "TLS Handshake Error" -msgstr "Kesalahan Jabat Tangan TLS" - msgid "Can't open the export templates file." msgstr "Tidak dapat membuka file template ekspor." @@ -4367,6 +4196,9 @@ msgstr "Resource yang akan diekspor:" msgid "(Inherited)" msgstr "(Mewarising)" +msgid "Export With Debug" +msgstr "Ekspor dengan Awakutu" + msgid "%s Export" msgstr "Ekspor %s" @@ -4396,6 +4228,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opsi Lanjutan" +msgid "If checked, the advanced options will be shown." +msgstr "Jika dicentang, pilihan lanjutan akan ditampilkan." + msgid "Export Path" msgstr "Lokasi Ekspor" @@ -4499,12 +4334,35 @@ msgstr "" msgid "More Info..." msgstr "Info lebih lanjut..." +msgid "Text (easier debugging)" +msgstr "Teks (debugging/penyelesaian masalah lebih mudah)" + +msgid "Binary tokens (faster loading)" +msgstr "Token biner (memuat lebih cepat)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Token biner terkompresi (file lebih kecil)" + msgid "Export PCK/ZIP..." msgstr "Ekspor PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Ekspor sumber daya proyek sebagai PCK atau ZIP. Ini bukan merupakan bangunan/" +"build yang dapat dimainkan, hanya data proyek tanpa aplikasi Godot." + msgid "Export Project..." msgstr "Ekspor Proyek..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Ekspor proyek sebagai build yang dapat dimainkan (aplikasi Godot dan data " +"proyek) untuk prasetel yang dipilih." + msgid "Export All" msgstr "Ekspor Semua" @@ -4529,9 +4387,6 @@ msgstr "Ekspor Proyek" msgid "Manage Export Templates" msgstr "Mengatur Templat Ekspor" -msgid "Export With Debug" -msgstr "Ekspor dengan Awakutu" - msgid "Path to FBX2glTF executable is empty." msgstr "Path ke eksekusi FBX2glTF kosong." @@ -4690,9 +4545,6 @@ msgstr "Hapus dari Favorit" msgid "Reimport" msgstr "Impor ulang" -msgid "Open in File Manager" -msgstr "Tampilkan di Pengelola Berkas" - msgid "New Folder..." msgstr "Buat Direktori..." @@ -4738,6 +4590,9 @@ msgstr "Gandakan..." msgid "Rename..." msgstr "Ubah Nama..." +msgid "Open in File Manager" +msgstr "Tampilkan di Pengelola Berkas" + msgid "Open in External Program" msgstr "Buka di Program Eksternal" @@ -4967,27 +4822,6 @@ msgstr "Muat ulang adegan yang dimainkan." msgid "Quick Run Scene..." msgstr "Jalankan Cepat Skena..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Mode Movie Maker diaktifkan, tetapi tidak ada path file movie yang " -"ditentukan.\n" -"Path file movie default dapat ditentukan dalam pengaturan proyek di bawah " -"kategori Editor > Movie Writer.\n" -"Atau, untuk menjalankan adegan tunggal, metadata string `movie_file` dapat " -"ditambahkan ke node root,\n" -"menentukan path ke file movie yang akan digunakan saat merekam adegan " -"tersebut." - -msgid "Could not start subprocess(es)!" -msgstr "Tidak dapat memulai subproses!" - msgid "Run the project's default scene." msgstr "Jalankan adegan default proyek." @@ -5135,15 +4969,15 @@ msgstr "" msgid "Open in Editor" msgstr "Buka dalam Editor" +msgid "Instance:" +msgstr "Instansi:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" bukanlah filter yang dikenal." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nama node tidak valid, karakter berikut tidak diperbolehkan:" -msgid "Another node already uses this unique name in the scene." -msgstr "Node lain sudah menggunakan nama unik ini di dalam scene." - msgid "Scene Tree (Nodes):" msgstr "Pohon Skena (Node):" @@ -5539,9 +5373,6 @@ msgstr "3D" msgid "Importer:" msgstr "Importir:" -msgid "Keep File (No Import)" -msgstr "Simpan Berkas (Tanpa Impor)" - msgid "%d Files" msgstr "%d Berkas" @@ -5784,45 +5615,6 @@ msgstr "Kelompok" msgid "Select a single node to edit its signals and groups." msgstr "Pilih sebuah node untuk menyunting sinyal dan grup." -msgid "Plugin name cannot be blank." -msgstr "Nama plugin tidak boleh kosong." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "Ekstensi skrip harus sesuai dengan ekstensi bahasa yang dipilih (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Nama subfolder bukan nama folder yang valid." - -msgid "Subfolder cannot be one which already exists." -msgstr "Subfolder tidak boleh merupakan subfolder yang sudah ada." - -msgid "Edit a Plugin" -msgstr "Sunting Plugin" - -msgid "Create a Plugin" -msgstr "Buat Plugin" - -msgid "Update" -msgstr "Perbarui" - -msgid "Plugin Name:" -msgstr "Nama Plugin:" - -msgid "Subfolder:" -msgstr "Subdirektori:" - -msgid "Author:" -msgstr "Pembuat:" - -msgid "Version:" -msgstr "Versi:" - -msgid "Script Name:" -msgstr "Nama Skrip:" - -msgid "Activate now?" -msgstr "Aktifkan sekarang?" - msgid "Create Polygon" msgstr "Buat Poligon" @@ -6358,8 +6150,11 @@ msgstr "Hapus Semua" msgid "Root" msgstr "Root" -msgid "AnimationTree" -msgstr "AnimationTree(Daftar animasi)" +msgid "Author" +msgstr "Pencipta" + +msgid "Version:" +msgstr "Versi:" msgid "Contents:" msgstr "Konten:" @@ -6418,9 +6213,6 @@ msgstr "Gagal:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash unduhan buruk, berkas mungkin telah diubah." -msgid "Expected:" -msgstr "Yang Diharapkan:" - msgid "Got:" msgstr "Yang Didapat:" @@ -6442,6 +6234,12 @@ msgstr "Mengunduh..." msgid "Resolving..." msgstr "Menyelesaikan..." +msgid "Connecting..." +msgstr "Menyambungkan..." + +msgid "Requesting..." +msgstr "Melakukan permintaan..." + msgid "Error making request" msgstr "Kesalahan saat melakukan permintaan" @@ -6475,9 +6273,6 @@ msgstr "Lisensi (A-Z)" msgid "License (Z-A)" msgstr "Lisensi (Z-A)" -msgid "Official" -msgstr "Resmi" - msgid "Testing" msgstr "Menguji" @@ -6500,9 +6295,6 @@ msgctxt "Pagination" msgid "Last" msgstr "Terakhir" -msgid "Failed to get repository configuration." -msgstr "Gagal mendapatkan konfigurasi repositori." - msgid "All" msgstr "Semua" @@ -6741,23 +6533,6 @@ msgstr "Tampilan Tengah" msgid "Select Mode" msgstr "Mode Seleksi" -msgid "Drag: Rotate selected node around pivot." -msgstr "Seret: Putar node terpilih sekitar pivot." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Seret: Pindahkan node terpilih." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Seret: Menskala simpul yang dipilih." - -msgid "V: Set selected node's pivot position." -msgstr "V: Atur posisi pivot node terpilih." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Klik Kanan: Tampilkan semua daftar node di posisi yang diklik, termasuk " -"yang dikunci." - msgid "RMB: Add node at position clicked." msgstr "Klik Kanan: Tambah node di posisi yang diklik." @@ -6776,9 +6551,6 @@ msgstr "Shift: Skala proporsional." msgid "Show list of selectable nodes at position clicked." msgstr "Tampilkan daftar node yang dapat dipilih pada posisi yang diklik." -msgid "Click to change object's rotation pivot." -msgstr "Klik untuk mengubah pivot perputaran objek." - msgid "Pan Mode" msgstr "Mode Geser Pandangan" @@ -6878,9 +6650,6 @@ msgstr "Tampilkan" msgid "Show When Snapping" msgstr "Tampilkan Saat Menjepret" -msgid "Hide" -msgstr "Sembunyikan" - msgid "Toggle Grid" msgstr "Alihkan Kisi" @@ -6976,9 +6745,6 @@ msgstr "Tidak dapat menginstansiasi beberapa node tanpa root." msgid "Create Node" msgstr "Buat Node" -msgid "Error instantiating scene from %s" -msgstr "Kesalahan menginstansiasi adegan dari %s" - msgid "Change Default Type" msgstr "Ubah Tipe Baku" @@ -7138,15 +6904,15 @@ msgstr "Penjajaran horizontal" msgid "Vertical alignment" msgstr "Penjajaran vertikal" +msgid "Restart" +msgstr "Mulai Ulang" + msgid "Load Emission Mask" msgstr "Muat Masker Emisi" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Jumlah Titik yang Dihasilkan:" - msgid "Emission Mask" msgstr "Masker Emisi" @@ -7278,22 +7044,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Navigasi Terlihat" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Navigasi dan poligon akan terlihat saat game berjalan jika opsi ini aktif." - msgid "Visible Avoidance" msgstr "Penghindaran Terlihat" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Ketika opsi ini diaktifkan, bentuk, radius, dan kecepatan objek penghindaran " -"akan terlihat dalam proyek yang sedang berjalan." - msgid "Synchronize Scene Changes" msgstr "Sinkronkan Perubahan Skena" @@ -7332,6 +7085,31 @@ msgstr "" "Ketika opsi ini diaktifkan, server debug editor akan tetap terbuka dan " "mendengarkan sesi baru yang dimulai di luar editor itu sendiri." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nama: %s\n" +"Path: %s\n" +"Skrip Utama: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Sunting Plug-in" + +msgid "Installed Plugins:" +msgstr "Plugins Terpasang:" + +msgid "Create New Plugin" +msgstr "Buat Plugin Baru" + +msgid "Version" +msgstr "Versi" + msgid "Size: %s" msgstr "Ukuran:%s" @@ -7402,9 +7180,6 @@ msgstr "Ubah Panjang Bentuk Sinar Pemisahan" msgid "Change Decal Size" msgstr "Perubahan Ukuran Decal" -msgid "Change Fog Volume Size" -msgstr "Ubah Ukuran Volume Kabut" - msgid "Change Particles AABB" msgstr "Ubah Partikel AABB" @@ -7414,9 +7189,6 @@ msgstr "Ubah Radius" msgid "Change Light Radius" msgstr "Ganti Radius Lampu" -msgid "Start Location" -msgstr "Lokasi Mulai" - msgid "End Location" msgstr "Lokasi Akhir" @@ -7445,9 +7217,6 @@ msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "Hanya dapat mengatur titik ke dalam material proses ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Hapus Masker Emisi" - msgid "GPUParticles2D" msgstr "GPUPartikel2D" @@ -7573,41 +7342,14 @@ msgstr "Bake LightMap" msgid "Select lightmap bake file:" msgstr "Pilih berkas lightmap bake:" -msgid "Mesh is empty!" -msgstr "Mesh kosong!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Tidak dapat membuat bentuk collision Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Buat Badan Trimesh Statis" - -msgid "This doesn't work on scene root!" -msgstr "Ini tidak bekerja di skena akar!" - -msgid "Create Trimesh Static Shape" -msgstr "Buat Bentuk Trimesh Statis" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Tidak dapat membuat convex collision shape tunggal untuk skena root." - -msgid "Couldn't create a single convex collision shape." -msgstr "Tidak dapat membuat convex collision shape tunggal." - -msgid "Create Simplified Convex Shape" -msgstr "Buat Bentuk Cembung yang Disederhanakan" - -msgid "Create Single Convex Shape" -msgstr "Buat Bentuk Cembung" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Tidak dapat membuat beberapa convex collision shape untuk skena root." - msgid "Couldn't create any collision shapes." msgstr "Tidak dapat membuat bentuk collision." -msgid "Create Multiple Convex Shapes" -msgstr "Buat Beberapa Bentuk Cembung" +msgid "Mesh is empty!" +msgstr "Mesh kosong!" msgid "Create Navigation Mesh" msgstr "Buat Mesh Navigasi" @@ -7669,21 +7411,34 @@ msgstr "Buat Garis Tepi" msgid "Mesh" msgstr "Jala" -msgid "Create Trimesh Static Body" -msgstr "Buat Tubuh Statis Trimesh" +msgid "Create Outline Mesh..." +msgstr "Buat Garis Mesh..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Membuat StaticBody3D dan menetapkan bentuk tumbukan berbasis poligon secara " -"otomatis.\n" -"Ini adalah opsi yang paling akurat (tetapi paling lambat) untuk pendeteksian " -"tumbukan." +"Membuat mesh outline statis. Outline mesh akan memiliki normal yang dibalik " +"secara otomatis.\n" +"Ini dapat digunakan sebagai pengganti properti StandardMaterial Grow ketika " +"menggunakan properti tersebut tidak memungkinkan." -msgid "Create Trimesh Collision Sibling" -msgstr "Buat Trimesh Collision Sibling" +msgid "View UV1" +msgstr "Tampilkan UV1" + +msgid "View UV2" +msgstr "Tampilkan UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Buka UV2 untuk Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Buat Garis Mesh" + +msgid "Outline Size:" +msgstr "Ukuran Garis Tepi:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7693,9 +7448,6 @@ msgstr "" "Opsi ini merupakan yang paling akurat (tapi paling lambat) untuk deteksi " "collision." -msgid "Create Single Convex Collision Sibling" -msgstr "Buat Saudara Tunggal Convex Collision" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7704,9 +7456,6 @@ msgstr "" "Opsi ini merupakan yang paling cepat (tapi paling tidak akurat) untuk deteksi " "collision." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Buat saudara Convex Collision yang dipermudah" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7716,9 +7465,6 @@ msgstr "" "Ini serupa dengan bentuk collision tunggal, namun dapat menghasilkan geometri " "mudah dalam beberapa kasus, dengan biaya pada akurasi." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Buat Beberapa Saudara Convex Collision" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7728,35 +7474,6 @@ msgstr "" "Ini adalah opsi tengah performa antara convex collision tunggal dan collision " "berbasis poligon." -msgid "Create Outline Mesh..." -msgstr "Buat Garis Mesh..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Membuat mesh outline statis. Outline mesh akan memiliki normal yang dibalik " -"secara otomatis.\n" -"Ini dapat digunakan sebagai pengganti properti StandardMaterial Grow ketika " -"menggunakan properti tersebut tidak memungkinkan." - -msgid "View UV1" -msgstr "Tampilkan UV1" - -msgid "View UV2" -msgstr "Tampilkan UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Buka UV2 untuk Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Buat Garis Mesh" - -msgid "Outline Size:" -msgstr "Ukuran Garis Tepi:" - msgid "UV Channel Debug" msgstr "Awakutu Kanal UV" @@ -8268,6 +7985,11 @@ msgstr "" "WorldEnvironment.\n" "Pratinjau dinonaktifkan." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Klik Kanan: Tampilkan semua daftar node di posisi yang diklik, termasuk " +"yang dikunci." + msgid "Use Local Space" msgstr "Gunakan Ruang Lokal" @@ -8551,27 +8273,12 @@ msgstr "Geser Kontrol-Dalam dalam Kurva" msgid "Move Out-Control in Curve" msgstr "Geser Kontrol-Luar dalam Kurva" -msgid "Select Points" -msgstr "Pilih Titik" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Seret: Pilih Titik Kontrol" - -msgid "Click: Add Point" -msgstr "Klik: Tambah Titik" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Klik Kiri: Pisahkan Segmen (dalam Kurva)" - msgid "Right Click: Delete Point" msgstr "Klik Kanan: Hapus Titik" msgid "Select Control Points (Shift+Drag)" msgstr "Pilih Titik Kontrol (Shift+Seret)" -msgid "Add Point (in empty space)" -msgstr "Tambah Titik (dalam ruang kosong)" - msgid "Delete Point" msgstr "Hapus Titik" @@ -8590,6 +8297,9 @@ msgstr "Cermin Pengatur Panjang" msgid "Curve Point #" msgstr "Titik Kurva #" +msgid "Set Curve Point Position" +msgstr "Atur Posisi Titik Kurva" + msgid "Set Curve Out Position" msgstr "Atur Posisi Kurva Luar" @@ -8605,12 +8315,42 @@ msgstr "Hapus Titik Tapak" msgid "Split Segment (in curve)" msgstr "Pisahkan Segmen (dalam kurva)" -msgid "Set Curve Point Position" -msgstr "Atur Posisi Titik Kurva" - msgid "Move Joint" msgstr "Geser Persendian" +msgid "Plugin name cannot be blank." +msgstr "Nama plugin tidak boleh kosong." + +msgid "Subfolder name is not a valid folder name." +msgstr "Nama subfolder bukan nama folder yang valid." + +msgid "Subfolder cannot be one which already exists." +msgstr "Subfolder tidak boleh merupakan subfolder yang sudah ada." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "Ekstensi skrip harus sesuai dengan ekstensi bahasa yang dipilih (.%s)." + +msgid "Edit a Plugin" +msgstr "Sunting Plugin" + +msgid "Create a Plugin" +msgstr "Buat Plugin" + +msgid "Plugin Name:" +msgstr "Nama Plugin:" + +msgid "Subfolder:" +msgstr "Subdirektori:" + +msgid "Author:" +msgstr "Pembuat:" + +msgid "Script Name:" +msgstr "Nama Skrip:" + +msgid "Activate now?" +msgstr "Aktifkan sekarang?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Properti pertulangan dari Polygon2D tidak mengarah ke node Skeleton2D" @@ -8680,12 +8420,6 @@ msgstr "Poligon" msgid "Bones" msgstr "Tulang" -msgid "Move Points" -msgstr "Geser Titik" - -msgid "Shift: Move All" -msgstr "Shift: Geser Semua" - msgid "Move Polygon" msgstr "Geser Poligon" @@ -8785,21 +8519,9 @@ msgstr "Gagal membuka '%s'. Berkas telah dipindah atau dihapus." msgid "Close and save changes?" msgstr "Tutup dan simpan perubahan?" -msgid "Error writing TextFile:" -msgstr "Error saat menulis TextFile:" - -msgid "Error saving file!" -msgstr "Error saat menyimpan berkas!" - -msgid "Error while saving theme." -msgstr "Error saat menyimpan tema." - msgid "Error Saving" msgstr "Error Menyimpan" -msgid "Error importing theme." -msgstr "Error saat mengimpor tema." - msgid "Error Importing" msgstr "Error saat mengimpor" @@ -8809,9 +8531,6 @@ msgstr "Berkas Teks Baru..." msgid "Open File" msgstr "Buka Berkas" -msgid "Could not load file at:" -msgstr "Tidak dapat memuat berkas di:" - msgid "Save File As..." msgstr "Simpan Berkas Sebagai..." @@ -8824,9 +8543,6 @@ msgstr "Muat ulang hanya berlaku pada skrip alat." msgid "Import Theme" msgstr "Impor Tema" -msgid "Error while saving theme" -msgstr "Gagal saat menyimpan tema" - msgid "Error saving" msgstr "Gagal menyimpan" @@ -8936,9 +8652,6 @@ msgstr "" "Berkas berikut lebih baru dalam diska.\n" "Aksi apa yang ingin diambil?:" -msgid "Search Results" -msgstr "Hasil Pencarian" - msgid "Clear Recent Scripts" msgstr "Bersihkan Skrip baru-baru ini" @@ -8972,9 +8685,6 @@ msgstr "" msgid "[Ignore]" msgstr "[abaikan]" -msgid "Line" -msgstr "Baris" - msgid "Go to Function" msgstr "Pergi ke Fungsi" @@ -8987,6 +8697,9 @@ msgstr "Simbol Pencarian" msgid "Pick Color" msgstr "Pilih Warna" +msgid "Line" +msgstr "Baris" + msgid "Folding" msgstr "Melipat" @@ -9117,9 +8830,6 @@ msgstr "" "Struktur file untuk '%s' mengandung kesalahan yang tidak dapat dipulihkan:\n" "\n" -msgid "ShaderFile" -msgstr "FileShader" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Kerangka ini tidak memiliki tulang, buatlah beberapa anak node Bone2D." @@ -9410,9 +9120,6 @@ msgstr "Pengimbangan" msgid "Create Frames from Sprite Sheet" msgstr "Buat Frame dari Sprite Sheet" -msgid "SpriteFrames" -msgstr "SpriteFrame" - msgid "Warnings should be fixed to prevent errors." msgstr "Peringatan harus diperbaiki untuk mencegah kesalahan." @@ -9423,15 +9130,9 @@ msgstr "" "Shader ini telah dimodifikasi pada penyimpanan.\n" "Tindakan apa yang harus diambil?" -msgid "%s Mipmaps" -msgstr "%s Mipmap" - msgid "Memory: %s" msgstr "Memori: %s" -msgid "No Mipmaps" -msgstr "Tidak Ada Mipmaps" - msgid "Set Region Rect" msgstr "Atur Kotak Region" @@ -9511,9 +9212,6 @@ msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "{num} saat ini terpilih" -msgid "Nothing was selected for the import." -msgstr "Tidak ada yang dipilih untuk impor." - msgid "Importing Theme Items" msgstr "Mengimpor Item Tema" @@ -9930,9 +9628,6 @@ msgstr "Ubah seleksi" msgid "Move tiles" msgstr "Geser Petak" -msgid "Shift: Draw line." -msgstr "Shift: Menggambar garis." - msgid "Bucket" msgstr "Keranjang" @@ -10047,12 +9742,6 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Tambah pola baru di Mode Sunting TileMap." -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - msgid "Error" msgstr "Error" @@ -10243,9 +9932,6 @@ msgstr "Atur Port Masukan Baku" msgid "Add Node to Visual Shader" msgstr "Tambah Node ke Visual Shader" -msgid "Node(s) Moved" -msgstr "Node Dipindahkan" - msgid "Visual Shader Input Type Changed" msgstr "Tipe Input Visual Shader Berubah" @@ -10844,14 +10530,8 @@ msgstr "Pilih Berkas untuk Dipindai" msgid "Remove All" msgstr "Hapus semua" -msgid "Also delete project contents (no undo!)" -msgstr "Hapus juga konten proyek (tidak dapat dibatalkan!)" - -msgid "The path specified doesn't exist." -msgstr "Lokasi yang ditentukan tidak ada." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Error saat membuka berkas paket (tidak dalam format ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Sebaiknya berikan nama untuk proyek Anda." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -10859,26 +10539,8 @@ msgstr "" "Berkas proyek \".zip\" tidak valid; tidak terdapat berkas \"project.godot\" " "di dalamnya." -msgid "New Game Project" -msgstr "Proyek Baru Permainan" - -msgid "Imported Project" -msgstr "Proyek yang Diimpor" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Silakan pilih berkas \"project.godot\" atau \".zip\"." - -msgid "Couldn't create folder." -msgstr "Tidak dapat membuat folder." - -msgid "There is already a folder in this path with the specified name." -msgstr "Sudah ada direktori di lokasi ini dengan nama yang diberikan." - -msgid "It would be a good idea to name your project." -msgstr "Sebaiknya berikan nama untuk proyek Anda." - -msgid "Invalid project path (changed anything?)." -msgstr "Lokasi proyek tidak valid (mengubah sesuatu?)." +msgid "The path specified doesn't exist." +msgstr "Lokasi yang ditentukan tidak ada." msgid "Couldn't create project.godot in project path." msgstr "Tidak dapat membuat project.godot dalam lokasi proyek." @@ -10889,8 +10551,8 @@ msgstr "Gagal saat membuka paket, tidak dalam bentuk zip." msgid "The following files failed extraction from package:" msgstr "Berkas berikut gagal diekstrak dari paket:" -msgid "Package installed successfully!" -msgstr "Paket Sukses Terpasang!" +msgid "New Game Project" +msgstr "Proyek Baru Permainan" msgid "Import & Edit" msgstr "Impor & Ubah" @@ -11065,6 +10727,9 @@ msgstr "Antarmuka Pengguna" msgid "Error loading scene from %s" msgstr "Error saat memuat skena dari %s" +msgid "Error instantiating scene from %s" +msgstr "Kesalahan menginstansiasi adegan dari %s" + msgid "Replace with Branch Scene" msgstr "Ganti dengan Skena Cabang" @@ -11091,9 +10756,6 @@ msgstr "Skena yang diinstansi tidak dapat dijadikan root" msgid "Make node as Root" msgstr "Jadikan node sebagai Dasar" -msgid "Delete %d nodes and any children?" -msgstr "Hapus %d node dan semua anaknya?" - msgid "Delete %d nodes?" msgstr "Hapus %d node?" @@ -11171,9 +10833,6 @@ msgstr "" msgid "Attach Script" msgstr "Lampirkan Skrip" -msgid "Cut Node(s)" -msgstr "Potong Node" - msgid "Remove Node(s)" msgstr "Hapus Node" @@ -11357,33 +11016,6 @@ msgstr "Ubah Torus Radius Dalam" msgid "Change Torus Outer Radius" msgstr "Ubah Torus Radius Luar" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipe argumen tidak valid untuk convert(), gunakan konstanta TYPE_*." - -msgid "Step argument is zero!" -msgstr "Argumen step adalah nol!" - -msgid "Not a script with an instance" -msgstr "Bukan skrip dengan contoh" - -msgid "Not based on a script" -msgstr "Tidak berbasis pada skrip" - -msgid "Not based on a resource file" -msgstr "Tidak berbasis pada resource file" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Format kamus acuan tidak sah (@path hilang)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "Format kamus acuan tidak sah (tidak dapat memuat script pada @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Format kamus acuan tidak sah (skrip tidak sah pada @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Kamus acuan tidak sah (sub kelas tidak sah)" - msgid "Next Plane" msgstr "Dataran Selanjutnya" @@ -11503,24 +11135,6 @@ msgstr "" msgid "Pose" msgstr "Pose" -msgid "Package name is missing." -msgstr "Nama paket tidak ada." - -msgid "Package segments must be of non-zero length." -msgstr "Segmen paket panjangnya harus tidak boleh nol." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Karakter '%s' tidak diizinkan dalam penamaan paket aplikasi Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Digit tidak boleh diletakkan sebagai karakter awal di segmen paket." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Karakter '%s' tidak bisa dijadikan karakter awal dalam segmen paket." - -msgid "The package must have at least one '.' separator." -msgstr "Package setidaknya harus memiliki sebuah pemisah '.'." - msgid "Invalid public key for APK expansion." msgstr "Kunci Publik untuk ekspansi APK tidak valid." @@ -11588,9 +11202,6 @@ msgstr "Direktori 'build-tools' tidak ditemukan!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Tidak dapat menemukan apksigner dalam Android SDK build-tools." -msgid "Code Signing" -msgstr "Penandatanganan Kode" - msgid "Signing debug %s..." msgstr "Menandatangani debug %s..." @@ -11646,15 +11257,6 @@ msgstr "Tidak dapat menemukan contoh APK untuk ekspor: \"%s\"" msgid "Invalid Identifier:" msgstr "Identifier tidak valid:" -msgid "Xcode Build" -msgstr "Membangun Xcode" - -msgid "Identifier is missing." -msgstr "Kurang identifier." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Karakter '%s' tidak diizinkan dalam Identifier." - msgid "Failed to create \"%s\" subfolder." msgstr "Tidak dapat membuat sub folder \"%s\"." @@ -11667,9 +11269,6 @@ msgstr "Jenis objek tidak diketahui." msgid "Invalid bundle identifier:" msgstr "Identifier bundel tidak valid:" -msgid "Notarization" -msgstr "Notarisasi" - msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" @@ -11677,6 +11276,9 @@ msgstr "" "Anda dapat memeriksa kemajuan secara manual dengan membuka Terminal dan " "menjalankan perintah berikut:" +msgid "Notarization" +msgstr "Notarisasi" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -11719,12 +11321,12 @@ msgstr "" "Peringatan: Notarisasi dinonaktifkan. Proyek yang diekspor akan diblokir oleh " "Gatekeeper jika diunduh dari sumber yang tidak dikenal." -msgid "Stop HTTP Server" -msgstr "Hentikan Server HTTP" - msgid "Run in Browser" msgstr "Jalankan di Peramban" +msgid "Stop HTTP Server" +msgstr "Hentikan Server HTTP" + msgid "Run exported HTML in the system's default browser." msgstr "Jalankan HTML yang diekspor dalam peramban baku sistem." @@ -11931,9 +11533,6 @@ msgstr "" "ke \"Abaikan/Ignore\". Untuk mengatasinya, setel Filter Tetikus ke \"Stop\" " "atau \"Pass\"." -msgid "Alert!" -msgstr "Peringatan!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" "Jika \"Exp Edit\" diaktifkan, \"Nilai Minimal\" seharusnya lebih besar dari 0." @@ -11985,15 +11584,6 @@ msgstr "Gunakan Semua Permukaan" msgid "Surface Index" msgstr "Indeks Permukaan" -msgid "Varying may not be assigned in the '%s' function." -msgstr "Memvariasikan mungkin tidak ditetapkan dalam fungsi '%s'." - -msgid "Assignment to function." -msgstr "Penugasan ke fungsi." - -msgid "Assignment to uniform." -msgstr "Pemberian nilai untuk uniform." - msgid "Constants cannot be modified." msgstr "Konstanta tidak dapat dimodifikasi." diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index a88a1a644cc0..9bee86c1ab6f 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -39,7 +39,7 @@ # Micila Micillotto <micillotto@gmail.com>, 2019, 2020, 2021, 2022, 2023. # Mirko Soppelsa <miknsop@gmail.com>, 2019, 2020, 2021, 2022, 2023. # No <kingofwizards.kw7@gmail.com>, 2019. -# StarFang208 <polaritymanx@yahoo.it>, 2019, 2023. +# StarFang208 <polaritymanx@yahoo.it>, 2019, 2023, 2024. # Katia Piazza <gydey@ridiculousglitch.com>, 2019, 2021. # nickfla1 <lanterniniflavio@gmail.com>, 2019. # Fabio Iotti <fabiogiopla@gmail.com>, 2020. @@ -97,13 +97,15 @@ # Ott8v <Ott8v@users.noreply.hosted.weblate.org>, 2024. # NicKoehler <grillinicola@proton.me>, 2024. # EricManara0 <ericmanara@gmail.com>, 2024. +# Alessandro Muscio <muscioalex30@gmail.com>, 2024. +# xShader1374 <shader1374@gmail.com>, 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: 2024-02-26 06:01+0000\n" -"Last-Translator: EricManara0 <ericmanara@gmail.com>\n" +"PO-Revision-Date: 2024-04-05 10:01+0000\n" +"Last-Translator: xShader1374 <shader1374@gmail.com>\n" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "godot/it/>\n" "Language: it\n" @@ -263,12 +265,6 @@ msgstr "Pulsante %d del joypad" msgid "Pressure:" msgstr "Pressione:" -msgid "canceled" -msgstr "annullato" - -msgid "touched" -msgstr "toccato" - msgid "released" msgstr "rilasciato" @@ -514,14 +510,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Esempio: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d elemento" -msgstr[1] "%d elementi" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -532,18 +520,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Un'azione con il nome \"%s\" è già esistente." -msgid "Cannot Revert - Action is same as initial" -msgstr "Impossibile annullare - l'azione è la stessa di quella iniziale" - msgid "Revert Action" msgstr "Annulla l'azione" msgid "Add Event" msgstr "Aggiungi Evento" -msgid "Remove Action" -msgstr "Rimuovi l'azione" - msgid "Cannot Remove Action" msgstr "Impossibile rimuovere l'azione" @@ -863,6 +845,12 @@ msgstr "Inserisci un fotogramma chiave..." msgid "Duplicate Key(s)" msgstr "Duplica i fotogrammi chiave selezionati" +msgid "Cut Key(s)" +msgstr "Taglia Fotogramma(i) Chiave" + +msgid "Copy Key(s)" +msgstr "Copia Fotogramma(i) Chiave" + msgid "Add RESET Value(s)" msgstr "Aggiungi valore(i) di RESET" @@ -1022,6 +1010,12 @@ msgstr "Incolla delle tracce" msgid "Animation Scale Keys" msgstr "Scala chiavi d'animazione" +msgid "Animation Set Start Offset" +msgstr "Imposta Inizio Offset d'Animazione" + +msgid "Animation Set End Offset" +msgstr "Imposta Fine Offset d'Animazione" + msgid "Make Easing Keys" msgstr "Crea chiavi di easing" @@ -1050,6 +1044,20 @@ msgstr "" "delle tracce personalizzate, abilitare \"Save To File\" e\n" "\"Keep Custom Tracks\"." +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 "" +"Alcune impostazioni dell'AnimationPlayerEditor sono disabilitate perché " +"questo è un prototipo dell'AnimationPlayer, usato per le anteprime.\n" +"\n" +"Il prototipo è stato forzato \"attivo\", non deterministico e senza il " +"tracciato di movimento \"root\". Inoltre, il nodo originale è temporaneamente " +"inattivo." + msgid "AnimationPlayer is inactive. The playback will not be processed." msgstr "AnimationPlayer non è attivo. La riproduzione non verrà eseguita." @@ -1101,6 +1109,42 @@ msgstr "Modifica" msgid "Animation properties." msgstr "Proprietà dell'animazione." +msgid "Copy Tracks..." +msgstr "Copia Tracce..." + +msgid "Scale Selection..." +msgstr "Scala Selezione..." + +msgid "Scale From Cursor..." +msgstr "Scala dal Cursore..." + +msgid "Set Start Offset (Audio)" +msgstr "Imposta inizio Offset (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "Impostare Fine Offset (Audio)" + +msgid "Make Easing Selection..." +msgstr "Effettua Selezione di Easing..." + +msgid "Duplicate Selected Keys" +msgstr "Duplica le Chiavi Selezionate" + +msgid "Cut Selected Keys" +msgstr "Taglia le Chiavi Selezionate" + +msgid "Copy Selected Keys" +msgstr "Copia le Chiavi Selezionate" + +msgid "Paste Keys" +msgstr "Incolla Chiavi" + +msgid "Move First Selected Key to Cursor" +msgstr "Spostare al cursore la prima chiave selezionata" + +msgid "Move Last Selected Key to Cursor" +msgstr "Sposta al cursore l'ultima chiave selezionata" + msgid "Delete Selection" msgstr "Elimina la selezione" @@ -1113,6 +1157,15 @@ msgstr "Vai al passo precedente" msgid "Apply Reset" msgstr "Reimposta" +msgid "Bake Animation..." +msgstr "Precompila l'Animazione" + +msgid "Optimize Animation (no undo)..." +msgstr "Ottimizza l'Animazione (irreversibile)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Pulisci l'Animazione (irreversibile)..." + msgid "Pick a node to animate:" msgstr "Seleziona il nodo da animare:" @@ -1137,6 +1190,12 @@ msgstr "Errore di Precisione Max:" msgid "Optimize" msgstr "Ottimizza" +msgid "Trim keys placed in negative time" +msgstr "Rimuovi le chiavi nel tempo negativo" + +msgid "Trim keys placed exceed the animation length" +msgstr "Rimuovi le chiavi che superano la lunghezza dell'animazione" + msgid "Remove invalid keys" msgstr "Rimuovi le chiavi non valide" @@ -1249,6 +1308,9 @@ msgstr "Seleziona le tracce da copiare" msgid "Select All/None" msgstr "Seleziona/Deseleziona tutto" +msgid "Animation Change Keyframe Time" +msgstr "Cambia Tempo di un Fotogramma Chiave" + msgid "Add Audio Track Clip" msgstr "Aggiungi un segmento audio in una traccia sonora" @@ -1295,6 +1357,13 @@ msgstr "Sostituisci tutti" msgid "Selection Only" msgstr "Solo nella selezione" +msgid "Hide" +msgstr "Nascondi" + +msgctxt "Indentation" +msgid "Tabs" +msgstr "Indentazioni" + msgid "Toggle Scripts Panel" msgstr "Commuta il pannello degli script" @@ -1313,6 +1382,9 @@ msgstr "Errori" msgid "Warnings" msgstr "Avvisi" +msgid "Zoom factor" +msgstr "Fattore di Zoom" + msgid "Line and column numbers." msgstr "Numeri di riga e di colonna." @@ -1335,6 +1407,11 @@ msgstr "" msgid "Attached Script" msgstr "Script allegato" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s: Il codice di callback non sarà geneato, si prega di aggiungerlo " +"manualmente." + msgid "Connect to Node:" msgstr "Connetti al Nodo:" @@ -1479,9 +1556,6 @@ msgstr "Questa classe è stata segnata come deprecata." msgid "This class is marked as experimental." msgstr "Questa classe è stata segnata come sperimentale." -msgid "No description available for %s." -msgstr "Nessuna descrizione disponibile per %s." - msgid "Favorites:" msgstr "Preferiti:" @@ -1515,9 +1589,6 @@ msgstr "Salva Ramo come Scena" msgid "Copy Node Path" msgstr "Copia percorso del nodo" -msgid "Instance:" -msgstr "Istanza:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1611,6 +1682,9 @@ msgstr "" "chiamate da essa.\n" "Utilizzare questa opzione per trovare delle funzioni singole da ottimizzare." +msgid "Display internal functions" +msgstr "Visualizza funzioni interne." + msgid "Frame #:" msgstr "Fotogramma #:" @@ -1641,9 +1715,6 @@ msgstr "Esecuzione ripresa." msgid "Bytes:" msgstr "Byte:" -msgid "Warning:" -msgstr "Attenzione:" - msgid "Error:" msgstr "Errore:" @@ -1710,6 +1781,9 @@ msgstr "Break" msgid "Continue" msgstr "Continua" +msgid "Thread:" +msgstr "Thread:" + msgid "Stack Frames" msgstr "Stack Frame" @@ -1921,9 +1995,22 @@ msgstr "Crea una cartella" msgid "Folder name is valid." msgstr "Il nome della cartella è valido." +msgid "Double-click to open in browser." +msgstr "Doppio click per aprire nel browser." + msgid "Thanks from the Godot community!" msgstr "Grazie dalla comunità di Godot!" +msgid "(unknown)" +msgstr "(sconosciuto)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git commit date: %s\n" +"Premi per copiare il numero di versione." + msgid "Godot Engine contributors" msgstr "Contributori di Godot Engine" @@ -1964,6 +2051,9 @@ msgstr "Membri Titanium" msgid "Platinum Members" msgstr "Membri Platinum" +msgid "Gold Members" +msgstr "Membri Oro" + msgid "Donors" msgstr "Donatori" @@ -2007,6 +2097,13 @@ msgstr[0] "" msgstr[1] "" "I file %d vanno in conflitto con il tuo progetto e non verranno installati" +msgid "This asset doesn't have a root directory, so it can't be ignored." +msgstr "" +"Questo risorsa non ha una cartella root, quindi non può essere ignorata." + +msgid "Ignore the root directory when extracting files." +msgstr "Ignora la cartella root durante l'estrazione dei file." + msgid "Select Install Folder" msgstr "Seleziona Cartella di Installazione" @@ -2019,9 +2116,6 @@ msgstr "L'estrazione dei seguenti file dal contenuto \"%s\" è fallita:" msgid "(and %s more files)" msgstr "(e %s altri file)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Contenuto \"%s\" installato con successo!" - msgid "Success!" msgstr "Successo!" @@ -2044,9 +2138,18 @@ msgstr "Ignora contenuto root" msgid "No files conflict with your project" msgstr "Nessun file in conflitto con il tuo progetto" +msgid "Show contents of the asset and conflicting files." +msgstr "Mostra i contenuti della risorsa e dei file in conflitto." + +msgid "Contents of the asset:" +msgstr "Contenuti della risorsa:" + msgid "Installation preview:" msgstr "Anteprima installazione:" +msgid "Configure Asset Before Installing" +msgstr "Configura la Risorsa Prima dell'Installazione" + msgid "Install" msgstr "Installa" @@ -2179,30 +2282,6 @@ msgstr "Crea una nuova disposizione di bus." msgid "Audio Bus Layout" msgstr "Disposizione Bus Audio" -msgid "Invalid name." -msgstr "Nome non valido." - -msgid "Cannot begin with a digit." -msgstr "Non può iniziare con una cifra." - -msgid "Valid characters:" -msgstr "Caratteri validi:" - -msgid "Must not collide with an existing engine class name." -msgstr "Non deve collidere con il nome di una classe del motore esistente." - -msgid "Must not collide with an existing global script class name." -msgstr "Non deve collidere con un nome di classe globale di uno script." - -msgid "Must not collide with an existing built-in type name." -msgstr "Non deve confliggere con il nome di un tipo predefinito già esistente." - -msgid "Must not collide with an existing global constant name." -msgstr "Non deve collidere con il nome di una costante globale esistente." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Una parola chiave non può essere utilizzata come nome di un Autoload." - msgid "Autoload '%s' already exists!" msgstr "L'Autoload \"%s\" esiste già!" @@ -2237,9 +2316,6 @@ msgstr "Aggiungi un Autoload" msgid "Path:" msgstr "Percorso:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Impostare il percorso o premere \"%s\" per creare uno script." - msgid "Node Name:" msgstr "Nome del Nodo:" @@ -2395,23 +2471,17 @@ msgstr "Rileva dal progetto" msgid "Actions:" msgstr "Azioni:" -msgid "Configure Engine Build Profile:" -msgstr "Configura il profilo di costruzione del motore:" - msgid "Please Confirm:" msgstr "Per favore conferma:" -msgid "Engine Build Profile" -msgstr "Profilo di costruzione del motore" - msgid "Load Profile" msgstr "Carica un profilo" msgid "Export Profile" msgstr "Esporta il profilo" -msgid "Edit Build Configuration Profile" -msgstr "Modifica il profilo di configurazione di costruzione" +msgid "Forced Classes on Detect:" +msgstr "Classi Forzate su Rilevamento:" msgid "" "Failed to execute command \"%s\":\n" @@ -2450,6 +2520,12 @@ msgstr "Posizione del pannello" msgid "Make Floating" msgstr "Rendi fluttuante" +msgid "Make this dock floating." +msgstr "Rendi questo pannello floating." + +msgid "Move to Bottom" +msgstr "Spostati in Basso" + msgid "3D Editor" msgstr "Editor 3D" @@ -2599,16 +2675,6 @@ msgstr "Importa i profili" msgid "Manage Editor Feature Profiles" msgstr "Gestisci i profili di funzionalità dell'editor" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Alcune estensioni hanno bisogno di un riavvio dell'editor per avere effetto." - -msgid "Restart" -msgstr "Ricomincia" - -msgid "Save & Restart" -msgstr "Salva e riavvia" - msgid "ScanSources" msgstr "Scansiona i sorgenti" @@ -2638,6 +2704,12 @@ msgstr "Deprecato" msgid "Experimental" msgstr "Sperimentale" +msgid "Deprecated:" +msgstr "Deprecato:" + +msgid "Experimental:" +msgstr "Sperimentale:" + msgid "This method supports a variable number of arguments." msgstr "Questo metodo supporta un numero variabile di argomenti." @@ -2677,6 +2749,16 @@ msgstr "Descrizione del costruttore" msgid "Operator Descriptions" msgstr "Descrizione degli operatori" +msgid "This method may be changed or removed in future versions." +msgstr "Questo metodo potrebbe cambiare o essere rimosso in versioni future." + +msgid "This constructor may be changed or removed in future versions." +msgstr "" +"Questo costruttore potrebbe cambiare o essere rimosso in versioni future." + +msgid "This operator may be changed or removed in future versions." +msgstr "Questo operatore potrebbe cambiare o essere rimosso in versioni future." + msgid "Error codes returned:" msgstr "Codici di errore restituiti:" @@ -2689,12 +2771,36 @@ msgstr "Attualmente non esiste nessuna descrizione per questo costruttore." msgid "There is currently no description for this operator." msgstr "Attualmente non esiste nessuna descrizione per questo operatore." +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Attualmente non esiste alcuna descrizione per questo metodo. Aiutaci " +"[color=$color][url=$url]aggiungendone una[/url][/color]!" + +msgid "" +"There is currently no description for this constructor. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Attualmente non esiste alcuna descrizione per questo costruttore. Aiutaci " +"[color=$color][url=$url]aggiungendone una[/url][/color]!" + +msgid "" +"There is currently no description for this operator. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Attualmente non esiste alcuna descrizione per questo operatore. Aiutaci " +"[color=$color][url=$url]aggiungendone una[/url][/color]!" + msgid "Top" msgstr "In cima" msgid "Class:" msgstr "Classe:" +msgid "This class may be changed or removed in future versions." +msgstr "Questa classe potrebbe cambiare o essere rimossa in versioni future." + msgid "Inherits:" msgstr "Eredita:" @@ -2714,6 +2820,13 @@ msgstr "" "Al momento non esiste alcune descrizione per questa classe. Per piacere " "aiutaci [color=$color][url=$url]aggiungendone una[/url][/color]!" +msgid "" +"There are notable differences when using this API with C#. See [url=%s]C# API " +"differences to GDScript[/url] for more information." +msgstr "" +"Ci sono notevoli differenze quando si usa questa API con C#. Visita " +"[url=%s]differenze tra API di C# e GDScript[/url] per maggiori informazioni." + msgid "Online Tutorials" msgstr "Corsi Online" @@ -2750,9 +2863,39 @@ msgstr "Icone" msgid "Styles" msgstr "Stili" +msgid "There is currently no description for this theme property." +msgstr "Attualmente non c'è alcuna descrizione per questa proprietà del tema." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Attualmente non c'è alcuna descrizione per questa proprietà del tema. Aiutaci " +"[color=$color][url=$url]aggiungendone una[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Questo segnale potrebbe cambiare o essere rimosso in versioni future." + +msgid "There is currently no description for this signal." +msgstr "Attualmente non c'è alcuna descrizione per questo segnale." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Attualmente non c'è alcuna descrizione per questo segnale. Aiutaci " +"[color=$color][url=$url]aggiungendone una[/url][/color]!" + msgid "Enumerations" msgstr "Enumerazioni" +msgid "This enumeration may be changed or removed in future versions." +msgstr "" +"Questa enumerazione potrebbe cambiare o essere rimossa in versioni future." + +msgid "This constant may be changed or removed in future versions." +msgstr "Questa costante potrebbe cambiare o essere rimossa in versioni future." + msgid "Annotations" msgstr "Annotazioni" @@ -2772,6 +2915,9 @@ msgstr "Descrizioni delle proprietà" msgid "(value)" msgstr "(valore)" +msgid "This property may be changed or removed in future versions." +msgstr "Questa proprietà potrebbe cambiare o essere rimossa in versioni future." + msgid "There is currently no description for this property." msgstr "Non esiste alcune descrizione per questa proprietà." @@ -2782,30 +2928,42 @@ msgstr "" "Al momento non esiste alcuna descrizione per questa proprietà. Aiutaci " "[color=$color][url=$url]aggiungendone una[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Nessuna descrizione disponibile." + msgid "Metadata:" msgstr "Metadati:" msgid "Property:" msgstr "Proprietà:" +msgid "This property can only be set in the Inspector." +msgstr "Questa proprietà può essere impostata solo nell'Inspector." + msgid "Method:" msgstr "Metodo:" msgid "Signal:" msgstr "Segnale:" -msgid "No description available." -msgstr "Nessuna descrizione disponibile." - -msgid "%d match." -msgstr "%d corrispondenze." +msgid "Theme Property:" +msgstr "Proprietà del Tema:" msgid "%d matches." msgstr "%d corrispondenze." +msgid "Constructor" +msgstr "Costruttore" + msgid "Method" msgstr "Metodo" +msgid "Operator" +msgstr "Operatore" + msgid "Signal" msgstr "Segnale" @@ -2866,6 +3024,9 @@ msgstr "Tipo di membro" msgid "(constructors)" msgstr "(costruttori)" +msgid "Keywords" +msgstr "Parole Chiave" + msgid "Class" msgstr "Classe" @@ -2902,6 +3063,12 @@ msgstr "" "Sposta l'elemento %d nella posizione %d dell'array di proprietà con prefisso " "%s." +msgid "Clear Property Array with Prefix %s" +msgstr "Svuota l'Array Proprietà con il Prefisso %s" + +msgid "Resize Property Array with Prefix %s" +msgstr "Ridimensiona l'Array Proprietà con il Prefisso %s" + msgid "Element %d: %s%d*" msgstr "Element0 %d: %s%d*" @@ -2941,12 +3108,12 @@ msgstr "Aggiungi un metadato" msgid "Set %s" msgstr "Imposta %s" +msgid "Set Multiple: %s" +msgstr "Imposta più Valori: %s" + msgid "Remove metadata %s" msgstr "Rimuovi metadato %s" -msgid "Pinned %s" -msgstr "%s fissato" - msgid "Unpinned %s" msgstr "%s non fissato" @@ -2998,6 +3165,9 @@ msgstr "O inserire un nuovo nome per il layout" msgid "Changed Locale Language Filter" msgstr "Filtro della lingua locale modificato" +msgid "Changed Locale Script Filter" +msgstr "Filtro Script Locale Modificato" + msgid "Changed Locale Country Filter" msgstr "Filtro del paese del locale modificato" @@ -3090,15 +3260,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Gira quando la finestra dell'editor viene ridisegnata." -msgid "Imported resources can't be saved." -msgstr "Le risorse importate non possono essere salvate." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Errore durante il salvataggio della risorsa!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3116,32 +3280,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Salva risorsa come..." -msgid "Can't open file for writing:" -msgstr "Impossibile aprire il file in scrittura:" - -msgid "Requested file format unknown:" -msgstr "Formato del file richiesto sconosciuto:" - -msgid "Error while saving." -msgstr "Errore durante il salvataggio." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Impossibile aprire il file \"%s\". Il file potrebbe essere stato spostato o " -"eliminato." - -msgid "Error while parsing file '%s'." -msgstr "Errore durante l'analisi del file \"%s\"." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Il file della scena \"%s\" sembra essere invalido/corrotto." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "File \"%s\" o una delle sue dipendenze mancanti." - -msgid "Error while loading file '%s'." -msgstr "Errore durante il caricamento del file \"%s\"." - msgid "Saving Scene" msgstr "Salvando la scena" @@ -3151,41 +3289,20 @@ msgstr "Analizzando" msgid "Creating Thumbnail" msgstr "Creando la miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Questa operazione non può essere eseguita senza una radice dell'albero." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Questa scena non può essere salvata perché include un'instanziazione " -"ciclica.\n" -"Per favore risolverla e poi tentare di salvarla di nuovo." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Impossibile salvare la scena. È probabile che le dipendenze (instanze o " -"eredità) non siano state soddisfatte." - msgid "Save scene before running..." msgstr "Salva scena prima di eseguire..." -msgid "Could not save one or more scenes!" -msgstr "Impossibile salvare una o più scene!" - msgid "Save All Scenes" msgstr "Salva tutte le scene" msgid "Can't overwrite scene that is still open!" msgstr "Impossibile sovrascrivere una scena ancora aperta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Impossibile caricare la MeshLibrary per l'unione!" +msgid "Merge With Existing" +msgstr "Unisci con una esistente" -msgid "Error saving MeshLibrary!" -msgstr "Errore nel salvataggio della MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Applica le trasformazioni dei MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3249,9 +3366,6 @@ msgstr "" "Per favore leggere la documentazione rilevante all'importazione delle scene " "per comprendere meglio questo flusso di lavoro." -msgid "Changes may be lost!" -msgstr "Le modifiche potrebbero essere perse!" - msgid "This object is read-only." msgstr "Questo oggetto è in sola lettura." @@ -3267,9 +3381,6 @@ msgstr "Apri una scena rapidamente…" msgid "Quick Open Script..." msgstr "Apri uno script rapidamente…" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s non esiste più! Specificare una nuova posizione di salvataggio." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3348,27 +3459,14 @@ msgstr "Salvare le risorse modificate prima di chiudere?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Salvare le modifiche alle scene seguenti prima di ricaricare?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Salvare le modifiche alle scene seguenti prima di uscire?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Salvare le modifiche alle scene seguenti prima di aprire il gestore di " "progetti?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Questa opzione è deprecata. Le situazioni in cui si è obbligati a ricaricare " -"sono ora considerate falle. Si prega di segnalarle." - msgid "Pick a Main Scene" msgstr "Scegliere una scena principale" -msgid "This operation can't be done without a scene." -msgstr "Questa operazione non può essere eseguita senza una scena." - msgid "Export Mesh Library" msgstr "Esporta una libreria di Mesh" @@ -3394,6 +3492,17 @@ msgstr "" "esserci un errore nel codice, controlla la sintassi.\n" "Disabilitata l'aggiunta di '%s' per prevenire ulteriori errori." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"Impossibile caricare uno script di addon dal percorso: '%s'. Il tipo base non " +"è 'EditorPlugin'." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"Impossibile caricare uno script di addon dal percorso: '%s'. Script non in " +"tool mode." + 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." @@ -3402,23 +3511,40 @@ msgstr "" "modificata.\n" "Per modificarla, può essere creata una nuova scena ereditata." +msgid "Scene '%s' has broken dependencies:" +msgstr "La scena \"%s\" ha rotto le dipendenze:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"Errore di caricamento della scena, deve essere all'interno del percorso del " -"progetto. Usare \"Importa\" per aprire la scena e salvarla nel percorso del " -"progetto." +"Il supporto a più finestre non è disponibile perché l'argomento `--single-" +"window` è stato usato per aprire l'editor." -msgid "Scene '%s' has broken dependencies:" -msgstr "La scena \"%s\" ha rotto le dipendenze:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Il supporto a più finestre non è disponibile perché la piattaforma attuale " +"non lo supporta." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Il supporto a più finestre non è disponibile perché Interfaccia > Editor > " +"Modalità Finestra Singola è abilitata nelle impostazioni." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Il supporto a più finestre non è disponibile perché Interfaccia > Finestra " +"Multipla > Abilità è disabilitata nelle impostazioni." msgid "Clear Recent Scenes" msgstr "Pulisci le scene recenti" -msgid "There is no defined scene to run." -msgstr "Non c'è nessuna scena definita da eseguire." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3446,6 +3572,12 @@ msgstr "" "Puoi cambiarla successivamente da \"Impostazioni progetto\" sotto la " "categoria \"applicazioni\"." +msgid "Save Layout..." +msgstr "Salva Layout..." + +msgid "Delete Layout..." +msgstr "Elimina Layout..." + msgid "Default" msgstr "Predefinito" @@ -3455,6 +3587,14 @@ msgstr "Salva disposizione" msgid "Delete Layout" msgstr "Elimina disposizione" +msgid "This scene was never saved." +msgstr "Questa scena non è mai stata salvata." + +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d secondo fa" +msgstr[1] "%d secondi fa" + msgid "%d minute ago" msgid_plural "%d minutes ago" msgstr[0] "%d minuto fa" @@ -3516,6 +3656,9 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Compatibilità" +msgid "(Overridden)" +msgstr "(Sovrascritto)" + msgid "Pan View" msgstr "Trasla Visuale" @@ -3582,42 +3725,33 @@ msgstr "Impostazioni dell'editor…" msgid "Project" msgstr "Progetto" -msgid "Project Settings..." -msgstr "Impostazioni del progetto…" - msgid "Project Settings" msgstr "Impostazioni del progetto" msgid "Version Control" msgstr "Controllo della versione" -msgid "Export..." -msgstr "Esporta..." - msgid "Install Android Build Template..." msgstr "Installa il modello di costruzione per Android…" msgid "Open User Data Folder" msgstr "Apri la cartella dei dati utente" -msgid "Customize Engine Build Configuration..." -msgstr "Personalizza la configurazione di costruzione del motore..." - msgid "Tools" msgstr "Strumenti" msgid "Orphan Resource Explorer..." msgstr "Explorer di risorse orfane…" +msgid "Upgrade Mesh Surfaces..." +msgstr "Aggiornando le Superfici della Mesh..." + msgid "Reload Current Project" msgstr "Ricarica il Progetto Corrente" msgid "Quit to Project List" msgstr "Esci e torna alla lista dei progetti" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Tavolozza dei comandi..." @@ -3655,12 +3789,12 @@ msgstr "Configura l'importatore FBX..." msgid "Help" msgstr "Aiuto" +msgid "Search Help..." +msgstr "Cerca Aiuto..." + msgid "Online Documentation" msgstr "Documentazione in linea" -msgid "Questions & Answers" -msgstr "Domande e risposte" - msgid "Community" msgstr "Comunità" @@ -3679,6 +3813,9 @@ msgstr "Suggerisci una funzionalità" msgid "Send Docs Feedback" msgstr "Manda un parere sulla documentazione" +msgid "About Godot..." +msgstr "Informazioni su Godot..." + msgid "Support Godot Development" msgstr "Supporta lo sviluppo di Godot" @@ -3698,6 +3835,9 @@ msgstr "" "- Sulla piattaforma Web, viene sempre utilizzato il metodo di rendering " "Compatibilità." +msgid "Save & Restart" +msgstr "Salva e riavvia" + msgid "Update Continuously" msgstr "Aggiorna Continuamente" @@ -3707,9 +3847,6 @@ msgstr "Aggiorna quando cambiato" msgid "Hide Update Spinner" msgstr "Nascondi la rotella di aggiornamento" -msgid "FileSystem" -msgstr "Filesystem" - msgid "Inspector" msgstr "Ispettore" @@ -3719,9 +3856,6 @@ msgstr "Nodo" msgid "History" msgstr "Cronologia" -msgid "Output" -msgstr "Output" - msgid "Don't Save" msgstr "Non salvare" @@ -3751,12 +3885,6 @@ msgstr "Pacchetto di modelli" msgid "Export Library" msgstr "Esporta Libreria" -msgid "Merge With Existing" -msgstr "Unisci con una esistente" - -msgid "Apply MeshInstance Transforms" -msgstr "Applica le trasformazioni dei MeshInstance" - msgid "Open & Run a Script" msgstr "Apri ed esegui uno script" @@ -3773,6 +3901,12 @@ msgstr "Ricarica" msgid "Resave" msgstr "Risalva" +msgid "Create/Override Version Control Metadata..." +msgstr "Crea/Sovrascrivi i Metadata del Controllo Versione" + +msgid "Version Control Settings..." +msgstr "Impostazioni del Controllo Versione..." + msgid "New Inherited" msgstr "Nuova ereditata" @@ -3800,33 +3934,15 @@ msgstr "Apri l'editor successivo" msgid "Open the previous Editor" msgstr "Apri l'editor precedente" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Attenzione!" -msgid "On" -msgstr "On" - -msgid "Edit Plugin" -msgstr "Modifica l'estensione" - -msgid "Installed Plugins:" -msgstr "Estensioni installate:" - -msgid "Create New Plugin" -msgstr "Crea una nuova estensione" - -msgid "Version" -msgstr "Versione" - -msgid "Author" -msgstr "Autore" - msgid "Edit Text:" msgstr "Modifica il testo:" +msgid "On" +msgstr "On" + msgid "Renaming layer %d:" msgstr "Rinominando il livello %d:" @@ -3877,12 +3993,29 @@ msgstr "" msgid "Assign..." msgstr "Assegna..." +msgid "Copy as Text" +msgstr "Copia come Testo" + +msgid "Show Node in Tree" +msgstr "Mostra Nodo nell'Albero" + msgid "Invalid RID" msgstr "RID non valido" msgid "Recursion detected, unable to assign resource to property." msgstr "Ricorsione rilevata, impossibile assegnare la risorsa alla proprietà." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Non è possibili creare una ViewportTexture in un nodo Texture2D perché la " +"texture non sarebbe legata ad una scena.\n" +"Usa un nodo Texture2DParameter invece, ed imposta la texture nella tab " +"\"Shader Parameters\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3907,6 +4040,12 @@ msgstr "Selezionare una vista" msgid "Selected node is not a Viewport!" msgstr "Il nodo selezionato non è un Viewport!" +msgid "New Key:" +msgstr "Nuova chiave:" + +msgid "New Value:" +msgstr "Nuovo valore:" + msgid "(Nil) %s" msgstr "(Nullo) %s" @@ -3925,12 +4064,6 @@ msgstr "Dizionario (nullo)" msgid "Dictionary (size %d)" msgstr "Dizionario (dimensione %d)" -msgid "New Key:" -msgstr "Nuova chiave:" - -msgid "New Value:" -msgstr "Nuovo valore:" - msgid "Add Key/Value Pair" msgstr "Aggiungi una coppia chiave/valore" @@ -3953,6 +4086,12 @@ msgstr "" "La risorsa selezionata (%s) non corrisponde ad alcun tipo previsto per questa " "proprietà (%s)." +msgid "Quick Load..." +msgstr "Caricamento Rapido..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "Apre un menu rapido per selezionare da una lista di file Risorsa." + msgid "Load..." msgstr "Carica..." @@ -3974,12 +4113,21 @@ msgstr "Mostra nel filesystem" msgid "Convert to %s" msgstr "Converti in %s" +msgid "Select resources to make unique:" +msgstr "Selezionare risorse da rendere uniche:" + msgid "New %s" msgstr "Nuovo %s" msgid "New Script..." msgstr "Nuovo Script..." +msgid "Extend Script..." +msgstr "Estendi Script..." + +msgid "New Shader..." +msgstr "Nuova Shader..." + msgid "No Remote Debug export presets configured." msgstr "Nessuna preimpostazione di debug remoto configurata." @@ -3996,6 +4144,17 @@ msgstr "" "Per favore, aggiungerne una nel menù di esportazione o impostarne una già " "esistente come eseguibile." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Avviso: L'architettura CPU '%s' non è attiva nelle tue preimpostazioni " +"d'esportazione.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Eseguire 'Remote Debug' comunque?" + msgid "Project Run" msgstr "Esegui Progetto" @@ -4011,6 +4170,12 @@ msgstr "Annulla: %s" msgid "Redo: %s" msgstr "Ripeti: %s" +msgid "Edit Built-in Action: %s" +msgstr "Modifica l'Azione Integrata: %s" + +msgid "Edit Shortcut: %s" +msgstr "Modifica scorciatoia: %s" + msgid "Common" msgstr "Comune" @@ -4107,6 +4272,12 @@ msgstr "Tutti i Dispositivi" msgid "Device" msgstr "Dispositivo" +msgid "Listening for Input" +msgstr "In Attesa di un Input" + +msgid "Filter by Event" +msgstr "Filtra per Evento" + msgid "Project export for platform:" msgstr "Esportazione del progetto per piattaforma:" @@ -4119,27 +4290,21 @@ msgstr "Completato con successo." msgid "Failed." msgstr "Fallito." +msgid "Export failed with error code %d." +msgstr "Esportazione fallita con codice d'errore %d." + msgid "Storing File: %s" msgstr "Memorizzazione file: %s" msgid "Storing File:" msgstr "Memorizzazione file:" -msgid "No export template found at the expected path:" -msgstr "Nessun modello d'esportazione trovato nel percorso previsto:" - -msgid "ZIP Creation" -msgstr "Creazione dello ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Impossibile aprire il file da leggere dal percorso \"%s\"." msgid "Packing" msgstr "Impacchettando" -msgid "Save PCK" -msgstr "Salva PCK" - msgid "Cannot create file \"%s\"." msgstr "impossibile creare il file \"%s\"." @@ -4161,17 +4326,18 @@ msgstr "Impossibile aprire il file crittografato da scrivere." msgid "Can't open file to read from path \"%s\"." msgstr "impossibile aprire file da leggere dalla path \"%s\"." -msgid "Save ZIP" -msgstr "Salva uno ZIP" - msgid "Custom debug template not found." msgstr "Modello di sviluppo personalizzato non trovato." msgid "Custom release template not found." msgstr "Modello di rilascio personalizzato non trovato." -msgid "Prepare Template" -msgstr "Prepara un modello" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Un formato texture deve essere selezionato per poter esportare il progetto. " +"Seleziona almeno un formato texture." msgid "The given export path doesn't exist." msgstr "Il percorso di esportazione specificato non esiste." @@ -4182,9 +4348,6 @@ msgstr "File modello non trovato: \"%s\"." msgid "Failed to copy export template." msgstr "Copia del modello di esportazione fallita." -msgid "PCK Embedding" -msgstr "Integrando il PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "Il PCK integrato non può essere più grande di 4 GiB nelle esportazioni a 32 " @@ -4263,36 +4426,6 @@ msgstr "" "Nessun link per il download trovato per questa versione. I download diretti " "sono disponibili solo per i rilasci ufficiali." -msgid "Disconnected" -msgstr "Disconnesso" - -msgid "Resolving" -msgstr "Risolvendo" - -msgid "Can't Resolve" -msgstr "Impossibile risolvere" - -msgid "Connecting..." -msgstr "Connettendo..." - -msgid "Can't Connect" -msgstr "Impossibile connettersi" - -msgid "Connected" -msgstr "Connesso" - -msgid "Requesting..." -msgstr "Richiedendo..." - -msgid "Downloading" -msgstr "Download in corso" - -msgid "Connection Error" -msgstr "Errore di Connessione" - -msgid "TLS Handshake Error" -msgstr "Errore handshake TLS" - msgid "Can't open the export templates file." msgstr "Impossibile aprire il file di esportazione dei modelli." @@ -4397,6 +4530,15 @@ msgstr "" "I modelli continueranno a scaricare.\n" "L'editor potrebbe bloccarsi brevemente a scaricamento finito." +msgid "" +"Target platform requires '%s' texture compression. Enable 'Import %s' to fix." +msgstr "" +"La piattaforma di destinazione richiede la compressione texture '%s'. Abilita " +"'Import %s' per risolvere." + +msgid "Fix Import" +msgstr "Correggi Import" + msgid "Runnable" msgstr "Eseguibile" @@ -4414,12 +4556,18 @@ msgstr "Eliminare preset \"%s\"?" msgid "Resources to exclude:" msgstr "Risorse da esclurdere:" +msgid "Resources to override export behavior:" +msgstr "Risorse per sovrascrivere il comportamento d'esportazione:" + msgid "Resources to export:" msgstr "Risorse da esportare:" msgid "(Inherited)" msgstr "(Ereditato)" +msgid "Export With Debug" +msgstr "Esporta Con Debug" + msgid "%s Export" msgstr "Esportazione %s" @@ -4449,6 +4597,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opzioni Avanzate" +msgid "If checked, the advanced options will be shown." +msgstr "Se selezionato, le impostazioni avanzate saranno visibili." + msgid "Export Path" msgstr "Percorso di Esportazione" @@ -4550,12 +4701,41 @@ msgstr "" msgid "More Info..." msgstr "Maggiori Informazioni..." +msgid "Scripts" +msgstr "Script" + +msgid "GDScript Export Mode:" +msgstr "Modalità d'Esportazione GDScript:" + +msgid "Text (easier debugging)" +msgstr "Testo (debugging semplificato)" + +msgid "Binary tokens (faster loading)" +msgstr "Token Binari (caricamento velocizzato)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Token binari compressi (file ridotti)" + msgid "Export PCK/ZIP..." msgstr "Esporta PCK/ZIP..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Esporta le risorse del progetto come PCK o ZIP. Questa non è una versione " +"giocabile, solo i dati del progetto senza un eseguibile Godot." + msgid "Export Project..." msgstr "Esporta Progetto..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Esporta il progetto come una versione giocabile (eseguibile Godot e dati del " +"progetto) per le preimpostazioni selezionate." + msgid "Export All" msgstr "Esporta Tutto" @@ -4580,8 +4760,22 @@ msgstr "Esporta Progetto" msgid "Manage Export Templates" msgstr "Gestisci i modelli di esportazione" -msgid "Export With Debug" -msgstr "Esporta Con Debug" +msgid "Disable FBX2glTF & Restart" +msgstr "Disabilita FBX2glTF e Riavvia" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Chiudere questa finestra disabiliterà l'importatore FBX2glTF ed userà ufbx.\n" +"Puoi riabilitare FBX2glTF nelle Impostazioni Progetto sotto a Filesystem > " +"Import > FBX > Enabled.\n" +"\n" +"L'editor sarà riavviata dato che gli importatori sono registrati all'avvio." msgid "Path to FBX2glTF executable is empty." msgstr "Il percorso per FBX2glTF è vuoto." @@ -4599,6 +4793,15 @@ msgstr "L'eseguibile di FBX2glTF è valido." msgid "Configure FBX Importer" msgstr "Configura l'importatore FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF è richiesto per importare i file FBX se lo si vuole usare.\n" +"Altrimenti, si può usare ufbx disabilitando FBX2glTF.\n" +"Scaricare gli strumenti necessari e fornire un percorso valido ai binari:" + msgid "Click this link to download FBX2glTF" msgstr "Cliccare questo collegamento per scaricare FGX2glTF" @@ -4646,6 +4849,9 @@ msgstr "Impossibile salvare la risorsa in %s: %s" msgid "Failed to load resource at %s: %s" msgstr "Impossibile caricare la risorsa in %s: %s" +msgid "Unable to update dependencies for:" +msgstr "Impossibile aggiornare le dipendenze per:" + 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." @@ -4668,6 +4874,9 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Un file o cartella con questo nome è già esistente." +msgid "Name begins with a dot." +msgstr "Il nome inizia con un punto fermo." + msgid "" "The following files or folders conflict with items in the target location " "'%s':" @@ -4681,6 +4890,23 @@ msgstr "Si desidera sovrascrivere o rinominare i file copiati?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Si desidera sovrascrivere o rinominare i file spostati?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Impossibile eseguire il programma esterno, per verificare la presenza di un " +"emulatore di terminale: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Impossibile eseguire il programma del terminale esterno (codice d'errore %d): " +"%s %s\n" +"Controlla `filesystem/external_programs/terminal_emulator` e `filesystem/" +"external_programs/terminal_emulator_flags` nelle Impostazioni dell'Editor." + msgid "Duplicating file:" msgstr "Duplica file:" @@ -4690,6 +4916,9 @@ msgstr "Duplica cartella:" msgid "New Inherited Scene" msgstr "Nuova Scena Ereditata" +msgid "Set as Main Scene" +msgstr "Imposta Come Scena Principale" + msgid "Open Scenes" msgstr "Apri Scene" @@ -4729,6 +4958,12 @@ msgstr "Espandi Dipendenze" msgid "Collapse Hierarchy" msgstr "Collassare gerarchia" +msgid "Set Folder Color..." +msgstr "Imposta Colore Cartella..." + +msgid "Default (Reset)" +msgstr "Predefinito (Reset)" + msgid "Move/Duplicate To..." msgstr "Sposta/Duplica in..." @@ -4741,8 +4976,8 @@ msgstr "Rimuovi dai Preferiti" msgid "Reimport" msgstr "Reimporta" -msgid "Open in File Manager" -msgstr "Apri nel gestore dei file" +msgid "Open Containing Folder in Terminal" +msgstr "Apri cartella contenente nel terminale" msgid "New Folder..." msgstr "Nuova cartella..." @@ -4789,9 +5024,15 @@ msgstr "Duplica..." msgid "Rename..." msgstr "Rinomina..." +msgid "Open in File Manager" +msgstr "Apri nel gestore dei file" + msgid "Open in External Program" msgstr "Apri in un programma esterno" +msgid "Open in Terminal" +msgstr "Apri nel Terminale" + msgid "Yellow" msgstr "Giallo" @@ -4881,9 +5122,21 @@ msgstr "%d corrispondenze in %d file" msgid "%d matches in %d files" msgstr "%d corrispondenze in %d file" +msgid "Removing Group References" +msgstr "Rimozione dei riferimenti di gruppo" + msgid "Rename Group" msgstr "Rinomina Gruppo" +msgid "Delete references from all scenes" +msgstr "Rimuovi riferimenti da tutte le scene" + +msgid "Rename references in all scenes" +msgstr "Rinomina referenze in tutte le scene" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Questo gruppo appartiene a un'altra scena e non può essere editato." + msgid "Add to Group" msgstr "Aggiungi a Gruppo" @@ -4893,6 +5146,13 @@ msgstr "Rimuovi da Gruppo" msgid "Global" msgstr "Globale" +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Data Git commit: %s\n" +"Clicca per copiare le informazioni della versione." + msgid "Expand Bottom Panel" msgstr "Espandi il pannello inferiore" @@ -5033,27 +5293,6 @@ msgstr "Ricarica la scena eseguita." msgid "Quick Run Scene..." msgstr "Esegui la scena rapidamente…" -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"La modalità regista è attiva, ma non è stato specificato nessun percorso per " -"il file video.\n" -"Un percorso per il file video può essere specificato nelle impostazioni del " -"progetto sotto la categoria Editor > Movie Writer.\n" -"In alternativa, per eseguire scene singole, può essere aggiunto un metadato " -"stringa \"movie_file\" nel nodo radice,\n" -"specificando il percorso per un file video che verrà usato per registrare " -"quella scena." - -msgid "Could not start subprocess(es)!" -msgstr "Impossibile avviare i sottoprocessi!" - msgid "Run the project's default scene." msgstr "Esegui la scena predefinita del progetto." @@ -5203,15 +5442,15 @@ msgstr "" msgid "Open in Editor" msgstr "Apri nell'editor" +msgid "Instance:" +msgstr "Istanza:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" non è un filtro conosciuto." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nome nodo invalido, i caratteri seguenti non sono consentiti:" -msgid "Another node already uses this unique name in the scene." -msgstr "Un altro nodo sta già usando questo nome unico nella scena." - msgid "Scene Tree (Nodes):" msgstr "Scene Tree (Nodi):" @@ -5612,12 +5851,19 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: L'Atlas texture è significativamente più grande su un asse (%d). Si " +"consiglia di modificare l’impostazione del progetto `editor/import/" +"atlas_max_width` per consentire una texture più ampia, rendendo il risultato " +"più uniforme in termini di dimensioni." + msgid "Importer:" msgstr "Importatore:" -msgid "Keep File (No Import)" -msgstr "Mantieni il file (non importare)" - msgid "%d Files" msgstr "%d File" @@ -5677,6 +5923,9 @@ msgstr "Pulsanti del joypad" msgid "Joypad Axes" msgstr "Assi del joypad" +msgid "Event Configuration for \"%s\"" +msgstr "Configurazione dell'evento per \"%s\"" + msgid "Event Configuration" msgstr "Configurazione dell'evento" @@ -5711,6 +5960,9 @@ msgstr "Codice del tasto fisico (posizione in una tastiera QWERTY US)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Etichetta del tastto (Unicode, senza distinzione di maiuscola)" +msgid "Any" +msgstr "Qualsiasi" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -5855,11 +6107,18 @@ msgstr "Flie con stringhe di traduzione:" msgid "Generate POT" msgstr "Genera il POT" +msgid "Add Built-in Strings to POT" +msgstr "Aggiungi stringhe incorporate al POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Aggiungi stringhe dai componenti incorporati come alcuni nodi di controllo." + msgid "Set %s on %d nodes" msgstr "Imposta %s su %d nodi" msgid "%s (%d Selected)" -msgstr "%s (%d selezionati)" +msgstr "%s (%d Selezionati)" msgid "Groups" msgstr "Gruppi" @@ -5867,61 +6126,6 @@ msgstr "Gruppi" msgid "Select a single node to edit its signals and groups." msgstr "Seleziona un singolo nodo per modificarne i segnali e gruppi." -msgid "Plugin name cannot be blank." -msgstr "Il nome dell'estensione non può essere vuoto." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"L'estensione dello script deve coincidere con l'estensione della lingua " -"scelta (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Il nome della sottocartella non è un nome di cartella valido." - -msgid "Subfolder cannot be one which already exists." -msgstr "La sottocartella non può essere una che esiste già." - -msgid "Edit a Plugin" -msgstr "Modifica un'estensione" - -msgid "Create a Plugin" -msgstr "Crea un'estensione" - -msgid "Update" -msgstr "Aggiorna" - -msgid "Plugin Name:" -msgstr "Nome dell'estensione:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Obbligatorio. Questo nome sará mostrato nella lista di plugin." - -msgid "Subfolder:" -msgstr "Sottocartella:" - -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 "" -"Facoltativo. Il nome della cartella deve generalmente usare il nome " -"`snake_case` (evitare spazi e caratteri speciali).\n" -"Se lasciata vuota, la cartella verrà nominata con il nome del plugin " -"convertito in `snake_case`." - -msgid "Author:" -msgstr "Autore:" - -msgid "Version:" -msgstr "Versione:" - -msgid "Script Name:" -msgstr "Nome Script:" - -msgid "Activate now?" -msgstr "Attivare ora?" - msgid "Create Polygon" msgstr "Crea Poligono" @@ -5962,7 +6166,7 @@ msgid "Move Node Point" msgstr "Sposta Punto Nodo" msgid "Change BlendSpace1D Config" -msgstr "Cambia la configurazione di un BlendSpace1D" +msgstr "Cambia la configurazione di uno BlendSpace1D" msgid "Change BlendSpace1D Labels" msgstr "Cambia Etichette BlendSpace1D" @@ -6124,6 +6328,9 @@ msgstr "Aggiungi Nodo..." msgid "Enable Filtering" msgstr "Abilita filtraggio" +msgid "Invert" +msgstr "Inverti" + msgid "Library Name:" msgstr "Nome della libreria:" @@ -6331,6 +6538,9 @@ msgstr "Strumenti di Animazione" msgid "Animation" msgstr "Animazione" +msgid "New..." +msgstr "Nuovo..." + msgid "Manage Animations..." msgstr "Gestisci le animazioni..." @@ -6468,8 +6678,11 @@ msgstr "Cancella tutto" msgid "Root" msgstr "Radice" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autore" + +msgid "Version:" +msgstr "Versione:" msgid "Contents:" msgstr "Contenuti:" @@ -6528,9 +6741,6 @@ msgstr "Fallito:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash di download errato, si presume il file sia stato manomesso." -msgid "Expected:" -msgstr "Previsto:" - msgid "Got:" msgstr "Ottenuto:" @@ -6552,6 +6762,12 @@ msgstr "Download in corso..." msgid "Resolving..." msgstr "Risolvendo..." +msgid "Connecting..." +msgstr "Connettendo..." + +msgid "Requesting..." +msgstr "Richiedendo..." + msgid "Error making request" msgstr "Errore nel fare richiesta" @@ -6585,9 +6801,6 @@ msgstr "Licenza (A-Z)" msgid "License (Z-A)" msgstr "Licenza (Z-A)" -msgid "Official" -msgstr "Ufficiale" - msgid "Testing" msgstr "Testing" @@ -6610,9 +6823,6 @@ msgctxt "Pagination" msgid "Last" msgstr "Ultimo" -msgid "Failed to get repository configuration." -msgstr "Impossibile recuperare la configurazione del repository." - msgid "All" msgstr "Tutto" @@ -6846,23 +7056,6 @@ msgstr "Vista Centrale" msgid "Select Mode" msgstr "Modalità di Selezione" -msgid "Drag: Rotate selected node around pivot." -msgstr "Trascina: Ruota il nodo selezionato attorno al perno." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Trascina: Muovi nodo selezionato." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Trascinamento: Ridimensiona il nodo selezionato." - -msgid "V: Set selected node's pivot position." -msgstr "V: Imposta il perno di rotazione del nodo selezionato." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Tasto Destro del Mouse: Mostra una lista di tutti i nodi presenti nel " -"posto cliccato, compresi quelli bloccati." - msgid "RMB: Add node at position clicked." msgstr "Click destro: Aggiungi nodo alla posizione cliccata." @@ -6881,9 +7074,6 @@ msgstr "Maiusc: Ridimensiona proporzionalmente." msgid "Show list of selectable nodes at position clicked." msgstr "Mostra una lista di nodi selezionabili nella posizione cliccata." -msgid "Click to change object's rotation pivot." -msgstr "Clicca per cambiare il perno di rotazione dell'oggetto." - msgid "Pan Mode" msgstr "Modalità di Pan" @@ -6959,9 +7149,25 @@ msgstr "Sblocca il nodo selezionato, permettendo la selezione e il movimento." msgid "Unlock Selected Node(s)" msgstr "Sblocca Nodo/i Selezionato/i" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Raggruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore " +"venga selezionato quando viene fatto clic su qualsiasi nodo figlio nella " +"vista 2D e 3D." + msgid "Group Selected Node(s)" msgstr "Raggruppa Nodo/i Selezionato(/i" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Sgruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore venga " +"selezionato quando viene fatto clic su qualsiasi nodo figlio nella vista 2D e " +"3D." + msgid "Ungroup Selected Node(s)" msgstr "Separa Nodo/i Selezionato/i" @@ -6983,9 +7189,6 @@ msgstr "Mostra" msgid "Show When Snapping" msgstr "Mostra durante lo scatto" -msgid "Hide" -msgstr "Nascondi" - msgid "Toggle Grid" msgstr "Commuta Griglia" @@ -7081,9 +7284,6 @@ msgstr "Impossibile istanziare nodi multipli senza una radice." msgid "Create Node" msgstr "Crea Nodo" -msgid "Error instantiating scene from %s" -msgstr "Errore durante l'istanziazione della scena da %s" - msgid "Change Default Type" msgstr "Cambia Tipo Predefinito" @@ -7239,15 +7439,15 @@ msgstr "Allineamento orizzontale" msgid "Vertical alignment" msgstr "Allineamento verticale" +msgid "Restart" +msgstr "Ricomincia" + msgid "Load Emission Mask" msgstr "Carica Maschera Emissione" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Conteggio Punti Generati:" - msgid "Emission Mask" msgstr "Maschera Emissione" @@ -7377,13 +7577,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Navigazione visibile" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Quando questa opzione è abilitata, le mesh di navigazione e i poligoni " -"saranno visibili nel progetto in esecuzione." - msgid "Synchronize Scene Changes" msgstr "Sincronizza i cambiamenti delle scene" @@ -7422,6 +7615,37 @@ msgstr "" "Quando questa opzione è attiva, il server di debug dell'editor rimarrà aperto " "e ascolterà nuove sessioni iniziate fuori dall'editor stesso." +msgid "Customize Run Instances..." +msgstr "Personalizza le istanze di esecuzione..." + +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nome: %s\n" +"Percorso: %s\n" +"Script Principale: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Modifica l'estensione" + +msgid "Installed Plugins:" +msgstr "Estensioni installate:" + +msgid "Create New Plugin" +msgstr "Crea una nuova estensione" + +msgid "Enabled" +msgstr "Abilitato/a" + +msgid "Version" +msgstr "Versione" + msgid "Size: %s" msgstr "Dimensione: %s" @@ -7489,9 +7713,6 @@ msgstr "Modifica Altezza di Forma del Cilindro" msgid "Change Decal Size" msgstr "Cambia dimensione decalcomania" -msgid "Change Fog Volume Size" -msgstr "Cambia la dimensione del volume della nebbia" - msgid "Change Particles AABB" msgstr "Cambia AABB Particelle" @@ -7501,9 +7722,6 @@ msgstr "Cambia il raggio" msgid "Change Light Radius" msgstr "Cambia Raggio Luce" -msgid "Start Location" -msgstr "Posizione iniziale" - msgid "End Location" msgstr "Posizione finale" @@ -7532,9 +7750,6 @@ msgstr "" "È solamente possibile impostare il punto in un materiale di processo " "ParticlesProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Cancella Maschera Emissione" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -7613,6 +7828,12 @@ msgstr "" msgid "Select path for SDF Texture" msgstr "Selezionare il percorso per la texture SDF" +msgid "Reverse Gradient" +msgstr "Inverti Gradiente" + +msgid "Reverse/Mirror Gradient" +msgstr "Inverti/Specchia Gradiente" + msgid "Swap GradientTexture2D Fill Points" msgstr "Scambia Punti di Riempimento del GradientTexture2D" @@ -7650,6 +7871,27 @@ msgstr "Nessuna radice della scena dell'editor trovata." msgid "Lightmap data is not local to the scene." msgstr "I dati della Lightmap non sono locali alla scena." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"La dimensione massima della texture è troppo piccola per le immagini di " +"lightmap.\n" +"Sebbene questo possa essere risolto aumentando la dimensione massima della " +"texture, si consiglia di suddividere la scena in più oggetti al posto di " +"farlo." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Creazione delle immagini di lightmap non riuscita. Assicurati che tutte le " +"mesh selezionate per il baking abbiano un valore `lightmap_size_hint` " +"sufficientemente alto e che il valore `texel_scale` di LightmapGI non sia " +"troppo basso." + msgid "Bake Lightmaps" msgstr "Preprocessa Lightmaps" @@ -7659,44 +7901,14 @@ msgstr "Preprocessa Lightmap" msgid "Select lightmap bake file:" msgstr "Seleziona il file bake della lightmap:" -msgid "Mesh is empty!" -msgstr "La mesh è vuota!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Non poteva creare una forma di collisione Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Crea Corpo Trimesh Statico" - -msgid "This doesn't work on scene root!" -msgstr "Questo non funziona sulla radice della scena!" - -msgid "Create Trimesh Static Shape" -msgstr "Crea Forma Statica Trimesh" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Impossibile creare una singola forma di collisione convessa per la radice " -"della scena." - -msgid "Couldn't create a single convex collision shape." -msgstr "Impossibile creare una singola forma di collisione convessa." - -msgid "Create Simplified Convex Shape" -msgstr "Crea Forma Convessa Semplice" - -msgid "Create Single Convex Shape" -msgstr "Crea Singola Forma di Collisione Convessa" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Impossibile creare più forme di collisione convesse per la radice della scena." - msgid "Couldn't create any collision shapes." msgstr "Impossibile creare alcuna forma di collisione." -msgid "Create Multiple Convex Shapes" -msgstr "Crea Multiple Forme Covesse" +msgid "Mesh is empty!" +msgstr "La mesh è vuota!" msgid "Create Navigation Mesh" msgstr "Crea Mesh di Navigazione" @@ -7735,21 +7947,34 @@ msgstr "Crea Outline" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Crea Corpo Statico Trimesh" +msgid "Create Outline Mesh..." +msgstr "Crea Mesh di Outline..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Crea uno StaticBody3D e gli assegna automaticamente una forma di collisione a " -"poligoni.\n" -"Questa è l'opzione più accurata (ma anche più lenta) per rilevare le " -"collisioni." +"Crea una mesh di contorno statica. Questa mesh avrà le sue normali invertite " +"automaticamente.\n" +"Può essere utilizzata al posto della proprietà Grow di StandardMaterial " +"quando questa non è disponibile." + +msgid "View UV1" +msgstr "Vista UV1" -msgid "Create Trimesh Collision Sibling" -msgstr "Crea Fratello di Collisione Trimesh" +msgid "View UV2" +msgstr "Vista UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Unwrap UV2 per Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Crea Mesh di Outline" + +msgid "Outline Size:" +msgstr "Dimensione Outline:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7759,9 +7984,6 @@ msgstr "" "Questa é l'opzione piú accurata (anche se piú lenta) per il calcolo delle " "collisioni." -msgid "Create Single Convex Collision Sibling" -msgstr "Crea Singolo Fratello di Collisione Convessa" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7770,9 +7992,6 @@ msgstr "" "Questa è l'opzione più veloce (sebbene meno accurata) per il calcolo delle " "collisioni." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Crea Fratello di Collisione Convessa Semplificato" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7780,48 +7999,16 @@ msgid "" msgstr "" "Crea una forma di collisione convessa semplificata.\n" "Essa è simile a una forma di collisione singola, ma in alcuni casi può " -"risultare in una geometria più semplice, al costo di risultare inaccurata." - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Crea Multipli Fratelli di Collsione Convessa" - -msgid "" -"Creates a polygon-based collision shape.\n" -"This is a performance middle-ground between a single convex collision and a " -"polygon-based collision." -msgstr "" -"Crea una forma di collisione basata sui poligoni.\n" -"Questa opzione è, in termini di prestazioni, un compromesso tra le due " -"opzioni prima di questa." - -msgid "Create Outline Mesh..." -msgstr "Crea Mesh di Outline..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Crea una mesh di contorno statica. Questa mesh avrà le sue normali invertite " -"automaticamente.\n" -"Può essere utilizzata al posto della proprietà Grow di StandardMaterial " -"quando questa non è disponibile." - -msgid "View UV1" -msgstr "Vista UV1" - -msgid "View UV2" -msgstr "Vista UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Unwrap UV2 per Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Crea Mesh di Outline" +"risultare in una geometria più semplice, al costo di risultare inaccurata." -msgid "Outline Size:" -msgstr "Dimensione Outline:" +msgid "" +"Creates a polygon-based collision shape.\n" +"This is a performance middle-ground between a single convex collision and a " +"polygon-based collision." +msgstr "" +"Crea una forma di collisione basata sui poligoni.\n" +"Questa opzione è, in termini di prestazioni, un compromesso tra le due " +"opzioni prima di questa." msgid "UV Channel Debug" msgstr "Debug del Canale UV" @@ -8306,6 +8493,19 @@ msgstr "" "WorldEnvironment\n" "Anteprima disabilitata." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Tasto Destro del Mouse: Mostra una lista di tutti i nodi presenti nel " +"posto cliccato, compresi quelli bloccati." + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Raggruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore " +"venga selezionato quando viene fatto clic su qualsiasi nodo figlio nella " +"vista 2D e 3D." + msgid "Use Local Space" msgstr "Usa Spazio Locale" @@ -8438,6 +8638,13 @@ msgstr "Scatto della scala (%):" msgid "Viewport Settings" msgstr "Impostazioni Viewport" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"Il FOV è definito come un valore verticale, poiché la telecamera dell’editor " +"utilizza sempre la modalità \"Mantieni altezza\"(Keep Height)." + msgid "View Z-Near:" msgstr "Visualizza Z-Near:" @@ -8518,6 +8725,9 @@ msgstr "AO" msgid "Glow" msgstr "Bagliore" +msgid "Tonemap" +msgstr "Mappa dei toni" + msgid "GI" msgstr "GI" @@ -8563,6 +8773,14 @@ msgstr "Cuoci gli occlusori" msgid "Select occluder bake file:" msgstr "Selezionare il filei di cottura degli occlusori:" +msgid "Convert to Parallax2D" +msgstr "Converti in Parallax2D" + +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Tieni premuto il tasto Shift per ridimensionare attorno al punto medio invece " +"di spostare." + msgid "Remove Point from Curve" msgstr "Rimuovi Punto dalla Curva" @@ -8587,17 +8805,11 @@ msgstr "Sposta In-Control sulla Curva" msgid "Move Out-Control in Curve" msgstr "Sposta Out-Control sulla Curva" -msgid "Select Points" -msgstr "Selezione Punti" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Trascina: Seleziona Punti di Controllo" - -msgid "Click: Add Point" -msgstr "Click: Aggiungi Punto" +msgid "Close the Curve" +msgstr "Chiudi la Curva" -msgid "Left Click: Split Segment (in curve)" -msgstr "Click Sinistro: Dividi Segmento (in curva)" +msgid "Clear Curve Points" +msgstr "Azzera punti della Curva" msgid "Right Click: Delete Point" msgstr "Click Destro: Elimina Punto" @@ -8605,15 +8817,15 @@ msgstr "Click Destro: Elimina Punto" msgid "Select Control Points (Shift+Drag)" msgstr "Seleziona Punti di Controllo (Shift+Trascina)" -msgid "Add Point (in empty space)" -msgstr "Aggiungi Punto (in spazio vuoto)" - msgid "Delete Point" msgstr "Elimina Punto" msgid "Close Curve" msgstr "Chiudi Curva" +msgid "Clear Points" +msgstr "Azzera Punti" + msgid "Please Confirm..." msgstr "Per Favore Conferma..." @@ -8626,6 +8838,9 @@ msgstr "Specchia Lunghezze Manico" msgid "Curve Point #" msgstr "Punto Curva #" +msgid "Set Curve Point Position" +msgstr "Imposta Posizione Punto Curva" + msgid "Set Curve Out Position" msgstr "Imposta posizione curva esterna" @@ -8641,12 +8856,92 @@ msgstr "Rimuovi Punto Percorso" msgid "Split Segment (in curve)" msgstr "Dividere Segmento (in curva)" -msgid "Set Curve Point Position" -msgstr "Imposta Posizione Punto Curva" - msgid "Move Joint" msgstr "Sposta Articolazione" +msgid "Plugin name cannot be blank." +msgstr "Il nome dell'estensione non può essere vuoto." + +msgid "Subfolder name is not a valid folder name." +msgstr "Il nome della sottocartella non è un nome di cartella valido." + +msgid "Subfolder cannot be one which already exists." +msgstr "La sottocartella non può essere una che esiste già." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"L'estensione dello script deve coincidere con l'estensione della lingua " +"scelta (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# non supporta l’attivazione del plugin alla creazione perché il progetto " +"deve essere compilato prima." + +msgid "Edit a Plugin" +msgstr "Modifica un'estensione" + +msgid "Create a Plugin" +msgstr "Crea un'estensione" + +msgid "Plugin Name:" +msgstr "Nome dell'estensione:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Obbligatorio. Questo nome sarà mostrato nella lista dei plugin." + +msgid "Subfolder:" +msgstr "Sottocartella:" + +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 "" +"Facoltativo. Il nome della cartella deve generalmente usare la nomenclatura " +"`snake_case` (evita spazi e caratteri speciali).\n" +"Se lasciata vuota, la cartella verrà nominata con il nome del plugin " +"convertito in `snake_case`." + +msgid "Author:" +msgstr "Autore:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opzionale. Lo username, nome e cognome, oppure ragione sociale dell'utente." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opzionale. Una versione umanamente leggibile dell'identificatore usato " +"esclusivamente a scopo informativo." + +msgid "Script Name:" +msgstr "Nome Script:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opzionale. Il percorso dello script (relativa alla cartella dei componenti " +"aggiuntivi). Se lasciato vuoto, il valore predefinito sarà \"plugin.gd\"." + +msgid "Activate now?" +msgstr "Attivare ora?" + +msgid "Plugin name is valid." +msgstr "Il nome dell'estensione è valido." + +msgid "Script extension is valid." +msgstr "Lo script dell'estensione è valido." + +msgid "Subfolder name is valid." +msgstr "Il nome della sottocartella è valido." + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "La proprietà skeleton del Polygon2D non punta a un nodo Skeleton2D" @@ -8716,12 +9011,6 @@ msgstr "Poligoni" msgid "Bones" msgstr "Ossa" -msgid "Move Points" -msgstr "Sposta punti" - -msgid "Shift: Move All" -msgstr "Shift: Muovi tutti" - msgid "Move Polygon" msgstr "Sposta poligono" @@ -8824,21 +9113,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Chiudi e salva le modifiche?" -msgid "Error writing TextFile:" -msgstr "Errore scrittura TextFile:" - -msgid "Error saving file!" -msgstr "Errore nel salvataggio del file!" - -msgid "Error while saving theme." -msgstr "Errore durante il salvataggio del tema." - msgid "Error Saving" msgstr "Errore di salvataggio" -msgid "Error importing theme." -msgstr "Errore di importazione del tema." - msgid "Error Importing" msgstr "Errore di importazione" @@ -8848,9 +9125,6 @@ msgstr "Nuovo file di testo..." msgid "Open File" msgstr "Apri file" -msgid "Could not load file at:" -msgstr "Non è stato possibile caricare il file a:" - msgid "Save File As..." msgstr "Salva file come..." @@ -8863,9 +9137,6 @@ msgstr "La ricarica ha effetto solo sugli script strumento." msgid "Import Theme" msgstr "Importa tema" -msgid "Error while saving theme" -msgstr "Errore durante il salvataggio del tema" - msgid "Error saving" msgstr "Errore di salvataggio" @@ -8972,9 +9243,6 @@ msgstr "" "I seguenti file sono più recenti sul disco.\n" "Che azione dovrebbe essere intrapresa?:" -msgid "Search Results" -msgstr "Risultati Ricerca" - msgid "Clear Recent Scripts" msgstr "Rimuovi Script Recenti" @@ -9008,9 +9276,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignora]" -msgid "Line" -msgstr "Riga" - msgid "Go to Function" msgstr "Vai alla funzione" @@ -9023,6 +9288,9 @@ msgstr "Ricerca simbolo" msgid "Pick Color" msgstr "Scegli un colore" +msgid "Line" +msgstr "Riga" + msgid "Folding" msgstr "Raggruppamento" @@ -9147,9 +9415,6 @@ msgstr "" "La struttura del file di \"%s\" contiene degli errori irrecuperabili:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Questo scheletro non ha ossa, crea dei nodi figlio Bone2D." @@ -9419,9 +9684,6 @@ msgstr "Separazione" msgid "Create Frames from Sprite Sheet" msgstr "Crea Frames da uno Spritesheet" -msgid "SpriteFrames" -msgstr "Sprite Frames" - msgid "Warnings should be fixed to prevent errors." msgstr "Gli avvisi andrebbero risolti per evitare errori." @@ -9432,15 +9694,9 @@ msgstr "" "Questo shader è stato modificato sul disco.\n" "Cosa andrebbe fatto?" -msgid "%s Mipmaps" -msgstr "%s mipmap" - msgid "Memory: %s" msgstr "Memoria: %s" -msgid "No Mipmaps" -msgstr "Nessun mipmap" - msgid "Set Region Rect" msgstr "Imposta Region Rect" @@ -9527,9 +9783,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} selezionato" msgstr[1] "{num} selezionati" -msgid "Nothing was selected for the import." -msgstr "Non è stato selezionato nulla da importare." - msgid "Importing Theme Items" msgstr "Importa Elementi del Tema" @@ -10059,9 +10312,6 @@ msgstr "Selezione" msgid "Paint" msgstr "Disegna" -msgid "Shift: Draw line." -msgstr "Maiusc: Disegna una linea." - msgctxt "Tool" msgid "Line" msgstr "Riga" @@ -10244,13 +10494,6 @@ msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "" "Rimuovi i tasselli nelle regioni completamente trasparenti della texture" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"La corrente risorsa atlas ha delle tile fuori dalla texture.\n" -"Puoi cancellarle usando l'opzione \"%s\" nel menu a 3 punti." - msgid "Create an Alternative Tile" msgstr "Crea un tassello alternativo" @@ -10321,19 +10564,6 @@ msgstr "Trascina e rilascia scene qui o usando il pulsante Aggiungi." msgid "Tile properties:" msgstr "Proprietà del tassello:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Non è disponibile alcuna estensione VCS nel progetto. Installare " -"un'estensione VCS o utilizzare le funzionalità di integrazione coi VCS." - msgid "Error" msgstr "Errore" @@ -10614,18 +10844,9 @@ msgstr "Imposta un'espressione di un VisualShader" msgid "Resize VisualShader Node" msgstr "Ridimensiona un nodo VisualShader" -msgid "Hide Port Preview" -msgstr "Nascondi l'anteprima della porta" - msgid "Show Port Preview" msgstr "Mostra l'anteprima della porta" -msgid "Set Comment Title" -msgstr "Imposta il titolo di un commento" - -msgid "Set Comment Description" -msgstr "Imposta la descrizione di un commento" - msgid "Set Parameter Name" msgstr "Imposta il nome di un parametro" @@ -10641,9 +10862,6 @@ msgstr "Aggiungi un variante allo shader visuale: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Rimouvi un variante dallo shader visuale: %s" -msgid "Node(s) Moved" -msgstr "Nodo(i) Spostato(i)" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Converti dei nodi costanti a dei parametri" @@ -11741,12 +11959,6 @@ msgstr "" "Rimuovere tutti i progetti mancanti dall'elenco?\n" "Il contenuto delle cartelle di progetto non verrà modificato." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Impossibile caricare il progetto in \"%s\" (errore %d). Potrebbe essere " -"mancante o corrotto." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Impossibile salvare il progetto in \"%s\" (errore %d)." @@ -11808,17 +12020,11 @@ msgstr "Scegli una Cartella da Scansionare" msgid "Remove All" msgstr "Rimuovi Tutto" -msgid "Also delete project contents (no undo!)" -msgstr "Elimina anche i contenuti del progetto (non reversibile!)" - msgid "Create New Tag" msgstr "Crea nuovo tag" -msgid "The path specified doesn't exist." -msgstr "Il percorso specificato non esiste." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Errore nell'apertura del file package (non è in formato ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Sarebbe una buona idea dare un nome al tuo progetto." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -11826,6 +12032,9 @@ msgstr "" "File progetto \".zip\" non valido; non contiene un file denominato \"project." "godot\"." +msgid "The path specified doesn't exist." +msgstr "Il percorso specificato non esiste." + msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." @@ -11833,27 +12042,6 @@ msgstr "" "Il percorso selezionato non è vuoto. Selezionare una cartella vuota è " "altamente consigliato." -msgid "New Game Project" -msgstr "Nuovo progetto di gioco" - -msgid "Imported Project" -msgstr "Progetto Importato" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Si prega di scegliere un file \"project.godot\" o \".zip\"." - -msgid "Invalid project name." -msgstr "Nome del progetto non valido." - -msgid "Couldn't create folder." -msgstr "Impossibile creare la cartella." - -msgid "There is already a folder in this path with the specified name." -msgstr "Esiste già una cartella in questo percorso con il nome specificato." - -msgid "It would be a good idea to name your project." -msgstr "Sarebbe una buona idea dare un nome al tuo progetto." - msgid "Supports desktop platforms only." msgstr "Supporta solo le piattaforme desktop." @@ -11896,9 +12084,6 @@ msgstr "Utilizza un backend OpenGL3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Elaborazione velocissima di scene semplici." -msgid "Invalid project path (changed anything?)." -msgstr "Percorso del progetto invalido (cambiato qualcosa?)." - msgid "Warning: This folder is not empty" msgstr "Attenzione: questa cartella non è vuota" @@ -11926,8 +12111,14 @@ msgstr "Errore nell'apertura del file del pacchetto, non è in formato ZIP." msgid "The following files failed extraction from package:" msgstr "Impossibile estrarre i seguenti file dal pacchetto:" -msgid "Package installed successfully!" -msgstr "Pacchetto installato con successo!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Impossibile caricare il progetto in \"%s\" (errore %d). Potrebbe essere " +"mancante o corrotto." + +msgid "New Game Project" +msgstr "Nuovo progetto di gioco" msgid "Import & Edit" msgstr "Importa e Modifica" @@ -12178,6 +12369,9 @@ msgstr "Nessun genitore in cui istanziare le scene." msgid "Error loading scene from %s" msgstr "Errore caricamento scena da %s" +msgid "Error instantiating scene from %s" +msgstr "Errore durante l'istanziazione della scena da %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -12217,9 +12411,6 @@ msgstr "Le scene istanziate non possono diventare radice" msgid "Make node as Root" msgstr "Rendi il nodo come Radice" -msgid "Delete %d nodes and any children?" -msgstr "Eliminare %d nodi ed eventuali figli?" - msgid "Delete %d nodes?" msgstr "Elimina %d nodi?" @@ -12338,9 +12529,6 @@ msgstr "Allega Script" msgid "Set Shader" msgstr "Imposta lo shader" -msgid "Cut Node(s)" -msgstr "Taglia Nodo(i)" - msgid "Remove Node(s)" msgstr "Rimuovi Nodo(i)" @@ -12369,9 +12557,6 @@ msgstr "Istanzia uno script" msgid "Sub-Resources" msgstr "Sotto-Risorse" -msgid "Revoke Unique Name" -msgstr "Revoca un nome unico" - msgid "Access as Unique Name" msgstr "Accedi come nome unico" @@ -12631,59 +12816,12 @@ msgstr "Modifica Raggio Interno del Toroide" msgid "Change Torus Outer Radius" msgstr "Modifica Raggio Esterno del Toroide" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipo dell'argomento di convert() non valido, usa le costanti TYPE_*." - -msgid "Step argument is zero!" -msgstr "L'argomento del passo è zero!" - -msgid "Not a script with an instance" -msgstr "Non è uno script con un istanza" - -msgid "Not based on a script" -msgstr "Non si basa su uno script" - -msgid "Not based on a resource file" -msgstr "Non si basa su un file risorsa" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Formato del dizionario dell'istanza non valido (manca @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Formato del dizionario dell'istanza non valido (impossibile caricare script " -"in @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "" -"Formato del dizionario dell'istanza non valido (script invalido in @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Formato del dizionario dell'istanza non valido (sottoclassi invalide)" - -msgid "Value of type '%s' can't provide a length." -msgstr "Il valore di tipo \"%s\" non può dare una lunghezza." - msgid "Export Scene to glTF 2.0 File" msgstr "Esporta la scena in un file glTF 2.0" msgid "glTF 2.0 Scene..." msgstr "Scena glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "Il percorso non contiene un'istallazione di Blender." - -msgid "Can't execute Blender binary." -msgstr "Impossibile eseguire il binario di Blender." - -msgid "Path supplied lacks a Blender binary." -msgstr "Il percorso specificato è privo di un binario di blender." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Questa istallazione di Blender è troppo vecchia per questo importatore (non " -"3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Il percorso all'istallazione di Blender è valida (autorilevato)." @@ -12710,11 +12848,6 @@ msgstr "" "Disabilita l'importazione dei file \".blend\" per questo progetto. Può essere " "riattivato nelle impostazioni del progetto." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"È necessario riavviare l'editor per disabilitare l'importazione dei file \"." -"blend\"." - msgid "Next Plane" msgstr "Piano Successivo" @@ -12866,9 +12999,6 @@ msgstr "Quantità" msgid "Network Profiler" msgstr "Profiler di Rete" -msgid "Replication" -msgstr "Replicazione" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Selezionare un nodo replicatore per selezionare una proprietà da aggiungerci." @@ -13017,9 +13147,6 @@ msgstr "Aggiungi un azione" msgid "Delete action" msgstr "Elimina un'azione" -msgid "OpenXR Action Map" -msgstr "Mappa delle azioni OpenXR" - msgid "Remove action from interaction profile" msgstr "Rimouvi un azione dal profilo d'interazione" @@ -13038,29 +13165,6 @@ msgstr "Sconosciuto" msgid "Select an action" msgstr "Selezionare un azione" -msgid "Package name is missing." -msgstr "Il nome del pacchetto è mancante." - -msgid "Package segments must be of non-zero length." -msgstr "I segmenti del pacchetto devono essere di lunghezza diversa da zero." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Il carattere \"%s\" non è consentito nei nomi dei pacchetti delle " -"applicazioni Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "" -"Una cifra non può essere il primo carattere di un segmento di un pacchetto." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Il carattere \"%s\" non può essere il primo carattere di un segmento di " -"pacchetto." - -msgid "The package must have at least one '.' separator." -msgstr "Il pacchetto deve avere almeno un \".\" separatore." - msgid "Invalid public key for APK expansion." msgstr "Chiave pubblica non valida per l'espansione dell'APK." @@ -13209,9 +13313,6 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "\"Min SDK\" dovrebbe essere maggiore o uguale a %d per il renderer \"%s\"." -msgid "Code Signing" -msgstr "Firmatura Codice" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -13330,20 +13431,17 @@ msgstr "Identificatore non valido:" msgid "Export Icons" msgstr "Icone Esportazione" -msgid "Prepare Templates" -msgstr "Preparazione dei modelli" - msgid "Export template not found." msgstr "Modello di esportazione non trovato." +msgid "Prepare Templates" +msgstr "Preparazione dei modelli" + msgid "Code signing failed, see editor log for details." msgstr "" "Firma del codice fallita, controllare il registro dell'editor per più " "dettagli." -msgid "Xcode Build" -msgstr "Costruzione Xcode" - msgid "Xcode project build failed, see editor log for details." msgstr "" "Costruzione Xcode del progetto, controllare il registro dell'editor per più " @@ -13361,15 +13459,6 @@ msgstr "" "I .ipa possono essere solo costruiti su macOS. Mantenendo il progetto Xcode " "senza costruire il pacchetto." -msgid "Identifier is missing." -msgstr "Identificatore mancante." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Il carattere \"%s\" non è consentito nell'Identificatore." - -msgid "Debug Script Export" -msgstr "Esportazione di debug degli script" - msgid "Could not open file \"%s\"." msgstr "Impossibile aprire il file \"%s\"." @@ -13385,15 +13474,9 @@ msgstr "Gli eseguibili a 32 bit non possono avere dati incorporati >= 4GiB." msgid "Executable \"pck\" section not found." msgstr "Sezione \"pck\" dell'eseguibile non trovata." -msgid "Stop and uninstall" -msgstr "Ferma e disinstalla" - msgid "Run on remote Linux/BSD system" msgstr "Esegui su un sistema Linux/BSD remoto" -msgid "Stop and uninstall running project from the remote system" -msgstr "Ferma e disinstalla il progetto in esecuzione dal sistema remoto" - msgid "Run exported project on remote Linux/BSD system" msgstr "Esegui il progetto esportato su un sistema Linux/BSD remoto" @@ -13481,9 +13564,6 @@ msgstr "Identificatore del bundle non valido:" msgid "Apple ID password not specified." msgstr "Password dell Apple ID non specificata." -msgid "Notarization" -msgstr "Autenticazione" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -13504,6 +13584,9 @@ msgstr "" "Puoi controllare manualmente l'avanzamento aprendo il Terminale e lanciando " "il seguente comando:" +msgid "Notarization" +msgstr "Autenticazione" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -13542,9 +13625,6 @@ msgstr "" "I link simbolici relativi non sono supportati, \"%s\" esportato potrebbe " "essere danneggiato!" -msgid "DMG Creation" -msgstr "Creazione del DMG" - msgid "Could not start hdiutil executable." msgstr "Impossibile avviare l'eseguibile di hdiutil." @@ -13650,33 +13730,27 @@ msgstr "Modello di esportazione non valido: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Non è stato possibile scrivere il file: \"%s\"." -msgid "Icon Creation" -msgstr "Creazione Icona" - msgid "Could not read file: \"%s\"." msgstr "Non è stato possibile leggere il file: \"%s\"." -msgid "PWA" -msgstr "PWA" - msgid "Could not read HTML shell: \"%s\"." msgstr "Non è stato possibile leggere lo shell HTML: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Impossibile creare la cartella per il server HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Errore all'avvio del server HTTP: %d." +msgid "Run in Browser" +msgstr "Esegui nel Browser" msgid "Stop HTTP Server" msgstr "Ferma il server HTTP" -msgid "Run in Browser" -msgstr "Esegui nel Browser" - msgid "Run exported HTML in the system's default browser." msgstr "Esegui il codice HTML esportato nel browser di sistema predefinito." +msgid "Could not create HTTP server directory: %s." +msgstr "Impossibile creare la cartella per il server HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Errore all'avvio del server HTTP: %d." + msgid "Icon size \"%d\" is missing." msgstr "La dimensione dell'icona \"%d\" è mancante." @@ -14044,13 +14118,6 @@ msgstr "Tracciando Meshes" msgid "Finishing Plot" msgstr "Trama finale" -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"L'XR non è abilitato nelle impostazioni di rendering del progetto. L'uscita " -"stereoscopica non è supportata a meno che esso non sia attivo." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "Sul nodo BlendTree \"%s\", animazione non trovata: \"%s\"" @@ -14082,9 +14149,6 @@ msgstr "" "Se non intendi aggiungere uno script, utilizza invece un semplice nodo " "Control." -msgid "Alert!" -msgstr "Attenzione!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" è abilitato, \"Min Value\" deve essere maggiore di 0." @@ -14211,25 +14275,6 @@ msgstr "Prevista un'espressione costante." msgid "Expected ',' or ')' after argument." msgstr "Prevista una \",\" o una \")\" dopo un argomento." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Le variabili non possono essere assegnate nella funzione \"%s\"." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"I varyings assegnati nella funzione 'fragment' non possono essere riassegnati " -"in 'vertex' o 'light'." - -msgid "Assignment to function." -msgstr "Assegnazione alla funzione." - -msgid "Assignment to uniform." -msgstr "Assegnazione all'uniforme." - -msgid "Constants cannot be modified." -msgstr "Le constanti non possono essere modificate." - msgid "Cannot convert from '%s' to '%s'." msgstr "Impossibile convertire da '%s' a '%s'." @@ -14265,6 +14310,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Impossibile usare una funzione come identificatore: \"%s\"." +msgid "Constants cannot be modified." +msgstr "Le constanti non possono essere modificate." + msgid "Only integer expressions are allowed for indexing." msgstr "Sono ammesse solo espressioni intere per l'indicizzazione." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index 9da4dbc9c072..33a08fe5e296 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -39,7 +39,7 @@ # Juto <mvobujd237@gmail.com>, 2022. # jp.owo.Manda <admin@alterbaum.net>, 2022. # KokiOgawa <mupimupicandy@gmail.com>, 2022. -# cacapon <takuma.tsubo@amazingengine.co.jp>, 2022. +# cacapon <takuma.tsubo@amazingengine.co.jp>, 2022, 2024. # fadhliazhari <m.fadhliazhari@gmail.com>, 2022. # Chia-Hsiang Cheng <cche0109@student.monash.edu>, 2022. # meko <hirono.yoneyama@outlook.com>, 2022. @@ -64,13 +64,17 @@ # hirunet <hk0mine@outlook.jp>, 2023. # Koji Horaguchi <koji.horaguchi@gmail.com>, 2023, 2024. # Lighthigh57 <shuntan125@gmail.com>, 2024. +# YmSaki_dtp <staro_15917@yahoo.co.jp>, 2024. +# YmSaki_dtp <YmSaki_dtp@users.noreply.hosted.weblate.org>, 2024. +# Libre <ht1722@users.noreply.hosted.weblate.org>, 2024. +# neuve project <neuvecom@gmail.com>, 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: 2024-02-12 14:00+0000\n" -"Last-Translator: Koji Horaguchi <koji.horaguchi@gmail.com>\n" +"PO-Revision-Date: 2024-04-24 14:07+0000\n" +"Last-Translator: YmSaki_dtp <YmSaki_dtp@users.noreply.hosted.weblate.org>\n" "Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/" "godot/ja/>\n" "Language: ja\n" @@ -78,7 +82,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5.1-dev\n" msgid "Main Thread" msgstr "メインスレッド" @@ -230,12 +234,6 @@ msgstr "ジョイパッドのボタン %d" msgid "Pressure:" msgstr "圧力:" -msgid "canceled" -msgstr "キャンセル" - -msgid "touched" -msgstr "タッチ" - msgid "released" msgstr "リリース" @@ -480,13 +478,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "例: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 項目" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -497,18 +488,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "'%s' という名前のアクションがすでに存在します。" -msgid "Cannot Revert - Action is same as initial" -msgstr "元に戻すことはできません - アクションは初期と同じです" - msgid "Revert Action" msgstr "アクションを元に戻す" msgid "Add Event" msgstr "イベントを追加" -msgid "Remove Action" -msgstr "アクションの除去" - msgid "Cannot Remove Action" msgstr "アクションを除去できません" @@ -518,6 +503,9 @@ msgstr "イベントの編集" msgid "Remove Event" msgstr "イベントの除去" +msgid "Filter by Name" +msgstr "名前でフィルタ" + msgid "Clear All" msgstr "すべてクリア" @@ -551,6 +539,15 @@ msgstr "ここにキーを挿入" msgid "Duplicate Selected Key(s)" msgstr "選択中のキーを複製" +msgid "Cut Selected Key(s)" +msgstr "選択中のキーを切り取り" + +msgid "Copy Selected Key(s)" +msgstr "選択中のキーをコピー" + +msgid "Paste Key(s)" +msgstr "キーを貼り付け" + msgid "Delete Selected Key(s)" msgstr "選択中のキーを削除" @@ -579,10 +576,16 @@ msgid "Move Bezier Points" msgstr "ベジェポイントを移動" msgid "Animation Duplicate Keys" -msgstr "アニメーションのキーを複製" +msgstr "アニメーションキーを複製" + +msgid "Animation Cut Keys" +msgstr "アニメーションキーを切り取り" + +msgid "Animation Paste Keys" +msgstr "アニメーションキーの貼り付け" msgid "Animation Delete Keys" -msgstr "アニメーションのキーを削除" +msgstr "アニメーションキーを削除" msgid "Focus" msgstr "フォーカス" @@ -643,6 +646,33 @@ msgstr "" msgid "Can't change loop mode on animation embedded in another scene." msgstr "別のシーンに埋め込まれたアニメーションのループモードを変更できません。" +msgid "Property Track..." +msgstr "プロパティトラック…" + +msgid "3D Position Track..." +msgstr "3Dポジショントラック…" + +msgid "3D Rotation Track..." +msgstr "3D 回転トラック…" + +msgid "3D Scale Track..." +msgstr "3Dスケールトラック…" + +msgid "Blend Shape Track..." +msgstr "ブレンドシェイプトラック…" + +msgid "Call Method Track..." +msgstr "メソッド呼び出しトラック…" + +msgid "Bezier Curve Track..." +msgstr "ベジェ曲線トラック…" + +msgid "Audio Playback Track..." +msgstr "オーディオ再生トラック…" + +msgid "Animation Playback Track..." +msgstr "アニメーション再生トラック…" + msgid "Animation length (frames)" msgstr "アニメーションの長さ (フレーム)" @@ -775,9 +805,18 @@ msgstr "ループ補間をクランプ" msgid "Wrap Loop Interp" msgstr "ループ補間をラップ" +msgid "Insert Key..." +msgstr "キーを挿入…" + msgid "Duplicate Key(s)" msgstr "キーを複製" +msgid "Cut Key(s)" +msgstr "キーを切り取り" + +msgid "Copy Key(s)" +msgstr "キーをコピー" + msgid "Add RESET Value(s)" msgstr "RESET値を追加" @@ -932,6 +971,12 @@ msgstr "トラックを貼り付け" msgid "Animation Scale Keys" msgstr "アニメーション キーのスケール" +msgid "Animation Set Start Offset" +msgstr "アニメーションセットの開始オフセット" + +msgid "Animation Set End Offset" +msgstr "アニメーションキーが挿入されました" + msgid "Make Easing Keys" msgstr "イージングキーの作成" @@ -1028,6 +1073,24 @@ msgstr "編集" msgid "Animation properties." msgstr "アニメーションプロパティ。" +msgid "Copy Tracks..." +msgstr "トラックをコピー…" + +msgid "Scale Selection..." +msgstr "スケールの選択…" + +msgid "Scale From Cursor..." +msgstr "カーソル基準でスケール…" + +msgid "Set Start Offset (Audio)" +msgstr "オーディオ再生開始位置のオフセットを設定" + +msgid "Set End Offset (Audio)" +msgstr "オーディオ再生終了位置のオフセットを設定" + +msgid "Paste Keys" +msgstr "キーを貼り付け" + msgid "Delete Selection" msgstr "選択範囲を削除" @@ -1040,6 +1103,15 @@ msgstr "前のステップへ" msgid "Apply Reset" msgstr "リセット" +msgid "Bake Animation..." +msgstr "アニメーションをベイク…" + +msgid "Optimize Animation (no undo)..." +msgstr "アニメーションの最適化 (アンドゥなし)…" + +msgid "Clean-Up Animation (no undo)..." +msgstr "アニメーションをクリーンアップ (アンドゥなし)…" + msgid "Pick a node to animate:" msgstr "アニメーションするノードを選択:" @@ -1223,9 +1295,8 @@ msgstr "すべて置換" msgid "Selection Only" msgstr "選択範囲のみ" -msgctxt "Indentation" -msgid "Spaces" -msgstr "スペース" +msgid "Hide" +msgstr "隠す" msgctxt "Indentation" msgid "Tabs" @@ -1413,9 +1484,6 @@ msgstr "このクラスは非推奨としてマークされています。" msgid "This class is marked as experimental." msgstr "このクラスは実験用としてマークされます。" -msgid "No description available for %s." -msgstr "%s についての説明はありません。" - msgid "Favorites:" msgstr "お気に入り:" @@ -1449,9 +1517,6 @@ msgstr "ブランチをシーンとして保存" msgid "Copy Node Path" msgstr "ノードのパスをコピー" -msgid "Instance:" -msgstr "インスタンス:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1545,6 +1610,9 @@ msgstr "" "みをカウントします。\n" "最適化する個々の関数を見つけるために使用します。" +msgid "Display internal functions" +msgstr "内部機能を表示" + msgid "Frame #:" msgstr "フレーム #:" @@ -1575,9 +1643,6 @@ msgstr "実行が再開されました。" msgid "Bytes:" msgstr "バイト:" -msgid "Warning:" -msgstr "警告:" - msgid "Error:" msgstr "エラー:" @@ -1855,6 +1920,9 @@ msgstr "フォルダーを作成" msgid "Folder name is valid." msgstr "フォルダ名は有効です。" +msgid "Double-click to open in browser." +msgstr "ダブルクリックでブラウザを開く。" + msgid "Thanks from the Godot community!" msgstr "Godot コミュニティより感謝を!" @@ -1961,9 +2029,6 @@ msgstr "次のファイルをアセット \"%s\" から展開できませんで msgid "(and %s more files)" msgstr "(さらに %s個のファイル)" -msgid "Asset \"%s\" installed successfully!" -msgstr "アセット \"%s\" のインストールに成功しました!" - msgid "Success!" msgstr "成功!" @@ -2131,30 +2196,6 @@ msgstr "新規バスレイアウトを作成。" msgid "Audio Bus Layout" msgstr "オーディオバスのレイアウト" -msgid "Invalid name." -msgstr "無効な名前です。" - -msgid "Cannot begin with a digit." -msgstr "数字で始めることはできません。" - -msgid "Valid characters:" -msgstr "有効な文字:" - -msgid "Must not collide with an existing engine class name." -msgstr "既存のエンジンクラス名と重複してはなりません。" - -msgid "Must not collide with an existing global script class name." -msgstr "既存のグローバルスクリプトクラス名と競合しないようにしてください。" - -msgid "Must not collide with an existing built-in type name." -msgstr "既存の組み込み型名と重複してはいけません。" - -msgid "Must not collide with an existing global constant name." -msgstr "既存のグローバル定数名と重複してはいけません。" - -msgid "Keyword cannot be used as an Autoload name." -msgstr "キーワードは自動読み込みの名前として使用できません。" - msgid "Autoload '%s' already exists!" msgstr "自動読み込み '%s' はすでに存在します!" @@ -2191,9 +2232,6 @@ msgstr "自動読み込みを追加" msgid "Path:" msgstr "パス:" -msgid "Set path or press \"%s\" to create a script." -msgstr "パスを設定するか、\"%s \"を押してスクリプトを作成してください。" - msgid "Node Name:" msgstr "ノード名:" @@ -2347,24 +2385,15 @@ msgstr "プロジェクトから検出" msgid "Actions:" msgstr "アクション:" -msgid "Configure Engine Build Profile:" -msgstr "エンジンビルドプロファイルの設定:" - msgid "Please Confirm:" msgstr "確認:" -msgid "Engine Build Profile" -msgstr "エンジンビルドプロファイル" - msgid "Load Profile" msgstr "プロファイルのロード" msgid "Export Profile" msgstr "プロファイルのエクスポート" -msgid "Edit Build Configuration Profile" -msgstr "ビルド構成プロファイルの編集" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2545,15 +2574,6 @@ msgstr "プロファイルをインポート" msgid "Manage Editor Feature Profiles" msgstr "エディター機能のプロファイルの管理" -msgid "Some extensions need the editor to restart to take effect." -msgstr "一部の拡張機能は、エディターの再起動が必要です。" - -msgid "Restart" -msgstr "再起動" - -msgid "Save & Restart" -msgstr "保存して再起動" - msgid "ScanSources" msgstr "スキャンソース" @@ -2582,6 +2602,12 @@ msgstr "重複" msgid "Experimental" msgstr "実験的" +msgid "Deprecated:" +msgstr "非推奨 :" + +msgid "Experimental:" +msgstr "実験的 :" + msgid "This method supports a variable number of arguments." msgstr "このメソッドは、可変数の引数をサポートしています。" @@ -2679,9 +2705,6 @@ msgstr "" "現在、このメソッドの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" -msgid "Note:" -msgstr "ノート:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2757,6 +2780,12 @@ msgstr "" "現在、このプロパティの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" +msgid "Editor" +msgstr "エディター" + +msgid "No description available." +msgstr "説明はありません。" + msgid "Metadata:" msgstr "メタデータ:" @@ -2769,11 +2798,8 @@ msgstr "メソッド:" msgid "Signal:" msgstr "シグナル:" -msgid "No description available." -msgstr "説明はありません。" - -msgid "%d match." -msgstr "%d件の一致が見つかりました。" +msgid "Theme Property:" +msgstr "テーマプロパティ :" msgid "%d matches." msgstr "%d件の一致が見つかりました。" @@ -2841,6 +2867,9 @@ msgstr "メンバータイプ" msgid "(constructors)" msgstr "(定数)" +msgid "Keywords" +msgstr "キーワード" + msgid "Class" msgstr "クラス" @@ -2926,9 +2955,6 @@ msgstr "複数設定: %s" msgid "Remove metadata %s" msgstr "メタデータ %s を削除" -msgid "Pinned %s" -msgstr "%s をピン留め" - msgid "Unpinned %s" msgstr "%s をピン留め解除" @@ -3074,15 +3100,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "エディター ウィンドウの再描画時にスピンします。" -msgid "Imported resources can't be saved." -msgstr "インポートしたリソースは保存できません。" - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "リソース保存中のエラー!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3100,31 +3120,6 @@ msgstr "" msgid "Save Resource As..." msgstr "リソースを別名で保存..." -msgid "Can't open file for writing:" -msgstr "書き込むファイルを開けません:" - -msgid "Requested file format unknown:" -msgstr "要求されたファイル形式は不明です:" - -msgid "Error while saving." -msgstr "保存中にエラーが発生しました。" - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"'%s' を開くことができません。ファイルが移動または削除された可能性があります。" - -msgid "Error while parsing file '%s'." -msgstr "ファイル '%s' の解析中にエラーが発生しました。" - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "シーン ファイル '%s' が無効または壊れているようです。" - -msgid "Missing file '%s' or one of its dependencies." -msgstr "'%s' またはその依存関係が見つかりません。" - -msgid "Error while loading file '%s'." -msgstr "ファイル '%s' を読み込んでいるときにエラーが発生しました。" - msgid "Saving Scene" msgstr "シーンを保存中" @@ -3134,40 +3129,20 @@ msgstr "分析中" msgid "Creating Thumbnail" msgstr "サムネイルを作成中" -msgid "This operation can't be done without a tree root." -msgstr "この操作は、ツリーのルートなしで実行できません。" - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"このシーンにはインスタンスの循環参照が含まれているため保存できません。\n" -"まずそれを解消してから、再度保存してみてください。" - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"シーンを保存できませんでした。おそらく、依存関係 (インスタンスまたは継承) を満" -"たせませんでした。" - msgid "Save scene before running..." msgstr "実行前にシーンを保存..." -msgid "Could not save one or more scenes!" -msgstr "一つまたは複数のシーンを保存できませんでした!" - msgid "Save All Scenes" msgstr "すべてのシーンを保存" msgid "Can't overwrite scene that is still open!" msgstr "開いているシーンを上書きすることはできません!" -msgid "Can't load MeshLibrary for merging!" -msgstr "マージするメッシュライブラリーが読み込めません!" +msgid "Merge With Existing" +msgstr "既存のものとマージする" -msgid "Error saving MeshLibrary!" -msgstr "メッシュライブラリーの保存エラー!" +msgid "Apply MeshInstance Transforms" +msgstr "MeshInstanceのトランスフォームを適用" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3229,9 +3204,6 @@ msgstr "" "このワークフローをよりよく理解するために、シーンのインポートに関連するドキュメ" "ントをお読みください。" -msgid "Changes may be lost!" -msgstr "変更が失われるかもしれません!" - msgid "This object is read-only." msgstr "このオブジェクトは、読み取り専用です。" @@ -3247,9 +3219,6 @@ msgstr "シーンをクイックオープン..." msgid "Quick Open Script..." msgstr "スクリプトをクイックオープン..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s は存在しなくなりました!新しい保存先を指定してください。" - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3328,26 +3297,13 @@ msgstr "閉じる前に変更したリソースを保存しますか?" msgid "Save changes to the following scene(s) before reloading?" msgstr "再読み込みする前に、以下のシーンへの変更を保存しますか?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "終了する前に、以下のシーンへの変更を保存しますか?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "プロジェクトマネージャーを開く前に、以下のシーンへの変更を保存しますか?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグとみ" -"なされます。報告してください。" - msgid "Pick a Main Scene" msgstr "メインシーンを選ぶ" -msgid "This operation can't be done without a scene." -msgstr "この操作にはシーンが必要です。" - msgid "Export Mesh Library" msgstr "メッシュライブラリのエクスポート" @@ -3387,23 +3343,26 @@ msgstr "" "シーン '%s' は自動的にインポートされたので、変更できません。\n" "変更するためには、新たに継承されたシーンを作成してください。" +msgid "Scene '%s' has broken dependencies:" +msgstr "シーン '%s' は依存関係が壊れています:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"シーン読み込み中にエラーが発生しました。プロジェクトパス内にある必要がありま" -"す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存してく" -"ださい。" +"コマンドライン引数 `--single-window`が使用されたため、マルチウィンドウはサポー" +"トされません。" -msgid "Scene '%s' has broken dependencies:" -msgstr "シーン '%s' は依存関係が壊れています:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"現在のプラットフォームでは複数のウィンドウがサポートされないため、マルチウィン" +"ドウはサポートされません。" msgid "Clear Recent Scenes" msgstr "最近開いたシーンの履歴をクリア" -msgid "There is no defined scene to run." -msgstr "実行するシーンが定義されていません。" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3429,6 +3388,12 @@ msgstr "" "か?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" +msgid "Save Layout..." +msgstr "レイアウトを保存…" + +msgid "Delete Layout..." +msgstr "レイアウトを削除…" + msgid "Default" msgstr "デフォルト" @@ -3574,27 +3539,18 @@ msgstr "エディター設定..." msgid "Project" msgstr "プロジェクト" -msgid "Project Settings..." -msgstr "プロジェクト設定..." - msgid "Project Settings" msgstr "プロジェクト設定" msgid "Version Control" msgstr "バージョンコントロール" -msgid "Export..." -msgstr "エクスポート..." - msgid "Install Android Build Template..." msgstr "Androidビルドテンプレートのインストール..." msgid "Open User Data Folder" msgstr "ユーザーデータフォルダーを開く" -msgid "Customize Engine Build Configuration..." -msgstr "エンジンのビルド構成をカスタマイズする..." - msgid "Tools" msgstr "ツール" @@ -3610,9 +3566,6 @@ msgstr "現在のプロジェクトをリロード" msgid "Quit to Project List" msgstr "終了してプロジェクト一覧を開く" -msgid "Editor" -msgstr "エディター" - msgid "Command Palette..." msgstr "コマンドパレット..." @@ -3649,12 +3602,12 @@ msgstr "FBX Importerの設定..." msgid "Help" msgstr "ヘルプ" +msgid "Search Help..." +msgstr "ヘルプを検索…" + msgid "Online Documentation" msgstr "オンラインドキュメント" -msgid "Questions & Answers" -msgstr "質問 & 回答" - msgid "Community" msgstr "コミュニティ" @@ -3673,6 +3626,9 @@ msgstr "機能を提案する" msgid "Send Docs Feedback" msgstr "ドキュメントのフィードバックを送る" +msgid "About Godot..." +msgstr "Godotについて…" + msgid "Support Godot Development" msgstr "Godotの開発をサポートする" @@ -3691,6 +3647,9 @@ msgstr "" "ル レンダリング方法が使用されます。\n" "- ウェブプラットフォームでは、互換レンダリングメソッドが常に使用されます。" +msgid "Save & Restart" +msgstr "保存して再起動" + msgid "Update Continuously" msgstr "継続的に更新" @@ -3700,9 +3659,6 @@ msgstr "変更時に更新" msgid "Hide Update Spinner" msgstr "アップデートスピナーを非表示" -msgid "FileSystem" -msgstr "ファイルシステム" - msgid "Inspector" msgstr "インスペクター" @@ -3712,9 +3668,6 @@ msgstr "ノード" msgid "History" msgstr "履歴" -msgid "Output" -msgstr "出力" - msgid "Don't Save" msgstr "保存しない" @@ -3744,12 +3697,6 @@ msgstr "テンプレートパッケージ" msgid "Export Library" msgstr "ライブラリのエクスポート" -msgid "Merge With Existing" -msgstr "既存のものとマージする" - -msgid "Apply MeshInstance Transforms" -msgstr "MeshInstanceのトランスフォームを適用" - msgid "Open & Run a Script" msgstr "スクリプトを開いて実行" @@ -3796,33 +3743,15 @@ msgstr "次のエディターを開く" msgid "Open the previous Editor" msgstr "前のエディターを開く" -msgid "Ok" -msgstr "OK" - msgid "Warning!" msgstr "警告!" -msgid "On" -msgstr "オン" - -msgid "Edit Plugin" -msgstr "プラグインの編集" - -msgid "Installed Plugins:" -msgstr "インストール済プラグイン:" - -msgid "Create New Plugin" -msgstr "新しいプラグインを作成" - -msgid "Version" -msgstr "バージョン" - -msgid "Author" -msgstr "作者" - msgid "Edit Text:" msgstr "テキストを編集:" +msgid "On" +msgstr "オン" + msgid "Renaming layer %d:" msgstr "レイヤー %d をリネーム:" @@ -3907,6 +3836,12 @@ msgstr "ビューポートを選ぶ" msgid "Selected node is not a Viewport!" msgstr "選択したノードはビューポートではありません!" +msgid "New Key:" +msgstr "新規キー:" + +msgid "New Value:" +msgstr "新規の値:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -3925,12 +3860,6 @@ msgstr "Dictionary (Nil)" msgid "Dictionary (size %d)" msgstr "Dictionary (サイズ %d)" -msgid "New Key:" -msgstr "新規キー:" - -msgid "New Value:" -msgstr "新規の値:" - msgid "Add Key/Value Pair" msgstr "キー/値のペアを追加" @@ -3952,6 +3881,12 @@ msgid "" msgstr "" "選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していません。" +msgid "Quick Load..." +msgstr "クイックロード…" + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "クイックメニューを開いて許可されたリソースファイルを選択する。" + msgid "Load..." msgstr "読み込む.." @@ -4117,6 +4052,12 @@ msgstr "すべてのデバイス" msgid "Device" msgstr "デバイス" +msgid "Listening for Input" +msgstr "入力を待機しています..." + +msgid "Filter by Event" +msgstr "イベントでフィルタ" + msgid "Project export for platform:" msgstr "次のプラットフォーム向けにプロジェクトをエクスポート:" @@ -4129,27 +4070,21 @@ msgstr "正常に完了しました。" msgid "Failed." msgstr "失敗しました。" +msgid "Export failed with error code %d." +msgstr "出力にエラーコード %d で失敗しました。" + msgid "Storing File: %s" msgstr "ファイルの保存: %s" msgid "Storing File:" msgstr "ファイルの保存:" -msgid "No export template found at the expected path:" -msgstr "エクスポート テンプレートが予期されたパスに見つかりません:" - -msgid "ZIP Creation" -msgstr "ZIP作成" - msgid "Could not open file to read from path \"%s\"." msgstr "パス \"%s\" からファイルを開けませんでした。" msgid "Packing" msgstr "パック中" -msgid "Save PCK" -msgstr "PCKを保存" - msgid "Cannot create file \"%s\"." msgstr "ファイル \"%s\" を作成できませんでした。" @@ -4171,18 +4106,12 @@ msgstr "暗号化されたファイルを開いて書き込むことができま msgid "Can't open file to read from path \"%s\"." msgstr "読み込むファイルをパス \"%s\" から開けません。" -msgid "Save ZIP" -msgstr "ZIPを保存" - msgid "Custom debug template not found." msgstr "カスタム デバッグテンプレートが見つかりません。" msgid "Custom release template not found." msgstr "カスタム リリーステンプレートが見つかりません。" -msgid "Prepare Template" -msgstr "テンプレートの準備" - msgid "The given export path doesn't exist." msgstr "指定されたエクスポートパスが存在しません。" @@ -4192,9 +4121,6 @@ msgstr "テンプレートファイルが見つかりません: \"%s\"。" msgid "Failed to copy export template." msgstr "エクスポートテンプレートのコピーに失敗しました。" -msgid "PCK Embedding" -msgstr "PCKの組み込み" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。" @@ -4269,36 +4195,6 @@ msgstr "" "このバージョンのダウンロードリンクが見つかりません。直接ダウンロードは公式リ" "リースのみ可能です。" -msgid "Disconnected" -msgstr "切断されました" - -msgid "Resolving" -msgstr "解決中" - -msgid "Can't Resolve" -msgstr "解決できません" - -msgid "Connecting..." -msgstr "接続中..." - -msgid "Can't Connect" -msgstr "接続できません" - -msgid "Connected" -msgstr "接続しました" - -msgid "Requesting..." -msgstr "リクエスト中..." - -msgid "Downloading" -msgstr "ダウンロード中" - -msgid "Connection Error" -msgstr "接続エラー" - -msgid "TLS Handshake Error" -msgstr "TLSハンドシェイクエラー" - msgid "Can't open the export templates file." msgstr "エクスポートテンプレート ファイルを開けません。" @@ -4435,6 +4331,9 @@ msgstr "エクスポートするリソース:" msgid "(Inherited)" msgstr "(継承)" +msgid "Export With Debug" +msgstr "デバッグ付きエクスポート" + msgid "%s Export" msgstr "%s エクスポート" @@ -4465,6 +4364,9 @@ msgstr "" msgid "Advanced Options" msgstr "高度なオプション" +msgid "If checked, the advanced options will be shown." +msgstr "チェックして詳細なオプションを表示。" + msgid "Export Path" msgstr "エクスポート先のパス" @@ -4567,12 +4469,36 @@ msgstr "" msgid "More Info..." msgstr "詳細情報..." +msgid "Text (easier debugging)" +msgstr "テキスト (デバッグが容易)" + +msgid "Binary tokens (faster loading)" +msgstr "バイナリトークン(高速ロード)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "圧縮されたバイナリトークン (より小さなファイル)" + msgid "Export PCK/ZIP..." msgstr "PCK/Zipのエクスポート..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"プロジェクトリソースを PCK または ZIP パッケージとしてエクスポートします。これ" +"はプレイ可能なビルドではなく、Godot実行ファイルを含まないプロジェクトデータの" +"みです。" + msgid "Export Project..." msgstr "プロジェクトのエクスポート..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"選択したプリセットの再生可能なビルド (Godot 実行可能ファイルおよびプロジェク" +"ト データ) としてプロジェクトをエクスポートします。" + msgid "Export All" msgstr "すべてエクスポート" @@ -4597,9 +4523,6 @@ msgstr "プロジェクトのエクスポート" msgid "Manage Export Templates" msgstr "エクスポートテンプレートの管理" -msgid "Export With Debug" -msgstr "デバッグ付きエクスポート" - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTFの実行ファイルへのパスが空です。" @@ -4617,6 +4540,15 @@ msgstr "FBX2glTFの実行ファイルは有効です。" msgid "Configure FBX Importer" msgstr "FBXインポーターの設定" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBXファイルをインポートするには FBX2glTF が必要です。\n" +"あるいは FBX2glTF を無効にして ufbx を使用することも可能です。\n" +"ダウンロードし、バイナリへの有効なパスを指定してください。" + msgid "Click this link to download FBX2glTF" msgstr "FBX2glTFをダウンロードするには、このリンクをクリックしてください" @@ -4708,6 +4640,13 @@ msgstr "コピーしたファイルを上書きしますか、それとも名前 msgid "Do you wish to overwrite them or rename the moved files?" msgstr "移動したファイルを上書きしますか、それとも名前を変更しますか?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"ターミナルエミュレータの存在を確認する外部プログラムを実行できませんでした : " +"command -v %s" + msgid "Duplicating file:" msgstr "ファイルを複製:" @@ -4777,8 +4716,8 @@ msgstr "お気に入りから削除" msgid "Reimport" msgstr "再インポート" -msgid "Open in File Manager" -msgstr "ファイルマネージャーで開く" +msgid "Open Containing Folder in Terminal" +msgstr "ターミナルのフォルダを開く" msgid "New Folder..." msgstr "新規フォルダー..." @@ -4825,6 +4764,9 @@ msgstr "複製..." msgid "Rename..." msgstr "名前を変更..." +msgid "Open in File Manager" +msgstr "ファイルマネージャーで開く" + msgid "Open in External Program" msgstr "外部プログラムで開く" @@ -4934,6 +4876,15 @@ msgstr "%d 件の一致が見つかりました (%d 個のファイル内)" msgid "Rename Group" msgstr "グループの名前変更" +msgid "Delete references from all scenes" +msgstr "すべてのシーンから参照を削除" + +msgid "This group belongs to another scene and can't be edited." +msgstr "このグループは別のシーンに属しているため、編集することはできません。" + +msgid "Copy group name to clipboard." +msgstr "グループ名をクリップボードにコピー。" + msgid "Add to Group" msgstr "グループに追加" @@ -4946,6 +4897,16 @@ msgstr "グローバル" msgid "Expand Bottom Panel" msgstr "下パネルを展開" +msgid "Move/Duplicate: %s" +msgstr "移動/コピー: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "%d個のアイテムを 移動/コピー" + +msgid "Choose target directory:" +msgstr "ターゲットディレクトリを選択 :" + msgid "Move" msgstr "移動" @@ -5085,26 +5046,6 @@ msgstr "再生されたシーンをリロード" msgid "Quick Run Scene..." msgstr "シーンをクイック実行する..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"ムービーメーカーモードは有効ですが、動画ファイルの保存パスが指定されていませ" -"ん。\n" -"デフォルトの動画ファイルの保存パスは、プロジェクト設定の「Editor > Movie " -"Writer」カテゴリで指定することができます。\n" -"また、単一のシーンを実行する場合は、ルートノードに `movie_file` 文字列メタデー" -"タを追加することもできます。\n" -"そのシーンを録画するときに使用する動画ファイルの保存パスを指定します。" - -msgid "Could not start subprocess(es)!" -msgstr "サブプロセスを開始できませんでした!" - msgid "Run the project's default scene." msgstr "プロジェクトのデフォルトシーンを実行します。" @@ -5252,15 +5193,15 @@ msgstr "" msgid "Open in Editor" msgstr "エディターで開く" +msgid "Instance:" +msgstr "インスタンス:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" は既知のフィルタではありません。" msgid "Invalid node name, the following characters are not allowed:" msgstr "無効なノード名。以下の文字は使えません:" -msgid "Another node already uses this unique name in the scene." -msgstr "既にシーン中の他のノードにこの固有名が使われています。" - msgid "Scene Tree (Nodes):" msgstr "シーンツリー(ノード):" @@ -5656,9 +5597,6 @@ msgstr "3D" msgid "Importer:" msgstr "インポーター:" -msgid "Keep File (No Import)" -msgstr "ファイルを保持 (インポートしない)" - msgid "%d Files" msgstr "%d ファイル" @@ -5724,6 +5662,9 @@ msgstr "ジョイパッドのボタン" msgid "Joypad Axes" msgstr "ジョイパッドの軸" +msgid "Event Configuration for \"%s\"" +msgstr "%s のイベントの設定" + msgid "Event Configuration" msgstr "イベントの設定" @@ -5913,101 +5854,8 @@ msgstr "グループ" msgid "Select a single node to edit its signals and groups." msgstr "ノードを1つ選択してシグナルとグループを編集します。" -msgid "Plugin name cannot be blank." -msgstr "プラグイン名を空白にすることはできません。" - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"スクリプトの拡張子は、選択した言語の拡張子 (.%s) と一致させる必要があります。" - -msgid "Subfolder name is not a valid folder name." -msgstr "サブフォルダ名は有効なフォルダ名ではありません。" - -msgid "Subfolder cannot be one which already exists." -msgstr "サブフォルダーは、すでに存在するものにはできません。" - -msgid "Edit a Plugin" -msgstr "プラグインの編集" - -msgid "Create a Plugin" -msgstr "プラグインの作成" - -msgid "Update" -msgstr "更新" - -msgid "Plugin Name:" -msgstr "プラグイン名:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "必須。この名前はプラグインのリストに表示されます。" - -msgid "Subfolder:" -msgstr "サブフォルダー:" - -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 "" -"任意。フォルダ名は一般的に `snake_case` を使用する必要があります(スペースや特" -"殊文字は避けてください)。\n" -"空のままだと、プラグイン名を `snake_case` に変換したものがフォルダ名になりま" -"す。" - -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 "" -"任意。この説明は比較的短くしてください(5行まで)。\n" -"プラグインのリストにカーソルを置いたときに表示されます。" - -msgid "Author:" -msgstr "作者:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "任意。著者のユーザー名、フルネーム、または組織名。" - -msgid "Version:" -msgstr "バージョン:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "任意。情報提供のみを目的とした、人間が読めるバージョン識別子。" - -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 "" -"必須。スクリプトに使用するスクリプト言語。\n" -"プラグインにスクリプトを追加することで、一度に複数の言語を使うことができます。" - -msgid "Script Name:" -msgstr "スクリプト名:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"任意。スクリプトへのパス(アドオンフォルダからの相対パス)。空の場合、デフォル" -"トは \"plugin.gd\" です。" - -msgid "Activate now?" -msgstr "今すぐアクティブ化?" - -msgid "Plugin name is valid." -msgstr "プラグイン名は有効です。" - -msgid "Script extension is valid." -msgstr "スクリプト拡張は有効です。" - -msgid "Subfolder name is valid." -msgstr "サブフォルダ名は有効です。" - -msgid "Create Polygon" -msgstr "ポリゴンを生成" +msgid "Create Polygon" +msgstr "ポリゴンを生成" msgid "Create points." msgstr "点を作成する。" @@ -6291,6 +6139,12 @@ msgstr "アニメーション ライブラリをファイルに保存: %s" msgid "Save Animation to File: %s" msgstr "アニメーションをファイルに保存: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "AnimationMixer へのパスが無効です。" + +msgid "Some Animation files were invalid." +msgstr "一部のアニメーションファイルが無効です。" + msgid "Load Animation into Library: %s" msgstr "アニメーションをライブラリにロード: %s" @@ -6330,12 +6184,42 @@ msgstr "[外部]" msgid "[imported]" msgstr "[インポート済み]" +msgid "Add animation to library." +msgstr "アニメーションをライブラリに追加。" + +msgid "Load animation from file and add to library." +msgstr "ファイルからアニメーションを読み込み、ライブラリに追加。" + +msgid "Paste animation to library from clipboard." +msgstr "アニメーションをクリップボードからライブラリに貼り付ける。" + +msgid "Save animation library to resource on disk." +msgstr "アニメーション ライブラリをディスク上のリソースに保存。" + +msgid "Remove animation library." +msgstr "アニメーション ライブラリを削除。" + +msgid "Copy animation to clipboard." +msgstr "クリップボードにアニメーションをコピー。" + +msgid "Save animation to resource on disk." +msgstr "アニメーションをディスク上のリソースに保存。" + +msgid "Remove animation from Library." +msgstr "ライブラリからアニメーションを削除。" + msgid "Edit Animation Libraries" msgstr "アニメーション ライブラリを編集" +msgid "Create new empty animation library." +msgstr "空のアニメーションライブラリを作成します。" + msgid "Load Library" msgstr "ライブラリをロード" +msgid "Load animation library from disk." +msgstr "アニメーションライブラリをディスク上のリソースに保存。" + msgid "Storage" msgstr "ストレージ" @@ -6411,6 +6295,9 @@ msgstr "アニメーションツール" msgid "Animation" msgstr "アニメーション" +msgid "New..." +msgstr "新規..." + msgid "Manage Animations..." msgstr "アニメーションの管理..." @@ -6551,8 +6438,11 @@ msgstr "すべて削除" msgid "Root" msgstr "ルート" -msgid "AnimationTree" -msgstr "アニメーションツリー" +msgid "Author" +msgstr "作者" + +msgid "Version:" +msgstr "バージョン:" msgid "Contents:" msgstr "コンテンツ:" @@ -6612,9 +6502,6 @@ msgid "Bad download hash, assuming file has been tampered with." msgstr "" "ダウンロードハッシュが不正です。ファイルが改ざん されているかもしれません。" -msgid "Expected:" -msgstr "予測:" - msgid "Got:" msgstr "取得:" @@ -6636,6 +6523,12 @@ msgstr "ダウンロード中..." msgid "Resolving..." msgstr "解決中..." +msgid "Connecting..." +msgstr "接続中..." + +msgid "Requesting..." +msgstr "リクエスト中..." + msgid "Error making request" msgstr "リクエスト発行エラー" @@ -6669,9 +6562,6 @@ msgstr "ライセンス (AからZ)" msgid "License (Z-A)" msgstr "ライセンス (ZからA)" -msgid "Official" -msgstr "公式" - msgid "Testing" msgstr "試験的" @@ -6694,9 +6584,6 @@ msgctxt "Pagination" msgid "Last" msgstr "最後" -msgid "Failed to get repository configuration." -msgstr "リポジトリ構成を取得できませんでした。" - msgid "All" msgstr "すべて" @@ -6940,23 +6827,6 @@ msgstr "中心ビュー" msgid "Select Mode" msgstr "選択モード" -msgid "Drag: Rotate selected node around pivot." -msgstr "ドラッグ: 選択したノードをピボットを中心に回転する。" - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+ドラッグ: 選択したノードを移動。" - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+ドラッグ: 選択した Node を移動。" - -msgid "V: Set selected node's pivot position." -msgstr "V: 選択したノードのピボットの位置を設定する。" - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+右クリック: クリックした位置のすべてのノードを一覧で表示。ロックされたもの" -"も含む。" - msgid "RMB: Add node at position clicked." msgstr "右クリック: クリックした位置にノードを追加。" @@ -6975,9 +6845,6 @@ msgstr "Shift: 比率を保って拡大縮小。" msgid "Show list of selectable nodes at position clicked." msgstr "クリックした位置の選択可能なノードのリストを表示します。" -msgid "Click to change object's rotation pivot." -msgstr "クリックでオブジェクトの回転ピボットを変更する。" - msgid "Pan Mode" msgstr "パンモード" @@ -7053,9 +6920,23 @@ msgstr "選択したノードのロックを解除し、選択と移動を可能 msgid "Unlock Selected Node(s)" msgstr "選択 Node をロック解除" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"選択したノードを子でグループ化します。 これにより、子ノードが2Dと3Dビューでク" +"リックしたときに親が選択されるようになります。" + msgid "Group Selected Node(s)" msgstr "選択したノードをグループ化" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"選択したノードを子ノードからグループ解除します。子ノードは、2Dおよび3Dビューで" +"は個々のアイテムになります。" + msgid "Ungroup Selected Node(s)" msgstr "選択 Node をグループ解除" @@ -7077,9 +6958,6 @@ msgstr "表示" msgid "Show When Snapping" msgstr "スナップ時に表示" -msgid "Hide" -msgstr "隠す" - msgid "Toggle Grid" msgstr "グリッドの切り替え" @@ -7185,8 +7063,8 @@ msgstr "ルートの存在しない状態で、複数ノードをインスタン msgid "Create Node" msgstr "ノードを生成" -msgid "Error instantiating scene from %s" -msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました" +msgid "Creating inherited scene from: " +msgstr "新しい継承シーン: " msgid "Change Default Type" msgstr "デフォルトの型を変更" @@ -7350,6 +7228,9 @@ msgstr "垂直方向への整列" msgid "Convert to GPUParticles3D" msgstr "GPUParticles3Dに変換" +msgid "Restart" +msgstr "再起動" + msgid "Load Emission Mask" msgstr "放出マスクを読み込む" @@ -7359,9 +7240,6 @@ msgstr "GPUParticles2Dに変換" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "生成したポイントの数:" - msgid "Emission Mask" msgstr "放出マスク" @@ -7499,23 +7377,9 @@ msgstr "" msgid "Visible Navigation" msgstr "ナビゲーションを表示" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"このオプションを有効にすると、ナビゲーションメッシュおよびポリゴンが、ゲーム実" -"行中にも表示されるようになります。" - msgid "Visible Avoidance" msgstr "回避情報を表示" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"このオプションを有効にすると、回避形状、大きさおよびベロシティが、ゲーム実行中" -"にも表示されるようになります。" - msgid "Debug CanvasItem Redraws" msgstr "CanvasItem の再描画をデバッグする" @@ -7566,6 +7430,21 @@ msgstr "" "このオプションを有効にすると、デバッガーは起動したままとなり、エディター以外で" "開始された新しい実行を監視するようになります。" +msgid "Customize Run Instances..." +msgstr "実行インスタンスのカスタマイズ..." + +msgid "Edit Plugin" +msgstr "プラグインの編集" + +msgid "Installed Plugins:" +msgstr "インストール済プラグイン:" + +msgid "Create New Plugin" +msgstr "新しいプラグインを作成" + +msgid "Version" +msgstr "バージョン" + msgid "Size: %s" msgstr "サイズ: %s" @@ -7636,9 +7515,6 @@ msgstr "セパレーションレイシェイプの長さを変更" msgid "Change Decal Size" msgstr "デカールのサイズを変更" -msgid "Change Fog Volume Size" -msgstr "フォグのボリュームサイズを変更" - msgid "Change Particles AABB" msgstr "パーティクルのAABBを変更" @@ -7648,9 +7524,6 @@ msgstr "半径を変更" msgid "Change Light Radius" msgstr "光源の半径を変更" -msgid "Start Location" -msgstr "開始位置" - msgid "End Location" msgstr "終了位置" @@ -7683,9 +7556,6 @@ msgstr "可視領域矩形 (Visibility Rect) を生成" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "ParticleProcessMaterial プロセスマテリアルにのみ点を設定できます" -msgid "Clear Emission Mask" -msgstr "放出マスクをクリア" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -7822,6 +7692,24 @@ msgstr "エディター シーンのルートが見つかりません。" msgid "Lightmap data is not local to the scene." msgstr "ライトマップデータはシーンにローカルなものではありません。" +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"ライトマップ画像では最大テクスチャサイズが小さくなります。\n" +"最大テクスチャサイズを増加させることで固定できますが、代わりにシーンをより多く" +"のオブジェクトに分割することをお勧めします." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"ライトマップイメージの作成に失敗しました。ベイクするために選択されたすべての" +"メッシュの `lightmap_size_hint` 値が十分に高く設定されていること、ライトマップ" +"GI の `texel_scale` 値が低すぎないことを確認してください。" + msgid "Bake Lightmaps" msgstr "ライトマップをベイクする" @@ -7831,43 +7719,14 @@ msgstr "LightMapをベイク" msgid "Select lightmap bake file:" msgstr "ライトマップベイクファイルを選択:" -msgid "Mesh is empty!" -msgstr "メッシュがありません!" - msgid "Couldn't create a Trimesh collision shape." msgstr "三角形メッシュ コリジョンシェイプを作成できませんでした。" -msgid "Create Static Trimesh Body" -msgstr "三角形メッシュ静的ボディを作成" - -msgid "This doesn't work on scene root!" -msgstr "これはシーンのルートでは機能しません!" - -msgid "Create Trimesh Static Shape" -msgstr "三角形メッシュ静的シェイプを生成" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"シーンのルートに単一の凸型のコリジョンシェイプを作成することはできません。" - -msgid "Couldn't create a single convex collision shape." -msgstr "単一の凸型コリジョンシェイプを作成できませんでした。" - -msgid "Create Simplified Convex Shape" -msgstr "簡略化された凸型シェイプを作成する" - -msgid "Create Single Convex Shape" -msgstr "単一の凸型シェイプを作成する" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"シーンのルートに複数の凸型コリジョンシェイプを作成することはできません。" - msgid "Couldn't create any collision shapes." msgstr "コリジョンシェイプを作成できませんでした。" -msgid "Create Multiple Convex Shapes" -msgstr "複数の凸型シェイプを作成する" +msgid "Mesh is empty!" +msgstr "メッシュがありません!" msgid "Create Navigation Mesh" msgstr "ナビゲーションメッシュを生成" @@ -7941,20 +7800,34 @@ msgstr "アウトラインを生成" msgid "Mesh" msgstr "メッシュ" -msgid "Create Trimesh Static Body" -msgstr "三角形メッシュ静的ボディを作成" +msgid "Create Outline Mesh..." +msgstr "アウトラインメッシュを生成..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"StaticBody3Dを作成し、ポリゴンベースのコリジョンシェイプを自動的に割り当てま" -"す。\n" -"これは、衝突検出の最も正確な(ただし最も遅い)オプションです。" +"静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に反" +"転します。\n" +"このプロパティを使用できない場合は、StandardMaterialのGrowプロパティを代わりに" +"使用できます。" + +msgid "View UV1" +msgstr "UV1を表示" + +msgid "View UV2" +msgstr "UV2を表示" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Lightmap/AO のUV2を展開" + +msgid "Create Outline Mesh" +msgstr "アウトラインメッシュを生成" -msgid "Create Trimesh Collision Sibling" -msgstr "三角形メッシュ コリジョンの兄弟を作成" +msgid "Outline Size:" +msgstr "アウトラインのサイズ:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7963,9 +7836,6 @@ msgstr "" "ポリゴンベースのコリジョンシェイプを作成します。\n" "これは、衝突検出の最も正確な(ただし最も遅い)オプションです。" -msgid "Create Single Convex Collision Sibling" -msgstr "単一の凸型コリジョンの兄弟を作成" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7973,9 +7843,6 @@ msgstr "" "単一の凸型コリジョンシェイプを作成します。\n" "これは、衝突検出の最速の(ただし精度が最も低い)オプションです。" -msgid "Create Simplified Convex Collision Sibling" -msgstr "簡略化された凸型コリジョンの兄弟を作成" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7985,9 +7852,6 @@ msgstr "" "これは単一の凸型コリジョンシェイプと似ていますが、精度を犠牲により単純なジオメ" "トリになることがあります。" -msgid "Create Multiple Convex Collision Siblings" -msgstr "複数の凸型コリジョンの兄弟を作成" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7997,35 +7861,6 @@ msgstr "" "これは、単一の凸型コリジョンとポリゴンベースのコリジョンの中間的なパフォーマン" "スです。" -msgid "Create Outline Mesh..." -msgstr "アウトラインメッシュを生成..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に反" -"転します。\n" -"このプロパティを使用できない場合は、StandardMaterialのGrowプロパティを代わりに" -"使用できます。" - -msgid "View UV1" -msgstr "UV1を表示" - -msgid "View UV2" -msgstr "UV2を表示" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Lightmap/AO のUV2を展開" - -msgid "Create Outline Mesh" -msgstr "アウトラインメッシュを生成" - -msgid "Outline Size:" -msgstr "アウトラインのサイズ:" - msgid "UV Channel Debug" msgstr "UVチャンネル デバッグ" @@ -8577,6 +8412,18 @@ msgstr "" "シーンに含まれます。\n" "プレビューは無効です。" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+右クリック: クリックした位置のすべてのノードを一覧で表示。ロックされたもの" +"も含む。" + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"選択されたノードとその子ノードをグループ化します。これにより、2D / 3Dビューで" +"子ノードがクリックされると、親ノードが選択されます。" + msgid "Use Local Space" msgstr "ローカル空間を使用" @@ -8836,6 +8683,13 @@ msgstr "オクルーダーをベイク" msgid "Select occluder bake file:" msgstr "オクルーダーのベイクファイルを選択:" +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Shift キーを押したままにすると、移動する代わりに中間点を中心にスケールします。" + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "最小値/最大値モードと基本値/スプレッドモードを切り替えます。" + msgid "Remove Point from Curve" msgstr "曲線からポイントを除去" @@ -8860,27 +8714,12 @@ msgstr "曲線内のIn-Controlを移動する" msgid "Move Out-Control in Curve" msgstr "曲線内のOut-Controlを移動する" -msgid "Select Points" -msgstr "点を選択" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift + ドラッグ:コントロールポイントを選択" - -msgid "Click: Add Point" -msgstr "クリック: 点を追加" - -msgid "Left Click: Split Segment (in curve)" -msgstr "左クリック:セグメントを分割する(曲線内)" - msgid "Right Click: Delete Point" msgstr "右クリック: 点を削除" msgid "Select Control Points (Shift+Drag)" msgstr "コントロールポイントを選ぶ (Shift+Drag)" -msgid "Add Point (in empty space)" -msgstr "点を空きスペースに追加" - msgid "Delete Point" msgstr "点を削除" @@ -8908,6 +8747,9 @@ msgstr "ハンドルOut #" msgid "Handle Tilt #" msgstr "ハンドルTilt #" +msgid "Set Curve Point Position" +msgstr "カーブポイントの位置を設定" + msgid "Set Curve Out Position" msgstr "曲線のOut-Controlの位置を指定" @@ -8935,12 +8777,103 @@ msgstr "ポイントTiltをリセット" msgid "Split Segment (in curve)" msgstr "セグメントを分割する(曲線内)" -msgid "Set Curve Point Position" -msgstr "カーブポイントの位置を設定" - msgid "Move Joint" msgstr "ジョイントを移動" +msgid "Plugin name cannot be blank." +msgstr "プラグイン名を空白にすることはできません。" + +msgid "Subfolder name is not a valid folder name." +msgstr "サブフォルダ名は有効なフォルダ名ではありません。" + +msgid "Subfolder cannot be one which already exists." +msgstr "サブフォルダーは、すでに存在するものにはできません。" + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"スクリプトの拡張子は、選択した言語の拡張子 (.%s) と一致させる必要があります。" + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C#では、プロジェクトを最初にビルドする必要があるため、作成時にプラグインを有効" +"にすることはサポートされていません。" + +msgid "Edit a Plugin" +msgstr "プラグインの編集" + +msgid "Create a Plugin" +msgstr "プラグインの作成" + +msgid "Plugin Name:" +msgstr "プラグイン名:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "必須。この名前はプラグインのリストに表示されます。" + +msgid "Subfolder:" +msgstr "サブフォルダー:" + +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 "" +"任意。フォルダ名は一般的に `snake_case` を使用する必要があります(スペースや特" +"殊文字は避けてください)。\n" +"空のままだと、プラグイン名を `snake_case` に変換したものがフォルダ名になりま" +"す。" + +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 "" +"任意。この説明は比較的短くしてください(5行まで)。\n" +"プラグインのリストにカーソルを置いたときに表示されます。" + +msgid "Author:" +msgstr "作者:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "任意。著者のユーザー名、フルネーム、または組織名。" + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "任意。情報提供のみを目的とした、人間が読めるバージョン識別子。" + +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 "" +"必須。スクリプトに使用するスクリプト言語。\n" +"プラグインにスクリプトを追加することで、一度に複数の言語を使うことができます。" + +msgid "Script Name:" +msgstr "スクリプト名:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"任意。スクリプトへのパス(アドオンフォルダからの相対パス)。空の場合、デフォル" +"トは \"plugin.gd\" です。" + +msgid "Activate now?" +msgstr "今すぐアクティブ化?" + +msgid "Plugin name is valid." +msgstr "プラグイン名は有効です。" + +msgid "Script extension is valid." +msgstr "スクリプト拡張は有効です。" + +msgid "Subfolder name is valid." +msgstr "サブフォルダ名は有効です。" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2DのskeletonプロパティがSkeleton2Dノードを指していません" @@ -9008,15 +8941,6 @@ msgstr "ポリゴン" msgid "Bones" msgstr "ボーン" -msgid "Move Points" -msgstr "ポイントを移動" - -msgid ": Rotate" -msgstr ": 回転" - -msgid "Shift: Move All" -msgstr "Shift: すべて移動" - msgid "Shift: Scale" msgstr "Shift: スケール" @@ -9129,21 +9053,9 @@ msgstr "" msgid "Close and save changes?" msgstr "変更を保存して閉じますか?" -msgid "Error writing TextFile:" -msgstr "テキストファイルの書き込みエラー:" - -msgid "Error saving file!" -msgstr "ファイルの保存エラー!" - -msgid "Error while saving theme." -msgstr "テーマを保存中にエラーが発生しました。" - msgid "Error Saving" msgstr "保存中にエラーが発生しました" -msgid "Error importing theme." -msgstr "テーマをインポート中にエラーが発生しました。" - msgid "Error Importing" msgstr "インポート中にエラーが発生しました" @@ -9153,9 +9065,6 @@ msgstr "新規テキストファイル..." msgid "Open File" msgstr "ファイルを開く" -msgid "Could not load file at:" -msgstr "ファイルが読み込めませんでした:" - msgid "Save File As..." msgstr "名前を付けて保存..." @@ -9189,9 +9098,6 @@ msgstr "ツールスクリプトではないため、スクリプトを実行で msgid "Import Theme" msgstr "テーマのインポート" -msgid "Error while saving theme" -msgstr "テーマの保存中にエラーが発生しました" - msgid "Error saving" msgstr "保存エラー" @@ -9301,9 +9207,6 @@ msgstr "" "以下のファイルより新しいものがディスク上に存在します。\n" "どうしますか?:" -msgid "Search Results" -msgstr "検索結果" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "以下の組み込みスクリプトに未保存の変更があります:" @@ -9343,9 +9246,6 @@ msgstr "" msgid "[Ignore]" msgstr "[無視]" -msgid "Line" -msgstr "ライン" - msgid "Go to Function" msgstr "関数に移動" @@ -9373,6 +9273,9 @@ msgstr "シンボルを検索" msgid "Pick Color" msgstr "色を取得" +msgid "Line" +msgstr "ライン" + msgid "Folding" msgstr "折りたたみ" @@ -9487,6 +9390,9 @@ msgstr "終了する前に、以下のシェーダーへの変更を保存しま msgid "Shader Editor" msgstr "シェーダーエディター" +msgid "Load Shader File..." +msgstr "シェーダーファイルを読み込む…" + msgid "Save File" msgstr "ファイルを保存" @@ -9512,9 +9418,6 @@ msgstr "" "'%s' のファイル構造に回復不能なエラーが含まれています:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "このskeletonにはボーンがありません。子Bone2Dノードを追加してください。" @@ -9811,9 +9714,6 @@ msgstr "オフセット" msgid "Create Frames from Sprite Sheet" msgstr "スプライトシートからフレームを作成" -msgid "SpriteFrames" -msgstr "スプライトフレーム" - msgid "Warnings should be fixed to prevent errors." msgstr "エラーを防ぐために警告を修正する必要があります。" @@ -9824,15 +9724,9 @@ msgstr "" "このシェーダーはディスク上で修正されています。\n" "どうしますか?" -msgid "%s Mipmaps" -msgstr "%s ミップマップ" - msgid "Memory: %s" msgstr "メモリ: %s" -msgid "No Mipmaps" -msgstr "ミップマップなし" - msgid "Set Region Rect" msgstr "領域 Rect を設定" @@ -9912,9 +9806,6 @@ msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "{num} 個 選択中" -msgid "Nothing was selected for the import." -msgstr "インポートするものが選択されていません。" - msgid "Importing Theme Items" msgstr "テーマアイテムをインポート中" @@ -10592,9 +10483,6 @@ msgstr "選択範囲" msgid "Paint" msgstr "ペイント" -msgid "Shift: Draw line." -msgstr "Shift: 線を引く" - msgid "Shift: Draw rectangle." msgstr "Shift: 四角形を描画。" @@ -10689,12 +10577,12 @@ msgstr "" msgid "Terrains" msgstr "地形" -msgid "Replace Tiles with Proxies" -msgstr "タイルをプロキシに置き換える" - msgid "No Layers" msgstr "レイヤーなし" +msgid "Replace Tiles with Proxies" +msgstr "タイルをプロキシに置き換える" + msgid "Select Next Tile Map Layer" msgstr "次のタイル マップ レイヤーを選択" @@ -10713,14 +10601,6 @@ msgstr "グリッドの表示を切り替え" msgid "Automatically Replace Tiles with Proxies" msgstr "タイルを自動的にプロキシに置き換える" -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 "" -"編集中のTileMapノードにTileSetリソースがありません。\n" -"InspectorのTile SetプロパティでTileSetリソースを作成するか、ロードしてくださ" -"い。" - msgid "Remove Tile Proxies" msgstr "タイルプロキシを削除" @@ -10885,17 +10765,78 @@ msgstr "タイルのサイズ変更" msgid "Remove tile" msgstr "タイルを除去" -msgid "Create tile alternatives" -msgstr "代替タイルを作成" +msgid "Create tile alternatives" +msgstr "代替タイルを作成" + +msgid "Remove Tiles Outside the Texture" +msgstr "テクスチャー外のタイルを削除" + +msgid "Create tiles in non-transparent texture regions" +msgstr "不透明なテクスチャ領域にタイルを作成" + +msgid "Remove tiles in fully transparent texture regions" +msgstr "完全に透明なテクスチャ領域のタイルを削除" + +msgid "The image from which the tiles will be created." +msgstr "タイルの元になる画像。" + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"画像の端にある余白 (ピクセル単位) はタイルとして選択できません。これを増やす" +"と、端に余白のあるタイルシート画像をダウンロードする場合に便利です(帰属表示の" +"ためなど)。" + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"アトラス上の各タイルの間隔をピクセル単位で指定します。使用するタイルシート画像" +"にガイド(各タイル間のアウトラインなど)が含まれている場合、これを増やすと便利" +"です。" + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"チェックした場合、フィルタリングが有効なときにテクスチャのにじみを防ぐために、" +"各タイルの周囲に1ピクセルの透明なエッジを追加します。テクスチャのパディングが" +"原因でレンダリングの問題が発生しない限り、これを有効にしておくことをお勧めしま" +"す。" + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"アニメーショングリッドの列数。カラム数がフレーム数より小さい場合、アニメーショ" +"ンは自動的に行数を調整します。" + +msgid "The space (in tiles) between each frame of the animation." +msgstr "アニメーションの各フレーム間のスペース (タイル単位)。" + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "[code]true[/code]の場合、タイルは水平に反転します." -msgid "Remove Tiles Outside the Texture" -msgstr "テクスチャー外のタイルを削除" +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "[code]true[/code]の場合、タイルは縦に反転します." -msgid "Create tiles in non-transparent texture regions" -msgstr "不透明なテクスチャ領域にタイルを作成" +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"タイルの描画に使用する原点。これは、ベースタイルと比較してタイルを視覚的に移動" +"させるために使用することができます。" -msgid "Remove tiles in fully transparent texture regions" -msgstr "完全に透明なテクスチャ領域のタイルを削除" +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"タイルに使用するマテリアル。これは、単一のタイルに異なるブレンドモードやカスタ" +"ムシェーダーを適用するために使用することができます。" msgid "Setup" msgstr "セットアップ" @@ -10929,13 +10870,6 @@ msgstr "不透明なテクスチャ領域にタイルを作成" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "完全に透明なテクスチャ領域のタイルを削除" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"現在のアトラスソースには、テクスチャの外側にタイルがあります。\n" -"3ドットメニューの \"%s\" オプションでクリアできます。" - msgid "Hold Ctrl to create multiple tiles." msgstr "Ctrlを押しながら複数のタイルを作成できます。" @@ -11019,25 +10953,30 @@ msgstr "シーン タイルを削除" msgid "Drag and drop scenes here or use the Add button." msgstr "ここにシーンをドラッグ&ドロップするか、追加ボタンを押してください。" +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"コレクション内のシーンタイルのID。各ペイントタイルは関連するIDを持っているの" +"で、このプロパティを変更すると TileMaps が正しく表示されないことがあります。" + +msgid "Absolute path to the scene associated with this tile." +msgstr "このタイルに関連するシーンへの絶対パス。" + +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"[code]true[/code] の場合、プレースホルダ マーカーがシーンのプレビューの上に表" +"示されます。 シーンに有効なプレビューがない場合でも、マーカーは表示されます。" + msgid "Scenes collection properties:" msgstr "シーン コレクションのプロパティ:" msgid "Tile properties:" msgstr "タイル設定:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"プロジェクトで使用できる VCS プラグインがありません。VCS 統合機能を使用するに" -"は、VCS プラグインをインストールします。" - msgid "Error" msgstr "エラー" @@ -11318,18 +11257,9 @@ msgstr "VisualShaderの式を設定" msgid "Resize VisualShader Node" msgstr "VisualShaderノードのサイズを変更" -msgid "Hide Port Preview" -msgstr "ポート プレビューを非表示" - msgid "Show Port Preview" msgstr "ポート プレビューを表示" -msgid "Set Comment Title" -msgstr "コメントのタイトルを設定" - -msgid "Set Comment Description" -msgstr "コメントの説明を設定" - msgid "Set Parameter Name" msgstr "パラメーター名の設定" @@ -11348,9 +11278,6 @@ msgstr "ビジュアルシェーダーにvaryingを追加: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "ビジュアルシェーダーからVarying %s を削除する" -msgid "Node(s) Moved" -msgstr "ノードの移動" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "定数ノードをパラメーター指定ノードに変換" @@ -12370,6 +12297,20 @@ msgstr "VoxelGIデータファイルのパスを選択" msgid "Are you sure to run %d projects at once?" msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?" +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"プロジェクトを '%s' で開くことができません。\n" +"プロジェクトファイルが存在しないか、アクセスできません。" + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"次の場所のプロジェクトを開けませんでした : '%s'。\n" +"エディタの起動に失敗しました。" + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12530,12 +12471,6 @@ msgstr "" "見つからないすべてのプロジェクトを一覧から削除しますか?\n" "プロジェクトフォルダーの内容は変更されません。" -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい" -"る可能性があります。" - msgid "Couldn't save project at '%s' (error %d)." msgstr "プロジェクトを '%s' に保存できませんでした (エラー %d)。" @@ -12589,12 +12524,22 @@ msgstr "最終更新" msgid "Tags" msgstr "タグ" +msgid "You don't have any projects yet." +msgstr "プロジェクトがまだ存在しません 。" + msgid "Create New Project" msgstr "新規プロジェクトを作成" msgid "Import Existing Project" msgstr "既存のプロジェクトをインポート" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"注釈: アセットライブラリにはオンライン接続が必要で、インターネット経由でデータ" +"を送受信する必要があります。" + msgid "Edit Project" msgstr "プロジェクトを編集" @@ -12610,15 +12555,19 @@ msgstr "プロジェクトを除去" msgid "Remove Missing" msgstr "存在しないものを除去" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"アセットライブラリは使用できません。(Webエディタの使用、もしくははSSLサポート" +"が無効になっているため)" + msgid "Select a Folder to Scan" msgstr "スキャンするフォルダーを選択" msgid "Remove All" msgstr "すべて除去" -msgid "Also delete project contents (no undo!)" -msgstr "プロジェクトの内容も削除する (元に戻せません!)" - msgid "Convert Full Project" msgstr "プロジェクト全体を変換" @@ -12664,12 +12613,8 @@ msgstr "新しいタグの作成" msgid "Tags are capitalized automatically when displayed." msgstr "タグが表示されるときは自動的に大文字になります。" -msgid "The path specified doesn't exist." -msgstr "指定されたパスは存在しません。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "" -"パッケージ ファイルを開くときにエラーが発生しました (ZIP形式ではありません)。" +msgid "It would be a good idea to name your project." +msgstr "プロジェクトには名前を付けることを推奨します。" msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -12677,17 +12622,8 @@ msgstr "" "無効な\".zip\"プロジェクトファイルです。\"project.godot\"ファイルが含まれてい" "ません。" -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"\"project.godot\"のディレクトリ、または\".zip \"ファイルを選択してください。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"選択したパスにアイテムを保存することはできません。フォルダを新規作成するか、別" -"のパスを選択してください。" +msgid "The path specified doesn't exist." +msgstr "指定されたパスは存在しません。" msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -12695,27 +12631,6 @@ msgid "" msgstr "" "選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。" -msgid "New Game Project" -msgstr "新しいゲームプロジェクト" - -msgid "Imported Project" -msgstr "インポートされたプロジェクト" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "\"project.godot\"または\".zip\"ファイルを選択してください。" - -msgid "Invalid project name." -msgstr "無効なプロジェクト名です。" - -msgid "Couldn't create folder." -msgstr "フォルダーを作成できませんでした。" - -msgid "There is already a folder in this path with the specified name." -msgstr "このパスには、指定された名前のフォルダーがすでに存在します。" - -msgid "It would be a good idea to name your project." -msgstr "プロジェクトには名前を付けることを推奨します。" - msgid "Supports desktop platforms only." msgstr "対応プラットフォームはデスクトップのみ。" @@ -12758,9 +12673,6 @@ msgstr "OpenGL 3バックエンド(OpenGL 3.3/ES 3.0/WebGL 2)を使用しま msgid "Fastest rendering of simple scenes." msgstr "単純なシーンのレンダリング速度が最も速い。" -msgid "Invalid project path (changed anything?)." -msgstr "無効なプロジェクトパスです (なにか変更がありましたか?)。" - msgid "Warning: This folder is not empty" msgstr "警告:このフォルダは空ではありません" @@ -12788,8 +12700,14 @@ msgstr "パッケージファイルを開けませんでした、ZIP形式では msgid "The following files failed extraction from package:" msgstr "次のファイルをパッケージから抽出できませんでした:" -msgid "Package installed successfully!" -msgstr "パッケージのインストールに成功しました!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい" +"る可能性があります。" + +msgid "New Game Project" +msgstr "新しいゲームプロジェクト" msgid "Import & Edit" msgstr "インポートして編集" @@ -12841,6 +12759,9 @@ msgstr "プロジェクトがありません" msgid "Restart Now" msgstr "今すぐ再起動" +msgid "Custom preset can be further configured in the editor." +msgstr "カスタムプリセットは、エディタで詳細に設定できます。" + msgid "Add Project Setting" msgstr "プロジェクト設定の追加" @@ -13008,6 +12929,21 @@ msgstr "グローバル トランスフォームを保持" msgid "Reparent" msgstr "親を変更" +msgid "Run Instances" +msgstr "インスタンスを実行" + +msgid "Space-separated arguments, example: host player1 blue" +msgstr "スペースで区切られた引数。例: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "カンマ(,) で区切られたタグ。例:demo, steam, event" + +msgid "Override Main Run Args" +msgstr "メイン実行の引数を優先する" + +msgid "Launch Arguments" +msgstr "起動時の引数" + msgid "Pick Root Node Type" msgstr "ルートノードタイプを選択" @@ -13078,6 +13014,9 @@ msgstr "シーンをインスタンス化する親がありません。" msgid "Error loading scene from %s" msgstr "シーンを%sから読み込む際にエラーが生じました" +msgid "Error instantiating scene from %s" +msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13116,9 +13055,6 @@ msgstr "インスタンス化されたシーンはルートにできません" msgid "Make node as Root" msgstr "ノードをルートにする" -msgid "Delete %d nodes and any children?" -msgstr "%d個のノードとその子ノードすべてを削除しますか?" - msgid "Delete %d nodes?" msgstr "%d個のノードを削除しますか?" @@ -13246,9 +13182,6 @@ msgstr "スクリプトをアタッチ" msgid "Set Shader" msgstr "シェーダーを設定" -msgid "Cut Node(s)" -msgstr "ノードを切り取り" - msgid "Remove Node(s)" msgstr "ノードを除去" @@ -13277,9 +13210,6 @@ msgstr "スクリプトのインスタンス化" msgid "Sub-Resources" msgstr "サブリソース" -msgid "Revoke Unique Name" -msgstr "固有名を取り消す" - msgid "Access as Unique Name" msgstr "固有名でアクセス" @@ -13337,9 +13267,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "ルートノードは同じシーンに貼り付けできません。" -msgid "Paste Node(s) as Sibling of %s" -msgstr "ノードを %s の兄弟として貼り付け" - msgid "Paste Node(s) as Child of %s" msgstr "ノードを %s の子として貼り付け" @@ -13352,6 +13279,9 @@ msgstr "<名無し> の %s" msgid "(used %d times)" msgstr "(%d 回利用)" +msgid "Batch Rename..." +msgstr "名前の一括変更…" + msgid "Add Child Node..." msgstr "子ノードを追加..." @@ -13370,9 +13300,15 @@ msgstr "型を変更..." msgid "Attach Script..." msgstr "スクリプトをアタッチ..." +msgid "Reparent to New Node..." +msgstr "親ノードを新規ノードに変更…" + msgid "Make Scene Root" msgstr "シーンのルートにする" +msgid "Save Branch as Scene..." +msgstr "ブランチをシーンとして保存…" + msgid "Toggle Access as Unique Name" msgstr "固有名でアクセスを切り替える" @@ -13658,85 +13594,12 @@ msgstr "トーラスの内半径を変更" msgid "Change Torus Outer Radius" msgstr "トーラスの外半径を変更" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "convert() の引数の型が無効です。TYPE_* 定数を使用してください。" - -msgid "Cannot resize array." -msgstr "配列のサイズを変更できません。" - -msgid "Step argument is zero!" -msgstr "ステップ引数はゼロです!" - -msgid "Not a script with an instance" -msgstr "インスタンスを使用していないスクリプトです" - -msgid "Not based on a script" -msgstr "スクリプトに基づいていません" - -msgid "Not based on a resource file" -msgstr "リソースファイルに基づいていません" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "無効なインスタンス辞書形式です(@pathが見つかりません)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "無効なインスタンス辞書形式です(@path でスクリプトを読み込めません)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "無効なインスタンス辞書形式です(@path で無効なスクリプト)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "無効なインスタンス辞書です(無効なサブクラス)" - -msgid "Cannot instantiate GDScript class." -msgstr "GDScriptクラスをインスタンス化できません。" - -msgid "Value of type '%s' can't provide a length." -msgstr "'%s'型のオブジェクトは長さを提供できません。" - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"is_instance_of() の引数の型が無効です。組み込み型には TYPE_* 定数を使用してく" -"ださい。" - -msgid "Type argument is a previously freed instance." -msgstr "型の引数は、既に解放されたインスタンスです。" - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"is_instance_of() の引数の型が無効です。TYPE_* 定数、クラスまたはスクリプトを使" -"用してください。" - -msgid "Value argument is a previously freed instance." -msgstr "値引数は、既に解放されたインスタンスです。" - msgid "Export Scene to glTF 2.0 File" msgstr "シーンをglTF 2.0ファイルにエクスポートする" msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 シーン..." -msgid "Path does not contain a Blender installation." -msgstr "パスにはBlenderのインストールが含まれていません。" - -msgid "Can't execute Blender binary." -msgstr "Blenderバイナリを実行することができません。" - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Blender バイナリから予期しない --version が出力されました: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "指定されたパスには Blender バイナリがありません。" - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"このBlenderのインストールはこのインポーターには古すぎます(3.0+ではありませ" -"ん)。" - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blenderのインストールパスは有効です(自動検出)。" @@ -13764,10 +13627,6 @@ msgstr "" "このプロジェクトでBlender '.blend' ファイルのインポートを無効にします。プロ" "ジェクト設定で再度有効にできます。" -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"'.blend'ファイルのインポートを無効にするには、エディターの再起動が必要です。" - msgid "Next Plane" msgstr "次の平面" @@ -13911,47 +13770,12 @@ msgstr "クラス名は有効な識別子である必要があります" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "デコードするにはバイトが足りないか、または無効な形式です。" -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"互換性のあるバージョンが見つからなかったため、.NETランタイムをロードできませ" -"ん。\n" -"プロジェクトを作成/編集しようとするとクラッシュします。\n" -"\n" -"https://dotnet.microsoft.com/en-us/download から .NET SDK 6.0 以降をインストー" -"ルし、Godot を再起動してください。" - msgid "Failed to load .NET runtime" msgstr ".NETランタイムの読み込むに失敗しました" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -".NET アセンブリのディレクトリが見つかりません。\n" -"'%s' ディレクトリが存在し、.NET アセンブリが含まれていることを確認してくださ" -"い。" - msgid ".NET assemblies not found" msgstr ".NET アセンブリが見つかりません" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NETランタイム、特にhostfxrをロードできません。\n" -"プロジェクトを作成/編集しようとするとクラッシュします。\n" -"\n" -"https://dotnet.microsoft.com/en-us/download から .NET SDK 6.0 以降をインストー" -"ルし、Godot を再起動してください。" - msgid "%d (%s)" msgstr "%d (%s)" @@ -13984,9 +13808,6 @@ msgstr "カウント" msgid "Network Profiler" msgstr "ネットワークプロファイラー" -msgid "Replication" -msgstr "レプリケーション" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "レプリケーターノードに追加するプロパティを選択するために、レプリケーターノード" @@ -14180,9 +14001,6 @@ msgstr "アクションを追加" msgid "Delete action" msgstr "アクションを削除" -msgid "OpenXR Action Map" -msgstr "OpenXRアクションマップ" - msgid "Remove action from interaction profile" msgstr "インタラクションプロファイルからアクションを削除" @@ -14204,24 +14022,6 @@ msgstr "不明" msgid "Select an action" msgstr "アクションを選択" -msgid "Package name is missing." -msgstr "パッケージ名がありません。" - -msgid "Package segments must be of non-zero length." -msgstr "パッケージセグメントの長さは0以外でなければなりません。" - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "文字 '%s' はAndroidアプリケーション パッケージ名に使用できません。" - -msgid "A digit cannot be the first character in a package segment." -msgstr "数字をパッケージセグメントの先頭に使用できません。" - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "文字 '%s' はパッケージ セグメントの先頭に使用できません。" - -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 "Invalid public key for APK expansion." msgstr "APK expansion の公開鍵が無効です。" @@ -14294,6 +14094,9 @@ msgstr "デバイスで実行中..." msgid "Could not execute on device." msgstr "デバイスで実行できませんでした。" +msgid "Error: There was a problem validating the keystore username and password" +msgstr "エラー: キーストアのユーザー名とパスワードの検証中に問題が発生しました" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "C#/.NET を使用する場合の Android へのエクスポートは実験的です。" @@ -14328,6 +14131,9 @@ msgstr "" msgid "Release keystore incorrectly configured in the export preset." msgstr "エクスポート設定にてリリース キーストアが誤って設定されています。" +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "Java SDK パスを使用して 'java' コマンドを見つけることができません。" + msgid "A valid Android SDK path is required in Editor Settings." msgstr "エディター設定でAndroid SDKパスの指定が必要です。" @@ -14375,9 +14181,6 @@ msgstr "" "プロジェクト名はパッケージ名の形式の要件を満たしていないため、「%s」に更新され" "ます。 必要に応じてパッケージ名を明示的に指定してください。" -msgid "Code Signing" -msgstr "コード署名" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -14422,6 +14225,9 @@ msgstr "%s を検証中..." msgid "'apksigner' verification of %s failed." msgstr "'apksigner' による %s の検証に失敗しました。" +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "対象となるフォルダが存在しないか、アクセスできません: \"%s\"" + msgid "Exporting for Android" msgstr "Android用にエクスポート" @@ -14444,6 +14250,20 @@ msgstr "" "Gradle でビルドされたテンプレートからビルドしようとしましたが、そのバージョン" "情報が存在しません。「プロジェクト」メニューから再インストールしてください。" +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"Java SDK パスは、エディタ設定 'export/android/java_sdk_path' にて設定する必要" +"があります。" + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"Android SDK のパスは、エディター設定 'export/android/android_sdk_path' にて設" +"定する必要があります。" + msgid "Could not export project files to gradle project." msgstr "" "プロジェクトファイルをgradleプロジェクトにエクスポートできませんでした。" @@ -14501,26 +14321,56 @@ msgstr "App Store Team ID が指定されていません。" msgid "Invalid Identifier:" msgstr "無効な識別子:" +msgid "Could not open a directory at path \"%s\"." +msgstr "\"%s\" のディレクトリを開くことができません。" + msgid "Export Icons" msgstr "エクスポートアイコン" -msgid "Exporting for iOS (Project Files Only)" -msgstr "iOS 用にエクスポート (プロジェクト ファイルのみ)" +msgid "Could not write to a file at path \"%s\"." +msgstr "\"%s\"のファイルに書き込めませんでした: 。" msgid "Exporting for iOS" msgstr "iOS用にエクスポート" +msgid "Export template not found." +msgstr "エクスポートテンプレートが見つかりません。" + +msgid "Failed to create the directory: \"%s\"" +msgstr "ディレクトリ \"%s\"を作成できませんでした" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "ディレクトリ \"%s\" を作成し開くことができませんでした" + msgid "Prepare Templates" msgstr "テンプレートの準備" -msgid "Export template not found." -msgstr "エクスポートテンプレートが見つかりません。" +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"コード %d で iOS プラグインのエクスポートに失敗しました。出力ログを確認してく" +"ださい。" + +msgid "Could not create a directory at path \"%s\"." +msgstr "ディレクトリ \"%s\" を作成できませんでした。" + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"要求されたテンプレート バイナリ \"%s\" が見つかりません。あなたのテンプレート" +"アーカイブから欠落している可能性があります。" + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "パス \"%s\" から \"%s\" へファイルをコピーできませんでした。" + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "サブフォルダー \"%s\" はコード %d で作成に失敗しました。" msgid "Code signing failed, see editor log for details." msgstr "コード署名に失敗しました。詳細はエディターログを確認してください。" -msgid "Xcode Build" -msgstr "Xcodeビルド" +msgid "Failed to run xcodebuild with code %d" +msgstr "xcodebuildを実行できませんでした (コード%d)" msgid "Xcode project build failed, see editor log for details." msgstr "" @@ -14545,12 +14395,6 @@ msgstr "" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "C#/.NET を使用する場合の iOS へのエクスポートは実験的です。" -msgid "Identifier is missing." -msgstr "識別子がありません。" - -msgid "The character '%s' is not allowed in Identifier." -msgstr "文字 '%s' は識別子に使用できません。" - msgid "Could not start simctl executable." msgstr "simctl 実行ファイルを起動できませんでした。" @@ -14569,15 +14413,9 @@ msgstr "" "インストール/実行に失敗しました。詳細についてはエディターログを参照してくださ" "い。" -msgid "Debug Script Export" -msgstr "デバッグスクリプトをエクスポート" - msgid "Could not open file \"%s\"." msgstr "ファイルを開けません: \"%s\"。" -msgid "Debug Console Export" -msgstr "デバッグコンソールのエクスポート" - msgid "Could not create console wrapper." msgstr "コンソール ラッパーを作成できませんでした。" @@ -14593,15 +14431,9 @@ msgstr "32bitの実行ファイルは4GiB以上の組み込みデータを持つ msgid "Executable \"pck\" section not found." msgstr "実行可能な \"pck \"セクションが見つかりません。" -msgid "Stop and uninstall" -msgstr "停止とアンインストール" - msgid "Run on remote Linux/BSD system" msgstr "リモート Linux/BSD システム上で実行" -msgid "Stop and uninstall running project from the remote system" -msgstr "リモート システムから実行中のプロジェクトを停止しアンインストール" - msgid "Run exported project on remote Linux/BSD system" msgstr "エクスポートしたプロジェクトをリモート Linux/BSD システムで実行" @@ -14766,9 +14598,6 @@ msgstr "" "フォトライブラリへのアクセスが有効になっていますが、Usage Descriptionがありま" "せん。" -msgid "Notarization" -msgstr "公証" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14794,6 +14623,9 @@ msgid "" msgstr "" "ターミナルを開いて次のコマンドを実行することで、進行状況を手動で確認できます:" +msgid "Notarization" +msgstr "公証" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14835,8 +14667,10 @@ msgstr "" "相対シンボリックリンクはサポートされていません。エクスポートされた「%s」は壊れ" "ている可能性があります!" -msgid "PKG Creation" -msgstr "PKGの作成" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "" +"\"%s\": Info.plist が存在しないか無効です。新しい Info.plist が生成されまし" +"た。" msgid "Could not start productbuild executable." msgstr "productbuild 実行ファイルを起動できませんでした。" @@ -14844,9 +14678,6 @@ msgstr "productbuild 実行ファイルを起動できませんでした。" msgid "`productbuild` failed." msgstr "`productbuild` が失敗しました。" -msgid "DMG Creation" -msgstr "DMG作成" - msgid "Could not start hdiutil executable." msgstr "hdiutilを開始できませんでした。" @@ -14897,9 +14728,6 @@ msgstr "" msgid "Making PKG" msgstr "PKGを作成中" -msgid "Entitlements Modified" -msgstr "変更された資格" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15001,15 +14829,9 @@ msgstr "無効なエクスポートテンプレート: \"%s\"。" msgid "Could not write file: \"%s\"." msgstr "ファイルを書き込めませんでした: \"%s\"。" -msgid "Icon Creation" -msgstr "アイコン作成" - msgid "Could not read file: \"%s\"." msgstr "ファイルを読み込めませんでした: \"%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." @@ -15028,23 +14850,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "HTMLシェルを読み込めませんでした: \"%s\"。" -msgid "Could not create HTTP server directory: %s." -msgstr "HTTPサーバーのディレクトリの作成に失敗しました: %s。" - -msgid "Error starting HTTP server: %d." -msgstr "HTTPサーバーの開始に失敗しました: %d。" +msgid "Run in Browser" +msgstr "ブラウザで実行" msgid "Stop HTTP Server" msgstr "HTTPサーバーを止める" -msgid "Run in Browser" -msgstr "ブラウザで実行" - msgid "Run exported HTML in the system's default browser." msgstr "エクスポートしたHTMLをシステム既定のブラウザで実行する。" -msgid "Resources Modification" -msgstr "リソースの変更" +msgid "Could not create HTTP server directory: %s." +msgstr "HTTPサーバーのディレクトリの作成に失敗しました: %s。" + +msgid "Error starting HTTP server: %d." +msgstr "HTTPサーバーの開始に失敗しました: %d。" msgid "Icon size \"%d\" is missing." msgstr "アイコンの解像度 \"%d\" がありません。" @@ -15558,6 +15377,13 @@ msgstr "プローブボリュームの生成" msgid "Generating Probe Acceleration Structures" msgstr "プローブAcceleration Structureを作成する" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"ライトマップはRDバックエンドをサポートするデバイスからのみベイクすることができ" +"ます。ライトマップのベイクに失敗する場合があります。" + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" @@ -15699,11 +15525,31 @@ msgstr "" "CollisionShape3D が機能するには、シェイプを提供する必要があります。シェイプリ" "ソースを作成してください。" +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"コリジョンに使用する場合、ConcavePolygonShape3DはStaticBody3Dのような静的な" +"CollisionObject3Dノードで動作するように意図されています。\n" +"%ssではうまく動作しない可能性が高いです(フリーズし、freeze_modeが" +"FREEZE_MODE_STATICに設定されている場合を除きます)。" + msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていません。" +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"コリジョンに使用する場合、ConcavePolygonShape3DはStaticBody3Dのような静的な" +"CollisionObject3Dノードで動作するように意図されています。\n" +"CharacterBody3Dではうまく動作可能性が高いです。" + msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " "expected.\n" @@ -15759,13 +15605,6 @@ msgstr "" "VehicleWheel3D は、VehicleBody3D にホイール システムを提供する役割を果たしま" "す。VehicleBody3Dの子としてご利用ください。" -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"GL 互換性バックエンドを使用する場合、ReflectionProbe はまだサポートされていま" -"せん。サポートは将来のリリースで追加される予定です。" - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15852,12 +15691,6 @@ msgstr "" "シーン (またはインスタンス化されたシーンのセット) ごとに許可される " "WorldEnvironment は1つだけです。" -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D には、親として XROrigin3D ノードが必要です。" - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D には、親として XROrigin3D ノードが必要です。" - msgid "No tracker name is set." msgstr "トラッカー名が設定されていません。" @@ -15867,13 +15700,6 @@ msgstr "ポーズは設定されていません。" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D には XRCamera3D 子ノードが必要です。" -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"レンダリング プロジェクト設定で XR が有効になっていません。これが有効になって" -"いない限り、立体視出力はサポートされません。" - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTreeノード '%s' で、アニメーションが見つかりません: '%s'" @@ -15920,16 +15746,6 @@ msgstr "" "プは表示されません。これを解決するには、マウスフィルターを「停止」または「パ" "ス」に設定します。" -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"コントロールの Z インデックスを変更すると、入力イベントの処理順序ではなく、描" -"画順序にのみ影響します。" - -msgid "Alert!" -msgstr "警告!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16184,40 +16000,6 @@ msgstr "定数式が必要です。" msgid "Expected ',' or ')' after argument." msgstr "引数の後には「,」または「)」が必要です。" -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying は '%s' 関数で割り当てられない可能性があります。" - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"'%s' データ型による変化は、'fragment' 関数でのみ割り当てることができます。" - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"「vertex」関数で割り当てられたVaryingは、「fragment」または「light」で再割り当" -"てすることはできません。" - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"'fragment' 関数で割り当てた Varying を 'vertex' や 'light' で再び割り当てるこ" -"とはできません。" - -msgid "Assignment to function." -msgstr "関数への割り当て。" - -msgid "Swizzling assignment contains duplicates." -msgstr "Swizzling 割り当てに重複が含まれています。" - -msgid "Assignment to uniform." -msgstr "uniform への割り当て。" - -msgid "Constants cannot be modified." -msgstr "定数は変更できません。" - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16328,6 +16110,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "関数を識別子として使用できません: '%s'。" +msgid "Constants cannot be modified." +msgstr "定数は変更できません。" + msgid "Only integer expressions are allowed for indexing." msgstr "インデックスには整数式のみが許可されます。" diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index c26fbc5151cf..39146339c12c 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -12,7 +12,7 @@ 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: 2024-02-23 09:02+0000\n" +"PO-Revision-Date: 2024-03-31 21:48+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" "Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/" "godot/ka/>\n" @@ -71,9 +71,6 @@ msgstr "ჯოისტიკის ღილაკი %d" msgid "Pressure:" msgstr "წნევა:" -msgid "canceled" -msgstr "გაუქმდა" - msgid "Accept" msgstr "მიღება" @@ -224,23 +221,12 @@ msgstr "პიბ" msgid "EiB" msgstr "ეიბ" -msgid "Example: %s" -msgstr "მაგალითად: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d ელემენტი" -msgstr[1] "%d ელემენტი" - msgid "Revert Action" msgstr "ქმედების დაბრუნება" msgid "Add Event" msgstr "მოვლენის დამატება" -msgid "Remove Action" -msgstr "ქმედების წაშლა" - msgid "Cannot Remove Action" msgstr "ქმედების წაშლა შეუძლებელია" @@ -578,9 +564,30 @@ msgstr "ჩასწორება" msgid "Animation properties." msgstr "ანიმაციის . პარამეტრები." +msgid "Copy Tracks..." +msgstr "ტრეკების კოპირება..." + +msgid "Scale Selection..." +msgstr "მონიშნულის დამასშტაბება..." + +msgid "Scale From Cursor..." +msgstr "დამასშტაბება კურსორიდან..." + +msgid "Make Easing Selection..." +msgstr "მონიშვნის გაადვილება..." + msgid "Delete Selection" msgstr "მონიშნულის წაშლა" +msgid "Bake Animation..." +msgstr "ანიმაციის გამოცხობა..." + +msgid "Optimize Animation (no undo)..." +msgstr "ანიმაციის ოპტიმიზაცია (შეუქცევადი)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "ანიმაციის გასუფთავება (შეუქცევადი)..." + msgid "Optimize" msgstr "ოპტიმიზაცია" @@ -692,6 +699,9 @@ msgstr "ყველას ჩანაცვლება" msgid "Selection Only" msgstr "მხოლოდ მონიშნული" +msgid "Hide" +msgstr "დამალვა" + msgid "Zoom In" msgstr "გადიდება" @@ -707,6 +717,9 @@ msgstr "შედომები" msgid "Warnings" msgstr "გაფრთხილებები" +msgid "Zoom factor" +msgstr "გადიდების ფარდობა" + msgid "Indentation" msgstr "სწორება" @@ -827,9 +840,6 @@ msgstr "გამმართველი" msgid "Debug" msgstr "გამართვა" -msgid "Instance:" -msgstr "გაშვებული ასლი:" - msgid "Toggle Visibility" msgstr "ხილულობის გადართვა" @@ -875,6 +885,9 @@ msgstr "ჩათვლით" msgid "Self" msgstr "საკუთარი" +msgid "Display internal functions" +msgstr "შიდა ფუნქციების ჩვენება" + msgid "Frame #:" msgstr "კადრი #:" @@ -905,9 +918,6 @@ msgstr "შესრულება გაგრძელდა." msgid "Bytes:" msgstr "ბაიტი:" -msgid "Warning:" -msgstr "გაფთხილება:" - msgid "Error:" msgstr "შეცდომა:" @@ -1127,9 +1137,6 @@ msgstr "შეცდომა \"%s\"-თვის ასეტების ფ msgid "Uncompressing Assets" msgstr "აქტივების არაკომპრესირება" -msgid "Asset \"%s\" installed successfully!" -msgstr "ასეტის \"%s\" დაყენება წარმატებით დასრულდა!" - msgid "Success!" msgstr "წარმატება!" @@ -1190,9 +1197,6 @@ msgstr "ფაილის შენახვის შეცდომა: %s" msgid "Load" msgstr "ჩატვირთვა" -msgid "Invalid name." -msgstr "არასწორი სახელი." - msgid "Enable" msgstr "ჩართვა" @@ -1275,6 +1279,9 @@ msgstr "[ცარიელი]" msgid "Make Floating" msgstr "მცურავად გადაკეთება" +msgid "Make this dock floating." +msgstr "მცურავად გადაკეთება." + msgid "Script Editor" msgstr "სკრიპტის რედაქტორი" @@ -1308,9 +1315,6 @@ msgstr "შემოტანა" msgid "Export" msgstr "გატანა" -msgid "Restart" -msgstr "რესტარტ" - msgid "No return value." msgstr "დასაბრუნებელი მნიშვნელობის გარეშე." @@ -1320,6 +1324,12 @@ msgstr "მოძველებულია" msgid "Experimental" msgstr "ექსპერიმენტალური" +msgid "Deprecated:" +msgstr "მოძველებულია:" + +msgid "Experimental:" +msgstr "ექსპერიმენტული:" + msgid "Operators" msgstr "ოპერატორები" @@ -1377,6 +1387,9 @@ msgstr "ანოტაციები" msgid "Property Descriptions" msgstr "თვისების აღწერები" +msgid "Editor" +msgstr "რედაქტორი" + msgid "Property:" msgstr "თვისება:" @@ -1386,6 +1399,9 @@ msgstr "მეთოდი:" msgid "Signal:" msgstr "სიგნალი:" +msgid "Theme Property:" +msgstr "თემის თვისება:" + msgid "%d matches." msgstr "%d დამთხვევა." @@ -1477,12 +1493,6 @@ msgstr "მონიშნულის კოპირება" msgid "OK" msgstr "დიახ" -msgid "Error while parsing file '%s'." -msgstr "შეცდომა ფაილის ('%s') დამუშავებისას." - -msgid "Error while loading file '%s'." -msgstr "შეცდომა ფაილის ('%s') ჩატვირთვისას." - msgid "Quick Open..." msgstr "სწრაფი გახსნა..." @@ -1498,6 +1508,12 @@ msgstr "გლობალური გამეორება: %s" msgid "Remote Redo: %s" msgstr "დაშორებული გამეორება: %s" +msgid "Save Layout..." +msgstr "განლაგების შენახვა..." + +msgid "Delete Layout..." +msgstr "განლაგების წაშლა..." + msgid "Default" msgstr "ნაგულისხმები" @@ -1549,9 +1565,6 @@ msgstr "პროექტის პარამეტრები" msgid "Version Control" msgstr "ვერსიის კონტროლი" -msgid "Export..." -msgstr "გატანა..." - msgid "Tools" msgstr "ხელსაწყოები" @@ -1561,9 +1574,6 @@ msgstr "ობოლი რესურსების მაძიებელ msgid "Upgrade Mesh Surfaces..." msgstr "ბადის ზედაპირების დონის აწევა..." -msgid "Editor" -msgstr "რედაქტორი" - msgid "Command Palette..." msgstr "ბრძანებების პალიტრა..." @@ -1585,18 +1595,12 @@ msgstr "შეცდომის პატაკი" msgid "Update When Changed" msgstr "განახლება ცვლილებისას" -msgid "FileSystem" -msgstr "ფაილური სისტემა" - msgid "Node" msgstr "კვანძი" msgid "History" msgstr "ისტორია" -msgid "Output" -msgstr "გამოტანა" - msgid "Don't Save" msgstr "არ შეინახო" @@ -1615,30 +1619,15 @@ msgstr "თავიდან ჩატვირთვა" msgid "Version Control Settings..." msgstr "ვერსიის კონტროლის მორგება..." -msgid "Ok" -msgstr "დიახ" - msgid "Warning!" msgstr "გაფთხილება:!" -msgid "On" -msgstr "ჩართული" - -msgid "Edit Plugin" -msgstr "დამატების ჩასწორება" - -msgid "Create New Plugin" -msgstr "ახალი დამატების შექმნა" - -msgid "Version" -msgstr "ვერსია" - -msgid "Author" -msgstr "ავტორი" - msgid "Edit Text:" msgstr "ტექსტის ჩასწორება:" +msgid "On" +msgstr "ჩართული" + msgid "Rename" msgstr "გადარქმევა" @@ -1648,6 +1637,12 @@ msgstr "ფენა %d" msgid "Invalid RID" msgstr "არასწორი RID" +msgid "New Key:" +msgstr "ახალი პარამეტრი:" + +msgid "New Value:" +msgstr "ახალი მნიშვნელობა:" + msgid "%s (size %s)" msgstr "%s (ზომა %s)" @@ -1657,12 +1652,6 @@ msgstr "ზომა:" msgid "Remove Item" msgstr "ჩანაწერისწაშლა" -msgid "New Key:" -msgstr "ახალი პარამეტრი:" - -msgid "New Value:" -msgstr "ახალი მნიშვნელობა:" - msgid "Localizable String (size %d)" msgstr "თარგმნადი სტრიქონი (ზომა %d)" @@ -1687,6 +1676,12 @@ msgstr "ახალი %s" msgid "New Script..." msgstr "ახალი სკრიპტი..." +msgid "New Shader..." +msgstr "ახალი შეიდერი..." + +msgid "Run 'Remote Debug' anyway?" +msgstr "გავუშვა 'დაშორებული გამართვა' მაინც?" + msgid "Undo: %s" msgstr "გაუქმება: %s" @@ -1753,30 +1748,12 @@ msgstr "ბილიკზე \"%s\" ფაილის ჩაწერა/წ msgid "Can't create encrypted file." msgstr "დაშიფრული ფაილის შექმნის შეცდომა." -msgid "Prepare Template" -msgstr "ნიმუშის მომზადება" - msgid "Template file not found: \"%s\"." msgstr "ნიმუში ვერ ვიპოვე: \"%s\"." msgid "Connecting to the mirror..." msgstr "სარკესთან დაკავშირება..." -msgid "Disconnected" -msgstr "გათიშულია" - -msgid "Resolving" -msgstr "ამოხსნა" - -msgid "Connecting..." -msgstr "დაკავშირება..." - -msgid "Downloading" -msgstr "გადმოწერა" - -msgid "Connection Error" -msgstr "კავშირის შეცდომა" - msgid "Open Folder" msgstr "საქაღალდის გახსნა" @@ -1825,6 +1802,9 @@ msgstr "თვისებები" msgid "Encryption" msgstr "დაშიფვრა" +msgid "GDScript Export Mode:" +msgstr "GDScript-ის გატანის რეჟიმი:" + msgid "Export PCK/ZIP..." msgstr "PCK/ZIP-ის გატანა..." @@ -1870,9 +1850,6 @@ msgstr "რჩეულებში დამატება" msgid "Remove from Favorites" msgstr "რჩეულებიდან წაშლა" -msgid "Open in File Manager" -msgstr "ფაილთა მმართველში გახსნა" - msgid "New Scene..." msgstr "ახალი სცენა..." @@ -1894,6 +1871,9 @@ msgstr "დუბლირება..." msgid "Rename..." msgstr "სახელის გადარქმევა..." +msgid "Open in File Manager" +msgstr "ფაილთა მმართველში გახსნა" + msgid "Go to previous selected folder/file." msgstr "წინა არჩეულ ფაილზე/საქაღალდეზე გადასვლა." @@ -1939,15 +1919,38 @@ msgstr "%d დამთხვევა %d ფაილში" msgid "%d matches in %d files" msgstr "%d დამთხვევა %d ფაილში" +msgid "A group with the name '%s' already exists." +msgstr "ჯგუფი სახელით '%s' უკვე არსებობს." + msgid "Rename Group" msgstr "ჯგუფის სახელის გადარქემვა" +msgid "Global Groups" +msgstr "გლობალური ჯგუფები" + msgid "Add to Group" msgstr "ჯგუფში ჩამატება" +msgid "Convert to Scene Group" +msgstr "სცენის ჯგუფში გადაყვანა" + msgid "Global" msgstr "გლობალური" +msgid "Add a new group." +msgstr "ახალი ჯგუფის დამატება." + +msgid "Move/Duplicate: %s" +msgstr "გადატანა/დუბლირება: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "%d ელემენტის გადატანა/დუბლირება" +msgstr[1] "%d ელემენტის გადატანა/დუბლირება" + +msgid "Choose target directory:" +msgstr "აირჩიეთ სამიზნე საქაღალდე:" + msgid "Move" msgstr "გადატანა" @@ -2048,6 +2051,9 @@ msgstr "სკრიპტის გახსნა:" msgid "Open in Editor" msgstr "რედაქტორში გახსნა" +msgid "Instance:" +msgstr "გაშვებული ასლი:" + msgid "Saving..." msgstr "Შენახვა..." @@ -2117,6 +2123,9 @@ msgstr "დამატებით..." msgid "Mouse Buttons" msgstr "თაგუნის ღილაკები" +msgid "Event Configuration for \"%s\"" +msgstr "მოვლენის მორგება \"%s\"-სთვის" + msgid "Manual Selection" msgstr "ხელით არჩევა" @@ -2168,6 +2177,9 @@ msgstr "თარგმანები:" msgid "Locale" msgstr "ენა" +msgid "Add Built-in Strings to POT" +msgstr "ჩაშენებული სტრიქონების დამატება POT-სთვის" + msgid "Set %s on %d nodes" msgstr "%s-ის დაყენება %d კვანძზე" @@ -2177,33 +2189,6 @@ msgstr "%s (%d მონიშნულია)" msgid "Groups" msgstr "ჯგუფ(ებ)ი" -msgid "Edit a Plugin" -msgstr "დამატების ჩასწორება" - -msgid "Create a Plugin" -msgstr "დამატების შექმნა" - -msgid "Update" -msgstr "განახლება" - -msgid "Plugin Name:" -msgstr "დამატების სახელი:" - -msgid "Subfolder:" -msgstr "ქვესაქაღალდე:" - -msgid "Author:" -msgstr "ავტორი:" - -msgid "Version:" -msgstr "ვერსია:" - -msgid "Script Name:" -msgstr "სკრიპტის სახელი:" - -msgid "Activate now?" -msgstr "გავააქტიურო ახლა?" - msgid "Create Polygon" msgstr "მრავალკუთხედის შქემნა" @@ -2252,6 +2237,12 @@ msgstr "ანიმაციის უნიკალურად გახდ msgid "Save Animation to File: %s" msgstr "ანიმაციის შენახვა ფაილში: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "AnimationLibrary-ის ზოგიერთი ფაილი არასწორი იყო." + +msgid "Some Animation files were invalid." +msgstr "ზოგიერთი ანიმაციის ფაილი არასწორია." + msgid "Load Animation into Library: %s" msgstr "ანიმაციის ჩატვირთვა ბიბლიოთეკაში: %s" @@ -2264,9 +2255,33 @@ msgstr "ანიმაციის სახელის გადარქმ msgid "Remove Animation Library: %s" msgstr "ანიმაციის ბიბლიოთეკის წაშლა: %s" +msgid "Add animation to library." +msgstr "ანიმაციის დამატება ბიბლიოთეკაში." + +msgid "Load animation from file and add to library." +msgstr "ანიმაციის ჩატვირთვა ფაილიდან და ბიბლიოთეკაში ჩამატება." + +msgid "Remove animation library." +msgstr "ანიმაციის ბიბლიოთეკის წაშლა." + +msgid "Copy animation to clipboard." +msgstr "ანიმაციის კოპირება ბუფერში." + +msgid "Save animation to resource on disk." +msgstr "ანიმაციის შენახვა რესურსში, დისკზე." + +msgid "Remove animation from Library." +msgstr "ანიმაციის წაშლა ბიბლიოთეკიდან." + msgid "Edit Animation Libraries" msgstr "ანიმაციის ბიბლიოთეკების ჩასწორება" +msgid "Create new empty animation library." +msgstr "ახალი ცარიელი ანიმაციის ბიბლიოთეკის შექმნა." + +msgid "Load animation library from disk." +msgstr "ანიმაციის ბიბლიოთეკის ჩატვირთვა დისკიდან." + msgid "Storage" msgstr "საცავი" @@ -2330,6 +2345,12 @@ msgstr "ყველას წაშლა" msgid "Root" msgstr "Root" +msgid "Author" +msgstr "ავტორი" + +msgid "Version:" +msgstr "ვერსია:" + msgid "Contents:" msgstr "შემადგენლობა:" @@ -2348,6 +2369,9 @@ msgstr "წარუმატებელი:" msgid "Downloading..." msgstr "გადმოწერა..." +msgid "Connecting..." +msgstr "დაკავშირება..." + msgid "Idle" msgstr "უმოქმედო" @@ -2409,6 +2433,9 @@ msgstr "დაჯგუფებული" msgid "Add Node Here..." msgstr "აქ კვანძის დამატება..." +msgid "Instantiate Scene Here..." +msgstr "სცენის წარმოდგენა აქ..." + msgid "Move Node(s) Here" msgstr "კვანძ(ებ)-ის აქ გადმოტანა" @@ -2445,21 +2472,12 @@ msgstr "400%-ზე გადიდება" msgid "Zoom to 800%" msgstr "800%-ზე გადიდება" -msgid "Alt+Drag: Move selected node." -msgstr "Alt+გადათრევა: მონიშნული კვანძის გადატანა." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+გადათრევა: მონიშნული კვანძის მასშტაბირება." - msgid "Scale Mode" msgstr "გადიდების რეჟიმი" msgid "Ruler Mode" msgstr "გაზომვის რეჟიმი" -msgid "Hide" -msgstr "დამალვა" - msgid "Show Rulers" msgstr "სახაზავების ჩვენება" @@ -2484,8 +2502,8 @@ msgstr "ანიმაციის გასაღებისა და პო msgid "Create Node" msgstr "კვანძის შექმნა" -msgid "Error instantiating scene from %s" -msgstr "%s-დან სცენის ინსტანცირების შეცდომა" +msgid "Instantiating:" +msgstr "წარმოდგენა:" msgid "Change Default Type" msgstr "ნაგულისხმები ტიპის შეცვლა" @@ -2535,9 +2553,21 @@ msgstr "ჰორიზონტალური სწორება" msgid "Vertical alignment" msgstr "ვერტიკალური სწორება" +msgid "Restart" +msgstr "რესტარტ" + msgid "Add Curve Point" msgstr "მრუდის წერტილის დამატება" +msgid "Edit Plugin" +msgstr "დამატების ჩასწორება" + +msgid "Create New Plugin" +msgstr "ახალი დამატების შექმნა" + +msgid "Version" +msgstr "ვერსია" + msgid "Size: %s" msgstr "ზომა: %s" @@ -2580,15 +2610,6 @@ msgstr "მაღალი" msgid "No editor scene root found." msgstr "რედაქტორის ძირითადი სცენა ვერ ვიპოვე." -msgid "Create Simplified Convex Shape" -msgstr "გამარტივებული გამოშვერილი ფიგურის შექმნა" - -msgid "Create Single Convex Shape" -msgstr "ერთი გამოშვერილი ფიგურის შექმნა" - -msgid "Create Multiple Convex Shapes" -msgstr "ბევრი გამშვერილი ფიგურის შექმნა" - msgid "Could not create outline." msgstr "კონტური ვერ შევქმენი." @@ -2655,6 +2676,9 @@ msgstr "ტრასფორმირება" msgid "Snap Settings" msgstr "მიბმის მორგება" +msgid "Perspective VFOV (deg.):" +msgstr "პერსპექტივის VFOV (გრად.):" + msgid "Pre" msgstr "პრე" @@ -2691,6 +2715,30 @@ msgstr "პოსტ-პროცესი" msgid "Delete Point" msgstr "წერტილის წაშლა" +msgid "Remove all curve points?" +msgstr "წავშალო ყველა რკალის წერტილი?" + +msgid "Edit a Plugin" +msgstr "დამატების ჩასწორება" + +msgid "Create a Plugin" +msgstr "დამატების შექმნა" + +msgid "Plugin Name:" +msgstr "დამატების სახელი:" + +msgid "Subfolder:" +msgstr "ქვესაქაღალდე:" + +msgid "Author:" +msgstr "ავტორი:" + +msgid "Script Name:" +msgstr "სკრიპტის სახელი:" + +msgid "Activate now?" +msgstr "გავააქტიურო ახლა?" + msgid "UV" msgstr "ულტრაიისფერი გამოსხივება" @@ -2724,9 +2772,6 @@ msgstr "ბილიკი AnimationMixer-მდე არასწორია" msgid "Clear Recent Files" msgstr "ბოლო ფაილების გასუფთავება" -msgid "Error while saving theme." -msgstr "თემის შენახვის შეცდომა." - msgid "Error Saving" msgstr "შენახვის შეცდომა" @@ -2778,9 +2823,6 @@ msgstr "სირბილი" msgid "Discard" msgstr "მოცილება" -msgid "Search Results" -msgstr "ძებნს შედეგები" - msgid "Standard" msgstr "სტანდარტული" @@ -2798,12 +2840,12 @@ msgid "" msgstr "" "აკლია მიერთების მეთოდი '%s' სიგნალისთვის '%s' კვანძიდან '%s' კვანძამდე '%s'." -msgid "Line" -msgstr "ხაზი" - msgid "Pick Color" msgstr "აირჩიეთ ფერი" +msgid "Line" +msgstr "ხაზი" + msgid "Uppercase" msgstr "მაღალირეგისტრი" @@ -2858,6 +2900,15 @@ msgstr "ხაზზე გადასვლა..." msgid "Toggle Breakpoint" msgstr "გამართვის წერტილის გადართვა" +msgid "New Shader Include..." +msgstr "ახალი შეიდერის ჩასმა..." + +msgid "Load Shader File..." +msgstr "შეიდერის ფაილის ჩატვირთვა..." + +msgid "Load Shader Include File..." +msgstr "შეიდერის ჩასასმელი ფაილის ჩატვირთვა..." + msgid "Close File" msgstr "ფაილის დახურვა" @@ -2951,9 +3002,6 @@ msgstr "გაცალკევება" msgid "Offset" msgstr "წანაცვლება" -msgid "%s Mipmaps" -msgstr "%s MIP ტექსტურა" - msgid "Separation:" msgstr "გაცალკევება:" @@ -3193,6 +3241,9 @@ msgstr "ფილების წაშლა" msgid "Create tile alternatives" msgstr "ფილის ალტერნატივების შექმნა" +msgid "Animation speed in frames per second." +msgstr "ანიმაციის სიჩქარე კადრებით წამში." + msgid "Setup" msgstr "მორგება" @@ -3217,9 +3268,6 @@ msgstr "სცენების კოლექციის თვისებ msgid "Tile properties:" msgstr "ფილის თვისებები:" -msgid "TileMap" -msgstr "ფილის რუკა" - msgid "Commit" msgstr "კომიტი" @@ -3352,9 +3400,6 @@ msgstr "გამოტანის პორტის შემცირებ msgid "Resize VisualShader Node" msgstr "VisualShader-ის კვანძის ზომის შეცვლა" -msgid "Set Comment Description" -msgstr "კომენტარის აღწერის დაყენება" - msgid "Delete VisualShader Node" msgstr "VisualShader-ის კვანძის წაშლა" @@ -3518,9 +3563,6 @@ msgstr "ყველა ჭდე" msgid "Create New Tag" msgstr "ახალი ჭდის შექმნა" -msgid "Imported Project" -msgstr "შემოტანილი პროექტი" - msgid "Project Name:" msgstr "პროექტის სახელი:" @@ -3587,6 +3629,9 @@ msgstr "დაბრუნება" msgid "Select new parent:" msgstr "აირჩიეთ ახალი მშობელი:" +msgid "Run Instances" +msgstr "გაშვებული ასლების გაშვება" + msgid "Pick Root Node Type" msgstr "აირჩიეთ ძირითადი კვანძის ტიპი" @@ -3623,8 +3668,8 @@ msgstr "სცენის სახელი სწორია." msgid "Root node valid." msgstr "ძირითადი კვანძი სწორია." -msgid "Delete %d nodes and any children?" -msgstr "წავშალო %d კვანძი და ყველა შვილი?" +msgid "Error instantiating scene from %s" +msgstr "%s-დან სცენის ინსტანცირების შეცდომა" msgid "Delete %d nodes?" msgstr "წავშალო %d კვანძი?" @@ -3644,9 +3689,30 @@ msgstr "ჯგუფით გაფილტვრა" msgid "Selects all Nodes of the given type." msgstr "მითითებული ტიპის ყველა კვანძის მონიშვნა." +msgid "Paste Node(s) as Child of %s" +msgstr "კვანძების %s-ის შვილების სახით ჩასმა" + msgid "<Unnamed> at %s" msgstr "<უსახელო> მისამართზე %s" +msgid "Batch Rename..." +msgstr "ერთდროული სახელის გადარქმევა..." + +msgid "Add Child Node..." +msgstr "შვილი კვანძის დამატება..." + +msgid "Instantiate Child Scene..." +msgstr "შვილი სცენის წარმოდგენა..." + +msgid "Change Type..." +msgstr "ტიპის შეცვლა..." + +msgid "Attach Script..." +msgstr "სკრიპტის მიმაგრება..." + +msgid "Reparent to New Node..." +msgstr "მშობლობის ახალ კვანძზე გადატანა..." + msgid "Add/Create a New Node." msgstr "ახალი კვანის დამატება/შექმნა." @@ -3698,6 +3764,12 @@ msgstr "ჩაშენებული შეიდერი:" msgid "Create Shader" msgstr "შეიდერის შექმნა" +msgid "Global shader parameter '%s' already exists." +msgstr "გლობალური შეიდერის პარამეტრი '%s' უკვე არსებობს." + +msgid "Export Settings:" +msgstr "პარამეტრების გატანა:" + msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 სცენა..." @@ -3727,13 +3799,13 @@ msgstr "კონფიგურაცია" msgid "Count" msgstr "რაოდენობა" -msgid "Replication" -msgstr "რეპლიკაცია" - msgid "Not possible to add a new property to synchronize without a root." msgstr "" "ძირითადის გარეშე ახალი დასასინქრონიზებელი თვისების დამატება შეუძლებელია." +msgid "Invalid property path: '%s'" +msgstr "არასწორი თვისების ბილიკი: \"%s\"" + msgid "Set spawn property" msgstr "თვისების დაყენება" @@ -3776,8 +3848,11 @@ msgstr "წაშლა..." msgid "Installing to device, please wait..." msgstr "მოწყობილობაზე დაყენება. მოითმინეთ..." -msgid "Code Signing" -msgstr "კოდის ხელმოწერა" +msgid "Missing 'bin' directory!" +msgstr "საქაღალდე 'bin' არ არსებობს!" + +msgid "Unable to copy and rename export file:" +msgstr "გატანის ფაილის კოპირება და სახელის გადარქმევა შეუძლებელია:" msgid "Package not found: \"%s\"." msgstr "პაკეტი ვერ ვიპოვე: \"%s\"." @@ -3788,8 +3863,20 @@ msgstr "ფაილების დამატება..." msgid "Invalid Identifier:" msgstr "არასწორი იდენტიფიკატორი:" -msgid "Xcode Build" -msgstr "Xcode-ის აგება" +msgid "Failed to create the directory: \"%s\"" +msgstr "საქაღალდის შექმნის შეცდომა: \"%s\"" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "საქაღალდის შექმნის და გახსნის შეცდომა: \"%s\"" + +msgid "Could not copy a file at path \"%s\" to \"%s\"." +msgstr "ბილიკზე \"%s\" არსებული ფაილის \"%s\"-ში კოპირება შეუძლებელია." + +msgid "Could not access the filesystem." +msgstr "ფაილურ სისტემასთან წვდომა შეუძლებელია." + +msgid "Failed to create a file at path \"%s\" with code %d." +msgstr "ჩავარდა შექმნა ფაილისთვის ბილიკზე \"%s\" კოდით %d." msgid "Could not open file \"%s\"." msgstr "ფაილის (\"%s\") გახსნა შეუძლებელია." @@ -3824,11 +3911,8 @@ msgstr "არასწორი პაკეტის იდენტიფი msgid "Cannot sign file %s." msgstr "ფაილის (%s) ხელმოწერის შეცდომა." -msgid "PKG Creation" -msgstr "PKG-ის შექმნა" - -msgid "DMG Creation" -msgstr "DMG-ის შექმნა" +msgid "Exporting for macOS" +msgstr "გატანა macOS-სთვის" msgid "Could not create directory: \"%s\"." msgstr "საქაღალდის შექმნის შეცდომა: \"%s\"." @@ -3839,9 +3923,6 @@ msgstr "საქაღალდის (\"%s\") შექმნა შეუძ msgid "Could not created symlink \"%s\" -> \"%s\"." msgstr "შეცდომა სიმბმულის \"%s\" -> \"%s\" შექმნსას." -msgid "Entitlements Modified" -msgstr "დასახელებები შეიცვალა" - msgid "Invalid export template: \"%s\"." msgstr "არასწორი გატანის ნიმუში: \"%s\"." diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index 833c99d065b9..1bcf5c2b816f 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -66,7 +66,7 @@ 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: 2024-02-23 09:02+0000\n" +"PO-Revision-Date: 2024-03-16 14:27+0000\n" "Last-Translator: nulta <un5450@outlook.com>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot/" "ko/>\n" @@ -227,12 +227,6 @@ msgstr "조이패드 버튼 %d" msgid "Pressure:" msgstr "압력:" -msgid "canceled" -msgstr "취소된" - -msgid "touched" -msgstr "터치" - msgid "released" msgstr "출시된" @@ -478,13 +472,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "예: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d개 항목" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -494,18 +481,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다." -msgid "Cannot Revert - Action is same as initial" -msgstr "되돌릴 수 없음 - 동작이 초기값과 동일합니다" - msgid "Revert Action" msgstr "작업 복원" msgid "Add Event" msgstr "이벤트 추가" -msgid "Remove Action" -msgstr "액션 제거" - msgid "Cannot Remove Action" msgstr "액션을 제거할 수 없음" @@ -1103,9 +1084,18 @@ msgstr "선택한 키 복제" msgid "Cut Selected Keys" msgstr "선택한 키 잘라내기" +msgid "Copy Selected Keys" +msgstr "선택한 키 복사" + msgid "Paste Keys" msgstr "키 붙여넣기" +msgid "Move First Selected Key to Cursor" +msgstr "선택한 첫 번째 키를 커서 위치로 이동" + +msgid "Move Last Selected Key to Cursor" +msgstr "선택한 마지막 키를 커서 위치로 이동" + msgid "Delete Selection" msgstr "선택 항목 삭제" @@ -1151,6 +1141,12 @@ msgstr "최대 정밀도 오류:" msgid "Optimize" msgstr "최적화" +msgid "Trim keys placed in negative time" +msgstr "시간이 음수인 키 정리" + +msgid "Trim keys placed exceed the animation length" +msgstr "애니메이션 길이를 벗어나는 키 정리" + msgid "Remove invalid keys" msgstr "잘못된 키 제거" @@ -1310,9 +1306,8 @@ msgstr "모두 바꾸기" msgid "Selection Only" msgstr "선택 영역만" -msgctxt "Indentation" -msgid "Spaces" -msgstr "스페이스" +msgid "Hide" +msgstr "숨김" msgctxt "Indentation" msgid "Tabs" @@ -1336,6 +1331,9 @@ msgstr "오류" msgid "Warnings" msgstr "경고" +msgid "Zoom factor" +msgstr "줌 배율" + msgid "Line and column numbers." msgstr "행 및 열 번호." @@ -1358,6 +1356,9 @@ msgstr "" msgid "Attached Script" msgstr "부착된 스크립트" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "%s: 콜백 코드가 생성되지 않으니 수동으로 추가해 주세요." + msgid "Connect to Node:" msgstr "이 노드에 연결:" @@ -1502,9 +1503,6 @@ msgstr "이 클래스는 더 이상 사용되지 않는 것으로 표시되어 msgid "This class is marked as experimental." msgstr "이 클래스는 실험 단계로 표시되어 있습니다." -msgid "No description available for %s." -msgstr "%s의 사용 가능한 설명이 없습니다." - msgid "Favorites:" msgstr "즐겨찾기:" @@ -1538,9 +1536,6 @@ msgstr "가지를 씬으로 저장하기" msgid "Copy Node Path" msgstr "노드 경로 복사" -msgid "Instance:" -msgstr "인스턴스:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1667,9 +1662,6 @@ msgstr "실행이 재개되었습니다." msgid "Bytes:" msgstr "바이트:" -msgid "Warning:" -msgstr "경고:" - msgid "Error:" msgstr "오류:" @@ -1951,6 +1943,16 @@ msgstr "더블 클릭하여 브라우저에서 엽니다." msgid "Thanks from the Godot community!" msgstr "Godot 커뮤니티에서 감사드립니다!" +msgid "(unknown)" +msgstr "(알 수 없음)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git 커밋 일자: %s\n" +"버전 값을 복사하려면 클릭하세요." + msgid "Godot Engine contributors" msgstr "Godot Engine 기여자" @@ -2050,9 +2052,6 @@ msgstr "에셋 \"%s\"에서 다음 파일의 압축 해제를 실패함:" msgid "(and %s more files)" msgstr "(및 더 많은 파일 %s개)" -msgid "Asset \"%s\" installed successfully!" -msgstr "애셋 \"%s\"를 성공적으로 설치했습니다!" - msgid "Success!" msgstr "성공!" @@ -2219,30 +2218,6 @@ msgstr "새로운 버스 레이아웃을 만듭니다." msgid "Audio Bus Layout" msgstr "오디오 버스 레이아웃" -msgid "Invalid name." -msgstr "올바르지 않은 이름입니다." - -msgid "Cannot begin with a digit." -msgstr "숫자로 시작할 수 없습니다." - -msgid "Valid characters:" -msgstr "올바른 문자:" - -msgid "Must not collide with an existing engine class name." -msgstr "엔진에 이미 있는 클래스 이름과 겹치지 않아야 합니다." - -msgid "Must not collide with an existing global script class name." -msgstr "이미 있는 전역 스크립트 클래스 이름과 겹치지 않아야 합니다." - -msgid "Must not collide with an existing built-in type name." -msgstr "기존 내장 타입과 이름과 겹치지 않아야 합니다." - -msgid "Must not collide with an existing global constant name." -msgstr "전역 상수와 이름이 겹치지 않아야 합니다." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "키워드를 오토로드 이름으로 사용할 수 없습니다." - msgid "Autoload '%s' already exists!" msgstr "오토로드 '%s'이(가) 이미 있습니다!" @@ -2279,9 +2254,6 @@ msgstr "오토로드 추가" msgid "Path:" msgstr "경로:" -msgid "Set path or press \"%s\" to create a script." -msgstr "경로를 설정하거나 \"%s\"를 눌러 스크립트를 만듭니다." - msgid "Node Name:" msgstr "노드 이름:" @@ -2433,15 +2405,9 @@ msgstr "프로젝트에서 자동 감지" msgid "Actions:" msgstr "액션:" -msgid "Configure Engine Build Profile:" -msgstr "엔진 빌드 프로필 구성:" - msgid "Please Confirm:" msgstr "확인해주세요:" -msgid "Engine Build Profile" -msgstr "엔진 빌드 프로필" - msgid "Load Profile" msgstr "프로필 가져오기" @@ -2451,9 +2417,6 @@ msgstr "프로필 내보내기" msgid "Forced Classes on Detect:" msgstr "감지 시 강제할 클래스:" -msgid "Edit Build Configuration Profile" -msgstr "빌드 설정 프로필 편집" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2637,15 +2600,6 @@ msgstr "프로필 가져오기" msgid "Manage Editor Feature Profiles" msgstr "에디터 기능 프로필 관리" -msgid "Some extensions need the editor to restart to take effect." -msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다." - -msgid "Restart" -msgstr "다시 시작" - -msgid "Save & Restart" -msgstr "저장 & 다시 시작" - msgid "ScanSources" msgstr "소스 스캔중" @@ -2789,9 +2743,6 @@ msgstr "" "현재 이 클래스의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" "[/url][/color] 개선할 수 있도록 도와주세요!" -msgid "Note:" -msgstr "노트:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2899,8 +2850,11 @@ msgstr "" "현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여[/" "url][/color] 개선할 수 있도록 도와주세요!" -msgid "This property can only be set in the Inspector." -msgstr "이 속성은 인스펙터에서만 설정할 수 있습니다." +msgid "Editor" +msgstr "에디터" + +msgid "No description available." +msgstr "사용 가능한 설명이 없습니다." msgid "Metadata:" msgstr "메타데이터:" @@ -2908,6 +2862,9 @@ msgstr "메타데이터:" msgid "Property:" msgstr "속성:" +msgid "This property can only be set in the Inspector." +msgstr "이 속성은 인스펙터에서만 설정할 수 있습니다." + msgid "Method:" msgstr "메서드:" @@ -2917,12 +2874,6 @@ msgstr "시그널:" msgid "Theme Property:" msgstr "테마 속성:" -msgid "No description available." -msgstr "사용 가능한 설명이 없습니다." - -msgid "%d match." -msgstr "%d개 일치." - msgid "%d matches." msgstr "%d개 일치." @@ -3081,9 +3032,6 @@ msgstr "다수 변경: %s" msgid "Remove metadata %s" msgstr "메타데이터 %s 제거" -msgid "Pinned %s" -msgstr "%s 고정됨" - msgid "Unpinned %s" msgstr "%s 고정 해제됨" @@ -3229,15 +3177,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "에디터 창에 변화가 있을 때마다 회전합니다." -msgid "Imported resources can't be saved." -msgstr "가져온 리소스를 저장할 수 없습니다." - msgid "OK" msgstr "확인" -msgid "Error saving resource!" -msgstr "리소스 저장 중 오류!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3255,31 +3197,6 @@ msgstr "" msgid "Save Resource As..." msgstr "리소스를 다른 이름으로 저장..." -msgid "Can't open file for writing:" -msgstr "파일을 쓰기 모드로 열 수 없음:" - -msgid "Requested file format unknown:" -msgstr "요청한 파일 형식을 알 수 없음:" - -msgid "Error while saving." -msgstr "저장 중 오류가 발생했습니다." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"파일 '%s'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되었을 수 있습니다." - -msgid "Error while parsing file '%s'." -msgstr "'%s' 구문 분석 중 오류가 발생했습니다." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "씬 파일 '%s'이(가) 잘못되었거나 손상된 것 같습니다." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "파일 '%s' 또는 이것의 종속 항목이 누락되어 있습니다." - -msgid "Error while loading file '%s'." -msgstr "파일 '%s'을(를) 불러오는 중 오류가 발생했습니다." - msgid "Saving Scene" msgstr "씬 저장 중" @@ -3289,40 +3206,20 @@ msgstr "분석 중" msgid "Creating Thumbnail" msgstr "썸네일 만드는 중" -msgid "This operation can't be done without a tree root." -msgstr "이 작업은 트리 루트가 필요합니다." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"이 씬에 순환 인스턴스 관계가 있어서 저장할 수 없습니다.\n" -"이를 해결한 후 다시 저장해보세요." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"씬을 저장할 수 없습니다. (인스턴스 또는 상속과 같은) 종속 관계를 성립할 수 없" -"는 것 같습니다." - msgid "Save scene before running..." msgstr "씬을 실행하기 전에 저장..." -msgid "Could not save one or more scenes!" -msgstr "하나 이상의 장면을 저장할수 없습니다!" - msgid "Save All Scenes" msgstr "모든 씬 저장" msgid "Can't overwrite scene that is still open!" msgstr "열려있는 씬은 덮어쓸 수 없습니다!" -msgid "Can't load MeshLibrary for merging!" -msgstr "병합할 메시 라이브러리를 불러올 수 없습니다!" +msgid "Merge With Existing" +msgstr "기존의 것과 병합하기" -msgid "Error saving MeshLibrary!" -msgstr "메시 라이브러리 저장 중 오류!" +msgid "Apply MeshInstance Transforms" +msgstr "MeshInstance 변형 적용" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3383,9 +3280,6 @@ msgstr "" "이 워크플로를 이해하려면 씬 가져오기(Importing Scenes)와 관련된 문서를 읽어주" "세요." -msgid "Changes may be lost!" -msgstr "변경사항을 잃을 수도 있습니다!" - msgid "This object is read-only." msgstr "이 개체는 읽기 전용입니다." @@ -3401,9 +3295,6 @@ msgstr "빠른 씬 열기..." msgid "Quick Open Script..." msgstr "빠른 스크립트 열기..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s은(는) 더 이상 존재하지 않습니다! 새 저장 위치를 지정해 주세요." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3482,25 +3373,12 @@ msgstr "닫기 전에 변경사항을 저장하시겠습니까?" msgid "Save changes to the following scene(s) before reloading?" msgstr "새로고침하기 전에 해당 씬의 변경사항을 저장하시겠습니까?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "종료하기 전에 해당 씬의 변경사항을 저장하시겠습니까?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "프로젝트 매니저를 열기 전에 해당 씬의 변경사항을 저장하시겠습니까?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"이 옵션은 사용되지 않습니다. 강제로 새로고침해야 하는 상황은 이제 버그로 간주" -"됩니다. 신고해주세요." - msgid "Pick a Main Scene" msgstr "메인 씬 선택" -msgid "This operation can't be done without a scene." -msgstr "이 작업에는 씬이 필요합니다." - msgid "Export Mesh Library" msgstr "메시 라이브러리 내보내기" @@ -3543,13 +3421,6 @@ msgstr "" "씬 '%s'을(를) 자동으로 가져왔으므로 수정할 수 없습니다.\n" "이 씬을 편집하려면 새로운 상속 씬을 만들어야 합니다." -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 "" -"씬을 불러오는 중 오류가 발생했습니다. 씬은 프로젝트 경로 안에 있어야 합니다. " -"'가져오기'를 사용해서 씬을 열고, 그 씬을 프로젝트 경로 안에 저장하세요." - msgid "Scene '%s' has broken dependencies:" msgstr "씬 '%s'의 종속 항목이 망가짐:" @@ -3582,9 +3453,6 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "최근 씬 지우기" -msgid "There is no defined scene to run." -msgstr "실행할 씬이 정의되지 않았습니다." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3759,27 +3627,18 @@ msgstr "에디터 설정..." msgid "Project" msgstr "프로젝트" -msgid "Project Settings..." -msgstr "프로젝트 설정..." - msgid "Project Settings" msgstr "프로젝트 설정" msgid "Version Control" msgstr "버전 컨트롤" -msgid "Export..." -msgstr "내보내기..." - msgid "Install Android Build Template..." msgstr "Android 빌드 템플릿 설치..." msgid "Open User Data Folder" msgstr "사용자 데이터 폴더 열기" -msgid "Customize Engine Build Configuration..." -msgstr "엔진 빌드 설정 커스터마이즈..." - msgid "Tools" msgstr "툴" @@ -3795,9 +3654,6 @@ msgstr "현재 프로젝트 새로고침" msgid "Quit to Project List" msgstr "종료 후 프로젝트 목록으로 이동" -msgid "Editor" -msgstr "에디터" - msgid "Command Palette..." msgstr "커맨드 팔레트..." @@ -3840,9 +3696,6 @@ msgstr "도움말 검색..." msgid "Online Documentation" msgstr "온라인 문서" -msgid "Questions & Answers" -msgstr "질문과 답변" - msgid "Community" msgstr "커뮤니티" @@ -3881,6 +3734,9 @@ msgstr "" "- Forward+를 선택시, 모바일 플랫폼은 Mobile 렌더링 메서드를 사용합니다.\n" "- 웹 플랫폼은 항상 Compatibility 렌더링 메서드를 사용합니다." +msgid "Save & Restart" +msgstr "저장 & 다시 시작" + msgid "Update Continuously" msgstr "상시 업데이트" @@ -3890,9 +3746,6 @@ msgstr "변경되었을 때 업데이트" msgid "Hide Update Spinner" msgstr "업데이트 스피너 숨기기" -msgid "FileSystem" -msgstr "파일시스템" - msgid "Inspector" msgstr "인스펙터" @@ -3902,9 +3755,6 @@ msgstr "노드" msgid "History" msgstr "작업 내역" -msgid "Output" -msgstr "출력" - msgid "Don't Save" msgstr "저장하지 않음" @@ -3932,12 +3782,6 @@ msgstr "템플릿 패키지" msgid "Export Library" msgstr "라이브러리 내보내기" -msgid "Merge With Existing" -msgstr "기존의 것과 병합하기" - -msgid "Apply MeshInstance Transforms" -msgstr "MeshInstance 변형 적용" - msgid "Open & Run a Script" msgstr "스크립트 열기 & 실행" @@ -3954,6 +3798,9 @@ msgstr "새로고침" msgid "Resave" msgstr "다시 저장" +msgid "Create/Override Version Control Metadata..." +msgstr "버전 관리 메타데이터 (재)생성..." + msgid "Version Control Settings..." msgstr "버전 관리 설정..." @@ -3984,49 +3831,15 @@ msgstr "다음 에디터 열기" msgid "Open the previous Editor" msgstr "이전 에디터 열기" -msgid "Ok" -msgstr "확인" - msgid "Warning!" msgstr "경고!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"이름: %s\n" -"경로: %s\n" -"메인 스크립트: %s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "문자 편집:" msgid "On" msgstr "사용" -msgid "Edit Plugin" -msgstr "플러그인 편집" - -msgid "Installed Plugins:" -msgstr "설치된 플러그인:" - -msgid "Create New Plugin" -msgstr "새 플러그인 만들기" - -msgid "Enabled" -msgstr "활성화" - -msgid "Version" -msgstr "버전" - -msgid "Author" -msgstr "저자" - -msgid "Edit Text:" -msgstr "문자 편집:" - msgid "Renaming layer %d:" msgstr "레이어 %d의 이름 변경:" @@ -4087,6 +3900,17 @@ msgstr "잘못된 RID" msgid "Recursion detected, unable to assign resource to property." msgstr "재귀가 감지되어 프로퍼티에 리소스를 할당할 수 없습니다." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"텍스처가 씬에 연결되지 않기 때문에 Texture2D 노드에 ViewportTexture를 추가할 " +"수 없습니다.\n" +"대신 Texture2DParameter 노드를 추가하고, 셰이더 파라미터 탭에서 텍스처를 설정" +"하세요." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -4111,6 +3935,12 @@ msgstr "뷰포트를 선택하세요" msgid "Selected node is not a Viewport!" msgstr "선택된 노드는 뷰포트가 아닙니다!" +msgid "New Key:" +msgstr "새 키:" + +msgid "New Value:" +msgstr "새 값:" + msgid "(Nil) %s" msgstr "(무) %s" @@ -4129,12 +3959,6 @@ msgstr "딕셔너리 (Nil)" msgid "Dictionary (size %d)" msgstr "사전(크기 %d)" -msgid "New Key:" -msgstr "새 키:" - -msgid "New Value:" -msgstr "새 값:" - msgid "Add Key/Value Pair" msgstr "키/값 쌍 추가" @@ -4158,6 +3982,9 @@ msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 msgid "Quick Load..." msgstr "빠른 불러오기..." +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "사용 가능한 리소스 파일을 빠르게 선택합니다." + msgid "Load..." msgstr "불러오기..." @@ -4209,6 +4036,16 @@ msgstr "" "내보내기 메뉴에서 실행할 수 있는 프리셋을 추가하거나 기존 프리셋을 실행할 수 " "있도록 정의해주세요." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"경고: 현재 내보내기 프리셋에서는 CPU 아키텍처 '%s'가 활성화되지 않았습니다.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "무시하고 '원격 디버그'를 실행할까요?" + msgid "Project Run" msgstr "프로젝트 실행" @@ -4344,8 +4181,8 @@ msgstr "성공적으로 완료되었습니다." msgid "Failed." msgstr "실패했습니다." -msgid "Unknown Error" -msgstr "알 수 없는 오류" +msgid "Export failed with error code %d." +msgstr "내보내기에 실패했습니다. 에러 코드: %d." msgid "Storing File: %s" msgstr "파일 저장: %s" @@ -4353,21 +4190,12 @@ msgstr "파일 저장: %s" msgid "Storing File:" msgstr "저장하려는 파일:" -msgid "No export template found at the expected path:" -msgstr "예상한 경로에서 내보내기 템플릿을 찾을 수 없습니다:" - -msgid "ZIP Creation" -msgstr "ZIP 생성" - msgid "Could not open file to read from path \"%s\"." msgstr "경로 \"%s\"에서 파일을 열지 못했습니다." msgid "Packing" msgstr "패킹 중" -msgid "Save PCK" -msgstr "PCK 저장" - msgid "Cannot create file \"%s\"." msgstr "\"%s\" 파일을 생성할 수 없습니다." @@ -4389,17 +4217,18 @@ msgstr "암호화된 파일을 쓰기 위해 열 수 없습니다." msgid "Can't open file to read from path \"%s\"." msgstr "\"%s\" 경로의 파일을 읽기 위해 열지 못했습니다." -msgid "Save ZIP" -msgstr "ZIP 파일로 저장" - msgid "Custom debug template not found." msgstr "커스텀 디버그 템플릿을 찾을 수 없습니다." msgid "Custom release template not found." msgstr "커스텀 릴리스 템플릿을 찾을 수 없습니다." -msgid "Prepare Template" -msgstr "템플릿 준비" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"프로젝트를 내보내려면 텍스처 포맷을 선택해야 합니다. 하나 이상의 텍스처 포맷" +"을 선택해 주세요." msgid "The given export path doesn't exist." msgstr "주어진 내보내기 경로는 존재하지 않습니다." @@ -4410,9 +4239,6 @@ msgstr "템플릿 파일을 찾을 수 없습니다: \"%s\"." msgid "Failed to copy export template." msgstr "내보내기 템플릿을 복사하지 못했습니다." -msgid "PCK Embedding" -msgstr "PCK 임베딩" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32비트 환경에서는 4 GiB보다 큰 내장 PCK를 내보낼 수 없습니다." @@ -4487,36 +4313,6 @@ msgstr "" "이 버전의 다운로드 링크를 찾을 수 없습니다. 공식 출시 버전만 바로 다운로드할 " "수 있습니다." -msgid "Disconnected" -msgstr "연결 해제됨" - -msgid "Resolving" -msgstr "리졸브 중" - -msgid "Can't Resolve" -msgstr "리졸브할 수 없음" - -msgid "Connecting..." -msgstr "연결 중..." - -msgid "Can't Connect" -msgstr "연결할 수 없음" - -msgid "Connected" -msgstr "연결됨" - -msgid "Requesting..." -msgstr "요청 중..." - -msgid "Downloading" -msgstr "다운로드 중" - -msgid "Connection Error" -msgstr "연결 오류" - -msgid "TLS Handshake Error" -msgstr "TLS 핸드셰이크 오류" - msgid "Can't open the export templates file." msgstr "내보내기 템플릿 파일을 열 수 없습니다." @@ -4650,6 +4446,9 @@ msgstr "내보내는 리소스:" msgid "(Inherited)" msgstr "(상속됨)" +msgid "Export With Debug" +msgstr "디버그와 함께 내보내기" + msgid "%s Export" msgstr "%s 내보내기" @@ -4678,6 +4477,9 @@ msgstr "" msgid "Advanced Options" msgstr "고급 옵션" +msgid "If checked, the advanced options will be shown." +msgstr "고급 설정을 보려면 체크하세요." + msgid "Export Path" msgstr "내보낼 경로" @@ -4795,9 +4597,23 @@ msgstr "압축된 바이너리 토큰 (작은 크기)" msgid "Export PCK/ZIP..." msgstr "PCK/ZIP 내보내기..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"프로젝트의 리소스들을 PCK 또는 ZIP 패키지로 내보냅니다. 이것은 단독으로 실행" +"할 수 없으며, Godot 실행 파일 없이 오직 프로젝트 데이터만을 포함합니다." + msgid "Export Project..." msgstr "프로젝트 내보내기..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"선택된 프리셋을 이용해 프로젝트를 실행할 수 있는 빌드 (Godot 실행 파일 및 프로" +"젝트 데이터)로 내보냅니다." + msgid "Export All" msgstr "모두 내보내기" @@ -4822,8 +4638,22 @@ msgstr "프로젝트 내보내기" msgid "Manage Export Templates" msgstr "내보내기 템플릿 관리" -msgid "Export With Debug" -msgstr "디버그와 함께 내보내기" +msgid "Disable FBX2glTF & Restart" +msgstr "FBX2glTF 비활성화 & 다시 시작" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"취소하면 FBX2glTF 임포터를 비활성화하고 ufbx 임포터를 사용합니다.\n" +"프로젝트 설정의 파일시스템 > 가져오기 > FBX > 활성화됨 에서 FBX2glTF를 다시 활" +"성화할 수 있습니다.\n" +"\n" +"임포터는 에디터가 새로 시작될 때 등록되기 때문에, 에디터를 재시작할 것입니다." msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF 실행 파일 경로가 비어 있습니다." @@ -4841,6 +4671,15 @@ msgstr "FBX2glTF 실행 파일이 올바릅니다." msgid "Configure FBX Importer" msgstr "FBX 임포터 설정" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF를 이용하여 FBX 파일을 가져오려면 FBX2glTF가 필요합니다.\n" +"그러나 FBX2glTF를 비활성화하고 대신 ufbx를 사용하도록 설정할 수도 있습니다.\n" +"필요한 파일을 다운로드하고 바이너리의 유효한 경로를 제공하세요:" + msgid "Click this link to download FBX2glTF" msgstr "이 링크를 클릭하여 FBX2glTF를 다운로드하세요" @@ -4923,6 +4762,22 @@ msgstr "이들을 덮어쓰시겠습니까, 아니면 복사된 파일의 이름 msgid "Do you wish to overwrite them or rename the moved files?" msgstr "이들을 덮어쓰시겠습니까, 아니면 이동된 파일의 이름을 바꾸시겠습니까?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"터미널 에뮬레이터의 존재를 확인하기 위해 외부 프로그램을 실행하는 것에 실패했" +"습니다: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"외부 터미널 프로그램을 실행하지 못했습니다 (에러 코드 %d): %s %s\n" +"에디터 설정에서 `filesystem/external_programs/terminal_emulator` 및 " +"`filesystem/external_programs/terminal_emulator_flags` 값을 확인하세요." + msgid "Duplicating file:" msgstr "파일 복제 중:" @@ -4992,12 +4847,6 @@ msgstr "즐겨찾기에서 제거" msgid "Reimport" msgstr "다시 가져오기" -msgid "Open in File Manager" -msgstr "파일 매니저에서 열기" - -msgid "Open in Terminal" -msgstr "터미널에서 열기" - msgid "Open Containing Folder in Terminal" msgstr "폴더를 터미널에서 열기" @@ -5046,9 +4895,15 @@ msgstr "복제..." msgid "Rename..." msgstr "이름 바꾸기..." +msgid "Open in File Manager" +msgstr "파일 매니저에서 열기" + msgid "Open in External Program" msgstr "다른 프로그램에서 열기" +msgid "Open in Terminal" +msgstr "터미널에서 열기" + msgid "Red" msgstr "붉은색" @@ -5156,21 +5011,98 @@ msgstr "%d개 매치가 %d개 파일 중 있음" msgid "Set Group Description" msgstr "그룹 설명 설정" +msgid "Invalid group name. It cannot be empty." +msgstr "그룹 이름은 비워둘 수 없습니다." + +msgid "A group with the name '%s' already exists." +msgstr "이름 '%s'을(를) 가진 그룹이 이미 있습니다." + +msgid "Group can't be empty." +msgstr "그룹은 비워둘 수 없습니다." + +msgid "Group already exists." +msgstr "그룹이 이미 존재합니다." + +msgid "Add Group" +msgstr "그룹 추가" + +msgid "Removing Group References" +msgstr "그룹 참조를 제거하는 중" + msgid "Rename Group" msgstr "그룹 이름 바꾸기" +msgid "Remove Group" +msgstr "그룹 제거" + +msgid "Delete references from all scenes" +msgstr "모든 씬에서 찾아 삭제" + +msgid "Delete group \"%s\"?" +msgstr "그룹 \"%s\"을(를) 삭제할까요?" + +msgid "Group name is valid." +msgstr "그룹 이름이 올바릅니다." + +msgid "Rename references in all scenes" +msgstr "모든 씬에서 찾아 이름 바꾸기" + +msgid "This group belongs to another scene and can't be edited." +msgstr "이 그룹은 다른 씬에 속하기 때문에 편집할 수 없습니다." + +msgid "Copy group name to clipboard." +msgstr "그룹 이름을 클립보드에 복사합니다." + +msgid "Global Groups" +msgstr "전역 그룹" + msgid "Add to Group" msgstr "그룹에 추가" msgid "Remove from Group" msgstr "그룹에서 제거" -msgid "Global" -msgstr "전역" +msgid "Convert to Global Group" +msgstr "전역 그룹으로 변환" + +msgid "Convert to Scene Group" +msgstr "씬 그룹으로 변환" + +msgid "Create New Group" +msgstr "새 그룹 만들기" + +msgid "Global" +msgstr "전역" + +msgid "Delete group \"%s\" and all its references?" +msgstr "그룹 \"%s\"와(과) 모든 참조를 삭제할까요?" + +msgid "Add a new group." +msgstr "새 그룹을 추가합니다." + +msgid "Filter Groups" +msgstr "그룹 필터링" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Git 커밋 일자: %s\n" +"버전 정보를 복사하려면 클릭하세요." msgid "Expand Bottom Panel" msgstr "아래쪽 패널 확장" +msgid "Move/Duplicate: %s" +msgstr "파일 이동/복사: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "%d 개 파일 이동/복사" + +msgid "Choose target directory:" +msgstr "디렉터리를 선택하세요:" + msgid "Move" msgstr "이동" @@ -5268,6 +5200,9 @@ msgstr "현재 폴더를 즐겨찾기 설정/즐겨찾기 해제합니다." msgid "Toggle the visibility of hidden files." msgstr "숨긴 파일의 표시 여부를 토글합니다." +msgid "Create a new folder." +msgstr "새 폴더를 만듭니다." + msgid "Directories & Files:" msgstr "디렉토리 & 파일:" @@ -5308,25 +5243,6 @@ msgstr "실행 중인 씬을 재시작합니다." msgid "Quick Run Scene..." msgstr "씬 빠른 실행..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"무비 메이커 모드가 활성화되었지만 무비 파일 경로가 지정되지 않았습니다.\n" -"기본 동영상 파일 경로는 프로젝트 설정의 편집기 > 무비 메이커 카테고리에서 지정" -"할 수 있습니다.\n" -"또는 단일 장면을 실행하려면 루트 노드에 `movie_file` 문자열 메타데이터를 추가" -"할 수 있습니다,\n" -"해당 장면을 녹화할 때 사용할 동영상 파일의 경로를 지정할 수 있습니다." - -msgid "Could not start subprocess(es)!" -msgstr "하위 프로세스를 시작할 수 없습니다!" - msgid "Run the project's default scene." msgstr "프로젝트의 기본 씬을 실행합니다." @@ -5412,6 +5328,9 @@ msgstr "보이기 토글" msgid "Unlock Node" msgstr "노드 잠금 풀기" +msgid "Ungroup Children" +msgstr "자식 묶음 풀기" + msgid "Disable Scene Unique Name" msgstr "씬 고유 이름 비활성화" @@ -5474,15 +5393,15 @@ msgstr "" msgid "Open in Editor" msgstr "에디터에서 열기" +msgid "Instance:" +msgstr "인스턴스:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\"는 알 수 없는 필터입니다." msgid "Invalid node name, the following characters are not allowed:" msgstr "잘못된 노드 이름입니다. 다음 문자는 허용하지 않습니다:" -msgid "Another node already uses this unique name in the scene." -msgstr "다른 노드가 이미 장면에서 이 고유한 이름을 사용하고 있습니다." - msgid "Scene Tree (Nodes):" msgstr "씬 트리 (노드):" @@ -5865,9 +5784,6 @@ msgstr "3D" msgid "Importer:" msgstr "임포터:" -msgid "Keep File (No Import)" -msgstr "파일 유지 (가져오기 없음)" - msgid "%d Files" msgstr "파일 %d개" @@ -5933,6 +5849,9 @@ msgstr "조이패드 버튼" msgid "Joypad Axes" msgstr "조이패드 축" +msgid "Event Configuration for \"%s\"" +msgstr "\"%s\"에 대한 이벤트 설정" + msgid "Event Configuration" msgstr "이벤트 설정" @@ -5966,6 +5885,12 @@ msgstr "물리적 키코드 (US QWERTY 키보드에서의 위치)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "키 라벨 (유니코드, 대소문자 미구분)" +msgid "Physical location" +msgstr "물리적 위치" + +msgid "Any" +msgstr "모두" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -6109,6 +6034,12 @@ msgstr "번역 문자열이 있는 파일:" msgid "Generate POT" msgstr "POT 생성" +msgid "Add Built-in Strings to POT" +msgstr "POT에 내장 문자열 추가" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "일부 Control 노드 등의 내장 컴포넌트에서 사용하는 문자열을 추가합니다." + msgid "Set %s on %d nodes" msgstr "%s를 %d개 노드에 설정" @@ -6121,98 +6052,6 @@ msgstr "그룹" msgid "Select a single node to edit its signals and groups." msgstr "시그널과 그룹을 편집할 단일 노드를 선택하세요." -msgid "Plugin name cannot be blank." -msgstr "플러그인 이름이 비어 있습니다." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "스크립트 확장은 반드시 지정된 언어 확장자와 일치해야 합니다 (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "서브폴더 이름이 올바른 폴더명이 아닙니다." - -msgid "Subfolder cannot be one which already exists." -msgstr "이미 존재하는 서브폴더를 사용할 수 없습니다." - -msgid "Edit a Plugin" -msgstr "플러그인 편집" - -msgid "Create a Plugin" -msgstr "플러그인 만들기" - -msgid "Update" -msgstr "업데이트" - -msgid "Plugin Name:" -msgstr "플러그인 이름:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "필수. 플러그인 목록에 표시할 이름입니다." - -msgid "Subfolder:" -msgstr "하위 폴더:" - -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 "" -"선택. 폴더 이름에는 보통 스네이크 표기법( `snake_case` ) 을 사용하며 띄어쓰기" -"나 특수문자 사용은 피합니다.\n" -"공란일 경우, 폴더 이름으로는 스네이크 표기법으로 치환된 플러그인 이름을 사용합" -"니다." - -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 "" -"선택. 설명은 최대 5줄 내로 간결하게 작성하여야 합니다.\n" -"이 설명은 플러그인 목록에서 마우스를 가져다댈 때 보여집니다." - -msgid "Author:" -msgstr "저자:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "선택. 제작자의 닉네임이나 풀 네임 또는 만든 조직의 이름입니다." - -msgid "Version:" -msgstr "버전:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "선택. 사람이 읽을 수 있는 버전 식별자입니다. 설명 용도로만 사용됩니다." - -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 "" -"필수. 스크립트에 사용할 스크립팅 언어입니다.\n" -"플러그인에 여러 스크립트를 추가하여 여러 언어를 사용할 수도 있습니다." - -msgid "Script Name:" -msgstr "스크립트 이름:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"선택. 스크립트의 (애드온 폴더로부터 상대적인) 경로입니다. 공란일 경우 기본값" -"인 \"plugin.gd\"를 사용합니다." - -msgid "Activate now?" -msgstr "지금 실행할까요?" - -msgid "Plugin name is valid." -msgstr "플러그인 이름이 올바릅니다." - -msgid "Script extension is valid." -msgstr "스크립트 확장이 올바릅니다." - -msgid "Subfolder name is valid." -msgstr "서브폴더 이름이 올바릅니다." - msgid "Create Polygon" msgstr "폴리곤 만들기" @@ -6380,6 +6219,15 @@ msgstr "필터 켜기/끄기 토글" msgid "Change Filter" msgstr "필터 바꾸기" +msgid "Fill Selected Filter Children" +msgstr "선택된 필터 자식 채우기" + +msgid "Invert Filter Selection" +msgstr "필터 선택 반전" + +msgid "Clear Filter Selection" +msgstr "필터 선택 해제" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6411,6 +6259,12 @@ msgstr "노드 추가..." msgid "Enable Filtering" msgstr "필터 활성화" +msgid "Fill Selected Children" +msgstr "선택된 자식 채우기" + +msgid "Invert" +msgstr "반전" + msgid "Library Name:" msgstr "라이브러리 이름:" @@ -6496,6 +6350,18 @@ msgstr "애니메이션 라이브러리를 파일에 저장: %s" msgid "Save Animation to File: %s" msgstr "애니메이션을 파일에 저장: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "일부 AnimationLibrary 파일이 잘못되었습니다." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "일부 라이브러리가 이미 믹서에 추가되어 있습니다." + +msgid "Some Animation files were invalid." +msgstr "일부 Animation 파일이 잘못되었습니다." + +msgid "Some of the selected animations were already added to the library." +msgstr "일부 애니메이션이 이미 라이브러리에 추가되어 있습니다." + msgid "Load Animation into Library: %s" msgstr "애니메이션을 라이브러리에 불러오기: %s" @@ -6535,12 +6401,45 @@ msgstr "[외부]" msgid "[imported]" msgstr "[가져옴]" +msgid "Add animation to library." +msgstr "애니메이션을 라이브러리에 추가합니다." + +msgid "Load animation from file and add to library." +msgstr "애니메이션을 파일에서 가져온 뒤 라이브러리에 추가합니다." + +msgid "Paste animation to library from clipboard." +msgstr "애니메이션을 클립보드에서 라이브러리로 붙여넣습니다." + +msgid "Save animation library to resource on disk." +msgstr "애니메이션 라이브러리를 디스크에 리소스로 저장합니다." + +msgid "Remove animation library." +msgstr "애니메이션 라이브러리를 제거합니다." + +msgid "Copy animation to clipboard." +msgstr "애니메이션을 클립보드에 복사합니다." + +msgid "Save animation to resource on disk." +msgstr "애니메이션을 디스크에 리소스로 저장합니다." + +msgid "Remove animation from Library." +msgstr "애니메이션을 라이브러리에서 제거합니다." + msgid "Edit Animation Libraries" msgstr "애니메이션 라이브러리 편집" +msgid "New Library" +msgstr "새 라이브러리" + +msgid "Create new empty animation library." +msgstr "비어 있는 새 애니메이션 라이브러리를 만듭니다." + msgid "Load Library" msgstr "라이브러리 가져오기" +msgid "Load animation library from disk." +msgstr "애니메이션 라이브러리를 디스크에서 가져옵니다." + msgid "Storage" msgstr "보관소" @@ -6616,6 +6515,9 @@ msgstr "애니메이션 툴" msgid "Animation" msgstr "애니메이션" +msgid "New..." +msgstr "새로 만들기..." + msgid "Manage Animations..." msgstr "애니메이션 관리..." @@ -6756,8 +6658,11 @@ msgstr "모두 삭제" msgid "Root" msgstr "루트" -msgid "AnimationTree" -msgstr "애니메이션 트리" +msgid "Author" +msgstr "저자" + +msgid "Version:" +msgstr "버전:" msgid "Contents:" msgstr "콘텐츠:" @@ -6816,9 +6721,6 @@ msgstr "실패함:" msgid "Bad download hash, assuming file has been tampered with." msgstr "잘못된 다운로드 해시. 파일이 변조된 것 같습니다." -msgid "Expected:" -msgstr "예상:" - msgid "Got:" msgstr "받음:" @@ -6840,6 +6742,12 @@ msgstr "다운로드 중..." msgid "Resolving..." msgstr "해결 중..." +msgid "Connecting..." +msgstr "연결 중..." + +msgid "Requesting..." +msgstr "요청 중..." + msgid "Error making request" msgstr "요청 만드는 중 오류" @@ -6873,9 +6781,6 @@ msgstr "라이선스 (A-Z)" msgid "License (Z-A)" msgstr "라이선스 (Z-A)" -msgid "Official" -msgstr "공식" - msgid "Testing" msgstr "테스트" @@ -6898,8 +6803,8 @@ msgctxt "Pagination" msgid "Last" msgstr "마지막" -msgid "Failed to get repository configuration." -msgstr "저장소 구성을 가져오지 못했습니다." +msgid "Go Online" +msgstr "온라인으로" msgid "All" msgstr "모두" @@ -7143,22 +7048,6 @@ msgstr "중앙 보기" msgid "Select Mode" msgstr "선택 모드" -msgid "Drag: Rotate selected node around pivot." -msgstr "드래그: 피벗 주위에 선택된 노드를 회전합니다." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+드래그: 선택된 노드를 이동합니다." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+드래그: 선택한 노드의 크기를 조절합니다." - -msgid "V: Set selected node's pivot position." -msgstr "V: 선택된 노드의 피벗 위치를 설정합니다." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다." - msgid "RMB: Add node at position clicked." msgstr "우클릭: 클릭한 위치에 노드를 추가합니다." @@ -7177,9 +7066,6 @@ msgstr "Shift: 비례적으로 조정합니다." msgid "Show list of selectable nodes at position clicked." msgstr "클릭한 위치의 선택할 수 있는 노드 목록을 보여줍니다." -msgid "Click to change object's rotation pivot." -msgstr "클릭으로 오브젝트의 회전 피벗을 바꿉니다." - msgid "Pan Mode" msgstr "팬 모드" @@ -7279,9 +7165,6 @@ msgstr "표시" msgid "Show When Snapping" msgstr "스냅할 때 표시" -msgid "Hide" -msgstr "숨김" - msgid "Toggle Grid" msgstr "토글 그리드" @@ -7303,6 +7186,15 @@ msgstr "원점 보이기" msgid "Show Viewport" msgstr "뷰포트 보이기" +msgid "Lock" +msgstr "잠그기" + +msgid "Group" +msgstr "그룹" + +msgid "Transformation" +msgstr "변형" + msgid "Gizmos" msgstr "기즈모" @@ -7377,17 +7269,26 @@ msgstr "격자 단계를 반으로 감소" msgid "Adding %s..." msgstr "%s 추가하는 중..." +msgid "Hold Alt when dropping to add as child of root node." +msgstr "Alt를 누른 채 드롭하면 루트 노드의 자식으로 추가합니다." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Shift를 누른 채 드롭하면 선택된 노드의 형제로서 노드를 추가합니다." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "Alt + Shift를 누른 채 드롭하면 다른 노드 타입으로 추가합니다." + msgid "Cannot instantiate multiple nodes without root." msgstr "루트 노드 없이 여러 노드를 인스턴스할 수 없습니다." msgid "Create Node" msgstr "노드 만들기" -msgid "Error instantiating scene from %s" -msgstr "%s에서 씬 인스턴스화 오류" +msgid "Instantiating:" +msgstr "인스턴스화하는 중:" + +msgid "Creating inherited scene from: " +msgstr "새 상속된 씬을 만드는 중: " msgid "Change Default Type" msgstr "디폴트 타입 바꾸기" @@ -7547,6 +7448,9 @@ msgstr "세로 방향 정렬" msgid "Convert to GPUParticles3D" msgstr "GPUParticles3D로 변환" +msgid "Restart" +msgstr "다시 시작" + msgid "Load Emission Mask" msgstr "방출 마스크 불러오기" @@ -7556,9 +7460,6 @@ msgstr "GPUParticles2D로 변환" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "생성한 점 개수:" - msgid "Emission Mask" msgstr "방출 마스크" @@ -7694,23 +7595,9 @@ msgstr "" msgid "Visible Navigation" msgstr "네비게이션 보이기" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보이" -"게 됩니다." - msgid "Visible Avoidance" msgstr "어보이던스 보이기" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"이 설정이 활성화되면, 프로젝트를 실행하는 동안 어보이던스 오브젝트의 모양, 직" -"경과 속도가 보이게 됩니다." - msgid "Debug CanvasItem Redraws" msgstr "CanvasItem 리드로우를 디버그" @@ -7761,6 +7648,37 @@ msgstr "" "이 설정이 활성화되면, 에디터의 디버그 서버가 에디터 바깥에서 시작된 새로운 세" "션을 지원하기 위해 열려 있을 것입니다." +msgid "Customize Run Instances..." +msgstr "인스턴스 실행 사용자 지정..." + +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"이름: %s\n" +"경로: %s\n" +"메인 스크립트: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "플러그인 편집" + +msgid "Installed Plugins:" +msgstr "설치된 플러그인:" + +msgid "Create New Plugin" +msgstr "새 플러그인 만들기" + +msgid "Enabled" +msgstr "활성화" + +msgid "Version" +msgstr "버전" + msgid "Size: %s" msgstr "크기: %s" @@ -7831,9 +7749,6 @@ msgstr "구분 광선 모양 길이 바꾸기" msgid "Change Decal Size" msgstr "데칼 크기 바꾸기" -msgid "Change Fog Volume Size" -msgstr "포그 볼륨 크기 바꾸기" - msgid "Change Particles AABB" msgstr "파티클 AABB 바꾸기" @@ -7843,9 +7758,6 @@ msgstr "반경 바꾸기" msgid "Change Light Radius" msgstr "라이트 반경 바꾸기" -msgid "Start Location" -msgstr "시작 위치" - msgid "End Location" msgstr "끝 위치" @@ -7877,9 +7789,6 @@ msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "ParticleProcessMaterial 프로세스 머티리얼 안에만 점을 설정할 수 있습니다" -msgid "Clear Emission Mask" -msgstr "에미션 마스크 정리" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -8023,41 +7932,14 @@ msgstr "라이트맵 베이킹" msgid "Select lightmap bake file:" msgstr "라이트맵을 구울 파일 선택:" -msgid "Mesh is empty!" -msgstr "메시가 없습니다!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh 콜리전 모양을 만들 수 없습니다." -msgid "Create Static Trimesh Body" -msgstr "Static Trimesh Body 만들기" - -msgid "This doesn't work on scene root!" -msgstr "씬 루트에서 작업할 수 없습니다!" - -msgid "Create Trimesh Static Shape" -msgstr "Trimesh Static Shape 만들기" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "씬 루트에서 단일 컨벡스 콜리전 모양을 만들 수 없습니다." - -msgid "Couldn't create a single convex collision shape." -msgstr "단일 컨벡스 콜리전 모양을 만들 수 없습니다." - -msgid "Create Simplified Convex Shape" -msgstr "단순 컨벡스 모양 만들기" - -msgid "Create Single Convex Shape" -msgstr "단일 컨벡스 모양 만들기" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "씬 루트에 다중 컨벡스 콜리전 모양을 만들 수 없습니다." - msgid "Couldn't create any collision shapes." msgstr "콜리전 모양을 만들 수 없습니다." -msgid "Create Multiple Convex Shapes" -msgstr "다중 컨벡스 모양 만들기" +msgid "Mesh is empty!" +msgstr "메시가 없습니다!" msgid "Create Navigation Mesh" msgstr "내비게이션 메시 만들기" @@ -8131,20 +8013,33 @@ msgstr "윤곽선 만들기" msgid "Mesh" msgstr "메시" -msgid "Create Trimesh Static Body" -msgstr "Trimesh Static Body 만들기" +msgid "Create Outline Mesh..." +msgstr "윤곽선 메시 만들기..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"StaticBody3D를 만들고 거기에 폴리곤 기반 콜리전 모양을 자동으로 만들어 붙입니" +"스태틱 윤곽선 메시를 만듭니다. 윤곽선 메시의 법선 벡터는 자동으로 반전됩니" "다.\n" -"이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다." +"StandardMaterial의 Grow 속성을 사용할 수 없을 때 대신 사용할 수 있습니다." + +msgid "View UV1" +msgstr "UV1 보기" + +msgid "View UV2" +msgstr "UV2 보기" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "라이트맵/AO를 위한 UV2 펼치기" -msgid "Create Trimesh Collision Sibling" -msgstr "Trimesh 콜리전 동기 만들기" +msgid "Create Outline Mesh" +msgstr "윤곽선 메시 만들기" + +msgid "Outline Size:" +msgstr "윤곽선 크기:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8153,9 +8048,6 @@ msgstr "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다." -msgid "Create Single Convex Collision Sibling" -msgstr "단일 컨벡스 콜리전 동기 만들기" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8163,9 +8055,6 @@ msgstr "" "단일 컨벡스 콜리전 모양을 만듭니다.\n" "이 방법은 가장 빠른 (하지만 덜 정확한) 콜리전 감지 옵션입니다." -msgid "Create Simplified Convex Collision Sibling" -msgstr "단순 컨벡스 콜리전 동기 만들기" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8175,9 +8064,6 @@ msgstr "" "단일 콜리전 모양과 비슷하지만, 경우에 따라 정확도를 희생시켜 지오메트리가 더 " "단순해지는 결과를 초래할 수 있습니다." -msgid "Create Multiple Convex Collision Siblings" -msgstr "다중 컨벡스 콜리전 동기 만들기" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8186,34 +8072,6 @@ msgstr "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니다." -msgid "Create Outline Mesh..." -msgstr "윤곽선 메시 만들기..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"스태틱 윤곽선 메시를 만듭니다. 윤곽선 메시의 법선 벡터는 자동으로 반전됩니" -"다.\n" -"StandardMaterial의 Grow 속성을 사용할 수 없을 때 대신 사용할 수 있습니다." - -msgid "View UV1" -msgstr "UV1 보기" - -msgid "View UV2" -msgstr "UV2 보기" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "라이트맵/AO를 위한 UV2 펼치기" - -msgid "Create Outline Mesh" -msgstr "윤곽선 메시 만들기" - -msgid "Outline Size:" -msgstr "윤곽선 크기:" - msgid "UV Channel Debug" msgstr "UV 채널 디버그" @@ -8760,6 +8618,10 @@ msgstr "" "존재합니다.\n" "미리보기가 비활성화됩니다." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다." + msgid "Use Local Space" msgstr "로컬 공간 사용" @@ -8890,6 +8752,9 @@ msgstr "스케일 스냅 (%):" msgid "Viewport Settings" msgstr "뷰포트 설정" +msgid "Perspective VFOV (deg.):" +msgstr "원근 VFOV (도):" + msgid "View Z-Near:" msgstr "Z-근경 보기:" @@ -9013,6 +8878,12 @@ msgstr "오클루더 굽기" msgid "Select occluder bake file:" msgstr "오클루더를 구울 파일 선택:" +msgid "Convert to Parallax2D" +msgstr "Parallax2D로 변환" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Remove Point from Curve" msgstr "곡선에서 점 제거" @@ -9037,17 +8908,11 @@ msgstr "곡선의 인-컨트롤 이동" msgid "Move Out-Control in Curve" msgstr "곡선의 아웃-컨트롤 이동" -msgid "Select Points" -msgstr "점 선택" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+드래그: 컨트롤 점 선택" - -msgid "Click: Add Point" -msgstr "클릭: 점 추가" +msgid "Close the Curve" +msgstr "곡선 닫기" -msgid "Left Click: Split Segment (in curve)" -msgstr "좌클릭: (곡선에서) 세그먼트 가르기" +msgid "Clear Curve Points" +msgstr "곡선 지점 모두 제거" msgid "Right Click: Delete Point" msgstr "우클릭: 점 삭제" @@ -9055,18 +8920,21 @@ msgstr "우클릭: 점 삭제" msgid "Select Control Points (Shift+Drag)" msgstr "컨트롤 점 선택 (Shift+드래그)" -msgid "Add Point (in empty space)" -msgstr "(빈 공간에) 점 추가" - msgid "Delete Point" msgstr "점 삭제" msgid "Close Curve" msgstr "곡선 닫기" +msgid "Clear Points" +msgstr "지점 지우기" + msgid "Please Confirm..." msgstr "확인해주세요..." +msgid "Remove all curve points?" +msgstr "모든 곡선 지점을 제거합니까?" + msgid "Mirror Handle Angles" msgstr "핸들 각도 거울" @@ -9085,6 +8953,9 @@ msgstr "핸들 아웃 #" msgid "Handle Tilt #" msgstr "핸들 틸트 #" +msgid "Set Curve Point Position" +msgstr "곡선 점 위치 설정" + msgid "Set Curve Out Position" msgstr "곡선의 아웃 위치 설정" @@ -9112,12 +8983,100 @@ msgstr "점 틸트 초기화" msgid "Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" -msgid "Set Curve Point Position" -msgstr "곡선 점 위치 설정" - msgid "Move Joint" msgstr "관절 이동" +msgid "Plugin name cannot be blank." +msgstr "플러그인 이름이 비어 있습니다." + +msgid "Subfolder name is not a valid folder name." +msgstr "서브폴더 이름이 올바른 폴더명이 아닙니다." + +msgid "Subfolder cannot be one which already exists." +msgstr "이미 존재하는 서브폴더를 사용할 수 없습니다." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "스크립트 확장은 반드시 지정된 언어 확장자와 일치해야 합니다 (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "C#에서는 프로젝트를 빌드하기 전에 플러그인을 사용할 수 없습니다." + +msgid "Edit a Plugin" +msgstr "플러그인 편집" + +msgid "Create a Plugin" +msgstr "플러그인 만들기" + +msgid "Plugin Name:" +msgstr "플러그인 이름:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "필수. 플러그인 목록에 표시할 이름입니다." + +msgid "Subfolder:" +msgstr "하위 폴더:" + +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 "" +"선택. 폴더 이름에는 보통 스네이크 표기법( `snake_case` ) 을 사용하며 띄어쓰기" +"나 특수문자 사용은 피합니다.\n" +"공란일 경우, 폴더 이름으로는 스네이크 표기법으로 치환된 플러그인 이름을 사용합" +"니다." + +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 "" +"선택. 설명은 최대 5줄 내로 간결하게 작성하여야 합니다.\n" +"이 설명은 플러그인 목록에서 마우스를 가져다댈 때 보여집니다." + +msgid "Author:" +msgstr "저자:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "선택. 제작자의 닉네임이나 풀 네임 또는 만든 조직의 이름입니다." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "선택. 사람이 읽을 수 있는 버전 식별자입니다. 설명 용도로만 사용됩니다." + +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 "" +"필수. 스크립트에 사용할 스크립팅 언어입니다.\n" +"플러그인에 여러 스크립트를 추가하여 여러 언어를 사용할 수도 있습니다." + +msgid "Script Name:" +msgstr "스크립트 이름:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"선택. 스크립트의 (애드온 폴더로부터 상대적인) 경로입니다. 공란일 경우 기본값" +"인 \"plugin.gd\"를 사용합니다." + +msgid "Activate now?" +msgstr "지금 실행할까요?" + +msgid "Plugin name is valid." +msgstr "플러그인 이름이 올바릅니다." + +msgid "Script extension is valid." +msgstr "스크립트 확장이 올바릅니다." + +msgid "Subfolder name is valid." +msgstr "서브폴더 이름이 올바릅니다." + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D의 Skeleton 속성이 Skeleton2D 노드를 향하지 않습니다" @@ -9186,15 +9145,6 @@ msgstr "폴리곤" msgid "Bones" msgstr "본" -msgid "Move Points" -msgstr "점 이동" - -msgid ": Rotate" -msgstr ": 회전" - -msgid "Shift: Move All" -msgstr "Shift: 모두 이동" - msgid "Shift: Scale" msgstr "Shift: 스케일 조절" @@ -9306,21 +9256,9 @@ msgstr "'%s'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되 msgid "Close and save changes?" msgstr "변경사항을 저장하고 닫을까요?" -msgid "Error writing TextFile:" -msgstr "텍스트 파일 작성 중 오류:" - -msgid "Error saving file!" -msgstr "파일 저장 중 오류!" - -msgid "Error while saving theme." -msgstr "테마 저장 중 오류." - msgid "Error Saving" msgstr "저장 중 오류" -msgid "Error importing theme." -msgstr "테마 가져오는 중 오류." - msgid "Error Importing" msgstr "가져오는 중 오류" @@ -9330,9 +9268,6 @@ msgstr "새 텍스트 파일..." msgid "Open File" msgstr "파일 열기" -msgid "Could not load file at:" -msgstr "파일을 찾을 수 없음:" - msgid "Save File As..." msgstr "다른 이름으로 저장..." @@ -9364,9 +9299,6 @@ msgstr "스크립트가 툴 스크립트가 아니라서 실행할 수 없습니 msgid "Import Theme" msgstr "테마 가져오기" -msgid "Error while saving theme" -msgstr "테마 저장 중 오류" - msgid "Error saving" msgstr "저장 중 오류" @@ -9476,9 +9408,6 @@ msgstr "" "해당 파일은 디스크에 있는 게 더 최신입니다.\n" "어떻게 할 건가요?:" -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):" @@ -9518,9 +9447,6 @@ msgstr "" msgid "[Ignore]" msgstr "[무시]" -msgid "Line" -msgstr "행" - msgid "Go to Function" msgstr "함수로 이동" @@ -9546,6 +9472,9 @@ msgstr "룩업 기호" msgid "Pick Color" msgstr "색상 선택" +msgid "Line" +msgstr "행" + msgid "Folding" msgstr "접기" @@ -9660,6 +9589,15 @@ msgstr "종료하기 전에 해당 셰이더의 변경사항을 저장하시겠 msgid "Shader Editor" msgstr "셰이더 에디터" +msgid "New Shader Include..." +msgstr "새 셰이더 인클루드..." + +msgid "Load Shader File..." +msgstr "셰이더 파일 불러오기..." + +msgid "Load Shader Include File..." +msgstr "셰이더 인클루드 파일 불러오기..." + msgid "Save File" msgstr "파일 저장" @@ -9685,9 +9623,6 @@ msgstr "" "'%s'의 파일 구조에 복구 불가능한 오류가 존재합니다:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "이 스켈레톤에는 본이 없습니다. 자식 Bone2D 노드를 만드세요." @@ -9857,6 +9792,12 @@ msgstr "이미지를 불러올 수 없음" msgid "ERROR: Couldn't load frame resource!" msgstr "오류: 프레임 리소스를 불러올 수 없습니다!" +msgid "Paste Frame(s)" +msgstr "프레임 붙여넣기" + +msgid "Paste Texture" +msgstr "텍스처 붙여넣기" + msgid "Add Empty" msgstr "빈 프레임 추가" @@ -9908,6 +9849,9 @@ msgstr "스프라이트 시트에서 프레임 추가" msgid "Delete Frame" msgstr "프레임 삭제" +msgid "Copy Frame(s)" +msgstr "프레임 복사" + msgid "Insert Empty (Before Selected)" msgstr "빈 프레임 삽입 (앞에)" @@ -9983,9 +9927,6 @@ msgstr "오프셋" msgid "Create Frames from Sprite Sheet" msgstr "스프라이트 시트에서 프레임 만들기" -msgid "SpriteFrames" -msgstr "스프라이트 프레임" - msgid "Warnings should be fixed to prevent errors." msgstr "오류를 방지하기 위해 경고를 수정하는 것이 좋습니다." @@ -9996,15 +9937,9 @@ msgstr "" "이 셰이더는 디스크에서 수정했습니다.\n" "어떻게 하시겠습니까?" -msgid "%s Mipmaps" -msgstr "%s 밉맵" - msgid "Memory: %s" msgstr "메모리: %s" -msgid "No Mipmaps" -msgstr "밉맵 없음" - msgid "Set Region Rect" msgstr "사각 영역 설정" @@ -10084,9 +10019,6 @@ msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "현재 선택 {num}개" -msgid "Nothing was selected for the import." -msgstr "가져올 것이 선택되지 않았습니다." - msgid "Importing Theme Items" msgstr "테마 항목을 가져오는 중" @@ -10757,9 +10689,6 @@ msgstr "선택" msgid "Paint" msgstr "칠하기" -msgid "Shift: Draw line." -msgstr "Shift: 직선을 그립니다." - msgid "Shift: Draw rectangle." msgstr "Shift: 사각형을 그립니다." @@ -10852,12 +10781,12 @@ msgstr "연결 모드: 지형을 칠하면, 둘러싸는 타일들을 같은 지 msgid "Terrains" msgstr "지형" -msgid "Replace Tiles with Proxies" -msgstr "타일을 프록시로 바꾸기" - msgid "No Layers" msgstr "레이어 없음" +msgid "Replace Tiles with Proxies" +msgstr "타일을 프록시로 바꾸기" + msgid "Select Next Tile Map Layer" msgstr "다음 타일맵 레이어 선택" @@ -10876,13 +10805,6 @@ msgstr "그리드 가시성을 토글합니다." msgid "Automatically Replace Tiles with Proxies" msgstr "자동으로 타일을 프록시로 바꾸기" -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 "" -"변경된 타일맵 노드에 타일셋 리소스가 없습니다.\n" -"인스펙터의 타일 셋 속성에서 타일셋 리소스를 생성하거나 불러오세요." - msgid "Remove Tile Proxies" msgstr "타일 프록시 제거" @@ -11056,6 +10978,12 @@ msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" msgid "Remove tiles in fully transparent texture regions" msgstr "완전히 투명한 타일 모두 제거" +msgid "The unit size of the tile." +msgstr "타일의 기준 크기입니다." + +msgid "Animation speed in frames per second." +msgstr "초당 프레임 단위로 나타낸 애니메이션의 재생 속도입니다." + msgid "Setup" msgstr "설정" @@ -11088,13 +11016,6 @@ 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." @@ -11183,19 +11104,6 @@ msgstr "씬 컬렉션 속성:" msgid "Tile properties:" msgstr "타일 속성:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "타일셋" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"이 프로젝트에는 VCS 플러그인이 없습니다. VCS 통합 기능을 사용하려면 VCS 플러그" -"인을 설치하세요." - msgid "Error" msgstr "오류" @@ -11478,18 +11386,9 @@ msgstr "VisualShader 표현식 설정" msgid "Resize VisualShader Node" msgstr "VisualShader 노드 크기 조정" -msgid "Hide Port Preview" -msgstr "포트 미리보기 숨기기" - msgid "Show Port Preview" msgstr "포트 미리보기 보이기" -msgid "Set Comment Title" -msgstr "주석 제목 설정" - -msgid "Set Comment Description" -msgstr "주석 설명 설정" - msgid "Set Parameter Name" msgstr "매개변수 이름 설정" @@ -11508,8 +11407,8 @@ msgstr "비주얼셰이더에 Varying 추가: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "비주얼셰이더에서 Varying 제거: %s" -msgid "Node(s) Moved" -msgstr "노드 이동됨" +msgid "Insert node" +msgstr "노드 삽입" msgid "Convert Constant Node(s) To Parameter(s)" msgstr "상수 노드를 매개 변수로 변환" @@ -11604,6 +11503,9 @@ msgstr "노드 추가" msgid "Clear Copy Buffer" msgstr "카피 버퍼 비우기" +msgid "Insert New Node" +msgstr "새 노드 삽입" + msgid "High-end node" msgstr "하이-엔드 노드" @@ -12502,9 +12404,19 @@ msgstr "VoxelGI 굽기" msgid "Select path for VoxelGI Data File" msgstr "VoxelGI 데이터 파일 경로 선택" +msgid "Go Online and Open Asset Library" +msgstr "온라인 기능 활성화 및 에셋 라이브러리 열기" + msgid "Are you sure to run %d projects at once?" msgstr "%d개의 프로젝트를 동시에 실행할까요?" +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"'%s'에서 프로젝트를 열 수 없습니다.\n" +"에디터를 시작하지 못했습니다." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12664,12 +12576,6 @@ msgstr "" "모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n" "프로젝트 폴더의 콘텐츠는 수정되지 않습니다." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" -"된 것 같습니다." - msgid "Couldn't save project at '%s' (error %d)." msgstr "'%s'에 프로젝트를 저장 할 수 없습니다 (오류 %d)." @@ -12689,6 +12595,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "프로젝트 매니저" +msgid "Settings" +msgstr "설정" + +msgid "Projects" +msgstr "프로젝트" + msgid "New Project" msgstr "새 프로젝트" @@ -12722,6 +12634,9 @@ msgstr "마지막으로 수정됨" msgid "Tags" msgstr "태그" +msgid "You don't have any projects yet." +msgstr "아직 프로젝트가 없습니다." + msgid "Create New Project" msgstr "새 프로젝트 만들기" @@ -12749,9 +12664,6 @@ msgstr "스캔할 폴더를 선택하세요" msgid "Remove All" msgstr "모두 제거" -msgid "Also delete project contents (no undo!)" -msgstr "프로젝트 콘텐츠도 삭제 (되돌릴 수 없습니다!)" - msgid "Convert Full Project" msgstr "프로젝트 전체 변환" @@ -12797,11 +12709,8 @@ msgstr "새 태그 만들기" msgid "Tags are capitalized automatically when displayed." msgstr "태그 대소문자는 보여질 때 자동으로 붙여집니다." -msgid "The path specified doesn't exist." -msgstr "지정한 경로가 없습니다." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "패키지 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." +msgid "It would be a good idea to name your project." +msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -12809,18 +12718,8 @@ msgstr "" "잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" "다." -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 "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골라" -"주세요." +msgid "The path specified doesn't exist." +msgstr "지정한 경로가 없습니다." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -12829,27 +12728,6 @@ msgstr "" "선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니" "다." -msgid "New Game Project" -msgstr "새 게임 프로젝트" - -msgid "Imported Project" -msgstr "가져온 프로젝트" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "\"project.godot\" 파일 또는 \".zip\" 파일을 선택해주세요." - -msgid "Invalid project name." -msgstr "잘못된 프로젝트 이름입니다." - -msgid "Couldn't create folder." -msgstr "폴더를 만들 수 없습니다." - -msgid "There is already a folder in this path with the specified name." -msgstr "이 경로에는 이 이름으로 된 폴더가 이미 있습니다." - -msgid "It would be a good idea to name your project." -msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." - msgid "Supports desktop platforms only." msgstr "데스크톱 플랫폼만을 지원합니다." @@ -12892,9 +12770,6 @@ msgstr "OpenGL 3 백엔드 (OpenGL 3.3/ES 3.0/WebGL2)를 사용합니다." msgid "Fastest rendering of simple scenes." msgstr "단순한 씬을 가장 빠르게 그려낼 수 있습니다." -msgid "Invalid project path (changed anything?)." -msgstr "잘못된 프로젝트 경로 (무언가를 변경하셨나요?)." - msgid "Warning: This folder is not empty" msgstr "경고: 빈 폴더가 아닙니다" @@ -12921,8 +12796,14 @@ msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." msgid "The following files failed extraction from package:" msgstr "다음 파일을 패키지에서 추출하는데 실패함:" -msgid "Package installed successfully!" -msgstr "패키지를 성공적으로 설치했습니다!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" +"된 것 같습니다." + +msgid "New Game Project" +msgstr "새 게임 프로젝트" msgid "Import & Edit" msgstr "가져오기 & 편집" @@ -12972,6 +12853,18 @@ msgstr "누락된 프로젝트" msgid "Restart Now" msgstr "지금 다시 시작" +msgid "Quick Settings" +msgstr "빠른 설정" + +msgid "Interface Theme" +msgstr "인터페이스 테마" + +msgid "Display Scale" +msgstr "화면 크기 배율" + +msgid "Network Mode" +msgstr "네트워크 모드" + msgid "Add Project Setting" msgstr "프로젝트 설정 추가" @@ -13139,6 +13032,33 @@ msgstr "전역 변형 유지" msgid "Reparent" msgstr "부모 다시 지정" +msgid "Run Instances" +msgstr "여러 인스턴스 실행" + +msgid "Enable Multiple Instances" +msgstr "여러 인스턴스 활성화" + +msgid "Main Run Args:" +msgstr "메인 실행 인자:" + +msgid "Main Feature Tags:" +msgstr "메인 기능 태그:" + +msgid "Instance Configuration" +msgstr "인스턴스 설정" + +msgid "Override Main Run Args" +msgstr "메인 실행 인자 오버라이드" + +msgid "Launch Arguments" +msgstr "실행 인자값" + +msgid "Override Main Tags" +msgstr "메인 태그 오버라이드" + +msgid "Feature Tags" +msgstr "기능 태그" + msgid "Pick Root Node Type" msgstr "루트 노드 타입 선택" @@ -13209,6 +13129,9 @@ msgstr "씬을 인스턴스할 수 있는 부모가 없습니다." msgid "Error loading scene from %s" msgstr "%s에서 씬 불러오는 중 오류" +msgid "Error instantiating scene from %s" +msgstr "%s에서 씬 인스턴스화 오류" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13230,6 +13153,12 @@ msgstr "스크립트 떼기" msgid "This operation can't be done on the tree root." msgstr "이 작업은 트리 루트에서 할 수 없습니다." +msgid "Move Node in Parent" +msgstr "노드를 부모 노드로 이동" + +msgid "Move Nodes in Parent" +msgstr "노드들을 부모 노드로 이동" + msgid "Duplicate Node(s)" msgstr "노드 복제" @@ -13247,9 +13176,6 @@ msgstr "인스턴트화된 씬은 루트가 될 수 없습니다" msgid "Make node as Root" msgstr "노드를 루트로 만들기" -msgid "Delete %d nodes and any children?" -msgstr "%d 개의 노드와 모든 자식 노드를 삭제할까요?" - msgid "Delete %d nodes?" msgstr "%d개의 노드를 삭제할까요?" @@ -13350,6 +13276,9 @@ msgstr "새 씬 루트" msgid "Create Root Node:" msgstr "루트 노드 만들기:" +msgid "Toggle the display of favorite nodes." +msgstr "즐겨찾기한 노드들을 보여주거나 숨깁니다." + msgid "Other Node" msgstr "다른 노드" @@ -13374,8 +13303,8 @@ msgstr "스크립트 붙이기" msgid "Set Shader" msgstr "셰이더 설정" -msgid "Cut Node(s)" -msgstr "노드 잘라내기" +msgid "Toggle Editable Children" +msgstr "자식 편집 토글" msgid "Remove Node(s)" msgstr "노드 제거" @@ -13404,9 +13333,6 @@ msgstr "스크립트 인스턴스화" msgid "Sub-Resources" msgstr "하위 리소스" -msgid "Revoke Unique Name" -msgstr "고유 이름 제거" - msgid "Access as Unique Name" msgstr "고유 이름으로 액세스" @@ -13422,6 +13348,9 @@ msgstr "자리 표시자로 불러오기" msgid "Auto Expand to Selected" msgstr "선택으로 자동 확장" +msgid "Center Node on Reparent" +msgstr "부모 노드가 바뀌었을 때 노드를 중앙에 정렬" + msgid "All Scene Sub-Resources" msgstr "모든 씬 하위 리소스" @@ -13462,9 +13391,6 @@ 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" @@ -13477,6 +13403,9 @@ msgstr "%s의 <이름 없음>" msgid "(used %d times)" msgstr "(%d회 사용됨)" +msgid "Batch Rename..." +msgstr "일괄 이름 바꾸기..." + msgid "Add Child Node..." msgstr "자식 노드 추가..." @@ -13495,9 +13424,18 @@ msgstr "타입 바꾸기..." msgid "Attach Script..." msgstr "스크립트 붙이기..." +msgid "Reparent..." +msgstr "부모 다시 지정..." + +msgid "Reparent to New Node..." +msgstr "새 노드에 부모 노드 다시 지정..." + msgid "Make Scene Root" msgstr "씬 루트 만들기" +msgid "Save Branch as Scene..." +msgstr "가지를 씬으로 저장하기..." + msgid "Toggle Access as Unique Name" msgstr "고유 이름으로 액세스 토글" @@ -13698,6 +13636,15 @@ msgstr "셰이더 만들기" msgid "Set Shader Global Variable" msgstr "셰이더 전역 변수 설정" +msgid "Name cannot be empty." +msgstr "이름은 비워둘 수 없습니다." + +msgid "Name must be a valid identifier." +msgstr "이름은 올바른 식별자여야 합니다." + +msgid "Global shader parameter '%s' already exists." +msgstr "글로벌 셰이더 매개변수 '%s'이(가) 이미 있습니다." + msgid "Name '%s' is a reserved shader language keyword." msgstr "'%s'는 셰이더 언어의 예약된 키워드입니다." @@ -13749,6 +13696,13 @@ msgstr "재시작 및 업그레이드" msgid "Make this panel floating in the screen %d." msgstr "이 패널을 화면 %d 위에 창으로 띄웁니다." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"이 패널을 창으로 띄웁니다.\n" +"우클릭으로 화면 선택기를 엽니다." + msgid "Select Screen" msgstr "화면 선택" @@ -13764,85 +13718,15 @@ msgstr "도넛 내부 반지름 바꾸기" msgid "Change Torus Outer Radius" msgstr "도넛 외부 반지름 바꾸기" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"convert() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수를 사용하세요." - -msgid "Cannot resize array." -msgstr "배열 크기를 변경할 수 없습니다." - -msgid "Step argument is zero!" -msgstr "스텝 인수가 0입니다!" - -msgid "Not a script with an instance" -msgstr "스크립트의 인스턴스가 아님" - -msgid "Not based on a script" -msgstr "스크립트에 기반하지 않음" - -msgid "Not based on a resource file" -msgstr "리소스 파일에 기반하지 않음" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "잘못된 인스턴스 딕셔너리 형식 (@path 누락됨)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "잘못된 인스턴스 딕셔너리 형식 (@path에서 스크립트를 불러올 수 없음)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "잘못된 인스턴스 딕셔너리 형식 (잘못된 @path의 스크립트)" - -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." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. 내장 타입에 대해서는 " -"TYPE_* 상수를 사용하세요." - -msgid "Type argument is a previously freed instance." -msgstr "타입 매개 변수가 이전에 할당 해제한 인스턴스입니다." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"is_instance_of() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수, 클래스, " -"스크립트 중 하나여야 합니다." - -msgid "Value argument is a previously freed instance." -msgstr "값 매개 변수가 이전에 할당 해제한 인스턴스입니다." - msgid "Export Scene to glTF 2.0 File" msgstr "씬을 glTF 2.0 파일으로 내보내기" +msgid "Export Settings:" +msgstr "내보내기 설정:" + msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 씬..." -msgid "Path does not contain a Blender installation." -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." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"이 임포터에 사용하기에는 Blender의 버전이 너무 오래되었습니다 (3.0 미만)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender 실행 파일의 경로가 올바릅니다 (자동 감지됨)." @@ -13869,9 +13753,6 @@ msgstr "" "이 프로젝트에서 Bleder '.blend' 파일 가져오기를 비활성화합니다. 프로젝트 설정" "에서 다시 활성화할 수 있습니다." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "'.blend' 파일 가져오기를 비활성화하려면 에디터를 다시 시작해야 합니다." - msgid "Next Plane" msgstr "다음 평면" @@ -14013,39 +13894,12 @@ msgstr "클래스 이름은 올바른 식별자여야 함" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "디코딩할 바이트가 모자라거나 잘못된 형식입니다." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NET 런타임을 불러오지 못했습니다. 호환되는 버전을 찾지 못했습니다.\n" -"프로젝트를 생성하거나 편집하려는 시도는 크래시로 이어질 것입니다.\n" -"\n" -".NET SDK 6.0 또는 이후 버전을 https://dotnet.microsoft.com/en-us/download 에" -"서 받은 뒤 Godot을 재시작해 주세요." - 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" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NET 런타임을 불러오지 못했습니다. 특히, 그 중에서 hostfxr을 불러오지 못했습니" -"다.\n" -"프로젝트를 생성하거나 편집하려는 시도는 크래시로 이어질 것입니다.\n" -"\n" -".NET SDK 6.0 또는 이후 버전을 https://dotnet.microsoft.com/en-us/download 에" -"서 받은 뒤 Godot을 재시작해 주세요." - msgid "%d (%s)" msgstr "%d (%s)" @@ -14078,9 +13932,6 @@ msgstr "양" msgid "Network Profiler" msgstr "네트워크 프로파일러" -msgid "Replication" -msgstr "리플리케이션" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "리플리케이터 노드를 선택하고 추가할 속성을 고르세요." @@ -14108,6 +13959,13 @@ msgstr "소환" msgid "Replicate" msgstr "리플리케이트" +msgid "" +"Add properties using the options above, or\n" +"drag 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." @@ -14258,9 +14116,6 @@ msgstr "액션 추가" msgid "Delete action" msgstr "액션 삭제" -msgid "OpenXR Action Map" -msgstr "OpenXR 액션 맵" - msgid "Remove action from interaction profile" msgstr "액션을 상호작용 프로필로부터 제거" @@ -14282,23 +14137,8 @@ msgstr "알 수 없음" msgid "Select an action" msgstr "액션을 선택하세요" -msgid "Package name is missing." -msgstr "패키지 이름이 누락되어 있습니다." - -msgid "Package segments must be of non-zero length." -msgstr "패키지 세그먼트는 길이가 0이 아니어야 합니다." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "문자 '%s'은(는) Android 애플리케이션 패키지 이름으로 쓸 수 없습니다." - -msgid "A digit cannot be the first character in a package segment." -msgstr "숫자는 패키지 세그먼트의 첫 문자로 쓸 수 없습니다." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "문자 '%s'은(는) 패키지 세그먼트의 첫 문자로 쓸 수 없습니다." - -msgid "The package must have at least one '.' separator." -msgstr "패키지는 적어도 하나의 '.' 분리 기호가 있어야 합니다." +msgid "Choose an XR runtime." +msgstr "XR 런타임을 선택하세요." msgid "Invalid public key for APK expansion." msgstr "APK 확장에 잘못된 공개 키입니다." @@ -14394,6 +14234,9 @@ msgstr "" msgid "Release keystore incorrectly configured in the export preset." msgstr "내보내기 프리셋에 출시 keystorke가 잘못 구성되어 있습니다." +msgid "Missing 'bin' directory!" +msgstr "'bin' 디렉토리가 누락되어 있습니다!" + msgid "A valid Android SDK path is required in Editor Settings." msgstr "에디터 설정에서 올바른 Android SDK 경로가 필요합니다." @@ -14432,9 +14275,6 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"%s\" 렌더러에서 \"최소 SDK\"는 %d보다 크거나 같아야 합니다." -msgid "Code Signing" -msgstr "코드 서명" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -14501,6 +14341,9 @@ msgstr "" "Gradle 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트' 메뉴" "에서 다시 설치해주세요." +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "res/*.xml 파일을 프로젝트 이름으로 덮어쓸 수 없습니다." + msgid "Could not export project files to gradle project." msgstr "프로젝트 파일을 gradle 프로젝트로 내보낼 수 없습니다." @@ -14561,18 +14404,18 @@ msgstr "아이콘 내보내기" msgid "Exporting for iOS" msgstr "IOS로 내보내기" -msgid "Prepare Templates" -msgstr "템플릿 준비" - msgid "Export template not found." msgstr "내보내기 템플릿을 찾을 수 없습니다." +msgid "Failed to create the directory: \"%s\"" +msgstr "디렉토리를 만들 수 없음: \"%s\"" + +msgid "Prepare Templates" +msgstr "템플릿 준비" + msgid "Code signing failed, see editor log for details." msgstr "코드 서명에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." -msgid "Xcode Build" -msgstr "Xcode 빌드" - msgid "Xcode project build failed, see editor log for details." msgstr "" "Xcode 프로젝트 빌드에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." @@ -14593,12 +14436,6 @@ msgstr "C#/.NET 사용 중 IOS로 내보내기는 실험적이며 MacOS가 필 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." @@ -14614,15 +14451,9 @@ 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" - msgid "Could not open file \"%s\"." msgstr "파일 \"%s\"를 열 수 없습니다." -msgid "Debug Console Export" -msgstr "디버그 콘솔 내보내기" - msgid "Could not create console wrapper." msgstr "콘솔 래퍼(console wrapper)를 만들 수 없습니다." @@ -14638,15 +14469,9 @@ msgstr "32비트 실행 파일은 4GiB 이상의 데이터를 포함하지 못 msgid "Executable \"pck\" section not found." msgstr "실행 파일의 \"pck\" 섹션을 찾을 수 없습니다." -msgid "Stop and uninstall" -msgstr "멈춤 및 설치 제거" - msgid "Run on remote Linux/BSD system" msgstr "원격 Linux/BSD 시스템에서 실행" -msgid "Stop and uninstall running project from the remote system" -msgstr "원격 시스템에서 실행 중인 프로젝트를 정지하고 설치 제거" - msgid "Run exported project on remote Linux/BSD system" msgstr "내보낸 프로젝트를 원격 Linux/BSD 시스템에서 실행" @@ -14716,6 +14541,12 @@ msgstr "잘못된 자격 파일." msgid "Invalid executable file." msgstr "잘못된 실행 파일." +msgid "Unknown bundle type." +msgstr "알 수 없는 번들 타입입니다." + +msgid "Unknown object type." +msgstr "알 수 없는 오브젝트 타입입니다." + msgid "Invalid bundle identifier:" msgstr "잘못된 bundle 식별자:" @@ -14737,30 +14568,36 @@ msgstr "Apple ID 비밀번호가 지정되지 않았습니다." msgid "App Store Connect issuer ID name not specified." msgstr "App Store Connect 발급자 ID 이름이 지정되지 않았습니다." -msgid "Notarization" -msgstr "공증" - msgid "Could not start rcodesign executable." msgstr "rcodesign 실행 파일을 시작할 수 없습니다." +msgid "Notarization request UUID: \"%s\"" +msgstr "Notarization 요청 UUID: \"%s\"" + +msgid "Notarization" +msgstr "공증" + msgid "Could not start xcrun executable." msgstr "xcrun 실행 파일을 시작하지 못했습니다." msgid "Cannot sign file %s." msgstr "파일 %s를 서명할 수 없습니다." -msgid "PKG Creation" -msgstr "PKG 생성" - msgid "Could not start productbuild executable." msgstr "productbuild 실행 파일을 시작할 수 없었습니다." -msgid "DMG Creation" -msgstr "DMG 생성" +msgid "`productbuild` failed." +msgstr "`productbuild` 가 실패했습니다." msgid "Could not start hdiutil executable." msgstr "hdiutil 실행 파일을 시작할 수 없었습니다." +msgid "`hdiutil create` failed." +msgstr "`hdiutil create` 가 실패했습니다." + +msgid "Exporting for macOS" +msgstr "macOS로 내보내는 중" + msgid "Creating app bundle" msgstr "앱 번들 생성" @@ -14782,8 +14619,8 @@ msgstr "바로가기 파일 \"%s\" -> \"%s\"를 만들 수 없습니다." msgid "Could not open \"%s\"." msgstr "\"%s\"를 열 수 없습니다." -msgid "Entitlements Modified" -msgstr "수정된 자격" +msgid "Making PKG" +msgstr "PKG 만드는 중" msgid "Could not create entitlements file." msgstr "자격 파일을 만들 수 없습니다." @@ -14791,6 +14628,24 @@ msgstr "자격 파일을 만들 수 없습니다." msgid "Could not create helper entitlements file." msgstr "도우미 자격 파일을 생성할 수 없습니다." +msgid "Code signing bundle" +msgstr "번들 코드 서명 중" + +msgid "Making DMG" +msgstr "DMG 만드는 중" + +msgid "Code signing DMG" +msgstr "DMG 코드 서명 중" + +msgid "Making PKG installer" +msgstr "PKG 인스톨러 생성 중" + +msgid "Making ZIP" +msgstr "ZIP 만드는 중" + +msgid "Sending archive for notarization" +msgstr "Notarization을 위해 아카이브 전송 중" + msgid "Could not open template for export: \"%s\"." msgstr "내보내기 템플릿을 열 수 없음: \"%s\"." @@ -14800,15 +14655,9 @@ msgstr "잘못된 내보내기 템플릿: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "파일에 쓸 수 없음: \"%s\"." -msgid "Icon Creation" -msgstr "아이콘 생성" - msgid "Could not read file: \"%s\"." msgstr "파일을 읽을 수 없음: \"%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." @@ -14826,23 +14675,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "HTML shell을 읽을 수 없음: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "HTTP 서버 디렉토리를 만들 수 없음: %s." - -msgid "Error starting HTTP server: %d." -msgstr "HTTP 서버를 시작하는 중 오류: %d." +msgid "Run in Browser" +msgstr "브라우저에서 실행" msgid "Stop HTTP Server" msgstr "HTTP 서버 멈추기" -msgid "Run in Browser" -msgstr "브라우저에서 실행" - msgid "Run exported HTML in the system's default browser." msgstr "내보낸 HTML을 시스템의 기본 브라우저를 사용하여 실행합니다." -msgid "Resources Modification" -msgstr "리소스 변경" +msgid "Could not create HTTP server directory: %s." +msgstr "HTTP 서버 디렉토리를 만들 수 없음: %s." + +msgid "Error starting HTTP server: %d." +msgstr "HTTP 서버를 시작하는 중 오류: %d." msgid "Icon size \"%d\" is missing." msgstr "아이콘 크기 \"%d\"가 없습니다." @@ -15476,13 +15322,6 @@ msgstr "" "VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " "VehicleBody3D의 자식으로 사용해주세요." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" -"서 지원될 예정입니다." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15537,12 +15376,6 @@ msgid "" "scenes)." msgstr "씬(또는 인스턴스된 씬들마다) 당 WorldEnvironment는 하나만 허용됩니다." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D의 부모 노드는 반드시 XROrigin3D이어야 합니다." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D의 부모 노드는 반드시 XROrigin3D 노드여야 합니다." - msgid "No tracker name is set." msgstr "트래커 이름이 설정되지 않았습니다." @@ -15594,16 +15427,6 @@ msgstr "" "Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 보" "이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세요." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"컨트롤의 Z 인덱스를 변경하는 것은 보여지는 순서에만 영향을 미치고, 입력 이벤트" -"를 처리하는 순서에는 영향을 미치지 않습니다." - -msgid "Alert!" -msgstr "경고!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15773,36 +15596,15 @@ msgstr "Varying은 '%s' 매개변수로 전달될 수 없습니다." msgid "Invalid arguments for the built-in function: \"%s(%s)\"." msgstr "내장 함수에 잘못된 인수가 들어감: \"%s(%s)\"." +msgid "Recursion is not allowed." +msgstr "재귀는 허용되지 않습니다." + msgid "Invalid assignment of '%s' to '%s'." msgstr "'%s'을(를) '%s'에 대입할 수 없습니다." msgid "Expected constant expression." msgstr "상수 표현식이 와야 합니다." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying은 '%s' 함수에서 할당되지 않을 수 있습니다." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"'%s' 데이터 타입으로 변경하는 것은 'fragment' 함수에서만 할당될 수 있습니다." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"'vertex' 함수에서 할당된 Varying은 'fragment' 또는 'light'에서 재할당되지 않" -"을 수 있습니다." - -msgid "Assignment to function." -msgstr "함수에 대입할 수 없습니다." - -msgid "Assignment to uniform." -msgstr "uniform에 대입할 수 없습니다." - -msgid "Constants cannot be modified." -msgstr "상수는 수정할 수 없습니다." - msgid "" "Sampler argument %d of function '%s' called more than once using different " "built-ins. Only calling with the same built-in is supported." @@ -15896,6 +15698,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "함수를 식별자로 사용할 수 없습니다: '%s'." +msgid "Constants cannot be modified." +msgstr "상수는 수정할 수 없습니다." + msgid "Only integer expressions are allowed for indexing." msgstr "인덱싱에는 정수 표현식만 허용됩니다." diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index 83e0970a6c0b..d547f40abf65 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -87,12 +87,6 @@ msgstr "Joypad Poga %d" msgid "Pressure:" msgstr "Spiediens:" -msgid "canceled" -msgstr "atcelts" - -msgid "touched" -msgstr "pieskāries" - msgid "released" msgstr "atlaists" @@ -337,15 +331,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Piemērs: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d lietas" -msgstr[1] "%d lieta" -msgstr[2] "%d lietas" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -356,18 +341,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Darbība ar nosaukumu '%s' jau pastāv." -msgid "Cannot Revert - Action is same as initial" -msgstr "Nevar Atgriezt — Darbība ir tāda pati kā sākotnējā" - msgid "Revert Action" msgstr "Atsaukt Darbību" msgid "Add Event" msgstr "Pievienot Notikumu" -msgid "Remove Action" -msgstr "Noņemt Darbību" - msgid "Cannot Remove Action" msgstr "Nevar Noņemt Darbību" @@ -938,9 +917,6 @@ msgstr "Izveidot Jaunu %s" msgid "No results for \"%s\"." msgstr "Nav rezultātu \"%s\"." -msgid "No description available for %s." -msgstr "Apraksts nav pieejams priekš %s." - msgid "Favorites:" msgstr "Favorīti:" @@ -1219,9 +1195,6 @@ msgstr "Sekojošie faili netika izvilkti no paketes \"%s\":" msgid "(and %s more files)" msgstr "(un vēl %s faili)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Pakete \"%s\" instalēta sekmīgi!" - msgid "Success!" msgstr "Mērķis sasniegts!" @@ -1345,26 +1318,6 @@ msgstr "Ielādēt Kopnes Izkārtojuma noklusējumu." msgid "Create a new Bus Layout." msgstr "Izveidot jaunu Kopnes izkārtojumu." -msgid "Invalid name." -msgstr "Nederīgs nosaukums." - -msgid "Cannot begin with a digit." -msgstr "Nevar sākt ar ciparu." - -msgid "Valid characters:" -msgstr "Derīgie simboli:" - -msgid "Must not collide with an existing engine class name." -msgstr "" -"Nosaukums nedrīkst būt vienāds ar eksistējošu konstruktora klases nosaukumu." - -msgid "Must not collide with an existing built-in type name." -msgstr "Nosaukums nedrīkst būt vienāds ar eksistējošu iebūvēta tipa nosaukumu." - -msgid "Must not collide with an existing global constant name." -msgstr "" -"Nosaukums nedrīkst būt vienāds ar eksistējošu globālo konstantes nosaukumu." - msgid "Autoload '%s' already exists!" msgstr "Auto-ielāde '%s' jau eksistē!" @@ -1579,9 +1532,6 @@ msgstr "Importēt profilu(s)" msgid "Manage Editor Feature Profiles" msgstr "Pārvaldīt redaktora iespēju profilus" -msgid "Save & Restart" -msgstr "Saglabāt & pārstartēt" - msgid "ScanSources" msgstr "ScanSources / Skenēšanas Avoti" @@ -1662,15 +1612,15 @@ msgstr "" "Pašreiz šim mainīgajam nav apraksta. Lūdzu, palīdzi mums [color=$color]" "[url=$url]izveidot to[/url][/color]!" +msgid "Editor" +msgstr "Redaktors" + msgid "Property:" msgstr "Parametrs:" msgid "Signal:" msgstr "Signāls:" -msgid "%d match." -msgstr "%d sakritība." - msgid "%d matches." msgstr "%d sakritības." @@ -1742,9 +1692,6 @@ msgstr "Mainīt Masīva Lielumu" msgid "Set %s" msgstr "Likt %s" -msgid "Pinned %s" -msgstr "Piesprausts %s" - msgid "Unpinned %s" msgstr "Atsprausts %s" @@ -1781,15 +1728,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Griežas, kad redaktora logs atjauninas." -msgid "Imported resources can't be saved." -msgstr "Importētie resursi nevar tikt saglabāti." - msgid "OK" msgstr "Labi" -msgid "Error saving resource!" -msgstr "Kļūda saglabājot resursu!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1800,15 +1741,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Saglabāt Resursu Kā..." -msgid "Can't open file for writing:" -msgstr "Nevar atvērt failu rakstīšanai:" - -msgid "Requested file format unknown:" -msgstr "Pieprasītais faila formāts ir nezināms:" - -msgid "Error while saving." -msgstr "Kļūda saglabājot." - msgid "Saving Scene" msgstr "Saglabā Ainu" @@ -1818,33 +1750,17 @@ msgstr "Analizē" msgid "Creating Thumbnail" msgstr "Izveido sīktēlu" -msgid "This operation can't be done without a tree root." -msgstr "Nevar veikt šo darbību bez koka cilmes." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nevar saglabāt ainu. Drošivien atkarības (instances vai mantojumi) ir " -"kļūdainas." - msgid "Save scene before running..." msgstr "Saglabā ainu pirms palaišanas..." -msgid "Could not save one or more scenes!" -msgstr "Nevar saglabāt vienu vai vairākas ainas!" - msgid "Save All Scenes" msgstr "Saglabāt Visas Ainas" msgid "Can't overwrite scene that is still open!" msgstr "Nevar pārrakstīt ainu, kas joprojām ir atvērta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nevarēja ielādēt tīklu bibliotēku sapludināšanai!" - -msgid "Error saving MeshLibrary!" -msgstr "Kļūda saglabājot tīkla bibliotēku!" +msgid "Apply MeshInstance Transforms" +msgstr "Pielietot MeshInstances Transformācijas" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1896,9 +1812,6 @@ msgstr "Ātri atvērt ainu..." msgid "Quick Open Script..." msgstr "ātri atvērt skriptu..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s vairs neeksistē! Lūdzu norādi jaunu saglabāšanas lokāciju." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -1947,26 +1860,13 @@ msgstr "" msgid "Save & Quit" msgstr "Saglabāt & iziet" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Saglabāt izmaiņas sekojošai ainai(-ām) pirms iziešanas ?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Saglabāt izmaiņas sekojošai ainai(-ām) pirms projektu menedžera atvēršanas ?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Šī iespēja in novecojusi. Situācijas, kad atsvaidzināšana ir jāveic piespiedu " -"kārtā, ir uzskatāma par kļūdu, lūdzu ziņojiet." - msgid "Pick a Main Scene" msgstr "Izvēlēties galveno ainu" -msgid "This operation can't be done without a scene." -msgstr "Šo operāciju nevar veikt bez ainas." - msgid "Export Mesh Library" msgstr "Ekportēt tīkla bibliotēku" @@ -1995,22 +1895,12 @@ msgstr "" "Aina '%s' tika importēta automātiski, tāpēc to nevar modificēt.\n" "Lai tajā veiktu izmaiņas, izveidojiet jaunu pārmantotu ainu." -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 "" -"Kļūda ielādējot ainu, tai jābūt projekta ceļā. Izmantojiet 'Importēt', lai " -"atvērtu ainu, pēc tam saglabājiet to projekta ceļā." - msgid "Scene '%s' has broken dependencies:" msgstr "Ainai '%s' ir bojātas atkarības:" msgid "Clear Recent Scenes" msgstr "Notīrīt nesenās ainas" -msgid "There is no defined scene to run." -msgstr "Nav definēta aina, kuru palaist." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2107,15 +1997,9 @@ msgstr "Redaktora iestatījumi..." msgid "Project" msgstr "Projekts" -msgid "Project Settings..." -msgstr "Projekta iestatjumi..." - msgid "Version Control" msgstr "Versiju Kontrole" -msgid "Export..." -msgstr "Eksportēt..." - msgid "Install Android Build Template..." msgstr "Instalēt Android būves šablonu..." @@ -2134,9 +2018,6 @@ msgstr "Pārlādēt pašreizējo projektu" msgid "Quit to Project List" msgstr "Iziet uz projektu sarakstu" -msgid "Editor" -msgstr "Redaktors" - msgid "Editor Layout" msgstr "Redaktora izkārtojums" @@ -2170,9 +2051,6 @@ msgstr "Palīdzība" msgid "Online Documentation" msgstr "Tiešsaistes Dokumentācija" -msgid "Questions & Answers" -msgstr "Jautājumi & Atbildes" - msgid "Community" msgstr "Komūna" @@ -2188,21 +2066,18 @@ msgstr "Sūtīt dokumentu atsauksmi" msgid "Support Godot Development" msgstr "Atbalstīt Godot izstrādi" +msgid "Save & Restart" +msgstr "Saglabāt & pārstartēt" + msgid "Update Continuously" msgstr "Nepārtraukti Atjaunot" -msgid "FileSystem" -msgstr "Failu sistēma" - msgid "Inspector" msgstr "Inspektors" msgid "Node" msgstr "Mezgls" -msgid "Output" -msgstr "Izeja" - msgid "Don't Save" msgstr "Nesaglabāt" @@ -2227,9 +2102,6 @@ msgstr "Šablona pakotne" msgid "Export Library" msgstr "Eksportēt bibliotēku" -msgid "Apply MeshInstance Transforms" -msgstr "Pielietot MeshInstances Transformācijas" - msgid "" "The following files are newer on disk.\n" "What action should be taken?" @@ -2270,24 +2142,12 @@ msgstr "Atvērt iepriekšējo redaktoru" msgid "Warning!" msgstr "Brīdinājums!" -msgid "On" -msgstr "Ieslēgts" - -msgid "Edit Plugin" -msgstr "Rediģēt spraudni" - -msgid "Installed Plugins:" -msgstr "Instalētie spraudņi:" - -msgid "Version" -msgstr "Versija" - -msgid "Author" -msgstr "Autors" - msgid "Edit Text:" msgstr "Rediģēt Tekstu:" +msgid "On" +msgstr "Ieslēgts" + msgid "Bit %d, value %d" msgstr "Bits %d, vērtība %d" @@ -2300,15 +2160,15 @@ msgstr "Pievienot..." msgid "Invalid RID" msgstr "Nederīgs RID" -msgid "Remove Item" -msgstr "Noņemt vienumu" - msgid "New Key:" msgstr "Jauna atslēga:" msgid "New Value:" msgstr "Jauna vērtība:" +msgid "Remove Item" +msgstr "Noņemt vienumu" + msgid "Load..." msgstr "Ielādē..." @@ -2339,9 +2199,6 @@ msgstr "Unicode" msgid "Storing File:" msgstr "Faila saglabāšana:" -msgid "No export template found at the expected path:" -msgstr "Norādītajā ceļā nav atrasta eksporta veidne:" - msgid "Packing" msgstr "Pako" @@ -2381,27 +2238,6 @@ msgstr "Nevar pievienoties spogulim." msgid "Cannot remove temporary file:" msgstr "Nevar noņemt pagaidu failu:" -msgid "Disconnected" -msgstr "Atvienots" - -msgid "Resolving" -msgstr "Atrisina" - -msgid "Connecting..." -msgstr "Savienojas..." - -msgid "Can't Connect" -msgstr "Nevar Savieoties" - -msgid "Connected" -msgstr "Savienots" - -msgid "Requesting..." -msgstr "Pieprasa..." - -msgid "Downloading" -msgstr "Lejuplādē" - msgid "Importing:" msgstr "Importē:" @@ -2493,9 +2329,6 @@ msgstr "Noņemt no Favorītiem" msgid "Reimport" msgstr "Reimportēt" -msgid "Open in File Manager" -msgstr "Atvērt Failu Pārlūkā" - msgid "New Folder..." msgstr "Jauna mape..." @@ -2514,6 +2347,9 @@ msgstr "Dublicēt..." msgid "Rename..." msgstr "Pārsaukt..." +msgid "Open in File Manager" +msgstr "Atvērt Failu Pārlūkā" + msgid "Find in Files" msgstr "Atrast Failos" @@ -2712,15 +2548,6 @@ msgstr "Grupas" msgid "Select a single node to edit its signals and groups." msgstr "Izvēlies kādu mezglu, lai rediģētu tā signālus un grupas." -msgid "Update" -msgstr "Atjaunināt" - -msgid "Author:" -msgstr "Autors:" - -msgid "Version:" -msgstr "Versija:" - msgid "Create Polygon" msgstr "Izveidot Daudzstūri" @@ -2823,6 +2650,12 @@ msgstr "Noņemt izvēlēto mezglu vai pāreju." msgid "Play Mode:" msgstr "Atskaņošanas Režīms:" +msgid "Author" +msgstr "Autors" + +msgid "Version:" +msgstr "Versija:" + msgid "Contents:" msgstr "Saturs:" @@ -2835,15 +2668,18 @@ msgstr "Nevar saglabāt atbildi uz:" msgid "Failed:" msgstr "Neizdevās:" -msgid "Expected:" -msgstr "Sagaidāms:" - msgid "Got:" msgstr "Saņemts:" msgid "Resolving..." msgstr "Atrisina.." +msgid "Connecting..." +msgstr "Savienojas..." + +msgid "Requesting..." +msgstr "Pieprasa..." + msgid "Idle" msgstr "Dīkstāve" @@ -2859,9 +2695,6 @@ msgstr "Licence (A-Z)" msgid "License (Z-A)" msgstr "Licence (Z-A)" -msgid "Official" -msgstr "Oficiāls" - msgid "Testing" msgstr "Testē" @@ -2928,18 +2761,6 @@ msgstr "Tuvināt uz 400%" msgid "Zoom to 800%" msgstr "Tuvināt uz 800%" -msgid "Drag: Rotate selected node around pivot." -msgstr "Bīdīt: Rotē izvēlēto mezglu apkārt asij." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Bīdīt: Pārvietot izvēlēto mezglu." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Bīdīt: Pielāgo mērogu izvēlētajam mezglam." - -msgid "V: Set selected node's pivot position." -msgstr "V: Uzlikt izvēlētā mezgla centra pozīciju." - msgid "Scale Mode" msgstr "Mēroga Režīms" @@ -3029,6 +2850,15 @@ msgstr "Sinhronizēt ainas izmaiņas" msgid "Synchronize Script Changes" msgstr "Sinhronizēt skripta izmaiņas" +msgid "Edit Plugin" +msgstr "Rediģēt spraudni" + +msgid "Installed Plugins:" +msgstr "Instalētie spraudņi:" + +msgid "Version" +msgstr "Versija" + msgid " - Variation" msgstr " - Dažādība" @@ -3038,24 +2868,6 @@ msgstr "Konvertēt uz CPUParticles2D" msgid "Select lightmap bake file:" msgstr "Izvēlēties gaismas kartes cepšanas failu:" -msgid "Create Simplified Convex Shape" -msgstr "Izveidot vienkāršotu izliektu formu" - -msgid "Create Single Convex Shape" -msgstr "Izveidot Vienu Izliektu Formu" - -msgid "Create Multiple Convex Shapes" -msgstr "Izveidot Vairākas Izliektas Formas" - -msgid "Create Single Convex Collision Sibling" -msgstr "Izveidot Vienu Izliektu Sadursmes Uzmavu" - -msgid "Create Simplified Convex Collision Sibling" -msgstr "Izveidot vienkāršotu izliektu sadursmes radinieku" - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Izveidot Vairākas Izliektas Sadursmes Uzmavas" - msgid "X-Axis" msgstr "X ass" @@ -3083,6 +2895,9 @@ msgstr "iepriekš" msgid "Please Confirm..." msgstr "Lūdzu apstipriniet..." +msgid "Author:" +msgstr "Autors:" + msgid "Add Custom Polygon" msgstr "Pievienot pielāgotu daudzstūri" @@ -3107,18 +2922,9 @@ msgstr "Nevar atvērt '%s'. Fails ir pārvietots vai dzēsts." msgid "Close and save changes?" msgstr "Aizvērt un saglabāt izmaiņas?" -msgid "Error saving file!" -msgstr "Kļūda saglabājot failu!" - -msgid "Error while saving theme." -msgstr "Kļūda saglabājot motīvu." - msgid "Error Saving" msgstr "Kļūda Saglabājot" -msgid "Error importing theme." -msgstr "Kļūda importējot motīvu." - msgid "Error Importing" msgstr "Kļūda Importējot" @@ -3179,9 +2985,6 @@ msgstr "Atvērt Godot tiešsaistes dokumentāciju." msgid "Discard" msgstr "Atmest" -msgid "Search Results" -msgstr "Meklēšanas Rezultāti" - msgid "Clear Recent Scripts" msgstr "Notīrīt nesenos skriptus" @@ -3199,12 +3002,12 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignorēt]" -msgid "Line" -msgstr "Rinda" - msgid "Go to Function" msgstr "Iet uz funkciju" +msgid "Line" +msgstr "Rinda" + msgid "Bookmarks" msgstr "Grāmatzīmes" @@ -3451,9 +3254,6 @@ msgstr "Noņemt ienākošo portu" msgid "Remove Output Port" msgstr "Noņemt izejas portu" -msgid "Node(s) Moved" -msgstr "Mezgls(-i) pārvietots(-i)" - msgid "Create Shader Node" msgstr "Izveidot ēnotāja mezglu" @@ -3511,26 +3311,14 @@ msgstr "Norādīt mapi kuru skenēt" msgid "Remove All" msgstr "Noņemt visu" -msgid "Also delete project contents (no undo!)" -msgstr "Dzēst projekta saturu (nevar atsaukt)" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Kļūme atverot paketes failu (tā nav ZIP formātā)." - -msgid "New Game Project" -msgstr "Jauns spēles projekts" - -msgid "Invalid project name." -msgstr "Nederīgs projekta nosaukums." - msgid "Error opening package file, not in ZIP format." msgstr "Kļūda atverot failu arhīvu, nav ZIP formātā." msgid "The following files failed extraction from package:" msgstr "Sekojošie faili netika izvilkti no paketes:" -msgid "Package installed successfully!" -msgstr "Pakete instalēta sekmīgi!" +msgid "New Game Project" +msgstr "Jauns spēles projekts" msgid "Install & Edit" msgstr "Instalēt & Rediģēt" @@ -3586,9 +3374,6 @@ msgstr "Kļūda ielādējot ainu no %s" msgid "Detach Script" msgstr "Atvienot skriptu" -msgid "Delete %d nodes and any children?" -msgstr "Dzēst %d mezglus un to bērnus?" - msgid "Delete %d nodes?" msgstr "Izdzēst %d mezglus?" @@ -3613,9 +3398,6 @@ msgstr "Cits mezgls" msgid "Attach Script" msgstr "Pievienot skriptu" -msgid "Cut Node(s)" -msgstr "Izgriezt mezglu(s)" - msgid "Change type of node(s)" msgstr "Mezgla(-u) tipa maiņa" @@ -3658,10 +3440,6 @@ msgstr "Pievienot mezgla skriptu" msgid "Invalid base path." msgstr "Nederīgs bāzes ceļš." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Nepareizs argumenta tips convert() izsaukšanai, lietojiet TYPE_* konstantes." - msgid "GridMap Fill Selection" msgstr "Režģkartes pildīšanas izvēle" @@ -3726,9 +3504,6 @@ msgstr "Animācija netika atrasta: '%s'" msgid "Nothing connected to input '%s' of node '%s'." msgstr "Nekas nav savienots ar ieeju '%s' mezglam '%s'." -msgid "Alert!" -msgstr "Brīdinājums!" - msgid "Invalid source for preview." msgstr "Nederīgs avots priekšskatījumam." diff --git a/editor/translations/editor/ms.po b/editor/translations/editor/ms.po index 71cee3a16257..ffd0a4fe8948 100644 --- a/editor/translations/editor/ms.po +++ b/editor/translations/editor/ms.po @@ -179,12 +179,6 @@ msgstr "Butang Joypad %d" msgid "Pressure:" msgstr "Tekanan:" -msgid "canceled" -msgstr "dibatalkan" - -msgid "touched" -msgstr "disentuh" - msgid "released" msgstr "dilepas" @@ -432,13 +426,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Contoh:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "Barang %d" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -449,18 +436,12 @@ msgstr "" 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" @@ -998,10 +979,6 @@ msgstr "Ganti Semua" msgid "Selection Only" msgstr "Pilihan Sahaja" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Jarak" - msgctxt "Indentation" msgid "Tabs" msgstr "Tab" @@ -1157,9 +1134,6 @@ msgstr "Kelas ini ditanda sebagai usang." msgid "This class is marked as experimental." msgstr "Kelas ini ditanda sebagai eksperimental." -msgid "No description available for %s." -msgstr "Tiada keterangan tersedia untuk %s." - msgid "Favorites:" msgstr "Kegemaran:" @@ -1187,9 +1161,6 @@ msgstr "Simpan Cabang sebagai Adengan" msgid "Copy Node Path" msgstr "Salin Laluan Nod" -msgid "Instance:" -msgstr "Tika:" - msgid "Value" msgstr "Nilai" @@ -1443,9 +1414,6 @@ msgstr "Fail berikut gagal diekstrak dari aset \"%s\":" msgid "(and %s more files)" msgstr "(dan %s fail lagi)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Aset \"%s\" berjaya dipasang!" - msgid "Success!" msgstr "Berjaya!" @@ -1569,25 +1537,6 @@ msgstr "Muatkan Susun Atur Bas lalai." msgid "Create a new Bus Layout." msgstr "Cipta Susun Atur Bas baru." -msgid "Invalid name." -msgstr "Nama tidak sah." - -msgid "Cannot begin with a digit." -msgstr "Tidak boleh bermula dengan digit." - -msgid "Valid characters:" -msgstr "Watak yang sah:" - -msgid "Must not collide with an existing engine class name." -msgstr "Tidak boleh bertembung dengan nama kelas engin yang telah wujud." - -msgid "Must not collide with an existing built-in type name." -msgstr "" -"Tidak boleh bertembung dengan nama jenis terbina dalam yang telah wujud." - -msgid "Must not collide with an existing global constant name." -msgstr "Tidak boleh bertembung dengan nama pemalar global yang telah wujud." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' sudah wujud!" @@ -1802,12 +1751,6 @@ msgstr "Import Profil" msgid "Manage Editor Feature Profiles" msgstr "Urus Profil Ciri Editor" -msgid "Restart" -msgstr "Mula semula" - -msgid "Save & Restart" -msgstr "Simpan & Mula Semula" - msgid "ScanSources" msgstr "Sumber Imbas" @@ -1885,15 +1828,15 @@ msgstr "" "Tiada keterangan untuk sifat ini. Tolong bantu kami dengan [color=$color]" "[url=$url]menyumbang satu[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Sifat:" msgid "Signal:" msgstr "Isyarat:" -msgid "%d match." -msgstr "%d padan." - msgid "%d matches." msgstr "%d padan." @@ -1958,9 +1901,6 @@ msgstr "Ubah saiz Array" msgid "Set %s" msgstr "Tetapkan %s" -msgid "Pinned %s" -msgstr "Dipinkan %s" - msgid "Unpinned %s" msgstr "%s tidak dipinkan" @@ -2000,15 +1940,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Berputar apabila tingkap editor dilukis semula." -msgid "Imported resources can't be saved." -msgstr "Sumber yang diimport tidak dapat disimpan." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Ralat semasa menyimpan sumber!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2019,15 +1953,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Simpan Sumber Sebagai..." -msgid "Can't open file for writing:" -msgstr "Tidak dapat membuka fail untuk ditulis:" - -msgid "Requested file format unknown:" -msgstr "Format fail yang diminta tidak diketahui:" - -msgid "Error while saving." -msgstr "Ralat semasa menyimpan." - msgid "Saving Scene" msgstr "Menyimpan Adegan" @@ -2037,33 +1962,20 @@ msgstr "Menganalisis" msgid "Creating Thumbnail" msgstr "Mencipta Gambar Kecil" -msgid "This operation can't be done without a tree root." -msgstr "Operasi ini tidak boleh dilakukan tanpa akar pokok." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Tidak dapat menyimpan adegan. Kemungkinan kebergantungan (instance atau " -"warisan) tidak dapat dipenuhi." - msgid "Save scene before running..." msgstr "Simpan adegan sebelum menjalankan..." -msgid "Could not save one or more scenes!" -msgstr "Tidak dapat menyimpan satu atau lebih adegan!" - msgid "Save All Scenes" msgstr "Simpan Semua Adegan-adegan" msgid "Can't overwrite scene that is still open!" msgstr "Tidak boleh tulis ganti adegan yang masih terbuka!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Tidak dapat memuatkan MeshLibrary untuk penggabungan!" +msgid "Merge With Existing" +msgstr "Gabung Dengan Sedia Ada" -msgid "Error saving MeshLibrary!" -msgstr "Ralat menyimpan MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Gunakan MeshInstance Transforms" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2103,9 +2015,6 @@ msgstr "" "Sumber ini telah diimport, maka ia tidak dapat diedit. Ubah tetapannya di " "panel import dan kemudian import semula." -msgid "Changes may be lost!" -msgstr "Perubahan mungkin akan hilang!" - msgid "Open Base Scene" msgstr "Buka Adegan Asas" @@ -2118,9 +2027,6 @@ msgstr "Buka Cepat Adegan..." msgid "Quick Open Script..." msgstr "Buka Cepat Skrip..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s tidak lagi wujud! Sila nyatakan lokasi simpan baru." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2170,25 +2076,12 @@ msgstr "" msgid "Save & Quit" msgstr "Simpan & Keluar" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Simpan perubahan pada adegan berikut sebelum keluar?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Simpan perubahan adegan berikut sebelum membuka Pengurus Projek?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Pilihan ini tidak digunakan lagi. Situasi di mana penyegaran mesti dipaksa " -"sekarang dianggap sebagai pepijat. Sila laporkan." - msgid "Pick a Main Scene" msgstr "Pilih Adegan Utama" -msgid "This operation can't be done without a scene." -msgstr "Operasi ini tidak boleh dilakukan tanpa adegan." - msgid "Export Mesh Library" msgstr "Eksport Perpustakaan Mesh" @@ -2219,22 +2112,12 @@ msgstr "" "Adegan '%s' diimport secara automatik, maka ia tidak dapat diubah.\n" "Untuk membuat perubahan, pemandangan baru yang diwarisi dapat dibuat." -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 "" -"Ralat memuatkan adegan, ia mesti berada di dalam laluan projek. Gunakan " -"'Import' untuk membuka adegan, kemudian simpan di dalam laluan projek." - msgid "Scene '%s' has broken dependencies:" msgstr "Adegan '%s' mengandungi kebergantungan yang pecah:" msgid "Clear Recent Scenes" msgstr "Kosongkan Adegan-adegan Terbaru" -msgid "There is no defined scene to run." -msgstr "Tiada adegan yang didefinisikan untuk dijalankan." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2334,15 +2217,9 @@ msgstr "Tetapan Editor..." msgid "Project" msgstr "Projek" -msgid "Project Settings..." -msgstr "Tetapan Projek..." - msgid "Version Control" msgstr "Kawalan Versi" -msgid "Export..." -msgstr "Eksport..." - msgid "Install Android Build Template..." msgstr "Pasang Templat Binaan Android..." @@ -2361,9 +2238,6 @@ msgstr "Muat Semula Projek Semasa" msgid "Quit to Project List" msgstr "Keluar ke Senarai Projek" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Editor Susun Atur" @@ -2397,9 +2271,6 @@ msgstr "Bantuan" msgid "Online Documentation" msgstr "Dokumentasi Dalam Talian" -msgid "Questions & Answers" -msgstr "Soalan & Jawapan" - msgid "Community" msgstr "Komuniti" @@ -2415,24 +2286,21 @@ msgstr "Hantar Maklum Balas Dokumen" msgid "Support Godot Development" msgstr "Sokong Pembangunan Godot" +msgid "Save & Restart" +msgstr "Simpan & Mula Semula" + msgid "Update Continuously" msgstr "Kemas Kini Secara Berterusan" msgid "Hide Update Spinner" msgstr "Sembunyikan Spinner Kemas Kini" -msgid "FileSystem" -msgstr "SistemFail" - msgid "Inspector" msgstr "Pemeriksa" msgid "Node" msgstr "Nod" -msgid "Output" -msgstr "Keluaran" - msgid "Don't Save" msgstr "Jangan Simpan" @@ -2457,12 +2325,6 @@ msgstr "Pakej Templat" msgid "Export Library" msgstr "Eksport Perpustakaan" -msgid "Merge With Existing" -msgstr "Gabung Dengan Sedia Ada" - -msgid "Apply MeshInstance Transforms" -msgstr "Gunakan MeshInstance Transforms" - msgid "Open & Run a Script" msgstr "Buka & Jalankan Skrip" @@ -2509,24 +2371,12 @@ msgstr "Buka Editor sebelumnya" msgid "Warning!" msgstr "Amaran!" -msgid "On" -msgstr "Hidupkan" - -msgid "Edit Plugin" -msgstr "Sunting Plugin" - -msgid "Installed Plugins:" -msgstr "Plugin yang Dipasang:" - -msgid "Version" -msgstr "Versi" - -msgid "Author" -msgstr "Pengarang" - msgid "Edit Text:" msgstr "Sunting Teks:" +msgid "On" +msgstr "Hidupkan" + msgid "No name provided." msgstr "Tidak ada nama yang diberikan." @@ -2570,18 +2420,18 @@ msgstr "Pilih Viewport" msgid "Selected node is not a Viewport!" msgstr "Node yang dipilih bukan Viewport!" -msgid "Size:" -msgstr "Saiz:" - -msgid "Remove Item" -msgstr "Keluarkan Item" - msgid "New Key:" msgstr "Kunci Baru:" msgid "New Value:" msgstr "Nilai Baru:" +msgid "Size:" +msgstr "Saiz:" + +msgid "Remove Item" +msgstr "Keluarkan Item" + msgid "Add Key/Value Pair" msgstr "Tambah Pasangan Kunci/Nilai" @@ -2637,9 +2487,6 @@ msgstr "Peranti" msgid "Storing File:" msgstr "Menyimpan Fail:" -msgid "No export template found at the expected path:" -msgstr "Tiada templat eksport ditemui di laluan yang dijangkakan:" - msgid "Packing" msgstr "Pembungkusan" @@ -2721,33 +2568,6 @@ msgstr "" "Tiada pautan muat turun ditemui untuk versi ini. Muat turun langsung hanya " "tersedia untuk siaran rasmi." -msgid "Disconnected" -msgstr "Sambungan terputus" - -msgid "Resolving" -msgstr "Menyelesaikan" - -msgid "Can't Resolve" -msgstr "Tidak Dapat Menyelesaikan" - -msgid "Connecting..." -msgstr "Menyambung..." - -msgid "Can't Connect" -msgstr "Tidak Dapat Menyambung" - -msgid "Connected" -msgstr "Disambungkan" - -msgid "Requesting..." -msgstr "Meminta..." - -msgid "Downloading" -msgstr "Memuat turun" - -msgid "Connection Error" -msgstr "Ralat Sambungan" - msgid "Can't open the export templates file." msgstr "Tidak dapat membuka fail templat eksport." @@ -2914,9 +2734,6 @@ msgstr "Alih keluar dari Kegemaran" msgid "Reimport" msgstr "Import semula" -msgid "Open in File Manager" -msgstr "Buka dalam Pengurus Fail" - msgid "New Folder..." msgstr "Folder Baru..." @@ -2953,6 +2770,9 @@ msgstr "Penduakan..." msgid "Rename..." msgstr "Namakan semula..." +msgid "Open in File Manager" +msgstr "Buka dalam Pengurus Fail" + msgid "Re-Scan Filesystem" msgstr "Imbas Semula Sistem Fail" @@ -3141,6 +2961,9 @@ msgstr "Tetingkap Baru" msgid "Add a new scene." msgstr "Tambah adegan baru." +msgid "Instance:" +msgstr "Tika:" + msgid "Importing Scene..." msgstr "Mengimport Adegan..." @@ -3174,9 +2997,6 @@ msgstr "3D" msgid "Importer:" msgstr "Pengimport:" -msgid "Keep File (No Import)" -msgstr "Simpan Fail (Tiada Import)" - msgid "%d Files" msgstr "%d Fail-fail" @@ -3261,33 +3081,6 @@ msgstr "Kumpulan" msgid "Select a single node to edit its signals and groups." msgstr "Pilih satu nod untuk menyunting isyarat dan kumpulan-kumpulannya." -msgid "Edit a Plugin" -msgstr "Sunting satu Plugin" - -msgid "Create a Plugin" -msgstr "Cipta satu Plugin" - -msgid "Update" -msgstr "Kemas kini" - -msgid "Plugin Name:" -msgstr "Nama Plugin:" - -msgid "Subfolder:" -msgstr "Subfolder:" - -msgid "Author:" -msgstr "Pengarang:" - -msgid "Version:" -msgstr "Versi:" - -msgid "Script Name:" -msgstr "Nama Skrip:" - -msgid "Activate now?" -msgstr "Aktifkan sekarang?" - msgid "Create Polygon" msgstr "Buat Poligon" @@ -3636,8 +3429,11 @@ msgstr "Alih keluar nod atau peralihan yang dipilih." msgid "Play Mode:" msgstr "Mod Main:" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Pengarang" + +msgid "Version:" +msgstr "Versi:" msgid "Contents:" msgstr "Kandungan:" @@ -3696,9 +3492,6 @@ msgstr "Gagal:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash muat turun buruk, dengan andaian fail telah diusik." -msgid "Expected:" -msgstr "Dijangka:" - msgid "Got:" msgstr "Mendapat:" @@ -3717,6 +3510,12 @@ msgstr "Memuat turun..." msgid "Resolving..." msgstr "Menyelesaikan..." +msgid "Connecting..." +msgstr "Menyambung..." + +msgid "Requesting..." +msgstr "Meminta..." + msgid "Error making request" msgstr "Ralat membuat permintaan" @@ -3750,9 +3549,6 @@ msgstr "Lesen (A-Z)" msgid "License (Z-A)" msgstr "Lesen (Z-A)" -msgid "Official" -msgstr "Rasmi" - msgid "Testing" msgstr "Menguji" @@ -3934,23 +3730,6 @@ msgstr "Zum ke 1600%" msgid "Select Mode" msgstr "Pilih Mod" -msgid "Drag: Rotate selected node around pivot." -msgstr "Seret: Putar nod terpilih di sekeliling pangsi." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Seret: Pindahkan nod terpilih." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Seret: Skalakan nod terpilih." - -msgid "V: Set selected node's pivot position." -msgstr "V: Tetapkan kedudukan pangsi nod terpilih." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Tunjukkan senarai semua nod pada kedudukan yang diklik, termasuk " -"yang dikunci." - msgid "RMB: Add node at position clicked." msgstr "RMB: Tambah nod pada kedudukan yang diklik." @@ -3966,9 +3745,6 @@ msgstr "Mod Skala" msgid "Shift: Scale proportionally." msgstr "Shift: Skala secara berkadar." -msgid "Click to change object's rotation pivot." -msgstr "Klik untuk menukar pangsi putaran objek." - msgid "Pan Mode" msgstr "Mod Pan" @@ -4181,12 +3957,12 @@ msgstr "Kanan Lebar" msgid "Full Rect" msgstr "Penuh Rect" +msgid "Restart" +msgstr "Mula semula" + msgid "Load Emission Mask" msgstr "Muatkan Topeng Pelepasan" -msgid "Generated Point Count:" -msgstr "Kiraan Titik Dijana:" - msgid "Emission Mask" msgstr "Topeng Emission" @@ -4273,13 +4049,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Navigasi Yang Boleh Dilihat" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Apabila pilihan ini diaktifkan, jejaring navigasi dan poligon-poligon akan " -"dapat dilihat dalam projek yang sedang berjalan." - msgid "Synchronize Scene Changes" msgstr "Segerakkan Perubahan Adegan" @@ -4308,8 +4077,14 @@ msgstr "" "Apabila digunakan dari jauh pada peranti, ini lebih efisien apabila pilihan " "sistem fail rangkaian diaktifkan." -msgid "Clear Emission Mask" -msgstr "Keluarkan Topeng Emission" +msgid "Edit Plugin" +msgstr "Sunting Plugin" + +msgid "Installed Plugins:" +msgstr "Plugin yang Dipasang:" + +msgid "Version" +msgstr "Versi" msgid "Create Occluder Polygon" msgstr "Cipta Poligon Occluder" @@ -4330,20 +4105,11 @@ msgstr "Bake Lightmap" msgid "Select lightmap bake file:" msgstr "Pilih fail lightmap bake:" -msgid "Mesh is empty!" -msgstr "Mesh kosong!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Tidak dapat mencipta bentuk perlanggaran Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Buat Badan Trimesh Statik" - -msgid "This doesn't work on scene root!" -msgstr "Ini tidak berfungsi pada akar tempat adegan!" - -msgid "Create Trimesh Static Shape" -msgstr "Cipta Bentuk Statik Trimesh" +msgid "Mesh is empty!" +msgstr "Mesh kosong!" msgid "Amount:" msgstr "Jumlah:" @@ -4354,9 +4120,35 @@ msgstr "Edit Poli" msgid "Edit Poly (Remove Point)" msgstr "Edit Poli (Alih Keluar Titik)" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Tunjukkan senarai semua nod pada kedudukan yang diklik, termasuk " +"yang dikunci." + msgid "Insert Animation Key" msgstr "Masukkan Kunci Animasi" +msgid "Edit a Plugin" +msgstr "Sunting satu Plugin" + +msgid "Create a Plugin" +msgstr "Cipta satu Plugin" + +msgid "Plugin Name:" +msgstr "Nama Plugin:" + +msgid "Subfolder:" +msgstr "Subfolder:" + +msgid "Author:" +msgstr "Pengarang:" + +msgid "Script Name:" +msgstr "Nama Skrip:" + +msgid "Activate now?" +msgstr "Aktifkan sekarang?" + msgid "Create Polygon3D" msgstr "Cipta Poligon3D" @@ -4465,15 +4257,9 @@ msgstr "Ralat semasa membuka fail pakej, bukan dalam format ZIP." msgid "The following files failed extraction from package:" msgstr "Fail berikut gagal diekstrak dari pakej:" -msgid "Package installed successfully!" -msgstr "Pakej berjaya dipasang!" - msgid "Batch Rename" msgstr "Namakan Semula Kumpulan" -msgid "Delete %d nodes and any children?" -msgstr "Padamkan nod %d dan mana-mana kanak-kanak?" - msgid "Delete %d nodes?" msgstr "Padam nod %d?" @@ -4483,9 +4269,6 @@ msgstr "Padam nod \"%s\"?" msgid "Filters" msgstr "Penapis" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Argumen jenis tidak sah untuk convert(), guna pemalar TYPE_*." - msgid "Cut Selection" msgstr "Potong Pilihan" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index e6de9a173153..d95c36f3bedf 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -192,12 +192,6 @@ msgstr "Joypad Knapp %d" msgid "Pressure:" msgstr "Trykk:" -msgid "canceled" -msgstr "Avbrutt" - -msgid "touched" -msgstr "berørt" - msgid "released" msgstr "sluppet" @@ -443,14 +437,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Eksempel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d element" -msgstr[1] "%d elementer" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -461,18 +447,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "En handling med navnet '%s' finnes allerede." -msgid "Cannot Revert - Action is same as initial" -msgstr "Kan ikke angre - Handlingen er den samme som nå" - msgid "Revert Action" msgstr "Tilbakestill handling" msgid "Add Event" msgstr "Legg til hendelse" -msgid "Remove Action" -msgstr "Fjern handling" - msgid "Cannot Remove Action" msgstr "Kan ikke fjerne handling" @@ -911,9 +891,6 @@ msgstr "Debug" msgid "Copy Node Path" msgstr "Kopier Node-bane" -msgid "Instance:" -msgstr "Instans:" - msgid "Toggle Visibility" msgstr "Juster synlighet" @@ -962,9 +939,6 @@ msgstr "Tid" msgid "Calls" msgstr "Samtaler" -msgid "Warning:" -msgstr "Advarsel:" - msgid "Error:" msgstr "Feil:" @@ -1229,12 +1203,6 @@ msgstr "Last standard Bus oppsettet." msgid "Create a new Bus Layout." msgstr "Opprett et nytt Bus oppsett." -msgid "Invalid name." -msgstr "Ugyldig navn." - -msgid "Valid characters:" -msgstr "Gyldige karakterer:" - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' eksisterer allerede!" @@ -1337,9 +1305,6 @@ msgstr "Importer" msgid "Export" msgstr "Eksporter" -msgid "Restart" -msgstr "Omstart" - msgid "ScanSources" msgstr "Gjennomsøk kilder" @@ -1392,15 +1357,15 @@ msgstr "" "Det finnes i øyeblikket ingen beskrivelse av denne egenskapen. Hjelp til ved " "å [colour=$color][url=$url]bidra med en[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Egenskap:" msgid "Signal:" msgstr "Signal:" -msgid "%d match." -msgstr "%d samsvarer." - msgid "%d matches." msgstr "%d sammsvarer." @@ -1461,15 +1426,9 @@ msgstr "Nullstill Resultat" msgid "Spins when the editor window redraws." msgstr "Snurrer når redigeringsvinduet tegner opp på nytt." -msgid "Imported resources can't be saved." -msgstr "Importerte ressurser kan ikke lagres." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Feil ved lagring av ressurs!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1480,15 +1439,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Lagre Ressurs Som..." -msgid "Can't open file for writing:" -msgstr "Kan ikke åpne fil for skriving:" - -msgid "Requested file format unknown:" -msgstr "Forespurte filformat ukjent:" - -msgid "Error while saving." -msgstr "Feil under lagring." - msgid "Saving Scene" msgstr "Lagrer Scene" @@ -1498,27 +1448,14 @@ msgstr "Analyserer" msgid "Creating Thumbnail" msgstr "Lager Thumbnail" -msgid "This operation can't be done without a tree root." -msgstr "Denne operasjonen kan ikke gjennomføres uten en trerot." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Kunne ikke lagre scene. Sannsynligvis kunne ikke avhengigheter (instanser " -"eller arvinger) oppfylles." - msgid "Save All Scenes" msgstr "Lagre Alle Scener" msgid "Can't overwrite scene that is still open!" msgstr "Kan ikke overskrive en scene som fortsatt er åpen!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Kan ikke laste MeshLibrary for sammenslåing!" - -msgid "Error saving MeshLibrary!" -msgstr "Feil ved lagring av MeshLibrary!" +msgid "Merge With Existing" +msgstr "Slå sammen Med Eksisterende" msgid "Layout name not found!" msgstr "Layoutnavn ikke funnet!" @@ -1540,9 +1477,6 @@ msgstr "" "Denne ressursen ble importert, så det ikke er redigerbar. Endre " "innstillingene i import-panelet og importer deretter på nytt." -msgid "Changes may be lost!" -msgstr "Endringer kan bli tapt!" - msgid "Open Base Scene" msgstr "Åpne Base Scene" @@ -1564,25 +1498,12 @@ msgstr "Kan ikke laste en scene som aldri ble lagret." msgid "Save & Quit" msgstr "Lagre & Avslutt" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Lagre endring til følgende scene(r) før avslutting?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Lagre endringer til følgende scene(r) før åpning av Prosjekt-Manager?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Dette alternativet er foreldet. Situasjoner der oppdatering må bli tvunget " -"regnes nå som en feil. Vennligst rapporter." - msgid "Pick a Main Scene" msgstr "Velg en HovedScene" -msgid "This operation can't be done without a scene." -msgstr "Denne operasjonen kan ikke gjøres uten en scene." - msgid "Export Mesh Library" msgstr "Eksporter MeshBibliotek" @@ -1596,22 +1517,12 @@ msgstr "" "Scene '%s' var automatisk importert, så den kan ikke modifiseres.\n" "For å gjøre endringer i den, kan du opprette en ny arvet scene." -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 "" -"Feil ved lasting av scene, den må være i prosjektbanen. Bruk \"Importer\" for " -"å åpne scenen, så lagre den i prosjektbanen." - msgid "Scene '%s' has broken dependencies:" msgstr "Scene '%s' har ødelagte avhengigheter:" msgid "Clear Recent Scenes" msgstr "Fjern Nylige Scener" -msgid "There is no defined scene to run." -msgstr "Det er ingen definert scene å kjøre." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -1702,18 +1613,12 @@ msgstr "Prosjekt" msgid "Version Control" msgstr "Versjonskontroll" -msgid "Export..." -msgstr "Eksporter..." - msgid "Tools" msgstr "Verktøy" msgid "Quit to Project List" msgstr "Avslutt til Prosjektliste" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Redigeringsverktøy Layout" @@ -1741,18 +1646,12 @@ msgstr "Hjelp" msgid "Community" msgstr "Samfunn" -msgid "FileSystem" -msgstr "FilSystem" - msgid "Inspector" msgstr "Inspektør" msgid "Node" msgstr "Node" -msgid "Output" -msgstr "Utgang" - msgid "Don't Save" msgstr "Ikke Lagre" @@ -1762,9 +1661,6 @@ msgstr "Importer Mal Fra ZIP-Fil" msgid "Export Library" msgstr "Eksporter bibliotek" -msgid "Merge With Existing" -msgstr "Slå sammen Med Eksisterende" - msgid "Open & Run a Script" msgstr "Åpne & Kjør et Skript" @@ -1808,15 +1704,6 @@ msgstr "Advarsel!" msgid "On" msgstr "På" -msgid "Installed Plugins:" -msgstr "Installerte Plugins:" - -msgid "Version" -msgstr "Versjon" - -msgid "Author" -msgstr "Forfatter" - msgid "No name provided." msgstr "Ingen navn gitt." @@ -1895,15 +1782,9 @@ msgstr "Feilet." msgid "Storing File:" msgstr "Lagrer Fil:" -msgid "No export template found at the expected path:" -msgstr "Ingen eksportmal funnet på forventet søkesti:" - msgid "Packing" msgstr "Pakking" -msgid "Save PCK" -msgstr "Lagre PCK" - msgid "Cannot create file \"%s\"." msgstr "Kunne ikke opprette filen \"%s\"." @@ -1913,18 +1794,12 @@ msgstr "Kunne ikke eksportere prosjektfiler." msgid "Can't open file to read from path \"%s\"." msgstr "Kan ikke åpne filen for å lese fra banen \"%s\"." -msgid "Save ZIP" -msgstr "Lagre ZIP" - msgid "Custom debug template not found." msgstr "Tilpasset feilsøkingsmal ble ikke funnet." msgid "Custom release template not found." msgstr "Fant ikke tilpasset utgivelsesmal." -msgid "Prepare Template" -msgstr "Forbered mal" - msgid "The given export path doesn't exist." msgstr "Den angitte eksportbanen eksisterer ikke." @@ -1944,27 +1819,6 @@ msgstr "" "Ingen nedlastningslink funnet for denne versjonen. Direkte nedlastning er kun " "mulig for offisielle utvigelser." -msgid "Disconnected" -msgstr "Koblet fra" - -msgid "Resolving" -msgstr "Løser" - -msgid "Can't Resolve" -msgstr "Kan ikke Løses" - -msgid "Connecting..." -msgstr "Kobler til…" - -msgid "Connected" -msgstr "Tilkoblet" - -msgid "Downloading" -msgstr "Laster ned" - -msgid "Connection Error" -msgstr "Tilkoblingsfeil" - msgid "Extracting Export Templates" msgstr "Ekstraherer Eksport Mal" @@ -2219,6 +2073,9 @@ msgstr "Legg til ny scene." msgid "Open in Editor" msgstr "Åpne i Redigeringsverktøy" +msgid "Instance:" +msgstr "Instans:" + msgid "Importing Scene..." msgstr "Importerer Scene..." @@ -2306,24 +2163,6 @@ msgstr "Språk" msgid "Groups" msgstr "Grupper" -msgid "Update" -msgstr "Oppdater" - -msgid "Plugin Name:" -msgstr "Navn på tillegg:" - -msgid "Subfolder:" -msgstr "Undermappe:" - -msgid "Author:" -msgstr "Forfatter:" - -msgid "Version:" -msgstr "Versjon:" - -msgid "Activate now?" -msgstr "Aktiver nå?" - msgid "" "Edit points.\n" "LMB: Move Point\n" @@ -2474,8 +2313,11 @@ msgstr "Reise" msgid "Delete Selected" msgstr "Slett valgt" -msgid "AnimationTree" -msgstr "Animasjontre" +msgid "Author" +msgstr "Forfatter" + +msgid "Version:" +msgstr "Versjon:" msgid "Contents:" msgstr "Innhold:" @@ -2513,9 +2355,6 @@ msgstr "Forespørsel feilet, for mange omdirigeringer" msgid "Failed:" msgstr "Feilet:" -msgid "Expected:" -msgstr "Forventet:" - msgid "Got:" msgstr "Fikk:" @@ -2525,6 +2364,9 @@ msgstr "Laster ned..." msgid "Resolving..." msgstr "Løser..." +msgid "Connecting..." +msgstr "Kobler til…" + msgid "Idle" msgstr "Inaktiv" @@ -2543,9 +2385,6 @@ msgstr "Navn (A-Z)" msgid "Name (Z-A)" msgstr "Navn (Z-A)" -msgid "Official" -msgstr "Offisiell" - msgid "Testing" msgstr "Tester" @@ -2609,9 +2448,6 @@ msgstr "Roter Modus" msgid "Scale Mode" msgstr "Skaler Modus" -msgid "Click to change object's rotation pivot." -msgstr "Klikk for å endre objektets rotasjonspivot." - msgid "Pan Mode" msgstr "Panorerings-Modus" @@ -2705,6 +2541,9 @@ msgstr "Nederst til venstre" msgid "Bottom Right" msgstr "Nederst til høyre" +msgid "Restart" +msgstr "Omstart" + msgid "Remove Curve Point" msgstr "Fjern Kurvepunkt" @@ -2737,6 +2576,12 @@ msgstr "" "Når det brukes eksternt på en enhet, er dette mer effektivt med et " "nettverksfilsystem aktivert." +msgid "Installed Plugins:" +msgstr "Installerte Plugins:" + +msgid "Version" +msgstr "Versjon" + msgid "Surface Points" msgstr "Overflatepunkter" @@ -2746,9 +2591,6 @@ msgstr "Volum" msgid "Failed creating lightmap images, make sure path is writable." msgstr "Laging av lysmapbilder feilet, forsikre om at stien er skrivbar." -msgid "This doesn't work on scene root!" -msgstr "Dette virker ikke på sceneroten!" - msgid "Create Outline" msgstr "Lag Omriss" @@ -2876,24 +2718,12 @@ msgstr "Legg til Punkt på Kurve" msgid "Move Point in Curve" msgstr "Flytt Punkt på Kurve" -msgid "Select Points" -msgstr "Velg Punkter" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Dra: Velg Kontrollpunkter" - -msgid "Click: Add Point" -msgstr "Klikk: Legg til Punkt" - msgid "Right Click: Delete Point" msgstr "Høyreklikk: Fjern Punkt" msgid "Select Control Points (Shift+Drag)" msgstr "Velg Kontrollpunkter (Shift+Dra)" -msgid "Add Point (in empty space)" -msgstr "Legg til Punkt (i tomt rom)" - msgid "Delete Point" msgstr "Slett punkt" @@ -2912,15 +2742,24 @@ msgstr "Fjern Stipunkt" msgid "Split Segment (in curve)" msgstr "Split Segment (i kurve)" +msgid "Plugin Name:" +msgstr "Navn på tillegg:" + +msgid "Subfolder:" +msgstr "Undermappe:" + +msgid "Author:" +msgstr "Forfatter:" + +msgid "Activate now?" +msgstr "Aktiver nå?" + msgid "Open Polygon 2D UV editor." msgstr "Åpne 2D-redigeringsverktøy for polygon-UV" msgid "Points" msgstr "Poeng" -msgid "Shift: Move All" -msgstr "Shift: Flytt Alle" - msgid "Move Polygon" msgstr "Flytt Polygon" @@ -2975,21 +2814,9 @@ msgstr "Kan ikke åpne '%s'. Filen kan ha blitt flyttet eller slettet." msgid "Close and save changes?" msgstr "Lukke og lagre endringer?" -msgid "Error writing TextFile:" -msgstr "Feil ved lagring av TextFile:" - -msgid "Error saving file!" -msgstr "Feil ved lagring av filen!" - -msgid "Error while saving theme." -msgstr "Feil ved lagring av tema" - msgid "Error Saving" msgstr "Feil ved lagring" -msgid "Error importing theme." -msgstr "Feil ved importering av tema." - msgid "Error Importing" msgstr "Feil ved importering" @@ -2999,9 +2826,6 @@ msgstr "Åpne fil" msgid "Import Theme" msgstr "Importer Tema" -msgid "Error while saving theme" -msgstr "Feil ved lagring av tema" - msgid "Error saving" msgstr "Feil ved lagring" @@ -3068,9 +2892,6 @@ msgstr "Gå til neste redigerte dokument." msgid "Discard" msgstr "Forkast" -msgid "Search Results" -msgstr "Søkeresultater" - msgid "Standard" msgstr "Standard" @@ -3080,15 +2901,15 @@ msgstr "Kilde" msgid "Target" msgstr "Mål" -msgid "Line" -msgstr "Linje" - msgid "Go to Function" msgstr "Gå til Funksjon" msgid "Pick Color" msgstr "Velg farge" +msgid "Line" +msgstr "Linje" + msgid "Uppercase" msgstr "Store bokstaver" @@ -3303,18 +3124,15 @@ msgstr "Velg en mappe å søke gjennom" msgid "Remove All" msgstr "Fjern alle" -msgid "Also delete project contents (no undo!)" -msgstr "Slett også prosjektets innhold (kan ikke reverseres!)" - -msgid "New Game Project" -msgstr "Nytt Spill-Prosjekt" - msgid "Couldn't create project.godot in project path." msgstr "Kunne ikke lage project.godot i prosjektstien." msgid "The following files failed extraction from package:" msgstr "De følgende filene feilet ekstrahering fra pakke:" +msgid "New Game Project" +msgstr "Nytt Spill-Prosjekt" + msgid "Import & Edit" msgstr "Importer & Endre" @@ -3375,9 +3193,6 @@ msgstr "Tilbakestill" msgid "User Interface" msgstr "Brukergrensesnitt" -msgid "Delete %d nodes and any children?" -msgstr "Slett %d noder og eventuelle barn?" - msgid "Delete %d nodes?" msgstr "Slett %d noder?" @@ -3423,18 +3238,6 @@ msgstr "Åpne skript / Velg plassering" msgid "N/A" msgstr "Ikke aktuelt" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Ugyldig argumenttype til convert(), bruk TYPE_* konstantene." - -msgid "Not a script with an instance" -msgstr "Ikke et skript med en instans" - -msgid "Not based on a script" -msgstr "Ikke basert på et skript" - -msgid "Not based on a resource file" -msgstr "Ikke basert på en ressursfil" - msgid "Cut Selection" msgstr "Klipp ut Seleksjon" diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 8df868809337..8aec6dde0ff1 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -73,14 +73,15 @@ # Gert-dev <Gert-dev@users.noreply.hosted.weblate.org>, 2023. # Adriaan de Jongh <adriaan@users.noreply.hosted.weblate.org>, 2024. # Luka van der Plas <lukavdplas@users.noreply.hosted.weblate.org>, 2024. +# steven pince <pincesteven@gmail.com>, 2024. +# "Vampie C." <devamp@gmail.com>, 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: 2024-02-26 06:02+0000\n" -"Last-Translator: Luka van der Plas <lukavdplas@users.noreply.hosted.weblate." -"org>\n" +"PO-Revision-Date: 2024-04-18 08:03+0000\n" +"Last-Translator: \"Vampie C.\" <devamp@gmail.com>\n" "Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot/" "nl/>\n" "Language: nl\n" @@ -240,12 +241,6 @@ msgstr "Joypad-knop %d" msgid "Pressure:" msgstr "Druk:" -msgid "canceled" -msgstr "geannuleerd" - -msgid "touched" -msgstr "aangeraakt" - msgid "released" msgstr "losgelaten" @@ -493,14 +488,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Voorbeeld: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d items" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -511,18 +498,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Actie '%s' bestaat al." -msgid "Cannot Revert - Action is same as initial" -msgstr "Kan niet ongedaan maken - actie is identiek aan de oorspronkelijke" - msgid "Revert Action" msgstr "Actie ongedaan maken" msgid "Add Event" msgstr "Gebeurtenis toevoegen" -msgid "Remove Action" -msgstr "Actie verwijderen" - msgid "Cannot Remove Action" msgstr "Kan actie niet verwijderen" @@ -532,6 +513,9 @@ msgstr "Gebeurtenis bewerken" msgid "Remove Event" msgstr "Gebeurtenis verwijderen" +msgid "Filter by Name" +msgstr "Filter op Naam" + msgid "Clear All" msgstr "Alles verwijderen" @@ -565,6 +549,15 @@ msgstr "Sleutel hier toevoegen" msgid "Duplicate Selected Key(s)" msgstr "Geselecteerde sleutel(s) dupliceren" +msgid "Cut Selected Key(s)" +msgstr "Geselecteerde sleutel(s) knippen" + +msgid "Copy Selected Key(s)" +msgstr "Kopiëer Geselecteerde Sleutel(s)" + +msgid "Paste Key(s)" +msgstr "Plak Sleutel(s)" + msgid "Delete Selected Key(s)" msgstr "Geselecteerde sleutel(s) verwijderen" @@ -595,6 +588,12 @@ msgstr "Bézier-punten verplaatsen" msgid "Animation Duplicate Keys" msgstr "Animatiesleutels dupliceren" +msgid "Animation Cut Keys" +msgstr "Animatiesleutels knippen" + +msgid "Animation Paste Keys" +msgstr "Animatie Plak Sleutels" + msgid "Animation Delete Keys" msgstr "Animatiesleutels verwijderen" @@ -658,6 +657,33 @@ msgid "Can't change loop mode on animation embedded in another scene." msgstr "" "Kan lusmodus niet wijzigen voor animatie die ingebed is in een andere scène." +msgid "Property Track..." +msgstr "Eigenschap Track..." + +msgid "3D Position Track..." +msgstr "3D Positie Track..." + +msgid "3D Rotation Track..." +msgstr "3D Rotatie Track..." + +msgid "3D Scale Track..." +msgstr "3D Schaal Track..." + +msgid "Blend Shape Track..." +msgstr "Blend Vorm Track..." + +msgid "Call Method Track..." +msgstr "Methode-oproep-track..." + +msgid "Bezier Curve Track..." +msgstr "Bézier Curve Track..." + +msgid "Audio Playback Track..." +msgstr "Audio Afspeel Track" + +msgid "Animation Playback Track..." +msgstr "Animatie-afspelen-track..." + msgid "Animation length (frames)" msgstr "Animatielengte (frames)" @@ -790,9 +816,18 @@ msgstr "Lusinterpolatie begrenzen" msgid "Wrap Loop Interp" msgstr "Lusinterpolatie naadloos maken" +msgid "Insert Key..." +msgstr "Voeg Sleutel in..." + msgid "Duplicate Key(s)" msgstr "Sleutel(s) dupliceren" +msgid "Cut Key(s)" +msgstr "Knip Sleutel(s)" + +msgid "Copy Key(s)" +msgstr "Kopiëer Sleutel(s)" + msgid "Add RESET Value(s)" msgstr "RESET-waarden toevoegen" @@ -819,7 +854,7 @@ msgstr "" "animatie opnieuw met compressie uitgeschakeld om deze te bewerken." msgid "Remove Anim Track" -msgstr "Animatie-track verwijderen" +msgstr "Verwijder Anim Track" msgid "Hold Shift when clicking the key icon to skip this dialog." msgstr "" @@ -1041,6 +1076,18 @@ msgstr "Bewerken" msgid "Animation properties." msgstr "Animatie-eigenschappen." +msgid "Set Start Offset (Audio)" +msgstr "Zet Start Compensatie (Audio)" + +msgid "Set End Offset (Audio)" +msgstr "Zet Einde Compensatie (Audio)" + +msgid "Move First Selected Key to Cursor" +msgstr "Verplaats Eerst Geselecteerde Sleutel naar Cursor" + +msgid "Move Last Selected Key to Cursor" +msgstr "Verplaats Laatst Geselecteerde Sleutel naar Cursor" + msgid "Delete Selection" msgstr "Selectie verwijderen" @@ -1238,10 +1285,6 @@ msgstr "Alles vervangen" msgid "Selection Only" msgstr "Enkel selectie" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Spaties" - msgctxt "Indentation" msgid "Tabs" msgstr "Tabs" @@ -1431,9 +1474,6 @@ msgstr "Deze klasse is gemarkeerd als verouderd." msgid "This class is marked as experimental." msgstr "Deze klasse is gemarkeerd als experimenteel." -msgid "No description available for %s." -msgstr "Geen beschrijving beschikbaar voor %s." - msgid "Favorites:" msgstr "Favorieten:" @@ -1467,9 +1507,6 @@ msgstr "Tak als scène opslaan" msgid "Copy Node Path" msgstr "Knoop-pad kopiëren" -msgid "Instance:" -msgstr "Instantie:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1595,9 +1632,6 @@ msgstr "Uitvoering hervat." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Waarschuwing:" - msgid "Error:" msgstr "Fout:" @@ -1877,9 +1911,22 @@ msgstr "Map maken" msgid "Folder name is valid." msgstr "Mapnaam is ongeldig." +msgid "Double-click to open in browser." +msgstr "Dubbelklik om in een browser te openen." + msgid "Thanks from the Godot community!" msgstr "Bedankt van de Godot-gemeenschap!" +msgid "(unknown)" +msgstr "(onbekend)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git commit datum: %s\n" +"Klik om het versienummer te kopiëeren." + msgid "Godot Engine contributors" msgstr "Bijdragers aan Godot Engine" @@ -1982,9 +2029,6 @@ msgstr "De volgende bestanden konden niet worden uitgepakt uit \"%s\":" msgid "(and %s more files)" msgstr "(en nog %s bestanden)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Bron-bestand \"%s\" succesvol geïnstalleerd!" - msgid "Success!" msgstr "Gelukt!" @@ -2154,32 +2198,6 @@ msgstr "Een nieuwe buslay-out aanmaken." msgid "Audio Bus Layout" msgstr "Geluidsbuslay-out" -msgid "Invalid name." -msgstr "Ongeldige naam." - -msgid "Cannot begin with a digit." -msgstr "Kan niet beginnen met een cijfer." - -msgid "Valid characters:" -msgstr "Geldige karakters:" - -msgid "Must not collide with an existing engine class name." -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 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!" @@ -2216,9 +2234,6 @@ 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:" @@ -2376,24 +2391,15 @@ 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 "Edit Build Configuration Profile" -msgstr "Bouwconfiguratieprofiel bewerken" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2578,16 +2584,6 @@ msgstr "Profiel(en) importeren" msgid "Manage Editor Feature Profiles" 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 "Herstarten" - -msgid "Save & Restart" -msgstr "Opslaan en herstarten" - msgid "ScanSources" msgstr "Bronnen scannen" @@ -2715,9 +2711,6 @@ msgstr "" "Er is momenteel geen beschrijving voor deze klasse. Help ons alstublieft door " "[color=$color][url=$url]een bijdrage te leveren[/url][/color]!" -msgid "Note:" -msgstr "Opmerking:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2793,6 +2786,12 @@ msgstr "" "Er is momenteel geen beschrijving voor deze eigenschap. Help ons alstublieft " "door [color=$color][url=$url]een bijdrage te leveren[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Geen beschrijving beschikbaar." + msgid "Metadata:" msgstr "Metadata:" @@ -2805,11 +2804,8 @@ msgstr "Methode:" msgid "Signal:" msgstr "Signaal:" -msgid "No description available." -msgstr "Geen beschrijving beschikbaar." - -msgid "%d match." -msgstr "%d overeenkomst." +msgid "Theme Property:" +msgstr "Thema Eigenschap:" msgid "%d matches." msgstr "%d overeenkomst(en)." @@ -2877,6 +2873,9 @@ msgstr "Lid-type" msgid "(constructors)" msgstr "(constructors)" +msgid "Keywords" +msgstr "Sleutelwoorden" + msgid "Class" msgstr "Klasse" @@ -2963,9 +2962,6 @@ msgstr "Meerdere instellen: %s" msgid "Remove metadata %s" msgstr "Metadata %s verwijderen" -msgid "Pinned %s" -msgstr "%s vastgezet" - msgid "Unpinned %s" msgstr "%s losgemaakt" @@ -3109,15 +3105,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Draait wanneer het editor venster wordt hertekend." -msgid "Imported resources can't be saved." -msgstr "Geïmporteerde bronnen kunnen niet opgeslagen worden." - msgid "OK" msgstr "Oké" -msgid "Error saving resource!" -msgstr "Fout bij het opslaan van bron!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3128,18 +3118,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Bron opslaan als..." -msgid "Can't open file for writing:" -msgstr "Kan bestand niet openen om te schrijven:" - -msgid "Requested file format unknown:" -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" @@ -3149,33 +3127,17 @@ msgstr "Aan Het Analyseren" msgid "Creating Thumbnail" msgstr "Thumbnail Aan Het Maken" -msgid "This operation can't be done without a tree root." -msgstr "Deze operatie kan niet gedaan worden zonder boomwortel." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Kon de scène niet opslaan. Waarschijnlijk konden afhankelijkheden (instanties " -"of erfelijkheden) niet voldaan worden." - msgid "Save scene before running..." msgstr "Scène opslaan voor het afspelen..." -msgid "Could not save one or more scenes!" -msgstr "Kon één of meerdere scènes niet opslaan!" - msgid "Save All Scenes" msgstr "Alle scènes opslaan" msgid "Can't overwrite scene that is still open!" msgstr "Kan geen scènes overschrijven die nog open zijn!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Kan MeshLibrary niet laden om te samenvoegen!" - -msgid "Error saving MeshLibrary!" -msgstr "Error bij het opslaan van MeshLibrary!" +msgid "Merge With Existing" +msgstr "Met bestaande samenvoegen" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3219,9 +3181,6 @@ msgstr "" "Deze bron werd geïmporteerd en kan dus niet bewerkt worden. Pas de " "instellingen aan in het importvenster en importeer het nadien opnieuw." -msgid "Changes may be lost!" -msgstr "Wijzigingen kunnen verloren gaan!" - msgid "This object is read-only." msgstr "Dit object heeft alleen-lezen status." @@ -3237,9 +3196,6 @@ msgstr "Scène snel openen..." msgid "Quick Open Script..." msgstr "Script snel openen..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s bestaat niet meer! Geef een nieuwe opslaglocatie op." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3284,26 +3240,13 @@ msgstr "" msgid "Save & Quit" msgstr "Opslaan & Afsluiten" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Wijzigen aan de volgende scène(s) opslaan voor het afsluiten?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Wijzigen aan de volgende scène(s) opslaan voor het openen van Projectbeheer?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Deze optie is verouderd. Situaties waarbij gedwongen herladen moet worden, " -"worden gezien als softwarefouten. Rapporteer dit alstublieft." - msgid "Pick a Main Scene" msgstr "Kies een startscène" -msgid "This operation can't be done without a scene." -msgstr "Deze operatie kan niet uitgevoerd worden zonder scène." - msgid "Export Mesh Library" msgstr "Exporteer Mesh Library" @@ -3335,23 +3278,26 @@ msgstr "" "worden.\n" "Om aanpassingen te doen kan je een afgeleide scène aanmaken." +msgid "Scene '%s' has broken dependencies:" +msgstr "De scène '%s' heeft verbroken afhankelijkheden:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"Fout tijdens het laden van de scène, het moet zich in het projectpad " -"bevinden. Gebruik 'Importeer' om de scène te openen en sla het nadien ergens " -"in het projectpad op." +"Ondersteuning voor meerdere vensters is niet beschikbaar omdat de parameter " +"'--single-window' werd meegegeven bij de opstart van de editor." -msgid "Scene '%s' has broken dependencies:" -msgstr "De scène '%s' heeft verbroken afhankelijkheden:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Ondersteuning voor meerdere vensters is niet beschikbaar omdat het huidige " +"platform meerdere vensters niet ondersteunt." msgid "Clear Recent Scenes" msgstr "Recente scènes wissen" -msgid "There is no defined scene to run." -msgstr "Er is geen startscène ingesteld." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3376,6 +3322,12 @@ msgstr "" "De geselecteerde scene '%s' is geen scènebestand, selecteer een andere?\n" "Je kan dit later nog aanpassen in Project→Projectinstellingen→Application." +msgid "Save Layout..." +msgstr "Sla Indeling op..." + +msgid "Delete Layout..." +msgstr "Verwiijder Indeling..." + msgid "Default" msgstr "Standaard" @@ -3410,6 +3362,9 @@ msgstr "" msgid "Save & Close" msgstr "Opslaan & Sluiten" +msgid "Save before closing?" +msgstr "Sla wijzigen op voor het afsluiten?" + msgid "%d more files or folders" msgstr "nog %d bestand(en) of map(pen)" @@ -3422,8 +3377,8 @@ 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." +"Onmogelijk om te schrijven naar bestand '%s', het bestand is reeds in " +"gebruik, vergrendeld, of vereist permissies ontbreken." msgid "Mobile" msgstr "Mobiel" @@ -3482,18 +3437,12 @@ msgstr "Editor Instellingen..." msgid "Project" msgstr "Project" -msgid "Project Settings..." -msgstr "Projectinstellingen..." - msgid "Project Settings" msgstr "Project Instellingen" msgid "Version Control" msgstr "Versiebeheer" -msgid "Export..." -msgstr "Exporteren..." - msgid "Install Android Build Template..." msgstr "Android Build-sjabloon Installeren ..." @@ -3512,9 +3461,6 @@ msgstr "Huidig Project Herladen" msgid "Quit to Project List" msgstr "Terug naar Projectoverzicht" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Editorindeling" @@ -3545,12 +3491,12 @@ msgstr "Exportsjablonen beheren..." msgid "Help" msgstr "Help" +msgid "Search Help..." +msgstr "Zoek Hulp..." + msgid "Online Documentation" msgstr "Online Documentatie" -msgid "Questions & Answers" -msgstr "Vragen & Antwoorden" - msgid "Community" msgstr "Gemeenschap" @@ -3570,27 +3516,27 @@ msgstr "Stel een Feature voor" msgid "Send Docs Feedback" msgstr "Suggesties voor documentatie verzenden" +msgid "About Godot..." +msgstr "Over Godot..." + msgid "Support Godot Development" msgstr "Ondersteun Godot Development" +msgid "Save & Restart" +msgstr "Opslaan en herstarten" + msgid "Update Continuously" msgstr "Continu Bijwerken" msgid "Hide Update Spinner" msgstr "Update spinner verbergen" -msgid "FileSystem" -msgstr "Bestandssysteem" - msgid "Inspector" msgstr "Inspecteur" msgid "Node" msgstr "Node" -msgid "Output" -msgstr "Uitvoer" - msgid "Don't Save" msgstr "Niet Opslaan" @@ -3617,9 +3563,6 @@ msgstr "Export Sjabloon Manager" msgid "Export Library" msgstr "Bibliotheek Exporteren" -msgid "Merge With Existing" -msgstr "Met bestaande samenvoegen" - msgid "Open & Run a Script" msgstr "Voer Een Script Uit" @@ -3663,30 +3606,15 @@ msgstr "Open de volgende Editor" msgid "Open the previous Editor" msgstr "Open de vorige Editor" -msgid "Ok" -msgstr "OK" - msgid "Warning!" msgstr "Waarschuwing!" -msgid "On" -msgstr "Aan" - -msgid "Edit Plugin" -msgstr "Bewerk Plugin" - -msgid "Installed Plugins:" -msgstr "Geïnstalleerde Plug-ins:" - -msgid "Version" -msgstr "Versie" - -msgid "Author" -msgstr "Auteur" - msgid "Edit Text:" msgstr "Tekst bewerken:" +msgid "On" +msgstr "Aan" + msgid "No name provided." msgstr "Geen naam opgegeven." @@ -3733,6 +3661,12 @@ msgstr "Beeldvenster kiezen" msgid "Selected node is not a Viewport!" msgstr "Geselecteerde knoop is geen Viewport!" +msgid "New Key:" +msgstr "Nieuwe sleutel:" + +msgid "New Value:" +msgstr "Nieuwe Waarde:" + msgid "%s (size %s)" msgstr "%s (grootte %s)" @@ -3745,15 +3679,12 @@ msgstr "Verwijder Item" msgid "Dictionary (size %d)" msgstr "Dictionary (grootte %d)" -msgid "New Key:" -msgstr "Nieuwe sleutel:" - -msgid "New Value:" -msgstr "Nieuwe Waarde:" - msgid "Add Key/Value Pair" msgstr "Sleutel/waarde-paar toevoegen" +msgid "Localizable String (size %d)" +msgstr "Lokaliseerbare String (grootte %d)" + msgid "Lock/Unlock Component Ratio" msgstr "Vergrendel/ontgrendel componentverhouding" @@ -3764,12 +3695,18 @@ msgstr "" "De geselecteerde hulpbron (%s) komt niet overeen met het verwachte type van " "deze eigenschap (%s)." +msgid "Quick Load..." +msgstr "Snel Laden..." + msgid "Load..." msgstr "Laden..." msgid "Make Unique" msgstr "Maak Uniek" +msgid "Make Unique (Recursive)" +msgstr "Maak Uniek (Recursief)" + msgid "Save As..." msgstr "Opslaan Als..." @@ -3785,6 +3722,9 @@ msgstr "Nieuw %s" msgid "New Script..." msgstr "Nieuw Script..." +msgid "New Shader..." +msgstr "Nieuwe Shader..." + msgid "No Remote Debug export presets configured." msgstr "Geen remote debugging exporteerpresets ingesteld." @@ -3850,12 +3790,12 @@ msgstr "Alle Apparaten" msgid "Device" msgstr "Apparaat" +msgid "Filter by Event" +msgstr "Filter per Event" + msgid "Storing File:" msgstr "Bestand Opslaan:" -msgid "No export template found at the expected path:" -msgstr "Geen exporteersjabloon gevonden op het verwachte pad:" - msgid "Packing" msgstr "Inpakken" @@ -3927,33 +3867,6 @@ msgstr "" "Geen downloadlinks gevonden voor deze versie. Directe download is alleen " "beschikbaar voor officiële uitgaven." -msgid "Disconnected" -msgstr "Verbinding verbroken" - -msgid "Resolving" -msgstr "Oplossen" - -msgid "Can't Resolve" -msgstr "Kan niet oplossen" - -msgid "Connecting..." -msgstr "Verbinden..." - -msgid "Can't Connect" -msgstr "Kan niet verbinden" - -msgid "Connected" -msgstr "Verbonden" - -msgid "Requesting..." -msgstr "Opvragen..." - -msgid "Downloading" -msgstr "Bezig met neerladen" - -msgid "Connection Error" -msgstr "Verbindingsfout" - msgid "Extracting Export Templates" msgstr "Export Sjablonen Uitpakken" @@ -4031,6 +3944,9 @@ msgstr "Verwijder voorinstelling '%s'?" msgid "Resources to export:" msgstr "Bronnen om te exporteren:" +msgid "Export With Debug" +msgstr "Exporteer Met Debug" + msgid "Release" msgstr "Release" @@ -4115,9 +4031,6 @@ msgstr "Vermiste Exportsjablonen voor dit platform:" msgid "Manage Export Templates" msgstr "Beheer Export Templates" -msgid "Export With Debug" -msgstr "Exporteer Met Debug" - msgid "Browse" msgstr "Bladeren" @@ -4193,9 +4106,6 @@ msgstr "Uit favorieten verwijderen" msgid "Reimport" msgstr "Opnieuw importeren" -msgid "Open in File Manager" -msgstr "Openen in Bestandsbeheer" - msgid "New Folder..." msgstr "Nieuwe map..." @@ -4232,6 +4142,9 @@ msgstr "Dupliceren..." msgid "Rename..." msgstr "Hernoemen..." +msgid "Open in File Manager" +msgstr "Openen in Bestandsbeheer" + msgid "Re-Scan Filesystem" msgstr "Bestandssysteem opnieuw inlezen" @@ -4282,15 +4195,27 @@ msgstr "Aan het zoeken..." msgid "Rename Group" msgstr "Groepen hernoemen" +msgid "Global Groups" +msgstr "Globale Groepen" + msgid "Add to Group" msgstr "Toevoegen aan Groep" msgid "Remove from Group" msgstr "Verwijderen uit Groep" +msgid "Convert to Scene Group" +msgstr "Zet om naar Scene Groep" + +msgid "Create New Group" +msgstr "Creëer Nieuwe Groep" + msgid "Expand Bottom Panel" msgstr "Vergroot Onderste Paneel" +msgid "Choose target directory:" +msgstr "Kies doel map:" + msgid "Move" msgstr "Verplaatsen" @@ -4463,6 +4388,9 @@ msgstr "" msgid "Open in Editor" msgstr "Openen in Editor" +msgid "Instance:" +msgstr "Instantie:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Ongeldige knoopnaam, deze karakters zijn niet toegestaan:" @@ -4505,9 +4433,6 @@ msgstr "Afstand:" msgid "Importer:" msgstr "Lader:" -msgid "Keep File (No Import)" -msgstr "Bestand bewaren (niet importeren)" - msgid "%d Files" msgstr "%d Bestanden" @@ -4523,6 +4448,9 @@ msgstr "Importeer als:" msgid "Preset" msgstr "Voorinstellingen" +msgid "Event Configuration for \"%s\"" +msgstr "Event Configuratie voor \"%s\"" + msgid "Device:" msgstr "Apparaat:" @@ -4598,33 +4526,6 @@ msgstr "Groepen" msgid "Select a single node to edit its signals and groups." msgstr "Selecteer één knoop om zijn signalen groepen aan te passen." -msgid "Edit a Plugin" -msgstr "Een plugin bewerken" - -msgid "Create a Plugin" -msgstr "Een plugin aanmaken" - -msgid "Update" -msgstr "Update" - -msgid "Plugin Name:" -msgstr "Pluginnaam:" - -msgid "Subfolder:" -msgstr "Submap:" - -msgid "Author:" -msgstr "Auteur:" - -msgid "Version:" -msgstr "Versie:" - -msgid "Script Name:" -msgstr "Scriptnaam:" - -msgid "Activate now?" -msgstr "Nu activeren?" - msgid "Create Polygon" msgstr "Veelhoek aanmaken" @@ -4808,6 +4709,9 @@ msgstr "Activeer Filtering" msgid "Load Animation" msgstr "Animatie laden" +msgid "Some AnimationLibrary files were invalid." +msgstr "Enkele AnimationLibrary bestanden waren ongeldig." + msgid "Animation Name:" msgstr "Animatienaam:" @@ -4817,6 +4721,21 @@ msgstr "Geplakte Animatie" msgid "Open in Inspector" msgstr "Openen in de Inspecteur" +msgid "Add animation to library." +msgstr "Voeg animatie toe aan bibliotheek." + +msgid "Load animation from file and add to library." +msgstr "Laad animatie van bestand en voeg toe aan bibliotheek." + +msgid "Remove animation library." +msgstr "Verwijder animatie bibliotheek." + +msgid "Remove animation from Library." +msgstr "Verwijder animatie van Bibliotheek." + +msgid "Create new empty animation library." +msgstr "Creëer nieuwe lege animatie bibliotheek." + msgid "Toggle Autoplay" msgstr "Schakel Automatisch Afspelen" @@ -4979,8 +4898,11 @@ msgstr "Afspeelmodus:" msgid "Delete Selected" msgstr "Geselecteerde Verwijderen" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Auteur" + +msgid "Version:" +msgstr "Versie:" msgid "Contents:" msgstr "Inhoud:" @@ -5039,9 +4961,6 @@ msgstr "Mislukt:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Slechte downloadhash, bestand kan gemanipuleerd zijn." -msgid "Expected:" -msgstr "Verwacht:" - msgid "Got:" msgstr "Gekregen:" @@ -5060,6 +4979,12 @@ msgstr "Bezig met neerladen..." msgid "Resolving..." msgstr "Oplossen ..." +msgid "Connecting..." +msgstr "Verbinden..." + +msgid "Requesting..." +msgstr "Opvragen..." + msgid "Error making request" msgstr "Fout bij opvragen" @@ -5093,9 +5018,6 @@ msgstr "Licentie (A-Z)" msgid "License (Z-A)" msgstr "Licentie (Z-A)" -msgid "Official" -msgstr "Officieel" - msgid "Testing" msgstr "Testen" @@ -5228,23 +5150,6 @@ msgstr "Wis hulplijnen" msgid "Select Mode" msgstr "Selecteermodus" -msgid "Drag: Rotate selected node around pivot." -msgstr "Slepen: Roteer de geselecteerde Node om het draaipunt." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt + Slepen: Verplaatsen." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt + Slepen : Schalen." - -msgid "V: Set selected node's pivot position." -msgstr "V: Stel het draaipunt in van de geselecteerde Node." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Toont een lijst van alle nodes op de aangeklikte positie, inclusief " -"vergrendeld." - msgid "Move Mode" msgstr "Verplaatsingsmodus" @@ -5260,9 +5165,6 @@ msgstr "Shift: Proportioneel schalen." msgid "Show list of selectable nodes at position clicked." msgstr "Toont een lijst van selecteerbare nodes op de aangeklikte positie." -msgid "Click to change object's rotation pivot." -msgstr "Klik om het draaipunt van het object aan te passen." - msgid "Pan Mode" msgstr "Verschuifmodus" @@ -5473,12 +5375,12 @@ msgstr "Rechterbreedte" msgid "Full Rect" msgstr "Volledige rechthoek" +msgid "Restart" +msgstr "Herstarten" + msgid "Load Emission Mask" msgstr "Emissiemasker laden" -msgid "Generated Point Count:" -msgstr "Telling Gegenereerde Punten:" - msgid "Emission Mask" msgstr "Emissiemasker" @@ -5572,13 +5474,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Navigatie zichtbaar" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Navigatie vormen zijn zichtbaar in het draaiend spel wanneer deze optie " -"aanstaat." - msgid "Synchronize Scene Changes" msgstr "Veranderingen in de scène synchroniseren" @@ -5607,6 +5502,15 @@ msgstr "" "Wanneer dit op afstand wordt gebruikt op een andere machine, is dit " "efficiënter met de netwerk bestandssysteem optie aan." +msgid "Edit Plugin" +msgstr "Bewerk Plugin" + +msgid "Installed Plugins:" +msgstr "Geïnstalleerde Plug-ins:" + +msgid "Version" +msgstr "Versie" + msgid " - Variation" msgstr " - Variatie" @@ -5649,9 +5553,6 @@ msgstr "Omzetten naar CPUParticles2D" msgid "Generate Visibility Rect" msgstr "Genereer Zichtbaarheid Rechthoek" -msgid "Clear Emission Mask" -msgstr "Emissiemasker wissen" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -5709,39 +5610,14 @@ msgstr "Bak Lichtmappen" msgid "Select lightmap bake file:" msgstr "Selecteer lightmap bake-bestand:" -msgid "Mesh is empty!" -msgstr "Mesh is leeg!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Kan geen Trimesh-botsingsvorm maken." -msgid "Create Static Trimesh Body" -msgstr "Creëer een statisch tri-mesh lichaam" - -msgid "This doesn't work on scene root!" -msgstr "Dit werkt niet op de scènewortel!" - -msgid "Create Trimesh Static Shape" -msgstr "Creëer Trimesh Static Shape" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Uit de scènewortel kan geen enkele convexe botsingsvorm gemaakt worden." - -msgid "Couldn't create a single convex collision shape." -msgstr "Kon geen enkelvoudige convexe botsingsvorm maken." - -msgid "Create Single Convex Shape" -msgstr "Enkele convexe vorm maken" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Uit de scènewortel kunnen niet meerdere convexe botsingsvormen gemaakt worden." - msgid "Couldn't create any collision shapes." msgstr "Kon geen enkele botsingsvormen maken." -msgid "Create Multiple Convex Shapes" -msgstr "Meerdere convexe vormen maken" +msgid "Mesh is empty!" +msgstr "Mesh is leeg!" msgid "Create Navigation Mesh" msgstr "Creëer Navigation Mesh" @@ -5764,32 +5640,6 @@ msgstr "Creëer Omlijning" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Creëer Trimesh Statisch Lichaam" - -msgid "Create Trimesh Collision Sibling" -msgstr "Creëer Trimesh Botsing Broer" - -msgid "" -"Creates a polygon-based collision shape.\n" -"This is the most accurate (but slowest) option for collision detection." -msgstr "" -"Maakt een polygoon-gebaseerde botsingsvorm.\n" -"Dit is de meest preciese (maar langzaamste) optie voor botsingsberekeningen." - -msgid "Create Single Convex Collision Sibling" -msgstr "Maak een enkel convex botsingselement als subelement" - -msgid "" -"Creates a single convex collision shape.\n" -"This is the fastest (but least accurate) option for collision detection." -msgstr "" -"Maakt een enkele convexe botsingsvorm.\n" -"Dit is de snelste (maar minst precieze) optie voor botsingsberekeningen." - -msgid "Create Multiple Convex Collision Siblings" -msgstr "Meerdere convexe botsingsonderelementen aanmaken" - msgid "Create Outline Mesh..." msgstr "Creëer Outline Mesh..." @@ -5808,6 +5658,20 @@ msgstr "Creëer een contour mesh" msgid "Outline Size:" msgstr "Omlijningsgrootte:" +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"Maakt een polygoon-gebaseerde botsingsvorm.\n" +"Dit is de meest preciese (maar langzaamste) optie voor botsingsberekeningen." + +msgid "" +"Creates a single convex collision shape.\n" +"This is the fastest (but least accurate) option for collision detection." +msgstr "" +"Maakt een enkele convexe botsingsvorm.\n" +"Dit is de snelste (maar minst precieze) optie voor botsingsberekeningen." + msgid "UV Channel Debug" msgstr "UV-kanaal debug" @@ -6062,6 +5926,11 @@ msgstr "" msgid "Couldn't find a solid floor to snap the selection to." msgstr "Geen solide vloer gevonden om selectie aan te kleven." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Toont een lijst van alle nodes op de aangeklikte positie, inclusief " +"vergrendeld." + msgid "Use Local Space" msgstr "Gebruik Lokale Ruimtemodus" @@ -6209,27 +6078,12 @@ msgstr "Verplaats In-Control in Curve" msgid "Move Out-Control in Curve" msgstr "Verplaats Uit-Controle in Curve" -msgid "Select Points" -msgstr "Selecteer Punten" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Slepen: selecteer controlepunten" - -msgid "Click: Add Point" -msgstr "Klik: Voeg Punt Toe" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Linker Klik: Splits Segment (in kromme)" - msgid "Right Click: Delete Point" msgstr "Rechter Klik: Verwijder Punt" msgid "Select Control Points (Shift+Drag)" msgstr "Selecteer controlepunten (Shift+Slepen)" -msgid "Add Point (in empty space)" -msgstr "Voeg Punt Toe (in lege ruimte)" - msgid "Delete Point" msgstr "Verwijder Punt" @@ -6239,6 +6093,9 @@ msgstr "Sluit Curve" msgid "Please Confirm..." msgstr "Bevestig alstublieft..." +msgid "Remove all curve points?" +msgstr "Verwiijder alle curve punten?" + msgid "Mirror Handle Angles" msgstr "Spiegel Hoekhendels" @@ -6248,6 +6105,9 @@ msgstr "Spiegel Lengtehendels" msgid "Curve Point #" msgstr "Curve Punt #" +msgid "Set Curve Point Position" +msgstr "Zet Curve Punt Positie" + msgid "Set Curve Out Position" msgstr "Set Curve Uit Positie" @@ -6263,12 +6123,30 @@ msgstr "Verwijder Pad Punt" msgid "Split Segment (in curve)" msgstr "Splits Segment (in curve)" -msgid "Set Curve Point Position" -msgstr "Zet Curve Punt Positie" - msgid "Move Joint" msgstr "Beweeg Punt" +msgid "Edit a Plugin" +msgstr "Een plugin bewerken" + +msgid "Create a Plugin" +msgstr "Een plugin aanmaken" + +msgid "Plugin Name:" +msgstr "Pluginnaam:" + +msgid "Subfolder:" +msgstr "Submap:" + +msgid "Author:" +msgstr "Auteur:" + +msgid "Script Name:" +msgstr "Scriptnaam:" + +msgid "Activate now?" +msgstr "Nu activeren?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "" @@ -6340,12 +6218,6 @@ msgstr "Polygonen" msgid "Bones" msgstr "Botten" -msgid "Move Points" -msgstr "Beweeg Punten" - -msgid "Shift: Move All" -msgstr "Shift: Beweeg alles" - msgid "Move Polygon" msgstr "Beweeg Polygon" @@ -6448,21 +6320,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Wijzigingen oplaan en sluiten?" -msgid "Error writing TextFile:" -msgstr "Error schrijven TextFile:" - -msgid "Error saving file!" -msgstr "Error bij het opslaan van bestand!" - -msgid "Error while saving theme." -msgstr "Fout bij het opslaan van het thema." - msgid "Error Saving" msgstr "Fout bij het opslaan" -msgid "Error importing theme." -msgstr "Fout bij import van thema." - msgid "Error Importing" msgstr "Fout bij importeren" @@ -6472,18 +6332,12 @@ msgstr "Nieuw tekstbestand..." msgid "Open File" msgstr "Open een Bestand" -msgid "Could not load file at:" -msgstr "Kan bestand niet laden uit:" - msgid "Save File As..." msgstr "Opslaan Als..." msgid "Import Theme" msgstr "Thema importeren" -msgid "Error while saving theme" -msgstr "Fout bij het opslaan van het thema" - msgid "Error saving" msgstr "Fout bij het opslaan" @@ -6578,9 +6432,6 @@ msgstr "" "De volgende bestanden zijn nieuwer op de schijf.\n" "Welke aktie moet worden genomen?:" -msgid "Search Results" -msgstr "Zoek Resultaten" - msgid "Clear Recent Scripts" msgstr "'Recente Scripts' wissen" @@ -6603,9 +6454,6 @@ msgstr "Ontbrekende verbonden methode '%s' voor signaal '%s' naar knoop '%s'." msgid "[Ignore]" msgstr "[Negeren]" -msgid "Line" -msgstr "Regel" - msgid "Go to Function" msgstr "Ga naar de Functie" @@ -6615,6 +6463,9 @@ msgstr "Symbool opzoeken" msgid "Pick Color" msgstr "Kies Kleur" +msgid "Line" +msgstr "Regel" + msgid "Uppercase" msgstr "Hoofdletters" @@ -6652,7 +6503,7 @@ msgid "Unfold All Lines" msgstr "Ontvouw Alle Regels" msgid "Duplicate Selection" -msgstr "Selectie dupliceren" +msgstr "Dupliceer Selectie" msgid "Evaluate Selection" msgstr "Evalueer selectie" @@ -6705,6 +6556,9 @@ msgstr "Ga Naar Volgende Favoriet" msgid "Go to Previous Breakpoint" msgstr "Ga Naar Vorige Favoriet" +msgid "Load Shader File..." +msgstr "Laad Shader Bestand..." + msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Dit skelet heeft geen botten, maak een aantal Bone2D-knopen als kind." @@ -6828,9 +6682,6 @@ msgstr "Grootte" msgid "Create Frames from Sprite Sheet" msgstr "Frames toevoegen uit spritesheet" -msgid "SpriteFrames" -msgstr "Spritebeelden" - msgid "Set Region Rect" msgstr "Stel een rechthoekig oppervlak in" @@ -6977,9 +6828,6 @@ msgstr "Renderen" msgid "Yes" msgstr "Ja" -msgid "TileSet" -msgstr "TileSet" - msgid "Error" msgstr "Fout" @@ -7102,9 +6950,6 @@ msgstr "Stel standaard invoer poort in" msgid "Add Node to Visual Shader" msgstr "VisualShader-knoop toevoegen" -msgid "Node(s) Moved" -msgstr "Knoop/knopen verplaatst" - msgid "Visual Shader Input Type Changed" msgstr "Visuele Shader Invoertype Gewijzigd" @@ -7602,6 +7447,13 @@ msgstr "VisualShader-modus aangepast" msgid "Are you sure to run %d projects at once?" msgstr "Weet je zeker dat je %d projecten wilt uitvoeren?" +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Kan project niet openen op '%s'.\n" +"Onmogelijk om de editeur te openen." + msgid "Remove %d projects from the list?" msgstr "%d projecten uit de lijst verwijderen?" @@ -7615,6 +7467,9 @@ msgstr "" "Alle ontbrekende projecten uit de lijst verwijderen?\n" "De inhoud van de projectmap wordt niet veranderd." +msgid "Settings" +msgstr "Instellingen" + msgid "New Project" msgstr "Nieuw Project" @@ -7624,6 +7479,9 @@ msgstr "Inlezen" msgid "Loading, please wait..." msgstr "Aan het laden, even wachten a.u.b..." +msgid "You don't have any projects yet." +msgstr "Je hebt nog geen projecten." + msgid "Create New Project" msgstr "Creëer Nieuw Project" @@ -7642,36 +7500,15 @@ msgstr "Selecteer een map om te doorzoeken" msgid "Remove All" msgstr "Verwijder Alles" -msgid "The path specified doesn't exist." -msgstr "Dit pad bestaat niet." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Fout bij het openen van het pakketbestand, geen zip-formaat." +msgid "It would be a good idea to name your project." +msgstr "Het zou een goed idee zijn om uw project een naam te geven." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Ongeldig '.zip' projectbestand, bevat geen 'project.godot' bestand." -msgid "New Game Project" -msgstr "Nieuw spelproject" - -msgid "Imported Project" -msgstr "Geïmporteerd project" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Kies alstublieft een \"project.godot\" of \".zip\" bestand." - -msgid "Couldn't create folder." -msgstr "Kon map niet aanmaken." - -msgid "There is already a folder in this path with the specified name." -msgstr "Er is al een map in dit pad met dezelfde naam." - -msgid "It would be a good idea to name your project." -msgstr "Het zou een goed idee zijn om uw project een naam te geven." - -msgid "Invalid project path (changed anything?)." -msgstr "Ongeldig projectpad (iets veranderd?)." +msgid "The path specified doesn't exist." +msgstr "Dit pad bestaat niet." msgid "Couldn't create project.godot in project path." msgstr "Kan project.godot niet in projectpad maken." @@ -7682,8 +7519,8 @@ msgstr "Fout bij het openen van het pakketbestand, geen zip-formaat." msgid "The following files failed extraction from package:" msgstr "De volgende bestanden konden niet worden uitgepakt:" -msgid "Package installed successfully!" -msgstr "Pakket succesvol geïnstalleerd!" +msgid "New Game Project" +msgstr "Nieuw spelproject" msgid "Import & Edit" msgstr "Importeer & Bewerk" @@ -7833,6 +7670,9 @@ msgstr "Houd Globale Transformatie" msgid "Reparent" msgstr "Ouder veranderen" +msgid "Run Instances" +msgstr "Run Instanties" + msgid "2D Scene" msgstr "2D Scène" @@ -7874,9 +7714,6 @@ msgstr "Geïnstantieerde scène kan geen wortel worden" msgid "Make node as Root" msgstr "Knoop tot wortelknoop maken" -msgid "Delete %d nodes and any children?" -msgstr "Verwijder %d knopen en eventuele kinderen?" - msgid "Delete %d nodes?" msgstr "Verwijder %d knopen?" @@ -7920,9 +7757,6 @@ msgstr "Kan niet werken aan knopen waar de huidige scène van erft!" msgid "Attach Script" msgstr "Script toevoegen" -msgid "Cut Node(s)" -msgstr "Knopen knippen" - msgid "Remove Node(s)" msgstr "Verwijder knoop/knopen" @@ -7954,6 +7788,9 @@ msgstr "Erfenis wissen" msgid "Editable Children" msgstr "Bewerkbare kinderen" +msgid "Selects all Nodes of the given type." +msgstr "Selecteer alle Knopen van het gegeven type." + msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " @@ -7965,6 +7802,15 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Kan de wortelknoop niet in dezelfde scène plakken." +msgid "Batch Rename..." +msgstr "Bulk Hernoemen..." + +msgid "Add Child Node..." +msgstr "Voeg Kind Knoop toe..." + +msgid "Change Type..." +msgstr "Verander Type..." + msgid "Make Scene Root" msgstr "Als scènewortel instellen" @@ -8080,34 +7926,6 @@ msgstr "Wijzig Torus Binnenste Straal" msgid "Change Torus Outer Radius" msgstr "Wijzig Torus Buitenste Straal" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Ongeldig type argument voor convert(), gebruik TYPE_* constanten." - -msgid "Step argument is zero!" -msgstr "Stap argument is nul!" - -msgid "Not a script with an instance" -msgstr "Niet een script met een instantie" - -msgid "Not based on a script" -msgstr "Niet gebaseerd op een script" - -msgid "Not based on a resource file" -msgstr "Niet gebaseerd op een resource bestand" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Ongeldig dictionary formaat van instantie (mist @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Ongeldig dictionary formaat van instantie (kan script niet laden uit @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Ongeldig dictionary formaat van instantie (ongeldig script op @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Ongeldige dictionary van instantie (ongeldige subklassen)" - msgid "Next Plane" msgstr "Volgend Blad" @@ -8222,25 +8040,6 @@ msgstr "Property verwijderen?" msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "Een NavigationMesh-bron is nodig om deze knoop te laten werken." -msgid "Package name is missing." -msgstr "Package naam ontbreekt." - -msgid "Package segments must be of non-zero length." -msgstr "Pakketsegmenten moeten een lengte ongelijk aan nul hebben." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Het karakter '%s' is niet toegestaan in Android application pakketnamen." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Een getal kan niet het eerste teken zijn in een pakket segment." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Het karakter '%s' kan niet het eerste teken zijn in een pakket segment." - -msgid "The package must have at least one '.' separator." -msgstr "De pakketnaam moet ten minste een '.' bevatten." - msgid "Invalid public key for APK expansion." msgstr "Ongeldige publieke sleutel voor APK -uitbreiding." @@ -8298,21 +8097,15 @@ msgstr "Output verplaatsen" msgid "Invalid Identifier:" msgstr "Ongeldige identifier:" -msgid "Identifier is missing." -msgstr "Identifier ontbreekt." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Het karakter '%s' is geen geldige identifier." - msgid "Exporting for macOS" msgstr "Exporteren voor macOS" -msgid "Stop HTTP Server" -msgstr "Stop HTTP Server" - msgid "Run in Browser" msgstr "Uitvoeren in Browser" +msgid "Stop HTTP Server" +msgstr "Stop HTTP Server" + msgid "Run exported HTML in the system's default browser." msgstr "Voer de geëxporteerde HTML uit in de standaard browser van het systeem." @@ -8478,9 +8271,6 @@ msgstr "" "\"Ignore\" staat. Zet Mouse Filter op \"Stop\" of \"Pass\" om dit op te " "lossen." -msgid "Alert!" -msgstr "Alarm!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Als \"Exp Edit\" aanstaat, moet \"Min Value\" groter zijn dan nul." @@ -8502,12 +8292,6 @@ msgstr "Ongeldige bron voor shader." msgid "Invalid comparison function for that type." msgstr "Ongeldige vergelijkingsfunctie voor dat type." -msgid "Assignment to function." -msgstr "Toewijzing aan functie." - -msgid "Assignment to uniform." -msgstr "Toewijzing aan uniform." - msgid "Constants cannot be modified." msgstr "Constanten kunnen niet worden aangepast." @@ -8522,3 +8306,6 @@ msgstr "Ongeldig macro argument." msgid "Invalid macro argument count." msgstr "Ongeldige hoeveelheid macro argumenten." + +msgid "The local variable '%s' is declared but never used." +msgstr "De lokale variabele '%s' wordt gedeclareerd maar nergens gebruikt." diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index c22ccbf9df82..0d09d31f410e 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -86,12 +86,13 @@ # Aleksander Łagowiec <mineolek10@users.noreply.hosted.weblate.org>, 2023. # Zartio <i.tokajo@gmail.com>, 2024. # Piotr Kostrzewski <piotr.kostrzewski2@outlook.com>, 2024. +# Szymon Hałucha <99204426+SzymonHalucha@users.noreply.github.com>, 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: 2024-02-29 19:48+0000\n" +"PO-Revision-Date: 2024-03-14 19:44+0000\n" "Last-Translator: Tomek <kobewi4e@gmail.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/" "pl/>\n" @@ -253,12 +254,6 @@ msgstr "Przycisk joysticka %d" msgid "Pressure:" msgstr "Nacisk:" -msgid "canceled" -msgstr "anulowany" - -msgid "touched" -msgstr "dotknięty" - msgid "released" msgstr "puszczony" @@ -505,15 +500,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Przykład: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d pozycja" -msgstr[1] "%d pozycje" -msgstr[2] "%d pozycji" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -524,18 +510,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Akcja o nazwie \"%s\" już istnieje." -msgid "Cannot Revert - Action is same as initial" -msgstr "Nie można przywrócić - akcja jest taka sama jak początkowa" - msgid "Revert Action" msgstr "Przywróć akcję" msgid "Add Event" msgstr "Dodaj zdarzenie" -msgid "Remove Action" -msgstr "Usuń akcję" - msgid "Cannot Remove Action" msgstr "Nie można usunąć akcji" @@ -1362,9 +1342,8 @@ msgstr "Zastąp wszystkie" msgid "Selection Only" msgstr "Tylko zaznaczenie" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Spacje" +msgid "Hide" +msgstr "Ukryj" msgctxt "Indentation" msgid "Tabs" @@ -1388,6 +1367,9 @@ msgstr "Błędy" msgid "Warnings" msgstr "Ostrzeżenia" +msgid "Zoom factor" +msgstr "Przybliżenie" + msgid "Line and column numbers." msgstr "Numery linii i kolumn." @@ -1557,9 +1539,6 @@ msgstr "Ta klasa jest oznaczona jako przestarzała." msgid "This class is marked as experimental." msgstr "Ta klasa jest oznaczona jako eksperymentalna." -msgid "No description available for %s." -msgstr "Brak dostępnego opisu dla %s." - msgid "Favorites:" msgstr "Ulubione:" @@ -1593,9 +1572,6 @@ msgstr "Zapisz gałąź jako scenę" msgid "Copy Node Path" msgstr "Skopiuj ścieżkę węzła" -msgid "Instance:" -msgstr "Instancja:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1722,9 +1698,6 @@ msgstr "Wykonywanie wznowione." msgid "Bytes:" msgstr "Bajty:" -msgid "Warning:" -msgstr "Ostrzeżenie:" - msgid "Error:" msgstr "Błąd:" @@ -2009,6 +1982,16 @@ msgstr "Kliknij dwukrotnie, aby otworzyć w przeglądarce." msgid "Thanks from the Godot community!" msgstr "Podziękowania od społeczności Godota!" +msgid "(unknown)" +msgstr "(nieznana)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Data zatwierdzenia git: %s\n" +"Kliknij, aby skopiować numer wersji." + msgid "Godot Engine contributors" msgstr "Współtwórcy Godot Engine" @@ -2111,9 +2094,6 @@ msgstr "Nie powiodło się wypakowanie następujących plików z zasobu \"%s\": msgid "(and %s more files)" msgstr "(i jeszcze %s plików)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Zasób \"%s\" zainstalowany pomyślnie!" - msgid "Success!" msgstr "Sukces!" @@ -2280,30 +2260,6 @@ msgstr "Utwórz nowy układ magistral." msgid "Audio Bus Layout" msgstr "Układ magistrali audio" -msgid "Invalid name." -msgstr "Niewłaściwa nazwa." - -msgid "Cannot begin with a digit." -msgstr "Nie może zaczynać się od cyfry." - -msgid "Valid characters:" -msgstr "Dopuszczalne znaki:" - -msgid "Must not collide with an existing engine class name." -msgstr "Nie może kolidować z nazwą istniejącej klasy silnika." - -msgid "Must not collide with an existing global script class name." -msgstr "Nie może kolidować z nazwą istniejącej globalnej klasy skryptowej." - -msgid "Must not collide with an existing built-in type name." -msgstr "Nie może kolidować z nazwą istniejącego wbudowanego typu." - -msgid "Must not collide with an existing global constant name." -msgstr "Nie może kolidować z nazwą istniejącej globalnej stałej." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Słowo kluczowe nie może zostać użyte jako nazwa autoładowania." - msgid "Autoload '%s' already exists!" msgstr "Autoładowanie \"%s\" już istnieje!" @@ -2340,9 +2296,6 @@ msgstr "Dodaj autoładowanie" msgid "Path:" msgstr "Ścieżka:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Wybierz ścieżkę lub naciśnij \"%s\" aby utworzyć skrypt." - msgid "Node Name:" msgstr "Nazwa węzła:" @@ -2496,15 +2449,9 @@ msgstr "Wykryj z projektu" msgid "Actions:" msgstr "Akcje:" -msgid "Configure Engine Build Profile:" -msgstr "Konfiguruj profil budowania silnika:" - msgid "Please Confirm:" msgstr "Proszę potwierdzić:" -msgid "Engine Build Profile" -msgstr "Profil budowania silnika" - msgid "Load Profile" msgstr "Wczytaj profil" @@ -2514,9 +2461,6 @@ msgstr "Eksportuj profil" msgid "Forced Classes on Detect:" msgstr "Wymuszone klasy przy wykryciu:" -msgid "Edit Build Configuration Profile" -msgstr "Edytuj profil konfiguracji budowania" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2700,16 +2644,6 @@ msgstr "Importuj profil(e)" msgid "Manage Editor Feature Profiles" msgstr "Zarządzaj profilami funkcjonalności edytora" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Niektóre rozszerzenia wymagają, by edytor został zrestartowany, żeby działały." - -msgid "Restart" -msgstr "Uruchom ponownie" - -msgid "Save & Restart" -msgstr "Zapisz i zrestartuj" - msgid "ScanSources" msgstr "Przeszukaj źródła" @@ -2853,9 +2787,6 @@ msgstr "" "Obecnie nie ma opisu dla tej klasy. Proszę pomóż nam [color=$color]" "[url=$url]wysyłając go[/url][/color]!" -msgid "Note:" -msgstr "Uwaga:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2963,8 +2894,11 @@ msgstr "" "Obecnie nie ma opisu dla tej właściwości. Pomóż nam, [color=$color]" "[url=$url]wysyłając go[/url][/color]!" -msgid "This property can only be set in the Inspector." -msgstr "Tę właściwość można ustawić tylko w Inspektorze." +msgid "Editor" +msgstr "Edytor" + +msgid "No description available." +msgstr "Brak dostępnego opisu." msgid "Metadata:" msgstr "Metadane:" @@ -2972,6 +2906,9 @@ msgstr "Metadane:" msgid "Property:" msgstr "Właściwość:" +msgid "This property can only be set in the Inspector." +msgstr "Tę właściwość można ustawić tylko w Inspektorze." + msgid "Method:" msgstr "Metoda:" @@ -2981,12 +2918,6 @@ msgstr "Sygnał:" msgid "Theme Property:" msgstr "Właściwość motywu:" -msgid "No description available." -msgstr "Brak dostępnego opisu." - -msgid "%d match." -msgstr "%d dopasowanie." - msgid "%d matches." msgstr "%d dopasowań." @@ -3148,9 +3079,6 @@ msgstr "Ustaw wiele: %s" msgid "Remove metadata %s" msgstr "Usuń metadaną %s" -msgid "Pinned %s" -msgstr "Przypięto %s" - msgid "Unpinned %s" msgstr "Odpięto %s" @@ -3297,15 +3225,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Obraca się, gdy okno edytora jest przerysowywane." -msgid "Imported resources can't be saved." -msgstr "Zaimportowane zasoby nie mogą być zapisane." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Błąd podczas zapisu zasobu!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3323,31 +3245,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Zapisz zasób jako..." -msgid "Can't open file for writing:" -msgstr "Nie można otworzyć pliku do zapisu:" - -msgid "Requested file format unknown:" -msgstr "Nieznany format pliku:" - -msgid "Error while saving." -msgstr "Błąd podczas zapisywania." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Nie można otworzyć pliku \"%s\". Plik mógł zostać przeniesiony lub usunięty." - -msgid "Error while parsing file '%s'." -msgstr "Błąd podczas analizy pliku \"%s\"." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Plik sceny \"%s\" wydaje się być nieprawidłowy/uszkodzony." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Brakuje pliku \"%s\" lub jednej z jego zależności." - -msgid "Error while loading file '%s'." -msgstr "Błąd podczas wczytywania pliku \"%s\"." - msgid "Saving Scene" msgstr "Zapisywanie sceny" @@ -3357,41 +3254,20 @@ msgstr "Analizowanie" msgid "Creating Thumbnail" msgstr "Tworzenie miniatury" -msgid "This operation can't be done without a tree root." -msgstr "Ta operacja nie może zostać wykonana bez sceny." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Ta scena nie może zostać zapisana, ponieważ istnieje cykliczne zawarcie " -"instancji.\n" -"Rozwiąż to i spróbuj zapisać ponownie." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nie udało się zapisać sceny. Najprawdopodobniej pewne zależności " -"(instancjonowanie lub dziedziczenie) nie są spełnione." - msgid "Save scene before running..." msgstr "Zapisz scenę przed uruchomieniem..." -msgid "Could not save one or more scenes!" -msgstr "Nie można zapisać jednej lub więcej scen!" - msgid "Save All Scenes" msgstr "Zapisz wszystkie sceny" msgid "Can't overwrite scene that is still open!" msgstr "Nie można nadpisać sceny, która wciąż jest otwarta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nie udało się wczytać MeshLibrary do połączenia!" +msgid "Merge With Existing" +msgstr "Połącz z istniejącym" -msgid "Error saving MeshLibrary!" -msgstr "Błąd podczas zapisywania MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Zastosuj transformacje MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3455,9 +3331,6 @@ msgstr "" "Proszę zapoznać się z dokumentacją dotyczącą importowania scen, by lepiej " "zrozumieć ten proces." -msgid "Changes may be lost!" -msgstr "Zmiany mogą zostać utracone!" - msgid "This object is read-only." msgstr "Ten obiekt jest tylko do odczytu." @@ -3473,9 +3346,6 @@ msgstr "Szybkie otwieranie sceny..." msgid "Quick Open Script..." msgstr "Szybkie otwieranie skryptu..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s nie istnieje! Proszę wybrać nową lokalizację zapisu." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3554,26 +3424,13 @@ msgstr "Zapisać zmodyfikowane zasoby przed zamknięciem?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Czy zapisać zmiany w następującej scenie/scenach przed przeładowaniem?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Czy zapisać zmiany w aktualnej scenie/scenach przed wyjściem?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Zapisać zmiany w następujących scenach przed otwarciem menedżera projektów?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Ta opcja jest przestarzała. Sytuacje, w których odświeżanie musi być " -"wymuszone są teraz uznawane za błąd. Prosimy o zgłoszenia." - msgid "Pick a Main Scene" msgstr "Wybierz główną scenę" -msgid "This operation can't be done without a scene." -msgstr "Ta operacja nie może zostać wykonana bez sceny." - msgid "Export Mesh Library" msgstr "Eksportuj bibliotekę Meshów" @@ -3615,14 +3472,6 @@ msgstr "" "zmodyfikowana.\n" "Aby dokonać na niej zmian, można utworzyć nową odziedziczoną scenę." -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 "" -"Błąd podczas ładowania sceny. Musi ona znajdować się wewnątrz folderu " -"projektu. Użyj narzędzia \"Importuj\" aby zapisać scenę wewnątrz tego " -"projektu." - msgid "Scene '%s' has broken dependencies:" msgstr "Scena \"%s\" ma niespełnione zależności:" @@ -3657,9 +3506,6 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "Wyczyść listę ostatnio otwieranych scen" -msgid "There is no defined scene to run." -msgstr "Nie ma zdefiniowanej sceny do uruchomienia." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3841,27 +3687,18 @@ msgstr "Ustawienia edytora..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Ustawienia projektu..." - msgid "Project Settings" msgstr "Ustawienia projektu" msgid "Version Control" msgstr "Kontrola wersji" -msgid "Export..." -msgstr "Eksport..." - msgid "Install Android Build Template..." msgstr "Zainstaluj szablon eksportu dla Androida..." msgid "Open User Data Folder" msgstr "Otwórz folder danych użytkownika" -msgid "Customize Engine Build Configuration..." -msgstr "Dostosuj konfigurację budowania silnika..." - msgid "Tools" msgstr "Narzędzia" @@ -3877,9 +3714,6 @@ msgstr "Wczytaj ponownie aktualny projekt" msgid "Quit to Project List" msgstr "Wyjdź do listy projektów" -msgid "Editor" -msgstr "Edytor" - msgid "Command Palette..." msgstr "Paleta poleceń..." @@ -3922,9 +3756,6 @@ msgstr "Wyszukaj w pomocy..." msgid "Online Documentation" msgstr "Dokumentacja online" -msgid "Questions & Answers" -msgstr "Pytania i odpowiedzi" - msgid "Community" msgstr "Społeczność" @@ -3965,6 +3796,9 @@ msgstr "" "- Na platformie sieciowej, zawsze używana jest metoda renderowania " "Kompatybilny." +msgid "Save & Restart" +msgstr "Zapisz i zrestartuj" + msgid "Update Continuously" msgstr "Stale aktualizuj" @@ -3974,9 +3808,6 @@ msgstr "Aktualizuj przy zmianie" msgid "Hide Update Spinner" msgstr "Ukryj wiatraczek aktualizacji" -msgid "FileSystem" -msgstr "System plików" - msgid "Inspector" msgstr "Inspektor" @@ -3986,9 +3817,6 @@ msgstr "Węzeł" msgid "History" msgstr "Historia" -msgid "Output" -msgstr "Konsola" - msgid "Don't Save" msgstr "Nie zapisuj" @@ -4016,12 +3844,6 @@ msgstr "Szablonowy pakiet" msgid "Export Library" msgstr "Wyeksportuj bibliotekę" -msgid "Merge With Existing" -msgstr "Połącz z istniejącym" - -msgid "Apply MeshInstance Transforms" -msgstr "Zastosuj transformacje MeshInstance" - msgid "Open & Run a Script" msgstr "Otwórz i Uruchom Skrypt" @@ -4038,6 +3860,9 @@ msgstr "Przeładuj" msgid "Resave" msgstr "Zapisz ponownie" +msgid "Create/Override Version Control Metadata..." +msgstr "Utwórz/nadpisz metadane kontroli wersji..." + msgid "Version Control Settings..." msgstr "Ustawienia kontroli wersji..." @@ -4068,49 +3893,15 @@ msgstr "Otwórz następny edytor" msgid "Open the previous Editor" msgstr "Otwórz poprzedni edytor" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Ostrzeżenie!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"Nazwa: %S \n" -"Ścieżka: %S \n" -"Główny skrypt: %S \n" -"\n" -" %S" +msgid "Edit Text:" +msgstr "Edytuj tekst:" msgid "On" msgstr "Włącz" -msgid "Edit Plugin" -msgstr "Edytuj wtyczkę" - -msgid "Installed Plugins:" -msgstr "Zainstalowane wtyczki:" - -msgid "Create New Plugin" -msgstr "Utwórz nową wtyczkę" - -msgid "Enabled" -msgstr "Włączony" - -msgid "Version" -msgstr "Wersja" - -msgid "Author" -msgstr "Autor" - -msgid "Edit Text:" -msgstr "Edytuj tekst:" - msgid "Renaming layer %d:" msgstr "Zmiana nazwy warstwy %d:" @@ -4206,6 +3997,12 @@ msgstr "Wybierz Viewport" msgid "Selected node is not a Viewport!" msgstr "Wybrany węzeł to nie Viewport!" +msgid "New Key:" +msgstr "Nowy klucz:" + +msgid "New Value:" +msgstr "Nowa wartość:" + msgid "(Nil) %s" msgstr "(Nic) %s" @@ -4224,12 +4021,6 @@ msgstr "Słownik (nic)" msgid "Dictionary (size %d)" msgstr "Słownik (rozmiar %d)" -msgid "New Key:" -msgstr "Nowy klucz:" - -msgid "New Value:" -msgstr "Nowa wartość:" - msgid "Add Key/Value Pair" msgstr "Dodaj parę klucz/wartość" @@ -4310,6 +4101,16 @@ msgstr "" "Dodaj uruchamialny profil w menu eksportu lub zdefiniuj istniejący profil " "jako uruchamialny." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Uwaga: architektura CPU \"%s\" nie jest aktywna w twoim profilu eksportu.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Uruchomić \"Zdalne debugowanie\" tak czy inaczej?" + msgid "Project Run" msgstr "Uruchom projekt" @@ -4445,9 +4246,6 @@ msgstr "Zakończono pomyślnie." msgid "Failed." msgstr "Nie powiodło się." -msgid "Unknown Error" -msgstr "Nieznany błąd" - msgid "Export failed with error code %d." msgstr "Eksport nie powiódł się z powodu kodu błędu %d." @@ -4457,21 +4255,12 @@ msgstr "Przechowywanie pliku: %s" msgid "Storing File:" msgstr "Zapisywanie pliku:" -msgid "No export template found at the expected path:" -msgstr "Nie znaleziono szablonu eksportu w przewidywanej lokalizacji:" - -msgid "ZIP Creation" -msgstr "Tworzenie ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Nie udało się otworzyć pliku do odczytu ze ścieżki \"%s\"." msgid "Packing" msgstr "Pakowanie" -msgid "Save PCK" -msgstr "Zapisz plik PCK" - msgid "Cannot create file \"%s\"." msgstr "Nie można utworzyć pliku \"%s\"." @@ -4493,9 +4282,6 @@ msgstr "Nie można otworzyć zaszyfrowanego pliku do zapisu." msgid "Can't open file to read from path \"%s\"." msgstr "Nie można otworzyć pliku do odczytu ze ścieżki \"%s\"." -msgid "Save ZIP" -msgstr "Zapisz plik ZIP" - msgid "Custom debug template not found." msgstr "Nie znaleziono własnego szablonu debugowania." @@ -4509,9 +4295,6 @@ msgstr "" "Aby wyeksportować projekt, należy wybrać format tekstury. Wybierz co najmniej " "jeden format tekstury." -msgid "Prepare Template" -msgstr "Przygotuj szablon" - msgid "The given export path doesn't exist." msgstr "Podana ścieżka eksportu nie istnieje." @@ -4521,9 +4304,6 @@ msgstr "Nie znaleziono pliku szablonu: \"%s\"." msgid "Failed to copy export template." msgstr "Kopiowanie szablonu eksportu nie powiodło się." -msgid "PCK Embedding" -msgstr "Osadzanie plików PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "W eksportach 32-bitowych dołączony PCK nie może być większy niż 4 GiB." @@ -4598,36 +4378,6 @@ msgstr "" "Nie znaleziono plików do pobrania dla tej wersji. Pobieranie jest dostępne " "tylko dla oficjalnych wydań." -msgid "Disconnected" -msgstr "Rozłączono" - -msgid "Resolving" -msgstr "Rozwiązywanie" - -msgid "Can't Resolve" -msgstr "Nie można rozwiązać" - -msgid "Connecting..." -msgstr "Łączenie..." - -msgid "Can't Connect" -msgstr "Nie można połączyć" - -msgid "Connected" -msgstr "Podłączony" - -msgid "Requesting..." -msgstr "Żądanie danych..." - -msgid "Downloading" -msgstr "Pobieranie" - -msgid "Connection Error" -msgstr "Błąd połączenia" - -msgid "TLS Handshake Error" -msgstr "Błąd handshake'u TLS" - msgid "Can't open the export templates file." msgstr "Nie można otworzyć pliku szablonów eksportu." @@ -4763,6 +4513,9 @@ msgstr "Zasoby do eksportu:" msgid "(Inherited)" msgstr "(dziedziczone)" +msgid "Export With Debug" +msgstr "Eksport z debugowaniem" + msgid "%s Export" msgstr "Eksport %s" @@ -4954,8 +4707,24 @@ msgstr "Eksport projektu" msgid "Manage Export Templates" msgstr "Zarządzaj szablonami eksportu" -msgid "Export With Debug" -msgstr "Eksport z debugowaniem" +msgid "Disable FBX2glTF & Restart" +msgstr "Wyłącz FBX2glTF i zrestartuj" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Anulowanie tego okna dialogowego spowoduje wyłączenie importera FBX2glTF i " +"użycie importera ufbx.\n" +"Możesz ponownie włączyć FBX2glTF w ustawieniach projektu w sekcji Filesystem " +"> Import > FBX > Enabled.\n" +"\n" +"Edytor uruchomi się ponownie, ponieważ importery są rejestrowane podczas " +"uruchamiania edytora." msgid "Path to FBX2glTF executable is empty." msgstr "Ścieżka do pliku wykonywalnego FBX2glTF jest pusta." @@ -4972,6 +4741,16 @@ msgstr "Plik wykonywalny FBX2glTF jest nieprawidłowy." msgid "Configure FBX Importer" msgstr "Skonfiguruj importer FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF jest wymagany do importowania plików FBX, jeśli używasz FBX2glTF.\n" +"Alternatywnie można użyć ufbx, poprzez wyłączenie FBX2glTF.\n" +"Należy pobrać niezbędne narzędzie i podać prawidłową ścieżkę do pliku " +"binarnego:" + msgid "Click this link to download FBX2glTF" msgstr "Kliknij ten link, by pobrać FBX2glTF" @@ -5146,12 +4925,6 @@ msgstr "Usuń z ulubionych" msgid "Reimport" msgstr "Importuj ponownie" -msgid "Open in File Manager" -msgstr "Otwórz w menedżerze plików" - -msgid "Open in Terminal" -msgstr "Otwórz w terminalu" - msgid "Open Containing Folder in Terminal" msgstr "Otwórz folder zawierający w terminalu" @@ -5200,9 +4973,15 @@ msgstr "Duplikuj..." msgid "Rename..." msgstr "Zmień nazwę..." +msgid "Open in File Manager" +msgstr "Otwórz w menedżerze plików" + msgid "Open in External Program" msgstr "Otwórz w programie zewnętrznym" +msgid "Open in Terminal" +msgstr "Otwórz w terminalu" + msgid "Red" msgstr "Czerwony" @@ -5325,9 +5104,6 @@ msgstr "Grupa już istnieje." msgid "Add Group" msgstr "Dodaj grupę" -msgid "Renaming Group References" -msgstr "Zmiana nazwy odniesień do grupy" - msgid "Removing Group References" msgstr "Usuwanie odniesień do grup" @@ -5355,6 +5131,9 @@ msgstr "Ta grupa należy do innej sceny i nie można jej edytować." msgid "Copy group name to clipboard." msgstr "Skopiuj nazwę grupy do schowka." +msgid "Global Groups" +msgstr "Globalne grupy" + msgid "Add to Group" msgstr "Dodaj do Grupy" @@ -5382,6 +5161,13 @@ msgstr "Dodaj nową grupę." msgid "Filter Groups" msgstr "Grupy filtrów" +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Data zatwierdzenia git: %s\n" +"Kliknij, aby skopiować informacje o wersji." + msgid "Expand Bottom Panel" msgstr "Rozwiń panel dolny" @@ -5494,6 +5280,9 @@ msgstr "Dodaj/usuń aktualny folder z ulubionych." msgid "Toggle the visibility of hidden files." msgstr "Przełącz widoczność ukrytych plików." +msgid "Create a new folder." +msgstr "Utwórz nowy folder." + msgid "Directories & Files:" msgstr "Katalogi i pliki:" @@ -5535,26 +5324,6 @@ msgstr "Przeładuj odtwarzaną scenę." msgid "Quick Run Scene..." msgstr "Szybkie uruchomienie sceny..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Tryb Twórcy Filmów jest włączony, ale nie ustawiono ścieżki pliku filmowego.\n" -"Domyślna ścieżka pliku filmu może być określona w ustawieniach projektu pod " -"kategorią Editor -> Movie Writer.\n" -"Alternatywnie, przed uruchamianiem pojedynczych scen, metadana tekstowa " -"\"movie_file\" może być dodana do korzenia sceny,\n" -"określając ścieżkę do pliku filmowego, który będzie użyty przy nagrywaniu tej " -"sceny." - -msgid "Could not start subprocess(es)!" -msgstr "Nie udało się uruchomić podprocesu(ów)!" - msgid "Run the project's default scene." msgstr "Uruchom domyślną scenę projektu." @@ -5709,15 +5478,15 @@ msgstr "" msgid "Open in Editor" msgstr "Otwórz w edytorze" +msgid "Instance:" +msgstr "Instancja:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" nie jest znanym filtrem." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nieprawidłowa nazwa węzła, następujące znaki są niedozwolone:" -msgid "Another node already uses this unique name in the scene." -msgstr "Inny węzeł używa już tej unikalnej nazwy w scenie." - msgid "Scene Tree (Nodes):" msgstr "Drzewo sceny (węzły):" @@ -6132,9 +5901,6 @@ msgstr "" msgid "Importer:" msgstr "Importer:" -msgid "Keep File (No Import)" -msgstr "Zachowaj plik (brak importu)" - msgid "%d Files" msgstr "%d plików" @@ -6387,6 +6153,13 @@ msgstr "Pliki z tłumaczeniami:" msgid "Generate POT" msgstr "Generuj POT" +msgid "Add Built-in Strings to POT" +msgstr "Dodaj wbudowane ciągi znaków do POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Dodaj ciągi z wbudowanych komponentów, takich jak niektóre węzły Control." + msgid "Set %s on %d nodes" msgstr "Ustaw %s na %d węzłach" @@ -6399,123 +6172,20 @@ msgstr "Grupy" msgid "Select a single node to edit its signals and groups." msgstr "Wybierz pojedynczy węzeł, aby edytować jego sygnały i grupy." -msgid "Plugin name cannot be blank." -msgstr "Nazwa wtyczki nie może być pusta." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Rozszerzenie skryptu musi być zgodne z rozszerzeniem wybranego języka (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Nazwa podfolderu nie jest prawidłową nazwą folderu." +msgid "Create Polygon" +msgstr "Utwórz wielokąt" -msgid "Subfolder cannot be one which already exists." -msgstr "Podfolder nie może już istnieć." +msgid "Create points." +msgstr "Utwórz punkty." msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." +"Edit points.\n" +"LMB: Move Point\n" +"RMB: Erase Point" msgstr "" -"C# nie obsługuje aktywacji wtyczki podczas tworzenia, ponieważ projekt musi " -"zostać najpierw skompilowany." - -msgid "Edit a Plugin" -msgstr "Edytuj wtyczkę" - -msgid "Create a Plugin" -msgstr "Utwórz wtyczkę" - -msgid "Update" -msgstr "Zaktualizuj" - -msgid "Plugin Name:" -msgstr "Nazwa wtyczki:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Wymagane. Ta nazwa będzie wyświetlana na liście wtyczek." - -msgid "Subfolder:" -msgstr "Podfolder:" - -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 "" -"Opcjonalne. Nazwa folderu powinna generalnie używać nazewnictwa " -"\"snake_case\" (unikaj spacji i znaków specjalnych).\n" -"Jeśli pozostawiono puste, folder zostanie nazwany po nazwie wtyczki " -"przekonwertowanej do \"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 "" -"Opcjonalne. Ten opis powinien być stosunkowo krótki (do 5 linijek).\n" -"Pokaże się, gdy najedzie się kursorem na wtyczkę na liście wtyczek." - -msgid "Author:" -msgstr "Autor:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "Opcjonalne. Nazwa użytkownika autora, pełne imię lub nazwa organizacji." - -msgid "Version:" -msgstr "Wersja:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Opcjonalne. Czytelny identyfikator wersji, używany tylko w celach " -"informacyjnych." - -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 "" -"Wymagane. Język skryptowania używany dla skryptu.\n" -"Zważ, że wtyczka może używać wiele języków jednocześnie jak dodasz do niej " -"więcej skryptów." - -msgid "Script Name:" -msgstr "Nazwa skryptu:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Opcjonalne. ścieżka do skryptu (względem folderu dodatku). Jeśli zostawiono " -"puste, użyje domyślnej wartości \"plugin.gd\"." - -msgid "Activate now?" -msgstr "Aktywować teraz?" - -msgid "Plugin name is valid." -msgstr "Nazwa wtyczki jest prawidłowa." - -msgid "Script extension is valid." -msgstr "Rozszerzenie skryptu jest prawidłowe." - -msgid "Subfolder name is valid." -msgstr "Nazwa podfolderu jest prawidłowa." - -msgid "Create Polygon" -msgstr "Utwórz wielokąt" - -msgid "Create points." -msgstr "Utwórz punkty." - -msgid "" -"Edit points.\n" -"LMB: Move Point\n" -"RMB: Erase Point" -msgstr "" -"Edycja punktów.\n" -"LPM: Przesuwanie punktu\n" -"PPM: Usuwanie punktu" +"Edycja punktów.\n" +"LPM: Przesuwanie punktu\n" +"PPM: Usuwanie punktu" msgid "Erase points." msgstr "Usuń punkty." @@ -6808,18 +6478,12 @@ msgstr "Niektóre pliki AnimationLibrary były nieprawidłowe." msgid "Some of the selected libraries were already added to the mixer." msgstr "Część wybranych bibliotek została już dodana do miksera." -msgid "Add Animation Libraries" -msgstr "Dodaj biblioteki animacji" - msgid "Some Animation files were invalid." msgstr "Niektóre pliki animacji były nieprawidłowe." msgid "Some of the selected animations were already added to the library." msgstr "Niektóre z wybranych animacji zostały już dodane do biblioteki." -msgid "Load Animations into Library" -msgstr "Załaduj animacje do biblioteki" - msgid "Load Animation into Library: %s" msgstr "Wczytaj animację do biblioteki: %s" @@ -7116,8 +6780,11 @@ msgstr "Usuń wszystko" msgid "Root" msgstr "Korzeń" -msgid "AnimationTree" -msgstr "DrzewoAnimacji" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Wersja:" msgid "Contents:" msgstr "Zawartość:" @@ -7177,9 +6844,6 @@ msgid "Bad download hash, assuming file has been tampered with." msgstr "" "Zła suma kontrolna pobranego pliku. Zakładamy, że ktoś przy nim majstrował." -msgid "Expected:" -msgstr "Oczekiwano:" - msgid "Got:" msgstr "Otrzymano:" @@ -7201,6 +6865,12 @@ msgstr "Pobieranie..." msgid "Resolving..." msgstr "Rozwiązywanie..." +msgid "Connecting..." +msgstr "Łączenie..." + +msgid "Requesting..." +msgstr "Żądanie danych..." + msgid "Error making request" msgstr "Wystąpił błąd podczas żądania" @@ -7234,9 +6904,6 @@ msgstr "Licencja (A-Z)" msgid "License (Z-A)" msgstr "Licencja (Z-A)" -msgid "Official" -msgstr "Oficjalny" - msgid "Testing" msgstr "Testowanie" @@ -7259,19 +6926,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Koniec" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "" -"Biblioteka zasobów wymaga połączenia internetowego i wiąże się z przesyłaniem " -"danych przez Internet." - msgid "Go Online" msgstr "Przejdź do trybu online" -msgid "Failed to get repository configuration." -msgstr "Nie udało się uzyskać konfiguracji repozytorium." - msgid "All" msgstr "Wszystko" @@ -7517,23 +7174,6 @@ msgstr "Wyśrodkuj widok" msgid "Select Mode" msgstr "Tryb zaznaczenia" -msgid "Drag: Rotate selected node around pivot." -msgstr "Przeciągnij: Obróć zaznaczony węzeł wokół osi obrotu." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Przeciągnij: Przesuń zaznaczony węzeł." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Przeciągnij: Skaluj zaznaczony węzeł." - -msgid "V: Set selected node's pivot position." -msgstr "V: Ustaw pozycję osi obrotu zaznaczonego węzła." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+PPM: Pokaż listę wszystkich węzłów na klikniętej pozycji, wliczając " -"zablokowane." - msgid "RMB: Add node at position clicked." msgstr "PPM: Dodaj węzeł na klikniętej pozycji." @@ -7552,9 +7192,6 @@ msgstr "Shift: Skaluj proporcjonalnie." msgid "Show list of selectable nodes at position clicked." msgstr "Pokaż listę wybieralnych węzłów na klikniętej pozycji." -msgid "Click to change object's rotation pivot." -msgstr "Kliknij by zmienić środek obrotu obiektu." - msgid "Pan Mode" msgstr "Tryb przemieszczania" @@ -7668,9 +7305,6 @@ msgstr "Pokaż" msgid "Show When Snapping" msgstr "Pokaż podczas przyciągania" -msgid "Hide" -msgstr "Ukryj" - msgid "Toggle Grid" msgstr "Przełącz siatkę" @@ -7776,9 +7410,6 @@ msgstr "Zmniejsz rozdzielczość siatki 2 razy" msgid "Adding %s..." msgstr "Dodawanie %s..." -msgid "Drag and drop to add as child of selected node." -msgstr "Przeciągnij i upuść, aby dodać jako węzeł potomny wybranego węzła." - msgid "Hold Alt when dropping to add as child of root node." msgstr "" "Przytrzymaj Alt podczas upuszczania, aby dodać jako węzeł potomny korzenia " @@ -7799,8 +7430,11 @@ msgstr "Nie można utworzyć instancji wielu węzłów bez węzła głównego." msgid "Create Node" msgstr "Utwórz węzeł" -msgid "Error instantiating scene from %s" -msgstr "Błąd tworzenia sceny z %s" +msgid "Instantiating:" +msgstr "Instancjonowanie:" + +msgid "Creating inherited scene from: " +msgstr "Tworzenie dziedziczonej sceny z: " msgid "Change Default Type" msgstr "Zmienić domyślny typ" @@ -7966,6 +7600,9 @@ msgstr "Wyrównanie w pionie" msgid "Convert to GPUParticles3D" msgstr "Przekonwertuj na GPUParticles3D" +msgid "Restart" +msgstr "Uruchom ponownie" + msgid "Load Emission Mask" msgstr "Wczytaj maskę emisji" @@ -7975,9 +7612,6 @@ msgstr "Przekonwertuj na GPUParticles2D" msgid "CPUParticles2D" msgstr "Cząsteczki CPU 2D" -msgid "Generated Point Count:" -msgstr "Wygeneruj chmurę punktów:" - msgid "Emission Mask" msgstr "Maska emisji" @@ -8114,23 +7748,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Widoczna nawigacja" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Jeśli ta opcja jest zaznaczona, siatki i wielokąty nawigacyjne będą widoczne " -"w uruchomionym projekcie." - msgid "Visible Avoidance" msgstr "Widoczne omijanie" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Jeśli ta opcja jest zaznaczona, kształty obiektów omijania, promienie i " -"prędkości będą widoczne w uruchomionym projekcie." - msgid "Debug CanvasItem Redraws" msgstr "Debuguj rysowanie CanvasItem" @@ -8184,6 +7804,34 @@ msgstr "" msgid "Customize Run Instances..." msgstr "Dostosuj uruchamiane instancje..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nazwa: %s\n" +"Ścieżka: %s\n" +"Główny skrypt: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Edytuj wtyczkę" + +msgid "Installed Plugins:" +msgstr "Zainstalowane wtyczki:" + +msgid "Create New Plugin" +msgstr "Utwórz nową wtyczkę" + +msgid "Enabled" +msgstr "Włączony" + +msgid "Version" +msgstr "Wersja" + msgid "Size: %s" msgstr "Rozmiar: %s" @@ -8254,9 +7902,6 @@ msgstr "Zmień długość kształtu promienia oddzielającego" msgid "Change Decal Size" msgstr "Zmień rozmiar naklejki" -msgid "Change Fog Volume Size" -msgstr "Zmień rozmiar obszaru mgły" - msgid "Change Particles AABB" msgstr "Zmień AABB cząsteczek" @@ -8266,9 +7911,6 @@ msgstr "Zmień promień" msgid "Change Light Radius" msgstr "Zmień promień światła" -msgid "Start Location" -msgstr "Początkowe położenie" - msgid "End Location" msgstr "Końcowe położenie" @@ -8301,9 +7943,6 @@ msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "Punkt można wstawić tylko w materiał przetwarzania ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Wyczyść maskę emisji" - msgid "GPUParticles2D" msgstr "Cząsteczki GPU 2D" @@ -8466,43 +8105,14 @@ msgstr "Stwórz mapę światła" msgid "Select lightmap bake file:" msgstr "Wybierz plik wypalenia mapy światła:" -msgid "Mesh is empty!" -msgstr "Siatka jest pusta!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Nie udało się utworzyć kształtu trójsiatki." -msgid "Create Static Trimesh Body" -msgstr "Stwórz Static Trimesh Body" - -msgid "This doesn't work on scene root!" -msgstr "Nie działa na głównym węźle sceny!" - -msgid "Create Trimesh Static Shape" -msgstr "Utwórz statyczny kształt trójsiatki" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "" -"Nie można utworzyć pojedynczego wypukłego kształtu kolizji dla korzenia sceny." - -msgid "Couldn't create a single convex collision shape." -msgstr "Nie udało się utworzyć pojedynczego wypukłego kształtu kolizji." - -msgid "Create Simplified Convex Shape" -msgstr "Utwórz uproszczony wypukły kształt" - -msgid "Create Single Convex Shape" -msgstr "Utwórz pojedynczy wypukły kształt" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Nie można utworzyć wielu wypukłych kształtów kolizji dla korzenia sceny." - msgid "Couldn't create any collision shapes." msgstr "Nie udało się utworzyć żadnego kształtu kolizji." -msgid "Create Multiple Convex Shapes" -msgstr "Utwórz wiele wypukłych kształtów" +msgid "Mesh is empty!" +msgstr "Siatka jest pusta!" msgid "Create Navigation Mesh" msgstr "Utwórz siatkę nawigacyjną (Navigation Mesh)" @@ -8576,20 +8186,34 @@ msgstr "Utwórz obrys" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Stwórz statyczne ciało siatki trójkątów (Trimesh)" +msgid "Create Outline Mesh..." +msgstr "Utwórz siatkę zarysu..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Tworzy węzeł StaticBody3D i automatycznie przypisuje mu kształt kolizji " -"oparty na wielokątach.\n" -"To jest najdokładniejsza (ale najwolniejsza) opcja do detekcji kolizji." +"Tworzy statyczną siatkę obwódki. Siatka obwódki ma automatycznie odwrócone " +"normalne.\n" +"To może zostać użyte zamiast właściwości Grow w StandardMaterial, kiedy " +"używanie tej właściwości jest niemożliwe." -msgid "Create Trimesh Collision Sibling" -msgstr "Utwórz sąsiadującą trójsiatkę kolizji" +msgid "View UV1" +msgstr "Widok UV1" + +msgid "View UV2" +msgstr "Widok UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Rozwiń siatkę UV2 dla Lightmapy/AO" + +msgid "Create Outline Mesh" +msgstr "Utwórz siatkę zarysu" + +msgid "Outline Size:" +msgstr "Rozmiar zarysu:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8598,9 +8222,6 @@ msgstr "" "Tworzy kształt kolizji oparty na wielokątach.\n" "To jest najdokładniejsza (ale najwolniejsza) opcja do detekcji kolizji." -msgid "Create Single Convex Collision Sibling" -msgstr "Utwórz pojedynczego wypukłego sąsiada kolizji" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8608,9 +8229,6 @@ msgstr "" "Tworzy pojedynczy wypukły kształt kolizji.\n" "To jest najszybsza (ale najmniej dokładna) opcja dla detekcji kolizji." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Utwórz uproszczonego wypukłego sąsiada kolizji" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8620,9 +8238,6 @@ msgstr "" "Podobne do pojedynczego kształtu, ale w niektórych przypadkach tworzy " "prostszą geometrię, kosztem dokładności." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Utwórz wiele wypukłych sąsiadów kolizji" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8632,35 +8247,6 @@ msgstr "" "To jest złoty środek względem wydajności pomiędzy pojedynczym kształtem, a " "kolizją opartą o wielokąty." -msgid "Create Outline Mesh..." -msgstr "Utwórz siatkę zarysu..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Tworzy statyczną siatkę obwódki. Siatka obwódki ma automatycznie odwrócone " -"normalne.\n" -"To może zostać użyte zamiast właściwości Grow w StandardMaterial, kiedy " -"używanie tej właściwości jest niemożliwe." - -msgid "View UV1" -msgstr "Widok UV1" - -msgid "View UV2" -msgstr "Widok UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Rozwiń siatkę UV2 dla Lightmapy/AO" - -msgid "Create Outline Mesh" -msgstr "Utwórz siatkę zarysu" - -msgid "Outline Size:" -msgstr "Rozmiar zarysu:" - msgid "UV Channel Debug" msgstr "Debug kanału UV" @@ -9213,6 +8799,11 @@ msgstr "" "WorldEnvironment.\n" "Podgląd zablokowany." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+PPM: Pokaż listę wszystkich węzłów na klikniętej pozycji, wliczając " +"zablokowane." + msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." @@ -9491,6 +9082,12 @@ msgstr "Wypiecz zasłony" msgid "Select occluder bake file:" msgstr "Wybierz plik wypiekania zasłon:" +msgid "Convert to Parallax2D" +msgstr "Przekonwertuj na Parallax2D" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Hold Shift to scale around midpoint instead of moving." msgstr "Przytrzymaj Shift, żeby skalować wokół środka zamiast przesuwać." @@ -9527,27 +9124,12 @@ msgstr "Zamknij krzywą" msgid "Clear Curve Points" msgstr "Wyczyść punkty krzywej" -msgid "Select Points" -msgstr "Zaznacz Punkty" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Drag: Zaznacz Punkty Kontrolne" - -msgid "Click: Add Point" -msgstr "Klik: Dodaj Punkt" - -msgid "Left Click: Split Segment (in curve)" -msgstr "LPM: Podziel Segment (na krzywej)" - msgid "Right Click: Delete Point" msgstr "Prawy Klik: Usuń Punkt" msgid "Select Control Points (Shift+Drag)" msgstr "Zaznacz Punkty Kontrolne (Shift+Drag)" -msgid "Add Point (in empty space)" -msgstr "Dodaj Punkt (w pustym miejscu)" - msgid "Delete Point" msgstr "Usuń Punkt" @@ -9581,6 +9163,9 @@ msgstr "Uchwyt wyjściowy #" msgid "Handle Tilt #" msgstr "Nachylenie uchwytu #" +msgid "Set Curve Point Position" +msgstr "Ustaw pozycje punktu krzywej" + msgid "Set Curve Out Position" msgstr "Ustaw punkt kontrolny wychodzący z krzywej" @@ -9602,17 +9187,111 @@ msgstr "Zresetuj punkt kontrolny wychodzący" msgid "Reset In-Control Point" msgstr "Zresetuj punkt kontrolny wchodzący" -msgid "Reset Point Tilt" -msgstr "Zresetuj nachylenie punktu" +msgid "Reset Point Tilt" +msgstr "Zresetuj nachylenie punktu" + +msgid "Split Segment (in curve)" +msgstr "Podziel Segment (na krzywej)" + +msgid "Move Joint" +msgstr "Przesuń złącze" + +msgid "Plugin name cannot be blank." +msgstr "Nazwa wtyczki nie może być pusta." + +msgid "Subfolder name is not a valid folder name." +msgstr "Nazwa podfolderu nie jest prawidłową nazwą folderu." + +msgid "Subfolder cannot be one which already exists." +msgstr "Podfolder nie może już istnieć." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Rozszerzenie skryptu musi być zgodne z rozszerzeniem wybranego języka (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# nie obsługuje aktywacji wtyczki podczas tworzenia, ponieważ projekt musi " +"zostać najpierw skompilowany." + +msgid "Edit a Plugin" +msgstr "Edytuj wtyczkę" + +msgid "Create a Plugin" +msgstr "Utwórz wtyczkę" + +msgid "Plugin Name:" +msgstr "Nazwa wtyczki:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Wymagane. Ta nazwa będzie wyświetlana na liście wtyczek." + +msgid "Subfolder:" +msgstr "Podfolder:" + +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 "" +"Opcjonalne. Nazwa folderu powinna generalnie używać nazewnictwa " +"\"snake_case\" (unikaj spacji i znaków specjalnych).\n" +"Jeśli pozostawiono puste, folder zostanie nazwany po nazwie wtyczki " +"przekonwertowanej do \"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 "" +"Opcjonalne. Ten opis powinien być stosunkowo krótki (do 5 linijek).\n" +"Pokaże się, gdy najedzie się kursorem na wtyczkę na liście wtyczek." + +msgid "Author:" +msgstr "Autor:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "Opcjonalne. Nazwa użytkownika autora, pełne imię lub nazwa organizacji." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opcjonalne. Czytelny identyfikator wersji, używany tylko w celach " +"informacyjnych." + +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 "" +"Wymagane. Język skryptowania używany dla skryptu.\n" +"Zważ, że wtyczka może używać wiele języków jednocześnie jak dodasz do niej " +"więcej skryptów." + +msgid "Script Name:" +msgstr "Nazwa skryptu:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opcjonalne. ścieżka do skryptu (względem folderu dodatku). Jeśli zostawiono " +"puste, użyje domyślnej wartości \"plugin.gd\"." -msgid "Split Segment (in curve)" -msgstr "Podziel Segment (na krzywej)" +msgid "Activate now?" +msgstr "Aktywować teraz?" -msgid "Set Curve Point Position" -msgstr "Ustaw pozycje punktu krzywej" +msgid "Plugin name is valid." +msgstr "Nazwa wtyczki jest prawidłowa." -msgid "Move Joint" -msgstr "Przesuń złącze" +msgid "Script extension is valid." +msgstr "Rozszerzenie skryptu jest prawidłowe." + +msgid "Subfolder name is valid." +msgstr "Nazwa podfolderu jest prawidłowa." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9683,15 +9362,6 @@ msgstr "Wielokąt" msgid "Bones" msgstr "Kości" -msgid "Move Points" -msgstr "Przesuń punkty" - -msgid ": Rotate" -msgstr ": Obróć" - -msgid "Shift: Move All" -msgstr "Shift: Przesuń wszystko" - msgid "Shift: Scale" msgstr "Shift: Skaluj" @@ -9803,21 +9473,9 @@ msgstr "Nie można otworzyć \"%s\". Plik mógł zostać przeniesiony lub usuni msgid "Close and save changes?" msgstr "Zamknąć i zapisać zmiany?" -msgid "Error writing TextFile:" -msgstr "Błąd pisania pliku tekstowego:" - -msgid "Error saving file!" -msgstr "Błąd zapisywania pliku!" - -msgid "Error while saving theme." -msgstr "Błąd podczas zapisywania motywu." - msgid "Error Saving" msgstr "Błąd zapisywania" -msgid "Error importing theme." -msgstr "Błąd importowania motywu." - msgid "Error Importing" msgstr "Błąd importowania" @@ -9827,9 +9485,6 @@ msgstr "Nowy plik tekstowy..." msgid "Open File" msgstr "Otwórz plik" -msgid "Could not load file at:" -msgstr "Nie można załadować pliku w:" - msgid "Save File As..." msgstr "Zapisz plik jako..." @@ -9861,9 +9516,6 @@ msgstr "Nie można uruchomić skryptu, bo nie jest skryptem narzędziowym." msgid "Import Theme" msgstr "Zaimportuj motyw" -msgid "Error while saving theme" -msgstr "Błąd podczas zapisywania motywu" - msgid "Error saving" msgstr "Błąd zapisywania" @@ -9973,9 +9625,6 @@ msgstr "" "Następujące pliki są nowsze na dysku.\n" "Jakie działania powinny zostać podjęte?:" -msgid "Search Results" -msgstr "Wyniki wyszukiwania" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "W następujących wbudowanych skryptach są niezapisane zmiany:" @@ -10015,9 +9664,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ignoruj]" -msgid "Line" -msgstr "Linia" - msgid "Go to Function" msgstr "Przejdź do funkcji" @@ -10044,6 +9690,9 @@ msgstr "Podejrzyj symbol" msgid "Pick Color" msgstr "Wybierz Kolor" +msgid "Line" +msgstr "Linia" + msgid "Folding" msgstr "Zawijanie" @@ -10195,9 +9844,6 @@ msgstr "" "Struktura pliku dla \"%s\" zawiera błędy nie do odratowania:\n" "\n" -msgid "ShaderFile" -msgstr "Plik shadera" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Ten szkielet nie ma kości. Stwórz jakieś węzły potomne Bone2D." @@ -10367,6 +10013,12 @@ msgstr "Nie można wczytać obrazków" msgid "ERROR: Couldn't load frame resource!" msgstr "Błąd: Nie można załadować zasobu klatki!" +msgid "Paste Frame(s)" +msgstr "Wklej klatkę/i" + +msgid "Paste Texture" +msgstr "Wklej teksturę" + msgid "Add Empty" msgstr "Dodaj pusty" @@ -10418,6 +10070,9 @@ msgstr "Dodaj klatki z sprite sheetu" msgid "Delete Frame" msgstr "Usuń klatkę" +msgid "Copy Frame(s)" +msgstr "Kopiuj klatkę/i" + msgid "Insert Empty (Before Selected)" msgstr "Wstaw puste (przed zaznaczonym)" @@ -10493,9 +10148,6 @@ msgstr "Przesunięcie" msgid "Create Frames from Sprite Sheet" msgstr "Utwórz klatki ze Sprite Sheeta" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Warnings should be fixed to prevent errors." msgstr "Ostrzeżenia powinny zostać naprawione, by zapobiec błędom." @@ -10506,15 +10158,9 @@ msgstr "" "Ten shader został zmieniony na dysku.\n" "Jakie działania podjąć?" -msgid "%s Mipmaps" -msgstr "%s mipmap" - msgid "Memory: %s" msgstr "Pamięć: %s" -msgid "No Mipmaps" -msgstr "Brak mipmap" - msgid "Set Region Rect" msgstr "Ustaw obszar tekstury" @@ -10608,9 +10254,6 @@ msgstr[0] "{num} aktualnie wybrany" msgstr[1] "{num} aktualnie wybrane" msgstr[2] "{num} aktualnie wybranych" -msgid "Nothing was selected for the import." -msgstr "Nic nie zostało wybrane do importu." - msgid "Importing Theme Items" msgstr "Importowanie elementów motywu" @@ -11289,9 +10932,6 @@ msgstr "Wybór" msgid "Paint" msgstr "Maluj" -msgid "Shift: Draw line." -msgstr "Shift: Rysuj linię." - msgid "Shift: Draw rectangle." msgstr "Shift: Rysuj prostokąt." @@ -11402,12 +11042,12 @@ msgstr "" msgid "Terrains" msgstr "Tereny" -msgid "Replace Tiles with Proxies" -msgstr "Zastąp kafelki zamiennikami" - msgid "No Layers" msgstr "Brak warstw" +msgid "Replace Tiles with Proxies" +msgstr "Zastąp kafelki zamiennikami" + msgid "Select Next Tile Map Layer" msgstr "Wybierz następną warstwę TileMapy" @@ -11426,13 +11066,6 @@ msgstr "Przełącz widoczność siatki." msgid "Automatically Replace Tiles with Proxies" msgstr "Automatycznie zastąp kafelki zamiennikami" -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 "" -"Edytowany węzeł TileMap nie ma zasobu TileSet.\n" -"Utwórz lub wczytaj zasób TileSet we właściowości Tile Set w inspektorze." - msgid "Remove Tile Proxies" msgstr "Usuń zamienniki kafelków" @@ -11810,13 +11443,6 @@ msgstr "Utwórz kafelki na nieprzezroczystych regionach tekstury" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Usuń kafelki z całkowicie przezroczystych regionów tekstury" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"Aktualne źródło atlasowe ma kafelki poza teksturą.\n" -"Możesz je wyczyścić używając opcji \"%s\" z menu 3-kropkowego." - msgid "Hold Ctrl to create multiple tiles." msgstr "Przytrzymaj Ctrl, by stworzyć wiele kafelków." @@ -11933,19 +11559,6 @@ msgstr "Właściwości kolekcji scen:" msgid "Tile properties:" msgstr "Właściwości kafelka:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Żadna wtyczka VCS nie jest dostępna w projekcie. Zainstaluj wtyczkę VCS, by " -"używać funkcjonalności integracji z VCS." - msgid "Error" msgstr "Błąd" @@ -12227,18 +11840,9 @@ msgstr "Ustaw wyrażenie VisualShader" msgid "Resize VisualShader Node" msgstr "Zmień rozmiar węzła VisualShader" -msgid "Hide Port Preview" -msgstr "Ukryj podgląd portu" - msgid "Show Port Preview" msgstr "Pokaż podgląd portu" -msgid "Set Comment Title" -msgstr "Ustaw tytuł komentarza" - -msgid "Set Comment Description" -msgstr "Ustaw opis komentarza" - msgid "Set Parameter Name" msgstr "Ustaw nazwę parametru" @@ -12257,9 +11861,6 @@ msgstr "Dodaj varying do shadera wizualnego: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Usuń varying z shadera wizualnego: %s" -msgid "Node(s) Moved" -msgstr "Węzeł/y przesunięte" - msgid "Insert node" msgstr "Wstaw węzeł" @@ -13514,12 +13115,6 @@ msgstr "" "Usunąć wszystkie brakujące projekty z listy?\n" "Zawartość folderów projektów nie zostanie zmodyfikowana." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub " -"uszkodzony." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Nie można zapisać projektu w \"%s\" (błąd %d)." @@ -13631,9 +13226,6 @@ msgstr "Wybierz folder do skanowania" msgid "Remove All" msgstr "Usuń wszystkie" -msgid "Also delete project contents (no undo!)" -msgstr "Usuń także projekt (nie można cofnąć!)" - msgid "Convert Full Project" msgstr "Przekonwertuj cały projekt" @@ -13680,64 +13272,22 @@ msgstr "Utwórz nowy tag" msgid "Tags are capitalized automatically when displayed." msgstr "Wyświetlane tagi są pisane wielkimi literami." -msgid "The path specified doesn't exist." -msgstr "Podana ścieżka nie istnieje." - -msgid "The install path specified doesn't exist." -msgstr "Podana ścieżka instalacji nie istnieje." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Błąd otwierania pliku pakietu (nie jest w formacie ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Dobrym pomysłem byłoby nazwanie swojego projektu." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "Niewłaściwy plik \".zip\" projektu; nie zawiera pliku \"project.godot\"." -msgid "Please choose an empty install folder." -msgstr "Proszę wybrać pusty folder instalacyjny." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Proszę wybrać plik \"project.godot\" lub folder z nim, albo plik \".zip\"." - -msgid "The install directory already contains a Godot project." -msgstr "Folder instalacji już zawiera projekt Godota." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Nie możesz zapisać projektu do wybranej ścieżki. Proszę utworzyć nowy folder " -"lub wybrać nową ścieżkę." +msgid "The path specified doesn't exist." +msgstr "Podana ścieżka nie istnieje." msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu." -msgid "New Game Project" -msgstr "Nowy projekt gry" - -msgid "Imported Project" -msgstr "Zaimportowano projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Proszę wybrać plik \"project.godot\" lub \".zip\"." - -msgid "Invalid project name." -msgstr "Nieprawidłowa nazwa projektu." - -msgid "Couldn't create folder." -msgstr "Nie można utworzyć katalogu." - -msgid "There is already a folder in this path with the specified name." -msgstr "Folder o podanej nazwie istnieje już w tej lokalizacji." - -msgid "It would be a good idea to name your project." -msgstr "Dobrym pomysłem byłoby nazwanie swojego projektu." - msgid "Supports desktop platforms only." msgstr "Wspiera tylko platformy desktopowe." @@ -13780,9 +13330,6 @@ msgstr "Używa backendu OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Najszybsze renderowanie prostych scen." -msgid "Invalid project path (changed anything?)." -msgstr "Niepoprawna ścieżka projektu (coś się zmieniło?)." - msgid "Warning: This folder is not empty" msgstr "Ostrzeżenie: Ten folder nie jest pusty" @@ -13809,8 +13356,14 @@ msgstr "Błąd otwierania pliku pakietu, nie jest w formacie ZIP." msgid "The following files failed extraction from package:" msgstr "Nie powiodło się wypakowanie z pakietu następujących plików:" -msgid "Package installed successfully!" -msgstr "Pakiet zainstalowano poprawnie!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub " +"uszkodzony." + +msgid "New Game Project" +msgstr "Nowy projekt gry" msgid "Import & Edit" msgstr "Importuj i edytuj" @@ -13937,9 +13490,6 @@ msgstr "Autoładowanie" msgid "Shader Globals" msgstr "Globalne shaderów" -msgid "Global Groups" -msgstr "Globalne grupy" - msgid "Plugins" msgstr "Wtyczki" @@ -14068,6 +13618,12 @@ msgstr "Główne argumenty uruchomienia:" msgid "Main Feature Tags:" msgstr "Główne tagi funkcjonalności:" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Argumenty oddzielone spacją, np.: host gracz1 niebieski" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Tagi oddzielone przecinkiem, np.: demo, steam, wydarzenie" + msgid "Instance Configuration" msgstr "Konfiguracja instancji" @@ -14153,6 +13709,9 @@ msgstr "Brak węzła nadrzędnego do stworzenia instancji scen." msgid "Error loading scene from %s" msgstr "Błąd przy ładowaniu sceny z %s" +msgid "Error instantiating scene from %s" +msgstr "Błąd tworzenia sceny z %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -14198,9 +13757,6 @@ msgstr "Instancje scen nie mogą zostać korzeniem" msgid "Make node as Root" msgstr "Zmień węzeł na Korzeń" -msgid "Delete %d nodes and any children?" -msgstr "Usunąć %d węzłów i ich węzły potomne?" - msgid "Delete %d nodes?" msgstr "Usunąć %d węzłów?" @@ -14333,9 +13889,6 @@ msgstr "Ustaw shader" msgid "Toggle Editable Children" msgstr "Przełącz edytowalne dzieci" -msgid "Cut Node(s)" -msgstr "Wytnij węzeł/y" - msgid "Remove Node(s)" msgstr "Usuń węzeł(y)" @@ -14364,9 +13917,6 @@ msgstr "Instancjonuj skrypt" msgid "Sub-Resources" msgstr "Podzasoby" -msgid "Revoke Unique Name" -msgstr "Odwołaj unikalną nazwę" - msgid "Access as Unique Name" msgstr "Dostęp jako unikalna nazwa" @@ -14434,9 +13984,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Nie można wkleić korzenia do tej samej sceny." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Wklej węzeł/y jako równorzędne %s" - msgid "Paste Node(s) as Child of %s" msgstr "Wklej węzeł/y jako potomne %s" @@ -14783,63 +14330,6 @@ msgstr "Zmień wewnętrzny promień torusa" msgid "Change Torus Outer Radius" msgstr "Zmień zewnętrzny promień torusa" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Niepoprawny typ argumentu funkcji convert(), użyj stałych TYPE_*." - -msgid "Cannot resize array." -msgstr "Nie można zmienić rozmiaru tablicy." - -msgid "Step argument is zero!" -msgstr "Argument kroku wynosi zero!" - -msgid "Not a script with an instance" -msgstr "To nie jest skrypt z instancją" - -msgid "Not based on a script" -msgstr "Nie bazuje na skrypcie" - -msgid "Not based on a resource file" -msgstr "Nie bazuje na pliku zasobów" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Niepoprawna/Nieważna instancja formatu słownika (brakuje @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Niepoprawna instancja formatu słownika (nie można wczytać skryptu w @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Niepoprawna instancja formatu słownika (niepoprawny skrypt w @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Niepoprawny słownik instancji (niepoprawne podklasy)" - -msgid "Cannot instantiate GDScript class." -msgstr "Nie można zainicjować klasy GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "Wartość typu \"%s\" nie może określać długości." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Nieprawidłowy argument typu dla is_instance_of(), użyj stałych TYPE_* dla " -"typów wbudowanych." - -msgid "Type argument is a previously freed instance." -msgstr "Argument typu jest wcześniej zwolnioną instancją." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Nieprawidłowy argument typu dla is_instance_of(), powinien być stałą TYPE_*, " -"klasą lub skryptem." - -msgid "Value argument is a previously freed instance." -msgstr "Argument wartości jest wcześniej zwolnioną instancją." - msgid "Export Scene to glTF 2.0 File" msgstr "Eksportuj scenę do pliku glTF 2.0" @@ -14849,21 +14339,6 @@ msgstr "Ustawienia eksportu:" msgid "glTF 2.0 Scene..." msgstr "Scena glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "Ścieżka nie zawiera instalacji Blendera." - -msgid "Can't execute Blender binary." -msgstr "Nie można wykonać pliku binarnego Blendera." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Nieoczekiwane wyjście --version z pliku binarnego Blendera w: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "Podana ścieżka nie zawiera pliku binarnego Blendera." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "Ta instalacja Blendera jest za stara dla tego importera (nie 3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Ścieżka do instalacji Blendera jest prawidłowa (wykryta automatycznie)." @@ -14890,9 +14365,6 @@ msgstr "" "Wyłącza import plików '.blend' Blendera dla tego projektu. Można ponownie " "włączyć w ustawieniach projektu." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "Wyłączenie importu plików \".blend\" wymaga restartu edytora." - msgid "Next Plane" msgstr "Następna płaszczyzna" @@ -15035,47 +14507,12 @@ msgstr "Nazwa klasy musi być poprawnym identyfikatorem" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Niewystarczająca ilość bajtów dla bajtów dekodujących lub zły format." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Nie można załadować środowiska uruchomieniowego .NET, nie znaleziono zgodnej " -"wersji.\n" -"Próba utworzenia/edytowania projektu doprowadzi do awarii.\n" -"\n" -"Zainstaluj .NET SDK 6.0 lub nowszy z https://dotnet.microsoft.com/en-us/" -"download i uruchom ponownie Godota." - msgid "Failed to load .NET runtime" msgstr "Nie udało się załadować środowiska uruchomieniowego .NET" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"Nie udało się znaleźć folderu zestawów .NET.\n" -"Upewnij się, że katalog \"%s\" istnieje i zawiera zestawy .NET." - msgid ".NET assemblies not found" msgstr "Nie znaleziono zestawów .NET" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Nie można załadować środowiska uruchomieniowego .NET, w szczególności " -"hostfxr.\n" -"Próba utworzenia/edytowania projektu doprowadzi do awarii.\n" -"\n" -"Zainstaluj .NET SDK 6.0 lub nowszy z https://dotnet.microsoft.com/en-us/" -"download i uruchom ponownie Godota." - msgid "%d (%s)" msgstr "%d (%s)" @@ -15108,9 +14545,6 @@ msgstr "Liczba" msgid "Network Profiler" msgstr "Profiler sieci" -msgid "Replication" -msgstr "Replikacja" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Wybierz węzeł replikatora, aby wybrać właściwość, którą chcesz do niego dodać." @@ -15139,6 +14573,13 @@ msgstr "Tworzenie" msgid "Replicate" msgstr "Replikuj" +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Dodaj właściwości używając opcji powyżej\n" +"lub przeciągnij je z inspektora i upuść tutaj." + msgid "Please select a MultiplayerSynchronizer first." msgstr "Najpierw wybierz MultiplayerSynchronizer." @@ -15304,9 +14745,6 @@ msgstr "Dodaj akcję" msgid "Delete action" msgstr "Usuń akcję" -msgid "OpenXR Action Map" -msgstr "Mapa akcji OpenXR" - msgid "Remove action from interaction profile" msgstr "Usuń akcję z profilu interakcji" @@ -15331,24 +14769,6 @@ msgstr "Wybierz akcję" msgid "Choose an XR runtime." msgstr "Wybierz środowisko uruchomieniowe XR." -msgid "Package name is missing." -msgstr "Brakuje nazwy paczki." - -msgid "Package segments must be of non-zero length." -msgstr "Segmenty paczki muszą mieć niezerową długość." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Znak \"%s\" nie jest dozwolony w nazwach paczek aplikacji Androida." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Cyfra nie może być pierwszym znakiem w segmencie paczki." - -msgid "The character '%s' cannot be the first character in a package segment." -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 "Invalid public key for APK expansion." msgstr "Niepoprawny klucz publiczny dla ekspansji APK." @@ -15531,9 +14951,6 @@ msgstr "" "Nazwa projektu nie spełnia wymagań dotyczących formatu nazwy pakietu i będzie " "zmieniona na \"%s\". Proszę wyraźnie określić nazwę pakietu jeśli potrzeba." -msgid "Code Signing" -msgstr "Podpisywanie kodu" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -15676,24 +15093,18 @@ msgstr "Nie podano App Store Team ID." msgid "Invalid Identifier:" msgstr "Niepoprawny identyfikator:" -msgid "Export Icons" -msgstr "Eksportuj ikony" - msgid "Could not open a directory at path \"%s\"." msgstr "Nie udało się otworzyć katalogu w ścieżce \"%s\"." +msgid "Export Icons" +msgstr "Eksportuj ikony" + msgid "Could not write to a file at path \"%s\"." msgstr "Nie udało się zapisać do pliku w ścieżce \"%s\"." -msgid "Exporting for iOS (Project Files Only)" -msgstr "Eksportowanie na iOS (tylko pliki projektu)" - msgid "Exporting for iOS" msgstr "Eksportowanie na iOS" -msgid "Prepare Templates" -msgstr "Przygotuj szablony" - msgid "Export template not found." msgstr "Nie znaleziono szablonu eksportu." @@ -15703,8 +15114,8 @@ msgstr "Nie udało się utworzyć katalogu: \"%s\"" msgid "Could not create and open the directory: \"%s\"" msgstr "Nie udało się utworzyć i otworzyć katalogu: \"%s\"" -msgid "iOS Plugins" -msgstr "Wtyczki iOS" +msgid "Prepare Templates" +msgstr "Przygotuj szablony" msgid "Failed to export iOS plugins with code %d. Please check the output log." msgstr "" @@ -15735,9 +15146,6 @@ msgstr "" "Podpisywanie kodu nie powiodło się, szczegółowe informacje można znaleźć w " "dzienniku edytora." -msgid "Xcode Build" -msgstr "Kompilacja Xcode" - msgid "Failed to run xcodebuild with code %d" msgstr "Nie udało się uruchomić xcodebuild, kod błędu %d" @@ -15768,12 +15176,6 @@ msgstr "Eksportowanie na iOS z użyciem C#/.NET jest eksperymentalne." msgid "Invalid additional PList content: " msgstr "Nie prawidłowa dodatkowa zawartość PList: " -msgid "Identifier is missing." -msgstr "Brakuje identyfikatora." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Znak \"%s\" nie jest dozwolony w identyfikatorze." - msgid "Could not start simctl executable." msgstr "Nie udało się uruchomić pliku wykonywalnego simctl." @@ -15801,15 +15203,9 @@ msgstr "Nie udało się uruchomić pliku wykonywalnego device." msgid "Could not start devicectl executable." msgstr "Nie udało się uruchomić pliku wykonywalnego devicectl." -msgid "Debug Script Export" -msgstr "Eksport skryptu debugowania" - msgid "Could not open file \"%s\"." msgstr "Nie można otworzyć pliku \"%s\"." -msgid "Debug Console Export" -msgstr "Eksport konsoli debugowania" - msgid "Could not create console wrapper." msgstr "Nie udało się utworzyć pliku konsoli." @@ -15825,15 +15221,9 @@ msgstr "32-bitowe pliki wykonywalne nie mogą mieć osadzonych danych >= 4 GiB." msgid "Executable \"pck\" section not found." msgstr "Nie znaleziono wykonywalnej sekcji \"pck\"." -msgid "Stop and uninstall" -msgstr "Zatrzymaj i odinstaluj" - msgid "Run on remote Linux/BSD system" msgstr "Uruchom na zdalnym systemie Linux/BSD" -msgid "Stop and uninstall running project from the remote system" -msgstr "Zatrzymaj i odinstaluj uruchomiony projekt z systemu zdalnego" - msgid "Run exported project on remote Linux/BSD system" msgstr "Uruchom wyeksportowany projekt na zdalnym systemie Linux/BSD" @@ -16001,9 +15391,6 @@ msgstr "" "Dostęp do biblioteki zdjęć jest włączony, ale opis użytkowania nie został " "określony." -msgid "Notarization" -msgstr "Poświadczenie notarialne" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -16032,6 +15419,9 @@ msgstr "" "Możesz sprawdzić postęp ręcznie, otwierając Terminal i wykonując następujące " "polecenie:" +msgid "Notarization" +msgstr "Poświadczenie notarialne" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -16078,18 +15468,12 @@ msgstr "" "\"%s\": Info.plist nie istnieje albo jest nieprawidłowe, wygenerowano nowe " "Info.plist." -msgid "PKG Creation" -msgstr "Tworzenie PKG" - msgid "Could not start productbuild executable." msgstr "Nie można uruchomić pliku wykonywalnego productbuild." msgid "`productbuild` failed." msgstr "`productbuild` nie powiodło się." -msgid "DMG Creation" -msgstr "Tworzenie DMG" - msgid "Could not start hdiutil executable." msgstr "Nie można było uruchomić podprocesu hdiutil." @@ -16140,9 +15524,6 @@ msgstr "" msgid "Making PKG" msgstr "Tworzenie PKG" -msgid "Entitlements Modified" -msgstr "Uprawnienia zmienione" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -16264,15 +15645,9 @@ msgstr "Nieprawidłowy szablon eksportu: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Nie można zapisać pliku: \"%s\"." -msgid "Icon Creation" -msgstr "Tworzenie ikon" - msgid "Could not read file: \"%s\"." msgstr "Nie można odczytać pliku: \"%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." @@ -16290,23 +15665,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "Nie można odczytać powłoki HTML: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Nie można utworzyć katalogu serwera HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Błąd uruchamiania serwera HTTP: %d." +msgid "Run in Browser" +msgstr "Uruchom w przeglądarce" msgid "Stop HTTP Server" msgstr "Zatrzymaj serwer HTTP" -msgid "Run in Browser" -msgstr "Uruchom w przeglądarce" - msgid "Run exported HTML in the system's default browser." msgstr "Uruchom wyeksportowany dokument HTML w domyślnej przeglądarce." -msgid "Resources Modification" -msgstr "Modyfikacja zasobów" +msgid "Could not create HTTP server directory: %s." +msgstr "Nie można utworzyć katalogu serwera HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Błąd uruchamiania serwera HTTP: %d." msgid "Icon size \"%d\" is missing." msgstr "Brak rozmiaru ikony \"%d\"." @@ -17066,13 +16438,6 @@ msgstr "" "VehicleWheel3D służy do dostarczania systemu kół do VehicleBody3D. Używaj go " "jako dziecka VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes nie są jeszcze obsługiwane podczas używania backendu GL " -"Compatibility. Wsparcie zostanie dodane w przyszłym wydaniu." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -17160,12 +16525,6 @@ msgstr "" "Dozwolony jest tylko jeden obiekt WorldEnvironment na scenę (lub zestaw " "instancjonowanych scen)." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D musi mieć węzeł XROrigin3D jako swojego rodzica." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D musi mieć węzeł XROrigin3D jako swojego rodzica." - msgid "No tracker name is set." msgstr "Nie ustawiono nazwy trackera." @@ -17175,13 +16534,6 @@ msgstr "Nie ustawiono żadnej pozy." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D wymaga węzła potomnego XRCamera3D." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR nie jest włączony w ustawieniach renderowania projektu. Wyjście " -"stereoskopowe nie jest obsługiwane, jeśli ta opcja nie jest włączona." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "W węźle BlendTree '%s', animacja nie znaleziona: '%s'" @@ -17226,16 +16578,6 @@ msgstr "" "Hint Tooltip nie zostanie pokazany, ponieważ Mouse Filter jest ustawione na " "\"Ignore\". By to rozwiązać, ustaw Mouse Filter na \"Stop\" lub \"Pass\"." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Zmiana indeksu Z kontrolek wpływa tylko na kolejność rysowania, a nie na " -"kolejność obsługi wejścia." - -msgid "Alert!" -msgstr "Alarm!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -17510,41 +16852,6 @@ msgstr "Oczekiwano wyrażenia stałego." msgid "Expected ',' or ')' after argument." msgstr "Oczekiwano znaku \",\" lub \")\" po argumencie." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying nie może zostać przypisane w funkcji \"%s\"." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Varying z typem danych \"%s\" może być przypisany tylko w funkcji " -"\"fragment\"." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Zmienne varying przypisane w funkcji \"vertex\" nie mogą zostać przypisane " -"ponownie we \"fragment\" ani \"light\"." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Zmienne varying przypisane w funkcji \"fragment\" nie mogą zostać przypisane " -"ponownie we \"vertex\" ani \"light\"." - -msgid "Assignment to function." -msgstr "Przypisanie do funkcji." - -msgid "Swizzling assignment contains duplicates." -msgstr "Zmieszane przypisanie zawiera duplikaty." - -msgid "Assignment to uniform." -msgstr "Przypisanie do uniformu." - -msgid "Constants cannot be modified." -msgstr "Stałe nie mogą być modyfikowane." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -17660,6 +16967,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Nie można użyć funkcji jako identyfikatora: \"%s\"." +msgid "Constants cannot be modified." +msgstr "Stałe nie mogą być modyfikowane." + msgid "Only integer expressions are allowed for indexing." msgstr "Do indeksowania dozwolone są tylko wyrażenia całkowite." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 975bb3c5a2fd..93b1d2b03965 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -13,7 +13,7 @@ # Rueben Stevens <supercell03@gmail.com>, 2017. # SARDON <fabio3_Santos@hotmail.com>, 2017. # Vinicius Gonçalves <viniciusgoncalves21@gmail.com>, 2017. -# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021, 2022, 2023. +# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Gonçalo Dinis Guerreiro João <goncalojoao205@gmail.com>, 2019. # Manuela Silva <mmsrs@sky.com>, 2020. # Murilo Gama <murilovsky2030@gmail.com>, 2020, 2022. @@ -47,13 +47,16 @@ # João Victor Alonso de Paula Sperandio <joaovictorapsperandio@gmail.com>, 2024. # AegisTTN <tc.dev04@gmail.com>, 2024. # NamelessGO <66227691+NameLessGO@users.noreply.github.com>, 2024. +# pgbiolchi <pgbiolchi@gmail.com>, 2024. +# Bruno Vieira <bruno.leo516@hotmail.com>, 2024. +# pedropp222 <1qwertyuiop.wasd@gmail.com>, 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: 2024-02-26 06:02+0000\n" -"Last-Translator: NamelessGO <66227691+NameLessGO@users.noreply.github.com>\n" +"PO-Revision-Date: 2024-04-26 13:04+0000\n" +"Last-Translator: pedropp222 <1qwertyuiop.wasd@gmail.com>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot/pt/>\n" "Language: pt\n" @@ -61,10 +64,10 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.1\n" msgid "Main Thread" -msgstr "Linha Principal" +msgstr "Thread Principal" msgid "Unset" msgstr "Desativar" @@ -73,19 +76,19 @@ msgid "Physical" msgstr "Físico" msgid "Left Mouse Button" -msgstr "Botão do rato esquerdo" +msgstr "Botão Esquerdo do Rato" msgid "Right Mouse Button" -msgstr "Botão de Rato Direito" +msgstr "Botão Direito do Rato" msgid "Middle Mouse Button" -msgstr "Botão do meio" +msgstr "Botão do Meio do Rato" msgid "Mouse Wheel Up" -msgstr "Roda de Rato para Cima" +msgstr "Roda do Rato para Cima" msgid "Mouse Wheel Down" -msgstr "Roda de Rato para Baixo" +msgstr "Roda do Rato para Baixo" msgid "Mouse Wheel Left" msgstr "Roda do Rato para Esquerda" @@ -211,13 +214,7 @@ msgid "Joypad Button %d" msgstr "Botão do Joypad %d" msgid "Pressure:" -msgstr "Toque:" - -msgid "canceled" -msgstr "cancelado" - -msgid "touched" -msgstr "tocado" +msgstr "Pressão:" msgid "released" msgstr "solto" @@ -240,7 +237,7 @@ msgid "MIDI Input on Channel=%s Message=%s" msgstr "Entrada MIDI no Canal=%s Mensagem=%s" msgid "Input Event with Shortcut=%s" -msgstr "Evento de Antrada com Atalho=%s" +msgstr "Evento de Entrada com Atalho=%s" msgid "Accept" msgstr "Aceitar" @@ -464,14 +461,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d itens" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -482,18 +471,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Já existe uma ação com o nome '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "Não é possível reverter - A ação é mesma que a inicial" - msgid "Revert Action" msgstr "Reverter Ação" msgid "Add Event" msgstr "Adicionar evento" -msgid "Remove Action" -msgstr "Remover Ação" - msgid "Cannot Remove Action" msgstr "Não foi Possível Remover a Ação" @@ -539,9 +522,15 @@ msgstr "Inserir Chave Aqui" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Chave(s) Selecionada(s)" +msgid "Cut Selected Key(s)" +msgstr "Cortar Chave(s) Selecionada(s)" + msgid "Copy Selected Key(s)" msgstr "Copiar tecla(s) selecionada(s)" +msgid "Paste Key(s)" +msgstr "Colar Chave(s)" + msgid "Delete Selected Key(s)" msgstr "Apagar Chave(s) Selecionada(s)" @@ -572,6 +561,12 @@ msgstr "Mover Ponto Bezier" msgid "Animation Duplicate Keys" msgstr "Duplicar Chaves na Animação" +msgid "Animation Cut Keys" +msgstr "Cortar Chaves da Animação" + +msgid "Animation Paste Keys" +msgstr "Colar Chaves de Animação" + msgid "Animation Delete Keys" msgstr "Apagar Chaves da Animação" @@ -636,6 +631,33 @@ msgstr "" "Não é possível alterar o modo de repetição na animação incorporada em outra " "cena." +msgid "Property Track..." +msgstr "Faixa de Propriedades..." + +msgid "3D Position Track..." +msgstr "Faixa de Posição 3D..." + +msgid "3D Rotation Track..." +msgstr "Faixa de Rotação 3D..." + +msgid "3D Scale Track..." +msgstr "Faixa de Escala 3D..." + +msgid "Blend Shape Track..." +msgstr "Faixa de Transformação..." + +msgid "Call Method Track..." +msgstr "Faixa de Chamar Métodos..." + +msgid "Bezier Curve Track..." +msgstr "Faixa de Curva Bezier..." + +msgid "Audio Playback Track..." +msgstr "Faixa de Reprodução de Áudio..." + +msgid "Animation Playback Track..." +msgstr "Faixa de Reprodução de Animação..." + msgid "Animation length (frames)" msgstr "Duração da Animação (frames)" @@ -768,9 +790,18 @@ msgstr "Prender Interp Loop" msgid "Wrap Loop Interp" msgstr "Enrolar Interp Loop" +msgid "Insert Key..." +msgstr "Inserir Chave..." + msgid "Duplicate Key(s)" msgstr "Duplicar Chave(s)" +msgid "Cut Key(s)" +msgstr "Recortar Chave(s)" + +msgid "Copy Key(s)" +msgstr "Copiar Chaves(s)" + msgid "Add RESET Value(s)" msgstr "Adicionar Valor(es) RESET" @@ -925,6 +956,12 @@ msgstr "Colar Pistas" msgid "Animation Scale Keys" msgstr "Chaves de Escala da Animação" +msgid "Animation Set Start Offset" +msgstr "Definir Deslocamento Inicial da Animação" + +msgid "Animation Set End Offset" +msgstr "Definir Deslocamento Final da Animação" + msgid "Make Easing Keys" msgstr "Gerar Chaves de Suavização" @@ -1018,6 +1055,39 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propriedades da Animação." +msgid "Copy Tracks..." +msgstr "Copiar Faixas..." + +msgid "Scale Selection..." +msgstr "Escalonar seleção..." + +msgid "Scale From Cursor..." +msgstr "Escalonar a Partir do Cursor..." + +msgid "Set Start Offset (Audio)" +msgstr "Defina o Deslocamento Inicial (Áudio)" + +msgid "Set End Offset (Audio)" +msgstr "Defina o Deslocamento Final (Áudio)" + +msgid "Duplicate Selected Keys" +msgstr "Duplicar Chaves Selecionadas" + +msgid "Cut Selected Keys" +msgstr "Cortar Chaves Selecionadas" + +msgid "Copy Selected Keys" +msgstr "Copiar Chaves Selecionadas" + +msgid "Paste Keys" +msgstr "Colar Chaves" + +msgid "Move First Selected Key to Cursor" +msgstr "Mover Primeira Chave Selecionada para o Cursor" + +msgid "Move Last Selected Key to Cursor" +msgstr "Mover Última Chave Selecionada para o Cursor" + msgid "Delete Selection" msgstr "Apagar Seleção" @@ -1030,6 +1100,15 @@ msgstr "Ir para Passo Anterior" msgid "Apply Reset" msgstr "Aplicar Reinicialização" +msgid "Bake Animation..." +msgstr "Gerar Animação..." + +msgid "Optimize Animation (no undo)..." +msgstr "Otimizar Animação (irreversível)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Limpar Animação (irreversível)..." + msgid "Pick a node to animate:" msgstr "Escolha um nó para animar:" @@ -1054,6 +1133,12 @@ msgstr "Erro Max. Precisão:" msgid "Optimize" msgstr "Otimizar" +msgid "Trim keys placed in negative time" +msgstr "Recortar chaves colocadas em tempo negativo" + +msgid "Trim keys placed exceed the animation length" +msgstr "Recortar chaves que excedam o comprimento da animação" + msgid "Remove invalid keys" msgstr "Remover chaves inválidas" @@ -1215,9 +1300,8 @@ msgstr "Substituir todos" msgid "Selection Only" msgstr "Apenas seleção" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Espaços" +msgid "Hide" +msgstr "Esconder" msgctxt "Indentation" msgid "Tabs" @@ -1241,6 +1325,9 @@ msgstr "Erros" msgid "Warnings" msgstr "Avisos" +msgid "Zoom factor" +msgstr "Quantidade de zoom" + msgid "Line and column numbers." msgstr "Números de Linha e Coluna." @@ -1263,6 +1350,10 @@ msgstr "" msgid "Attached Script" msgstr "Script Anexado" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s:Código de Callback não pode ser gerado, por favor adicione manualmente." + msgid "Connect to Node:" msgstr "Conectar ao Nó:" @@ -1406,9 +1497,6 @@ msgstr "Esta classe está marcada como obsoleta." msgid "This class is marked as experimental." msgstr "Esta classe está marcada como experimental." -msgid "No description available for %s." -msgstr "Nenhuma descrição disponível para %s." - msgid "Favorites:" msgstr "Favoritos:" @@ -1442,9 +1530,6 @@ msgstr "Guardar Ramo como Cena" msgid "Copy Node Path" msgstr "Copiar Caminho do Nó" -msgid "Instance:" -msgstr "Instância:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1538,6 +1623,9 @@ msgstr "" "chamadas pela função.\n" "Use-o para encontrar funções individuais a otimizar." +msgid "Display internal functions" +msgstr "Mostrar funções internas" + msgid "Frame #:" msgstr "Frame #:" @@ -1568,9 +1656,6 @@ msgstr "Execução retomada." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Aviso:" - msgid "Error:" msgstr "Erro:" @@ -1850,9 +1935,22 @@ msgstr "Criar Pasta" msgid "Folder name is valid." msgstr "O nome da pasta é válido." +msgid "Double-click to open in browser." +msgstr "Clique duas vezes para abrir no navegador." + msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" +msgid "(unknown)" +msgstr "(desconhecido)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Data de commit: %s\n" +"Clique para copiar o número da versão." + msgid "Godot Engine contributors" msgstr "Contribuidores do Godot Engine" @@ -1956,9 +2054,6 @@ msgstr "Falhou a extração dos seguintes ficheiros do recurso \"%s\":" msgid "(and %s more files)" msgstr "(e mais %s ficheiros)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Recurso \"%s\" instalado com sucesso!" - msgid "Success!" msgstr "Sucesso!" @@ -2126,30 +2221,6 @@ msgstr "Criar um novo Modelo de Barramento." msgid "Audio Bus Layout" msgstr "Modelo de barramento de áudio" -msgid "Invalid name." -msgstr "Nome inválido." - -msgid "Cannot begin with a digit." -msgstr "Não pode começar com um dígito." - -msgid "Valid characters:" -msgstr "Caracteres válidos:" - -msgid "Must not collide with an existing engine class name." -msgstr "Não pode coincidir com um nome de classe do motor já existente." - -msgid "Must not collide with an existing global script class name." -msgstr "Não deve coincidir com um nome de classe de script global existente." - -msgid "Must not collide with an existing built-in type name." -msgstr "Não pode coincidir com um nome de um tipo incorporado já existente." - -msgid "Must not collide with an existing global constant name." -msgstr "Não pode coincidir com um nome de uma constante global já existente." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "A palavra-chave não pode ser usada como um nome de Autoload." - msgid "Autoload '%s' already exists!" msgstr "Carregamento Automático '%s' já existe!" @@ -2186,9 +2257,6 @@ msgstr "Adicionar Autoload" msgid "Path:" msgstr "Caminho:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Defina o caminho ou pressione \"%s\" para criar um script." - msgid "Node Name:" msgstr "Nome do Nó:" @@ -2343,23 +2411,17 @@ msgstr "Detetar do Projeto" msgid "Actions:" msgstr "Ações:" -msgid "Configure Engine Build Profile:" -msgstr "Configurar Perfil de Compilação da Engine:" - msgid "Please Confirm:" msgstr "Confirme Por Favor:" -msgid "Engine Build Profile" -msgstr "Perfil de Compilação da Engine" - msgid "Load Profile" msgstr "Carregar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Edit Build Configuration Profile" -msgstr "Editar Perfil de Configuração da Compilação" +msgid "Forced Classes on Detect:" +msgstr "Classes forçadas ao detetar:" msgid "" "Failed to execute command \"%s\":\n" @@ -2398,6 +2460,12 @@ msgstr "Posição da Doca" msgid "Make Floating" msgstr "Tornar Flutuante" +msgid "Make this dock floating." +msgstr "Tornar este painel flutuante." + +msgid "Move to Bottom" +msgstr "Mover para o fundo" + msgid "3D Editor" msgstr "Editor 3D" @@ -2540,16 +2608,6 @@ msgstr "Importar Perfil/Perfis" msgid "Manage Editor Feature Profiles" msgstr "Gerir Editor Perfis de Funcionalidades" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Algumas extensões precisam que o editor seja reiniciado para entrar em vigor." - -msgid "Restart" -msgstr "Reiniciar" - -msgid "Save & Restart" -msgstr "Guardar & Reiniciar" - msgid "ScanSources" msgstr "PesquisarFontes" @@ -2580,6 +2638,9 @@ msgstr "Obsoleto" msgid "Experimental" msgstr "Experimental" +msgid "Deprecated:" +msgstr "Obsoleto:" + msgid "This method supports a variable number of arguments." msgstr "Este método suporta uma quantidade variável de argumentos." @@ -2619,6 +2680,15 @@ msgstr "Descrições do Construtor" msgid "Operator Descriptions" msgstr "Descrições de Operadores" +msgid "This method may be changed or removed in future versions." +msgstr "Este método mudará ou será removido em versões futuras." + +msgid "This constructor may be changed or removed in future versions." +msgstr "Este construtor mudará ou será removido em versões futuras." + +msgid "This operator may be changed or removed in future versions." +msgstr "Este operador mudará ou será removido em versões futuras." + msgid "Error codes returned:" msgstr "Códigos de erro retornados:" @@ -2658,6 +2728,9 @@ msgstr "Topo" msgid "Class:" msgstr "Classe:" +msgid "This class may be changed or removed in future versions." +msgstr "Esta classe mudará ou será removida em versões futuras." + msgid "Inherits:" msgstr "Herdar:" @@ -2677,9 +2750,6 @@ msgstr "" "Atualmente não há descrição para esta classe. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" -msgid "Note:" -msgstr "Nota:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2723,9 +2793,38 @@ msgstr "Ícones" msgid "Styles" msgstr "Estilos" +msgid "There is currently no description for this theme property." +msgstr "Atualmente não há descrição para esta propriedade do tema." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há descrição para esta propriedade do tema. Ajude-nos " +"[color=$color][url=$url]contribuindo com uma[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Este sinal mudará ou será removido em versões futuras." + +msgid "There is currently no description for this signal." +msgstr "Atualmente não há descrição para este sinal." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há descrição para este sinal. Ajude-nos [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + msgid "Enumerations" msgstr "Enumerações" +msgid "This enumeration may be changed or removed in future versions." +msgstr "Este enumerador mudará ou será removido em versões futuras." + +msgid "This constant may be changed or removed in future versions." +msgstr "Esta constante mudará ou será removida em versões futuras." + msgid "Annotations" msgstr "Anotações" @@ -2745,6 +2844,9 @@ msgstr "Descrições da Propriedade" msgid "(value)" msgstr "(valor)" +msgid "This property may be changed or removed in future versions." +msgstr "Esta propriedade mudará ou será removida em versões futuras." + msgid "There is currently no description for this property." msgstr "Atualmente não há descrição para esta propriedade." @@ -2755,30 +2857,42 @@ msgstr "" "Atualmente não existe descrição para esta Propriedade. Por favor nos ajude " "[color=$color][url=$url]contribuindo com uma[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Nenhuma descrição disponível." + msgid "Metadata:" msgstr "Metadados:" msgid "Property:" msgstr "Propriedade:" +msgid "This property can only be set in the Inspector." +msgstr "Esta propriedade só pode ser definida no Inspetor." + msgid "Method:" msgstr "Método:" msgid "Signal:" msgstr "Sinal:" -msgid "No description available." -msgstr "Nenhuma descrição disponível." - -msgid "%d match." -msgstr "%d correspondência." +msgid "Theme Property:" +msgstr "Propriedade do Tema:" msgid "%d matches." msgstr "%d correspondências." +msgid "Constructor" +msgstr "Construtor" + msgid "Method" msgstr "Método" +msgid "Operator" +msgstr "Operador" + msgid "Signal" msgstr "Sinal" @@ -2839,6 +2953,9 @@ msgstr "Tipo do Membro" msgid "(constructors)" msgstr "(Construtores)" +msgid "Keywords" +msgstr "Palavras-chave" + msgid "Class" msgstr "Classe" @@ -2924,9 +3041,6 @@ msgstr "Definir Múltiplo: %s" msgid "Remove metadata %s" msgstr "Remover metadados %s" -msgid "Pinned %s" -msgstr "Fixado %s" - msgid "Unpinned %s" msgstr "Desafixado %s" @@ -3073,15 +3187,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Roda quando a janela do editor atualiza." -msgid "Imported resources can't be saved." -msgstr "Recursos importados não podem ser guardados." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Erro ao guardar recurso!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3099,32 +3207,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Guardar Recurso Como..." -msgid "Can't open file for writing:" -msgstr "Incapaz de abrir o ficheiro para escrita:" - -msgid "Requested file format unknown:" -msgstr "Formato do Ficheiro solicitado desconhecido:" - -msgid "Error while saving." -msgstr "Erro ao guardar." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Não é possível abrir o ficheiro '%s'. O ficheiro pode ter sido movido ou " -"excluído." - -msgid "Error while parsing file '%s'." -msgstr "Erro ao processar o ficheiro '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "O ficheiro de cena '%s' parece ser inválido/corrompido." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Ficheiro '%s' ausente ou uma de suas dependências." - -msgid "Error while loading file '%s'." -msgstr "Erro ao carregar o ficheiro '%s'." - msgid "Saving Scene" msgstr "A guardar Cena" @@ -3134,40 +3216,20 @@ msgstr "A analisar" msgid "Creating Thumbnail" msgstr "A criar miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Esta operação não pode ser feita sem uma raiz da árvore." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Esta cena não pode ser salva porque há uma inclusão de instância cíclica.\n" -"Resolva-o e tente gravar novamente." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Incapaz de guardar cena. Provavelmente, as dependências (instâncias ou " -"heranças) não puderam ser satisfeitas." - msgid "Save scene before running..." msgstr "Guardar cena antes de executar..." -msgid "Could not save one or more scenes!" -msgstr "Incapaz de guardar uma ou mais cenas!" - msgid "Save All Scenes" msgstr "Guardar todas as Cenas" msgid "Can't overwrite scene that is still open!" msgstr "Não se consegue sobrescrever cena ainda aberta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Incapaz de carregar MeshLibrary para combinar!" +msgid "Merge With Existing" +msgstr "Mesclar com o Existente" -msgid "Error saving MeshLibrary!" -msgstr "Erro ao guardar MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Aplicar Transformações do MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3228,9 +3290,6 @@ msgstr "" "Leia a documentação relevante para importar cenas para entender melhor esse " "fluxo de trabalho." -msgid "Changes may be lost!" -msgstr "As alterações podem ser perdidas!" - msgid "This object is read-only." msgstr "Este objeto é somente leitura." @@ -3246,9 +3305,6 @@ msgstr "Abrir Cena Rapidamente..." msgid "Quick Open Script..." msgstr "Abrir Script de forma rápida..." -msgid "%s no longer exists! Please specify a new save location." -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 " "saved anyway." @@ -3327,27 +3383,14 @@ msgstr "Gravar recursos modificados antes de fechar?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Salvar alterações da(s) seguinte(s) cena(s) antes de reiniciar?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Guardar alterações da(s) seguinte(s) cena(s) antes de sair?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Guardar alterações da(s) seguinte(s) cena(s) antes de abrir o Gestor de " "Projeto?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Esta opção foi descontinuada. Situações onde a atualização tem que ser " -"forçada, são agora consideras um defeito. Por favor, denuncie." - msgid "Pick a Main Scene" msgstr "Escolha a Cena Principal" -msgid "This operation can't be done without a scene." -msgstr "Esta operação não pode ser efetuada sem uma cena." - msgid "Export Mesh Library" msgstr "Exportar Biblioteca de Malhas" @@ -3387,22 +3430,40 @@ msgstr "" "Cena '%s' foi importada automaticamente, sem poder ser alterada.\n" "Para fazer alterações, pode ser criada uma nova cena herdada." +msgid "Scene '%s' has broken dependencies:" +msgstr "Cena '%s' tem dependências não satisfeitas:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"Erro ao carregar cena, tem de estar no caminho do projeto. Use 'Importar' " -"para abrir a cena, e guarde-a dentro do caminho do projeto." +"O suporte multi-janela não está disponível porque o argumento `--single-" +"window` foi usado na linha de comando para iniciar o editor." -msgid "Scene '%s' has broken dependencies:" -msgstr "Cena '%s' tem dependências não satisfeitas:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"O suporte multi-janela não está disponível porque a plataforma atual não " +"suporta várias janelas." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"O suporte multijanela não está disponível porque Interface > Editor > Modo de " +"Janela Única está habilitado nas configurações do editor." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"O suporte Multi-janela não está disponível porque Interface > Multi-Janela > " +"Habilitar está desativado nas configurações do editor." msgid "Clear Recent Scenes" msgstr "Limpar Cenas Recentes" -msgid "There is no defined scene to run." -msgstr "Não existe cena definida para execução." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3431,6 +3492,12 @@ msgstr "" "Poderá alterá-la depois em \"Configurações do Projeto\" dentro da categoria " "'application." +msgid "Save Layout..." +msgstr "Gravar Layout..." + +msgid "Delete Layout..." +msgstr "Apagar Layout..." + msgid "Default" msgstr "Predefinição" @@ -3486,6 +3553,21 @@ msgstr "" "Não foi possível gravar no arquivo '%s', arquivo em uso, bloqueado ou sem " "permissões." +msgid "" +"Changing the renderer requires restarting the editor.\n" +"\n" +"Choosing Save & Restart will change the rendering method to:\n" +"- Desktop platforms: %s\n" +"- Mobile platforms: %s\n" +"- Web platform: gl_compatibility" +msgstr "" +"A alteração do renderizador requer a reinicialização do editor.\n" +"\n" +"Escolher Gravar e Reiniciar, mudará o método de renderização para:\n" +"- Plataformas de desktop: %s\n" +"- Dispositivos móveis: %s\n" +"- Plataforma web: gl_compatibility" + msgid "Forward+" msgstr "Avançado+" @@ -3495,6 +3577,9 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Compatibilidade" +msgid "(Overridden)" +msgstr "(Sobrescrito)" + msgid "Pan View" msgstr "Vista Pan" @@ -3561,27 +3646,18 @@ msgstr "Configurações do Editor..." msgid "Project" msgstr "Projeto" -msgid "Project Settings..." -msgstr "Configurações do Projeto..." - msgid "Project Settings" msgstr "Configurações do Projeto" msgid "Version Control" msgstr "Controle de Versões" -msgid "Export..." -msgstr "Exportar..." - msgid "Install Android Build Template..." msgstr "Instalar Modelo Android de Compilação..." msgid "Open User Data Folder" msgstr "Abrir Pasta de Dados do Utilizador" -msgid "Customize Engine Build Configuration..." -msgstr "Personalizar Configuração de Compilação da Engine..." - msgid "Tools" msgstr "Ferramentas" @@ -3597,9 +3673,6 @@ msgstr "Recarregar Projeto Atual" msgid "Quit to Project List" msgstr "Sair para a Lista de Projetos" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3637,12 +3710,12 @@ msgstr "Configurar Importador FBX..." msgid "Help" msgstr "Ajuda" +msgid "Search Help..." +msgstr "Buscar Ajuda..." + msgid "Online Documentation" msgstr "Documentação Online" -msgid "Questions & Answers" -msgstr "Perguntas & Respostas" - msgid "Community" msgstr "Comunidade" @@ -3663,9 +3736,31 @@ msgstr "Proponha uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão dos Docs" +msgid "About Godot..." +msgstr "Sobre o Godot..." + msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" +msgid "" +"Choose a rendering method.\n" +"\n" +"Notes:\n" +"- On mobile platforms, the Mobile rendering method is used if Forward+ is " +"selected here.\n" +"- On the web platform, the Compatibility rendering method is always used." +msgstr "" +"Escolha um método de renderização.\n" +"\n" +"Notas:\n" +"- Nos dispositivos moveis, o método de renderização Mobile será usado se " +"Forward+ estiver selecionado aqui.\n" +"- Na plataforma web, o método de renderização Compatibilidade é sempre " +"utilizado." + +msgid "Save & Restart" +msgstr "Guardar & Reiniciar" + msgid "Update Continuously" msgstr "Atualização Contínua" @@ -3675,9 +3770,6 @@ msgstr "Atualizar Quando Alterado" msgid "Hide Update Spinner" msgstr "Esconder Roleta de Atualização" -msgid "FileSystem" -msgstr "Sistema de Ficheiros" - msgid "Inspector" msgstr "Inspetor" @@ -3687,9 +3779,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -msgid "Output" -msgstr "Saída" - msgid "Don't Save" msgstr "Não Guardar" @@ -3717,12 +3806,6 @@ msgstr "Pacote de Modelo" msgid "Export Library" msgstr "Exportar Biblioteca" -msgid "Merge With Existing" -msgstr "Mesclar com o Existente" - -msgid "Apply MeshInstance Transforms" -msgstr "Aplicar Transformações do MeshInstance" - msgid "Open & Run a Script" msgstr "Abrir & Executar um Script" @@ -3739,6 +3822,9 @@ msgstr "Recarregar" msgid "Resave" msgstr "Guardar novamente" +msgid "Create/Override Version Control Metadata..." +msgstr "Criar/Sobrescrever Metadados de Controle de versão..." + msgid "Version Control Settings..." msgstr "Configurações de Controle de Versão..." @@ -3769,33 +3855,15 @@ msgstr "Abrir o Editor seguinte" msgid "Open the previous Editor" msgstr "Abrir o Editor anterior" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Aviso!" -msgid "On" -msgstr "On" - -msgid "Edit Plugin" -msgstr "Editar Plugin" - -msgid "Installed Plugins:" -msgstr "Plugins Instalados:" - -msgid "Create New Plugin" -msgstr "Criar Novo Plugin" - -msgid "Version" -msgstr "Versão" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Editar Texto:" +msgid "On" +msgstr "On" + msgid "Renaming layer %d:" msgstr "Renomeando a camada %d:" @@ -3857,6 +3925,17 @@ msgstr "RID inválido" msgid "Recursion detected, unable to assign resource to property." msgstr "Recursão detectada, incapaz de atribuir recurso à propriedade." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Não foi possível criar um ViewportTexture num nó de Texture2D porque esta " +"textura não estará atrelada a uma cena.\n" +"Use um nó de Texture2DParameter ao invés disso e selecione a textura na guia " +"de \"Parâmetros do Shader\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3881,6 +3960,12 @@ msgstr "Escolha um Viewport" msgid "Selected node is not a Viewport!" msgstr "Nó selecionado não é um Viewport!" +msgid "New Key:" +msgstr "Nova Chave:" + +msgid "New Value:" +msgstr "Novo Valor:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -3899,12 +3984,6 @@ msgstr "Dicionário (Nil)" msgid "Dictionary (size %d)" msgstr "Dicionário (tamanho %d)" -msgid "New Key:" -msgstr "Nova Chave:" - -msgid "New Value:" -msgstr "Novo Valor:" - msgid "Add Key/Value Pair" msgstr "Adicionar Par Chave/Valor" @@ -3927,6 +4006,14 @@ msgstr "" "O recurso selecionado (%s) não corresponde a qualquer tipo esperado para esta " "propriedade (%s)." +msgid "Quick Load..." +msgstr "Carregamento Rápido..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Abre um menu rápido para selecionar a partir de uma lista de ficheiros de " +"Recurso permitidos." + msgid "Load..." msgstr "Carregar..." @@ -3960,6 +4047,9 @@ msgstr "Novo Script..." msgid "Extend Script..." msgstr "Estender Script..." +msgid "New Shader..." +msgstr "Novo Shader..." + msgid "No Remote Debug export presets configured." msgstr "Nenhuma predefinição de exportação de Depuração Remota configurada." @@ -3976,6 +4066,17 @@ msgstr "" "Adicione um executável pré-definido no menu de exportação ou defina um pré-" "definido existente como executável." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Aviso: A arquitetura de CPU '%s' não está ativada nas configurações de " +"exportação.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Executar 'Depuração Remota' mesmo assim?" + msgid "Project Run" msgstr "Projeto" @@ -4093,6 +4194,12 @@ msgstr "Todos os Aparelhos" msgid "Device" msgstr "Aparelho" +msgid "Listening for Input" +msgstr "A aguardar entrada" + +msgid "Filter by Event" +msgstr "Filtrar por evento" + msgid "Project export for platform:" msgstr "Exportação do projeto para plataforma:" @@ -4105,27 +4212,21 @@ msgstr "Concluído com sucesso." msgid "Failed." msgstr "Falhou." +msgid "Export failed with error code %d." +msgstr "Falha ao exportar com código de erro %d." + msgid "Storing File: %s" msgstr "A armazenar ficheiro: %s" msgid "Storing File:" msgstr "Armazenar o Ficheiro:" -msgid "No export template found at the expected path:" -msgstr "Nenhum modelo de exportação encontrado no caminho previsto:" - -msgid "ZIP Creation" -msgstr "Criação de ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Não foi possível abrir o arquivo para ler do caminho \"%s\"." msgid "Packing" msgstr "Empacotamento" -msgid "Save PCK" -msgstr "Salvar Como PCK" - msgid "Cannot create file \"%s\"." msgstr "Não pôde criar arquivo \"%s\"." @@ -4148,17 +4249,18 @@ msgstr "Não foi possível abrir o ficheiro criptografado para escrita." msgid "Can't open file to read from path \"%s\"." msgstr "Incapaz de abrir o arquivo pelo caminho \"%s\"." -msgid "Save ZIP" -msgstr "Salvar como ZIP" - msgid "Custom debug template not found." msgstr "Modelo de depuração personalizado não encontrado." msgid "Custom release template not found." msgstr "Modelo de lançamento personalizado não encontrado." -msgid "Prepare Template" -msgstr "Preparar Modelos" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Um formato de textura deve ser selecionado para exportar o projeto. Selecione " +"ao menos um formato de textura." msgid "The given export path doesn't exist." msgstr "O caminho de exportação fornecido não existe." @@ -4169,9 +4271,6 @@ msgstr "Arquivo de modelo não encontrado: \"%s\"." msgid "Failed to copy export template." msgstr "Falha ao copiar Modelo de exportação." -msgid "PCK Embedding" -msgstr "Encorporar PCK" - 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." @@ -4248,38 +4347,8 @@ msgstr "" "Descarregamentos diretos estão disponíveis apenas para os lançamentos " "oficiais." -msgid "Disconnected" -msgstr "Desconectado" - -msgid "Resolving" -msgstr "A resolver" - -msgid "Can't Resolve" -msgstr "Incapaz de Resolver" - -msgid "Connecting..." -msgstr "A ligar..." - -msgid "Can't Connect" -msgstr "Incapaz de Conectar" - -msgid "Connected" -msgstr "Ligado" - -msgid "Requesting..." -msgstr "A solicitar..." - -msgid "Downloading" -msgstr "A transferir" - -msgid "Connection Error" -msgstr "Erro de Ligação" - -msgid "TLS Handshake Error" -msgstr "Erro de Handshake TLS" - -msgid "Can't open the export templates file." -msgstr "Incapaz de abrir ficheiro de modelos de exportação." +msgid "Can't open the export templates file." +msgstr "Incapaz de abrir ficheiro de modelos de exportação." msgid "Invalid version.txt format inside the export templates file: %s." msgstr "" @@ -4417,6 +4486,9 @@ msgstr "Recursos a exportar:" msgid "(Inherited)" msgstr "(Herdado)" +msgid "Export With Debug" +msgstr "Exportar com Depuração" + msgid "%s Export" msgstr "Exportar %s" @@ -4446,6 +4518,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opções Avançadas" +msgid "If checked, the advanced options will be shown." +msgstr "Se selecionado, as opções avançadas serão mostradas." + msgid "Export Path" msgstr "Exportar Caminho" @@ -4547,12 +4622,41 @@ msgstr "" msgid "More Info..." msgstr "Mais Informações..." +msgid "Scripts" +msgstr "Scripts" + +msgid "GDScript Export Mode:" +msgstr "Modo de Exportação do GDScript:" + +msgid "Text (easier debugging)" +msgstr "Texto (Mais fácil para depurar)" + +msgid "Binary tokens (faster loading)" +msgstr "Tokens Binários (Carregamento mais rápido)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Tokens binários Compactados (Ficheiros menores)" + msgid "Export PCK/ZIP..." msgstr "Exportar PCK/Zip..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Exporta os recursos do projeto como um pacote PCK ou ZIP. Este não éjogável, " +"apenas são os dados do projeto sem um executável da Godot." + msgid "Export Project..." msgstr "Exportar Projeto…" +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Exporta o projeto como um arquivo jogável (Executável da Godot e dados do " +"projeto) para a predefinição selecionada." + msgid "Export All" msgstr "Exportar Tudo" @@ -4577,8 +4681,24 @@ msgstr "Exportar Projeto" msgid "Manage Export Templates" msgstr "Gerir Modelos de Exportação" -msgid "Export With Debug" -msgstr "Exportar com Depuração" +msgid "Disable FBX2glTF & Restart" +msgstr "Desativar FBX2glTF & Reiniciar" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Cancelar este diálogo desativará o importador FBX2glTF e usar o importador " +"ufbx .\n" +"Pode reativar o FBX2glTF nas Configurações do Projeto em " +"Ficheiros>Importar>FBX>Ativado.\n" +"\n" +"O editor será reiniciado à medida que os importadores forem registados quando " +"o editor for iniciado." msgid "Path to FBX2glTF executable is empty." msgstr "O caminho ao executável FBX2glTF está vazio." @@ -4595,6 +4715,15 @@ msgstr "O executável FBX2glTF é válido." msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF é necessário para importar ficheiros FBX se usar FBX2glTF.\n" +"Alternativamente, pode usar o ufbx caso desative FBX2glTF.\n" +"Descarregue da ferramenta e forneça um caminho válido para o binário:" + msgid "Click this link to download FBX2glTF" msgstr "Clique nesta ligação para descarregar o FBX2glTF" @@ -4685,6 +4814,22 @@ msgstr "Você deseja substituir eles ou renomear os arquivos copiados?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Você deseja substituir eles ou renomear os arquivos movidos?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Não foi possível executar um programa externo para verificar a presença de um " +"emulador de terminal: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Não foi possível executar o programa de terminal (código de erro %d):%s %s\n" +"Verifique `filesystem/external_programs/terminal_emulator` e `filesystem/" +"external_programs/terminal_emulator_flags` nas Configurações do Editor." + msgid "Duplicating file:" msgstr "A duplicar Ficheiro:" @@ -4754,8 +4899,8 @@ msgstr "Remover dos Favoritos" msgid "Reimport" msgstr "Reimportar" -msgid "Open in File Manager" -msgstr "Abrir no Gestor de Ficheiros" +msgid "Open Containing Folder in Terminal" +msgstr "Abrir pasta no terminal" msgid "New Folder..." msgstr "Nova Diretoria..." @@ -4802,9 +4947,15 @@ msgstr "Duplicar..." msgid "Rename..." msgstr "Renomear..." +msgid "Open in File Manager" +msgstr "Abrir no Gestor de Ficheiros" + msgid "Open in External Program" msgstr "Abrir em Programa Externo" +msgid "Open in Terminal" +msgstr "Abrir no Terminal" + msgid "Red" msgstr "Vermelho" @@ -4909,21 +5060,96 @@ msgstr "%d correspondências no ficheiro %d" msgid "%d matches in %d files" msgstr "%d correspondências em %d ficheiros" +msgid "Set Group Description" +msgstr "Definir Descrição do Grupo" + +msgid "Invalid group name. It cannot be empty." +msgstr "Nome do Grupo inválido.Nome não poder ser vazio." + +msgid "A group with the name '%s' already exists." +msgstr "Já existe um grupo com o nome '%s'." + +msgid "Group can't be empty." +msgstr "O grupo não pode estar vazio." + +msgid "Group already exists." +msgstr "O grupo já existe." + +msgid "Add Group" +msgstr "Adicionar Grupo" + +msgid "Removing Group References" +msgstr "Remover Referências ao Grupo" + msgid "Rename Group" msgstr "Renomear Grupo" +msgid "Remove Group" +msgstr "Remover Grupo" + +msgid "Delete references from all scenes" +msgstr "Apagar referências de todas as cenas" + +msgid "Delete group \"%s\"?" +msgstr "Apagar o grupo \"%s\"?" + +msgid "Group name is valid." +msgstr "O nome do grupo é válido." + +msgid "Rename references in all scenes" +msgstr "Renomear referências em todas as cenas" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Este grupo pertence a outra cena e não pode ser editado." + msgid "Add to Group" msgstr "Adicionar ao Grupo" msgid "Remove from Group" msgstr "Remover do Grupo" +msgid "Convert to Global Group" +msgstr "Converter para Grupo Global" + +msgid "Convert to Scene Group" +msgstr "Converter a Grupo da Cena" + +msgid "Create New Group" +msgstr "Criar Novo Grupo" + msgid "Global" msgstr "Global" +msgid "Delete group \"%s\" and all its references?" +msgstr "Apagar grupo \"%s\" e todas as suas referências?" + +msgid "Add a new group." +msgstr "Adicionar um novo grupo." + +msgid "Filter Groups" +msgstr "Filtrar Grupos" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Data do commit git:%s\n" +"Clique para copiar a informação da versão." + msgid "Expand Bottom Panel" msgstr "Expandir Painel do Fundo" +msgid "Move/Duplicate: %s" +msgstr "Mover/Duplicar: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Mover/Duplicar %d item" +msgstr[1] "Mover/Duplicar %d itens" + +msgid "Choose target directory:" +msgstr "Escolha um diretório alvo:" + msgid "Move" msgstr "Mover" @@ -5021,6 +5247,9 @@ msgstr "(Não) tornar favorita atual pasta." msgid "Toggle the visibility of hidden files." msgstr "Alternar a visibilidade de ficheiros escondidos." +msgid "Create a new folder." +msgstr "Criar uma nova pasta." + msgid "Directories & Files:" msgstr "Diretorias e Ficheiros:" @@ -5062,27 +5291,6 @@ msgstr "Recarregue a cena reproduzida." msgid "Quick Run Scene..." msgstr "Executar Cena Rapidamente..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"O modo Gravação está ativado, mas nenhum caminho de ficheiro de filme foi " -"especificado.\n" -"Um caminho de ficheiro de filme padrão pode ser especificado nas " -"configurações do projeto na categoria Editor > Movie Writer.\n" -"Como alternativa, para executar cenas únicas, uma string de metadados " -"`movie_file` pode ser adicionada ao nó raiz,\n" -"especificando o caminho para um ficheiro de filme que será usado ao gravar " -"essa cena." - -msgid "Could not start subprocess(es)!" -msgstr "Não foi possível iniciar o(s) subprocesso(s)!" - msgid "Run the project's default scene." msgstr "Execute a cena padrão do projeto." @@ -5168,6 +5376,9 @@ msgstr "Alternar Visibilidade" msgid "Unlock Node" msgstr "Desbloquear Nó" +msgid "Ungroup Children" +msgstr "Desagrupar Filhos" + msgid "Disable Scene Unique Name" msgstr "Desativar Nome Único de Cena" @@ -5232,15 +5443,15 @@ msgstr "" msgid "Open in Editor" msgstr "Abrir no Editor" +msgid "Instance:" +msgstr "Instância:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" não é um filtro conhecido." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nome de nó inválido, os caracteres seguintes não são permitidos:" -msgid "Another node already uses this unique name in the scene." -msgstr "Outro nó já usa esse nome exclusivo na cena." - msgid "Scene Tree (Nodes):" msgstr "Árvore de Cena (Nós):" @@ -5634,12 +5845,18 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Textura Atlas consideravelmente maior num eixo(%d), considere ajustar a " +"configuração do projeto `editor/import/atlas_max_width` para permitir uma " +"textura mais larga, tornando o tamanho do resultado mais equilibrado." + msgid "Importer:" msgstr "Importador:" -msgid "Keep File (No Import)" -msgstr "Manter Ficheiro (Sem Importação)" - msgid "%d Files" msgstr "%d Ficheiros" @@ -5705,6 +5922,9 @@ msgstr "Botões do Joypad" msgid "Joypad Axes" msgstr "Eixos do Joypad" +msgid "Event Configuration for \"%s\"" +msgstr "Configuração de Evento para \"%s\"" + msgid "Event Configuration" msgstr "Configuração do Evento" @@ -5739,6 +5959,12 @@ msgstr "Keycode Físico (Posição no teclado QWERTY dos EUA)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Identificação da Tecla (Unicode, diferencia maiúsculas de minúsculas)" +msgid "Physical location" +msgstr "Local Físico" + +msgid "Any" +msgstr "Qualquer" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -5883,6 +6109,12 @@ msgstr "Ficheiros com strings de tradução:" msgid "Generate POT" msgstr "Gerar POT" +msgid "Add Built-in Strings to POT" +msgstr "Adicionar Cadeias Integradas ao POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "Adiciona cadeias de componentes integrados como alguns nós de Control." + msgid "Set %s on %d nodes" msgstr "Definindo %s nós como %d ativos" @@ -5895,104 +6127,6 @@ msgstr "Grupos" msgid "Select a single node to edit its signals and groups." msgstr "Selecione um único nó para editar sinais e grupos." -msgid "Plugin name cannot be blank." -msgstr "Nome do Plugin não pode ficar vazio." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Extensão do script deve corresponder à linguagem escolhida da extensão (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Nome da subpasta não é um nome válido para pastas." - -msgid "Subfolder cannot be one which already exists." -msgstr "Subpasta não pode ser uma que já exista." - -msgid "Edit a Plugin" -msgstr "Editar Plugin" - -msgid "Create a Plugin" -msgstr "Criar Plugin" - -msgid "Update" -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" @@ -6162,6 +6296,15 @@ msgstr "Alternar Filtro On/Off" msgid "Change Filter" msgstr "Alterar Filtro" +msgid "Fill Selected Filter Children" +msgstr "Preencher Seleção de Filhos Filtrados" + +msgid "Invert Filter Selection" +msgstr "Inverter Seleção de Filtro" + +msgid "Clear Filter Selection" +msgstr "Limpar Seleção de Filtro" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6193,6 +6336,12 @@ msgstr "Adicionar Nó.." msgid "Enable Filtering" msgstr "Ativar Filtragem" +msgid "Fill Selected Children" +msgstr "Preencher Filhos Selecionados" + +msgid "Invert" +msgstr "Inverter" + msgid "Library Name:" msgstr "Nome da Biblioteca:" @@ -6278,6 +6427,20 @@ msgstr "Gravar Biblioteca de Animações no Ficheiro: %s" msgid "Save Animation to File: %s" msgstr "Gravar Animação em Ficheiro: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Alguns ficheiros da AnimationLibrary eram inválidos." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "" +"Algumas das bibliotecas selecionadas já haviam sido adicionada ao mixer." + +msgid "Some Animation files were invalid." +msgstr "Alguns ficheiros de Animação eram inválidos." + +msgid "Some of the selected animations were already added to the library." +msgstr "" +"Algumas das animações selecionadas já tinham sido adicionadas a biblioteca." + msgid "Load Animation into Library: %s" msgstr "Carregar Animação na Biblioteca: %s" @@ -6317,12 +6480,45 @@ msgstr "[Avulsa]" msgid "[imported]" msgstr "[Importada]" +msgid "Add animation to library." +msgstr "Adicionar Animação a Biblioteca." + +msgid "Load animation from file and add to library." +msgstr "Carregar animação a partir de ficheiro e adicionar a biblioteca." + +msgid "Paste animation to library from clipboard." +msgstr "Colar Animação da área de transferência na Biblioteca." + +msgid "Save animation library to resource on disk." +msgstr "Gravar biblioteca de animação como recurso em disco." + +msgid "Remove animation library." +msgstr "Remover biblioteca de animação." + +msgid "Copy animation to clipboard." +msgstr "Copiar animação para área de transferência." + +msgid "Save animation to resource on disk." +msgstr "Gravar animação como recurso em disco." + +msgid "Remove animation from Library." +msgstr "Remover Animação da Biblioteca." + msgid "Edit Animation Libraries" msgstr "Editar Bibliotecas de Animações" +msgid "New Library" +msgstr "Nova Biblioteca" + +msgid "Create new empty animation library." +msgstr "Criar biblioteca de animação vazia." + msgid "Load Library" msgstr "Carregar Biblioteca" +msgid "Load animation library from disk." +msgstr "Carregar biblioteca de animação do disco." + msgid "Storage" msgstr "Armazenamento" @@ -6399,6 +6595,9 @@ msgstr "Ferramentas de Animação" msgid "Animation" msgstr "Animação" +msgid "New..." +msgstr "Nova..." + msgid "Manage Animations..." msgstr "Gerir Animações..." @@ -6539,8 +6738,11 @@ msgstr "Apagar Tudo" msgid "Root" msgstr "Raiz" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Versão:" msgid "Contents:" msgstr "Conteúdos:" @@ -6599,9 +6801,6 @@ msgstr "Falhou:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Mau hash na transferência, assume-se que o ficheiro foi manipulado." -msgid "Expected:" -msgstr "Esperado:" - msgid "Got:" msgstr "Obtido:" @@ -6623,6 +6822,12 @@ msgstr "A transferir..." msgid "Resolving..." msgstr "A resolver..." +msgid "Connecting..." +msgstr "A ligar..." + +msgid "Requesting..." +msgstr "A solicitar..." + msgid "Error making request" msgstr "Erro na criação da solicitação" @@ -6656,9 +6861,6 @@ msgstr "Licença (A-Z)" msgid "License (Z-A)" msgstr "Licença (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Em teste" @@ -6681,8 +6883,8 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" -msgid "Failed to get repository configuration." -msgstr "Falha ao obter a configuração do repositório." +msgid "Go Online" +msgstr "Ficar Online" msgid "All" msgstr "Todos" @@ -6929,23 +7131,6 @@ msgstr "Centrar Visualização" msgid "Select Mode" msgstr "Modo Seleção" -msgid "Drag: Rotate selected node around pivot." -msgstr "Arrastar: Roda o nó selecionado à volta do pivô." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Arrastar: Mover nó selecionado." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Arrastar: Escalar nó selecionado." - -msgid "V: Set selected node's pivot position." -msgstr "V: Define posição do pivô do nó selecionado." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Mostra lista de todos os nós na posição clicada, incluindo os " -"trancados." - msgid "RMB: Add node at position clicked." msgstr "RMB: Adicionar nó na posição clicada." @@ -6964,9 +7149,6 @@ msgstr "Shift: Escalar proporcionalmente." msgid "Show list of selectable nodes at position clicked." msgstr "Mostra lista de nós selecionáveis na posição clicada." -msgid "Click to change object's rotation pivot." -msgstr "Clique para mudar o Eixo de rotação do Objeto." - msgid "Pan Mode" msgstr "Modo deslocamento" @@ -7042,9 +7224,23 @@ msgstr "Destravar o nó selecionado, para permitir a seleção e movimentação. msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nó(s) Selecionado(s)" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa o nó selecionado com os seus filhos. Isso faz com que o pai seja " +"selecionado quando qualquer nó filho é clicado numa visão da cena 2D e 3D." + msgid "Group Selected Node(s)" msgstr "Agrupar Nó(s) Selecionado(s)" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Desagrupa o nó selecionado dos seus filhos. Nós filhos serão itens " +"individuais numa visão da cena 2D e 3D." + msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nó(s) Selecionado(s)" @@ -7066,9 +7262,6 @@ msgstr "Exibir" msgid "Show When Snapping" msgstr "Exibir ao Encaixar" -msgid "Hide" -msgstr "Esconder" - msgid "Toggle Grid" msgstr "Alternar Grade" @@ -7090,6 +7283,15 @@ msgstr "Mostrar Origem" msgid "Show Viewport" msgstr "Mostrar Viewport" +msgid "Lock" +msgstr "Trancar" + +msgid "Group" +msgstr "Grupo" + +msgid "Transformation" +msgstr "Transformação" + msgid "Gizmos" msgstr "Bugigangas" @@ -7165,17 +7367,26 @@ msgstr "Dividir passo da grelha por 2" msgid "Adding %s..." msgstr "A adicionar %s..." +msgid "Hold Alt when dropping to add as child of root node." +msgstr "Segure Alt quando for soltar para adicionar como um filho do Nó Raiz." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Segure Shift ao soltar para adicionar como irmão do Nó selecionado." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "Segure Alt+Shift ao soltar para adicionar o Nó como um de outro tipo." + msgid "Cannot instantiate multiple nodes without root." msgstr "Incapaz de instanciar nós múltiplos sem raiz." msgid "Create Node" msgstr "Criar Nó" -msgid "Error instantiating scene from %s" -msgstr "Erro ao instanciar cena de %s" +msgid "Instantiating:" +msgstr "A instanciar:" + +msgid "Creating inherited scene from: " +msgstr "A criar uma cena herdade a partir de: " msgid "Change Default Type" msgstr "Mudar Tipo Predefinido" @@ -7341,6 +7552,9 @@ msgstr "Alinhamento Vertical" msgid "Convert to GPUParticles3D" msgstr "Converter para CPUParticles3D" +msgid "Restart" +msgstr "Reiniciar" + msgid "Load Emission Mask" msgstr "Carregar máscara de emissão" @@ -7350,9 +7564,6 @@ msgstr "Converter para CPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Contagem de Pontos gerados:" - msgid "Emission Mask" msgstr "Máscara de Emissão" @@ -7489,23 +7700,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Navegação Visível" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -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" @@ -7556,6 +7753,37 @@ msgstr "" "Quando essa opção está ativada, o servidor de depuração vai se manter aberto " "e verificando por novas sessões que começarem por fora do próprio editor." +msgid "Customize Run Instances..." +msgstr "Customizar instancias a Executar..." + +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nome:%s\n" +"Camiho:%s\n" +"Script Principal:%s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Editar Plugin" + +msgid "Installed Plugins:" +msgstr "Plugins Instalados:" + +msgid "Create New Plugin" +msgstr "Criar Novo Plugin" + +msgid "Enabled" +msgstr "Ativado" + +msgid "Version" +msgstr "Versão" + msgid "Size: %s" msgstr "Tamanho: %s" @@ -7626,9 +7854,6 @@ msgstr "Alterar Comprimento da Forma do Raio de Separação" msgid "Change Decal Size" msgstr "Alterar Tamanho do Decalque" -msgid "Change Fog Volume Size" -msgstr "Alterar Tamanho do Volume de Névoa" - msgid "Change Particles AABB" msgstr "Mudar partículas AABB" @@ -7638,9 +7863,6 @@ msgstr "Alterar o Raio" msgid "Change Light Radius" msgstr "Mudar raio da luz" -msgid "Start Location" -msgstr "Localização Inicial" - msgid "End Location" msgstr "Localização Final" @@ -7673,9 +7895,6 @@ msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "Só é permitido pôr um ponto num material processado ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Limpar máscara de emissão" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -7810,6 +8029,25 @@ 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.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"Tamanho máximo de textura é pequeno demais para as imagens de lightmap.\n" +"Apesar disso poder ser corrigido aumentando o tamanho máximo das texturas, é " +"recomendado que divida a cena em mais objetos em vez disso." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Falha ao criar imagens de lightmap. Certifique-se que todas as malhas " +"selecionadas para o pré-calculo tenham um valor de `lightmap_size_hint` " +"grande o suficiente e que o valor do `texel_scale` no LightmapGI não seja " +"pequeno demais." + msgid "Bake Lightmaps" msgstr "Consolidar Lightmaps" @@ -7819,42 +8057,14 @@ msgstr "Bake de Mapa de Luz" msgid "Select lightmap bake file:" msgstr "Selecionar ficheiro de consolidação de lightmap:" -msgid "Mesh is empty!" -msgstr "A Malha está vazia!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Não consegui criar uma forma de colisão Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Criar Corpo Estático Trimesh" - -msgid "This doesn't work on scene root!" -msgstr "Isto não funciona na raiz da cena!" - -msgid "Create Trimesh Static Shape" -msgstr "Criar Forma Estática Trimesh" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Incapaz de criar uma única forma convexa para a raiz da cena." - -msgid "Couldn't create a single convex collision shape." -msgstr "Não consegui criar uma forma única de colisão convexa." - -msgid "Create Simplified Convex Shape" -msgstr "Criar Forma Convexa Simples" - -msgid "Create Single Convex Shape" -msgstr "Criar Forma Convexa Simples" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Incapaz de criar múltiplas formas de colisão convexas para a raiz da cena." - msgid "Couldn't create any collision shapes." msgstr "Não consegui criar qualquer forma de colisão." -msgid "Create Multiple Convex Shapes" -msgstr "Criar Múltiplas Formas Convexas" +msgid "Mesh is empty!" +msgstr "A Malha está vazia!" msgid "Create Navigation Mesh" msgstr "Criar Malha de Navegação" @@ -7928,20 +8138,34 @@ msgstr "Criar contorno" msgid "Mesh" msgstr "Malha" -msgid "Create Trimesh Static Body" -msgstr "Criar Corpo Estático Trimesh" +msgid "Create Outline Mesh..." +msgstr "Criar Malha de Contorno..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Cria um StaticBody3D e atribui uma forma de colisão baseada em polígono " -"automaticamente.\n" -"Esta é a opção mais precisa (mas mais lenta) para detecção de colisão." +"Cria uma malha de esboço estática. A malha de contorno terá as " +"perpendiculares delas invertidas automaticamente.\n" +"Isso pode ser usado em vez da propriedade StandardMaterial Grow ao usar essa " +"propriedade se possível." + +msgid "View UV1" +msgstr "Ver UV1" + +msgid "View UV2" +msgstr "Ver UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Desempacotar UV2 para Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Criar Malha de Contorno" -msgid "Create Trimesh Collision Sibling" -msgstr "Criar Irmão de Colisão Trimesh" +msgid "Outline Size:" +msgstr "Tamanho do contorno:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7950,9 +8174,6 @@ msgstr "" "Cria uma forma de colisão baseada em polígonos.\n" "Esta é a mais precisa (mas mais lenta) opção para deteção de colisão." -msgid "Create Single Convex Collision Sibling" -msgstr "Criar Irmãos Únicos de Colisão Convexa" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7960,9 +8181,6 @@ msgstr "" "Cria uma única forma de colisão convexa.\n" "Esta é a mais rápida (mas menos precisa) opção para deteção de colisão." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Criar Irmãos de Colisão Convexa Simples" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7972,9 +8190,6 @@ msgstr "" "É similar à forma de colisão única, mas pode ter uma geometria mais simples " "em alguns casos, ao custo da precisão." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Criar Vários Irmãos de Colisão Convexa" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7984,35 +8199,6 @@ msgstr "" "Esta uma opção de desempenho intermédio entre uma colisão convexa única e uma " "colisão baseada em polígonos." -msgid "Create Outline Mesh..." -msgstr "Criar Malha de Contorno..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Cria uma malha de esboço estática. A malha de contorno terá as " -"perpendiculares delas invertidas automaticamente.\n" -"Isso pode ser usado em vez da propriedade StandardMaterial Grow ao usar essa " -"propriedade se possível." - -msgid "View UV1" -msgstr "Ver UV1" - -msgid "View UV2" -msgstr "Ver UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Desempacotar UV2 para Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Criar Malha de Contorno" - -msgid "Outline Size:" -msgstr "Tamanho do contorno:" - msgid "UV Channel Debug" msgstr "Depuração Canal UV" @@ -8562,6 +8748,18 @@ msgstr "" "WorldEnvironment.\n" "Visualização desativada." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Mostra lista de todos os nós na posição clicada, incluindo os " +"trancados." + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa o nó selecionado com os seu(s) Filho(a). Isto seleciona o Pai quando " +"qualquer Nó Filho(a) é clicado em 2D e 3D view." + msgid "Use Local Space" msgstr "Usar Espaço Local" @@ -8694,6 +8892,16 @@ msgstr "Ajuste de Escala (%):" msgid "Viewport Settings" msgstr "Configuração do Viewport" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV é definido como um valor vertical, pois no editor da camera este sempre " +"usa o modo de aspeto \"manter altura\"." + +msgid "Perspective VFOV (deg.):" +msgstr "Perspectiva FOV (graus):" + msgid "View Z-Near:" msgstr "Ver Z-Near:" @@ -8823,6 +9031,19 @@ msgstr "Gerar Oclusores" msgid "Select occluder bake file:" msgstr "Selecione o ficheiro de geração de oclusão:" +msgid "Convert to Parallax2D" +msgstr "Converter para Parallax2D" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Segure Shift para ajustar a escala em torno do centro ao em vez de mover." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Alterne entre mínimo/máximo e valores de base / modos de spread." + msgid "Remove Point from Curve" msgstr "Remover Ponto da curva" @@ -8847,17 +9068,8 @@ msgstr "Mover In-Control na curva" msgid "Move Out-Control in Curve" msgstr "Mover Out-Control na curva" -msgid "Select Points" -msgstr "Selecionar Pontos" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Arrastar: Selecionar Pontos de controlo" - -msgid "Click: Add Point" -msgstr "Clique: Adicionar Ponto" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Clique esquerdo: Dividir o Segmento (em curva)" +msgid "Clear Curve Points" +msgstr "Limpar Pontos de Curva" msgid "Right Click: Delete Point" msgstr "Clique direito: Apagar Ponto" @@ -8865,15 +9077,15 @@ msgstr "Clique direito: Apagar Ponto" msgid "Select Control Points (Shift+Drag)" msgstr "Selecionar Pontos de controlo (Shift+Arrastar)" -msgid "Add Point (in empty space)" -msgstr "Adicionar Ponto (num espaço vazio)" - msgid "Delete Point" msgstr "Apagar Ponto" msgid "Close Curve" msgstr "Fechar curva" +msgid "Clear Points" +msgstr "Limpar Pontos" + msgid "Please Confirm..." msgstr "Confirme por favor..." @@ -8895,6 +9107,9 @@ msgstr "Lidar com #" msgid "Handle Tilt #" msgstr "Lidar com inclinação #" +msgid "Set Curve Point Position" +msgstr "Definir posição do Ponto da curva" + msgid "Set Curve Out Position" msgstr "Definir posição Curve Out" @@ -8922,12 +9137,108 @@ msgstr "Redefinir Inclinação do Ponto" msgid "Split Segment (in curve)" msgstr "Separar segmento (na curva)" -msgid "Set Curve Point Position" -msgstr "Definir posição do Ponto da curva" - msgid "Move Joint" msgstr "Mover Junta" +msgid "Plugin name cannot be blank." +msgstr "Nome do Plugin não pode ficar vazio." + +msgid "Subfolder name is not a valid folder name." +msgstr "Nome da subpasta não é um nome válido para pastas." + +msgid "Subfolder cannot be one which already exists." +msgstr "Subpasta não pode ser uma que já exista." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Extensão do script deve corresponder à linguagem escolhida da extensão (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# não suporta a ativação de plugins ao criar o projeto pois ele precisa ser " +"compilado primeiro." + +msgid "Edit a Plugin" +msgstr "Editar Plugin" + +msgid "Create a Plugin" +msgstr "Criar Plugin" + +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 "" +"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 "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "A propriedade esqueleto do Polygon2D não aponta para um nó Skeleton2D" @@ -8995,15 +9306,6 @@ msgstr "Polígonos" msgid "Bones" 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" @@ -9117,21 +9419,9 @@ msgstr "Incapaz de abrir '%s'. O ficheiro pode ter sido movido ou apagado." msgid "Close and save changes?" msgstr "Fechar e guardar alterações?" -msgid "Error writing TextFile:" -msgstr "Erro ao escrever TextFile:" - -msgid "Error saving file!" -msgstr "Erro ao guardar ficheiro!" - -msgid "Error while saving theme." -msgstr "Erro ao gravar tema." - msgid "Error Saving" msgstr "Erro Ao Gravar" -msgid "Error importing theme." -msgstr "Erro ao importar tema." - msgid "Error Importing" msgstr "Erro ao importar" @@ -9141,9 +9431,6 @@ msgstr "Novo Ficheiro de Texto..." msgid "Open File" msgstr "Abrir Ficheiro" -msgid "Could not load file at:" -msgstr "Incapaz de carregar ficheiro em:" - msgid "Save File As..." msgstr "Guardar Ficheiro Como..." @@ -9177,9 +9464,6 @@ msgstr "Não é possível executar o script porque não é um script de ferramen msgid "Import Theme" msgstr "Importar tema" -msgid "Error while saving theme" -msgstr "Erro ao guardar tema" - msgid "Error saving" msgstr "Erro ao guardar" @@ -9289,9 +9573,6 @@ msgstr "" "Os seguintes Ficheiros são mais recentes no disco.\n" "Que ação deve ser tomada?:" -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:" @@ -9327,10 +9608,7 @@ msgid "" msgstr "Falta método conectado '%s' para sinal '%s' do nó '%s' para nó '%s'." msgid "[Ignore]" -msgstr "[Ignorar]" - -msgid "Line" -msgstr "Linha" +msgstr "[Ignorar]" msgid "Go to Function" msgstr "Ir para Função" @@ -9357,6 +9635,9 @@ msgstr "Símbolo Consulta" msgid "Pick Color" msgstr "Escolher cor" +msgid "Line" +msgstr "Linha" + msgid "Folding" msgstr "Dobramento de Código (Folding)" @@ -9468,9 +9749,21 @@ 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 "There are unsaved changes in the following built-in shaders(s):" +msgstr "Há mudanças não gravadas nos seguinte(s) shaders integrado(s):" + msgid "Shader Editor" msgstr "Editor Shader" +msgid "New Shader Include..." +msgstr "Novo Shader incluído..." + +msgid "Load Shader File..." +msgstr "Carregar Ficheiro Shader..." + +msgid "Load Shader Include File..." +msgstr "Carregar Ficheiro de Inclusão de Shader..." + msgid "Save File" msgstr "Salvar Ficheiro" @@ -9496,9 +9789,6 @@ msgstr "" "Estrutura de ficheiro para '%s' contém erros irrecuperáveis:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Este esqueleto não tem ossos, crie alguns nós filhos Bone2D." @@ -9670,6 +9960,12 @@ msgstr "Incapaz de carregar imagens" msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Recurso de frame não carregado!" +msgid "Paste Frame(s)" +msgstr "Colar Quadro(s)" + +msgid "Paste Texture" +msgstr "Colar Textura" + msgid "Add Empty" msgstr "Adicionar vazio" @@ -9721,6 +10017,9 @@ msgstr "Adicionar Quadros de uma folha de Sprite" msgid "Delete Frame" msgstr "Apagar Quadro" +msgid "Copy Frame(s)" +msgstr "Copiar Quadro(s)" + msgid "Insert Empty (Before Selected)" msgstr "Inserir Vazio (Antes da Seleção)" @@ -9796,9 +10095,6 @@ msgstr "Desvio" msgid "Create Frames from Sprite Sheet" msgstr "Criar Frames a partir de Folha de Sprites" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Warnings should be fixed to prevent errors." msgstr "Os avisos devem ser corrigidos para evitar erros." @@ -9809,15 +10105,9 @@ msgstr "" "Este Shader foi modificado no disco.\n" "Que ação deve ser tomada?" -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Memória: %s" -msgid "No Mipmaps" -msgstr "Sem Mipmaps" - msgid "Set Region Rect" msgstr "Definir região Rect" @@ -9904,9 +10194,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} atualmente selecionado" msgstr[1] "{num} atualmente selecionados" -msgid "Nothing was selected for the import." -msgstr "Nada foi selecionado para importação." - msgid "Importing Theme Items" msgstr "A Importar Itens do Tema" @@ -10582,9 +10869,6 @@ msgstr "Seleção" msgid "Paint" msgstr "Pintar" -msgid "Shift: Draw line." -msgstr "Shift: Desenha Linha." - msgid "Shift: Draw rectangle." msgstr "Shift: Desenha Retângulo." @@ -10635,6 +10919,13 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Blocos" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"O TileSet deste TileMap não tem fonte configurada. Vá à guia inferior TileSet " +"para adicionar um." + msgid "Sort sources" msgstr "Classificar fontes" @@ -10676,15 +10967,22 @@ msgstr "" "Modo de conexão: pinta um terreno e o conecta com os tiles adjacentes no " "mesmo terreno." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Modo Caminho: pinta um terreno, então conecta o mesmo ao tile anterior " +"pintado com o mesmo traço." + msgid "Terrains" msgstr "Terrenos" -msgid "Replace Tiles with Proxies" -msgstr "Substituir Tiles por Proxies" - msgid "No Layers" msgstr "Sem Camadas" +msgid "Replace Tiles with Proxies" +msgstr "Substituir Tiles por Proxies" + msgid "Select Next Tile Map Layer" msgstr "Selecionar a Próxima Camada de TileMap" @@ -10703,13 +11001,6 @@ 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" @@ -10884,6 +11175,78 @@ msgstr "Criar tiles em regiões de textura não transparentes" msgid "Remove tiles in fully transparent texture regions" msgstr "Remover tiles em regiões de textura totalmente transparentes" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"O identificador único deste tile neste TileSet. Cada tile contém o seu ID e " +"qualquer alteração pode torna-lo inválido." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Um nome legível para o atlas. Usa um nome descritivo para fins de organização " +"(tal como \"terreno\", \"decoração\", etc.)." + +msgid "The image from which the tiles will be created." +msgstr "A imagem a partir da qual os tiles serão criados." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"As margens nas bordas da imagem que não serão consideradas como tiles (em " +"pixeis). Aumentar este valor por ser útil se transferiste uma imagem que " +"contém margens." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"A margem de separação de cada tile do atlas, em pixeis. Aumentar isto pode " +"ser útil se a tilesheet contém uma separação entre cada imagem." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"O tamanho de cada tile do atlas em pixeis. Na maioria dos casos, este valor " +"deve ser o mesmo que está definido na propriedade da TileMap (ainda que não " +"estritamente necessário)." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Número de colunas para a grelha da animação. Se o número de colunas for menor " +"que o número de frames, a animação irá automaticamente ajustar o número de " +"linhas." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "O espaço (em tiles) de cada frame da animação." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Determina como a animação irá iniciar. No modo \"Padrão\", todos os tiles " +"começam a animar na mesma frame. No modo \"Tempo de Inicio Aleatório\", cada " +"tile irá começar a animação com um espaçamento aleatório." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Se [code]true[/code], o tile será espelhado na horizontal." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Se [code]true[/code], o tile será espelhado na vertical." + +msgid "The color multiplier to use when rendering the tile." +msgstr "O multiplicador de cor a usar quando o tile é renderizado." + msgid "Setup" msgstr "Configurar" @@ -10916,13 +11279,6 @@ 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." @@ -11011,19 +11367,6 @@ msgstr "Propriedades da coleção de cenas:" msgid "Tile properties:" msgstr "Propriedades do Tile:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para usar " -"os recursos de integração VCS." - msgid "Error" msgstr "Erro" @@ -11307,18 +11650,9 @@ msgstr "Definir Expressão do VisualShader" msgid "Resize VisualShader Node" msgstr "Redimensionar Nó do VisualShader" -msgid "Hide Port Preview" -msgstr "Ocultar Visualização da Porta" - msgid "Show Port Preview" msgstr "Mostrar Visualização da Porta" -msgid "Set Comment Title" -msgstr "Definir Título do Comentário" - -msgid "Set Comment Description" -msgstr "Definir Descrição do Comentário" - msgid "Set Parameter Name" msgstr "Definir Nome do Parâmetro" @@ -11337,9 +11671,6 @@ msgstr "Adicionar Varying ao Visual Shader: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Remover Varying do Visual Shader: %s" -msgid "Node(s) Moved" -msgstr "Nó(s) Movido(s)" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Converter Nó(s) Constante(s) para Parâmetro(s)" @@ -12389,6 +12720,13 @@ msgstr "Selecione o caminho para o ficheiro de dados VoxelGI" msgid "Are you sure to run %d projects at once?" msgstr "Está seguro que quer executar %d projetos em simultâneo?" +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Não foi possivel abrir o projeto em '%s'.\n" +"O ficheiro de projeto não existe ou está inacessível." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12549,12 +12887,6 @@ msgstr "" "Remover todos os projetos inexistentes da lista?\n" "O conteúdo das pastas não será modificado." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou " -"corrompido." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Incapaz de salvar projeto em '%s' (error %d)." @@ -12607,12 +12939,28 @@ msgstr "Ultima Modificação" msgid "Tags" msgstr "Etiquetas" +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Começa por criar um novo projeto,\n" +"importando um projeto existente, ou transferindo um modelo de projeto da " +"Biblioteca de Assets!" + msgid "Create New Project" msgstr "Criar novo Projeto" msgid "Import Existing Project" msgstr "Importar Projeto existente" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Nota: A Biblioteca de Assets requer uma conexão online e envolve a " +"transferência de dados através da internet." + msgid "Edit Project" msgstr "Editar Projeto" @@ -12628,15 +12976,19 @@ msgstr "Remover Projeto" msgid "Remove Missing" msgstr "Remover Ausente" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"A Biblioteca de Assets não está disponível (por estar a usar o editor Web por " +"porque o suporte SSL está desligado)." + msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Pesquisar" msgid "Remove All" msgstr "Remover tudo" -msgid "Also delete project contents (no undo!)" -msgstr "Também apaga conteúdos do projeto (definitivo!)" - msgid "Convert Full Project" msgstr "Converter Projeto Completo" @@ -12683,11 +13035,8 @@ msgstr "Criar Nova Etiqueta" msgid "Tags are capitalized automatically when displayed." msgstr "Letras maiúsculas são exibidas automaticamente nas tags." -msgid "The path specified doesn't exist." -msgstr "O caminho especificado não existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Erro ao abrir ficheiro comprimido (não está no formato ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Seria uma boa ideia dar um nome ao Projeto." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -12695,17 +13044,8 @@ msgstr "" "Ficheiro de projeto \".zip\" inválido, não contém um ficheiro \"project." "godot\"." -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 "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Não pode guardar um projeto no destino selecionado. Por favor, crie uma nova " -"pasta ou escolha um novo destino." +msgid "The path specified doesn't exist." +msgstr "O caminho especificado não existe." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -12713,27 +13053,6 @@ msgid "" msgstr "" "O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." -msgid "New Game Project" -msgstr "Novo Projeto de jogo" - -msgid "Imported Project" -msgstr "Projeto importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Escolha um ficheiro \"project.godot\" ou \".zip\"." - -msgid "Invalid project name." -msgstr "Nome do projeto inválido." - -msgid "Couldn't create folder." -msgstr "Incapaz de criar pasta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Já existe uma pasta neste caminho com o nome indicado." - -msgid "It would be a good idea to name your project." -msgstr "Seria uma boa ideia dar um nome ao Projeto." - msgid "Supports desktop platforms only." msgstr "Suporta apenas plataformas de desktop." @@ -12776,9 +13095,6 @@ msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Renderização mais rápida de cenas simples." -msgid "Invalid project path (changed anything?)." -msgstr "Caminho de projeto inválido (alguma alteração?)." - msgid "Warning: This folder is not empty" msgstr "Aviso: Esta pasta não está vazia" @@ -12805,8 +13121,14 @@ msgstr "Erro ao abrir ficheiro comprimido, não está no formato ZIP." msgid "The following files failed extraction from package:" msgstr "Falhou a extração dos seguintes Ficheiros do pacote:" -msgid "Package installed successfully!" -msgstr "Pacote Instalado com sucesso!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou " +"corrompido." + +msgid "New Game Project" +msgstr "Novo Projeto de jogo" msgid "Import & Edit" msgstr "Importar & Editar" @@ -12859,6 +13181,9 @@ msgstr "Projeto Inexistente" msgid "Restart Now" msgstr "Reiniciar agora" +msgid "Custom preset can be further configured in the editor." +msgstr "Preset personalizado pode ser configurado no editor." + msgid "Add Project Setting" msgstr "Adicionar Configuração ao Projeto" @@ -13027,6 +13352,12 @@ msgstr "Manter Transformação Global" msgid "Reparent" msgstr "Reassociar" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Lista de argumentos separados por espaços, ex: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Lista de Tags separadas por espaço, ex: demo, steam, event" + msgid "Pick Root Node Type" msgstr "Escolha o Tipo de Nó Raiz" @@ -13097,6 +13428,9 @@ msgstr "Nenhum pai para instanciar as cenas." msgid "Error loading scene from %s" msgstr "Erro ao carregar a cena de %s" +msgid "Error instantiating scene from %s" +msgstr "Erro ao instanciar cena de %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13135,9 +13469,6 @@ msgstr "Cenas instanciadas não se podem tornar raízes" msgid "Make node as Root" msgstr "Tornar Nó Raiz" -msgid "Delete %d nodes and any children?" -msgstr "Apagar %d nós e filhos?" - msgid "Delete %d nodes?" msgstr "Apagar %d nós?" @@ -13264,9 +13595,6 @@ msgstr "Anexar Script" msgid "Set Shader" msgstr "Definir Shader" -msgid "Cut Node(s)" -msgstr "Cortar Nó(s)" - msgid "Remove Node(s)" msgstr "Remover Nó(s)" @@ -13295,9 +13623,6 @@ msgstr "Instanciar Script" msgid "Sub-Resources" msgstr "Sub-recursos" -msgid "Revoke Unique Name" -msgstr "Revogar Nome Único" - msgid "Access as Unique Name" msgstr "Acesso como Nome Único" @@ -13355,9 +13680,6 @@ 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" @@ -13679,86 +14001,12 @@ msgstr "Mudar Raio Interno do Toro" msgid "Change Torus Outer Radius" 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!" - -msgid "Not a script with an instance" -msgstr "Não é um Script com uma instância" - -msgid "Not based on a script" -msgstr "Não é baseado num Script" - -msgid "Not based on a resource file" -msgstr "Não é baseado num Ficheiro de recurso" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Formato de dicionário de instância inválido (falta @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Formato de dicionário de instância inválido (incapaz de carregar o script em " -"@path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Formato de dicionário de instância inválido (script inválido em @path)" - -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." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Argumento de tipo inválido para is_instance_of(), use constantes TYPE_* para " -"tipos integrados." - -msgid "Type argument is a previously freed instance." -msgstr "O argumento de tipo é uma instância previamente liberada." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Argumento de tipo inválido para is_instance_of(), deve ser uma constante " -"TYPE_*, uma classe ou um script." - -msgid "Value argument is a previously freed instance." -msgstr "O argumento de valor é uma instância liberada anteriormente." - msgid "Export Scene to glTF 2.0 File" msgstr "Exportar Cena para Ficheiro glTF 2.0" msgid "glTF 2.0 Scene..." msgstr "Cena glTF 2.0..." -msgid "Path does not contain a Blender installation." -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." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Esta instalação do Blender é muito antiga para este importador (não 3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "" "O caminho para a instalação do Blender é válido (detectado automaticamente)." @@ -13786,9 +14034,6 @@ msgstr "" "Desativa a importação de ficheiros '.blend' do Blender para este projeto. " "Pode ser reativado nas configurações do projeto." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "Desativar a importação de ficheiro '.blend' requer reiniciar o editor." - msgid "Next Plane" msgstr "Plano Seguinte" @@ -13931,47 +14176,12 @@ msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "" "Número de \"bytes\" insuficientes para descodificar, ou o formato é inválido." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Não foi possível carregar o tempo de execução do .NET, nenhuma versão " -"compatível foi encontrada.\n" -"A tentativa de criar/editar um projeto resultará em falha.\n" -"\n" -"Instale o .NET SDK 6.0 ou posterior em https://dotnet.microsoft.com/en-us/" -"download e reinicie o Godot." - 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" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Não é possível carregar o tempo de execução do .NET, especificamente " -"hostfxr.\n" -"A tentativa de criar/editar um projeto resultará em falha.\n" -"\n" -"Instale o .NET SDK 6.0 ou posterior em https://dotnet.microsoft.com/en-us/" -"download e reinicie o Godot." - msgid "%d (%s)" msgstr "%d (%s)" @@ -14004,9 +14214,6 @@ msgstr "Quantidade" msgid "Network Profiler" msgstr "Analisador de Rede" -msgid "Replication" -msgstr "Replicação" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "Selecione um nó replicador para escolher uma propriedade a adicioná-lo." @@ -14199,9 +14406,6 @@ msgstr "Adicionar Ação" msgid "Delete action" msgstr "Apagar Ação" -msgid "OpenXR Action Map" -msgstr "Mapa de Ação do OpenXR" - msgid "Remove action from interaction profile" msgstr "Remover ação do perfil de interação" @@ -14223,26 +14427,6 @@ msgstr "Desconhecido" msgid "Select an action" msgstr "Selecione uma ação" -msgid "Package name is missing." -msgstr "Falta o nome do pacote." - -msgid "Package segments must be of non-zero length." -msgstr "Os segmentos de pacote devem ser de comprimento diferente de zero." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"O carácter '%s' não é permitido em nomes de pacotes de aplicações Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Um dígito não pode ser o primeiro carácter num segmento de pacote." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"O carácter '%s' não pode ser o primeiro carácter num segmento de pacote." - -msgid "The package must have at least one '.' separator." -msgstr "O pacote deve ter pelo menos um separador '.'." - msgid "Invalid public key for APK expansion." msgstr "Chave pública inválida para expansão APK." @@ -14403,9 +14587,6 @@ msgstr "" "será atualizado para \"%s\". Por favor especifique explicitamente o nome do " "pacote se necessário." -msgid "Code Signing" -msgstr "Assinatura de Código" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -14529,25 +14710,19 @@ 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" - msgid "Export template not found." msgstr "Template exportado não encontrado." +msgid "Prepare Templates" +msgstr "Preparar Templates" + msgid "Code signing failed, see editor log for details." msgstr "" "A assinatura do código falhou, consulte o log do editor para obter detalhes." -msgid "Xcode Build" -msgstr "Compilador Xcode" - msgid "Xcode project build failed, see editor log for details." msgstr "" "A compilação do projeto Xcode falhou, consulte o log do editor para obter " @@ -14570,12 +14745,6 @@ 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." @@ -14592,15 +14761,9 @@ 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." @@ -14616,15 +14779,9 @@ msgstr "Executáveis de 32 bits não podem ter dados incorporados >= 4 GiB." msgid "Executable \"pck\" section not found." msgstr "Secção executável \"pck\" não encontrada." -msgid "Stop and uninstall" -msgstr "Parar e desinstalar" - msgid "Run on remote Linux/BSD system" msgstr "Executar no sistema Linux/BSD remoto" -msgid "Stop and uninstall running project from the remote system" -msgstr "Pare e desinstale o projeto em execução do sistema remoto" - msgid "Run exported project on remote Linux/BSD system" msgstr "Execute o projeto exportado no sistema Linux/BSD remoto" @@ -14801,9 +14958,6 @@ msgstr "" "Privacidade: O acesso à biblioteca de fotos está ativado, mas a descrição de " "uso não é especificada." -msgid "Notarization" -msgstr "Autenticação Documental (Notarização)" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14830,6 +14984,9 @@ msgstr "" "Pode verificar o progresso manualmente abrindo um Terminal e a executar o " "seguinte comando:" +msgid "Notarization" +msgstr "Autenticação Documental (Notarização)" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14871,18 +15028,12 @@ 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" - msgid "Could not start hdiutil executable." msgstr "Não foi possível iniciar o executável hdiutil." @@ -14933,9 +15084,6 @@ msgstr "" msgid "Making PKG" msgstr "Criando PKG" -msgid "Entitlements Modified" -msgstr "Direitos Modificados" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15040,15 +15188,9 @@ msgstr "Template de exportação inválido: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Não foi possível escrever o ficheiro: \"%s\"." -msgid "Icon Creation" -msgstr "Criação de Ícone" - msgid "Could not read file: \"%s\"." 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." @@ -15066,23 +15208,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "Não foi possível ler o shell HTML: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Não foi possível criar o diretório do servidor HTTP: \"%s\"." - -msgid "Error starting HTTP server: %d." -msgstr "Erro ao iniciar o servidor HTTP: %d." +msgid "Run in Browser" +msgstr "Executar no Navegador" msgid "Stop HTTP Server" msgstr "Parar Servidor HTTP" -msgid "Run in Browser" -msgstr "Executar no Navegador" - msgid "Run exported HTML in the system's default browser." msgstr "Executar HTML exportado no navegador predefinido do sistema." -msgid "Resources Modification" -msgstr "Modificações dos Recursos" +msgid "Could not create HTTP server directory: %s." +msgstr "Não foi possível criar o diretório do servidor HTTP: \"%s\"." + +msgid "Error starting HTTP server: %d." +msgstr "Erro ao iniciar o servidor HTTP: %d." msgid "Icon size \"%d\" is missing." msgstr "O tamanho do ícone \"%d\" está ausente." @@ -15795,13 +15934,6 @@ msgstr "" "VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " "Use-o como filho de um VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Ainda não há suporte para ReflectionProbes ao usar o Módulo de " -"Compatibilidade GL. O suporte será adicionado numa versão futura." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15892,12 +16024,6 @@ msgstr "" "Apenas um WorldEnvironment é permitido por cena (ou conjunto de cenas " "instanciadas)." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D deve ter um nó XROrigin3D como pai." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D deve ter um nó XROrigin3D como pai." - msgid "No tracker name is set." msgstr "Nenhum nome de rastreador foi definido." @@ -15907,13 +16033,6 @@ msgstr "Nenhuma pose foi definida." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requer um nó filho XRCamera3D." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR não está ativado nas configurações do projeto de renderização. A saída " -"estereoscópica não é suportada, a menos que esteja ativada." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "No nó BlendTree '%s', animação não encontrada: '%s'" @@ -15959,16 +16078,6 @@ msgstr "" "está definido como \"Ignorar\". Em alternativa, defina o Filtro de Rato para " "\"Parar\" ou \"Passar\"." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Alterar o índice Z de um controle afeta apenas a ordem do desenho, não a " -"ordem de manipulação do evento de entrada." - -msgid "Alert!" -msgstr "Alerta!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16224,40 +16333,6 @@ msgstr "Expressão constante esperada." msgid "Expected ',' or ')' after argument." msgstr "Esperado ',' ou ')' após o argumento." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Variações não podem ser atribuídas na função '%s'." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Varying do tipo de dados '%s' só pode ser atribuída na função 'fragmento'." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Varyings atribuídas na função 'vértice' não podem ser reatribuídas em " -"'fragmento' ou 'luz'." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Varyings atribuídas na função 'fragmento' não podem ser reatribuídas em " -"'vértice' ou 'luz'." - -msgid "Assignment to function." -msgstr "Atribuição a função." - -msgid "Swizzling assignment contains duplicates." -msgstr "A atribuição Swizzling contém duplicatas." - -msgid "Assignment to uniform." -msgstr "Atribuição a uniforme." - -msgid "Constants cannot be modified." -msgstr "Constantes não podem ser modificadas." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16366,6 +16441,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Não é possível usar a função como identificador: '%s'." +msgid "Constants cannot be modified." +msgstr "Constantes não podem ser modificadas." + msgid "Only integer expressions are allowed for indexing." msgstr "Somente expressões inteiras são permitidas para indexação." diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 6873956082f0..ba513a7363ea 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -66,7 +66,7 @@ # Gustavo da Silva Santos <gustavo94.rb@gmail.com>, 2019. # Rafael Roque <rafael.roquec@gmail.com>, 2019. # José Victor Dias Rodrigues <zoldyakopersonal@gmail.com>, 2019. -# Fupi Brazil <fupicat@gmail.com>, 2019, 2020. +# Fupi Brazil <fupicat@gmail.com>, 2019, 2020, 2024. # Julio Pinto Coelho <juliopcrj@gmail.com>, 2019. # Perrottacooking <perrottacooking@gmail.com>, 2019. # Wow Bitch <hahaj@itmailr.com>, 2019. @@ -180,13 +180,19 @@ # Augusto Renan <augustorenanss@gmail.com>, 2024. # João Vitor da Silva Matos <joaovitordasilvamatos21@gmail.com>, 2024. # Gleydson Araujo <gleydsonaraujoos@gmail.com>, 2024. +# ☂︎ <gabriel_alcantara12@outlook.com>, 2024. +# Moshe Breslev Horwitz <atomicrocketdigital@gmail.com>, 2024. +# Maurício Mazur <mauricio.mazur12@gmail.com>, 2024. +# Leandro Aguiar <leleaguiar07@gmail.com>, 2024. +# NamelessGO <66227691+NameLessGO@users.noreply.github.com>, 2024. +# Kett Lovahr <vagnerlunes@gmail.com>, 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: 2024-02-28 10:05+0000\n" -"Last-Translator: Gleydson Araujo <gleydsonaraujoos@gmail.com>\n" +"PO-Revision-Date: 2024-04-26 13:04+0000\n" +"Last-Translator: Maurício Mazur <mauricio.mazur12@gmail.com>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/godot-" "engine/godot/pt_BR/>\n" "Language: pt_BR\n" @@ -194,7 +200,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.1\n" msgid "Main Thread" msgstr "Thread principal" @@ -346,12 +352,6 @@ msgstr "Botão %d do Joypad" msgid "Pressure:" msgstr "Pressão:" -msgid "canceled" -msgstr "cancelado" - -msgid "touched" -msgstr "tocado" - msgid "released" msgstr "solto" @@ -597,14 +597,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d itens" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -615,18 +607,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Já existe uma ação com o nome '%s'." -msgid "Cannot Revert - Action is same as initial" -msgstr "Não é possível reverter - A ação é a mesma que a inicial" - msgid "Revert Action" msgstr "Reverter Ação" msgid "Add Event" msgstr "Adicionar Evento" -msgid "Remove Action" -msgstr "Remover Ação" - msgid "Cannot Remove Action" msgstr "Não foi Possível Remover a Ação" @@ -636,6 +622,9 @@ msgstr "Editar Evento" msgid "Remove Event" msgstr "Remover Evento" +msgid "Filter by Name" +msgstr "Filtrar por nome" + msgid "Clear All" msgstr "Limpar Tudo" @@ -669,9 +658,15 @@ msgstr "Inserir Chave Aqui" msgid "Duplicate Selected Key(s)" msgstr "Duplicar Chave(s) Selecionada(s)" +msgid "Cut Selected Key(s)" +msgstr "Cortar Chave(s) Selecionada(s)" + msgid "Copy Selected Key(s)" msgstr "Copiar Chave(s) Selecionada(s)" +msgid "Paste Key(s)" +msgstr "Colar Chave(s)" + msgid "Delete Selected Key(s)" msgstr "Excluir Chave(s) Selecionada(s)" @@ -702,6 +697,12 @@ msgstr "Mover Pontos Bezier" msgid "Animation Duplicate Keys" msgstr "Duplicar Chaves na Animação" +msgid "Animation Cut Keys" +msgstr "Cortar Chaves da Animação" + +msgid "Animation Paste Keys" +msgstr "Colar Chaves de Animação" + msgid "Animation Delete Keys" msgstr "Excluir Chaves da Animação" @@ -766,6 +767,33 @@ msgstr "" "Não é possível alterar o modo de repetição na animação incorporada em outra " "cena." +msgid "Property Track..." +msgstr "Faixa de Propriedades..." + +msgid "3D Position Track..." +msgstr "Faixa de Posição 3D..." + +msgid "3D Rotation Track..." +msgstr "Faixa de Rotação 3D..." + +msgid "3D Scale Track..." +msgstr "Faixa de Escala 3D..." + +msgid "Blend Shape Track..." +msgstr "Faixa de Transformação..." + +msgid "Call Method Track..." +msgstr "Faixa de Chamar Métodos..." + +msgid "Bezier Curve Track..." +msgstr "Faixa de Curva Bezier..." + +msgid "Audio Playback Track..." +msgstr "Faixa de Reprodução de Áudio..." + +msgid "Animation Playback Track..." +msgstr "Faixa de Reprodução de Animação..." + msgid "Animation length (frames)" msgstr "Duração da Animação (em quadros)" @@ -898,9 +926,18 @@ msgstr "Restringir Interpolação da Repetição" msgid "Wrap Loop Interp" msgstr "Envolver Repetição da Interpolação" +msgid "Insert Key..." +msgstr "Inserir Chave..." + msgid "Duplicate Key(s)" msgstr "Duplicar Chave(s)" +msgid "Cut Key(s)" +msgstr "Recortar Chave(s)" + +msgid "Copy Key(s)" +msgstr "Copiar Chaves(s)" + msgid "Add RESET Value(s)" msgstr "Adicionar valor(es) de RESET" @@ -1055,6 +1092,12 @@ msgstr "Colar Faixas" msgid "Animation Scale Keys" msgstr "Chaves de Escala da Animação" +msgid "Animation Set Start Offset" +msgstr "Definir Deslocamento Inicial da Animação" + +msgid "Animation Set End Offset" +msgstr "Definir Deslocamento Final da Animação" + msgid "Make Easing Keys" msgstr "Gerar Chaves de Suavização" @@ -1122,7 +1165,7 @@ msgid "Warning: AnimationPlayer is inactive" msgstr "Alerta: 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." +msgstr "Alterne entre o editor de curvas de Bezier e o editor de trilhas." msgid "Only show tracks from nodes selected in tree." msgstr "Mostra apenas as faixas dos nós selecionados na árvore." @@ -1148,6 +1191,42 @@ msgstr "Editar" msgid "Animation properties." msgstr "Propriedades da animação." +msgid "Copy Tracks..." +msgstr "Copiar Faixas..." + +msgid "Scale Selection..." +msgstr "Escalonar seleção..." + +msgid "Scale From Cursor..." +msgstr "Escalonar a Partir do Cursor..." + +msgid "Set Start Offset (Audio)" +msgstr "Definir Deslocamento Inicial (Áudio)" + +msgid "Set End Offset (Audio)" +msgstr "Definir Deslocamento Final (Áudio)" + +msgid "Make Easing Selection..." +msgstr "Facilitando a Seleção" + +msgid "Duplicate Selected Keys" +msgstr "Duplicar Chaves Selecionadas" + +msgid "Cut Selected Keys" +msgstr "Excluir Chaves Selecionadas" + +msgid "Copy Selected Keys" +msgstr "Copiar Chaves Selecionadas" + +msgid "Paste Keys" +msgstr "Colar Chaves" + +msgid "Move First Selected Key to Cursor" +msgstr "Mover Primeira Chave Selecionada para o Cursor" + +msgid "Move Last Selected Key to Cursor" +msgstr "Mover Última Chave Selecionada Para o Cursor" + msgid "Delete Selection" msgstr "Deletar Seleção" @@ -1160,6 +1239,15 @@ msgstr "Ir ao Passo Anterior" msgid "Apply Reset" msgstr "Redefinir" +msgid "Bake Animation..." +msgstr "Gerar Animação..." + +msgid "Optimize Animation (no undo)..." +msgstr "Otimizar Animação (irreversível)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Limpar Animação (irreversível)..." + msgid "Pick a node to animate:" msgstr "Escolha um nó para animar:" @@ -1184,6 +1272,12 @@ msgstr "Erro de Precisão Máxima:" msgid "Optimize" msgstr "Otimizar" +msgid "Trim keys placed in negative time" +msgstr "Recortar chaves colocadas em tempo negativo" + +msgid "Trim keys placed exceed the animation length" +msgstr "Recortar chaves que excedem o tempo da animação" + msgid "Remove invalid keys" msgstr "Remover chaves inválidas" @@ -1345,9 +1439,8 @@ msgstr "Substituir Tudo" msgid "Selection Only" msgstr "Apenas a Seleção" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Espaços" +msgid "Hide" +msgstr "Esconder" msgctxt "Indentation" msgid "Tabs" @@ -1371,11 +1464,14 @@ msgstr "Erros" msgid "Warnings" msgstr "Avisos" +msgid "Zoom factor" +msgstr "Quantidade de zoom" + msgid "Line and column numbers." msgstr "Números de linha e coluna." msgid "Indentation" -msgstr "Recuo" +msgstr "Identação" msgid "Method in target node must be specified." msgstr "O método no nó de destino deve ser especificado." @@ -1393,6 +1489,10 @@ msgstr "" msgid "Attached Script" msgstr "Script Anexado" +msgid "%s: Callback code won't be generated, please add it manually." +msgstr "" +"%s:Código de Callback não pode ser gerado, por favor adicione manualmente." + msgid "Connect to Node:" msgstr "Conectar ao Nó:" @@ -1536,9 +1636,6 @@ msgstr "Esta classe está marcada como obsoleta." msgid "This class is marked as experimental." msgstr "Esta classe está marcada como experimental." -msgid "No description available for %s." -msgstr "Sem descrição disponível para %s." - msgid "Favorites:" msgstr "Favoritos:" @@ -1572,9 +1669,6 @@ msgstr "Salvar Ramo como Cena" msgid "Copy Node Path" msgstr "Copiar Caminho do Nó" -msgid "Instance:" -msgstr "Instância:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1668,6 +1762,9 @@ msgstr "" "chamadas por essa função.\n" "Use isso para encontrar funções individuais para otimizar." +msgid "Display internal functions" +msgstr "Mostrar funções internas" + msgid "Frame #:" msgstr "Quadro #:" @@ -1698,9 +1795,6 @@ msgstr "Execução retomada." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Aviso:" - msgid "Error:" msgstr "Erro:" @@ -1979,9 +2073,22 @@ msgstr "Criar Pasta" msgid "Folder name is valid." msgstr "O nome da pasta é válido." +msgid "Double-click to open in browser." +msgstr "Faça um duplo clique para abrir no navegador." + msgid "Thanks from the Godot community!" msgstr "Agradecimentos da comunidade Godot!" +msgid "(unknown)" +msgstr "(desconhecido)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"data do commit no Git: %s\n" +"Clique para copiar o número da versão." + msgid "Godot Engine contributors" msgstr "Contribuidores do Godot Engine" @@ -2083,9 +2190,6 @@ msgstr "Os seguintes arquivos falharam na extração do recurso \"%s\":" msgid "(and %s more files)" msgstr "(e mais %s arquivos)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Recurso \"%s\" instalado com sucesso!" - msgid "Success!" msgstr "Sucesso!" @@ -2253,30 +2357,6 @@ msgstr "Criar um novo Layout de Canais." msgid "Audio Bus Layout" msgstr "Layout de Canais de Áudio" -msgid "Invalid name." -msgstr "Nome Inválido." - -msgid "Cannot begin with a digit." -msgstr "Não pode começar com um dígito." - -msgid "Valid characters:" -msgstr "Caracteres válidos:" - -msgid "Must not collide with an existing engine class name." -msgstr "Não é permitido utilizar nomes de classes da engine." - -msgid "Must not collide with an existing global script class name." -msgstr "Não deve coincidir com um nome de classe de script global existente." - -msgid "Must not collide with an existing built-in type name." -msgstr "Não deve coincidir com um nome de tipo interno existente." - -msgid "Must not collide with an existing global constant name." -msgstr "Não deve coincidir com um nome de constante global existente." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "A palavra-chave não pode ser usada como um nome de Autoload." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' já existe!" @@ -2313,9 +2393,6 @@ msgstr "Adicionar Autoload" msgid "Path:" msgstr "Caminho:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Defina o caminho ou pressione \"%s\" para criar um script." - msgid "Node Name:" msgstr "Nome do Nó:" @@ -2471,23 +2548,17 @@ msgstr "Detectar do Projeto" msgid "Actions:" msgstr "Ações:" -msgid "Configure Engine Build Profile:" -msgstr "Configurar Perfil de Compilação da Engine:" - msgid "Please Confirm:" msgstr "Confirme Por Favor:" -msgid "Engine Build Profile" -msgstr "Perfil de Compilação da Engine" - msgid "Load Profile" msgstr "Carregar Perfil" msgid "Export Profile" msgstr "Exportar Perfil" -msgid "Edit Build Configuration Profile" -msgstr "Editar Perfil de Configuração da Compilação" +msgid "Forced Classes on Detect:" +msgstr "Classes forçadas ao detectar:" msgid "" "Failed to execute command \"%s\":\n" @@ -2526,6 +2597,12 @@ msgstr "Pos. do Painel" msgid "Make Floating" msgstr "Tornar Flutuante" +msgid "Make this dock floating." +msgstr "Tornar este painel flutuante." + +msgid "Move to Bottom" +msgstr "Mover para o fundo" + msgid "3D Editor" msgstr "Editor 3D" @@ -2668,16 +2745,6 @@ msgstr "Importar Perfil/Perfis" msgid "Manage Editor Feature Profiles" msgstr "Gerenciar Perfis de Funcionalidades do Editor" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Algumas extensões precisam que o editor seja reiniciado para entrar em vigor." - -msgid "Restart" -msgstr "Reiniciar" - -msgid "Save & Restart" -msgstr "Salvar & Reiniciar" - msgid "ScanSources" msgstr "Buscar Fontes" @@ -2706,6 +2773,12 @@ msgstr "Obsoleto" msgid "Experimental" msgstr "Experimental" +msgid "Deprecated:" +msgstr "Obsoleto:" + +msgid "Experimental:" +msgstr "Experimental:" + msgid "This method supports a variable number of arguments." msgstr "Este método suporta um número variável de argumentos." @@ -2745,6 +2818,15 @@ msgstr "Descrições da Propriedade" msgid "Operator Descriptions" msgstr "Descrições do Operador" +msgid "This method may be changed or removed in future versions." +msgstr "Este método mudará ou será removido em versões futuras." + +msgid "This constructor may be changed or removed in future versions." +msgstr "Este construtor mudará ou será removido em versões futuras." + +msgid "This operator may be changed or removed in future versions." +msgstr "Este operador mudará ou será removido em versões futuras." + msgid "Error codes returned:" msgstr "Códigos de erro retornados:" @@ -2764,12 +2846,29 @@ msgstr "" "Atualmente não há uma descrição para este método. nos ajude com [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=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há descrição para este operador. Ajude-nos [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + msgid "Top" msgstr "Superior" msgid "Class:" msgstr "Classe:" +msgid "This class may be changed or removed in future versions." +msgstr "Esta classe mudará ou será removida em versões futuras." + msgid "Inherits:" msgstr "Herda:" @@ -2789,9 +2888,6 @@ msgstr "" "Atualmente não há descrição para esta classe. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" -msgid "Note:" -msgstr "Nota:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2836,9 +2932,38 @@ msgstr "Ícones" msgid "Styles" msgstr "Estilos" +msgid "There is currently no description for this theme property." +msgstr "Atualmente não há descrição para esta propriedade do tema." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há descrição para esta propriedade do tema. Ajude-nos " +"[color=$color][url=$url]contribuindo com uma[/url][/color]!" + +msgid "This signal may be changed or removed in future versions." +msgstr "Este sinal mudará ou será removido em versões futuras." + +msgid "There is currently no description for this signal." +msgstr "Atualmente não há descrição para este sinal." + +msgid "" +"There is currently no description for this signal. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há descrição para este sinal. Ajude-nos [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + msgid "Enumerations" msgstr "Enumerações" +msgid "This enumeration may be changed or removed in future versions." +msgstr "Este enumerador mudará ou será removido em versões futuras." + +msgid "This constant may be changed or removed in future versions." +msgstr "Esta constante mudará ou será removida em versões futuras." + msgid "Annotations" msgstr "Anotações" @@ -2858,6 +2983,9 @@ msgstr "Descrições da Propriedade" msgid "(value)" msgstr "(valor)" +msgid "This property may be changed or removed in future versions." +msgstr "Esta propriedade mudará ou será removida em versões futuras." + msgid "There is currently no description for this property." msgstr "Atualmente não há descrição para esta propriedade." @@ -2868,21 +2996,42 @@ msgstr "" "Atualmente não há descrição para esta propriedade. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" +msgid "Editor" +msgstr "Editor" + +msgid "No description available." +msgstr "Sem descrição disponível." + +msgid "Metadata:" +msgstr "Metadados:" + msgid "Property:" msgstr "Propriedade:" +msgid "This property can only be set in the Inspector." +msgstr "Esta propriedade só pode ser definida no Inspetor." + +msgid "Method:" +msgstr "Método:" + msgid "Signal:" msgstr "Sinal:" -msgid "%d match." -msgstr "%d correspondência." +msgid "Theme Property:" +msgstr "Propriedade do Tema:" msgid "%d matches." msgstr "%d correspondências." +msgid "Constructor" +msgstr "Construtor" + msgid "Method" msgstr "Método" +msgid "Operator" +msgstr "Operador" + msgid "Signal" msgstr "Sinal" @@ -2943,6 +3092,9 @@ msgstr "Tipo de Membro" msgid "(constructors)" msgstr "(Construtores)" +msgid "Keywords" +msgstr "Palavras-Chave" + msgid "Class" msgstr "Classe" @@ -2977,6 +3129,12 @@ msgstr "" "Mover o elemento %d para a 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*" @@ -3016,12 +3174,12 @@ msgstr "Adicionar Metadados" msgid "Set %s" msgstr "Definir %s" +msgid "Set Multiple: %s" +msgstr "Definir Múltiplos: %s" + msgid "Remove metadata %s" msgstr "Remover metadados %s" -msgid "Pinned %s" -msgstr "%s fixado" - msgid "Unpinned %s" msgstr "%s não fixado" @@ -3168,15 +3326,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Gira quando a janela do editor atualiza." -msgid "Imported resources can't be saved." -msgstr "Recursos Importados não podem ser salvos." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Erro ao salvar recurso!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3194,32 +3346,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Salvar Recurso como..." -msgid "Can't open file for writing:" -msgstr "Não é possível abrir arquivo para escrita:" - -msgid "Requested file format unknown:" -msgstr "Formato de arquivo requisitado desconhecido:" - -msgid "Error while saving." -msgstr "Erro ao salvar." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "" -"Não é possível abrir o arquivo '%s'. O arquivo pode ter sido movido ou " -"excluído." - -msgid "Error while parsing file '%s'." -msgstr "Erro ao processar o arquivo '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "O arquivo de cena '%s' parece ser inválido/corrompido." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Arquivo '%s' ausente ou uma de suas dependências." - -msgid "Error while loading file '%s'." -msgstr "Erro ao carregar o arquivo '%s'." - msgid "Saving Scene" msgstr "Salvando Cena" @@ -3229,40 +3355,20 @@ msgstr "Analisando" msgid "Creating Thumbnail" msgstr "Criando Miniatura" -msgid "This operation can't be done without a tree root." -msgstr "Essa operação não pode ser realizada sem uma cena raiz." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Esta cena não pode ser salva porque há uma inclusão de instância cíclica.\n" -"Resolva-o e tente salvar novamente." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Não foi possível salvar a cena. Provavelmente, as dependências (instâncias ou " -"heranças) não puderam ser satisfeitas." - msgid "Save scene before running..." msgstr "Salvar a cena antes de executar..." -msgid "Could not save one or more scenes!" -msgstr "Não foi possível salvar uma ou mais cenas!" - msgid "Save All Scenes" msgstr "Salvar Todas as Cenas" msgid "Can't overwrite scene that is still open!" msgstr "Não é possível sobrescrever a cena que ainda está aberta!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Não foi possível carregar MeshLibrary para mesclar!" +msgid "Merge With Existing" +msgstr "Mesclar com o Existente" -msgid "Error saving MeshLibrary!" -msgstr "Erro ao salvar MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Aplicar Transformações MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3323,9 +3429,6 @@ msgstr "" "Leia a documentação relevante para importar cenas para entender melhor esse " "fluxo de trabalho." -msgid "Changes may be lost!" -msgstr "Alterações podem ser perdidas!" - msgid "This object is read-only." msgstr "Este objeto é somente leitura." @@ -3341,9 +3444,6 @@ msgstr "Abrir Cena Rapidamente..." msgid "Quick Open Script..." msgstr "Abrir Script Rapidamente..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s não existe! Por favor especifique um novo local para salvar." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3422,27 +3522,14 @@ msgstr "Salvar recursos modificados antes de fechar?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de recarregar?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de sair?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Salvar alterações na(s) seguinte(s) cena(s) antes de abrir o Gerenciador de " "Projetos?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Esta opção está descontinuada. Situações em que a atualização precisa ser " -"forçada são consideradas um bug agora. Reporte por favor." - msgid "Pick a Main Scene" msgstr "Escolha uma Cena Principal" -msgid "This operation can't be done without a scene." -msgstr "Essa operação não pode ser realizada sem uma cena." - msgid "Export Mesh Library" msgstr "Exportar Biblioteca de Malhas" @@ -3468,6 +3555,17 @@ msgstr "" "ser devido a um erro de código nesse script.\n" "Desativando o complemento em '%s' para evitar mais erros." +msgid "" +"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." +msgstr "" +"Não foi possível carregar o script complementar do caminho: '%s' Tipo base " +"não é 'EditorPlugin'." + +msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgstr "" +"Não foi possível carregar o script complementar do caminho: '%s'.O script não " +"está em 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." @@ -3475,22 +3573,40 @@ msgstr "" "A cena '%s' foi importada automaticamente, não podendo ser modificada.\n" "Para fazer alterações, uma nova cena herdada pode ser criada." +msgid "Scene '%s' has broken dependencies:" +msgstr "A cena \"%s\" tem dependências quebradas:" + msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." msgstr "" -"Erro ao carregar cena, ela deve estar dentro do caminho do projeto. Use " -"\"Importar\" para abrir a cena e então salve-a dentro do projeto." +"Suporte multi janela não está disponível porque o argumento de linha de " +"comando `--single-window` foi usado ao iniciar o editor." -msgid "Scene '%s' has broken dependencies:" -msgstr "A cena \"%s\" tem dependências quebradas:" +msgid "" +"Multi-window support is not available because the current platform doesn't " +"support multiple windows." +msgstr "" +"Suporte multi janela não está disponível porque a plataforma atual não " +"suporta múltiplas janelas." + +msgid "" +"Multi-window support is not available because Interface > Editor > Single " +"Window Mode is enabled in the editor settings." +msgstr "" +"Suporte multi janela não está disponível porque o Interface > Editor > Modo " +"de Janela Única está habilitado nas configurações do editor." + +msgid "" +"Multi-window support is not available because Interface > Multi Window > " +"Enable is disabled in the editor settings." +msgstr "" +"Suporte multi janela não está disponível porque o Interface > Multiplas " +"Janelas > Habilitar está desabilitado nas configurações do editor." msgid "Clear Recent Scenes" msgstr "Limpar Cenas Recentes" -msgid "There is no defined scene to run." -msgstr "Não há cena definida para rodar." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3518,6 +3634,12 @@ msgstr "" "Você pode alterá-la mais tarde nas \"Configurações do Projeto\" na categoria " "\"Aplicação\"." +msgid "Save Layout..." +msgstr "Salvar Layout..." + +msgid "Delete Layout..." +msgstr "Excluir Layout..." + msgid "Default" msgstr "Padrão" @@ -3527,6 +3649,9 @@ msgstr "Salvar Layout" msgid "Delete Layout" msgstr "Excluir Layout" +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" @@ -3552,6 +3677,9 @@ msgstr "" msgid "Save & Close" msgstr "Salvar & Fechar" +msgid "Save before closing?" +msgstr "Salvar antes de fechar?" + msgid "%d more files or folders" msgstr "%d mais arquivo(s) ou pasta(s)" @@ -3591,6 +3719,9 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Compatibilidade" +msgid "(Overridden)" +msgstr "(Sobrescrito)" + msgid "Pan View" msgstr "Deslocar Visão" @@ -3657,42 +3788,33 @@ msgstr "Configurações do Editor..." msgid "Project" msgstr "Projeto" -msgid "Project Settings..." -msgstr "Configurações do Projeto..." - msgid "Project Settings" msgstr "Configurações do Projeto" msgid "Version Control" msgstr "Controle de Versão" -msgid "Export..." -msgstr "Exportar..." - msgid "Install Android Build Template..." msgstr "Instalar Modelo de Compilação Android..." msgid "Open User Data Folder" msgstr "Abrir Pasta de Dados do Usuário" -msgid "Customize Engine Build Configuration..." -msgstr "Personalizar Configuração de Compilação da Engine..." - msgid "Tools" msgstr "Ferramentas" msgid "Orphan Resource Explorer..." msgstr "Explorador de Recursos Órfãos..." +msgid "Upgrade Mesh Surfaces..." +msgstr "Atualizar Malhas..." + msgid "Reload Current Project" msgstr "Recarregar Projeto Atual" msgid "Quit to Project List" msgstr "Sair para a Lista de Projetos" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Paleta de Comandos..." @@ -3731,12 +3853,12 @@ msgstr "Configurar Importador FBX..." msgid "Help" msgstr "Ajuda" +msgid "Search Help..." +msgstr "Buscar Ajuda..." + msgid "Online Documentation" msgstr "Documentação Online" -msgid "Questions & Answers" -msgstr "Perguntas & Respostas" - msgid "Community" msgstr "Comunidade" @@ -3757,6 +3879,9 @@ msgstr "Sugira uma Funcionalidade" msgid "Send Docs Feedback" msgstr "Enviar Sugestão de Docs" +msgid "About Godot..." +msgstr "Sobre o Godot..." + msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" @@ -3776,6 +3901,9 @@ msgstr "" "- Na plataforma web, o método de renderização Compatibilidade é sempre " "utilizado." +msgid "Save & Restart" +msgstr "Salvar & Reiniciar" + msgid "Update Continuously" msgstr "Atualizar Continuamente" @@ -3785,9 +3913,6 @@ msgstr "Atualizar Quando Alterado" msgid "Hide Update Spinner" msgstr "Ocultar Ícone de Atualização" -msgid "FileSystem" -msgstr "Arquivos" - msgid "Inspector" msgstr "Inspetor" @@ -3797,9 +3922,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -msgid "Output" -msgstr "Saída" - msgid "Don't Save" msgstr "Não Salvar" @@ -3829,12 +3951,6 @@ msgstr "Pacote de Modelos" msgid "Export Library" msgstr "Exportar Biblioteca" -msgid "Merge With Existing" -msgstr "Mesclar com o Existente" - -msgid "Apply MeshInstance Transforms" -msgstr "Aplicar Transformações MeshInstance" - msgid "Open & Run a Script" msgstr "Abrir & Executar um Script" @@ -3851,6 +3967,9 @@ msgstr "Recarregar" msgid "Resave" msgstr "Salvar Novamente" +msgid "Create/Override Version Control Metadata..." +msgstr "Criar/Sobrescrever Metadados de Controle de versão..." + msgid "Version Control Settings..." msgstr "Configurações de Controle de Versão..." @@ -3881,33 +4000,15 @@ msgstr "Abrir o próximo Editor" msgid "Open the previous Editor" msgstr "Abrir o Editor anterior" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Aviso!" -msgid "On" -msgstr "Ativo" - -msgid "Edit Plugin" -msgstr "Editar Plugin" - -msgid "Installed Plugins:" -msgstr "Plugins Instalados:" - -msgid "Create New Plugin" -msgstr "Criar Novo Plugin" - -msgid "Version" -msgstr "Versão" - -msgid "Author" -msgstr "Autor" - msgid "Edit Text:" msgstr "Editar Texto:" +msgid "On" +msgstr "Ativo" + msgid "Renaming layer %d:" msgstr "Renomeando a camada %d:" @@ -3957,12 +4058,29 @@ msgstr "" msgid "Assign..." msgstr "Atribuir..." +msgid "Copy as Text" +msgstr "Copiar como Texto" + +msgid "Show Node in Tree" +msgstr "Mostrar Nó na Árvore" + msgid "Invalid RID" msgstr "RID inválido" msgid "Recursion detected, unable to assign resource to property." msgstr "Recursão detectada, incapaz de atribuir recurso à propriedade." +msgid "" +"Can't create a ViewportTexture in a Texture2D node because the texture will " +"not be bound to a scene.\n" +"Use a Texture2DParameter node instead and set the texture in the \"Shader " +"Parameters\" tab." +msgstr "" +"Não foi possível criar um ViewportTexture em um nó de Texture2D porque esta " +"textura não estará atrelada a uma cena.\n" +"Use um nó de Texture2DParameter ao invés disso e selecione a textura na aba " +"de \"Parâmetros do Shader\"." + msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." @@ -3987,6 +4105,12 @@ msgstr "Escolha uma Viewport" msgid "Selected node is not a Viewport!" msgstr "O nó selecionado não é uma Viewport!" +msgid "New Key:" +msgstr "Nova Chave:" + +msgid "New Value:" +msgstr "Novo Valor:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -4005,12 +4129,6 @@ msgstr "Dicionário (Nil)" msgid "Dictionary (size %d)" msgstr "Dicionário (tamanho %d)" -msgid "New Key:" -msgstr "Nova Chave:" - -msgid "New Value:" -msgstr "Novo Valor:" - msgid "Add Key/Value Pair" msgstr "Adicionar Par de Chave/Valor" @@ -4033,6 +4151,14 @@ msgstr "" "O recurso selecionado (%s) não corresponde ao tipo esperado para essa " "propriedade (%s)." +msgid "Quick Load..." +msgstr "Carregamento Rápido..." + +msgid "Opens a quick menu to select from a list of allowed Resource files." +msgstr "" +"Abre um menu rápido para selecionar a partir de uma lista de arquivos de " +"Recurso permitidos." + msgid "Load..." msgstr "Carregar..." @@ -4054,12 +4180,21 @@ msgstr "Mostrar em Arquivos" msgid "Convert to %s" msgstr "Converter para %s" +msgid "Select resources to make unique:" +msgstr "Selecione os recursos a se tornarem únicos:" + msgid "New %s" msgstr "Novo %s" msgid "New Script..." msgstr "Novo Script..." +msgid "Extend Script..." +msgstr "Estender Script..." + +msgid "New Shader..." +msgstr "Novo Shader..." + msgid "No Remote Debug export presets configured." msgstr "Nenhuma predefinição de exportação de Depuração Remota configurada." @@ -4076,6 +4211,17 @@ msgstr "" "Adicione uma predefinição executável no menu Exportar ou defina uma " "predefinição existente como executável." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Aviso: A arquitetura de CPU '%s' não está ativada nas configurações de " +"exportação.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Executar 'Depuração Remota' mesmo assim?" + msgid "Project Run" msgstr "Executar Projeto" @@ -4091,7 +4237,13 @@ msgstr "Desfazer: %s" msgid "Redo: %s" msgstr "Refazer: %s" -msgid "Common" +msgid "Edit Built-in Action: %s" +msgstr "Editar Ação Integrada:%s" + +msgid "Edit Shortcut: %s" +msgstr "Editar Atalho: %s" + +msgid "Common" msgstr "Comum" msgid "Editor Settings" @@ -4187,6 +4339,12 @@ msgstr "Todos os Dispositivos" msgid "Device" msgstr "Dispositivo" +msgid "Listening for Input" +msgstr "Aguardando entrada" + +msgid "Filter by Event" +msgstr "Filtrar por evento" + msgid "Project export for platform:" msgstr "Exportação do projeto para plataforma:" @@ -4199,18 +4357,15 @@ msgstr "Concluído com sucesso." msgid "Failed." msgstr "Falhou." +msgid "Export failed with error code %d." +msgstr "Falha ao exportar com código de erro %d." + msgid "Storing File: %s" msgstr "Armazenando arquivo: %s" msgid "Storing File:" msgstr "Armazenando Arquivo:" -msgid "No export template found at the expected path:" -msgstr "Nenhum modelo de exportação encontrado no caminho esperado:" - -msgid "ZIP Creation" -msgstr "Criação de ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "" "Não foi possível abrir o arquivo para leitura a partir do caminho \"%s\"." @@ -4218,9 +4373,6 @@ msgstr "" msgid "Packing" msgstr "Empacotando" -msgid "Save PCK" -msgstr "Salvar PCK" - msgid "Cannot create file \"%s\"." msgstr "Não foi possível criar arquivo \"%s\"." @@ -4243,17 +4395,18 @@ msgstr "Não foi possível abrir o arquivo criptografado para escrita." msgid "Can't open file to read from path \"%s\"." msgstr "Não é possível abrir arquivo para leitura a partir do caminho \"%s\"." -msgid "Save ZIP" -msgstr "Salvar ZIP" - msgid "Custom debug template not found." msgstr "Modelo personalizado de depuração não encontrado." msgid "Custom release template not found." msgstr "Modelo personalizado de lançamento não encontrado." -msgid "Prepare Template" -msgstr "Preparar Modelo" +msgid "" +"A texture format must be selected to export the project. Please select at " +"least one texture format." +msgstr "" +"Um formato de textura deve ser selecionado para exportar o projeto. Selecione " +"ao menos um formato de textura." msgid "The given export path doesn't exist." msgstr "O caminho de exportação informado não existe." @@ -4264,9 +4417,6 @@ msgstr "Arquivo de modelo não encontrado: \"%s\"." msgid "Failed to copy export template." msgstr "Falha ao copiar o modelo de exportação." -msgid "PCK Embedding" -msgstr "Incorporar PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Em exportações de 32 bits, o PCK embutido não pode ser maior que 4GB." @@ -4343,36 +4493,6 @@ msgstr "" "Nenhum link de download encontrado para esta versão. Downloads diretos estão " "disponível apenas para lançamentos oficiais." -msgid "Disconnected" -msgstr "Desconectado" - -msgid "Resolving" -msgstr "Resolvendo" - -msgid "Can't Resolve" -msgstr "Não foi possível resolver" - -msgid "Connecting..." -msgstr "Conectando..." - -msgid "Can't Connect" -msgstr "Não foi Possível Conectar" - -msgid "Connected" -msgstr "Conectado" - -msgid "Requesting..." -msgstr "Solicitando..." - -msgid "Downloading" -msgstr "Baixando" - -msgid "Connection Error" -msgstr "Erro de Conexão" - -msgid "TLS Handshake Error" -msgstr "Erro de Handshake TLS" - msgid "Can't open the export templates file." msgstr "Não foi possível abrir o arquivo de modelos de exportação." @@ -4479,6 +4599,15 @@ msgstr "" "Os modelos continuarão sendo baixados.\n" "Você pode experienciar um pequeno congelamento no editor ao 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" @@ -4496,12 +4625,18 @@ msgstr "Apagar predefinição '%s'?" msgid "Resources to exclude:" msgstr "Recursos para excluir:" +msgid "Resources to override export behavior:" +msgstr "Recursos para sobrescrever comportamento da exportação:" + msgid "Resources to export:" msgstr "Recursos para exportar:" msgid "(Inherited)" msgstr "(Herdado)" +msgid "Export With Debug" +msgstr "Exportar Com Depuração" + msgid "%s Export" msgstr "Exportar %s" @@ -4531,6 +4666,9 @@ msgstr "" msgid "Advanced Options" msgstr "Opções Avançadas" +msgid "If checked, the advanced options will be shown." +msgstr "Se selecionado, as opções avançadas serão mostradas." + msgid "Export Path" msgstr "Caminho de Exportação" @@ -4632,12 +4770,41 @@ msgstr "" msgid "More Info..." msgstr "Mais Informações..." +msgid "Scripts" +msgstr "Scripts" + +msgid "GDScript Export Mode:" +msgstr "Modo de Exportação do GDScript:" + +msgid "Text (easier debugging)" +msgstr "Texto (Mais fácil para depurar)" + +msgid "Binary tokens (faster loading)" +msgstr "Tokens Binários (Carregamento mais rápido)" + +msgid "Compressed binary tokens (smaller files)" +msgstr "Tokens binários Compactados (Arquivos menores)" + msgid "Export PCK/ZIP..." msgstr "Exportar PCK/Zip..." +msgid "" +"Export the project resources as a PCK or ZIP package. This is not a playable " +"build, only the project data without a Godot executable." +msgstr "" +"Exporta os recursos do projeto como um pacote PCK ou ZIP. Este não é um " +"arquivo jogável, apenas os dados do projeto sem um executável da Godot." + msgid "Export Project..." msgstr "Exportar Projeto…" +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Exporta o projeto como um arquivo jogável (Executável da Godot e dados do " +"projeto) para a predefinição selecionada." + msgid "Export All" msgstr "Exportar Tudo" @@ -4663,8 +4830,24 @@ msgstr "Exportar Projeto" msgid "Manage Export Templates" msgstr "Gerenciar Modelos de Exportação" -msgid "Export With Debug" -msgstr "Exportar Com Depuração" +msgid "Disable FBX2glTF & Restart" +msgstr "Desabilitar FBX2glTF & Reiniciar" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Cancelar este diálogo desabilitará o importador FBX2glTF e usar o importador " +"ufbx .\n" +"Você pode reativar o FBX2glTF nas Configurações do Projeto em " +"Arquivos>Importar>FBX>Habilitado.\n" +"\n" +"O editor será reiniciado à medida que os importadores forem registrados " +"quando o editor for iniciado." msgid "Path to FBX2glTF executable is empty." msgstr "O caminho para o executável FBX2glTF está vazio." @@ -4681,6 +4864,15 @@ msgstr "O executável FBX2glTF é válido." msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF é necessário para importar arquivos FBX se estiver usando FBX2glTF.\n" +"Alternativamente, você pode usar o ufbx caso desabilite FBX2glTF.\n" +"Faça o download da ferramenta e forneça um caminho válido para o binário:" + msgid "Click this link to download FBX2glTF" msgstr "Clique neste link para baixar o FBX2glTF" @@ -4728,6 +4920,9 @@ msgstr "Falha ao salvar 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 foi 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." @@ -4752,6 +4947,9 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Um arquivo ou pasta com esse nome já existe." +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':" @@ -4765,6 +4963,22 @@ msgstr "Você deseja sobrescreve-los ou renomear os arquivos copiados?" msgid "Do you wish to overwrite them or rename the moved files?" msgstr "Você deseja sobrescreve-los ou renomear os arquivos movidos?" +msgid "" +"Couldn't run external program to check for terminal emulator presence: " +"command -v %s" +msgstr "" +"Não foi possível executar um programa externo para verificar a presença de um " +"emulador de terminal: command -v %s" + +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Não foi possível executar o programa de terminal (código de erro %d):%s %s\n" +"Verifique `filesystem/external_programs/terminal_emulator` e `filesystem/" +"external_programs/terminal_emulator_flags` nas Configurações do Editor." + msgid "Duplicating file:" msgstr "Duplicando arquivo:" @@ -4774,6 +4988,9 @@ msgstr "Duplicando pasta:" msgid "New Inherited Scene" msgstr "Nova Cena Herdada" +msgid "Set as Main Scene" +msgstr "Definir como Cena Principal" + msgid "Open Scenes" msgstr "Abrir Cenas" @@ -4813,6 +5030,12 @@ msgstr "Expandir Hierarquia" msgid "Collapse Hierarchy" msgstr "Recolher hierarquia" +msgid "Set Folder Color..." +msgstr "Definir Cor da Pasta..." + +msgid "Default (Reset)" +msgstr "Padrão(Redefinir)" + msgid "Move/Duplicate To..." msgstr "Mover/Duplicar para..." @@ -4825,8 +5048,8 @@ msgstr "Remover dos Favoritos" msgid "Reimport" msgstr "Reimportar" -msgid "Open in File Manager" -msgstr "Abrir no Gerenciador de Arquivos" +msgid "Open Containing Folder in Terminal" +msgstr "Abrir pasta no terminal" msgid "New Folder..." msgstr "Nova Pasta..." @@ -4873,9 +5096,21 @@ msgstr "Duplicar..." msgid "Rename..." msgstr "Renomear..." +msgid "Open in File Manager" +msgstr "Abrir no Gerenciador de Arquivos" + msgid "Open in External Program" msgstr "Abrir em Programa Externo" +msgid "Open in Terminal" +msgstr "Abrir no Terminal" + +msgid "Red" +msgstr "Vermelho" + +msgid "Orange" +msgstr "Laranja" + msgid "Yellow" msgstr "Amarelo" @@ -4906,6 +5141,9 @@ msgstr "Ir para a próxima pasta/arquivo selecionado." msgid "Re-Scan Filesystem" msgstr "Verificar Novamente o Sistema de Arquivos" +msgid "Change Split Mode" +msgstr "Mudar Modo de Divisão" + msgid "Filter Files" msgstr "Filtrar Arquivos" @@ -4971,21 +5209,102 @@ msgstr "%d correspondências no arquivo %d" msgid "%d matches in %d files" msgstr "%d correspondências em %d arquivos" +msgid "Set Group Description" +msgstr "Definir Descrição do Grupo" + +msgid "Invalid group name. It cannot be empty." +msgstr "Nome do Grupo inválido.Nome não poder ser vazio." + +msgid "A group with the name '%s' already exists." +msgstr "Já existe um grupo com o nome '%s'." + +msgid "Group can't be empty." +msgstr "O grupo não pode estar vazio." + +msgid "Group already exists." +msgstr "O grupo já existe." + +msgid "Add Group" +msgstr "Adicionar Grupo" + +msgid "Removing Group References" +msgstr "Remover Referências ao Grupo" + msgid "Rename Group" msgstr "Renomear Grupo" +msgid "Remove Group" +msgstr "Remover Grupo" + +msgid "Delete references from all scenes" +msgstr "Excluir referências de todas as cenas" + +msgid "Delete group \"%s\"?" +msgstr "Excluir o grupo \"%s\"?" + +msgid "Group name is valid." +msgstr "O nome do grupo é válido." + +msgid "Rename references in all scenes" +msgstr "Renomear referências em todas as cenas" + +msgid "This group belongs to another scene and can't be edited." +msgstr "Este grupo pertence a outra cena e não pode ser editado." + +msgid "Copy group name to clipboard." +msgstr "Copiar nome do grupo para área de transferência." + +msgid "Global Groups" +msgstr "Grupos Globais" + msgid "Add to Group" msgstr "Adicionar ao Grupo" msgid "Remove from Group" msgstr "Remover do Grupo" +msgid "Convert to Global Group" +msgstr "Converter para Grupo Global" + +msgid "Convert to Scene Group" +msgstr "Converter a Grupo da Cena" + +msgid "Create New Group" +msgstr "Criar Novo Grupo" + msgid "Global" msgstr "Global" +msgid "Delete group \"%s\" and all its references?" +msgstr "Excluir grupo \"%s\" e todas as suas referências?" + +msgid "Add a new group." +msgstr "Adicionar um novo grupo." + +msgid "Filter Groups" +msgstr "Filtrar Grupos" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Data do commit git:%s\n" +"Clique para copiar a informação da versão." + msgid "Expand Bottom Panel" msgstr "Expandir Painel Inferior" +msgid "Move/Duplicate: %s" +msgstr "Mover/Duplicar: %s" + +msgid "Move/Duplicate %d Item" +msgid_plural "Move/Duplicate %d Items" +msgstr[0] "Mover/Duplicar %d item" +msgstr[1] "Mover/Duplicar %d itens" + +msgid "Choose target directory:" +msgstr "Escolha um diretório alvo:" + msgid "Move" msgstr "Mover" @@ -5083,6 +5402,9 @@ msgstr "(Des)favoritar pasta atual." msgid "Toggle the visibility of hidden files." msgstr "Alternar a visibilidade de arquivos ocultos." +msgid "Create a new folder." +msgstr "Criar uma nova pasta." + msgid "Directories & Files:" msgstr "Diretórios & Arquivos:" @@ -5124,27 +5446,6 @@ msgstr "Recarregue a cena reproduzida." msgid "Quick Run Scene..." msgstr "Rodar Cena Rapidamente..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"O modo Gravação está ativado, mas nenhum caminho de arquivo de filme foi " -"especificado.\n" -"Um caminho de arquivo de filme padrão pode ser especificado nas configurações " -"do projeto na categoria Editor > Movie Writer.\n" -"Como alternativa, para executar cenas únicas, uma string de metadados " -"`movie_file` pode ser adicionada ao nó raiz,\n" -"especificando o caminho para um arquivo de filme que será usado ao gravar " -"essa cena." - -msgid "Could not start subprocess(es)!" -msgstr "Não foi possível iniciar o(s) subprocesso(s)!" - msgid "Run the project's default scene." msgstr "Execute a cena padrão do projeto." @@ -5230,6 +5531,9 @@ msgstr "Alternar Visibilidade" msgid "Unlock Node" msgstr "Desbloquear Nó" +msgid "Ungroup Children" +msgstr "Desagrupar Filhos" + msgid "Disable Scene Unique Name" msgstr "Desabilitar Nome Único de Cena" @@ -5294,15 +5598,15 @@ msgstr "" msgid "Open in Editor" msgstr "Abrir no Editor" +msgid "Instance:" +msgstr "Instância:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" não é um filtro conhecido." msgid "Invalid node name, the following characters are not allowed:" msgstr "Nome de nó inválido, os seguintes caracteres não são permitidos:" -msgid "Another node already uses this unique name in the scene." -msgstr "Outro nó já está usando este nome único na cena atual." - msgid "Scene Tree (Nodes):" msgstr "Árvore de Cena (Nós):" @@ -5315,6 +5619,9 @@ msgstr "Permitido:" msgid "Select a Node" msgstr "Selecione um Nó" +msgid "Show All" +msgstr "Mostrar todos" + msgid "The Beginning" msgstr "O Início" @@ -5466,6 +5773,9 @@ msgstr "Malhas" msgid "Materials" msgstr "Materiais" +msgid "Selected Animation Play/Pause" +msgstr "Play/Pause Animação Selecionada" + msgid "Status" msgstr "Estado" @@ -5689,12 +5999,18 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Textura Atlas consideravelmente maior em um eixo(%d), considere ajustar a " +"configuração do projeto `editor/import/atlas_max_width` para permitir uma " +"textura mais larga, tornando o tamanho do resultado mais equilibrado." + msgid "Importer:" msgstr "Importador:" -msgid "Keep File (No Import)" -msgstr "Manter Arquivo (Sem Importação)" - msgid "%d Files" msgstr "%d Arquivos" @@ -5724,6 +6040,20 @@ msgstr "Predefinição" 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 carregado no momento. Todas as instâncias serão " +"substituídas e o histórico será apagado." + +msgid "" +"WARNING: Assets exist that use this resource. They may stop loading properly " +"after changing type." +msgstr "" +"AVISO: Existem objetos que usam este recurso. Eles provavelmente pararão de " +"carregar corretamente após a mudança de tipo." + msgid "" "Select a resource file in the filesystem or in the inspector to adjust import " "settings." @@ -5746,6 +6076,9 @@ msgstr "Botões do Joypad" msgid "Joypad Axes" msgstr "Eixos do Joypad" +msgid "Event Configuration for \"%s\"" +msgstr "Configuração de Evento para \"%s\"" + msgid "Event Configuration" msgstr "Configuração do Evento" @@ -5780,6 +6113,12 @@ msgstr "Keycode Físico (Posição no teclado QWERTY dos EUA)" msgid "Key Label (Unicode, Case-Insensitive)" msgstr "Identificação da Tecla (Unicode, diferencia maiúsculas de minúsculas)" +msgid "Physical location" +msgstr "Local Físico" + +msgid "Any" +msgstr "Qualquer" + msgid "" "The following resources will be duplicated and embedded within this resource/" "object." @@ -5924,6 +6263,12 @@ msgstr "Arquivos com strings de tradução:" msgid "Generate POT" msgstr "Gerar POT" +msgid "Add Built-in Strings to POT" +msgstr "Adicionar Strings Integradas ao POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "Adiciona strings de componentes integrados como alguns nós de Control." + msgid "Set %s on %d nodes" msgstr "Definindo %s nós como %d ativos" @@ -5936,94 +6281,6 @@ msgstr "Grupos" msgid "Select a single node to edit its signals and groups." msgstr "Selecione um nó para editar seus sinais e grupos." -msgid "Plugin name cannot be blank." -msgstr "Nome do Plugin não pode ficar vazio." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Extensão do script deve corresponder à linguagem escolhida da extensão (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Nome da subpasta não é um nome válido para pastas." - -msgid "Subfolder cannot be one which already exists." -msgstr "Subpasta não pode ser uma que já exista." - -msgid "Edit a Plugin" -msgstr "Editar um Plugin" - -msgid "Create a Plugin" -msgstr "Criar um Plugin" - -msgid "Update" -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 exibido na lista de plugins." - -msgid "Subfolder:" -msgstr "Subpasta:" - -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 da pasta geralmente deve usar a nomenclatura `snake_case` " -"(evite espaços e caracteres especiais).\n" -"Se deixada em branco, a pasta receberá o nome do plugin convertido para " -"`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 relativamente curta (até 5 linhas).\n" -"Ela será exibida 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, nome completo ou nome da organização do autor." - -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" -"Observe 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 do add-on). Se deixado em " -"branco, o padrão será \"plugin.gd\"." - -msgid "Activate now?" -msgstr "Ativar agora?" - msgid "Create Polygon" msgstr "Criar Polígono" @@ -6154,6 +6411,9 @@ msgstr "Apagar pontos e triângulos." msgid "Generate blend triangles automatically (instead of manually)" msgstr "Gerar mesclagem de triângulos automaticamente (em vez de manualmente)" +msgid "Parameter Changed: %s" +msgstr "Parâmetro Modificado: %s" + msgid "Inspect Filters" msgstr "Inspecionar Filtros" @@ -6190,6 +6450,15 @@ msgstr "Ligar/Desligar Filtro" msgid "Change Filter" msgstr "Alterar Filtro" +msgid "Fill Selected Filter Children" +msgstr "Preencher Seleção de Filhos Filtrados" + +msgid "Invert Filter Selection" +msgstr "Inverter Seleção de Filtro" + +msgid "Clear Filter Selection" +msgstr "Limpar Seleção de Filtro" + msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." @@ -6221,6 +6490,12 @@ msgstr "Adicionar Nó..." msgid "Enable Filtering" msgstr "Habilitar Filtragem" +msgid "Fill Selected Children" +msgstr "Preencher Filhos Selecionados" + +msgid "Invert" +msgstr "Inverter" + msgid "Library Name:" msgstr "Nome da Biblioteca:" @@ -6306,6 +6581,20 @@ msgstr "Salvar Biblioteca de Animações para o Arquivo: %s" msgid "Save Animation to File: %s" msgstr "Salvar Animação em Arquivo: %s" +msgid "Some AnimationLibrary files were invalid." +msgstr "Alguns arquivos da AnimationLibrary eram inválidos." + +msgid "Some of the selected libraries were already added to the mixer." +msgstr "" +"Algumas das bibliotecas selecionadas já haviam sido adicionada ao mixer." + +msgid "Some Animation files were invalid." +msgstr "Alguns arquivos de Animação eram inválidos." + +msgid "Some of the selected animations were already added to the library." +msgstr "" +"Algumas das animações selecionadas já tinham sido adicionadas a biblioteca." + msgid "Load Animation into Library: %s" msgstr "Carregar Animação na Biblioteca: %s" @@ -6345,12 +6634,45 @@ msgstr "[Avulsa]" msgid "[imported]" msgstr "[Importada]" +msgid "Add animation to library." +msgstr "Adicionar Animação a Biblioteca." + +msgid "Load animation from file and add to library." +msgstr "Carregar animação a partir de arquivo e adicionar a biblioteca." + +msgid "Paste animation to library from clipboard." +msgstr "Colar Animação da área de transferência na Biblioteca." + +msgid "Save animation library to resource on disk." +msgstr "Salvar biblioteca de animação como recurso em disco." + +msgid "Remove animation library." +msgstr "Remover biblioteca de animação." + +msgid "Copy animation to clipboard." +msgstr "Copiar animação para área de transferência." + +msgid "Save animation to resource on disk." +msgstr "Salvar animação como recurso em disco." + +msgid "Remove animation from Library." +msgstr "Remover Animação da Biblioteca." + msgid "Edit Animation Libraries" msgstr "Editar Bibliotecas de Animações" +msgid "New Library" +msgstr "Nova Biblioteca" + +msgid "Create new empty animation library." +msgstr "Criar nova biblioteca de animação vazia." + msgid "Load Library" msgstr "Carregar Biblioteca" +msgid "Load animation library from disk." +msgstr "Carregar biblioteca de animação do disco." + msgid "Storage" msgstr "Armazenamento" @@ -6396,6 +6718,9 @@ msgstr "[Global] (criar)" msgid "Duplicated Animation Name:" msgstr "Nome da Animação Duplicada:" +msgid "Onion skinning requires a RESET animation." +msgstr "Papel Vegetal requer uma animação de RESET." + msgid "Play selected animation backwards from current pos. (A)" msgstr "" "Iniciar animação selecionada de trás pra frente a partir da posição atual. (A)" @@ -6425,6 +6750,9 @@ msgstr "Ferramentas de Animação" msgid "Animation" msgstr "Animação" +msgid "New..." +msgstr "Nova..." + msgid "Manage Animations..." msgstr "Gerenciar Animações..." @@ -6497,6 +6825,9 @@ msgstr "A transição já 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" @@ -6562,8 +6893,11 @@ msgstr "Excluir Tudo" msgid "Root" msgstr "Raiz" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Autor" + +msgid "Version:" +msgstr "Versão:" msgid "Contents:" msgstr "Conteúdos:" @@ -6622,9 +6956,6 @@ msgstr "Falhou:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash de download ruim, assumindo que o arquivo foi adulterado." -msgid "Expected:" -msgstr "Esperado:" - msgid "Got:" msgstr "Obtido:" @@ -6646,6 +6977,12 @@ msgstr "Baixando..." msgid "Resolving..." msgstr "Resolvendo..." +msgid "Connecting..." +msgstr "Conectando..." + +msgid "Requesting..." +msgstr "Solicitando..." + msgid "Error making request" msgstr "Erro ao fazer solicitação" @@ -6679,9 +7016,6 @@ msgstr "Licença (A-Z)" msgid "License (Z-A)" msgstr "Licença (Z-A)" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Testando" @@ -6704,8 +7038,8 @@ msgctxt "Pagination" msgid "Last" msgstr "Último" -msgid "Failed to get repository configuration." -msgstr "Falha ao obter a configuração do repositório." +msgid "Go Online" +msgstr "Ficar Online" msgid "All" msgstr "Todos" @@ -6852,6 +7186,9 @@ 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" @@ -6950,23 +7287,6 @@ msgstr "Centrar Visualização" msgid "Select Mode" msgstr "Modo de Seleção" -msgid "Drag: Rotate selected node around pivot." -msgstr "Arrastar: Gire o nó em torno do pivô." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Arrastar: Mover nó selecionado." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Arrastar: Dimensionar o nó selecionado." - -msgid "V: Set selected node's pivot position." -msgstr "V: Define a posição do pivô do nó selecionado." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+Botão Direito do Mouse: Mostrar a lista de todos os nós na posição " -"clicada, incluindo os bloqueados." - msgid "RMB: Add node at position clicked." msgstr "Botão Direito do Mouse: Adiciona nó na posição clicada." @@ -6985,9 +7305,6 @@ msgstr "Shift: Dimensiona proporcionalmente." msgid "Show list of selectable nodes at position clicked." msgstr "Mostra lista de nós selecionáveis na posição clicada." -msgid "Click to change object's rotation pivot." -msgstr "Clique para alterar o pivô de rotação do objeto." - msgid "Pan Mode" msgstr "Modo Panorâmico" @@ -7063,9 +7380,23 @@ msgstr "Destravar o Nó selecionado, permitindo sua seleção e movimentação." msgid "Unlock Selected Node(s)" msgstr "Desbloquear Nó(s) Selecionado(s)" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa o nó selecionado com seus filhos. Isso faz com que o pai seja " +"selecionado quando qualquer nó filho é clicado em uma visão da cena 2D e 3D." + msgid "Group Selected Node(s)" msgstr "Agrupar Nó(s) Selecionado(s)" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Desagrupa o nó selecionado de seus filhos. Nós filhos serão itens individuais " +"em uma visão da cena 2D e 3D." + msgid "Ungroup Selected Node(s)" msgstr "Desagrupar Nó(s) Selecionado(s)" @@ -7087,9 +7418,6 @@ msgstr "Exibir" msgid "Show When Snapping" msgstr "Exibir ao Encaixar" -msgid "Hide" -msgstr "Esconder" - msgid "Toggle Grid" msgstr "Alternar Grade" @@ -7111,6 +7439,15 @@ msgstr "Mostrar Origem" msgid "Show Viewport" msgstr "Mostrar Viewport" +msgid "Lock" +msgstr "Trancar" + +msgid "Group" +msgstr "Grupo" + +msgid "Transformation" +msgstr "Transformação" + msgid "Gizmos" msgstr "Gizmos" @@ -7123,12 +7460,18 @@ msgstr "Seleção de Quadro" msgid "Preview Canvas Scale" msgstr "Visualização da Escala no Canvas" +msgid "Project theme" +msgstr "Tema do Projeto" + msgid "Editor theme" msgstr "Tema do Editor" msgid "Default theme" msgstr "Tema Padrão" +msgid "Preview Theme" +msgstr "Pré-visualizar tema" + msgid "Translation mask for inserting keys." msgstr "Máscara de translação para inserção de chaves." @@ -7180,17 +7523,26 @@ msgstr "Dividir o passo da grade por 2" msgid "Adding %s..." msgstr "Adicionando %s..." +msgid "Hold Alt when dropping to add as child of root node." +msgstr "Segure Alt quando for soltar para adicionar como um filho do Nó Raiz." + msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "Segure Shift ao soltar para adicionar como irmão do Nó selecionado." +msgid "Hold Alt + Shift when dropping to add as a different node type." +msgstr "Segure Alt+Shift ao soltar para adicionar o Nó como um de outro tipo." + msgid "Cannot instantiate multiple nodes without root." msgstr "Impossível instanciar múltiplos nós sem um nó raiz." msgid "Create Node" msgstr "Criar Nó" -msgid "Error instantiating scene from %s" -msgstr "Erro ao instanciar cena de %s" +msgid "Instantiating:" +msgstr "Instanciando:" + +msgid "Creating inherited scene from: " +msgstr "Criando uma cena herdade a partir de: " msgid "Change Default Type" msgstr "Mudar Tipo Padrão" @@ -7354,6 +7706,12 @@ msgstr "Alinhamento Horizontal" msgid "Vertical alignment" msgstr "Alinhamento Vertical" +msgid "Convert to GPUParticles3D" +msgstr "Converter para GPUParticles3D" + +msgid "Restart" +msgstr "Reiniciar" + msgid "Load Emission Mask" msgstr "Carregar Máscara de Emissão" @@ -7363,9 +7721,6 @@ msgstr "Converter para GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Gerar Contagem de Pontos:" - msgid "Emission Mask" msgstr "Máscara de Emissão" @@ -7378,6 +7733,12 @@ msgstr "Pixels de Borda" msgid "Directed Border Pixels" msgstr "Pixels de Borda Direcionados" +msgid "Centered" +msgstr "Centralizado" + +msgid "Capture Colors from Pixel" +msgstr "Capturar Cores do Pixel" + msgid "Generating Visibility AABB (Waiting for Particle Simulation)" msgstr "Gerando Visibilidade AABB (Aguardando Simulação de Partículas)" @@ -7497,22 +7858,20 @@ msgstr "" msgid "Visible Navigation" msgstr "Navegação Visível" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Quando esta opção está ativa, malhas e polígonos de navegação serão visíveis " -"durante o projeto em execução." - msgid "Visible Avoidance" msgstr "Evitação Visível" +msgid "Debug CanvasItem Redraws" +msgstr "Depurar redesenhos do CanvasItem" + msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." +"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 formas, raios e velocidades dos " -"objetos evitados ficarão visíveis no projeto em execução." +"Quando esta opção está ativa, pedidos de redesenhos de objetos 2D estarão " +"visíveis (como uma piscada curta) no projeto em execução.\n" +"Isso é útil para investigação de problemas no modo de processador fraco." msgid "Synchronize Scene Changes" msgstr "Sincronizar Mudanças de Cena" @@ -7553,6 +7912,37 @@ msgstr "" "aberto e verificando por novas sessões que começarem por fora do próprio " "editor." +msgid "Customize Run Instances..." +msgstr "Customizar instancias a Rodar..." + +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Nome:%s\n" +"Camiho:%s\n" +"Script Principal:%s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Editar Plugin" + +msgid "Installed Plugins:" +msgstr "Plugins Instalados:" + +msgid "Create New Plugin" +msgstr "Criar Novo Plugin" + +msgid "Enabled" +msgstr "Habilitado" + +msgid "Version" +msgstr "Versão" + msgid "Size: %s" msgstr "Tamanho: %s" @@ -7623,9 +8013,6 @@ msgstr "Alterar Comprimento da Forma do Raio de Separação" msgid "Change Decal Size" msgstr "Alterar Tamanho do Decalque" -msgid "Change Fog Volume Size" -msgstr "Alterar Tamanho do Volume de Névoa" - msgid "Change Particles AABB" msgstr "Alterar o AABB das Partículas" @@ -7635,9 +8022,6 @@ msgstr "Alterar o Raio" msgid "Change Light Radius" msgstr "Alterar Raio da Iluminação" -msgid "Start Location" -msgstr "Localização Inicial" - msgid "End Location" msgstr "Localização Final" @@ -7650,6 +8034,9 @@ msgstr "Alterar Posição Final" msgid "Change Probe Size" msgstr "Alterar o Tamanho da Sonda" +msgid "Change Probe Origin Offset" +msgstr "Alterar Deslocamento da Origem da Sonda" + msgid "Change Notifier AABB" msgstr "Alterar o AABB do Notificador" @@ -7668,9 +8055,6 @@ msgstr "" "Só é permitido colocar um ponto em um material processado " "ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Limpar Máscara de Emissão" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -7749,6 +8133,24 @@ msgstr "" msgid "Select path for SDF Texture" msgstr "Selecione o caminho para Textura SDF" +msgid "Add Gradient Point" +msgstr "Adicionar Ponto no Gradiente" + +msgid "Remove Gradient Point" +msgstr "Remover Ponto no Gradiente" + +msgid "Move Gradient Point" +msgstr "Mover Ponto no Gradiente" + +msgid "Recolor Gradient Point" +msgstr "Recolorir Ponto do Gradiente" + +msgid "Reverse Gradient" +msgstr "Gradiente Invertido" + +msgid "Reverse/Mirror Gradient" +msgstr "Gradiente Reverso/Espelhado" + msgid "Move GradientTexture2D Fill Point" msgstr "Mover ponto de preenchimento GradientTexture2D" @@ -7790,6 +8192,25 @@ 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.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"Tamanho máximo de textura é pequeno demais para as imagens de lightmap.\n" +"Apesar disso poder ser corrigido aumentando o tamanho máximo das texturas, é " +"recomendado que você divida a cena em mais objetos em vez disso." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Falha ao criar imagens de lightmap. Certifique-se que todas as malhas " +"selecionadas para o pré-calculo tenham um valor de `lightmap_size_hint` " +"grande o suficiente, e que o valor do `texel_scale` no LightmapGI não seja " +"pequeno demais." + msgid "Bake Lightmaps" msgstr "Gerar Mapas de Iluminação" @@ -7799,41 +8220,14 @@ msgstr "Gerar Mapa de Iluminação" msgid "Select lightmap bake file:" msgstr "Selecione o arquivo de mapa de iluminação gerado:" -msgid "Mesh is empty!" -msgstr "A Malha está vazia!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Não foi possível criar uma forma de colisão Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Criar Corpo Trimesh Estático" - -msgid "This doesn't work on scene root!" -msgstr "Não funciona na raiz da cena!" - -msgid "Create Trimesh Static Shape" -msgstr "Criar Forma Estática Trimesh" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Não foi possível criar forma de colisão convexa para a cena raiz." - -msgid "Couldn't create a single convex collision shape." -msgstr "Não foi possível criar uma forma de colisão convexa simples." - -msgid "Create Simplified Convex Shape" -msgstr "Criar Forma(s) Convexa(s) Simplificada(s)" - -msgid "Create Single Convex Shape" -msgstr "Criar Forma(s) Convexa(s) Simples" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Não foi possível criar uma forma de colisão convexa para a cena raiz." - msgid "Couldn't create any collision shapes." msgstr "Não foi possível criar nenhuma forma de colisão." -msgid "Create Multiple Convex Shapes" -msgstr "Criar Múltipla(s) Forma(s) Convexa(s)" +msgid "Mesh is empty!" +msgstr "A Malha está vazia!" msgid "Create Navigation Mesh" msgstr "Criar Malha de Navegação" @@ -7841,6 +8235,9 @@ msgstr "Criar Malha de Navegação" msgid "Create Debug Tangents" msgstr "Criar Tangentes de Depuração" +msgid "No mesh to unwrap." +msgstr "Nenhuma malha para desempacotar." + msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." @@ -7868,6 +8265,9 @@ 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 desempacotar a malha com sombras mescladas." + msgid "Only triangles are supported for lightmap unwrap." msgstr "Somente triângulos são suportados para desempacotar a lightmap." @@ -7901,20 +8301,34 @@ msgstr "Criar Contorno" msgid "Mesh" msgstr "Malha" -msgid "Create Trimesh Static Body" -msgstr "Criar Corpo Trimesh Estático" +msgid "Create Outline Mesh..." +msgstr "Criar Malha de Contorno..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Cria um StaticBody3D e atribui uma forma de colisão baseada em polígono " -"automaticamente.\n" -"Esta é a opção mais precisa (mas mais lenta) para detecção de colisão." +"Cria uma malha de esboço estática. A malha de contorno terá suas " +"perpendiculares invertidas automaticamente.\n" +"Isso pode ser usado em vez da propriedade StandardMaterial Grow ao usar essa " +"propriedade se possível." -msgid "Create Trimesh Collision Sibling" -msgstr "Criar Colisão Trimesh Irmã" +msgid "View UV1" +msgstr "Visualizar UV1" + +msgid "View UV2" +msgstr "Visualizar UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Desempacotar UV2 para Lightmap/AO" + +msgid "Create Outline Mesh" +msgstr "Criar Malha de Contorno" + +msgid "Outline Size:" +msgstr "Tamanho do Contorno:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7923,9 +8337,6 @@ msgstr "" "Criar uma forma de colisão baseada em polígono.\n" "Este é a opção mais precisa (mas lenta) para detecção de colisão." -msgid "Create Single Convex Collision Sibling" -msgstr "Criar Uma Colisão Convexa Irmã" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7933,9 +8344,6 @@ msgstr "" "Criar uma simples forma convexa de colisão.\n" "Esta é a opção mais rápida (mas menos precisa) para detecção de colisão." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Criar Colisão Convexa Simplificada Irmã" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7945,9 +8353,6 @@ msgstr "" "É semelhante à forma de colisão única, mas pode resultar em uma geometria " "mais simples em alguns casos, com menos precisão." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Criar Múltipla(s) Colisão(ões) Convexa(s) Irmã(s)" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7957,35 +8362,6 @@ msgstr "" "Este é um meio-termo em desempenho entre uma única colisão convexa e uma " "colisão baseada em polígono." -msgid "Create Outline Mesh..." -msgstr "Criar Malha de Contorno..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Cria uma malha de esboço estática. A malha de contorno terá suas " -"perpendiculares invertidas automaticamente.\n" -"Isso pode ser usado em vez da propriedade StandardMaterial Grow ao usar essa " -"propriedade se possível." - -msgid "View UV1" -msgstr "Visualizar UV1" - -msgid "View UV2" -msgstr "Visualizar UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Desempacotar UV2 para Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Criar Malha de Contorno" - -msgid "Outline Size:" -msgstr "Tamanho do Contorno:" - msgid "UV Channel Debug" msgstr "Depuração do Canal UV" @@ -8118,21 +8494,32 @@ msgstr "Editar Polígono (Remover Ponto)" msgid "Create Navigation Polygon" msgstr "Criar Polígono de Navegação" +msgid "Bake NavigationPolygon" +msgstr "Pré-calcular 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 "" -"Faz o bake do PoligonoDeNavegacao por primeiro fazer o parsing da cena para " -"geometria e então cria o polígono de navegação e outros polígonos." +"Pré-calcula o Polígono de Navegação analizando a geometria da cena, e então " +"criando os vértices do polígono." + +msgid "Clear NavigationPolygon" +msgstr "Apagar Polígono de Navegação" msgid "Clears the internal NavigationPolygon outlines, vertices and polygons." -msgstr "Limpa as linhas de borda do PoligonoDeNavegacao, vértices e polígonos." +msgstr "" +"Apaga as bordas, vértices e polígonos internos do Polígono de Navegação." + +msgid "" +"A NavigationPolygon resource must be set or created for this node to work." +msgstr "Crie ou defina um recurso NavigationPolygon para que este nó funcione." msgid "Unnamed Gizmo" msgstr "Gizmo Sem Nome" msgid "Transform Aborted." -msgstr "Transformada Abortada." +msgstr "Transformação Cancelada." msgid "Orthogonal" msgstr "Ortogonal" @@ -8272,6 +8659,15 @@ msgstr "Transladando:" msgid "Rotating %s degrees." msgstr "Rotacionando %s graus." +msgid "Translating %s." +msgstr "Transladando %s." + +msgid "Rotating %f degrees." +msgstr "Rotacionando %f graus." + +msgid "Scaling %s." +msgstr "Escalonando %s." + msgid "Auto Orthogonal Enabled" msgstr "Auto Ortogonal Habilitado" @@ -8356,6 +8752,9 @@ 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..." @@ -8455,6 +8854,13 @@ 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" @@ -8505,6 +8911,18 @@ msgstr "" "WorldEnvironment.\n" "Visualização desativada." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+Botão Direito do Mouse: Mostrar a lista de todos os nós na posição " +"clicada, incluindo os bloqueados." + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Agrupa o nó selecionado com seu(s) Filho(a). Isto seleciona o Pai quando " +"qualquer Nó Filho(a) é clicado em 2D e 3D view." + msgid "Use Local Space" msgstr "Usar Espaço Local" @@ -8637,6 +9055,16 @@ msgstr "Escala do Encaixe (%):" msgid "Viewport Settings" msgstr "Configurações da Viewport" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV é definido como um valor vertical, pois no editor da camera este sempre " +"usa o modo de aspecto \"manter altura\"." + +msgid "Perspective VFOV (deg.):" +msgstr "Perspectiva FOV (graus):" + msgid "View Z-Near:" msgstr "Visão Z-Próximo:" @@ -8765,6 +9193,19 @@ msgstr "Gerar Oclusores" msgid "Select occluder bake file:" msgstr "Selecione o arquivo de geração de oclusão:" +msgid "Convert to Parallax2D" +msgstr "Converter para Parallax2D" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + +msgid "Hold Shift to scale around midpoint instead of moving." +msgstr "" +"Segure Shift para ajustar a escala em torno do centro ao em vez de mover." + +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "Alterne entre mínimo/máximo e valores de base / modos de spread." + msgid "Remove Point from Curve" msgstr "Remover Ponto da Curva" @@ -8789,17 +9230,11 @@ msgstr "Mover Controle de Entrada na Curva" msgid "Move Out-Control in Curve" msgstr "Mover Controle de Saída na Curva" -msgid "Select Points" -msgstr "Selecionar Pontos" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Arrastar: Selecionar Pontos de Controle" - -msgid "Click: Add Point" -msgstr "Clique: Adicionar Ponto" +msgid "Close the Curve" +msgstr "Fechar Curva" -msgid "Left Click: Split Segment (in curve)" -msgstr "Clique Esquerdo: Dividir Segmentos (na curva)" +msgid "Clear Curve Points" +msgstr "Limpar Pontos de Curva" msgid "Right Click: Delete Point" msgstr "Clique Direito: Excluir Ponto" @@ -8807,50 +9242,169 @@ msgstr "Clique Direito: Excluir Ponto" msgid "Select Control Points (Shift+Drag)" msgstr "Selecionar Pontos de Controle (Shift+Arrastar)" -msgid "Add Point (in empty space)" -msgstr "Adicionar Ponto (em espaço vazio)" +msgid "Delete Point" +msgstr "Excluir Ponto" + +msgid "Close Curve" +msgstr "Fechar Curva" + +msgid "Clear Points" +msgstr "Limpar Pontos" + +msgid "Please Confirm..." +msgstr "Confirme, Por Favor..." + +msgid "Remove all curve points?" +msgstr "Remover Todos os Pontos de curva ?" + +msgid "Mirror Handle Angles" +msgstr "Espelhar Ângulos de Controle" + +msgid "Mirror Handle Lengths" +msgstr "Espelhar Comprimento do Controle" + +msgid "Curve Point #" +msgstr "Ponto da Curva #" + +msgid "Handle In #" +msgstr "Alça de Entrada #" + +msgid "Handle Out #" +msgstr "Alça de Saída #" + +msgid "Handle Tilt #" +msgstr "Inclinação da Alça #" + +msgid "Set Curve Point Position" +msgstr "Definir Posição do Ponto da Curva" + +msgid "Set Curve Out Position" +msgstr "Definir Posição de Saída da Curva" + +msgid "Set Curve In Position" +msgstr "Colocar a Curva na Posição" + +msgid "Set Curve Point Tilt" +msgstr "Definir inclinação do Ponto da Curva" + +msgid "Split Path" +msgstr "Dividir Caminho" + +msgid "Remove Path Point" +msgstr "Remover Ponto do Caminho" + +msgid "Reset Out-Control Point" +msgstr "Redefinir Ponto de Controle de Saída" + +msgid "Reset In-Control Point" +msgstr "Redefinir Ponto de Controle de Entrada" + +msgid "Reset Point Tilt" +msgstr "Redefinir Ponto de inclinação" + +msgid "Split Segment (in curve)" +msgstr "Dividir Segmentos (na curva)" + +msgid "Move Joint" +msgstr "Mover Junta" + +msgid "Plugin name cannot be blank." +msgstr "Nome do Plugin não pode ficar vazio." + +msgid "Subfolder name is not a valid folder name." +msgstr "Nome da subpasta não é um nome válido para pastas." + +msgid "Subfolder cannot be one which already exists." +msgstr "Subpasta não pode ser uma que já exista." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Extensão do script deve corresponder à linguagem escolhida da extensão (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# não suporta a ativação de plugins ao criar o projeto pois ele precisa ser " +"compilado primeiro." + +msgid "Edit a Plugin" +msgstr "Editar um Plugin" + +msgid "Create a Plugin" +msgstr "Criar um Plugin" -msgid "Delete Point" -msgstr "Excluir Ponto" +msgid "Plugin Name:" +msgstr "Nome do Plugin:" -msgid "Close Curve" -msgstr "Fechar Curva" +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Obrigatório. Este nome será exibido na lista de plugins." -msgid "Please Confirm..." -msgstr "Confirme, Por Favor..." +msgid "Subfolder:" +msgstr "Subpasta:" -msgid "Mirror Handle Angles" -msgstr "Espelhar Ângulos de Controle" +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 da pasta geralmente deve usar a nomenclatura `snake_case` " +"(evite espaços e caracteres especiais).\n" +"Se deixada em branco, a pasta receberá o nome do plugin convertido para " +"`snake_case`." -msgid "Mirror Handle Lengths" -msgstr "Espelhar Comprimento do Controle" +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 relativamente curta (até 5 linhas).\n" +"Ela será exibida ao passar o mouse sobre o plugin na lista de plugins." -msgid "Curve Point #" -msgstr "Ponto da Curva #" +msgid "Author:" +msgstr "Autor:" -msgid "Handle In #" -msgstr "Manipulador" +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opcional. O nome de usuário, nome completo ou nome da organização do autor." -msgid "Set Curve Out Position" -msgstr "Definir Posição de Saída da Curva" +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 "Set Curve In Position" -msgstr "Colocar a Curva na Posição" +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" +"Observe que um plugin pode usar várias linguagens ao mesmo tempo adicionando " +"mais scripts ao plugin." -msgid "Split Path" -msgstr "Dividir Caminho" +msgid "Script Name:" +msgstr "Nome do Script:" -msgid "Remove Path Point" -msgstr "Remover Ponto do Caminho" +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 do add-on). Se deixado em " +"branco, o padrão será \"plugin.gd\"." -msgid "Split Segment (in curve)" -msgstr "Dividir Segmentos (na curva)" +msgid "Activate now?" +msgstr "Ativar agora?" -msgid "Set Curve Point Position" -msgstr "Definir Posição do Ponto da Curva" +msgid "Plugin name is valid." +msgstr "O nome do plugin é válido." -msgid "Move Joint" -msgstr "Mover Junta" +msgid "Script extension is valid." +msgstr "Extensão de script é válida." + +msgid "Subfolder name is valid." +msgstr "O nome da subpasta é válido." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -8921,11 +9475,8 @@ msgstr "Polígonos" msgid "Bones" msgstr "Ossos" -msgid "Move Points" -msgstr "Mover Pontos" - -msgid "Shift: Move All" -msgstr "Shift: Mover Todos" +msgid "Shift: Scale" +msgstr "Shift: Escala" msgid "Move Polygon" msgstr "Mover Polígono" @@ -9019,6 +9570,15 @@ msgstr "Colar Recurso" msgid "Load Resource" msgstr "Carregar Recurso" +msgid "Path to AnimationMixer is invalid" +msgstr "O caminho para o AnimationMixer é inválido" + +msgid "" +"AnimationMixer has no valid root node path, so unable to retrieve track names." +msgstr "" +"O reprodutor de animações não tem um caminho de nó raiz válido, então não é " +"possível obter os nomes das faixas." + msgid "Clear Recent Files" msgstr "Limpar Arquivos Recentes" @@ -9029,21 +9589,9 @@ msgstr "" msgid "Close and save changes?" msgstr "Fechar e salvar alterações?" -msgid "Error writing TextFile:" -msgstr "Erro ao escrever TextFile:" - -msgid "Error saving file!" -msgstr "Erro ao salvar o arquivo!" - -msgid "Error while saving theme." -msgstr "Erro ao salvar o tema." - msgid "Error Saving" msgstr "Erro ao Salvar" -msgid "Error importing theme." -msgstr "Erro ao importar tema." - msgid "Error Importing" msgstr "Erro ao importar" @@ -9053,9 +9601,6 @@ msgstr "Novo Arquivo de Texto..." msgid "Open File" msgstr "Abrir Arquivo" -msgid "Could not load file at:" -msgstr "Não foi possível carregar o arquivo em:" - msgid "Save File As..." msgstr "Salvar Arquivo Como..." @@ -9087,9 +9632,6 @@ msgstr "Não pode rodar o script porque não é um script ferramenta." msgid "Import Theme" msgstr "Importar Tema" -msgid "Error while saving theme" -msgstr "Erro ao salvar tema" - msgid "Error saving" msgstr "Erro ao salvar" @@ -9199,12 +9741,12 @@ msgstr "" "Os seguintes arquivos são mais recentes no disco.\n" "Que ação deve ser tomada?:" -msgid "Search Results" -msgstr "Resultados da Pesquisa" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "Há mudanças não salvas nos seguinte(s) script(s) built-in(s):" +msgid "Save changes to the following script(s) before quitting?" +msgstr "Salvar alterações no(s) seguinte(s) script(s) antes de sair?" + msgid "Clear Recent Scripts" msgstr "Limpar Scripts Recentes" @@ -9237,9 +9779,6 @@ msgstr "" msgid "[Ignore]" msgstr "(Ignorar)" -msgid "Line" -msgstr "Linha" - msgid "Go to Function" msgstr "Ir para Função" @@ -9250,15 +9789,25 @@ msgstr "" "O recurso não tem um caminho válido porque não foi salvo.\n" "Salve a cena ou o recurso que contém esse recurso e tente novamente." +msgid "Preloading internal resources is not supported." +msgstr "Pré-Carregamento interno de recursos 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 está herdado nesta cena." + msgid "Lookup Symbol" msgstr "Símbolo de Pesquisa" msgid "Pick Color" msgstr "Escolher Cor" +msgid "Line" +msgstr "Linha" + msgid "Folding" msgstr "Dobramento de Código (Folding)" @@ -9298,12 +9847,18 @@ msgstr "Dobrar/Desdobrar 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 Selection" msgstr "Duplicar Seleção" +msgid "Duplicate Lines" +msgstr "Duplicar Linhas" + msgid "Evaluate Selection" msgstr "Avaliar Seleção" @@ -9361,9 +9916,24 @@ msgstr "Vá para o Próximo Ponto de Interrupção" msgid "Go to Previous Breakpoint" msgstr "Ir para Ponto de Interrupção Anterior" +msgid "Save changes to the following shaders(s) before quitting?" +msgstr "Salvar alterações no(s) seguinte(s) shaders antes de sair?" + +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "Há mudanças não salvas nos seguinte(s) shaders integrado(s):" + msgid "Shader Editor" msgstr "Editor Shader" +msgid "New Shader Include..." +msgstr "Novo Shader incluído..." + +msgid "Load Shader File..." +msgstr "Carregar Arquivo Shader..." + +msgid "Load Shader Include File..." +msgstr "Carregar Arquivo de Inclusão de Shader..." + msgid "Save File" msgstr "Salvar Arquivo" @@ -9389,9 +9959,6 @@ msgstr "" "Estrutura de arquivo para '%s' contém erros irrecuperáveis:\n" "\n" -msgid "ShaderFile" -msgstr "ShaderFile" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "Este esqueleto não tem ossos, crie alguns nós filhos Bone2D." @@ -9500,6 +10067,12 @@ msgstr "Criar LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Visualizar LightOccluder2D" +msgid "Can't convert a sprite from a foreign scene." +msgstr "Não é possível converter um Sprite de uma cena externa." + +msgid "Can't convert an empty sprite to mesh." +msgstr "Não é possível converter um Sprite vazio para uma malha." + msgid "Invalid geometry, can't replace by mesh." msgstr "Geometria inválida, não é possível substituir por malha." @@ -9557,6 +10130,12 @@ msgstr "Não foi possível carregar as imagens" msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Não foi possível carregar o recurso de quadro!" +msgid "Paste Frame(s)" +msgstr "Colar Quadro(s)" + +msgid "Paste Texture" +msgstr "Colar Textura" + msgid "Add Empty" msgstr "Adicionar Vazio" @@ -9608,6 +10187,9 @@ msgstr "Adicionar Quadros de uma folha de Sprite" msgid "Delete Frame" msgstr "Excluir Quadro" +msgid "Copy Frame(s)" +msgstr "Copiar Quadro(s)" + msgid "Insert Empty (Before Selected)" msgstr "Inserir Vazio (Antes da Seleção)" @@ -9683,9 +10265,6 @@ msgstr "Deslocamento" msgid "Create Frames from Sprite Sheet" msgstr "Criar Quadros a partir da Folha de Sprite" -msgid "SpriteFrames" -msgstr "SpriteFrames" - msgid "Warnings should be fixed to prevent errors." msgstr "Os avisos devem ser corrigidos para evitar erros." @@ -9696,15 +10275,9 @@ msgstr "" "Este Shader foi modificado no disco.\n" "Que ação deve ser tomada?" -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Memória: %s" -msgid "No Mipmaps" -msgstr "Sem Mipmaps" - msgid "Set Region Rect" msgstr "Definir Região do Retângulo" @@ -9791,9 +10364,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} atualmente selecionado" msgstr[1] "{num} atualmente selecionados" -msgid "Nothing was selected for the import." -msgstr "Nada foi selecionado para a importação." - msgid "Importing Theme Items" msgstr "Importando Itens do Tema" @@ -10356,6 +10926,9 @@ msgstr "Inverter Polígonos Verticalmente" msgid "Edit Polygons" msgstr "Editar Polígonos" +msgid "Expand editor" +msgstr "Expandir editor" + msgid "Add polygon tool" msgstr "Ferramenta adicionar polígono" @@ -10407,6 +10980,9 @@ msgstr "Pintar Conjunto de Terreno" msgid "Painting Terrain" msgstr "Pintando Terreno" +msgid "Can't transform scene tiles." +msgstr "Não foi possível transformar os blocos da cena." + msgid "Can't rotate patterns when using non-square tile grid." msgstr "Não é possível girar padrões ao usar grade de bloco não quadrada." @@ -10416,6 +10992,9 @@ 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 Arquivo Fonte Desconhecido (ID: %d)" @@ -10462,8 +11041,8 @@ msgstr "Seleção" msgid "Paint" msgstr "Pintar" -msgid "Shift: Draw line." -msgstr "Shift: Desenha Linha." +msgid "Shift: Draw rectangle." +msgstr "Shift: Desenha Retângulo." msgctxt "Tool" msgid "Line" @@ -10475,12 +11054,28 @@ msgstr "Retângulo" msgid "Bucket" msgstr "Preencher" +msgid "Alternatively hold %s with other tools to pick tile." +msgstr "" +"Como alternativa, segure %s com outras ferramentas para escolher o tile." + 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 o Tile a esquerda" + +msgid "Rotate Tile Right" +msgstr "Girar o bloco à Direita" + +msgid "Flip Tile Horizontally" +msgstr "Inverter o bloco Horizontalmente" + +msgid "Flip Tile Vertically" +msgstr "Inverter o bloco Verticalmente" + msgid "Contiguous" msgstr "Contiguo" @@ -10497,6 +11092,13 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Tiles" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"O TileSet deste TileMap não tem fonte configurada. Vá para a guia inferior " +"TileSet para adicionar um." + msgid "Sort sources" msgstr "Classificar fontes" @@ -10538,15 +11140,22 @@ msgstr "" "Modo de conexão: pinta um terreno e o conecta com os tiles adjacentes no " "mesmo terreno." +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Modo Caminho: pinta um terreno, então conecta o mesmo ao tile anterior " +"pintado com o mesmo traço." + msgid "Terrains" msgstr "Terrenos" -msgid "Replace Tiles with Proxies" -msgstr "Substituir Tiles por Proxies" - msgid "No Layers" msgstr "Sem Camadas" +msgid "Replace Tiles with Proxies" +msgstr "Substituir Tiles por Proxies" + msgid "Select Next Tile Map Layer" msgstr "Selecionar a Próxima Camada de TileMap" @@ -10565,13 +11174,6 @@ 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" @@ -10676,6 +11278,9 @@ msgstr "Física" msgid "Physics Layer %d" msgstr "Camada de Física %d" +msgid "No physics layers" +msgstr "Sem camadas de física" + msgid "" "Create and customize physics layers in the inspector of the TileSet resource." msgstr "Crie e personalize camadas de física no inspetor do recurso TileSet." @@ -10683,6 +11288,9 @@ msgstr "Crie e personalize camadas de física no inspetor do recurso TileSet." msgid "Navigation Layer %d" msgstr "Camada de Navegação %d" +msgid "No navigation layers" +msgstr "Sem Camada(s) de Navegação" + msgid "" "Create and customize navigation layers in the inspector of the TileSet " "resource." @@ -10694,6 +11302,9 @@ msgstr "Dados Personalizados" msgid "Custom Data %d" msgstr "Dados Personalizados %d" +msgid "No custom data layers" +msgstr "Sem Camada(s) de dados personalizadas" + msgid "" "Create and customize custom data layers in the inspector of the TileSet " "resource." @@ -10705,35 +11316,190 @@ msgid "Select a property editor" msgstr "Selecione um editor de propriedades" msgid "Create tiles" -msgstr "Criar Tiles" +msgstr "Criar tiles" msgid "Create a tile" msgstr "Criar um tile" msgid "Remove tiles" -msgstr "Remover Tiles" +msgstr "Remover tiles" msgid "Move a tile" msgstr "Mover um tile" msgid "Select tiles" -msgstr "Selecionar Tiles" +msgstr "Selecionar tiles" msgid "Resize a tile" msgstr "Redimensionar um tile" msgid "Remove tile" -msgstr "Remover Tile" +msgstr "Remover tile" msgid "Create tile alternatives" msgstr "Criar tiles alternativos" +msgid "Remove Tiles Outside the Texture" +msgstr "Remover Tiles Fora da Textura" + msgid "Create tiles in non-transparent texture regions" msgstr "Criar tiles em regiões de textura não transparentes" msgid "Remove tiles in fully transparent texture regions" msgstr "Remover tiles em regiões de textura totalmente transparentes" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"O valor que identifica unicamente esse tile dentro do TileSet. Cada tile " +"armazena seu ID fonte, então mudá-lo pode tornar alguns tiles inválidos." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Um nome compreensível para o atlas. Dê um nome bem descritivo para ajudar na " +"organização (por exemplo, \"terreno\", \"decorações\", etc.)." + +msgid "The image from which the tiles will be created." +msgstr "A imagem que será usada para criar os tiles." + +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"A margem nas bordas da imagem que não deve ser selecionável como tiles (em " +"pixels). Pode ser útil aumentar isso caso você tenha baixado uma imagem de " +"tilesheet com margens nas bordas (ex: para créditos dos autores)." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"A separação entre cada tile no atlas em pixels. Você pode aumentar isso caso " +"a sua imagem de tilesheet contenha guias (como linhas entre cada tile)." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"O tamanho de cada tile no atlas em pixels. Na maioria dos casos, deve ser o " +"mesmo valor que o tamanho dos tiles definido na propriedade do TileMap (porém " +"isso não é estritamente necessário)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Se marcada, adiciona uma borda transparente de 1 píxel ao redor de cada bloco " +"para evitar sangramento de textura quando a filtragem está habilitada. É " +"recomendado deixar esta opção ativada, a menos que esteja enfrentando " +"problemas de renderização devido ao preenchimento de textura." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"A posição do canto superior esquerdo do bloco no atlas. A posição e o tamanho " +"devem estar no atlas e não podem se sobrepor a outro bloco.\n" +"Cada bloco pintado possui coordenadas de atlas associadas, portanto, alterar " +"essa propriedade pode fazer com que seus TileMaps não sejam exibidos " +"corretamente." + +msgid "The unit size of the tile." +msgstr "O tamanho da unidade do bloco." + +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Número de colunas da grade de animação. Se número de colunas for menor que " +"número de quadros, a animação ajustará automaticamente a contagem de linhas." + +msgid "The space (in tiles) between each frame of the animation." +msgstr "O espaço (em tiles) entre cada quadro (frame) da animação." + +msgid "Animation speed in frames per second." +msgstr "Velocidade da animação em Frames por Segundo." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Determina como a animação será iniciada. No modo \"Padrão\", todos os blocos " +"começam a ser animados no mesmo quadro. No modo \"Horários de início " +"aleatórios\", cada bloco inicia a animação com um deslocamento aleatório." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Se [code]true[/code], o bloco será invertido horizontalmente." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Se [code]true[/code], o bloco será invertido verticalmente." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Se [code]true[/code], o bloco é girado 90 graus [i]no sentido anti-horário[/" +"i] e depois virado verticalmente. Na prática, isso significa que para girar " +"um bloco 90 graus no sentido horário sem o virar, deve habilitar [b]Flip H[/" +"b] e [b]Transpose[/b]. Para girar um bloco 180 graus no sentido horário, " +"habilite [b]Flip H[/b] e [b]Flip V[/b]. Para girar um bloco 270 graus no " +"sentido horário, habilite [b]Flip V[/b] e [b]Transpose[/b]." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"A origem a ser usada para desenhar o bloco. Isso pode ser usado para deslocar " +"visualmente o bloco em comparação com o ladrilho base." + +msgid "The color multiplier to use when rendering the tile." +msgstr "A cor de multiplicação para utilizar ao renderizar o tile." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"O material para utilizar para este tile. Pode-se utilizar essa opção para " +"aplicar um modo de mistura differente ou shaders personalizados para um único " +"tile." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"A ordem de classificação para este tile. Valores mais alto farão com que o " +"tile seja desenhado na frente de outros que estejam na mesma camada. O índice " +"é relativo ao Z-Index do próprio TileMap." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Index do conjunto de terreno ao qual esta bloco pertence. [code]-1[/code] " +"significa que não será usado em terrenos." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"A probabilidade relativa deste bloco aparecer ao pintar com \"Colocar bloco " +"aleatório\" ativado." + msgid "Setup" msgstr "Configurar" @@ -10766,12 +11532,11 @@ 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 "" -"O recurso atual do atlas possui azulejos fora da textura.\n" -"Você pode limpá-lo usando a opção \"%s\" no menu de três 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 grandes." msgid "Create an Alternative Tile" msgstr "Criar um Tile Alternativo" @@ -10795,6 +11560,9 @@ msgstr "Sim" msgid "No" msgstr "Não" +msgid "Invalid texture selected." +msgstr "Textura inválida selecionada." + msgid "Add a new atlas source" msgstr "Adicionar uma nova fonte atlas" @@ -10843,24 +11611,41 @@ msgstr "Adicionar um Tile na Cena" msgid "Remove a Scene Tile" msgstr "Remover um Tile da Cena" -msgid "Scenes collection properties:" -msgstr "Propriedades da coleção de cenas:" +msgid "Drag and drop scenes here or use the Add button." +msgstr "Arraste e solte cenas aqui ou use o botão de adicionar." -msgid "Tile properties:" -msgstr "Propriedades do Tile:" +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"O nome legível para a coleção de cenas. Use um nome descritivo aqui para fins " +"organizacionais (como “obstáculos”, “decoração”, etc.)." -msgid "TileMap" -msgstr "TileMap" +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"ID do bloco de cena na coleção. Cada bloco pintado possui um ID associado, " +"portanto, alterar essa propriedade pode fazer com que seus TileMaps não sejam " +"exibidos corretamente." -msgid "TileSet" -msgstr "TileSet" +msgid "Absolute path to the scene associated with this tile." +msgstr "Caminho absoluto para a cena associada a este bloco." msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." msgstr "" -"Nenhum plugin VCS está disponível no projeto. Instale um plugin VCS para usar " -"os recursos de integração VCS." +"Se [code]true[/code], um marcador de espaço reservado será exibido no topo da " +"visualização da cena. O marcador será exibido de qualquer maneira se a cena " +"não tiver uma visualização válida." + +msgid "Scenes collection properties:" +msgstr "Propriedades da coleção de cenas:" + +msgid "Tile properties:" +msgstr "Propriedades do Tile:" msgid "Error" msgstr "Erro" @@ -11145,24 +11930,18 @@ msgstr "Definir Expressão do VisualShader" msgid "Resize VisualShader Node" msgstr "Redimensionar Nó do VisualShader" -msgid "Hide Port Preview" -msgstr "Ocultar Visualização da Porta" - msgid "Show Port Preview" msgstr "Mostrar Visualização da Porta" -msgid "Set Comment Title" -msgstr "Definir Título do Comentário" - -msgid "Set Comment Description" -msgstr "Definir Descrição do Comentário" - msgid "Set Parameter Name" msgstr "Definir Nome do Parâmetro" msgid "Set Input Default Port" msgstr "Definir Porta Padrão de Entrada" +msgid "Set Custom Node Option" +msgstr "Definir opção de nó personalizado" + msgid "Add Node to Visual Shader" msgstr "Adicionar Nó ao Visual Shader" @@ -11172,8 +11951,8 @@ msgstr "Adicionar Varying ao Visual Shader: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Remover Varying do Visual Shader: %s" -msgid "Node(s) Moved" -msgstr "Nó(s) Movidos" +msgid "Insert node" +msgstr "Inserir nó (node)" msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Converter Nó(s) Constante(s) para Parâmetro(s)" @@ -11268,6 +12047,9 @@ msgstr "Adicionar Nó" msgid "Clear Copy Buffer" msgstr "Limpar Buffer de Cópia" +msgid "Insert New Node" +msgstr "Inserir Novo Nó" + msgid "High-end node" msgstr "Nó Superior" @@ -11830,6 +12612,9 @@ msgstr "" msgid "Reconstructs the World Position of the Node from the depth texture." msgstr "Reconstrói a posição geral 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 do mundo" + msgid "Perform the 2D texture lookup." msgstr "Execute a pesquisa de textura 2D." @@ -12200,6 +12985,9 @@ 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 Visual Shader Alterado" @@ -12218,9 +13006,42 @@ msgstr "Gerar VoxelGI" msgid "Select path for VoxelGI Data File" msgstr "Selecione o caminho para o arquivo de dados VoxelGI" +msgid "Go Online and Open Asset Library" +msgstr "Fique online e Abra a Biblioteca de recursos" + msgid "Are you sure to run %d projects at once?" msgstr "Tem certeza de que deseja executar %d projetos de modo simultâneo?" +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"Não é possível executar o projeto: Nenhuma cena foi definida como principal.\n" +"Por favor, edite o projeto e defina a cena principal nas Configurações do " +"Projeto, na categoria \"Aplicativo\"." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"Não é possível executar o projeto: Os recursos precisam ser importados.\n" +"Edite o projeto para setar a importação inicial." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Não foi possível abrir o projeto em ' %s'.\n" +"O arquivo do Projeto não existe ou está inacessível." + +msgid "" +"Can't open project at '%s'.\n" +"Failed to start the editor." +msgstr "" +"Não foi possível abrir o projeto em '%s'.\n" +"Falha ao iniciar o editor." + msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." @@ -12381,12 +13202,6 @@ msgstr "" "Remover todos os projetos ausentes da lista?\n" "O conteúdo das pastas do projeto não será modificado." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar " -"ausente ou corrompido." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Não foi possível salvar o projeto em '%s' (erro %d)." @@ -12406,6 +13221,12 @@ msgctxt "Application" msgid "Project Manager" msgstr "Gerenciador de Projetos" +msgid "Settings" +msgstr "Configurações" + +msgid "Projects" +msgstr "Projetos" + msgid "New Project" msgstr "Novo Projeto" @@ -12439,12 +13260,31 @@ msgstr "Última Modificação" msgid "Tags" msgstr "Tags" +msgid "You don't have any projects yet." +msgstr "Ainda não tem nenhum projeto." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Comece criando um novo,\n" +"importando um existente ou baixando um modelo de projeto da Biblioteca de " +"Recursos!" + msgid "Create New Project" msgstr "Criar Novo Projeto" msgid "Import Existing Project" msgstr "Importar Projeto Existente" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Nota: A Biblioteca de Recursos requer uma conexão on-line e envolve envio de " +"dados pela Internet." + msgid "Edit Project" msgstr "Editar Projeto" @@ -12460,15 +13300,19 @@ msgstr "Remover Projeto" msgid "Remove Missing" msgstr "Remover Ausente" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Biblioteca de Recursos não disponível (devido ao uso do editor da Web ou " +"porque o suporte SSL está desativado)." + msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Analisar" msgid "Remove All" msgstr "Remover Tudo" -msgid "Also delete project contents (no undo!)" -msgstr "Também deletar os conteúdos do projeto (não pode ser desfeito!)" - msgid "Convert Full Project" msgstr "Converter Projeto Completo" @@ -12514,22 +13358,15 @@ msgstr "Criar Nova Tag" msgid "Tags are capitalized automatically when displayed." msgstr "As tags são capitalizadas automaticamente quando exibidas." -msgid "The path specified doesn't exist." -msgstr "O caminho especificado não existe." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Erro ao abrir arquivo compactado (não está em formato ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Seria uma boa ideia nomear o seu projeto." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Projeto '.zip' inválido; não contém um arquivo 'project.godot'." -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Você não pode salvar um projeto no caminho selecionado. Crie uma nova pasta " -"ou escolha outro caminho." +msgid "The path specified doesn't exist." +msgstr "O caminho especificado não existe." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -12537,27 +13374,6 @@ msgid "" msgstr "" "O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia." -msgid "New Game Project" -msgstr "Novo Projeto de Jogo" - -msgid "Imported Project" -msgstr "Projeto Importado" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Por favor, escolha um arquivo 'project.godot' ou arquivo '.zip'." - -msgid "Invalid project name." -msgstr "Nome de projeto inválido." - -msgid "Couldn't create folder." -msgstr "Impossível criar a pasta." - -msgid "There is already a folder in this path with the specified name." -msgstr "Já existe uma pasta neste caminho com o nome especificado." - -msgid "It would be a good idea to name your project." -msgstr "Seria uma boa ideia nomear o seu projeto." - msgid "Supports desktop platforms only." msgstr "Suporta apenas plataformas de desktop." @@ -12600,9 +13416,6 @@ msgstr "Usa renderizador OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Renderização mais rápida de cenas simples." -msgid "Invalid project path (changed anything?)." -msgstr "Caminho do projeto, inválido (mudou alguma coisa?)." - msgid "Warning: This folder is not empty" msgstr "Aviso: Esta pasta não está vazia" @@ -12629,8 +13442,14 @@ msgstr "Erro ao abrir o arquivo compactado, não está no formato ZIP." msgid "The following files failed extraction from package:" msgstr "Os arquivos a seguir falharam ao serem extraídos do pacote:" -msgid "Package installed successfully!" -msgstr "Pacote instalado com sucesso!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar " +"ausente ou corrompido." + +msgid "New Game Project" +msgstr "Novo Projeto de Jogo" msgid "Import & Edit" msgstr "Importar & Editar" @@ -12683,6 +13502,29 @@ msgstr "Projeto Ausente" msgid "Restart Now" msgstr "Reiniciar Agora" +msgid "Quick Settings" +msgstr "Configuração rápidas" + +msgid "Interface Theme" +msgstr "Tema da interface" + +msgid "Custom preset can be further configured in the editor." +msgstr "" +"A predefinição personalizada pode ser configurada posteriormente no editor." + +msgid "Display Scale" +msgstr "Escala de exibição" + +msgid "Network Mode" +msgstr "Modo de rede" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Configurações alteradas! O Gerenciador de Projetos deve ser reiniciado para " +"as alterações terem efeito." + msgid "Add Project Setting" msgstr "Adicionar Configuração ao Projeto" @@ -12849,7 +13691,40 @@ msgid "Keep Global Transform" msgstr "Manter Transformação Global" msgid "Reparent" -msgstr "Reparentar" +msgstr "Reassociar" + +msgid "Run Instances" +msgstr "Executar instâncias" + +msgid "Enable Multiple Instances" +msgstr "Habilitar múltiplas instâncias" + +msgid "Main Run Args:" +msgstr "Argumentos de execução principal:" + +msgid "Main Feature Tags:" +msgstr "Tags de funcionalidade principais:" + +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Argumentos separados por espaço, exemplo: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Tags separadas por vírgula, exemplo: demo, steam, event" + +msgid "Instance Configuration" +msgstr "Configuração da instância" + +msgid "Override Main Run Args" +msgstr "Substituir argumentos de execução principal" + +msgid "Launch Arguments" +msgstr "Argumentos de início" + +msgid "Override Main Tags" +msgstr "Substituir tags principais" + +msgid "Feature Tags" +msgstr "Tags de funcionalidade" msgid "Pick Root Node Type" msgstr "Escolha o Tipo de Nó Raiz" @@ -12863,12 +13738,21 @@ msgstr "O nome da cena está vazio." msgid "File name invalid." msgstr "Nome de arquivo inválido." +msgid "File name begins with a dot." +msgstr "O nome do arquivo começa com um ponto." + msgid "File already exists." msgstr "O arquivo 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:" @@ -12912,6 +13796,9 @@ msgstr "Nenhum pai para instanciar as cenas." msgid "Error loading scene from %s" msgstr "Erro ao carregar a cena de %s" +msgid "Error instantiating scene from %s" +msgstr "Erro ao instanciar cena de %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -12934,13 +13821,19 @@ msgstr "Remover Script" msgid "This operation can't be done on the tree root." msgstr "Esta operação não pode ser feita na raiz da árvore." +msgid "Move Node in Parent" +msgstr "Mover nó no pai" + +msgid "Move Nodes in Parent" +msgstr "Mover nós no pai" + msgid "Duplicate Node(s)" msgstr "Duplicar Nó(s)" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"Não é possível reparentear nós em cenas herdadas, a ordem dos nós não pode " -"ser alterada." +"Não é possível reassociar nós em cenas herdadas, a ordem dos nós não pode ser " +"alterada." msgid "Node must belong to the edited scene to become root." msgstr "O nó deve pertencer à cena editada para se tornar raiz." @@ -12951,9 +13844,6 @@ msgstr "Cenas instanciadas não podem se tornar raiz" msgid "Make node as Root" msgstr "Tornar Raiz o Nó" -msgid "Delete %d nodes and any children?" -msgstr "Deletar nó \"%d\" e seus filhos?" - msgid "Delete %d nodes?" msgstr "Excluir %d nós?" @@ -13030,9 +13920,19 @@ msgstr "" "Desativar \"editable_instance\" fará com que todas as propriedades do nó " "sejam revertidas para o padrão." +msgid "" +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " +"all properties of the node to be reverted to their default." +msgstr "" +"Habilitar \"Substituto\" 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 "Habilitar Nome(s) Único(s) de Cena" @@ -13048,6 +13948,9 @@ msgstr "Nova Cena Raiz" msgid "Create Root Node:" msgstr "Criar Nó Raiz:" +msgid "Toggle the display of favorite nodes." +msgstr "Alternar a exibição de nós favoritos." + msgid "Other Node" msgstr "Outro Nó" @@ -13072,8 +13975,8 @@ msgstr "Adicionar Script" msgid "Set Shader" msgstr "Definir Shader" -msgid "Cut Node(s)" -msgstr "Recortar Nó(s)" +msgid "Toggle Editable Children" +msgstr "Alternar filhos editáveis" msgid "Remove Node(s)" msgstr "Remover Nó(s)" @@ -13103,9 +14006,6 @@ msgstr "Instanciar Script" msgid "Sub-Resources" msgstr "Sub-Recursos" -msgid "Revoke Unique Name" -msgstr "Revogar Nome Único" - msgid "Access as Unique Name" msgstr "Acesso como Nome Único" @@ -13115,12 +14015,33 @@ msgstr "Limpar Herança" msgid "Editable Children" msgstr "Filhos Editáveis" +msgid "Load as Placeholder" +msgstr "Carregar como Substituto" + msgid "Auto Expand to Selected" msgstr "Auto Expandir Selecionados" +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Se ativo, Reassociar o novo nó irá criar um novo nó no centro dos nó " +"selecionados, se possível." + msgid "All Scene Sub-Resources" msgstr "Todos os sub-recursos de cena" +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 \"type:" +"\" ou \"t:\")\n" +"ou grupo (se prefixado com \"group:\" ou \"g:\"). A filtragem não diferencia " +"maiúsculas de minúsculas." + msgid "Filter by Type" msgstr "Filtrar por Tipo" @@ -13149,21 +14070,51 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Não é possível colar o nó raiz na mesma cena." +msgid "Paste Node(s) as Child of %s" +msgstr "Colar Nó(s) como filho(a) de %s" + +msgid "Paste Node(s) as Root" +msgstr "Colar Nó(s) como Root" + msgid "<Unnamed> at %s" msgstr "<Sem nome> em %s" msgid "(used %d times)" msgstr "(usado %d vezes)" +msgid "Batch Rename..." +msgstr "Renomear em Lote..." + +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 "Alterar Tipo..." + +msgid "Attach Script..." +msgstr "Adicionar Script..." + +msgid "Reparent..." +msgstr "Reparentar..." + +msgid "Reparent to New Node..." +msgstr "Reparentar para Novo Nó..." + msgid "Make Scene Root" msgstr "Tornar Cena Raiz" +msgid "Save Branch as Scene..." +msgstr "Salvar Ramo como Cena..." + msgid "Toggle Access as Unique Name" msgstr "Alternar Acesso como Nome Único" @@ -13367,6 +14318,15 @@ msgstr "Criar Shader" msgid "Set Shader Global Variable" msgstr "Definir Variável Global Shader" +msgid "Name cannot be empty." +msgstr "O Nome não pode ser vazio." + +msgid "Name must be a valid identifier." +msgstr "O nome deve ser um identificador válido." + +msgid "Global shader parameter '%s' already exists." +msgstr "O parâmetro de shader global '%s' já existe'." + msgid "Name '%s' is a reserved shader language keyword." msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." @@ -13393,6 +14353,15 @@ msgstr "" "Este projeto utiliza malhas com um formato de malha obsoleto. Confira o " "registro de saída." +msgid "Upgrading All Meshes in Project" +msgstr "Atualizando Todos as malhas do 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 " @@ -13426,6 +14395,13 @@ msgstr "Reiniciar & Atualizar" msgid "Make this panel floating in the screen %d." msgstr "Faça este painel flutuar na tela %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Torne este painel flutuante.\n" +"Clique com o botão direito para abrir o seletor de tela." + msgid "Select Screen" msgstr "Selecionar tela" @@ -13441,77 +14417,15 @@ msgstr "Alterar Raio Interno do Toro" msgid "Change Torus Outer Radius" msgstr "Alterar Raio Externo do Toro" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Tipo de argumento inválido para convert(), use constantes TYPE_*." - -msgid "Step argument is zero!" -msgstr "O argumento step é zero!" - -msgid "Not a script with an instance" -msgstr "Não é um script com uma instância" - -msgid "Not based on a script" -msgstr "Não é baseado em um script" - -msgid "Not based on a resource file" -msgstr "Não é baseado em um arquivo de recurso" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Formato de dicionário de instância inválido (faltando @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Formato de dicionário de instância inválido (não foi possível carregar o " -"script em @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Formato de dicionário de instância inválido (script inválido em @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Dicionário de instância inválido (subclasses inválidas)" - -msgid "Value of type '%s' can't provide a length." -msgstr "O valor do tipo '%s' não pode fornecer um comprimento." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Argumento de tipo inválido para is_instance_of(), use constantes TYPE_* para " -"tipos integrados." - -msgid "Type argument is a previously freed instance." -msgstr "O argumento de tipo é uma instância previamente liberada." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Argumento de tipo inválido para is_instance_of(), deve ser uma constante " -"TYPE_*, uma classe ou um script." - -msgid "Value argument is a previously freed instance." -msgstr "O argumento de valor é uma instância liberada anteriormente." - msgid "Export Scene to glTF 2.0 File" msgstr "Exportar Cena para Arquivo glTF 2.0" +msgid "Export Settings:" +msgstr "Exportar Configurações:" + msgid "glTF 2.0 Scene..." msgstr "Cena glTF 2.0..." -msgid "Path does not contain a Blender installation." -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 "Path supplied lacks a Blender binary." -msgstr "O caminho fornecido carece de um binário do Blender." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "" -"Esta instalação do Blender é muito antiga para este importador (não 3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "" "O caminho para a instalação do Blender é válido (detectado automaticamente)." @@ -13539,9 +14453,6 @@ msgstr "" "Desativa a importação de arquivos '.blend' do Blender para este projeto. Pode " "ser reativado nas configurações do projeto." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "Desativar a importação de arquivo '.blend' requer reiniciar o editor." - msgid "Next Plane" msgstr "Próximo Plano" @@ -13660,6 +14571,9 @@ 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" @@ -13681,43 +14595,11 @@ msgstr "O nome da classe deve ser um identificador válido" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Não há bytes suficientes para decodificar, ou o formato é inválido." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Não foi possível carregar o tempo de execução do .NET, nenhuma versão " -"compatível foi encontrada.\n" -"A tentativa de criar/editar um projeto resultará em falha.\n" -"\n" -"Instale o .NET SDK 6.0 ou posterior em https://dotnet.microsoft.com/en-us/" -"download e reinicie o Godot." - 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 assemblies .NET.\n" -"Confirme que o diretório '%s' existe e contém os assemblies .NET." - -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Não é possível carregar o tempo de execução do .NET, especificamente " -"hostfxr.\n" -"A tentativa de criar/editar um projeto resultará em falha.\n" -"\n" -"Instale o .NET SDK 6.0 ou posterior em https://dotnet.microsoft.com/en-us/" -"download e reinicie o Godot." +msgid ".NET assemblies not found" +msgstr "Assemblies .NET não encontrados" msgid "%d (%s)" msgstr "%d (%s)" @@ -13751,9 +14633,6 @@ msgstr "Quantidade" msgid "Network Profiler" msgstr "Analisador de Rede" -msgid "Replication" -msgstr "Replicação" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Selecione um nó replicador para escolher uma propriedade para adicionar a ele." @@ -13780,12 +14659,28 @@ msgstr "Adicionar do caminho" msgid "Spawn" msgstr "Gerar" +msgid "Replicate" +msgstr "Replicar" + +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Adicione propriedades usando as opções acima ou\n" +"arraste-as do inspetor e solte-as 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 pode estar vazia." + +msgid "Invalid property path: '%s'" +msgstr "Caminho de propriedade inválido: \"%s\"" + msgid "Set spawn property" msgstr "Definir propriedade de geração" @@ -13846,6 +14741,22 @@ 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 "Apagar Malha de Navegação" + +msgid "Clears the internal NavigationMesh vertices and polygons." +msgstr "Limpar os vértices e polígonos internos da Malha de Navegação." + msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Alterna se a visualização do ruído é computada no espaço 3D." @@ -13921,9 +14832,6 @@ msgstr "Adicionar Ação" msgid "Delete action" msgstr "Excluir Ação" -msgid "OpenXR Action Map" -msgstr "Mapa de Ação do OpenXR" - msgid "Remove action from interaction profile" msgstr "Remover ação do perfil de interação" @@ -13945,25 +14853,8 @@ msgstr "Desconhecido" msgid "Select an action" msgstr "Selecione uma ação" -msgid "Package name is missing." -msgstr "Nome do pacote está faltando." - -msgid "Package segments must be of non-zero length." -msgstr "Seguimentos de pacote necessitam ser de tamanho diferente de zero." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"O caractere '%s' não é permitido em nomes de pacotes de aplicações Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Um dígito não pode ser o primeiro caractere em um seguimento de pacote." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"O caractere '%s' não pode ser o primeiro caractere em um segmento de pacote." - -msgid "The package must have at least one '.' separator." -msgstr "O pacote deve ter pelo menos um '.' separador." +msgid "Choose an XR runtime." +msgstr "Escolha um runtime XR." msgid "Invalid public key for APK expansion." msgstr "Chave pública inválida para expansão do APK." @@ -13977,6 +14868,13 @@ msgstr "\"Usar Compilador Gradle\" deve estar ativado para usar os plug-ins." msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "O OpenXR requer que \"Usar Compilador Gradle\" esteja ativado" +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Comprimir Bibliotecas Nativas\" só é válido quando \"Usar Compilador " +"Gradle\" está ativado." + msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"Exportar AAB\" só é válido quando \"Usar Compilador Gradle\" está ativado." @@ -14038,9 +14936,15 @@ msgstr "Executando no dispositivo..." msgid "Could not execute on device." msgstr "Não foi possível executar no dispositivo." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "Erro: Ocorreu um problema ao validar Usuário e senha" + msgid "Exporting to Android when using C#/.NET is experimental." msgstr "Exportar para Android usando C#/.NET é experimental." +msgid "Android architecture %s not supported in C# projects." +msgstr "A Arquitetura Android %s não é suportada em Projetos C#." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -14071,6 +14975,25 @@ msgid "Release keystore incorrectly configured in the export preset." msgstr "" "Keystore de versão incorretamente configurada na predefinição de exportação." +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "" +"Um caminho valido para o Java SDK é necessário nas Configurações do Editor." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Caminho Invalido do Java SDK nas configurações do Editor." + +msgid "Missing 'bin' directory!" +msgstr "Diretório 'bin' está ausente!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "" +"Não foi possível encontrar o comando \"java\" usando o caminho do Java SDK." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "" +"Por favor, verifique o caminho do Java SDK especificado nas Configurações do " +"Editor." + msgid "A valid Android SDK path is required in Editor Settings." msgstr "Um caminho Android SDK é necessário nas Configurações do Editor." @@ -14114,8 +15037,14 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" deve ser maior ou igual a %d para o renderizador \"%s\"." -msgid "Code Signing" -msgstr "Assinatura de Código" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"O nome do projeto não atende ao requisito para o formato do nome do pacote e " +"será atualizado para \"%s\". Especifique explicitamente o nome do pacote se " +"necessário." msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " @@ -14162,6 +15091,9 @@ msgstr "Verificando %s..." msgid "'apksigner' verification of %s failed." msgstr "A verificação de 'apksigner' de %s falhou." +msgid "Target folder does not exist or is inaccessible: \"%s\"" +msgstr "A pasta destino não existe ou está inacessível: \"%s\"" + msgid "Exporting for Android" msgstr "Exportando para Android" @@ -14184,6 +15116,23 @@ msgstr "" "Tentando compilar a partir de um modelo gradle pronto, mas não existe nenhuma " "informação de versão para ele. Reinstale a partir do menu 'Projeto'." +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"O caminho para o Java SDK pode ser configurado nas Configurações do Editor, " +"em 'exportar/android/java_sdk_path'." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"O caminho do Android SDK pode ser configurado nas Configurações do Editor em " +"'exportar/android/android_sdk_path'." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "Incapaz de sobrescrever os arquivos res:/*.xml com o nome do projeto." + msgid "Could not export project files to gradle project." msgstr "Não foi possível exportar os arquivos do projeto para o projeto Gradle." @@ -14193,9 +15142,16 @@ msgstr "Não foi possível escrever o arquivo do pacote de expansão!" msgid "Building Android Project (gradle)" msgstr "Construindo Projeto Android (gradle)" +msgid "Building of Android project failed, check output for the error:" +msgstr "" +"A compilação do projeto Android falhou, verifique a saída para detalhes:" + msgid "Moving output" msgstr "Movendo 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\"." @@ -14232,25 +15188,41 @@ msgstr "ID da equipe da App Store não especificada." msgid "Invalid Identifier:" msgstr "Identificador Inválido:" +msgid "Could not open a directory at path \"%s\"." +msgstr "Não foi possível abir o diretório no caminho \"%s\"." + msgid "Export Icons" msgstr "Exportar Ícones" -msgid "Exporting for iOS (Project Files Only)" -msgstr "Exportando para iOS (Arquivos do Projeto Apenas)" +msgid "Could not write to a file at path \"%s\"." +msgstr "Não foi possível escrever o arquivo no caminho: \"%s\"." -msgid "Prepare Templates" -msgstr "Preparando Modelos" +msgid "Exporting for iOS" +msgstr "Exportando para iOS" msgid "Export template not found." msgstr "Modelo de exportado não encontrado." +msgid "Failed to create the directory: \"%s\"" +msgstr "Não foi possível criar o diretório: \"%s\"" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "Não foi possível criar e abrir o diretório: \"%s\"" + +msgid "Prepare Templates" +msgstr "Preparando Modelos" + +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"Falha ao exportar os Plugins iOS com o código %d. Verifique a saída do log." + +msgid "Could not create a directory at path \"%s\"." +msgstr "Não foi possível criar o diretório no caminho \"%s\"." + msgid "Code signing failed, see editor log for details." msgstr "" "A assinatura do código falhou, consulte o log do editor para obter detalhes." -msgid "Xcode Build" -msgstr "Compilador Xcode" - msgid "Xcode project build failed, see editor log for details." msgstr "" "A compilação do projeto Xcode falhou, consulte o log do editor para obter " @@ -14273,21 +15245,9 @@ msgstr "Exportar para iOS usando C#/.NET é experimental e requer macOS." msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "Exportar para iOS usando C#/.NET é experimental." -msgid "Identifier is missing." -msgstr "Identificador está ausente." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "O caractere '%s' não é permitido no identificador." - -msgid "Debug Script Export" -msgstr "Exportar Script de Depuração" - msgid "Could not open file \"%s\"." msgstr "Não foi possível abrir o arquivo \"%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." @@ -14303,15 +15263,9 @@ msgstr "Executáveis de 32 bits não podem ter dados incorporados >= 4 GiB." msgid "Executable \"pck\" section not found." msgstr "Seção executável \"pck\" não encontrada." -msgid "Stop and uninstall" -msgstr "Parar e desinstalar" - msgid "Run on remote Linux/BSD system" msgstr "Executar no sistema Linux/BSD remoto" -msgid "Stop and uninstall running project from the remote system" -msgstr "Pare e desinstale o projeto em execução do sistema remoto" - msgid "Run exported project on remote Linux/BSD system" msgstr "Execute o projeto exportado no sistema Linux/BSD remoto" @@ -14479,9 +15433,6 @@ msgstr "" "O acesso à biblioteca de fotos está ativado, mas a descrição de uso não é " "especificada." -msgid "Notarization" -msgstr "Autenticação Documental (Notarização)" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14508,6 +15459,9 @@ msgstr "" "Você pode verificar o progresso manualmente abrindo um Terminal e rodando o " "seguinte comando:" +msgid "Notarization" +msgstr "Autenticação Documental (Notarização)" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14549,18 +15503,12 @@ msgstr "" "Links simbólicos relativos não são suportados, \"%s\" exportado pode estar " "quebrado!" -msgid "PKG Creation" -msgstr "Criação 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" - msgid "Could not start hdiutil executable." msgstr "Não foi possível iniciar o executável hdiutil." @@ -14609,9 +15557,6 @@ msgstr "" msgid "Making PKG" msgstr "Criando PKG" -msgid "Entitlements Modified" -msgstr "Direitos Modificados" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -14709,15 +15654,9 @@ msgstr "Modelo de exportação inválido: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Não foi possível escrever o arquivo: \"%s\"." -msgid "Icon Creation" -msgstr "Criação de Ícone" - msgid "Could not read file: \"%s\"." msgstr "Não foi possível ler o arquivo: \"%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." @@ -14735,23 +15674,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "Não foi possível ler o shell HTML: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Não foi possível criar o diretório do servidor HTTP: \"%s\"." - -msgid "Error starting HTTP server: %d." -msgstr "Erro ao iniciar o servidor HTTP: %d." +msgid "Run in Browser" +msgstr "Rodar no Navegador" msgid "Stop HTTP Server" msgstr "Parar Servidor HTTP" -msgid "Run in Browser" -msgstr "Rodar no Navegador" - msgid "Run exported HTML in the system's default browser." msgstr "Rodar HTML exportado no navegador padrão do sistema." -msgid "Resources Modification" -msgstr "Modificações dos Recursos" +msgid "Could not create HTTP server directory: %s." +msgstr "Não foi possível criar o diretório do servidor HTTP: \"%s\"." + +msgid "Error starting HTTP server: %d." +msgstr "Erro ao iniciar o servidor HTTP: %d." msgid "Icon size \"%d\" is missing." msgstr "O tamanho do ícone \"%d\" está ausente." @@ -15455,13 +16391,6 @@ msgstr "" "VehicleWheel3D serve para fornecer um sistema de rodas para um VehicleBody3D. " "Use-o como filho de um VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"Ainda não há suporte para ReflectionProbes ao usar o Módulo de " -"Compatibilidade GL. O suporte será adicionado em uma versão futura." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15552,12 +16481,6 @@ msgstr "" "Apenas um WorldEnvironment é permitido por cena (ou conjunto de cenas " "instanciadas)." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D deve ter um nó XROrigin3D como pai." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D deve ter um nó XROrigin3D como pai." - msgid "No tracker name is set." msgstr "Nenhum nome de rastreador foi definido." @@ -15567,13 +16490,6 @@ msgstr "Nenhuma pose foi definida." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D requer um nó filho XRCamera3D." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR não está ativado nas configurações do projeto de renderização. A saída " -"estereoscópica não é suportada, a menos que esteja habilitada." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "No nó do BlendTree '%s', animação não encontrada: '%s'" @@ -15619,16 +16535,6 @@ msgstr "" "estiver definido como \"Ignorar\". Para resolver isto, defina o Filtro do " "Mouse como \"Parar\" ou \"Passar\"." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Alterar o índice Z de um controle afeta apenas a ordem do desenho, não a " -"ordem de manipulação do evento de entrada." - -msgid "Alert!" -msgstr "Alerta!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15870,40 +16776,6 @@ msgstr "Expressão constante esperada." msgid "Expected ',' or ')' after argument." msgstr "Esperado ',' ou ')' após o argumento." -msgid "Varying may not be assigned in the '%s' function." -msgstr "A varying não pode ser atribuída na função '%s'." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Varying do tipo de dados '%s' só pode ser atribuída na função 'fragmento'." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Varyings atribuídas na função 'vértice' não podem ser reatribuídas em " -"'fragmento' ou 'luz'." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Varyings atribuídas na função 'fragmento' não podem ser reatribuídas em " -"'vértice' ou 'luz'." - -msgid "Assignment to function." -msgstr "Atribuição à função." - -msgid "Swizzling assignment contains duplicates." -msgstr "A atribuição Swizzling contém duplicatas." - -msgid "Assignment to uniform." -msgstr "Atribuição à uniforme." - -msgid "Constants cannot be modified." -msgstr "As constantes não podem ser modificadas." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16012,6 +16884,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Não é possível usar a função como identificador: '%s'." +msgid "Constants cannot be modified." +msgstr "As constantes não podem ser modificadas." + msgid "Only integer expressions are allowed for indexing." msgstr "Somente expressões inteiras são permitidas para indexação." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index d9a1896079e4..b1330a482477 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -149,12 +149,6 @@ msgstr "D-pad stânga" msgid "D-pad Right" msgstr "D-pad dreapta" -msgid "canceled" -msgstr "anulat" - -msgid "touched" -msgstr "atins" - msgid "released" msgstr "eliberat" @@ -277,15 +271,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exemplu: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d obiect" -msgstr[1] "%d obiecte" -msgstr[2] "%d obiecte" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -615,6 +600,9 @@ msgstr "Înlocuiți Tot" msgid "Selection Only" msgstr "Numai Selecția" +msgid "Hide" +msgstr "Ascunde" + msgid "Toggle Scripts Panel" msgstr "Porniti sau opriti panoul de scripturi" @@ -744,9 +732,6 @@ msgstr "Niciun rezultat pentru \"%s\"." msgid "This class is marked as experimental." msgstr "Această clasă este marcată ca experimentală." -msgid "No description available for %s." -msgstr "Nu exista o descriere pentru %s." - msgid "Favorites:" msgstr "Favorite:" @@ -768,9 +753,6 @@ msgstr "Debugger" msgid "Debug" msgstr "Depanare" -msgid "Instance:" -msgstr "Instanță :" - msgid "Value" msgstr "Valoare" @@ -996,9 +978,6 @@ msgstr "Următoarele fișiere au eșuat extragerea din pachetul \"%s\":" msgid "(and %s more files)" msgstr "(și %s alte fișiere)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Pachetul \"%s\" sa instalat cu succes!" - msgid "Success!" msgstr "Succes!" @@ -1122,28 +1101,6 @@ msgstr "Încarcă Schema de Pistă Audio implicită." msgid "Create a new Bus Layout." msgstr "Creaţi o Schemă nouă de Pistă Audio." -msgid "Invalid name." -msgstr "Nume nevalid." - -msgid "Cannot begin with a digit." -msgstr "Nu poate începe cu o cifră" - -msgid "Valid characters:" -msgstr "Caractere valide:" - -msgid "Must not collide with an existing engine class name." -msgstr "" -"Nume nevalid. Nu trebuie să se lovească cu un nume de clasa deja existent." - -msgid "Must not collide with an existing built-in type name." -msgstr "" -"Nume nevalid. Nu trebuie să se lovească cu un nume de tip rezervat al " -"motorului." - -msgid "Must not collide with an existing global constant name." -msgstr "" -"Nume nevalid. Nu trebuie să se lovească cu un nume de constantă globală." - msgid "Autoload '%s' already exists!" msgstr "AutoLoad '%s' există deja!" @@ -1324,12 +1281,6 @@ msgstr "Încarcă Profil(e)" msgid "Manage Editor Feature Profiles" msgstr "Administrează Profilele Ferestrei de Editare" -msgid "Restart" -msgstr "Restart" - -msgid "Save & Restart" -msgstr "Salvează și Restartează" - msgid "ScanSources" msgstr "SurseScan" @@ -1411,15 +1362,15 @@ msgstr "" "ajută-ne prin a [color = $color] [url = $url] contribui cu una [/ URL] [/ " "color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Proprietate:" msgid "Signal:" msgstr "Semnal:" -msgid "%d match." -msgstr "%d potriviri." - msgid "%d matches." msgstr "%d potriviri." @@ -1498,15 +1449,9 @@ msgstr "Copiază Selecția" msgid "Spins when the editor window redraws." msgstr "Se rotește când fereastra editorului se redeschide." -msgid "Imported resources can't be saved." -msgstr "Resursele importate nu pot fi salvate." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Eroare la salvarea resursei!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1517,15 +1462,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Salvați Resursa Ca..." -msgid "Can't open file for writing:" -msgstr "Nu pot deschide fişierul pentru scris:" - -msgid "Requested file format unknown:" -msgstr "Formatul fişierului solicitat este necunoscut:" - -msgid "Error while saving." -msgstr "Eroare la salvare." - msgid "Saving Scene" msgstr "Salvând Scena" @@ -1535,33 +1471,17 @@ msgstr "Analizând" msgid "Creating Thumbnail" msgstr "Creând Thumbnail" -msgid "This operation can't be done without a tree root." -msgstr "Aceasta operațiune nu se poate face fără o rădăcină de copac." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nu am putut salva scena. Probabil dependenţe (instanţe sau moşteniri) nu au " -"putut fi satisfăcute." - msgid "Save scene before running..." msgstr "Salvați scena înainte de a rula..." -msgid "Could not save one or more scenes!" -msgstr "Nu s-au putut salva una sau mai multe scene!" - msgid "Save All Scenes" msgstr "Salvați toate scenele" msgid "Can't overwrite scene that is still open!" msgstr "Nu pot salva peste scena care este înca deschisă!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nu pot încarca MeshLibrary pentru combinare!" - -msgid "Error saving MeshLibrary!" -msgstr "Eroare la salvarea MeshLibrary!" +msgid "Merge With Existing" +msgstr "Contopește Cu Existentul" msgid "Layout name not found!" msgstr "Numele schemei nu a fost găsit!" @@ -1583,9 +1503,6 @@ msgstr "" "Această resursă a fost importată, astfel încât nu este editabilă. Modificaţi " "setările din panoul de import şi apoi reimportați." -msgid "Changes may be lost!" -msgstr "Modificările pot fi pierdute!" - msgid "Open Base Scene" msgstr "Deschide o scenă de bază" @@ -1598,9 +1515,6 @@ msgstr "Deschide o scenă rapid..." msgid "Quick Open Script..." msgstr "Deschide un script rapid..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s nu mai există! Vă rugăm să specificați o nouă locație de salvare." - msgid "Save Scene As..." msgstr "Salvează scena ca..." @@ -1623,28 +1537,14 @@ msgstr "" msgid "Save & Quit" msgstr "Salvează și Închide" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "" -"Salvezi modificările făcute în urmatoarea(le) scenă(e) înainte să închizi?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Salvezi modificările făcute în urmatoarea(le) scenă(e) înainte să deschizi " "Managerul de Proiect?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Această opțiune este depreciată. Situațiile în care reînprospătarea trebuie " -"forțată sunt acum considerate buguri. Te rugăm să raportezi." - msgid "Pick a Main Scene" msgstr "Alege o Scenă Principală" -msgid "This operation can't be done without a scene." -msgstr "Această operație nu se poate face fără o scenă." - msgid "Export Mesh Library" msgstr "Exportă Librăria de Mesh-uri" @@ -1671,23 +1571,12 @@ msgstr "" "Scena '%s' nu a fost importată automat, deci ea nu poate fi modificată.\n" "Ca să poți face modificări, o nouă scenă derivată poate fi creată." -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 "" -"Eroare la încărcarea scenei, aceasta trebuie să fie în calea spre proiect. " -"Folosește 'Importă' ca să deschizi scena, apoi salveaz-o în calea spre " -"proiect." - msgid "Scene '%s' has broken dependencies:" msgstr "Scena '%s' are dependințe nefuncționale:" msgid "Clear Recent Scenes" msgstr "Curăță Scenele Recente" -msgid "There is no defined scene to run." -msgstr "Nu există nici o scenă definită pentru a execuție." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -1781,15 +1670,9 @@ msgstr "Setări Editor..." msgid "Project" msgstr "Proiect" -msgid "Project Settings..." -msgstr "Setări proiect..." - msgid "Version Control" msgstr "Control versiune" -msgid "Export..." -msgstr "Export..." - msgid "Tools" msgstr "Unelte" @@ -1799,9 +1682,6 @@ msgstr "Explorator de resurse orfane ..." msgid "Quit to Project List" msgstr "Închide spre Lista Proiectului" -msgid "Editor" -msgstr "Editor" - msgid "Editor Layout" msgstr "Schema Editor" @@ -1841,24 +1721,21 @@ msgstr "Raportează o Eroare" msgid "Send Docs Feedback" msgstr "Trimite Feedbackul Docs" +msgid "Save & Restart" +msgstr "Salvează și Restartează" + msgid "Update Continuously" msgstr "Actualizare continuă" msgid "Hide Update Spinner" msgstr "Dezactivează Cercul de Actualizare" -msgid "FileSystem" -msgstr "Sistemul De Fișiere" - msgid "Inspector" msgstr "Inspector" msgid "Node" msgstr "Nod" -msgid "Output" -msgstr "Ieșire" - msgid "Don't Save" msgstr "Nu Salva" @@ -1881,9 +1758,6 @@ msgstr "Pachetul cu șabloane" msgid "Export Library" msgstr "Exportă Librăria" -msgid "Merge With Existing" -msgstr "Contopește Cu Existentul" - msgid "Open & Run a Script" msgstr "Deschide și Execută un Script" @@ -1918,15 +1792,6 @@ msgstr "Deschide Editorul următor" msgid "Open the previous Editor" msgstr "Deschide Editorul anterior" -msgid "Edit Plugin" -msgstr "Editare Plugin" - -msgid "Installed Plugins:" -msgstr "Pluginuri instalate:" - -msgid "Version" -msgstr "Versiune" - msgid "Edit Text:" msgstr "Editare text:" @@ -1975,9 +1840,6 @@ msgstr "Dispozitiv" msgid "Storing File:" msgstr "Fişierul se Stochează:" -msgid "No export template found at the expected path:" -msgstr "Nu a fost găsit niciun șablon de export pe calea așteptată:" - msgid "Packing" msgstr "Ambalare" @@ -2019,33 +1881,6 @@ msgstr "" "Niciun link pentru descărcare nu a fost găsit pentru această versiune. " "Descărcarea directă este disponibilă numai pentru lansări oficiale." -msgid "Disconnected" -msgstr "Deconectat" - -msgid "Resolving" -msgstr "Se Soluționează" - -msgid "Can't Resolve" -msgstr "Nu se poate Soluționa" - -msgid "Connecting..." -msgstr "Conectare..." - -msgid "Can't Connect" -msgstr "Nu se poate Conecta" - -msgid "Connected" -msgstr "Conectat" - -msgid "Requesting..." -msgstr "Se Solicită..." - -msgid "Downloading" -msgstr "Se Descarcă" - -msgid "Connection Error" -msgstr "Eroare de Conexiune" - msgid "Extracting Export Templates" msgstr "Se extrag Șabloanele de Export" @@ -2135,9 +1970,6 @@ msgstr "Eliminare din Preferințe" msgid "Reimport" msgstr "Reimportă" -msgid "Open in File Manager" -msgstr "Deschideți în Administratorul de Fișiere" - msgid "New Folder..." msgstr "Director Nou..." @@ -2156,6 +1988,9 @@ msgstr "Duplicați..." msgid "Rename..." msgstr "Redenumește..." +msgid "Open in File Manager" +msgstr "Deschideți în Administratorul de Fișiere" + msgid "Re-Scan Filesystem" msgstr "Rescanează Sistemul de Fișiere" @@ -2322,6 +2157,9 @@ msgstr "Deschide scriptul:" msgid "Open in Editor" msgstr "Deschidere în Editor" +msgid "Instance:" +msgstr "Instanță :" + msgid "Importing Scene..." msgstr "Se Importa Scena..." @@ -2400,24 +2238,6 @@ msgstr "Grupuri" msgid "Select a single node to edit its signals and groups." msgstr "Selectați un singur nod pentru a-i edita semnalele și grupurile." -msgid "Edit a Plugin" -msgstr "Editează un Plugin" - -msgid "Create a Plugin" -msgstr "Crează un plugin" - -msgid "Update" -msgstr "Actualizare" - -msgid "Plugin Name:" -msgstr "Nume plugin:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Versiune:" - msgid "Create Polygon" msgstr "Crează poligon" @@ -2610,8 +2430,8 @@ msgstr "Tranziție:" msgid "Play Mode:" msgstr "Mod redare:" -msgid "AnimationTree" -msgstr "ArboreAnimație" +msgid "Version:" +msgstr "Versiune:" msgid "Contents:" msgstr "Conținut:" @@ -2661,9 +2481,6 @@ msgstr "A Eșuat:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash eronat de descărcare, se presupune că fișierul este falsificat." -msgid "Expected:" -msgstr "Așteptat:" - msgid "Got:" msgstr "Primit:" @@ -2679,6 +2496,12 @@ msgstr "Descărcare..." msgid "Resolving..." msgstr "Se Rezolvă..." +msgid "Connecting..." +msgstr "Conectare..." + +msgid "Requesting..." +msgstr "Se Solicită..." + msgid "Error making request" msgstr "Eroare la solicitare" @@ -2694,9 +2517,6 @@ msgstr "Reîncearcă" msgid "Download Error" msgstr "Eroare Descărcare" -msgid "Official" -msgstr "Oficial" - msgid "Testing" msgstr "Se Testează" @@ -2813,23 +2633,6 @@ msgstr "Magnificare la 1600%" msgid "Select Mode" msgstr "Selectare mod" -msgid "Drag: Rotate selected node around pivot." -msgstr "Trage: Rotește nodul selectat în jurul pivotului." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Trage: Mută nodul selectat." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Trage: Scalează nodul selectat." - -msgid "V: Set selected node's pivot position." -msgstr "V: Setează poziția pivotului nodului selectat." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Arată o listă a tuturor nodurilor la poziția clickului, inclusiv " -"cele blocate." - msgid "RMB: Add node at position clicked." msgstr "RMB: Adaugă nod la poziția clickului." @@ -2845,9 +2648,6 @@ msgstr "Mod Redimensionare" msgid "Shift: Scale proportionally." msgstr "Shift: Redimensionare proporțională." -msgid "Click to change object's rotation pivot." -msgstr "Click pentru a modifica pivotul de rotație al obiectului." - msgid "Pan Mode" msgstr "Mod În Jur" @@ -2932,9 +2732,6 @@ msgstr "Arată" msgid "Show When Snapping" msgstr "Arată Când Faci Snap" -msgid "Hide" -msgstr "Ascunde" - msgid "Toggle Grid" msgstr "Comutare Grilă" @@ -3028,12 +2825,12 @@ msgstr "Stânga Lat" msgid "Right Wide" msgstr "Dreapta Lat" +msgid "Restart" +msgstr "Restart" + msgid "Load Emission Mask" msgstr "Încărcare Mască de Emisie" -msgid "Generated Point Count:" -msgstr "Număr de Puncte Generate:" - msgid "Emission Mask" msgstr "Mască de Emisie" @@ -3076,12 +2873,18 @@ msgstr "Forme de Coliziune Vizibile" msgid "Visible Navigation" msgstr "Navigare Vizibilă" +msgid "Edit Plugin" +msgstr "Editare Plugin" + +msgid "Installed Plugins:" +msgstr "Pluginuri instalate:" + +msgid "Version" +msgstr "Versiune" + msgid "Generate Visibility Rect" msgstr "Generare Dreptunghi de Vizibilitate" -msgid "Clear Emission Mask" -msgstr "Curăță Masca de Emisie" - msgid "Create Emitter" msgstr "Creare Emițător" @@ -3114,21 +2917,15 @@ msgstr "Procesează Lightmaps" msgid "Select lightmap bake file:" msgstr "Selectare fișier șablon pentru harta de lumină:" -msgid "Mesh is empty!" -msgstr "Mesh-ul este gol!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Nu a putut crea o formă de coliziune Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Creează un Corp Static Trimesh" - -msgid "This doesn't work on scene root!" -msgstr "Asta nu funcționează în rădăcina scenei!" - msgid "Couldn't create any collision shapes." msgstr "Nu a putut crea nici o formă de coliziune." +msgid "Mesh is empty!" +msgstr "Mesh-ul este gol!" + msgid "Create Navigation Mesh" msgstr "Creează un Mesh de Navigare" @@ -3147,12 +2944,6 @@ msgstr "Creează Contur" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "Creează un Corp Static Trimesh" - -msgid "Create Trimesh Collision Sibling" -msgstr "Creează un Frate de Coliziune Trimesh" - msgid "Create Outline Mesh..." msgstr "Se Creează un Mesh de Contur..." @@ -3271,6 +3062,11 @@ msgstr "Creare Poligon de Navigare" msgid "Orthogonal" msgstr "Ortogonal" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Arată o listă a tuturor nodurilor la poziția clickului, inclusiv " +"cele blocate." + msgid "Use Snap" msgstr "Utilizează Snap" @@ -3316,24 +3112,12 @@ msgstr "Deplasare In-Control pe curbă" msgid "Move Out-Control in Curve" msgstr "Deplasare Out-Control pe curbă" -msgid "Select Points" -msgstr "Selectare puncte" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Trage: Selectare puncte de control" - -msgid "Click: Add Point" -msgstr "Click: Adăugare punct" - msgid "Right Click: Delete Point" msgstr "Click Drept: Ștergere punct" msgid "Select Control Points (Shift+Drag)" msgstr "Selectare puncte de control (Shift+Tragere)" -msgid "Add Point (in empty space)" -msgstr "Adăugare punct (într-un spațiu gol)" - msgid "Delete Point" msgstr "Stergere punct" @@ -3343,6 +3127,9 @@ msgstr "Închidere curbă" msgid "Curve Point #" msgstr "Punct de curbă #" +msgid "Set Curve Point Position" +msgstr "Setare poziție punct de curbă" + msgid "Set Curve Out Position" msgstr "Setare poziție de ieșire a curbei" @@ -3358,8 +3145,17 @@ msgstr "Ștergere punct cale" msgid "Split Segment (in curve)" msgstr "Divizare segment (pe curbă)" -msgid "Set Curve Point Position" -msgstr "Setare poziție punct de curbă" +msgid "Edit a Plugin" +msgstr "Editează un Plugin" + +msgid "Create a Plugin" +msgstr "Crează un plugin" + +msgid "Plugin Name:" +msgstr "Nume plugin:" + +msgid "Author:" +msgstr "Autor:" msgid "Create UV Map" msgstr "Creare hartă UV" @@ -3373,9 +3169,6 @@ msgstr "Deschideți editorul UV Poligon 2D." msgid "Polygon 2D UV Editor" msgstr "Editor UV de poligoane 2D" -msgid "Shift: Move All" -msgstr "Shift: Deplasați tot" - msgid "Move Polygon" msgstr "Deplasare poligon" @@ -3427,21 +3220,12 @@ msgstr "Curăță Fișierele Recente" msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "'%s' nu poate fi deschis. Fișierul ar putea fi modificat sau șters." -msgid "Error writing TextFile:" -msgstr "Eroare la scrierea TextFile:" - msgid "Error Saving" msgstr "Eroare La Salvarea" -msgid "Error importing theme." -msgstr "Eroare la importarea temei." - msgid "Error Importing" msgstr "Eroare la importare" -msgid "Could not load file at:" -msgstr "Nu s-a putut încărca fișierul la:" - msgid "File" msgstr "Fișier" @@ -3517,9 +3301,6 @@ msgstr "Cadru Fizic" msgid "Yes" msgstr "Da" -msgid "TileSet" -msgstr "Set de dale" - msgid "Error" msgstr "Eroare" @@ -3566,9 +3347,6 @@ msgstr "Eroare la deschiderea fişierului pachet, nu este în format ZIP." msgid "The following files failed extraction from package:" msgstr "Următoarele file au eșuat extragerea din pachet:" -msgid "Package installed successfully!" -msgstr "Pachet instalat cu succes!" - msgid "Change Action deadzone" msgstr "Modificare acțiune deadzone" @@ -3632,9 +3410,6 @@ msgstr "Va crea un nou fișier script." msgid "Built-in Script:" msgstr "Script încorporat:" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Argument invalid pentru convert(), folosiți constante TYPE_*." - msgid "Next Plane" msgstr "Planul următor" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index e2fac2eaa277..604aa9d455db 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -175,13 +175,22 @@ # G-Shadow <18046412+gshadows@users.noreply.github.com>, 2024. # Макар Разин <makarrazin14@gmail.com>, 2024. # Artem <artemka.hvostov@yandex.ru>, 2024. +# viktordino <truehorrorwebsite@gmail.com>, 2024. +# Marsic112 <gsrsov@gmail.com>, 2024. +# Necro Des <n3crod3s@gmail.com>, 2024. +# Ivan Reshetnikov <ivan.reshetnikov@proton.me>, 2024. +# USBashka <usbashka@gmail.com>, 2024. +# Dauren <xizet7@gmail.com>, 2024. +# Olesya_Gerasimenko <gammaray@basealt.ru>, 2024. +# Atom-FG <PochemuchkaSP@yandex.ru>, 2024. +# Vyber <vyber777@gmail.com>, 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: 2024-03-02 14:19+0000\n" -"Last-Translator: Artem <artemka.hvostov@yandex.ru>\n" +"PO-Revision-Date: 2024-04-21 15:07+0000\n" +"Last-Translator: Vyber <vyber777@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot/ru/>\n" "Language: ru\n" @@ -211,22 +220,22 @@ msgid "Middle Mouse Button" msgstr "Средняя кнопка мыши" msgid "Mouse Wheel Up" -msgstr "Колёсико мыши вверх" +msgstr "Колесо мыши вверх" msgid "Mouse Wheel Down" -msgstr "Колёсико мыши вниз" +msgstr "Колесо мыши вниз" msgid "Mouse Wheel Left" -msgstr "Колёсико мыши влево" +msgstr "Колесо мыши влево" msgid "Mouse Wheel Right" -msgstr "Колёсико мыши вправо" +msgstr "Колесо мыши вправо" msgid "Mouse Thumb Button 1" -msgstr "Боковая кнопка мыши 1" +msgstr "Кнопка большого пальца мыши 1" msgid "Mouse Thumb Button 2" -msgstr "Боковая кнопка мыши 2" +msgstr "Кнопка большого пальца мыши 2" msgid "Button" msgstr "Кнопка" @@ -235,43 +244,43 @@ msgid "Double Click" msgstr "Двойной щелчок" msgid "Mouse motion at position (%s) with velocity (%s)" -msgstr "Движение мыши к позиции (%s) со скоростью движения (%s)" +msgstr "Движение мыши в местоположении (%s) со скоростью движения (%s)" msgid "Left Stick X-Axis, Joystick 0 X-Axis" -msgstr "Ось X левого стика, Ось X джойстика 0" +msgstr "Левый стик по оси X, джойстик 0 по оси X" msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" -msgstr "Ось Y левого стика, Ось Y джойстика 0" +msgstr "Левый стик по оси Y, джойстик 0 по оси Y" msgid "Right Stick X-Axis, Joystick 1 X-Axis" -msgstr "Ось X правого стика, Ось X джойстика 1" +msgstr "Правый стик по оси X, джойстик 1 по оси X" msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" -msgstr "Ось Y правого стика, Ось Y джойстика 1" +msgstr "Правый стик по оси Y, джойстик 1 по оси Y" msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" -msgstr "Ось X джойстика 2, левый триггер, Sony L2, Xbox LT" +msgstr "Джойстик 2 по оси X, левый триггер, Sony L2, Xbox LT" msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" -msgstr "Ось Y джойстика 2, правый триггер, Sony R2, Xbox RT" +msgstr "Джойстик 2 по оси Y, правый триггер, Sony R2, Xbox RT" msgid "Joystick 3 X-Axis" -msgstr "Ось X джойстика 3" +msgstr "Джойстик 3 по оси X" msgid "Joystick 3 Y-Axis" -msgstr "Ось Y джойстика 3" +msgstr "Джойстик 3 по оси Y" msgid "Joystick 4 X-Axis" -msgstr "Ось X джойстика 4" +msgstr "Джойстик 4 по оси X" msgid "Joystick 4 Y-Axis" -msgstr "Ось Y джойстика 4" +msgstr "Джойстик 4 по оси Y" msgid "Unknown Joypad Axis" msgstr "Неизвестная ось джойстика" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Движение джойпада по оси %d (%s) со значением %.2f" +msgstr "Движение джойстика по оси %d (%s) со значением %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Нижнее действие, Sony Cross, Xbox A, Nintendo B" @@ -292,7 +301,7 @@ msgid "Guide, Sony PS, Xbox Home" msgstr "Руководство, Sony PS, Xbox Home" msgid "Start, Xbox Menu, Nintendo +" -msgstr "Старт, Xbox Меню, Nintendo +" +msgstr "Старт, Xbox Menu, Nintendo +" msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Левый стик, Sony L3, Xbox L/LS" @@ -307,34 +316,34 @@ msgid "Right Shoulder, Sony R1, Xbox RB" msgstr "Правый бампер, Sony R1, Xbox RB" msgid "D-pad Up" -msgstr "D-pad вверх" +msgstr "D-pad Вверх" msgid "D-pad Down" -msgstr "D-pad вниз" +msgstr "D-pad Вниз" msgid "D-pad Left" -msgstr "D-pad влево" +msgstr "D-pad Влево" msgid "D-pad Right" -msgstr "D-pad вправо" +msgstr "D-pad Вправо" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" -msgstr "Xbox Share, Микрофон PS5, Nintendo Capture" +msgstr "Xbox Share, PS5 Microphone, Nintendo Capture" msgid "Xbox Paddle 1" -msgstr "Xbox крестовина 1" +msgstr "Xbox Крестовина 1" msgid "Xbox Paddle 2" -msgstr "Xbox крестовина 2" +msgstr "Xbox Крестовина 2" msgid "Xbox Paddle 3" -msgstr "Xbox крестовина 3" +msgstr "Xbox Крестовина 3" msgid "Xbox Paddle 4" -msgstr "Xbox крестовина 4" +msgstr "Xbox Крестовина 4" msgid "PS4/5 Touchpad" -msgstr "PS4/5 тачпад" +msgstr "PS4/5 Тачпад" msgid "Joypad Button %d" msgstr "Кнопка джойстика %d" @@ -342,22 +351,15 @@ msgstr "Кнопка джойстика %d" msgid "Pressure:" msgstr "Сила нажатия:" -msgid "canceled" -msgstr "отменил" - -msgid "touched" -msgstr "коснулся" - msgid "released" -msgstr "отпустил" +msgstr "отпускание" msgid "Screen %s at (%s) with %s touch points" msgstr "Экран %s в (%s) с %s точками касания" msgid "" "Screen dragged with %s touch points at position (%s) with velocity of (%s)" -msgstr "" -"Экран перетаскивание с %s точек касания в позиции (%s) со скоростью (%s)" +msgstr "Экран с %s точками касания в позиции (%s) перетянут со скоростью (%s)" msgid "Magnify Gesture at (%s) with factor %s" msgstr "Жест увеличения в (%s) с коэффициентом %s" @@ -366,25 +368,25 @@ msgid "Pan Gesture at (%s) with delta (%s)" msgstr "Жест панорамирования на (%s) с дельтой (%s)" msgid "MIDI Input on Channel=%s Message=%s" -msgstr "MIDI вход на канале=%s сообщение=%s" +msgstr "MIDI Вход на канале=%s Сообщение=%s" msgid "Input Event with Shortcut=%s" -msgstr "Событие ввода с сочетанием клавиш=%s" +msgstr "Событие ввода с горячей клавишей=%s" msgid "Accept" msgstr "Подтвердить" msgid "Select" -msgstr "Выбор" +msgstr "Выделение" msgid "Cancel" msgstr "Отмена" msgid "Focus Next" -msgstr "Следующий фокус" +msgstr "Фокус на следующем элементе" msgid "Focus Prev" -msgstr "Предыдущий фокус" +msgstr "Фокус на предыдущем элементе" msgid "Left" msgstr "Влево" @@ -444,7 +446,7 @@ msgid "Dedent" msgstr "Уменьшить отступ" msgid "Backspace" -msgstr "Возврат" +msgstr "Стереть" msgid "Backspace Word" msgstr "Стереть слово" @@ -462,16 +464,16 @@ msgid "Delete all to Right" msgstr "Удалить всё справа" msgid "Caret Left" -msgstr "Каретка влево" +msgstr "Курсор влево" msgid "Caret Word Left" -msgstr "Каретка влево на слово" +msgstr "Курсор влево на слово" msgid "Caret Right" -msgstr "Каретка вправо" +msgstr "Курсор вправо" msgid "Caret Word Right" -msgstr "Каретка вправо на слово" +msgstr "Курсор вправо на слово" msgid "Caret Up" msgstr "Каретка вверх" @@ -516,7 +518,7 @@ msgid "Select Word Under Caret" msgstr "Выделить слово под курсором" msgid "Add Selection for Next Occurrence" -msgstr "Добавить выделение для следующего возникновения" +msgstr "Добавить выделение для следующего вхождения" msgid "Clear Carets and Selection" msgstr "Очистить каретки и выделение" @@ -540,7 +542,7 @@ msgid "Refresh" msgstr "Обновить" msgid "Show Hidden" -msgstr "Показать скрытые" +msgstr "Показывать скрытые" msgid "Swap Input Direction" msgstr "Сменить направление ввода" @@ -559,13 +561,13 @@ msgid "Invalid index of type %s for base type %s" msgstr "Недопустимый индекс типа %s для базового типа %s" msgid "Invalid named index '%s' for base type %s" -msgstr "Недопустимый именованный индекс '%s' для базового типа %s" +msgstr "Недопустимый именованный индекс «%s» для базового типа %s" msgid "Invalid arguments to construct '%s'" -msgstr "Недопустимые аргументы для построения '%s'" +msgstr "Недопустимые аргументы для построения «%s»" msgid "On call to '%s':" -msgstr "При вызове '%s':" +msgstr "При вызове «%s»:" msgid "Built-in script" msgstr "Встроенный скрипт" @@ -594,39 +596,24 @@ msgstr "ПиБ" msgid "EiB" msgstr "ЭиБ" -msgid "Example: %s" -msgstr "Пример: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d элемент" -msgstr[1] "%d элемента" -msgstr[2] "%d элементов" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" -"Неверное имя действия. Оно не может быть пустым и не может содержать символы " -"'/', ':', '=', '\\' или '\"'" +"Недопустимое имя действия. Оно не может быть пустым и не может содержать " +"символы «/», «:», «=», «\\» или «\"»" msgid "An action with the name '%s' already exists." -msgstr "Действие с именем '%s' уже существует." - -msgid "Cannot Revert - Action is same as initial" -msgstr "Невозможно обратить - Действие схоже с первоначальным" +msgstr "Действие с именем «%s» уже существует." msgid "Revert Action" -msgstr "Обратить действие" +msgstr "Откатить действие" msgid "Add Event" msgstr "Добавить событие" -msgid "Remove Action" -msgstr "Удалить действие" - msgid "Cannot Remove Action" -msgstr "Невозможно удалить действие" +msgstr "Нельзя удалить действие" msgid "Edit Event" msgstr "Изменить событие" @@ -638,7 +625,7 @@ msgid "Filter by Name" msgstr "Фильтр по имени" msgid "Clear All" -msgstr "Очистить всё" +msgstr "Очистить" msgid "Add New Action" msgstr "Добавить новое действие" @@ -662,7 +649,7 @@ msgid "Value:" msgstr "Значение:" msgid "Update Selected Key Handles" -msgstr "Обновить ручки выделенных ключей" +msgstr "Обновить маркеры выделенных ключей" msgid "Insert Key Here" msgstr "Вставить ключ здесь" @@ -671,52 +658,52 @@ msgid "Duplicate Selected Key(s)" msgstr "Дублировать выделенные ключи" msgid "Cut Selected Key(s)" -msgstr "Вырезать выделенный(ые) ключ(и)" +msgstr "Вырезать выделенные ключи" msgid "Copy Selected Key(s)" -msgstr "Копировать выделенный(ые) ключ(и)" +msgstr "Копировать выделенные ключи" msgid "Paste Key(s)" -msgstr "Вставить ключ(и)" +msgstr "Вставить ключи" msgid "Delete Selected Key(s)" msgstr "Удалить выделенные ключи" msgid "Make Handles Free" -msgstr "Сделать ручки свободными" +msgstr "Сделать маркеры свободными" msgid "Make Handles Linear" -msgstr "Сделать ручки линейными" +msgstr "Сделать маркеры линейными" msgid "Make Handles Balanced" -msgstr "Сделать ручки сбалансированными" +msgstr "Сделать маркеры сбалансированными" msgid "Make Handles Mirrored" -msgstr "Сделать ручки отраженными" +msgstr "Сделать маркеры отражёнными" msgid "Make Handles Balanced (Auto Tangent)" -msgstr "Сделать ручки сбалансированными (авто тангенс)" +msgstr "Сделать маркеры сбалансированными (автотангенс)" msgid "Make Handles Mirrored (Auto Tangent)" -msgstr "Сделать ручки отраженными (авто тангенс)" +msgstr "Сделать маркеры отражёнными (автотангенс)" msgid "Add Bezier Point" msgstr "Добавить точку Безье" msgid "Move Bezier Points" -msgstr "Передвинуть точки Безье" +msgstr "Переместить точки Безье" msgid "Animation Duplicate Keys" -msgstr "Анимация дублировать ключи" +msgstr "Дублировать ключи анимации" msgid "Animation Cut Keys" -msgstr "Клавиши вырезания анимации" +msgstr "Вырезать ключи анимации" msgid "Animation Paste Keys" -msgstr "Клавиши вставки анимации" +msgstr "Вставить ключи анимации" msgid "Animation Delete Keys" -msgstr "Анимация удалить ключи" +msgstr "Удалить ключи анимации" msgid "Focus" msgstr "Фокус" @@ -728,40 +715,40 @@ msgid "Deselect All Keys" msgstr "Снять выделение с ключей" msgid "Animation Change Transition" -msgstr "Анимация изменить переход" +msgstr "Изменить переход анимации" msgid "Animation Change Position3D" -msgstr "Анимация изменения Position3D" +msgstr "Изменить Position3D анимации" msgid "Animation Change Rotation3D" -msgstr "Анимация изменить Rotation3D" +msgstr "Изменить Rotation3D анимации" msgid "Animation Change Scale3D" -msgstr "Анимация: Изменение Scale3D" +msgstr "Изменить Scale3D анимации" msgid "Animation Change Keyframe Value" -msgstr "Анимация изменить значение ключевого кадра" +msgstr "Изменить значение ключевого кадра анимации" msgid "Animation Change Call" -msgstr "Анимация изменить вызов" +msgstr "Изменить вызов анимации" msgid "Animation Multi Change Transition" -msgstr "Мультиизменение анимации Transition" +msgstr "Множественное изменение перехода анимации" msgid "Animation Multi Change Position3D" -msgstr "Анимация: Множественное изменение положения в 3D" +msgstr "Множественное изменение Position3D анимации" msgid "Animation Multi Change Rotation3D" -msgstr "Анимация: Множественное изменение вращения в 3D" +msgstr "Множественное изменение Rotation3D анимации" msgid "Animation Multi Change Scale3D" -msgstr "Анимация: Множественное изменение масштаба в 3D" +msgstr "Множественное изменение Scale3D анимации" msgid "Animation Multi Change Keyframe Value" -msgstr "Значение ключевого кадра мульти-изменяемой анимации" +msgstr "Множественное изменение значения ключевого кадра анимации" msgid "Animation Multi Change Call" -msgstr "Вызов Множественного Изменения Анимации" +msgstr "Множественное изменение вызова анимации" msgid "Change Animation Length" msgstr "Изменить длину анимации" @@ -779,31 +766,31 @@ msgstr "" "Невозможно переключить режим зацикливания анимации, встроенной в другую сцену." msgid "Property Track..." -msgstr "Слежка за свойством..." +msgstr "Дорожка свойства…" msgid "3D Position Track..." -msgstr "Слежка за 3D-позицией" +msgstr "Дорожка положения 3D…" msgid "3D Rotation Track..." -msgstr "Слежка за 3D-вращением" +msgstr "Дорожка вращения 3D…" msgid "3D Scale Track..." -msgstr "Слежка за 3D-маштабом" +msgstr "Дорожка масштабирования 3D…" msgid "Blend Shape Track..." -msgstr "Слежка за смешением форм" +msgstr "Дорожка формы смешивания…" msgid "Call Method Track..." -msgstr "Слежка за вызовами метода" +msgstr "Дорожка вызова метода…" msgid "Bezier Curve Track..." -msgstr "Слежка за кривой Безье" +msgstr "Дорожка кривой Безье…" msgid "Audio Playback Track..." -msgstr "Слежка за воспроизведением аудио" +msgstr "Дорожка воспроизведения аудио…" msgid "Animation Playback Track..." -msgstr "Слежка за воспроизведением анимации" +msgstr "Дорожка воспроизведения анимации…" msgid "Animation length (frames)" msgstr "Длина анимации (в кадрах)" @@ -827,10 +814,10 @@ msgid "Animation Clips:" msgstr "Клипы анимации:" msgid "Change Track Path" -msgstr "Изменить путь дорожки" +msgstr "Изменить путь к дорожке" msgid "Toggle this track on/off." -msgstr "Включить/выключить эту дорожку." +msgstr "Включить/отключить эту дорожку." msgid "Use Blend" msgstr "Использовать смешивание" @@ -869,25 +856,25 @@ msgid "(Invalid, expected type: %s)" msgstr "(Неверный, ожидаемый тип: %s)" msgid "Easing:" -msgstr "Смягчение:" +msgstr "Переход В-ИЗ:" msgid "In-Handle:" -msgstr "Ручка В:" +msgstr "Маркер В:" msgid "Out-Handle:" -msgstr "Ручка ИЗ:" +msgstr "Маркер ИЗ:" msgid "Handle mode: Free\n" -msgstr "Режим ручки: Свободный\n" +msgstr "Режим маркера: Свободный\n" msgid "Handle mode: Linear\n" -msgstr "Режим ручки: Линейный\n" +msgstr "Режим маркера: Линейный\n" msgid "Handle mode: Balanced\n" -msgstr "Режим ручки: Сбалансированный\n" +msgstr "Режим маркера: Сбалансированный\n" msgid "Handle mode: Mirrored\n" -msgstr "Режим ручки: Отражённый\n" +msgstr "Режим маркера: Отражённый\n" msgid "Stream:" msgstr "Поток:" @@ -902,7 +889,7 @@ msgid "Animation Clip:" msgstr "Клип анимации:" msgid "Toggle Track Enabled" -msgstr "Включить/выключить дорожку" +msgstr "Включить/отключить дорожку" msgid "Don't Use Blend" msgstr "Не использовать смешивание" @@ -932,22 +919,22 @@ msgid "Cubic Angle" msgstr "Кубический угол" msgid "Clamp Loop Interp" -msgstr "Обрезание перехода зацикливания" +msgstr "Приведение интерп. циклов" msgid "Wrap Loop Interp" -msgstr "Перенос перехода зацикливания" +msgstr "Перенос интерп. циклов" msgid "Insert Key..." -msgstr "Вставить ключ..." +msgstr "Вставить ключ…" msgid "Duplicate Key(s)" -msgstr "Дублировать ключ(и)" +msgstr "Дублировать ключи" msgid "Cut Key(s)" -msgstr "Вырезать ключ(и)" +msgstr "Вырезать ключи" msgid "Copy Key(s)" -msgstr "Копировать ключ(и)" +msgstr "Копировать ключи" msgid "Add RESET Value(s)" msgstr "Добавить RESET-значение(я)" @@ -962,17 +949,17 @@ msgid "Change Animation Interpolation Mode" msgstr "Изменить способ интерполяции анимации" msgid "Change Animation Loop Mode" -msgstr "Изменить режим зацикливания анимации" +msgstr "Изменить режим цикла анимации" msgid "Change Animation Use Blend" -msgstr "Изменить использование смешивания анимации" +msgstr "Изменить использование смешивания в анимации" msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " "compression disabled in order to edit." msgstr "" -"Сжатые дорожки не могут быть удалены/изменены. Реимпортируйте анимацию с " -"выключенным сжатием для их редактирования." +"Сжатые дорожки не могут быть удалены/изменены. Для редактирования анимации " +"нужно переимпортировать её с выключенным сжатием." msgid "Remove Anim Track" msgstr "Удалить дорожку анимации" @@ -992,19 +979,19 @@ msgid "Create" msgstr "Создать" msgid "Animation Insert Key" -msgstr "Анимация вставить ключ" +msgstr "Вставить ключ анимации" msgid "node '%s'" -msgstr "узел '%s'" +msgstr "узел «%s»" msgid "animation" msgstr "анимация" msgid "AnimationPlayer can't animate itself, only other players." -msgstr "AnimationPlayer не может анимировать сам себя, только другие плееры." +msgstr "AnimationPlayer не может анимировать сам себя, только других." msgid "property '%s'" -msgstr "свойство '%s'" +msgstr "свойство «%s»" msgid "Change Animation Step" msgstr "Изменить шаг анимации" @@ -1017,7 +1004,7 @@ msgstr "Дорожки формы смешивания применяются т msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "" -"Дорожки 3D позиции/вращения/масштабирования применяются только к 3D-узлам." +"3D-дорожки положения/вращения/масштабирования применяются только к 3D-узлам." msgid "" "Audio tracks can only point to nodes of type:\n" @@ -1025,7 +1012,7 @@ msgid "" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" -"Аудио дорожки могут указывать только на узлы типа:\n" +"Звуковые дорожки могут указывать только на узлы типа:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" @@ -1055,7 +1042,7 @@ msgid "Add Rotation Key" msgstr "Добавить ключ вращения" msgid "Add Scale Key" -msgstr "Добавить ключ масштаба" +msgstr "Добавить ключ масштабирования" msgid "Add Track Key" msgstr "Добавить ключ дорожки" @@ -1064,13 +1051,13 @@ msgid "Track path is invalid, so can't add a method key." msgstr "Путь к дорожке некорректен, потому нельзя добавить ключ метода." msgid "Add Method Track Key" -msgstr "Добавить ключ дорожки метода" +msgstr "Добавить ключ дорожки для метода" msgid "Method not found in object:" -msgstr "Метод не найден в объекте:" +msgstr "В объекте нет такого метода:" msgid "Animation Move Keys" -msgstr "Анимация переместить ключи" +msgstr "Переместить ключи анимации" msgid "Position" msgstr "Позиция" @@ -1079,7 +1066,7 @@ msgid "Rotation" msgstr "Поворот" msgid "Scale" -msgstr "Масштаб" +msgstr "Масштабировать" msgid "BlendShape" msgstr "Форма смешивания" @@ -1100,16 +1087,19 @@ msgid "Paste Tracks" msgstr "Вставить дорожки" msgid "Animation Scale Keys" -msgstr "Анимация ключи масштаба" +msgstr "Масштабировать ключи анимации" + +msgid "Animation Set Start Offset" +msgstr "Установка сдвига от начала анимации" msgid "Animation Set End Offset" -msgstr "Смещение конца анимации" +msgstr "Установка сдвига от конца анимации" msgid "Make Easing Keys" msgstr "Создать ключи плавного перехода" msgid "Animation Add RESET Keys" -msgstr "Анимация добавить RESET-ключи" +msgstr "Добавить RESET-ключи анимации" msgid "Bake Animation as Linear Keys" msgstr "Запечь анимацию как линейные ключи" @@ -1124,14 +1114,14 @@ msgid "" "enable \"Save To File\" and\n" "\"Keep Custom Tracks\"." msgstr "" -"Эта анимация принадлежит импортированной сцене, поэтому изменения, внесенные " -"в импортированные дорожки, не будут сохранены.\n" +"Данная анимация принадлежит импортированной сцене, поэтому изменения, " +"внесённые в импортированные дорожки, не будут сохранены.\n" "\n" -"Чтобы изменить эту анимацию, перейдите к настройкам расширенного импорта " -"сцены и выберите анимацию.\n" -"Здесь доступны некоторые опции, включая зацикливание. Чтобы добавить " -"пользовательские дорожки, включите \"Сохранить в файл\" и\n" -"\"Сохранять пользовательские дорожки\"." +"Чтобы изменить эту анимацию, перейдите к расширенным настройкам импорта сцены " +"и выберите её.\n" +"Здесь доступны некоторые опции, в том числе зацикливание. Чтобы добавить " +"пользовательские дорожки, включите опции «Сохранить в файл» и\n" +"«Сохранять пользовательские дорожки»." msgid "" "Some AnimationPlayerEditor's options are disabled since this is the dummy " @@ -1140,14 +1130,14 @@ msgid "" "The dummy player is forced active, non-deterministic and doesn't have the " "root motion track. Furthermore, the original node is inactive temporary." msgstr "" -"Некоторые опции AnimationPlayerEditor-а были заблокированы, т.к. это " -"\"пустышка\" AnimationPlayer для просмотра.\n" +"Некоторые опции AnimationPlayerEditor были заблокированы, т.к. это «пустышка» " +"AnimationPlayer для просмотра.\n" "\n" -"Плеер - \"пустышка\" принудительно активен, недетерминирован и не имеет " -"корневой дорожки движения. Более того, исходный узел временно неактивен." +"Плеер-«пустышка» принудительно активен, недетерминирован и не имеет корневой " +"дорожки движения. Более того, исходный узел временно неактивен." msgid "AnimationPlayer is inactive. The playback will not be processed." -msgstr "AnimationPlayer не активен. Воспроизведение не будет обработано." +msgstr "AnimationPlayer неактивен. Воспроизведение не будет обработано." msgid "Select an AnimationPlayer node to create and edit animations." msgstr "Выберите узел AnimationPlayer для создания и редактирования анимаций." @@ -1156,13 +1146,13 @@ msgid "Imported Scene" msgstr "Импортированная сцена" msgid "Warning: Editing imported animation" -msgstr "Предупреждение: Редактирование импортированной анимации" +msgstr "Предупреждение: редактирование импортированной анимации" msgid "Dummy Player" -msgstr "Плеер - \"пустышка\"" +msgstr "Плеер-«пустышка»" msgid "Warning: Editing dummy AnimationPlayer" -msgstr "Предупреждение: Редактирование пустышки AnimationPlayer" +msgstr "Предупреждение: редактирование AnimationPlayer-«пустышки»" msgid "Inactive Player" msgstr "Неактивный плеер" @@ -1189,7 +1179,7 @@ msgid "Seconds" msgstr "Секунды" msgid "FPS" -msgstr "FPS" +msgstr "Кадр/с" msgid "Edit" msgstr "Редактировать" @@ -1201,19 +1191,19 @@ msgid "Copy Tracks..." msgstr "Копировать дорожки…" msgid "Scale Selection..." -msgstr "Выбор масштаба..." +msgstr "Масштабировать выбранное…" msgid "Scale From Cursor..." -msgstr "Масштабировать от курсора..." +msgstr "Масштабировать от курсора…" msgid "Set Start Offset (Audio)" -msgstr "Установить отступ от начала (Аудио)" +msgstr "Установка сдвига от начала (аудио)" msgid "Set End Offset (Audio)" -msgstr "Установить отступ от конца (Аудио)" +msgstr "Установка сдвига от конца (аудио)" msgid "Make Easing Selection..." -msgstr "Облегчить выделение…" +msgstr "Создать выделение плавного перехода…" msgid "Duplicate Selected Keys" msgstr "Дублировать выделенные ключи" @@ -1246,7 +1236,7 @@ msgid "Apply Reset" msgstr "Применить сброс" msgid "Bake Animation..." -msgstr "Запечь анимацию..." +msgstr "Запечь анимацию…" msgid "Optimize Animation (no undo)..." msgstr "Оптимизировать анимацию (нельзя отменить)…" @@ -1255,7 +1245,7 @@ msgid "Clean-Up Animation (no undo)..." msgstr "Подчистить анимацию (нельзя отменить)…" msgid "Pick a node to animate:" -msgstr "Выберите узел для анимации:" +msgstr "Выбор узла для анимации:" msgid "Use Bezier Curves" msgstr "Использовать кривые Безье" @@ -1294,7 +1284,7 @@ msgid "Clean-up all animations" msgstr "Подчистить все анимации" msgid "Clean-Up Animation(s) (NO UNDO!)" -msgstr "Подчистить анимацию(и) (Нельзя отменить!)" +msgstr "Подчистить анимации (НЕЛЬЗЯ ОТМЕНИТЬ)" msgid "Clean-Up" msgstr "Подчистить" @@ -1303,7 +1293,7 @@ msgid "Scale Ratio:" msgstr "Коэффициент масштабирования:" msgid "Select Transition and Easing" -msgstr "Выбрать переход и ослабление" +msgstr "Выбрать переход и сглаживание" msgctxt "Transition Type" msgid "Linear" @@ -1327,7 +1317,7 @@ msgstr "Квад" msgctxt "Transition Type" msgid "Expo" -msgstr "Экспоненциальный" +msgstr "Экспо" msgctxt "Transition Type" msgid "Elastic" @@ -1347,7 +1337,7 @@ msgstr "Отскок" msgctxt "Transition Type" msgid "Back" -msgstr "Назад" +msgstr "Обратный" msgctxt "Transition Type" msgid "Spring" @@ -1355,11 +1345,11 @@ msgstr "Пружина" msgctxt "Ease Type" msgid "In" -msgstr "Вход" +msgstr "В" msgctxt "Ease Type" msgid "Out" -msgstr "Выход" +msgstr "Из" msgctxt "Ease Type" msgid "InOut" @@ -1373,19 +1363,19 @@ msgid "Transition Type:" msgstr "Тип перехода:" msgid "Ease Type:" -msgstr "Сглаживание:" +msgstr "Тип плавного перехода:" msgid "FPS:" -msgstr "Кадр. в сек.:" +msgstr "Кадр/с:" msgid "Animation Baker" -msgstr "Запекатель анимации" +msgstr "Запекание анимации" msgid "3D Pos/Rot/Scl Track:" -msgstr "3D поз./Поворот/Масштаб:" +msgstr "Дорожка пол./вращ./масш. 3D" msgid "Blendshape Track:" -msgstr "Дорожка смешивания формы:" +msgstr "Дорожка формы смешивания:" msgid "Value Track:" msgstr "Дорожка значения:" @@ -1394,19 +1384,19 @@ msgid "Select Tracks to Copy" msgstr "Выбрать дорожки для копирования" msgid "Select All/None" -msgstr "Выбрать всё/ничего" +msgstr "Выбрать всё/Сбросить" msgid "Animation Change Keyframe Time" -msgstr "Анимация изменить время ключевого кадра" +msgstr "Изменить время ключевого кадра анимации" msgid "Add Audio Track Clip" msgstr "Добавить звуковую дорожку" msgid "Change Audio Track Clip Start Offset" -msgstr "Изменение начального сдвига аудио дорожки" +msgstr "Изменить сдвиг от начала звуковой дорожки" msgid "Change Audio Track Clip End Offset" -msgstr "Изменение конечного сдвига аудио дорожки" +msgstr "Изменить сдвиг от конца звуковой дорожки" msgid "Go to Line" msgstr "Перейти к строке" @@ -1418,7 +1408,7 @@ msgid "%d replaced." msgstr "%d заменено." msgid "No match" -msgstr "Не совпадает" +msgstr "Нет совпадений" msgid "%d match" msgid_plural "%d matches" @@ -1447,16 +1437,15 @@ msgstr "Заменить всё" msgid "Selection Only" msgstr "Только выделенное" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Пробелы" +msgid "Hide" +msgstr "Скрывать" msgctxt "Indentation" msgid "Tabs" msgstr "Табуляция" msgid "Toggle Scripts Panel" -msgstr "Переключить панель скриптов" +msgstr "Включить или отключить панель скриптов" msgid "Zoom In" msgstr "Приблизить" @@ -1465,7 +1454,7 @@ msgid "Zoom Out" msgstr "Отдалить" msgid "Reset Zoom" -msgstr "Сбросить приближение" +msgstr "Сбросить масштабирование" msgid "Errors" msgstr "Ошибки" @@ -1473,30 +1462,33 @@ msgstr "Ошибки" msgid "Warnings" msgstr "Предупреждения" +msgid "Zoom factor" +msgstr "Коэффициент масштабирования" + msgid "Line and column numbers." msgstr "Номера строк и столбцов." msgid "Indentation" -msgstr "Отступ" +msgstr "Отступы" msgid "Method in target node must be specified." msgstr "Метод в целевом узле должен быть указан." msgid "Method name must be a valid identifier." -msgstr "Имя не является допустимым идентификатором." +msgstr "Имя метода должно быть допустимым идентификатором." msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" -"Целевой метод не найден. Укажите правильный метод или прикрепите скрипт к " -"целевому узлу." +"Целевой метод не найден. Укажите правильный метод или прикрепите скрипт на " +"целевой узел." msgid "Attached Script" msgstr "Прикреплённый скрипт" msgid "%s: Callback code won't be generated, please add it manually." -msgstr "%s: Код коллбэка не был сгенерирован, пожалуйста добавьте его вручную." +msgstr "%s: код обратного вызова не будет сгенерирован. Добавьте его вручную." msgid "Connect to Node:" msgstr "Присоединить к узлу:" @@ -1523,7 +1515,7 @@ msgid "Filter Methods" msgstr "Фильтр методов" msgid "No method found matching given filters." -msgstr "Методы не найдены для данных фильтров." +msgstr "Не найдены методы, соответствующие указанным фильтрам." msgid "Script Methods Only" msgstr "Только методы скрипта" @@ -1538,16 +1530,16 @@ msgid "Add Extra Call Argument:" msgstr "Добавить дополнительный аргумент вызова:" msgid "Extra Call Arguments:" -msgstr "Дополнительные параметры вызова:" +msgstr "Дополнительные аргументы вызова:" msgid "Allows to drop arguments sent by signal emitter." msgstr "Разрешить отбрасывать аргументы, отправленные эмиттером." msgid "Unbind Signal Arguments:" -msgstr "Отвязать аргументы сигнала:" +msgstr "Отключить аргументы сигнала:" msgid "Receiver Method:" -msgstr "Принимающий метод:" +msgstr "Метод-приёмник:" msgid "Advanced" msgstr "Дополнительно" @@ -1558,7 +1550,7 @@ msgstr "Отложенное" msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" -"Откладывает сигнал, храня его в очереди и выполняет его только в режиме " +"Откладывает сигнал, храня его в очереди и выполняя его только в режиме " "простоя." msgid "One Shot" @@ -1568,7 +1560,7 @@ msgid "Disconnects the signal after its first emission." msgstr "Отсоединяет сигнал после его первой отправки." msgid "Cannot connect signal" -msgstr "Не удаётся присоединить сигнал" +msgstr "Не удалось присоединить сигнал" msgid "Close" msgstr "Закрыть" @@ -1577,13 +1569,13 @@ msgid "Connect" msgstr "Присоединить" msgid "Connect '%s' to '%s'" -msgstr "Присоединить '%s' к '%s'" +msgstr "Присоединить «%s» к «%s»" msgid "Disconnect '%s' from '%s'" -msgstr "Отсоединить '%s' от '%s'" +msgstr "Отсоединить «%s» от «%s»" msgid "Disconnect all from signal: '%s'" -msgstr "Отсоединить все от сигнала: '%s'" +msgstr "Отсоединить всё от сигнала: «%s»" msgid "Connect..." msgstr "Присоединить..." @@ -1595,10 +1587,10 @@ msgid "Connect a Signal to a Method" msgstr "Присоединить сигнал к методу" msgid "Edit Connection: '%s'" -msgstr "Редактировать соединение: '%s'" +msgstr "Редактировать соединение: «%s»" msgid "Are you sure you want to remove all connections from the \"%s\" signal?" -msgstr "Вы уверены, что хотите удалить все соединения от сигнала '%s'?" +msgstr "Действительно удалить все соединения от сигнала «%s»?" msgid "Signals" msgstr "Сигналы" @@ -1607,7 +1599,7 @@ msgid "Filter Signals" msgstr "Фильтр сигналов" msgid "Are you sure you want to remove all connections from this signal?" -msgstr "Вы уверены, что хотите удалить все соединения от этого сигнала?" +msgstr "Действительно удалить все соединения от этого сигнала?" msgid "Open Documentation" msgstr "Открыть документацию" @@ -1625,16 +1617,16 @@ msgid "Go to Method" msgstr "Перейти к методу" msgid "Change Type of \"%s\"" -msgstr "Изменить тип \"%s\"" +msgstr "Изменить тип «%s»" msgid "Change" msgstr "Изменить" msgid "Create New %s" -msgstr "Создать новый %s" +msgstr "Создать %s" msgid "No results for \"%s\"." -msgstr "Нет результатов для \"%s\"." +msgstr "Нет результатов для «%s»." msgid "This class is marked as deprecated." msgstr "Этот класс помечен как устаревший." @@ -1642,9 +1634,6 @@ msgstr "Этот класс помечен как устаревший." msgid "This class is marked as experimental." msgstr "Этот класс помечен как экспериментальный." -msgid "No description available for %s." -msgstr "Нет описания для %s." - msgid "Favorites:" msgstr "Избранное:" @@ -1676,17 +1665,14 @@ msgid "Save Branch as Scene" msgstr "Сохранить ветку как сцену" msgid "Copy Node Path" -msgstr "Копировать путь узла" - -msgid "Instance:" -msgstr "Экземпляр:" +msgstr "Копировать путь к узлу" msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" "Click to open the original file in the Editor." msgstr "" -"Этот узел был инстанцирован из файла PackedScene:\n" +"Этот узел был создан из файла PackedScene:\n" "%s\n" "Нажмите, чтобы открыть исходный файл в редакторе." @@ -1706,7 +1692,7 @@ msgid "Decompressing remote file system" msgstr "Распаковка удалённой файловой системы" msgid "Scanning for local changes" -msgstr "Сканирование локальных изменений" +msgstr "Проверка наличия локальных изменений" msgid "Sending list of changed files:" msgstr "Отправка списка измененных файлов:" @@ -1721,7 +1707,7 @@ msgid "Monitors" msgstr "Мониторинг" msgid "Monitor" -msgstr "Монитор" +msgstr "Параметр" msgid "Value" msgstr "Значение" @@ -1758,7 +1744,7 @@ msgid "Inclusive" msgstr "Включительно" msgid "Self" -msgstr "Собственное" +msgstr "Субъект" msgid "" "Inclusive: Includes time from other functions called by this function.\n" @@ -1768,15 +1754,15 @@ msgid "" "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" -"Включительно: Включает время других функций, вызываемых этой функцией.\n" +"Включительно: включает время других функций, вызываемых этой функцией.\n" "Используйте для выявления узких мест.\n" "\n" -"Собственное: учитывает только время, затраченное в самой функции, а не в " -"других функциях, вызываемых этой функцией.\n" +"Субъект: учитывает только время, затраченное в самой функции, а не в других " +"функциях, вызываемых этой функцией.\n" "Используйте для поиска отдельных функций для оптимизации." msgid "Display internal functions" -msgstr "Отображение внутренних функций" +msgstr "Показывать внутренние функции" msgid "Frame #:" msgstr "Кадр #:" @@ -1791,7 +1777,7 @@ msgid "Calls" msgstr "Вызовы" msgid "Fit to Frame" -msgstr "Уместить в кадр" +msgstr "Укладывать в кадр" msgid "Linked" msgstr "Связаны" @@ -1808,9 +1794,6 @@ msgstr "Выполнение продолжено." msgid "Bytes:" msgstr "Байты:" -msgid "Warning:" -msgstr "Предупреждение:" - msgid "Error:" msgstr "Ошибка:" @@ -1866,10 +1849,10 @@ msgid "Skip Breakpoints" msgstr "Пропустить точки останова" msgid "Step Into" -msgstr "Шаг в" +msgstr "Шаг с заходом" msgid "Step Over" -msgstr "Шаг через" +msgstr "Шаг с обходом" msgid "Break" msgstr "Пауза" @@ -1896,10 +1879,10 @@ msgid "Collapse All" msgstr "Свернуть все" msgid "Profiler" -msgstr "Профилировщик" +msgstr "Профайлер" msgid "Visual Profiler" -msgstr "Визуальный профилировщик" +msgstr "Визуальный профайлер" msgid "List of Video Memory Usage by Resource:" msgstr "Список использования видеопамяти ресурсами:" @@ -1908,7 +1891,7 @@ msgid "Total:" msgstr "Всего:" msgid "Export list to a CSV file" -msgstr "Экспорт профиля в CSV файл" +msgstr "Экспортировать профиль в CSV-файл" msgid "Resource Path" msgstr "Путь к ресурсу" @@ -1932,7 +1915,7 @@ msgid "Clicked Control Type:" msgstr "Тип нажатого элемента управления:" msgid "Live Edit Root:" -msgstr "Редактирование корня в реальном времени:" +msgstr "Корень редактирования в реальном времени:" msgid "Set From Tree" msgstr "Установить из дерева" @@ -1950,15 +1933,15 @@ msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" -"Сцена '%s' в настоящее время редактируется.\n" -"Изменения вступят в силу только после перезапуска." +"Сцена «%s» в настоящее время редактируется.\n" +"Изменения вступят в силу только после перегрузки." msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" -"Ресурс '%s' используется.\n" -"Изменения вступят в силу только после перезапуска." +"Ресурс «%s» используется.\n" +"Изменения вступят в силу только после перезагрузки." msgid "Dependencies" msgstr "Зависимости" @@ -1973,17 +1956,17 @@ msgid "Dependencies:" msgstr "Зависимости:" msgid "Fix Broken" -msgstr "Исправить сломанные" +msgstr "Исправить ошибку" msgid "Dependency Editor" msgstr "Редактор зависимостей" msgid "Search Replacement Resource:" -msgstr "Найти заменяемый ресурс:" +msgstr "Поиск ресурса для замены:" msgid "Open Scene" msgid_plural "Open Scenes" -msgstr[0] "Открыть сцену" +msgstr[0] "Открыть сцены" msgstr[1] "Открыть сцены" msgstr[2] "Открыть сцены" @@ -1991,13 +1974,13 @@ msgid "Open" msgstr "Открыть" msgid "Owners of: %s (Total: %d)" -msgstr "Владельцы: %s (Всего: %d)" +msgstr "Владельцы: %s (всего: %d)" msgid "Localization remap" msgstr "Переназначение локализации" msgid "Localization remap for path '%s' and locale '%s'." -msgstr "Переназначение локализации для пути '%s' и локали '%s'." +msgstr "Переназначение локализации для пути «%s» и локали «%s»." msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" @@ -2021,7 +2004,7 @@ msgstr "" "системную корзину или удалены навсегда." msgid "Cannot remove:" -msgstr "Не удаётся удалить:" +msgstr "Не удалось удалить:" msgid "Error loading:" msgstr "Ошибка при загрузке:" @@ -2033,7 +2016,7 @@ msgid "Open Anyway" msgstr "Всё равно открыть" msgid "Which action should be taken?" -msgstr "Какое действие следует выполнить?" +msgstr "Что следует сделать?" msgid "Fix Dependencies" msgstr "Исправить зависимости" @@ -2042,16 +2025,16 @@ msgid "Errors loading!" msgstr "Ошибки при загрузке!" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "Навсегда удалить %d элемент(ов)? (Нельзя отменить!)" +msgstr "Навсегда удалить элементы (%d)? (НЕЛЬЗЯ ОТМЕНИТЬ)" msgid "Show Dependencies" msgstr "Показать зависимости" msgid "Orphan Resource Explorer" -msgstr "Обзор подключенных ресурсов" +msgstr "Обзор потерянных ресурсов" msgid "Owns" -msgstr "Кол-во" +msgstr "Владение" msgid "Resources Without Explicit Ownership:" msgstr "Ресурсы без явного владения:" @@ -2063,7 +2046,7 @@ msgid "Folder name contains invalid characters." msgstr "Имя папки содержит недопустимые символы." msgid "Folder name cannot begin or end with a space." -msgstr "Имя папки не может начинаться или заканчиваться пробелом." +msgstr "Имя папки не может начинаться с пробела или заканчиваться им." msgid "Folder name cannot begin with a dot." msgstr "Имя папки не может начинаться с точки." @@ -2089,7 +2072,7 @@ msgid "Create Folder" msgstr "Создать папку" msgid "Folder name is valid." -msgstr "Имя папки допустимо." +msgstr "Имя папки является допустимым." msgid "Double-click to open in browser." msgstr "Двойной клик для открытия в браузере." @@ -2097,8 +2080,18 @@ msgstr "Двойной клик для открытия в браузере." msgid "Thanks from the Godot community!" msgstr "Спасибо от сообщества Godot!" +msgid "(unknown)" +msgstr "(неизв.)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Дата коммита Git: %s\n" +"Нажмите, чтобы скопировать номер версии." + msgid "Godot Engine contributors" -msgstr "Контрибьюторы Godot Engine" +msgstr "Авторы Godot Engine" msgid "Project Founders" msgstr "Основатели проекта" @@ -2108,7 +2101,7 @@ msgstr "Ведущий разработчик" msgctxt "Job Title" msgid "Project Manager" -msgstr "Менеджер проекта" +msgstr "Менеджер проектов" msgid "Developers" msgstr "Разработчики" @@ -2129,19 +2122,19 @@ msgid "Silver Sponsors" msgstr "Серебряные спонсоры" msgid "Diamond Members" -msgstr "Члены Алмазного уровня" +msgstr "Участники алмазного уровня" msgid "Titanium Members" -msgstr "Члены Титанового уровня" +msgstr "Участники титанового уровня" msgid "Platinum Members" -msgstr "Члены Платинового уровня" +msgstr "Участники платинового уровня" msgid "Gold Members" -msgstr "Члены золотого уровня" +msgstr "Участники золотого уровня" msgid "Donors" -msgstr "Спонсоры" +msgstr "Доноры" msgid "License" msgstr "Лицензия" @@ -2157,8 +2150,8 @@ msgid "" msgstr "" "Движок Godot опирается на ряд сторонних бесплатных и открытых библиотек, " "совместимых с условиями лицензии MIT. Ниже приводится исчерпывающий список " -"всех сторонних компонентов вместе с их соответствующими заявлениями об " -"авторских правах и условиями лицензии." +"всех сторонних компонентов вместе с соответствующими заявлениями об авторских " +"правах и условиями лицензий." msgid "All Components" msgstr "Все компоненты" @@ -2170,7 +2163,7 @@ msgid "Licenses" msgstr "Лицензии" msgid "Error opening asset file for \"%s\" (not in ZIP format)." -msgstr "Ошибка при открытии файла ассета \"%s\" (не в формате ZIP)." +msgstr "Ошибка при открытии файла ассета «%s» (не в формате ZIP)." msgid "%s (already exists)" msgstr "%s (уже существует)" @@ -2183,7 +2176,7 @@ msgstr[2] "%d файлов конфликтуют с проектом и не б msgid "This asset doesn't have a root directory, so it can't be ignored." msgstr "" -"Этот ассет не имеет корневой директории, поэтому не может быть проигнорирован." +"Этот ассет не имеет корневого каталога, поэтому не может быть проигнорирован." msgid "Ignore the root directory when extracting files." msgstr "Игнорировать корневую папку при извлечении файлов." @@ -2195,13 +2188,10 @@ msgid "Uncompressing Assets" msgstr "Распаковка ассетов" msgid "The following files failed extraction from asset \"%s\":" -msgstr "Следующие файлы не удалось извлечь из ассета \"%s\":" +msgstr "Следующие файлы не удалось извлечь из ассета «%s»:" msgid "(and %s more files)" -msgstr "(ещё %s файла(ов))" - -msgid "Asset \"%s\" installed successfully!" -msgstr "Ассет \"%s\" успешно установлен!" +msgstr "(и другие файлы — %d)" msgid "Success!" msgstr "Успех!" @@ -2213,7 +2203,7 @@ msgid "Open the list of the asset contents and select which files to install." msgstr "Открыть содержимое ассета и выбрать файлы для установки." msgid "Change Install Folder" -msgstr "Изменить папку установки" +msgstr "Изменить папку для установки" msgid "" "Change the folder where the contents of the asset are going to be installed." @@ -2223,13 +2213,13 @@ msgid "Ignore asset root" msgstr "Игнорировать корни ассетов" msgid "No files conflict with your project" -msgstr "Нет файлов, конфликтующих с вашим проектом" +msgstr "Конфликтующих с проектом файлов нет" msgid "Show contents of the asset and conflicting files." msgstr "Показать содержимое ассета и конфликтующие файлы." msgid "Contents of the asset:" -msgstr "Содержание ассета:" +msgstr "Содержимое ассета:" msgid "Installation preview:" msgstr "Предпросмотр установки:" @@ -2247,28 +2237,28 @@ msgid "Add Effect" msgstr "Добавить эффект" msgid "Rename Audio Bus" -msgstr "Переименовать аудио шину" +msgstr "Переименовать звуковую шину" msgid "Change Audio Bus Volume" msgstr "Изменить громкость шины" msgid "Toggle Audio Bus Solo" -msgstr "Переключить аудио шину - соло" +msgstr "Включить или отключить соло звуковой шины" msgid "Toggle Audio Bus Mute" -msgstr "Переключить аудио шину - тишина" +msgstr "Включить или отключить звук звуковой шины" msgid "Toggle Audio Bus Bypass Effects" -msgstr "Переключить аудио шину - bypass эффект" +msgstr "Включить или отключить эффекты обхода звуковой шины" msgid "Select Audio Bus Send" -msgstr "Выбор передача аудио шины" +msgstr "Выбрать передачу звуковой шины" msgid "Add Audio Bus Effect" -msgstr "Добавить аудио эффект" +msgstr "Добавить эффект звуковой шины" msgid "Move Bus Effect" -msgstr "Передвинуть эффект шины" +msgstr "Переместить эффект шины" msgid "Delete Bus Effect" msgstr "Удалить эффект шины" @@ -2301,106 +2291,82 @@ msgid "Delete Effect" msgstr "Удалить эффект" msgid "Add Audio Bus" -msgstr "Добавить аудио шину" +msgstr "Добавить звуковую шину" msgid "Master bus can't be deleted!" -msgstr "Шина Master не может быть удалена!" +msgstr "Мастер-шина не может быть удалена!" msgid "Delete Audio Bus" -msgstr "Удалить аудио шину" +msgstr "Удалить звуковую шину" msgid "Duplicate Audio Bus" -msgstr "Дублировать аудио шину" +msgstr "Дублировать звуковую шину" msgid "Reset Bus Volume" msgstr "Сбросить громкость шины" msgid "Move Audio Bus" -msgstr "Переместить аудио шину" +msgstr "Переместить звуковую шину" msgid "Save Audio Bus Layout As..." -msgstr "Сохранить макет аудио шины как..." +msgstr "Сохранить компоновку звуковой шины как..." msgid "Location for New Layout..." -msgstr "Местоположение нового макета..." +msgstr "Местоположение новой компоновки..." msgid "Open Audio Bus Layout" -msgstr "Открыть макет аудио шины" +msgstr "Открыть компоновку звуковой шины" msgid "There is no '%s' file." -msgstr "Файла '%s' не существует." +msgstr "Файла «%s» не существует." msgid "Layout:" -msgstr "Макет:" +msgstr "Компоновка:" msgid "Invalid file, not an audio bus layout." -msgstr "Недопустимый файл, не макет аудио шины." +msgstr "Недопустимый файл, не компоновка звуковой шины." msgid "Error saving file: %s" msgstr "Ошибка при сохранении файла: %s" msgid "Add Bus" -msgstr "Добавить шину" +msgstr "Добавить" msgid "Add a new Audio Bus to this layout." -msgstr "Добавить новую аудио шину в этот макет." +msgstr "Добавить новую звуковую шину для этой компоновки." msgid "Load" msgstr "Загрузить" msgid "Load an existing Bus Layout." -msgstr "Загрузить существующий макет шины." +msgstr "Загрузить существующую компоновку шины." msgid "Save As" msgstr "Сохранить как" msgid "Save this Bus Layout to a file." -msgstr "Сохранить этот макет шины в файл." +msgstr "Сохранить текущую компоновку звуковой шины в файл." msgid "Load Default" msgstr "Загрузить по умолчанию" msgid "Load the default Bus Layout." -msgstr "Загрузить макет шины по умолчанию." +msgstr "Загрузить компоновку шины по умолчанию." msgid "Create a new Bus Layout." -msgstr "Создать новый макет шины." +msgstr "Создать новую компоновку шины." msgid "Audio Bus Layout" -msgstr "Макет звуковой шины" - -msgid "Invalid name." -msgstr "Недопустимое имя." - -msgid "Cannot begin with a digit." -msgstr "Не может начинаться с цифры." - -msgid "Valid characters:" -msgstr "Допустимые символы:" - -msgid "Must not collide with an existing engine class name." -msgstr "Не должно конфликтовать с существующим именем класса движка." - -msgid "Must not collide with an existing global script class name." -msgstr "Не должно конфликтовать с существующим глобальным именем класса." - -msgid "Must not collide with an existing built-in type name." -msgstr "Не должно конфликтовать с существующим встроенным именем типа." - -msgid "Must not collide with an existing global constant name." -msgstr "Не должно конфликтовать с существующим глобальным именем константы." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Ключевое слово нельзя использовать в качестве имени автозагрузки." +msgstr "Компоновка звуковой шины" msgid "Autoload '%s' already exists!" -msgstr "Автозагрузка '%s' уже существует!" +msgstr "Автозагрузка «%s» уже существует!" msgid "Rename Autoload" msgstr "Переименовать автозагрузку" msgid "Toggle Autoload Globals" -msgstr "Разрешить автозагрузку глобальных скриптов" +msgstr "Включить или отключить автозагрузку глобальных скриптов" msgid "Move Autoload" msgstr "Переместить автозагрузку" @@ -2412,16 +2378,16 @@ msgid "Enable" msgstr "Включить" msgid "Rearrange Autoloads" -msgstr "Перестановка автозагрузок" +msgstr "Переставить автозагрузки" msgid "Can't add Autoload:" -msgstr "Не удаётся добавить автозагрузку:" +msgstr "Не удалось добавить автозагрузку:" msgid "%s is an invalid path. File does not exist." -msgstr "Неверный путь %s. Файл не существует." +msgstr "%s — неверный путь. Файл не существует." msgid "%s is an invalid path. Not in resource path (res://)." -msgstr "%s — недопустимый путь. Нужен ресурсный путь (res://)." +msgstr "%s — неверный путь. Нужен путь к ресурсу (res://)." msgid "Add Autoload" msgstr "Добавить автозагрузку" @@ -2429,9 +2395,6 @@ msgstr "Добавить автозагрузку" msgid "Path:" msgstr "Путь:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Задайте путь или нажмите \"%s\", чтобы создать скрипт." - msgid "Node Name:" msgstr "Имя узла:" @@ -2442,10 +2405,10 @@ msgid "3D Engine" msgstr "3D-движок" msgid "2D Physics" -msgstr "2D Физика" +msgstr "2D-физика" msgid "3D Physics" -msgstr "3D Физика" +msgstr "3D-физика" msgid "Navigation" msgstr "Навигация" @@ -2454,7 +2417,7 @@ msgid "XR" msgstr "XR" msgid "RenderingDevice" -msgstr "Устройство рендеринга" +msgstr "RenderingDevice" msgid "OpenGL" msgstr "OpenGL" @@ -2463,10 +2426,10 @@ msgid "Vulkan" msgstr "Vulkan" msgid "Text Server: Fallback" -msgstr "Текстовый сервер: Резервный" +msgstr "Текстовый сервер: резервный" msgid "Text Server: Advanced" -msgstr "Текстовый сервер: Продвинутый" +msgstr "Текстовый сервер: расширенный" msgid "TTF, OTF, Type 1, WOFF1 Fonts" msgstr "Шрифты TTF, OTF, Type 1, WOFF1" @@ -2478,7 +2441,7 @@ msgid "SIL Graphite Fonts" msgstr "Шрифты SIL Graphite" msgid "Multi-channel Signed Distance Field Font Rendering" -msgstr "Многоканальная отрисовка шрифтов методом полей расстояний со знаком" +msgstr "Рендеринг шрифта многоканального поля расстояния со знаком" msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D-узлы, а также доступ RenderingServer к 3D-функциям." @@ -2490,7 +2453,7 @@ msgid "3D Physics nodes and PhysicsServer3D." msgstr "Узлы 3D-физики и PhysicsServer3D." msgid "Navigation, both 2D and 3D." -msgstr "Навигация для 2D и 3D." +msgstr "Навигация (2D и 3D)." msgid "XR (AR and VR)." msgstr "XR (AR и VR)." @@ -2498,35 +2461,37 @@ msgstr "XR (AR и VR)." msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." -msgstr "Отрисовка на RenderingDevice (при отключении, требуется OpenGL бэкенд)." +msgstr "" +"Рендеринг на основе RenderingDevice (если отключён, требуется бэкенд OpenGL)." msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." -msgstr "OpenGL бэкенд (при отключении, требуется RenderingDevice бэкенд)." +msgstr "Бэкенд OpenGL (если отключён, требуется бэкенд RenderingDevice)." msgid "Vulkan back-end of RenderingDevice." -msgstr "Vulkan бэкенд RenderingDevice." +msgstr "Бэкенд Vulkan RenderingDevice." msgid "" "Fallback implementation of Text Server\n" "Supports basic text layouts." msgstr "" "Резервная реализация текстового сервера\n" -"Поддерживает базовую разметку текста." +"Поддерживает базовые макеты текста." msgid "" "Text Server implementation powered by ICU and HarfBuzz libraries.\n" "Supports complex text layouts, BiDi, and contextual OpenType font features." msgstr "" "Реализация текстового сервера на базе библиотек ICU и HarfBuzz.\n" -"Поддерживает сложную разметку текста, BiDi, и контекстные особенности шрифтов " +"Поддерживает сложные макеты текста, BiDi и контекстные возможности шрифтов " "OpenType." msgid "" "TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " "library (if disabled, WOFF2 support is also disabled)." msgstr "" -"Поддержка форматов шрифтов TrueType, OpenType, Type 1 и WOFF1 используя " -"библиотеку FreeType (если отключено, поддержка WOFF2 тоже будет отключена)." +"Поддержка форматов шрифтов TrueType, OpenType, Type 1 и WOFF1 с " +"использованием библиотеки FreeType (если отключено, поддержка WOFF2 тоже " +"будет отключена)." msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "" @@ -2537,15 +2502,15 @@ msgid "" "only)." msgstr "" "Поддержка технологии смарт-шрифтов SIL Graphite (поддерживается только " -"расширенный текстовый сервер)." +"расширенным текстовым сервером)." 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 "" -"Поддержка рендеринга многоканальных шрифтов поля знакового расстояния с " -"использованием библиотеки msdfgen (предварительно отрендеренные шрифты MSDF " -"могут быть использованы даже при отключенной опции)." +"Поддержка отрисовки шрифта многоканального поля расстояния со знаком с " +"использованием библиотеки msdfgen (предварительно отрисованные шрифты MSDF " +"можно использовать даже в том случае, если этот параметр отключён)." msgid "General Features:" msgstr "Основные возможности:" @@ -2560,13 +2525,13 @@ msgid "Nodes and Classes:" msgstr "Узлы и классы:" msgid "File '%s' format is invalid, import aborted." -msgstr "Неверный формат файла '%s', импорт прерван." +msgstr "Неверный формат файла «%s», импорт прерван." msgid "Error saving profile to path: '%s'." -msgstr "Ошибка сохранения профиля в '%s'." +msgstr "Ошибка сохранения профиля в «%s»." msgid "New" -msgstr "Новый" +msgstr "Создать" msgid "Save" msgstr "Сохранить" @@ -2583,29 +2548,23 @@ msgstr "На основе проекта" msgid "Actions:" msgstr "Действия:" -msgid "Configure Engine Build Profile:" -msgstr "Настроить профиль сборки движка:" - msgid "Please Confirm:" msgstr "Подтвердите:" -msgid "Engine Build Profile" -msgstr "Профиль сборки движка" - msgid "Load Profile" msgstr "Загрузить профиль" msgid "Export Profile" -msgstr "Экспорт профиля" +msgstr "Экспортировать профиль" -msgid "Edit Build Configuration Profile" -msgstr "Изменить профиль конфигурации сборки" +msgid "Forced Classes on Detect:" +msgstr "Принудительные классы при обнаружении:" msgid "" "Failed to execute command \"%s\":\n" "%s." msgstr "" -"Не удалось выполнить команду \"%s\":\n" +"Не удалось выполнить команду «%s»:\n" "%s." msgid "Filter Commands" @@ -2630,19 +2589,22 @@ msgid "[unsaved]" msgstr "[не сохранено]" msgid "%s - Godot Engine" -msgstr "%s - Godot Engine" +msgstr "%s — Godot Engine" msgid "Dock Position" msgstr "Позиция панели" msgid "Make Floating" -msgstr "Сделать плавающим" +msgstr "Сделать плавающей" + +msgid "Make this dock floating." +msgstr "Сделать эту панель плавающей." msgid "Move to Bottom" -msgstr "Переместиться вниз" +msgstr "Переместить вниз" msgid "3D Editor" -msgstr "3D Редактор" +msgstr "3D-редактор" msgid "Script Editor" msgstr "Редактор скриптов" @@ -2651,19 +2613,19 @@ msgid "Asset Library" msgstr "Библиотека ассетов" msgid "Scene Tree Editing" -msgstr "Редактирование дерева сцены" +msgstr "Редактирование дерева сцен" msgid "Node Dock" -msgstr "Панель \"Узел\"" +msgstr "Панель «Узел»" msgid "FileSystem Dock" -msgstr "Панель \"Файловая система\"" +msgstr "Панель «Файловая система»" msgid "Import Dock" -msgstr "Панель \"Импорт\"" +msgstr "Панель «Импорт»" msgid "History Dock" -msgstr "Панель \"История\"" +msgstr "Панель «История»" msgid "Allows to view and edit 3D scenes." msgstr "Позволяет просматривать и редактировать 3D-сцены." @@ -2673,29 +2635,31 @@ msgstr "" "Позволяет редактировать скрипты с помощью встроенного редактора скриптов." msgid "Provides built-in access to the Asset Library." -msgstr "Предоставляет встроенный доступ к Библиотеке ассетов." +msgstr "Предоставляет встроенный доступ к библиотеке ассетов." msgid "Allows editing the node hierarchy in the Scene dock." -msgstr "Позволяет редактировать иерархию узлов в панели \"Сцена\"." +msgstr "Позволяет редактировать иерархию узлов в панели «Сцена»." msgid "" "Allows to work with signals and groups of the node selected in the Scene dock." msgstr "" -"Позволяет работать с сигналами и группами узла, выбранного в панели \"Сцена\"." +"Позволяет работать с сигналами и группами узла, выбранного в панели «Сцена»." msgid "Allows to browse the local file system via a dedicated dock." msgstr "" -"Позволяет просматривать локальную файловую систему через специальную панель." +"Позволяет просматривать локальную файловую систему с помощью специальной " +"панели." msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" "Позволяет настраивать параметры импорта для отдельных ассетов. Для работы " -"требуется панель \"Файловая система\"." +"требуется панель «Файловая система»." msgid "Provides an overview of the editor's and each scene's undo history." -msgstr "Предоставляет обзор истории отмены действий редактора и каждой сцены." +msgstr "" +"Предоставляет обзор истории отмены действий для редактора и для каждой сцены." msgid "(current)" msgstr "(текущий)" @@ -2704,16 +2668,16 @@ msgid "(none)" msgstr "(нет)" msgid "Remove currently selected profile, '%s'? Cannot be undone." -msgstr "Удалить текущий выбранный профиль, '%s'? Не может быть отменено." +msgstr "Удалить текущий выбранный профиль, «%s»? Нельзя отменить." msgid "Profile must be a valid filename and must not contain '.'" -msgstr "Название профиля должно быть корректным именем файла и не содержать '.'" +msgstr "Название профиля должно быть корректным именем файла и не содержать «.»" msgid "Profile with this name already exists." msgstr "Профиль с таким именем уже существует." msgid "(Editor Disabled, Properties Disabled)" -msgstr "(Редактор отключен, свойства отключены)" +msgstr "(Редактор отключён, свойства отключены)" msgid "(Properties Disabled)" msgstr "(Свойства отключены)" @@ -2736,7 +2700,8 @@ msgstr "Основные возможности:" msgid "" "Profile '%s' already exists. Remove it first before importing, import aborted." msgstr "" -"Профиль '%s' уже существует. Удалите его перед импортом, импорт прерван." +"Профиль «%s» уже существует. Его необходимо удалить перед выполнением " +"импорта, импорт прерван." msgid "Reset to Default" msgstr "Сбросить настройки" @@ -2763,14 +2728,14 @@ msgid "Export" msgstr "Экспорт" msgid "Configure Selected Profile:" -msgstr "Настроить выбранный профиль:" +msgstr "Настройка выбранного профиля:" msgid "Extra Options:" msgstr "Дополнительные параметры:" msgid "Create or import a profile to edit available classes and properties." msgstr "" -"Создайте или импортируйте профиль для редактирования доступных классов и " +"Создать или импортировать профиль для редактирования доступных классов и " "свойств." msgid "New profile name:" @@ -2780,21 +2745,10 @@ msgid "Godot Feature Profile" msgstr "Профиль возможностей Godot" msgid "Import Profile(s)" -msgstr "Импортировать профиль(и)" +msgstr "Импорт профилей" msgid "Manage Editor Feature Profiles" -msgstr "Управление профилями редактора" - -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Некоторые расширения требуют перезапуска редактора, чтобы изменения вступили " -"в силу." - -msgid "Restart" -msgstr "Перезапустить" - -msgid "Save & Restart" -msgstr "Сохранить и перезапустить" +msgstr "Управление профилями возможностей редактора" msgid "ScanSources" msgstr "Сканировать исходники" @@ -2803,11 +2757,10 @@ msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" -"Существует несколько импортеров для разных типов, указывающих на файл %s, " -"импорт прерван" +"Несколько импортёров для разных типов указывают на файл %s, импорт прерван" msgid "(Re)Importing Assets" -msgstr "(Ре)Импортировать ассеты" +msgstr "Импорт или повторный импорт ассетов" msgid "Import resources of type: %s" msgstr "Импорт ресурсов типа: %s" @@ -2833,20 +2786,20 @@ msgid "Experimental:" msgstr "Экспериментальный:" msgid "This method supports a variable number of arguments." -msgstr "Данный метод поддерживает переменное количество аргументов." +msgstr "Этот метод поддерживает переменное количество аргументов." msgid "" "This method is called by the engine.\n" "It can be overridden to customize built-in behavior." msgstr "" -"Данный метод вызывается движком.\n" +"Этот метод вызывается движком.\n" "Его можно переопределить, чтобы изменить поведение по умолчанию." msgid "" "This method has no side effects.\n" "It does not modify the object in any way." msgstr "" -"Данный метод не имеет побочных эффектов.\n" +"Этот метод не имеет побочных эффектов.\n" "Он никоим образом не изменяет объект." msgid "" @@ -2896,22 +2849,22 @@ msgid "" "There is currently no description for this method. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого метода отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внеся свой вклад[/url][/color]!" +"В настоящее время описание этого метода отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "" "There is currently no description for this constructor. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого конструктора отсутствует. Пожалуйста, " -"помогите нам, [color=$color][url=$url]внеся свой вклад[/url][/color]!" +"В настоящее время описание этого конструктора отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "" "There is currently no description for this operator. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого оператора отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" +"В настоящее время описание этого оператора отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "Top" msgstr "Верх" @@ -2938,11 +2891,8 @@ msgid "" "There is currently no description for this class. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого класса отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" - -msgid "Note:" -msgstr "Примечание:" +"В настоящее время описание этого класса отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " @@ -2952,7 +2902,7 @@ msgstr "" "различия C# и GDScript[/url] для получения дополнительной информации." msgid "Online Tutorials" -msgstr "Онлайн руководства" +msgstr "Онлайн-руководства" msgid "Properties" msgstr "Свойства" @@ -2982,26 +2932,33 @@ msgid "Font Sizes" msgstr "Размеры шрифта" msgid "Icons" -msgstr "Иконки" +msgstr "Значки" msgid "Styles" msgstr "Стили" msgid "There is currently no description for this theme property." -msgstr "В настоящее время нет описания для этого свойства темы." +msgstr "В настоящее время описание этого свойства темы отсутствует." + +msgid "" +"There is currently no description for this theme property. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"В настоящее время описание этого свойства темы отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "This signal may be changed or removed in future versions." msgstr "Этот сигнал может быть изменён или удалён в будущих версиях." msgid "There is currently no description for this signal." -msgstr "В настоящее время нет описания для этого сигнала." +msgstr "В настоящее время описание этого сигнала отсутствует." msgid "" "There is currently no description for this signal. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого сигнала отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" +"В настоящее время описание этого сигнала отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "Enumerations" msgstr "Перечисления" @@ -3022,8 +2979,8 @@ msgid "" "There is currently no description for this annotation. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этой аннотации отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" +"В настоящее время описание этой аннотации отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" msgid "Property Descriptions" msgstr "Описания свойств" @@ -3041,8 +2998,14 @@ msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"В настоящее время описание этого свойства отсутствует. Пожалуйста, помогите " -"нам, [color=$color][url=$url]внесите свой вклад[/url][/color]!" +"В настоящее время описание этого свойства отсутствует. Помогите нам — " +"[color=$color][url=$url]внесите свой вклад[/url][/color]!" + +msgid "Editor" +msgstr "Редактор" + +msgid "No description available." +msgstr "Описание недоступно." msgid "Metadata:" msgstr "Метаданные:" @@ -3050,6 +3013,9 @@ msgstr "Метаданные:" msgid "Property:" msgstr "Свойство:" +msgid "This property can only be set in the Inspector." +msgstr "Эта свойство можно задать только в инспекторе." + msgid "Method:" msgstr "Метод:" @@ -3059,12 +3025,6 @@ msgstr "Сигнал:" msgid "Theme Property:" msgstr "Свойство темы:" -msgid "No description available." -msgstr "Описание недоступно." - -msgid "%d match." -msgstr "%d совпадение." - msgid "%d matches." msgstr "%d совпадения(ий)." @@ -3093,16 +3053,16 @@ msgid "Annotation" msgstr "Аннотация" msgid "Search Help" -msgstr "Справка" +msgstr "Поиск в справке" msgid "Case Sensitive" -msgstr "Чувствительность регистра" +msgstr "С учётом регистра" msgid "Show Hierarchy" msgstr "Показывать иерархию" msgid "Display All" -msgstr "Отображать все" +msgstr "Отображать всё" msgid "Classes Only" msgstr "Только классы" @@ -3132,7 +3092,7 @@ msgid "Theme Properties Only" msgstr "Только свойства темы" msgid "Member Type" -msgstr "Тип члена" +msgstr "Тип участника" msgid "(constructors)" msgstr "(конструкторы)" @@ -3144,17 +3104,17 @@ msgid "Class" msgstr "Класс" msgid "This member is marked as deprecated." -msgstr "Этот член класса помечен как устаревший." +msgstr "Этот участник помечен как устаревший." msgid "This member is marked as experimental." -msgstr "Этот член класса помечен как экспериментальный." +msgstr "Этот участник помечен как экспериментальный." msgid "Pin Value" msgstr "Закрепить значение" msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "" -"Закрепить значение [Отключено, так как '%s' доступно только для редактора]" +"Закрепить значение [отключено, так как «%s» доступно только для редактора]" msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" @@ -3177,7 +3137,7 @@ msgid "Move element %d to position %d in property array with prefix %s." msgstr "Переместить элемент %d на позицию %d в массиве свойств с префиксом %s." msgid "Clear Property Array with Prefix %s" -msgstr "Очистить массив свойств с префиксом %s" +msgstr "Очистить массив свойств с префиксом %s." msgid "Resize Property Array with Prefix %s" msgstr "Изменить размер массива свойств с префиксом %s" @@ -3227,9 +3187,6 @@ msgstr "Задать несколько: %s" msgid "Remove metadata %s" msgstr "Удалить метаданные %s" -msgid "Pinned %s" -msgstr "Закреплено %s" - msgid "Unpinned %s" msgstr "Откреплено %s" @@ -3243,11 +3200,12 @@ msgid "Metadata name must be a valid identifier." msgstr "Имя метаданных должно быть допустимым идентификатором." msgid "Metadata with name \"%s\" already exists." -msgstr "Метаданные с именем \"%s\" уже существуют." +msgstr "Метаданные с именем «%s» уже существуют." msgid "Names starting with _ are reserved for editor-only metadata." msgstr "" -"Имена, начинающиеся с _, зарезервированы только для метаданных редактора." +"Имена, начинающиеся с _, зарезервированы для метаданных, которые доступны " +"только для редактора." msgid "Name:" msgstr "Имя:" @@ -3256,7 +3214,7 @@ msgid "Metadata name is valid." msgstr "Имя метаданных является допустимым." msgid "Add Metadata Property for \"%s\"" -msgstr "Добавить свойство метаданных для \"%s\"" +msgstr "Добавить свойство метаданных для «%s»" msgid "Copy Value" msgstr "Копировать значение" @@ -3265,10 +3223,10 @@ msgid "Paste Value" msgstr "Вставить значение" msgid "Copy Property Path" -msgstr "Копировать путь свойства" +msgstr "Копировать путь к свойству" msgid "Creating Mesh Previews" -msgstr "Создание предпросмотра меша" +msgstr "Создание предпросмотра" msgid "Thumbnail..." msgstr "Миниатюра..." @@ -3277,19 +3235,19 @@ msgid "Select existing layout:" msgstr "Выберите существующий макет:" msgid "Or enter new layout name" -msgstr "Или введите новое имя макета" +msgstr "Или введите имя нового макета" msgid "Changed Locale Language Filter" -msgstr "Изменен фильтр локали по языкам" +msgstr "Изменён фильтр локали по языкам" msgid "Changed Locale Script Filter" -msgstr "Изменен фильтр локали по письменностям" +msgstr "Изменён фильтр локали по письменностям" msgid "Changed Locale Country Filter" -msgstr "Изменен фильтр локали по странам" +msgstr "Изменён фильтр локали по странам" msgid "Changed Locale Filter Mode" -msgstr "Изменен режим фильтра локали" +msgstr "Изменён режим фильтра локали" msgid "[Default]" msgstr "[По умолчанию]" @@ -3345,7 +3303,7 @@ msgstr "" "отображается." msgid "Focus Search/Filter Bar" -msgstr "Перейти к строке поиска/фильтра" +msgstr "Фокус на строке поиска/фильтра" msgid "Toggle visibility of standard output messages." msgstr "Переключить видимость стандартных сообщений вывода." @@ -3371,62 +3329,32 @@ msgid "" "disable it." msgstr "" "Вращается при перерисовке окна редактора.\n" -"Включена опция \"Обновлять непрерывно\", которая может увеличить " -"энергопотребление. Щёлкните, чтобы отключить её." +"Включена опция «Обновлять непрерывно», которая может увеличить " +"энергопотребление. Нажмите, чтобы отключить её." msgid "Spins when the editor window redraws." -msgstr "Вращается, когда окно редактора перерисовывается." - -msgid "Imported resources can't be saved." -msgstr "Импортированные ресурсы не могут быть сохранены." +msgstr "Вращается при перерисовке окна редактора." msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Ошибка при сохранении ресурса!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" -"Данный ресурс нельзя сохранить, потому что он не является частью " -"редактируемой сцены. Сначала нужно сделать его уникальным." +"Этот ресурс нельзя сохранить, потому что он не принадлежит изменённой сцене. " +"Сначала нужно сделать его уникальным." msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." msgstr "" -"Этот ресурс не может быть сохранен, так как он был импортирован из другого " -"файла. Сначала сделайте его уникальным." +"Этот ресурс нельзя сохранить, так как он был импортирован из другого файла. " +"Сначала нужно сделать его уникальным." msgid "Save Resource As..." msgstr "Сохранить ресурс как..." -msgid "Can't open file for writing:" -msgstr "Невозможно открыть файл для записи:" - -msgid "Requested file format unknown:" -msgstr "Неизвестный формат запрашиваемого файла:" - -msgid "Error while saving." -msgstr "Ошибка при сохранении." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Не удалось открыть файл '%s'. Файл мог быть перемещён или удалён." - -msgid "Error while parsing file '%s'." -msgstr "Ошибка при разборе файла '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Файл сцены '%s' является недействительным/повреждённым." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Не найден файл '%s' или одна из его зависимостей." - -msgid "Error while loading file '%s'." -msgstr "Ошибка при загрузке файла '%s'." - msgid "Saving Scene" msgstr "Сохранение сцены" @@ -3434,43 +3362,22 @@ msgid "Analyzing" msgstr "Анализ" msgid "Creating Thumbnail" -msgstr "Создание эскизов" - -msgid "This operation can't be done without a tree root." -msgstr "Эта операция не может быть выполнена без корня дерева." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Эта сцена не может быть сохранена, потому что обнаружено циклическое " -"включение экземпляра.\n" -"Пожалуйста, решите эту проблему и повторите попытку сохранения." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Не возможно сохранить сцену. Вероятно, зависимости (экземпляры или " -"унаследованные) не могли быть удовлетворены." +msgstr "Создание миниатюры" msgid "Save scene before running..." msgstr "Сохранение сцены перед запуском..." -msgid "Could not save one or more scenes!" -msgstr "Не удалось сохранить одну или несколько сцен!" - msgid "Save All Scenes" msgstr "Сохранить все сцены" msgid "Can't overwrite scene that is still open!" msgstr "Невозможно перезаписать сцену, которая всё ещё открыта!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Невозможно загрузить MeshLibrary для слияния!" +msgid "Merge With Existing" +msgstr "Объединить с существующим" -msgid "Error saving MeshLibrary!" -msgstr "Ошибка сохранения MeshLibrary!" +msgid "Apply MeshInstance Transforms" +msgstr "Применить преобразования MeshInstance" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3484,28 +3391,29 @@ msgid "" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" -"Макет редактора по умолчанию перезаписан.\n" +"Макет редактора по умолчанию переопределён.\n" "Чтобы восстановить базовые настройки макета по умолчанию, воспользуйтесь " -"опцией \"Удалить макет\" и удалите макет по умолчанию." +"опцией «Удалить макет» и удалите макет по умолчанию." msgid "Layout name not found!" msgstr "Название макета не найдено!" msgid "Restored the Default layout to its base settings." -msgstr "Макет \"По умолчанию\" восстановлен до базовых настроек." +msgstr "Для макета по умолчанию восстановлены базовые настройки." msgid "This object is marked as read-only, so it's not editable." -msgstr "Этот объект помечен как только для чтения, поэтому его нельзя изменить." +msgstr "" +"Этот объект помечен как доступный только для чтения, поэтому его нельзя " +"изменить." msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" -"Этот ресурс принадлежит сцене, которая была импортирована, поэтому он не " -"редактируем.\n" -"Пожалуйста, прочитайте документацию, имеющую отношение к импорту сцены, чтобы " -"лучше понять этот процесс." +"Этот ресурс принадлежит сцене, которая была импортирована, поэтому его нельзя " +"изменить.\n" +"Прочтите документацию по импорту сцен, чтобы лучше понять этот процесс." msgid "" "This resource belongs to a scene that was instantiated or inherited.\n" @@ -3518,8 +3426,8 @@ msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" -"Этот ресурс был импортирован, поэтому он не редактируем. Измените его " -"настройки в панели импорта, а затем реимпортируйте." +"Этот ресурс был импортирован, поэтому его нельзя изменить. Измените настройки " +"в панели импорта, а затем повторите импорт." msgid "" "This scene was imported, so changes to it won't be kept.\n" @@ -3529,11 +3437,7 @@ msgid "" msgstr "" "Эта сцена была импортирована, поэтому изменения в ней не будут сохранены.\n" "Инстанцирование или наследование позволит внести в неё изменения.\n" -"Пожалуйста, прочтите документацию об импортировании сцен, чтобы лучше понять " -"этот процесс." - -msgid "Changes may be lost!" -msgstr "Изменения могут быть потеряны!" +"Прочтите документацию по импорту сцен, чтобы лучше понять этот процесс." msgid "This object is read-only." msgstr "Этот объект доступен только для чтения." @@ -3550,23 +3454,19 @@ msgstr "Быстро открыть сцену..." msgid "Quick Open Script..." msgstr "Быстро открыть скрипт..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "" -"%s больше не существует! Пожалуйста, укажите новое место для сохранения." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." msgstr "" -"Текущая сцена не имеет корневого узла, но %d изменённых внешних ресурсов всё " +"Текущая сцена не имеет корневого узла, но изменённые внешние ресурсы (%d) всё " "равно были сохранены." msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" -"Для сохранения сцены требуется корневой узел. Вы можете добавить его, " -"используя панель \"Сцена\"." +"Для сохранения сцены требуется корневой узел. Его можно добавить с помощью " +"панели дерева сцен." msgid "Save Scene As..." msgstr "Сохранить сцену как..." @@ -3575,10 +3475,10 @@ msgid "Current scene not saved. Open anyway?" msgstr "Текущая сцена не сохранена. Открыть в любом случае?" msgid "Can't undo while mouse buttons are pressed." -msgstr "Невозможно отменить пока кнопки мыши нажаты." +msgstr "Невозможно отменить, пока нажаты кнопки мыши." msgid "Nothing to undo." -msgstr "Нечего отменить." +msgstr "Нечего отменять." msgid "Global Undo: %s" msgstr "Отменить глобально: %s" @@ -3590,10 +3490,10 @@ msgid "Scene Undo: %s" msgstr "Отменить в сцене: %s" msgid "Can't redo while mouse buttons are pressed." -msgstr "Невозможно повторить пока кнопки мыши нажаты." +msgstr "Невозможно повторить, пока нажаты кнопки мыши." msgid "Nothing to redo." -msgstr "Нечего повторить." +msgstr "Нечего повторять." msgid "Global Redo: %s" msgstr "Повторить глобально: %s" @@ -3605,20 +3505,20 @@ msgid "Scene Redo: %s" msgstr "Повторить в сцене: %s" msgid "Can't reload a scene that was never saved." -msgstr "Не возможно загрузить сцену, которая не была сохранена." +msgstr "Невозможно перезагрузить сцену, которая не была сохранена." msgid "Reload Saved Scene" -msgstr "Перезагрузить сохраненную сцену" +msgstr "Перезагрузить сохранённую сцену" msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" -"Текущая сцена имеет несохраненные изменения. \n" +"Текущая сцена содержит несохранённые изменения.\n" "Всё равно перезагрузить сцену? Это действие нельзя отменить." msgid "Save & Reload" -msgstr "Сохранить & Перезагрузить" +msgstr "Сохранить и перезагрузить" msgid "Save modified resources before reloading?" msgstr "Сохранить изменённые ресурсы перед перезагрузкой?" @@ -3630,77 +3530,58 @@ msgid "Save modified resources before closing?" msgstr "Сохранить изменённые ресурсы перед закрытием?" msgid "Save changes to the following scene(s) before reloading?" -msgstr "Сохранить изменения в следующей сцене(ах) перед выходом?" - -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Сохранить изменения в следующей сцене(ы) перед выходом?" +msgstr "Сохранить изменения в следующих сценах перед перезагрузкой?" msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" -"Сохранить изменения в следующей сцене(ы) перед открытием менеджера проектов?" - -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Этот параметр устаревший. Ситуации, в которых необходимо принудительное " -"обновление, считаются ошибкой. Просьба сообщить." +"Сохранить изменения в следующих сценах перед открытием менеджера проектов?" msgid "Pick a Main Scene" -msgstr "Выберите главную сцену" - -msgid "This operation can't be done without a scene." -msgstr "Эта операция не может быть выполнена без сцены." +msgstr "Выбрать главную сцену" msgid "Export Mesh Library" -msgstr "Экспорт библиотеки мешей" +msgstr "Экспортировать библиотеку сеток" msgid "Unable to enable addon plugin at: '%s' parsing of config failed." -msgstr "Невозможно включить плагин: '%s' разбор конфигурации не удался." +msgstr "" +"Не удалось включить модуль дополнения по адресу «%s». Ошибка синтаксического " +"разбора файла конфигурации." msgid "Unable to find script field for addon plugin at: '%s'." -msgstr "Не удалось найти поле скрипт для плагина: '%s'." +msgstr "Не удалось найти поле скрипта для модуля дополнения по адресу «%s»." msgid "Unable to load addon script from path: '%s'." -msgstr "Не удалось загрузить скрипт из источника: '%s'." +msgstr "Не удалось загрузить скрипт дополнения из источника «%s»." msgid "" "Unable to load addon script from path: '%s'. This might be due to a code " "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" -"Невозможно загрузить скрипт аддона по пути: '%s'. Это может быть связано с " -"ошибкой в коде скрипта.\n" -"Отключение аддона '%s' для предотвращения дальнейших ошибок." +"Не удалось загрузить скрипт дополнения из источника «%s». Это может быть " +"связано с ошибкой в коде скрипта.\n" +"Дополнение по адресу «%s» отключено 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 " +"Не удалось загрузить скрипт дополнения из источника «%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 " +"Не удалось загрузить скрипт дополнения из источника «%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." msgstr "" -"Сцена '%s' была автоматически импортирована, поэтому ее нельзя изменить.\n" -"Чтобы внести в нее изменения, можно создать новую унаследованную сцену." - -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 "" -"Ошибка загрузки сцены, она должна находиться внутри каталога проекта. " -"Используйте 'Импорт', чтобы открыть сцену, а затем сохраните её в каталоге " -"проекта." +"Сцена «%s» была автоматически импортирована, поэтому её нельзя изменить.\n" +"Чтобы её изменить, нужно создать новую унаследованную сцену." msgid "Scene '%s' has broken dependencies:" -msgstr "Сцена '%s' имеет сломанные зависимости:" +msgstr "Сцена «%s» имеет нарушенные зависимости:" msgid "" "Multi-window support is not available because the `--single-window` command " @@ -3733,33 +3614,29 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "Очистить недавние сцены" -msgid "There is no defined scene to run." -msgstr "Не определена сцена для запуска." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Ни одна главная сцена не была определена, выбрать ее?\n" -"Вы можете изменить её позже в \"Настройки проекта\" категория 'Приложение'." +"Не назначена главная сцена, выбрать её?\n" +"Можно изменить её позже в настройках проекта (категория «application»)." msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Выбранная сцена '%s' не существует, хотите выбрать другую?\n" -"Вы можете изменить её позже в \"Настройки проекта\" категория 'Приложение'." +"Выбранная сцена «%s» не существует, выбрать другую?\n" +"Можно изменить её позже в настройках проекта (категория «application»)." msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" -"Выбранный файл '%s' не является файлом сцены, хотите выбрать другой?\n" -"Вы можете изменить главную сцену позже в \"Настройки проекта\" категория " -"'Приложение'." +"Выбранный файл «%s» не является файлом сцены, выбрать другой?\n" +"Можно изменить сцену позже в настройках проекта (категория «application»)." msgid "Save Layout..." msgstr "Сохранить макет…" @@ -3777,7 +3654,7 @@ msgid "Delete Layout" msgstr "Удалить макет" msgid "This scene was never saved." -msgstr "Эта сцена никогда не была сохранена." +msgstr "Эта сцена никогда не сохранялась." msgid "%d second ago" msgid_plural "%d seconds ago" @@ -3801,7 +3678,7 @@ msgid "" "Scene \"%s\" has unsaved changes.\n" "Last saved: %s." msgstr "" -"Сцена «%s» имеет несохраненные изменения.\n" +"Сцена «%s» имеет несохранённые изменения.\n" "Последнее сохранение: %s." msgid "Save & Close" @@ -3811,18 +3688,18 @@ msgid "Save before closing?" msgstr "Сохранить перед закрытием?" msgid "%d more files or folders" -msgstr "Ещё %d файлов или папок" +msgstr "Ещё файлы или папки (%d)" msgid "%d more folders" -msgstr "Ещё %d каталог(ов)" +msgstr "Ещё папки (%d)" msgid "%d more files" -msgstr "Ещё %d файла(ов)" +msgstr "Ещё файлы (%d)" msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "" -"Невозможно записать в файл '%s', файл используется, заблокирован или " +"Невозможно записать в файл «%s»; файл используется, заблокирован или " "отсутствуют разрешения." msgid "" @@ -3850,7 +3727,7 @@ msgid "Compatibility" msgstr "Совместимость" msgid "(Overridden)" -msgstr "(Overridden)" +msgstr "(переопределено)" msgid "Pan View" msgstr "Панорамировать вид" @@ -3871,13 +3748,13 @@ msgid "Copy Text" msgstr "Копировать текст" msgid "Next Scene Tab" -msgstr "Следующая вкладка сцены" +msgstr "Вкладка следующей сцены" msgid "Previous Scene Tab" -msgstr "Предыдущая вкладка сцены" +msgstr "Вкладка предыдущей сцены" msgid "Focus FileSystem Filter" -msgstr "Фокус на фильтре Файловой Системы" +msgstr "Фокус на фильтре файловой системы" msgid "Command Palette" msgstr "Палитра команд" @@ -3901,10 +3778,10 @@ msgid "Save Scene" msgstr "Сохранить сцену" msgid "Export As..." -msgstr "Экспорт как..." +msgstr "Экспортировать как..." msgid "MeshLibrary..." -msgstr "Библиотека мешей..." +msgstr "Библиотека сеток..." msgid "Close Scene" msgstr "Закрыть сцену" @@ -3918,17 +3795,11 @@ msgstr "Настройки редактора..." msgid "Project" msgstr "Проект" -msgid "Project Settings..." -msgstr "Настройки проекта..." - msgid "Project Settings" msgstr "Настройки проекта" msgid "Version Control" -msgstr "Контроль версий" - -msgid "Export..." -msgstr "Экспорт..." +msgstr "Управление версиями" msgid "Install Android Build Template..." msgstr "Установить шаблон сборки Android..." @@ -3936,17 +3807,14 @@ msgstr "Установить шаблон сборки Android..." msgid "Open User Data Folder" msgstr "Открыть папку данных пользователя" -msgid "Customize Engine Build Configuration..." -msgstr "Настроить конфигурацию сборки движка..." - msgid "Tools" msgstr "Инструменты" msgid "Orphan Resource Explorer..." -msgstr "Обзор ресурсов-сирот..." +msgstr "Обзор потерянных ресурсов..." msgid "Upgrade Mesh Surfaces..." -msgstr "Обновление сетчатых поверхностей..." +msgstr "Обновить поверхности сетки…" msgid "Reload Current Project" msgstr "Перезагрузить текущий проект" @@ -3954,9 +3822,6 @@ msgstr "Перезагрузить текущий проект" msgid "Quit to Project List" msgstr "Выйти в список проектов" -msgid "Editor" -msgstr "Редактор" - msgid "Command Palette..." msgstr "Палитра команд..." @@ -3964,13 +3829,13 @@ msgid "Editor Layout" msgstr "Макет редактора" msgid "Take Screenshot" -msgstr "Сделать скриншот" +msgstr "Сделать снимок экрана" msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "Снимки экрана хранятся в папке данных/настроек редактора." msgid "Toggle Fullscreen" -msgstr "Включить полноэкранный режим" +msgstr "Включить или отключить полноэкранный режим" msgid "Open Editor Data/Settings Folder" msgstr "Открыть папку данных/настроек редактора" @@ -3994,14 +3859,11 @@ msgid "Help" msgstr "Справка" msgid "Search Help..." -msgstr "Поиск в справке..." +msgstr "Поиск в справке…" msgid "Online Documentation" msgstr "Онлайн-документация" -msgid "Questions & Answers" -msgstr "Вопросы и ответы" - msgid "Community" msgstr "Сообщество" @@ -4022,7 +3884,7 @@ msgid "Send Docs Feedback" msgstr "Отправить отзыв о документации" msgid "About Godot..." -msgstr "О Godot…" +msgstr "О программе Godot…" msgid "Support Godot Development" msgstr "Поддержать разработку Godot" @@ -4042,8 +3904,11 @@ msgstr "" "выбран здесь.\n" "- На веб-платформе всегда используется метод отрисовки Compatibility." +msgid "Save & Restart" +msgstr "Сохранить и перезапустить" + msgid "Update Continuously" -msgstr "Непрерывное обновление" +msgstr "Обновлять непрерывно" msgid "Update When Changed" msgstr "Обновлять при изменениях" @@ -4051,9 +3916,6 @@ msgstr "Обновлять при изменениях" msgid "Hide Update Spinner" msgstr "Скрыть индикатор обновлений" -msgid "FileSystem" -msgstr "Файловая система" - msgid "Inspector" msgstr "Инспектор" @@ -4063,16 +3925,11 @@ msgstr "Узел" msgid "History" msgstr "История" -msgid "Output" -msgstr "Вывод" - msgid "Don't Save" msgstr "Не сохранять" msgid "Android build template is missing, please install relevant templates." -msgstr "" -"Шаблон сборки Android отсутствует, пожалуйста, установите соответствующие " -"шаблоны." +msgstr "Шаблон сборки Android отсутствует. Установите соответствующие шаблоны." msgid "Manage Templates" msgstr "Управление шаблонами" @@ -4081,25 +3938,19 @@ msgid "Install from file" msgstr "Установить из файла" msgid "Select Android sources file" -msgstr "Выберите файл исходников Android" +msgstr "Выбрать файл исходников Android" msgid "Show in File Manager" -msgstr "Показать в проводнике" +msgstr "Просмотреть в проводнике" msgid "Import Templates From ZIP File" -msgstr "Импортировать шаблоны из ZIP файла" +msgstr "Импортировать шаблоны из ZIP-файла" msgid "Template Package" -msgstr "Шаблонный пакет" +msgstr "Пакет с шаблонами" msgid "Export Library" -msgstr "Экспорт библиотеки" - -msgid "Merge With Existing" -msgstr "Объединить с существующей" - -msgid "Apply MeshInstance Transforms" -msgstr "Применить преобразования MeshInstance" +msgstr "Экспортировать библиотеку" msgid "Open & Run a Script" msgstr "Открыть и запустить скрипт" @@ -4109,7 +3960,7 @@ msgid "" "What action should be taken?" msgstr "" "Следующие файлы изменены на диске.\n" -"Какое действие следует выполнить?" +"Что следует сделать?" msgid "Reload" msgstr "Перезагрузить" @@ -4117,8 +3968,11 @@ msgstr "Перезагрузить" msgid "Resave" msgstr "Пересохранить" +msgid "Create/Override Version Control Metadata..." +msgstr "Создать/переопределить метаданные управления версиями…" + msgid "Version Control Settings..." -msgstr "Настройки контроля версий..." +msgstr "Настройки управления версиями…" msgid "New Inherited" msgstr "Новая унаследованная сцена" @@ -4127,7 +3981,7 @@ msgid "Load Errors" msgstr "Ошибки загрузки" msgid "Select Current" -msgstr "Выбрать текущий" +msgstr "Выбрать текущую сцену" msgid "Open 2D Editor" msgstr "Открыть 2D-редактор" @@ -4147,46 +4001,15 @@ msgstr "Открыть следующий редактор" msgid "Open the previous Editor" msgstr "Открыть предыдущий редактор" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Предупреждение!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"Имя: %s\n" -"Путь: %s\n" -"Основной скрипт: %s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "Редактировать текст:" msgid "On" msgstr "Вкл" -msgid "Edit Plugin" -msgstr "Редактировать плагин" - -msgid "Installed Plugins:" -msgstr "Установленные плагины:" - -msgid "Create New Plugin" -msgstr "Создать новый плагин" - -msgid "Version" -msgstr "Версия" - -msgid "Author" -msgstr "Автор" - -msgid "Edit Text:" -msgstr "Редактировать текст:" - msgid "Renaming layer %d:" msgstr "Переименовать слой %d:" @@ -4209,16 +4032,16 @@ msgid "Layer %d" msgstr "Слой %d" msgid "No Named Layers" -msgstr "Нет именованных слоев" +msgstr "Нет именованных слоёв" msgid "Edit Layer Names" -msgstr "Редактировать имена слоев" +msgstr "Редактировать имена слоёв" msgid "<empty>" msgstr "<пусто>" msgid "Temporary Euler may be changed implicitly!" -msgstr "Временной Эйлер может быть изменен неявно!" +msgstr "Временное значение Эйлера может быть изменено неявно!" msgid "" "Temporary Euler will not be stored in the object with the original value. " @@ -4227,13 +4050,14 @@ msgid "" "determined uniquely, but the result of Quaternion->Euler can be multi-" "existent." msgstr "" -"Временный Эйлер не будет храниться в объекте с исходным значением. Вместо " -"этого он будет сохранен как кватернион с необратимым преобразованием.\n" -"Это связано с тем, что результат Euler->Quaternion может быть определен " -"однозначно, а результат Quaternion->Euler может быть многозначным." +"Временное значение Эйлера не будет храниться в объекте с исходным значением. " +"Вместо этого оно будет сохранено как кватернион с необратимым " +"преобразованием.\n" +"Это объясняется тем фактом, что результат Эйлер->Кватернион определяется " +"уникально, а результат Кватернион->Эйлер может быть множественным." msgid "Assign..." -msgstr "Устанавливать.." +msgstr "Назначить..." msgid "Copy as Text" msgstr "Копировать как текст" @@ -4253,16 +4077,16 @@ msgid "" "Use a Texture2DParameter node instead and set the texture in the \"Shader " "Parameters\" tab." msgstr "" -"Нельзя создать ViewportTexture в узле Texture2D потому что текстура не будет " +"Нельзя создать ViewportTexture в узле Texture2D, потому что текстура не будет " "привязана к сцене.\n" -"Используйте вместо этого узел Texture2DParameter и установите текстуру во " -"вкладке \"Параметры шейдера\"." +"Используйте вместо этого узел Texture2DParameter и установите текстуру на " +"вкладке «Параметры шейдера»." msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" -"Невозможно создать ViewportTexture для ресурсов, сохраненных в виде файла.\n" +"Невозможно создать ViewportTexture для ресурсов, сохранённых в виде файла.\n" "Ресурс должен принадлежать сцене." msgid "" @@ -4273,15 +4097,21 @@ msgid "" msgstr "" "Невозможно создать ViewportTexture для этого ресурса, потому что он не " "установлен как локальный для сцены.\n" -"Пожалуйста, включите свойство 'локально для сцены' для него (и для всех " -"родительских ресурсов)." +"Включите свойство «локально для сцены» для него (и для всех родительских " +"ресурсов)." msgid "Pick a Viewport" -msgstr "Выберите Viewport" +msgstr "Выбрать Viewport" msgid "Selected node is not a Viewport!" msgstr "Выбранный узел не Viewport!" +msgid "New Key:" +msgstr "Новый ключ:" + +msgid "New Value:" +msgstr "Новое значение:" + msgid "(Nil) %s" msgstr "(Nil) %s" @@ -4300,14 +4130,8 @@ msgstr "Словарь (Nil)" msgid "Dictionary (size %d)" msgstr "Словарь (размер %d)" -msgid "New Key:" -msgstr "Новый ключ:" - -msgid "New Value:" -msgstr "Новое значение:" - msgid "Add Key/Value Pair" -msgstr "Добавить пару: Ключ/Значение" +msgstr "Добавить пару «ключ/значение»" msgid "Localizable String (Nil)" msgstr "Локализуемая строка (Nil)" @@ -4325,18 +4149,18 @@ msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." msgstr "" -"Выбранные ресурсы (%s) не соответствуют типам, ожидаемым для данного свойства " -"(%s)." +"Выбранный ресурс (%s) не соответствует ни одному типу, ожидаемому для данного " +"свойства (%s)." msgid "Quick Load..." -msgstr "Быстрая загрузка..." +msgstr "Быстрая загрузка…" msgid "Opens a quick menu to select from a list of allowed Resource files." msgstr "" "Открывает быстрое меню для выбора из списка разрешённых файлов ресурсов." msgid "Load..." -msgstr "Загрузка..." +msgstr "Загрузить..." msgid "Inspect" msgstr "Просмотр" @@ -4357,22 +4181,22 @@ msgid "Convert to %s" msgstr "Преобразовать в %s" msgid "Select resources to make unique:" -msgstr "Выберите ресурсы, которые будут уникальными:" +msgstr "Ресурсы, которые будут уникальными:" msgid "New %s" -msgstr "Новый %s" +msgstr "Создать %s" msgid "New Script..." msgstr "Новый скрипт..." msgid "Extend Script..." -msgstr "Расширить скрипт..." +msgstr "Расширить скрипт…" msgid "New Shader..." msgstr "Новый шейдер…" msgid "No Remote Debug export presets configured." -msgstr "Нет настроенных пресетов экспорта для удалённой отладки." +msgstr "Нет настроенных предустановок экспорта для удалённой отладки." msgid "Remote Debug" msgstr "Удалённая отладка" @@ -4382,9 +4206,19 @@ msgid "" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" -"Не найден активный пресет для данной платформы.\n" -"Пожалуйста, добавьте активный пресет в меню экспорта или пометьте " -"существующий пресет как активный." +"Не найдена активная предустановка экспорта для данной платформы.\n" +"Добавьте активную предустановку в меню экспорта или отметьте существующую " +"предустановку как активную." + +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Предупреждение: архитектура ЦП «%s» не активна в вашей настройке экспорта.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "Всё равно запустить «Удалённую отладку»?" msgid "Project Run" msgstr "Запуск проекта" @@ -4405,10 +4239,10 @@ msgid "Edit Built-in Action: %s" msgstr "Изменить встроенное действие: %s" msgid "Edit Shortcut: %s" -msgstr "Изменить сочетание клавиш: %s" +msgstr "Изменить горячую клавишу: %s" msgid "Common" -msgstr "Общий" +msgstr "Общие" msgid "Editor Settings" msgstr "Настройки редактора" @@ -4423,22 +4257,22 @@ msgid "The editor must be restarted for changes to take effect." msgstr "Чтобы изменения вступили в силу, необходимо перезапустить редактор." msgid "Shortcuts" -msgstr "Сочетания клавиш" +msgstr "Горячие клавиши" msgid "Binding" msgstr "Привязка" msgid "Left Stick Left, Joystick 0 Left" -msgstr "Левый стик влево, Джойстик 0 влево" +msgstr "Левый стик влево, джойстик 0 влево" msgid "Left Stick Right, Joystick 0 Right" -msgstr "Левый стик вправо, Джойстик 0 вправо" +msgstr "Левый стик вправо, джойстик 0 вправо" msgid "Left Stick Up, Joystick 0 Up" -msgstr "Левый стик вверх, Стик 0 вверх" +msgstr "Левый стик вверх, стик 0 вверх" msgid "Left Stick Down, Joystick 0 Down" -msgstr "Левый стик вниз, Стик 0 вниз" +msgstr "Левый стик вниз, стик 0 вниз" msgid "Right Stick Left, Joystick 1 Left" msgstr "Правый стик влево, джойстик 1 влево" @@ -4453,16 +4287,16 @@ msgid "Right Stick Down, Joystick 1 Down" msgstr "Правый стик вниз, джойстик 1 вниз" msgid "Joystick 2 Left" -msgstr "Джойстик 2 лево" +msgstr "Джойстик 2 влево" msgid "Left Trigger, Sony L2, Xbox LT, Joystick 2 Right" -msgstr "Левый Триггер, Sony L2, Xbox LT, Джойстик 2 Вправо" +msgstr "Левый триггер, Sony L2, Xbox LT, джойстик 2 вправо" msgid "Joystick 2 Up" -msgstr "Джойстик 2 Вверх" +msgstr "Джойстик 2 вверх" msgid "Right Trigger, Sony R2, Xbox RT, Joystick 2 Down" -msgstr "Правый Триггер, Sony L2, Xbox LT, Джойстик 2 Вниз" +msgstr "Правый триггер, Sony R2, Xbox RT, джойстик 2 вниз" msgid "Joystick 3 Left" msgstr "Джойстик 3 влево" @@ -4471,10 +4305,10 @@ msgid "Joystick 3 Right" msgstr "Джойстик 3 вправо" msgid "Joystick 3 Up" -msgstr "Джойстик 3 Вверх" +msgstr "Джойстик 3 вверх" msgid "Joystick 3 Down" -msgstr "Джойстик 3 Вниз" +msgstr "Джойстик 3 вниз" msgid "Joystick 4 Left" msgstr "Джойстик 4 влево" @@ -4507,7 +4341,7 @@ msgid "Listening for Input" msgstr "Ожидание ввода" msgid "Filter by Event" -msgstr "Фильтровать по событию" +msgstr "Фильтр по событию" msgid "Project export for platform:" msgstr "Экспорт проекта для платформы:" @@ -4521,56 +4355,41 @@ msgstr "Завершено без ошибок." msgid "Failed." msgstr "Ошибка." -msgid "Unknown Error" -msgstr "Неизвестная ошибка" - msgid "Export failed with error code %d." msgstr "Экспорт завершился с кодом ошибки %d." msgid "Storing File: %s" -msgstr "Сохранение: %s" +msgstr "Сохранение файла: %s" msgid "Storing File:" msgstr "Сохранение файла:" -msgid "No export template found at the expected path:" -msgstr "Шаблоны экспорта не найдены по ожидаемому пути:" - -msgid "ZIP Creation" -msgstr "Создание ZIP" - msgid "Could not open file to read from path \"%s\"." -msgstr "Не удалось открыть файл для чтения по пути \"%s\"." +msgstr "Не удалось открыть файл для чтения из источника «%s»." msgid "Packing" msgstr "Упаковывание" -msgid "Save PCK" -msgstr "Сохранить PCK" - msgid "Cannot create file \"%s\"." -msgstr "Невозможно создать файл \"%s\"." +msgstr "Невозможно создать файл «%s»." msgid "Failed to export project files." msgstr "Не удалось экспортировать файлы проекта." msgid "Can't open file for writing at path \"%s\"." -msgstr "По адресу \"%s\" не удаётся открыть файл для записи." +msgstr "Не удалось открыть файл для записи по пути «%s»." msgid "Can't open file for reading-writing at path \"%s\"." -msgstr "По пути \"%s\" не удаётся открыть файл для чтения-записи." +msgstr "Не удалось открыть файл для чтения-записи по пути «%s»." msgid "Can't create encrypted file." -msgstr "Не удалось создать зашифрованный файл." +msgstr "Невозможно создать зашифрованный файл." msgid "Can't open encrypted file to write." msgstr "Не удалось открыть зашифрованный файл для записи." msgid "Can't open file to read from path \"%s\"." -msgstr "Не удаётся открыть файл для чтения из пути \"%s\"." - -msgid "Save ZIP" -msgstr "Сохранить ZIP" +msgstr "Не удалось открыть файл для чтения из источника «%s»." msgid "Custom debug template not found." msgstr "Пользовательский отладочный шаблон не найден." @@ -4582,30 +4401,25 @@ msgid "" "A texture format must be selected to export the project. Please select at " "least one texture format." msgstr "" -"Для экспорта проекта требуется выбрать форматы текстур. Пожалуйста, выберите " -"хотя бы один формат." - -msgid "Prepare Template" -msgstr "Подготовить шаблон" +"Для экспорта проекта требуется выбрать форматы текстур. Выберите хотя бы один " +"формат." msgid "The given export path doesn't exist." msgstr "Указанный путь экспорта не существует." msgid "Template file not found: \"%s\"." -msgstr "Не найден файл шаблона: \"%s\"." +msgstr "Не найден файл шаблона: «%s»." msgid "Failed to copy export template." msgstr "Не удалось скопировать шаблон экспорта." -msgid "PCK Embedding" -msgstr "Встраивание PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" -"На 32-х битных системах встроенный PCK файл не может быть больше 4 Гбит." +"При экспорте в 32-битном режиме встроенный PCK-файл не может быть больше 4 " +"ГиБ." msgid "Plugin \"%s\" is not supported on \"%s\"" -msgstr "Плагин/аддон «%s» не поддерживается на «%s»" +msgstr "Модуль «%s» не поддерживается на «%s»" msgid "Open the folder containing these templates." msgstr "Открыть папку, содержащую эти шаблоны." @@ -4629,7 +4443,7 @@ msgid "Connecting to the mirror..." msgstr "Подключение к зеркалу..." msgid "Can't resolve the requested address." -msgstr "Не удалось разрешить запрошенный адрес." +msgstr "Не удалось определить запрошенный адрес." msgid "Can't connect to the mirror." msgstr "Не удалось подключиться к зеркалу." @@ -4657,14 +4471,14 @@ msgid "" "The problematic templates archives can be found at '%s'." msgstr "" "Ошибка установки шаблонов.\n" -"Архивы с проблемными шаблонами можно найти в '%s'." +"Архивы с проблемными шаблонами можно найти в «%s»." msgid "Error getting the list of mirrors." msgstr "Ошибка при получении списка зеркал." msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "" -"Ошибка при разборе JSON со списком зеркал. Пожалуйста, сообщите об этой " +"Ошибка при синтаксическом разборе JSON со списком зеркал. Сообщите об этой " "проблеме!" msgid "Best available mirror" @@ -4674,39 +4488,9 @@ msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" -"Не найдено для этой версии ссылки на скачивание. Прямая загрузка доступна " +"Для этой версии не найдены ссылки на загрузку. Прямая загрузка доступна " "только для официальных релизов." -msgid "Disconnected" -msgstr "Отключен" - -msgid "Resolving" -msgstr "Инициализация" - -msgid "Can't Resolve" -msgstr "Не удаётся разрешить" - -msgid "Connecting..." -msgstr "Подключение..." - -msgid "Can't Connect" -msgstr "Не удаётся подключиться" - -msgid "Connected" -msgstr "Подключен" - -msgid "Requesting..." -msgstr "Запрашиваю..." - -msgid "Downloading" -msgstr "Загрузка" - -msgid "Connection Error" -msgstr "Ошибка подключения" - -msgid "TLS Handshake Error" -msgstr "Ошибка рукопожатия TLS" - msgid "Can't open the export templates file." msgstr "Не удалось открыть архив шаблонов экспорта." @@ -4720,13 +4504,13 @@ msgid "Error creating path for extracting templates:" msgstr "Ошибка при создании пути для извлечения шаблонов:" msgid "Extracting Export Templates" -msgstr "Распаковка шаблонов экспорта" +msgstr "Извлечение шаблонов экспорта" msgid "Importing:" -msgstr "Импортируется:" +msgstr "Импорт:" msgid "Remove templates for the version '%s'?" -msgstr "Удалить шаблоны для версии '%s'?" +msgstr "Удалить шаблоны для версии «%s»?" msgid "Uncompressing Android Build Sources" msgstr "Распаковка исходников сборки Android" @@ -4747,7 +4531,7 @@ msgid "Open Folder" msgstr "Открыть папку" msgid "Open the folder containing installed templates for the current version." -msgstr "Открывает папку, содержащую установленные шаблоны для текущей версии." +msgstr "Открыть папку, содержащую установленные шаблоны для текущей версии." msgid "Uninstall" msgstr "Удалить" @@ -4771,11 +4555,11 @@ msgid "" "Download and install templates for the current version from the best possible " "mirror." msgstr "" -"Загружает и устанавливает шаблоны для текущей версии с лучшего из доступных " +"Загрузить и установить шаблоны для текущей версии с лучшего из доступных " "зеркал." msgid "Official export templates aren't available for development builds." -msgstr "Официальные шаблоны экспорта недоступны для dev сборок." +msgstr "Официальные шаблоны экспорта недоступны для рабочих сборок." msgid "Install from File" msgstr "Установить из файла" @@ -4808,37 +4592,40 @@ msgstr "" msgid "" "Target platform requires '%s' texture compression. Enable 'Import %s' to fix." msgstr "" -"Целевая платформа требует сжатие текстуры '%s'. Включите 'Импорт %s', чтобы " -"исправить." +"Для работы целевой платформы требуется сжатие текстур «%s». Чтобы устранить " +"эту проблему, включите «Импорт %s»." msgid "Fix Import" msgstr "Исправить импорт" msgid "Runnable" -msgstr "Выполнимый" +msgstr "доступно для запуска" msgid "Export the project for all the presets defined." -msgstr "Экспортировать проект для всех определенных пресетов." +msgstr "Экспортировать проект для всех заданных предустановок." msgid "All presets must have an export path defined for Export All to work." msgstr "" -"Для работы функции \"Экспортировать все\" у всех предустановок должен быть " -"определен путь экспорта." +"Для работы функции «Экспортировать всё» у всех предустановок должен быть " +"определён путь экспорта." msgid "Delete preset '%s'?" -msgstr "Удалить пресет '%s'?" +msgstr "Удалить предустановку «%s»?" msgid "Resources to exclude:" -msgstr "Исключаемые ресурсы:" +msgstr "Ресурсы для исключения:" msgid "Resources to override export behavior:" -msgstr "Ресурсы для изменения поведения экспорта:" +msgstr "Ресурсы для переопределения поведения экспорта:" msgid "Resources to export:" msgstr "Ресурсы для экспорта:" msgid "(Inherited)" -msgstr "(Унаследовано)" +msgstr "(унаслед.)" + +msgid "Export With Debug" +msgstr "Экспорт с отладкой" msgid "%s Export" msgstr "Экспорт для %s" @@ -4847,7 +4634,7 @@ msgid "Release" msgstr "Релиз" msgid "Exporting All" -msgstr "Экспортировать всё" +msgstr "Экспорт всех" msgid "Presets" msgstr "Предустановки" @@ -4862,9 +4649,9 @@ 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 "" -"Если этот флажок установлен, предварительная установка будет доступна для " -"использования в развертывании одним щелчком мыши.\n" -"Только одна предустановка на платформу может быть помечена как работающая." +"Если этот флажок установлен, предустановка будет доступна для использования " +"при развертывании одним щелчком мыши.\n" +"Только одна предустановка на платформу может быть отмечена как активная." msgid "Advanced Options" msgstr "Дополнительные параметры" @@ -4882,26 +4669,26 @@ msgid "Resources" msgstr "Ресурсы" msgid "Export all resources in the project" -msgstr "Экспорт всех ресурсов проекта" +msgstr "Экспортировать все ресурсы в проекте" msgid "Export selected scenes (and dependencies)" -msgstr "Экспорт выбранных сцен (включая зависимости)" +msgstr "Экспортировать выбранные сцены (включая зависимости)" msgid "Export selected resources (and dependencies)" -msgstr "Экспорт выбранных ресурсов (включая зависимости)" +msgstr "Экспортировать выбранные ресурсы (включая зависимости)" msgid "Export all resources in the project except resources checked below" -msgstr "Экспорт всех ресурсов в проекте, кроме отмеченных ниже" +msgstr "Экспортировать все ресурсы в проекте, кроме отмеченных ниже" msgid "Export as dedicated server" -msgstr "Экспорт как выделенный сервер" +msgstr "Экпортировать как выделенный сервер" msgid "Export Mode:" -msgstr "Режим экспортирования:" +msgstr "Режим экспорта:" msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" -msgstr "\"Убрать визуал\" заменит следующие ресурсы на заполнители:" +msgstr "«Убрать визуал» заменит следующие ресурсы на заполнители:" msgid "Strip Visuals" msgstr "Убрать визуал" @@ -4913,7 +4700,7 @@ msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" -"Фильтры для экспорта не ресурсных файлов/папок\n" +"Фильтры для экспорта файлов/папок, не содержащих ресурсы\n" "(через запятую, например: *.json, *.txt, docs/*)" msgid "" @@ -4930,13 +4717,13 @@ msgid "Custom (comma-separated):" msgstr "Пользовательские (через запятую):" msgid "Feature List:" -msgstr "Список свойств:" +msgstr "Список возможностей:" msgid "Encryption" msgstr "Шифрование" msgid "Encrypt Exported PCK" -msgstr "Шифровать экспортированный PCK" +msgstr "Шифровать экпортированный PCK" msgid "Encrypt Index (File Names and Info)" msgstr "Шифровать индекс (имена файлов и информацию)" @@ -4966,14 +4753,14 @@ msgid "" "Note: Encryption key needs to be stored in the binary,\n" "you need to build the export templates from source." msgstr "" -"Примечание: Ключ шифрования должен храниться в двоичном файле,\n" -"вам нужно собрать шаблоны экспорта из исходного кода." +"Примечание: ключ шифрования должен храниться в двоичном файле,\n" +"нужно собрать шаблоны экспорта из исходного кода." msgid "More Info..." msgstr "Подробнее..." msgid "Scripts" -msgstr "Сценарии" +msgstr "Скрипты" msgid "GDScript Export Mode:" msgstr "Режим экспорта GDScript:" @@ -4988,7 +4775,7 @@ msgid "Compressed binary tokens (smaller files)" msgstr "Сжатые двоичные токены (меньший размер файлов)" msgid "Export PCK/ZIP..." -msgstr "Экспорт PCK/ZIP..." +msgstr "Экспортировать PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " @@ -4999,7 +4786,7 @@ msgstr "" "Godot." msgid "Export Project..." -msgstr "Экспорт проекта..." +msgstr "Экспортировать проект..." msgid "" "Export the project as a playable build (Godot executable and project data) " @@ -5012,7 +4799,7 @@ msgid "Export All" msgstr "Экспортировать всё" msgid "Choose an export mode:" -msgstr "Пожалуйста, выберите режим экспорта:" +msgstr "Выбор режима экспорта:" msgid "Export All..." msgstr "Экспортировать всё..." @@ -5021,7 +4808,7 @@ msgid "ZIP File" msgstr "ZIP-файл" msgid "Godot Project Pack" -msgstr "Пакет Godot проекта" +msgstr "Пакет проекта Godot" msgid "Export templates for this platform are missing:" msgstr "Шаблоны экспорта для этой платформы отсутствуют:" @@ -5032,11 +4819,27 @@ msgstr "Экспорт проекта" msgid "Manage Export Templates" msgstr "Управление шаблонами экспорта" -msgid "Export With Debug" -msgstr "Экспорт в режиме отладки" +msgid "Disable FBX2glTF & Restart" +msgstr "Отключить FBX2glTF и перезапустить" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Отмена этого диалога приведёт к отключению импортёра FBX2glTF, будет " +"использоваться импортёр ufbx.\n" +"Можно снова включить FBX2glTF в настройках проекта (Файловая система > Импорт " +"> FBX > Включено).\n" +"\n" +"Редактор будет перезапущен, так как импортёры регистрируются при запуске " +"редактора." msgid "Path to FBX2glTF executable is empty." -msgstr "Путь к исполнителю FBX2glTF пуст." +msgstr "Путь к исполняемому файлу FBX2glTF пуст." msgid "Path to FBX2glTF executable is invalid." msgstr "Путь к исполняемому файлу FBX2glTF недействителен." @@ -5050,8 +4853,17 @@ msgstr "Исполняемый файл FBX2glTF действителен." msgid "Configure FBX Importer" msgstr "Настроить импортёр FBX" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"Если используется FBX2glTF, для импорта файлов FBX требуется FBX2glTF.\n" +"Либо можно отключить FBX2glTF, чтобы использовать ufbx.\n" +"Загрузите необходимую утилиту и укажите верный путь к бинарному файлу:" + msgid "Click this link to download FBX2glTF" -msgstr "Нажмите на эту ссылку для скачивания FBX2glTF" +msgstr "Нажмите эту ссылку для загрузки FBX2glTF" msgid "Browse" msgstr "Обзор" @@ -5070,17 +4882,17 @@ msgstr "Просмотр элементов в виде списка." msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" -"Статус: Импорт файла не удался. Пожалуйста, исправьте файл и переимпортируйте " +"Статус: не удалось выполнить импорт файла. Исправьте файл и переимпортируйте " "вручную." msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" -"Импорт был отключён для этого файла, поэтому его нельзя открыть для " +"Для этого файла был отключён импорт, поэтому его нельзя открыть для " "редактирования." msgid "Cannot move/rename resources root." -msgstr "Нельзя переместить/переименовать корень." +msgstr "Нельзя переместить/переименовать корень ресурсов." msgid "Cannot move a folder into itself." msgstr "Невозможно переместить папку в себя." @@ -5098,15 +4910,15 @@ msgid "Failed to load resource at %s: %s" msgstr "Не удалось загрузить ресурс из %s: %s" msgid "Unable to update dependencies for:" -msgstr "Не удалось обновить зависимости для:" +msgstr "Не удалось обновить зависимости:" 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." msgstr "" -"Имя этого файла начинается с точки, что делает его невидимым для редактора.\n" -"Если вы всё равно хотите переименовать его, воспользуйтесь файловым " -"менеджером вашей операционной системы." +"Имя этого файла начинается с точки, поэтому он не распознаётся редактором.\n" +"Чтобы всё равно переименовать его, используйте файловый менеджер вашей " +"операционной системы." msgid "" "This file extension is not recognized by the editor.\n" @@ -5130,8 +4942,8 @@ msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "" -"Следующие файлы или папки конфликтуют с элементами в целевом расположении " -"'%s':" +"Обнаружен конфликт следующих файлов или папок с объектами, находящимися в " +"целевом расположении «%s»:" msgid "Do you wish to overwrite them or rename the copied files?" msgstr "Вы хотите перезаписать их или переименовать скопированные файлы?" @@ -5164,10 +4976,10 @@ msgid "Duplicating folder:" msgstr "Дублирование папки:" msgid "New Inherited Scene" -msgstr "Новая вложенная сцена" +msgstr "Новая унаследованная сцена" msgid "Set as Main Scene" -msgstr "Установить как основную сцену" +msgstr "Установить как главную сцену" msgid "Open Scenes" msgstr "Открыть сцены" @@ -5182,7 +4994,7 @@ msgid "View Owners..." msgstr "Просмотреть владельцев..." msgid "Create New" -msgstr "Создать новый" +msgstr "Создать" msgid "Folder..." msgstr "Папка..." @@ -5209,10 +5021,10 @@ msgid "Collapse Hierarchy" msgstr "Свернуть иерархию" msgid "Set Folder Color..." -msgstr "Установить цвет папки..." +msgstr "Задать цвет папки..." msgid "Default (Reset)" -msgstr "По умолчанию (сбросить)" +msgstr "По умолчанию (сброс)" msgid "Move/Duplicate To..." msgstr "Переместить/дублировать в..." @@ -5226,12 +5038,6 @@ msgstr "Удалить из избранного" msgid "Reimport" msgstr "Повторить импорт" -msgid "Open in File Manager" -msgstr "Открыть в проводнике" - -msgid "Open in Terminal" -msgstr "Открыть в терминале" - msgid "Open Containing Folder in Terminal" msgstr "Открыть содержащую папку в терминале" @@ -5280,9 +5086,15 @@ msgstr "Дублировать..." msgid "Rename..." msgstr "Переименовать..." +msgid "Open in File Manager" +msgstr "Открыть в проводнике" + msgid "Open in External Program" msgstr "Открыть во внешней программе" +msgid "Open in Terminal" +msgstr "Открыть в терминале" + msgid "Red" msgstr "Красный" @@ -5330,7 +5142,7 @@ msgid "" "Please Wait..." msgstr "" "Сканирование файлов,\n" -"пожалуйста, ждите..." +"подождите..." msgid "Overwrite" msgstr "Перезаписать" @@ -5360,8 +5172,8 @@ msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" -"Включать файлы со следующими расширениями. Добавьте или удалите их в " -"Настройках проекта." +"Включить файлы со следующими расширениями. Добавьте или удалите их в " +"настройках проекта." msgid "Find..." msgstr "Найти..." @@ -5388,10 +5200,10 @@ msgid "%d matches in %d files" msgstr "%d совпадений в %d файлах" msgid "Set Group Description" -msgstr "Установить описание группы" +msgstr "Задать описание группы" msgid "Invalid group name. It cannot be empty." -msgstr "Недопустимое имя группы. Имя не может быть пустым." +msgstr "Недопустимое имя группы. Оно не может быть пустым." msgid "A group with the name '%s' already exists." msgstr "Группа с именем «%s» уже существует." @@ -5405,9 +5217,6 @@ msgstr "Группа уже существует." msgid "Add Group" msgstr "Добавить группу" -msgid "Renaming Group References" -msgstr "Переименование ссылок на группы" - msgid "Removing Group References" msgstr "Удаление ссылок на группу" @@ -5421,10 +5230,10 @@ msgid "Delete references from all scenes" msgstr "Удалить ссылки из всех сцен" msgid "Delete group \"%s\"?" -msgstr "Удалить группу \"%s\"?" +msgstr "Удалить группу «%s»?" msgid "Group name is valid." -msgstr "Имя папки допустимо." +msgstr "Имя группы является допустимым." msgid "Rename references in all scenes" msgstr "Переименовать ссылки во всех сценах" @@ -5435,6 +5244,9 @@ msgstr "Эта группа принадлежит другой сцене и н msgid "Copy group name to clipboard." msgstr "Копировать имя группы в буфер обмена." +msgid "Global Groups" +msgstr "Глобальные группы" + msgid "Add to Group" msgstr "Добавить в группу" @@ -5442,10 +5254,10 @@ msgid "Remove from Group" msgstr "Удалить из группы" msgid "Convert to Global Group" -msgstr "Преобразовать глобальную группу" +msgstr "Преобразовать в глобальную группу" msgid "Convert to Scene Group" -msgstr "Преобразовать в группу сцены" +msgstr "Преобразовать в группу сцен" msgid "Create New Group" msgstr "Создать новую группу" @@ -5453,11 +5265,21 @@ msgstr "Создать новую группу" msgid "Global" msgstr "Глобально" +msgid "Delete group \"%s\" and all its references?" +msgstr "Удалить группу «%s» и все её ссылки?" + msgid "Add a new group." msgstr "Добавить новую группу." msgid "Filter Groups" -msgstr "Фильтровать группы" +msgstr "Фильтр групп" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Дата коммита в Git: %s\n" +"Нажмите, чтобы скопировать информацию о версии." msgid "Expand Bottom Panel" msgstr "Развернуть нижнюю панель" @@ -5467,12 +5289,12 @@ msgstr "Переместить/дублировать: %s" msgid "Move/Duplicate %d Item" msgid_plural "Move/Duplicate %d Items" -msgstr[0] "Переместить/дублировать %d файл" -msgstr[1] "Переместить/дублировать %d файла" -msgstr[2] "Переместить/дублировать %d файлов" +msgstr[0] "Переместить/дублировать %d элемент" +msgstr[1] "Переместить/дублировать %d элемента" +msgstr[2] "Переместить/дублировать %d элементов" msgid "Choose target directory:" -msgstr "Выбрать целевой каталог:" +msgstr "Целевой каталог:" msgid "Move" msgstr "Переместить" @@ -5487,13 +5309,13 @@ msgid "Cannot save file with an empty filename." msgstr "Невозможно сохранить безымянный файл." msgid "Cannot save file with a name starting with a dot." -msgstr "Невозможно сохранить файл с именем, начинающимся с точки." +msgstr "Невозможно сохранить файл с названием, начинающимся точкой." msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -"Файл \"%s\" уже существует.\n" +"Файл «%s» уже существует.\n" "Перезаписать файл?" msgid "Select This Folder" @@ -5530,22 +5352,22 @@ msgid "Go Back" msgstr "Назад" msgid "Go Forward" -msgstr "Перейти вперёд" +msgstr "Вперёд" msgid "Go Up" msgstr "Подняться" msgid "Toggle Hidden Files" -msgstr "Переключение скрытых файлов" +msgstr "Включить или отключить показ скрытых файлов" msgid "Toggle Favorite" -msgstr "Избранное" +msgstr "Переключение присутствия в избранном" msgid "Toggle Mode" -msgstr "Режим отображения" +msgstr "Переключение режима" msgid "Focus Path" -msgstr "Переместить фокус на строку пути" +msgstr "Фокус на пути" msgid "Move Favorite Up" msgstr "Поднять избранное" @@ -5566,11 +5388,14 @@ msgid "Refresh files." msgstr "Обновить файлы." msgid "(Un)favorite current folder." -msgstr "Добавить/убрать текущую папку в избранное." +msgstr "Избранное: добавить или убрать текущую папку." msgid "Toggle the visibility of hidden files." msgstr "Переключить видимость скрытых файлов." +msgid "Create a new folder." +msgstr "Создать новую папку." + msgid "Directories & Files:" msgstr "Каталоги и файлы:" @@ -5601,37 +5426,17 @@ msgid "Play the project." msgstr "Запустить проект." msgid "Play the edited scene." -msgstr "Запустить текущую сцену." +msgstr "Запустить отредактированную сцену." msgid "Play a custom scene." msgstr "Запустить произвольную сцену." msgid "Reload the played scene." -msgstr "Перезапустить воспроизводимую сцену." +msgstr "Перезагрузить воспроизводимую сцену." msgid "Quick Run Scene..." msgstr "Быстро запустить сцену..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Режим Movie Maker включён, но путь к видеофайлу не указан.\n" -"Путь к видеофайлу по умолчанию можно указать в настройках проекта в категории " -"Редактор > Movie Writer.\n" -"В качестве альтернативы, для запуска отдельных сцен в корневой узел можно " -"добавить метаданные `movie_file` типа String,\n" -"указывающие пути к видеофайлу, который будет использоваться при записи этой " -"сцены." - -msgid "Could not start subprocess(es)!" -msgstr "Не удалось запустить подпроцесс(ы)!" - msgid "Run the project's default scene." msgstr "Запустить сцену проекта по умолчанию." @@ -5668,8 +5473,8 @@ msgid "" "recorded to a video file." msgstr "" "Включить режим Movie Maker.\n" -"Проект будет запущен со стабильным FPS, а изображение и звук будут записаны в " -"видеофайл." +"Проект будет запущен со стабильным количеством кадров в секунду, а " +"изображение и звук будут записаны в видеофайл." msgid "Play This Scene" msgstr "Запустить сцену" @@ -5699,8 +5504,8 @@ msgid "" "Hold %s to round to integers.\n" "Hold Shift for more precise changes." msgstr "" -"Зажмите %s, чтобы округлить до целых.\n" -"Зажмите Shift для более точных изменений." +"Удерживайте %s, чтобы округлить до целых.\n" +"Удерживайте Shift для выполнения более точных изменений." msgid "No notifications." msgstr "Нет уведомлений." @@ -5721,10 +5526,10 @@ msgid "Ungroup Children" msgstr "Разгруппировать дочерние элементы" msgid "Disable Scene Unique Name" -msgstr "Убрать уникальное имя в сцене" +msgstr "Отключить уникальное имя в сцене" msgid "(Connecting From)" -msgstr "(Источник)" +msgstr "(источник соединения)" msgid "Node configuration warning:" msgstr "Предупреждение о конфигурации узла:" @@ -5734,8 +5539,8 @@ msgid "" "with the '%s' prefix in a node path.\n" "Click to disable this." msgstr "" -"Доступ к этому узлу можно получить из любого места сцены, предваряя его " -"префиксом '%s' в пути к узлу.\n" +"Доступ к этому узлу можно получить из любого места сцены, предварив его " +"префиксом «%s» в пути к узлу.\n" "Нажмите, чтобы отключить это." msgid "Node has one connection." @@ -5746,7 +5551,7 @@ msgstr[2] "Узел имеет {num} соединений." msgid "Node is in this group:" msgid_plural "Node is in the following groups:" -msgstr[0] "Узел в этой группе:" +msgstr[0] "Узел в следующих группах:" msgstr[1] "Узел в следующих группах:" msgstr[2] "Узел в следующих группах:" @@ -5754,10 +5559,10 @@ msgid "Click to show signals dock." msgstr "Нажмите, чтобы показать панель сигналов." msgid "This script is currently running in the editor." -msgstr "В данный момент этот скрипт запущен в редакторе." +msgstr "Этот скрипт сейчас выполняется в редакторе." msgid "This script is a custom type." -msgstr "Этот скрипт является пользовательским типом." +msgstr "Этот скрипт имеет пользовательский тип." msgid "Open Script:" msgstr "Открыть скрипт:" @@ -5767,36 +5572,36 @@ msgid "" "Click to unlock it." msgstr "" "Узел заблокирован.\n" -"Нажмите чтобы разблокировать." +"Нажмите, чтобы разблокировать его." msgid "" "Children are not selectable.\n" "Click to make them selectable." msgstr "" -"Дочерние объекты не выделяются.\n" +"Дочерние элементы недоступны для выбора.\n" "Нажмите, чтобы сделать их доступными для выбора." msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" -"AnimationPlayer закреплен.\n" +"AnimationPlayer закреплён.\n" "Нажмите, чтобы открепить." msgid "Open in Editor" msgstr "Открыть в редакторе" +msgid "Instance:" +msgstr "Экземпляр:" + msgid "\"%s\" is not a known filter." -msgstr "«%s» не является известным фильтром." +msgstr "«%s» — неизвестный фильтр." msgid "Invalid node name, the following characters are not allowed:" -msgstr "Некорректное имя узла, следующие символы недопустимы:" - -msgid "Another node already uses this unique name in the scene." -msgstr "Данное уникальное имя уже использовано у другого узла в сцене." +msgstr "Некорректное имя узла. Следующие символы недопустимы:" msgid "Scene Tree (Nodes):" -msgstr "Дерево сцены (Узлы):" +msgstr "Дерево сцен (узлы):" msgid "Node Configuration Warning!" msgstr "Предупреждение о конфигурации узла!" @@ -5805,7 +5610,7 @@ msgid "Allowed:" msgstr "Разрешено:" msgid "Select a Node" -msgstr "Выбрать узел" +msgstr "Выбор узла" msgid "Show All" msgstr "Показать все" @@ -5817,7 +5622,7 @@ msgid "Pre-Import Scene" msgstr "Предварительно импортировать сцену" msgid "Importing Scene..." -msgstr "Импортирование сцены..." +msgstr "Импорт сцены..." msgid "Import Scene" msgstr "Импортировать сцену" @@ -5826,16 +5631,16 @@ msgid "Running Custom Script..." msgstr "Запуск пользовательского скрипта..." msgid "Couldn't load post-import script:" -msgstr "Не могу загрузить скрипт для пост-импорта:" +msgstr "Не удалось загрузить скрипт для постимпорта:" msgid "Invalid/broken script for post-import (check console):" -msgstr "Повреждённый/сломанный скрипт для пост-импорта (проверьте консоль):" +msgstr "Повреждённый/сломанный скрипт для постимпорта (проверьте консоль):" msgid "Error running post-import script:" -msgstr "Ошибка запуска пост-импорт скрипта:" +msgstr "Ошибка запуска скрипта для постимпорта:" msgid "Did you return a Node-derived object in the `_post_import()` method?" -msgstr "Вы вернули объект, унаследованный от Node, в методе `_post_import()`?" +msgstr "Вы вернули объект, производный от Node, в методе «_post_import()»?" msgid "Saving..." msgstr "Сохранение..." @@ -5857,50 +5662,50 @@ msgid "Error opening scene" msgstr "Ошибка при открытии сцены" msgid "Advanced Import Settings for AnimationLibrary '%s'" -msgstr "Расширенные настройки импорта для AnimationLibrary '%s'" +msgstr "Расширенные настройки импорта для AnimationLibrary «%s»" msgid "Advanced Import Settings for Scene '%s'" -msgstr "Расширенные настройки импорта для сцены '%s'" +msgstr "Расширенные настройки импорта для сцены «%s»" msgid "Select folder to extract material resources" -msgstr "Выбрать папку для извлечения материалов" +msgstr "Выбор папки для извлечения материалов" msgid "Select folder where mesh resources will save on import" -msgstr "Выберите папку, в которую будут сохраняться ресурсы мешей при импорте" +msgstr "Выбор папки для сохранения ресурсов сеток при импорте" msgid "Select folder where animations will save on import" -msgstr "Выберите папку, в которую будут сохраняться анимации при импорте" +msgstr "Выбор папки для сохранения анимаций при импорте" msgid "Warning: File exists" -msgstr "Предупреждение: Файл уже существует" +msgstr "Предупреждение: файл уже существует" msgid "Existing file with the same name will be replaced." -msgstr "Существующий файл с тем же именем будет заменен." +msgstr "Существующий файл с таким же именем будет заменён." msgid "Will create new file" msgstr "Будет создан новый файл" msgid "Already External" -msgstr "Уже Внешний" +msgstr "Уже внешний" msgid "" "This material already references an external file, no action will be taken.\n" "Disable the external property for it to be extracted again." msgstr "" -"Этот материал уже ссылается на внешний файл, никаких действий не будет " -"предпринято.\n" -"Отключите внешнее свойство, чтобы его можно было извлечь снова." +"Этот материал уже ссылается на внешний файл, никаких действий выполнено не " +"будет.\n" +"Отключите внешнее свойство, чтобы извлечь его снова." msgid "No import ID" -msgstr "Без ID импорта" +msgstr "Нет ID импорта" msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"Материал не имеет ни названия, ни другого способа идентификации при повторном " +"У материала нет ни имени, ни другого способа идентификации при повторном " "импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." +"Присвойте ему имя или обеспечьте его экспорт с уникальным идентификатором." msgid "Extract Materials to Resource Files" msgstr "Извлечь материалы в файлы ресурсов" @@ -5914,27 +5719,26 @@ msgstr "Уже сохраняется" msgid "" "This mesh already saves to an external resource, no action will be taken." msgstr "" -"Этот меш уже сохранен на внешнем ресурсе, никаких действий предприниматься не " +"Эта сетка уже сохраняется на внешнем ресурсе, никаких действий выполнено не " "будет." msgid "Existing file with the same name will be replaced on import." -msgstr "Существующий файл с тем же именем будет заменен при импорте." +msgstr "При импорте существующий файл с таким же именем будет заменён." msgid "Will save to new file" -msgstr "Будет сохранено в новый файл" +msgstr "Будет выполнено сохранение в новый файл" msgid "" "Mesh has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" -"Меш не имеет ни имени, ни другого способа идентификации при повторном " +"У сетки нет ни имени, ни другого способа идентификации при повторном " "импорте.\n" -"Пожалуйста, назовите его или убедитесь, что он экспортируется с уникальным ID." +"Присвойте ей имя или обеспечьте её экспорт с уникальным идентификатором." msgid "Set paths to save meshes as resource files on Reimport" msgstr "" -"Установка путей для сохранения мешей в качестве файлов ресурсов при повторном " -"импорте" +"Задать пути для сохранения сеток как файлов ресурсов при повторном импорте" msgid "Set Paths" msgstr "Задать пути" @@ -5942,8 +5746,8 @@ msgstr "Задать пути" msgid "" "This animation already saves to an external resource, no action will be taken." msgstr "" -"Эта анимация уже сохранена на внешнем ресурсе, никаких действий " -"предприниматься не будет." +"Эта анимация уже сохраняется на внешнем ресурсе, никаких действий выполнено " +"не будет." msgid "Set paths to save animations as resource files on Reimport" msgstr "" @@ -5951,7 +5755,8 @@ msgstr "" "импорте" msgid "Can't make material external to file, write error:" -msgstr "Невозможно сделать материал внешним для файла, ошибка записи:" +msgstr "" +"Не удалось сделать материал внешним по отношению к файлу, ошибка записи:" msgid "Actions..." msgstr "Действия..." @@ -5963,16 +5768,16 @@ msgid "Set Animation Save Paths" msgstr "Задать пути сохранения анимации" msgid "Set Mesh Save Paths" -msgstr "Задать пути сохранения меша" +msgstr "Задать пути сохранения сеток" msgid "Meshes" -msgstr "Меши" +msgstr "Сетки" msgid "Materials" msgstr "Материалы" msgid "Selected Animation Play/Pause" -msgstr "Выбранная анимация воспроизведение/пауза" +msgstr "Воспроизвести/приостановить выбранную анимацию" msgid "Status" msgstr "Статус" @@ -5993,19 +5798,19 @@ msgid "Binary Resource" msgstr "Двоичный ресурс" msgid "Audio Stream Importer: %s" -msgstr "Импортер потока аудио: %s" +msgstr "Импортёр потока аудио: %s" msgid "Enable looping." msgstr "Зациклить." msgid "Offset:" -msgstr "Отступ:" +msgstr "Сдвиг:" msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "" -"Сдвиг цикла (от начала). Обратите внимание, если установлен темп (BPM), этот " +"Сдвиг цикла (от начала). Обратите внимание: если установлен темп (BPM), этот " "параметр будет игнорироваться." msgid "Loop:" @@ -6031,8 +5836,8 @@ msgid "" "number in the preview) to ensure looping works properly." msgstr "" "Параметр количества битов, используемых для зацикливания музыки. Если ноль, " -"он будет автоматически определен по длине.\n" -"Рекомендуется установить это значение (вручную, либо щелкнув номер доли в " +"он будет автоматически определён по длине.\n" +"Рекомендуется установить это значение (вручную или щелчком по номеру доли в " "превью), чтобы обеспечить правильную работу цикла." msgid "Bar Beats:" @@ -6052,7 +5857,7 @@ msgid "New Configuration" msgstr "Новая конфигурация" msgid "Remove Variation" -msgstr "Удалить вариант" +msgstr "Удалить вариацию" msgid "Preloaded glyphs: %d" msgstr "Предзагруженные глифы: %d" @@ -6061,39 +5866,40 @@ msgid "" "Warning: There are no configurations specified, no glyphs will be pre-" "rendered." msgstr "" -"Предупреждение: Конфигурации не указаны, глифы не будут предварительно " +"Предупреждение: конфигурации не указаны, глифы не будут предварительно " "отрисованы." msgid "" "Warning: Multiple configurations have identical settings. Duplicates will be " "ignored." msgstr "" -"Предупреждение: Несколько конфигураций имеют идентичные настройки. Дубликаты " +"Предупреждение: несколько конфигураций имеют идентичные настройки. Дубликаты " "игнорируются." msgid "" "Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" "rendered for all supported subpixel layouts (5x)." msgstr "" -"Примечание: Если сглаживание субпикселей LCD выбрано, каждый глиф будет " -"предварительно отрендерен для всех поддерживаемых слоев субпикселей (5x)." +"Примечание: если выбрано сглаживание субпикселей LCD, каждый глиф будет " +"предварительно отрисован для всех поддерживаемых слоёв субпикселей (5x)." msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" "rendered for multiple subpixel offsets (up to 4x)." msgstr "" -"Примечание: Выбрано субпиксельное позиционирование, каждый из глифов может " +"Примечание: выбрано субпиксельное позиционирование, каждый из глифов может " "быть предварительно отрисован для нескольких субпиксельных смещений (до 4x)." msgid "Advanced Import Settings for '%s'" -msgstr "Расширенные настройки импорта для '%s'" +msgstr "Расширенные настройки импорта для «%s»" msgid "Rendering Options" msgstr "Параметры рендеринга" msgid "Select font rendering options, fallback font, and metadata override:" msgstr "" -"Выберите параметры рендеринга шрифта, запасной шрифт и замененную метадату:" +"Выберите параметры рендеринга шрифта, резервный шрифт и переопределение " +"метаданных:" msgid "Pre-render Configurations" msgstr "Конфигурации предварительного рендера" @@ -6101,7 +5907,7 @@ msgstr "Конфигурации предварительного рендера msgid "" "Add font size, and variation coordinates, and select glyphs to pre-render:" msgstr "" -"Добавьте размер шрифта и координаты вариантов, и выберите глифы для " +"Добавьте размер шрифта и координаты вариации и выберите глифы для " "предварительного рендеринга:" msgid "Configuration:" @@ -6122,7 +5928,7 @@ msgstr "" "предварительного рендеринга:" msgid "Shape all Strings in the Translations and Add Glyphs" -msgstr "Сформировать все строки в переводе и добавить глифы" +msgstr "Придать форму всем строкам в переводах и добавить глифы" msgid "Glyphs from the Text" msgstr "Глифы из текста" @@ -6135,7 +5941,7 @@ msgstr "" "необходимые глифы в список предварительного рендеринга:" msgid "Shape Text and Add Glyphs" -msgstr "Формирование текста и добавление глифов" +msgstr "Придать форму тексту и добавить глифы" msgid "Glyphs from the Character Map" msgstr "Глифы с карты символов" @@ -6146,30 +5952,31 @@ msgid "" "correspondence to character, and not shown in this map, use \"Glyphs from the " "text\" tab to add these." msgstr "" -"Добавьте или удалите глифы из карты символов в список предварительного " -"рендера:\n" -"Обратите внимание: Некоторые стилистические альтернативы и варианты глифов не " -"имеют соответствия один к одному с символом и не показаны в этой карте, " -"используйте вкладку \"Глифы из текста\" для их добавления." +"Добавьте или удалите глифы с карты символов из списка предварительного " +"рендеринга:\n" +"Примечание: некоторые стилистические альтернативы и варианты глифов не имеют " +"точного соответствия символам и не показаны на этой карте; чтобы добавить их, " +"воспользуйтесь вкладкой «Глифы из текста»." msgid "Dynamically rendered TrueType/OpenType font" msgstr "Динамически отображаемый шрифт TrueType/OpenType" msgid "Prerendered multichannel(+true) signed distance field" -msgstr "Предрендерное многоканальное (+true) подписанное поле расстояния" +msgstr "" +"Предварительно отрисованное многоканальное (+true) поле расстояния со знаком" msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." msgstr "" -"Ошибка при импорте файла шейдеров GLSL: '%s'. Откройте файл в доке файловой " -"системы, чтобы увидеть причину." +"Ошибка импорта файла шейдера GLSL: «%s». Откройте файл в панели файловой " +"системы, чтобы узнать причину." msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" -"%s: Текстура используется как карта нормалей в 3D. Включено красно-зелёное " +"%s: текстура используется как карта нормалей в 3D. Включено красно-зелёное " "сжатие текстуры для уменьшения использования памяти (синий канал " "отбрасывается)." @@ -6177,19 +5984,19 @@ 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: Обнаруженная текстура используется в качестве карты шероховатости в 3D. " -"Включение ограничителя шероховатости на основе обнаруженной связанной карты " -"нормалей в %s." +"%s: текстура используется как карта шероховатости в 3D. Включение " +"ограничителя шероховатости на основе обнаруженной связанной карты нормалей в " +"%s." msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " "the texture compression mode to %s." msgstr "" -"%s: Текстура обнаружена как используемая в 3D. Включите генерацию MIP-" -"текстурирование и установите режим сжатия текстуры на %s." +"%s: текстура используется в 3D. Включение генерации MIP-карт и установка " +"режима сжатия текстуры в значение %s." msgid "2D/3D (Auto-Detect)" -msgstr "2D/3D (Автоопределение)" +msgstr "2D/3D (автоопределение)" msgid "2D" msgstr "2D" @@ -6210,17 +6017,14 @@ msgstr "" msgid "Importer:" msgstr "Импортёр:" -msgid "Keep File (No Import)" -msgstr "Сохранить файл (без импорта)" - msgid "%d Files" msgstr "%d файлов" msgid "Set as Default for '%s'" -msgstr "Установить по умолчанию для '%s'" +msgstr "Установить по умолчанию для «%s»" msgid "Clear Default for '%s'" -msgstr "Очистить по умолчанию для '%s'" +msgstr "Очистить значение по умолчанию для «%s»" msgid "" "You have pending changes that haven't been applied yet. Click Reimport to " @@ -6228,16 +6032,16 @@ msgid "" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" -"У вас есть изменения, которые ещё не были применены. Нажмите " -"Переимпортировать, чтобы применить изменения, внесённые в параметры импорта.\n" -"Если выбрать другой ресурс в панели \"Файловая система\", не нажав сначала " -"Переимпортировать, то сделанные в панели \"Импорт\" изменения будут потеряны." +"Имеются изменения, которые ещё не были применены. Нажмите «Повторить импорт», " +"чтобы применить изменения, внесённые в параметры импорта.\n" +"Если выбрать другой ресурс в панели «Файловая система», сначала не нажав " +"«Повторить импорт», то сделанные в панели «Импорт» изменения будут потеряны." msgid "Import As:" msgstr "Импортировать как:" msgid "Preset" -msgstr "Набор" +msgstr "Предустановка" msgid "Advanced..." msgstr "Дополнительно..." @@ -6253,8 +6057,8 @@ msgid "" "WARNING: Assets exist that use this resource. They may stop loading properly " "after changing type." msgstr "" -"ПРЕДУПРЕЖДЕНИЕ: Существуют ресурсы, использующие этот ресурс. После изменения " -"типа они могут перестать корректно загружаться." +"Предупреждение: существуют ассеты, которые используют этот ресурс; они могут " +"перестать загружаться должным образом после изменения типа." msgid "" "Select a resource file in the filesystem or in the inspector to adjust import " @@ -6279,7 +6083,7 @@ msgid "Joypad Axes" msgstr "Оси джойстика" msgid "Event Configuration for \"%s\"" -msgstr "Настройки события для \"%s\"" +msgstr "Конфигурация события для «%s»" msgid "Event Configuration" msgstr "Настройки события" @@ -6303,20 +6107,20 @@ msgid "" "Automatically remaps between 'Meta' ('Command') and 'Control' depending on " "current platform." msgstr "" -"Автоматическое переключение между 'Meta' ('Command') и 'Control' в " +"Автоматическое переключение между «Meta» («Command») и «Control» в " "зависимости от текущей платформы." msgid "Keycode (Latin Equivalent)" -msgstr "Код клавиш (Латинский эквивалент)" +msgstr "Код клавиши (латинский эквивалент)" msgid "Physical Keycode (Position on US QWERTY Keyboard)" -msgstr "Физический код клавиши (Положение на клавиатуре с раскладкой US QWERTY)" +msgstr "Физический код клавиши (положение на клавиатуре US QWERTY)" msgid "Key Label (Unicode, Case-Insensitive)" -msgstr "Название клавиши (Юникод, без учета регистра)" +msgstr "Подпись клавиши (Юникод, без учёта регистра)" msgid "Physical location" -msgstr "Физическое местоположение" +msgstr "Физическое расположение" msgid "Any" msgstr "Любой" @@ -6345,7 +6149,7 @@ msgid "Raw" msgstr "Без обработки" msgid "Capitalized" -msgstr "Капитализированный" +msgstr "Прописные буквы" msgid "Localized" msgstr "Локализация" @@ -6354,7 +6158,7 @@ msgid "Localization not available for current language." msgstr "Локализация недоступна для данного языка." msgid "Copy Properties" -msgstr "Копировать характеристики" +msgstr "Копировать свойства" msgid "Paste Properties" msgstr "Вставить свойства" @@ -6363,7 +6167,7 @@ msgid "Make Sub-Resources Unique" msgstr "Сделать вложенные ресурсы уникальными" msgid "Create a new resource in memory and edit it." -msgstr "Создать новый ресурс в памяти, и редактировать его." +msgstr "Создать новый ресурс в памяти и редактировать его." msgid "Load an existing resource from disk and edit it." msgstr "Загрузить существующий ресурс с диска и редактировать его." @@ -6378,7 +6182,7 @@ msgid "Edit Resource from Clipboard" msgstr "Редактировать ресурс из буфера обмена" msgid "Copy Resource" -msgstr "Копировать параметры" +msgstr "Копировать ресурс" msgid "Make Resource Built-In" msgstr "Сделать ресурс встроенным" @@ -6402,40 +6206,40 @@ msgid "Manage object properties." msgstr "Управление свойствами объекта." msgid "This cannot be undone. Are you sure?" -msgstr "Это нельзя отменить. Вы уверены?" +msgstr "Это действие нельзя отменить. Продолжить?" msgid "Add %d Translations" -msgstr "Добавить %d переводов" +msgstr "Добавить переводы (%d)" msgid "Remove Translation" msgstr "Удалить перевод" msgid "Translation Resource Remap: Add %d Path(s)" -msgstr "Переназначение ресурсов перевода: Добавить %d путь(ей)" +msgstr "Переназначение ресурсов перевода: добавить пути (%d)" msgid "Translation Resource Remap: Add %d Remap(s)" -msgstr "Переназначение ресурсов перевода: Добавить %d переназначение(ий)" +msgstr "Переназначение ресурсов перевода: добавить переназначения (%d)" msgid "Change Resource Remap Language" -msgstr "Изменить язык перенаправления ресурсов" +msgstr "Изменить язык переназначения ресурсов" msgid "Remove Resource Remap" -msgstr "Удалить ресурс перенаправления" +msgstr "Удалить переназначение ресурсов" msgid "Remove Resource Remap Option" -msgstr "Удалить параметр перенаправления ресурса" +msgstr "Удалить параметр переназначения ресурсов" msgid "Add %d file(s) for POT generation" -msgstr "Добавить %d файл(ов) для генерации POT" +msgstr "Добавить файлы (%d) для генерации POT" msgid "Remove file from POT generation" msgstr "Удалить файл из генерации POT" msgid "Removed" -msgstr "Удалён" +msgstr "Удалено" msgid "%s cannot be found." -msgstr "%s не может быть найден." +msgstr "%s не удалось найти." msgid "Translations" msgstr "Переводы" @@ -6450,7 +6254,7 @@ msgid "Resources:" msgstr "Ресурсы:" msgid "Remaps by Locale:" -msgstr "Переназначить в локали:" +msgstr "Переназначения по локали:" msgid "Locale" msgstr "Локаль" @@ -6464,11 +6268,19 @@ msgstr "Файлы со строками перевода:" msgid "Generate POT" msgstr "Сгенерировать POT" +msgid "Add Built-in Strings to POT" +msgstr "Добавить встроенные строки в POT" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" +"Добавляйте строки из встроенных компонентов, таких как определенные узлы " +"управления." + msgid "Set %s on %d nodes" msgstr "Задать %s на %d узлах" msgid "%s (%d Selected)" -msgstr "%s (%d выбрано)" +msgstr "%s (выбрано — %d)" msgid "Groups" msgstr "Группы" @@ -6476,109 +6288,6 @@ msgstr "Группы" msgid "Select a single node to edit its signals and groups." msgstr "Выберите один узел для редактирования его сигналов и групп." -msgid "Plugin name cannot be blank." -msgstr "Имя плагина не может быть пустым." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "" -"Расширение скрипта должно соответствовать расширению выбранного языка (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Имя подпапки не является допустимым именем папки." - -msgid "Subfolder cannot be one which already exists." -msgstr "Подпапка с данным именем уже существует." - -msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." -msgstr "" -"C# не поддерживает активацию плагина при создании потому что вначале " -"требуется собрать проект." - -msgid "Edit a Plugin" -msgstr "Редактировать плагин" - -msgid "Create a Plugin" -msgstr "Создать плагин" - -msgid "Update" -msgstr "Обновить" - -msgid "Plugin Name:" -msgstr "Имя плагина:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Требуется. Это имя будет отображаться в списке плагинов/аддонов." - -msgid "Subfolder:" -msgstr "Подпапка:" - -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 "" -"Опционально. Имя папки должно, как правило, использовать имя типа " -"`snake_case' (без пробелов и специальных символов).\n" -"Если папка оставлена пустой, она будет названа в честь названия плагина/" -"аддона, преобразованного в `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 "" -"Опционально. Это описание должно быть относительно коротким (до 5 строк).\n" -"Он будет отображаться при наведения курсора на плагин в списке плагинов." - -msgid "Author:" -msgstr "Автор:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "Опционально. Имя автора, ФИО или название организации." - -msgid "Version:" -msgstr "Версия:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Опционно. Читабельный идентификатор версии, используемый только для " -"информационных целей." - -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 "" -"Требуется. Язык написания скриптов для использования в скрипте.\n" -"Обратите внимание, что плагин может использовать несколько языков сразу,если " -"добавить больше скриптов в плагин." - -msgid "Script Name:" -msgstr "Имя скрипта:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Опционально. Путь к скрипту(относительно к папке аддонов). Если его оставить " -"пустым, он по умолчанию будет \"plugin.gd\"." - -msgid "Activate now?" -msgstr "Активировать сейчас?" - -msgid "Plugin name is valid." -msgstr "Имя плагина допустимо." - -msgid "Script extension is valid." -msgstr "Расширение сценария допустимо." - -msgid "Subfolder name is valid." -msgstr "Имя подпапки допустимо." - msgid "Create Polygon" msgstr "Создать полигон" @@ -6591,8 +6300,8 @@ msgid "" "RMB: Erase Point" msgstr "" "Редактирование точек.\n" -"ЛКМ: Двигать Точку\n" -"ПКМ: Стереть Точку" +"ЛКМ: переместить точку.\n" +"ПКМ: стереть точку." msgid "Erase points." msgstr "Удалить точки." @@ -6616,7 +6325,7 @@ msgid "Add %s" msgstr "Добавить %s" msgid "Move Node Point" -msgstr "Передвинуть точку узла" +msgstr "Переместить точку узла" msgid "Change BlendSpace1D Config" msgstr "Изменить настройки BlendSpace1D" @@ -6642,27 +6351,27 @@ msgid "Remove BlendSpace1D Point" msgstr "Удалить точку BlendSpace1D" msgid "Move BlendSpace1D Node Point" -msgstr "Передвинуть точку узла BlendSpace1D" +msgstr "Переместить точку узла BlendSpace1D" msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" -"AnimationTree неактивен.\n" -"Активируйте, чтобы включить воспроизведение, проверьте предупреждения узла, " +"AnimationTree не является активным.\n" +"Активируйте, чтобы включить воспроизведение. Проверьте предупреждения узла, " "если активация завершилась неудачей." msgid "Set the blending position within the space" -msgstr "Установить позицию смешивания в пространстве" +msgstr "Установить место смешивания в пространстве" msgid "Select and move points, create points with RMB." -msgstr "Выбирайте, перемещайте и создавайте точки с ПКМ." +msgstr "Выбирайте, перемещайте и создавайте точки с помощью ПКМ." msgid "Enable snap and show grid." msgstr "Включить привязку и отображение сетки." msgid "Sync:" -msgstr "Синхронизировать:" +msgstr "Синхронизация:" msgid "Blend:" msgstr "Смешивание:" @@ -6698,16 +6407,16 @@ msgid "No triangles exist, so no blending can take place." msgstr "Невозможно смешивать, поскольку отсутствуют треугольники." msgid "Toggle Auto Triangles" -msgstr "Переключить автоматические треугольники" +msgstr "Включить или отключить автоматические треугольники" msgid "Create triangles by connecting points." -msgstr "Создать треугольник соединением точек." +msgstr "Создавать треугольники соединением точек." msgid "Erase points and triangles." msgstr "Удалить точки и треугольники." msgid "Generate blend triangles automatically (instead of manually)" -msgstr "Создать смесь треугольники автоматически (а не вручную)" +msgstr "Генерировать треугольники смешивания автоматически (а не вручную)" msgid "Parameter Changed: %s" msgstr "Параметр изменён: %s" @@ -6726,7 +6435,8 @@ msgstr "Узел перемещён" msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "" -"Невозможно подключиться, возможно порт уже используется или недействительный." +"Невозможно подключиться. Возможно, порт уже используется или подключение " +"некорректно." msgid "Nodes Connected" msgstr "Узлы соединены" @@ -6741,29 +6451,29 @@ msgid "Delete Node" msgstr "Удалить узел" msgid "Delete Node(s)" -msgstr "Удалить узел(узлы)" +msgstr "Удалить узлы" msgid "Toggle Filter On/Off" -msgstr "Переключить фильтр вкл/выкл" +msgstr "Переключить фильтр вкл/откл" msgid "Change Filter" msgstr "Изменить фильтр" msgid "Fill Selected Filter Children" -msgstr "Заполнить выбранные дочерние элементы фильтра" +msgstr "Заполнить выделенные дочерние элементы фильтра" msgid "Invert Filter Selection" -msgstr "Инвертировать выбор фильтра" +msgstr "Инвертировать выделение фильтра" msgid "Clear Filter Selection" -msgstr "Очистить выбор фильтра" +msgstr "Очистить выделение фильтра" msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" -"Анимация игрока не имеет действующего пути корневого узла, поэтому не удаётся " -"получить отслеживаемые имена." +"Средство воспроизведения анимации не имеет корректного пути к корневому узлу, " +"поэтому невозможно получить названия дорожек." msgid "Anim Clips" msgstr "Анимационные клипы" @@ -6778,7 +6488,7 @@ msgid "Inspect Filtered Tracks:" msgstr "Просмотреть отфильтрованные дорожки:" msgid "Edit Filtered Tracks:" -msgstr "Редактировать фильтры:" +msgstr "Редактировать отфильтрованные дорожки:" msgid "Node Renamed" msgstr "Узел переименован" @@ -6789,6 +6499,9 @@ msgstr "Добавить узел..." msgid "Enable Filtering" msgstr "Включить фильтрацию" +msgid "Fill Selected Children" +msgstr "Заполнить выделенные дочерние элементы" + msgid "Invert" msgstr "Инверсия" @@ -6799,7 +6512,7 @@ msgid "Animation name can't be empty." msgstr "Имя анимации не может быть пустым." msgid "Animation name contains invalid characters: '/', ':', ',' or '['." -msgstr "Имя анимации содержит недопустимые символы: '/', ':', ',' или '['." +msgstr "Имя анимации содержит недопустимые символы: «/», «:», «,» или «[»." msgid "Animation with the same name already exists." msgstr "Анимация с таким именем уже существует." @@ -6808,25 +6521,25 @@ msgid "Enter a library name." msgstr "Введите имя библиотеки." msgid "Library name contains invalid characters: '/', ':', ',' or '['." -msgstr "Имя библиотеки содержит недопустимые символы: '/', ':', ',' или '['." +msgstr "Имя библиотеки содержит недопустимые символы: «/», «:», «,» или «[»." msgid "Library with the same name already exists." msgstr "Библиотека с таким именем уже существует." msgid "Animation name is valid." -msgstr "Имя анимации допустимо." +msgstr "Имя анимации является допустимым." msgid "Global library will be created." msgstr "Будет создана глобальная библиотека." msgid "Library name is valid." -msgstr "Имя библиотеки допустимо." +msgstr "Имя библиотеки является допустимым." msgid "Add Animation to Library: %s" msgstr "Добавить анимацию в библиотеку: %s" msgid "Add Animation Library: %s" -msgstr "Добавить библиотеку анимаций: %s" +msgstr "Добавить библиотеку анимации: %s" msgid "Load Animation" msgstr "Загрузить анимацию" @@ -6835,15 +6548,15 @@ msgid "" "This animation library can't be saved because it does not belong to the " "edited scene. Make it unique first." msgstr "" -"Эту библиотеку анимаций нельзя сохранить, так как она не принадлежит " -"редактируемой сцене. Сначала сделайте её уникальной." +"Эту библиотеку анимации нельзя сохранить, так как она не принадлежит " +"редактируемой сцене. Сначала нужно сделать её уникальной." msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" -"Эту библиотеку анимаций нельзя сохранить, так как она была импортирована из " -"другого файла. Сначала сделайте её уникальной." +"Эту библиотеку анимации нельзя сохранить, так как она была импортирована из " +"другого файла. Сначала нужно сделать её уникальной." msgid "Save Library" msgstr "Сохранить библиотеку" @@ -6856,14 +6569,14 @@ msgid "" "Make it unique first." msgstr "" "Эту анимацию нельзя сохранить, так как она не принадлежит редактируемой " -"сцене. Сначала сделайте её уникальной." +"сцене. Сначала нужно сделать её уникальной." msgid "" "This animation can't be saved because it was imported from another file. Make " "it unique first." msgstr "" "Эту анимацию нельзя сохранить, так как она была импортирована из другого " -"файла. Сначала сделайте её уникальной." +"файла. Сначала нужно сделать её уникальной." msgid "Save Animation" msgstr "Сохранить анимацию" @@ -6878,28 +6591,22 @@ msgid "Save Animation to File: %s" msgstr "Сохранить анимацию в файл: %s" msgid "Some AnimationLibrary files were invalid." -msgstr "Некоторые файлы AnimationLibrary оказались недействительными." +msgstr "Некоторые файлы AnimationLibrary были некорректными." msgid "Some of the selected libraries were already added to the mixer." msgstr "Некоторые из выбранных библиотек уже добавлены в микшер." -msgid "Add Animation Libraries" -msgstr "Добавить библиотеки анимации" - msgid "Some Animation files were invalid." -msgstr "Некоторые файлы анимации оказались недействительными." +msgstr "Некоторые файлы анимации были некорректными." msgid "Some of the selected animations were already added to the library." -msgstr "Некоторые из выбранных анимаций уже добавлены в библиотеку." - -msgid "Load Animations into Library" -msgstr "Загрузить анимации в библиотеку" +msgstr "Некоторые из выбранных анимаций уже были добавлены в библиотеку." msgid "Load Animation into Library: %s" msgstr "Загрузить анимацию в библиотеку: %s" msgid "Rename Animation Library: %s" -msgstr "Переименовать библиотеку анимаций: %s" +msgstr "Переименовать библиотеку анимации: %s" msgid "[Global]" msgstr "[Глобальная]" @@ -6920,16 +6627,16 @@ msgid "Open in Inspector" msgstr "Открыть в инспекторе" msgid "Remove Animation Library: %s" -msgstr "Удалить библиотеку анимаций: %s" +msgstr "Удалить библиотеку анимации: %s" msgid "Remove Animation from Library: %s" msgstr "Удалить анимацию из библиотеки: %s" msgid "[built-in]" -msgstr "[встроенный]" +msgstr "[встроено]" msgid "[foreign]" -msgstr "[внешний]" +msgstr "[стороннее]" msgid "[imported]" msgstr "[импортировано]" @@ -6944,10 +6651,10 @@ msgid "Paste animation to library from clipboard." msgstr "Вставить анимацию в библиотеку из буфера обмена." msgid "Save animation library to resource on disk." -msgstr "Сохранить библиотеку анимаций в ресурс на диске." +msgstr "Сохранить библиотеку анимации в ресурс на диске." msgid "Remove animation library." -msgstr "Удалить библиотеку анимаций." +msgstr "Удалить библиотеку анимации." msgid "Copy animation to clipboard." msgstr "Копировать анимацию в буфер обмена." @@ -6959,10 +6666,10 @@ msgid "Remove animation from Library." msgstr "Удалить анимацию из библиотеки." msgid "Edit Animation Libraries" -msgstr "Редактировать библиотеки анимаций" +msgstr "Редактировать библиотеки анимации" msgid "New Library" -msgstr "Создать библиотеку" +msgstr "Новая библиотека" msgid "Create new empty animation library." msgstr "Создать новую пустую библиотеку анимации." @@ -6977,13 +6684,13 @@ msgid "Storage" msgstr "Хранилище" msgid "Toggle Autoplay" -msgstr "Переключить автовоспроизведение" +msgstr "Включить или отключить автовоспроизведение" msgid "Create New Animation" msgstr "Создать новую анимацию" msgid "New Animation Name:" -msgstr "Новое имя анимации:" +msgstr "Имя новой анимации:" msgid "Rename Animation" msgstr "Переименовать анимацию" @@ -6992,7 +6699,7 @@ msgid "Change Animation Name:" msgstr "Изменить имя анимации:" msgid "Delete Animation '%s'?" -msgstr "Удалить анимацию '%s'?" +msgstr "Удалить анимацию «%s»?" msgid "Remove Animation" msgstr "Удалить анимацию" @@ -7001,13 +6708,13 @@ msgid "Invalid animation name!" msgstr "Недопустимое название анимации!" msgid "Animation '%s' already exists!" -msgstr "Анимация '%s' уже существует!" +msgstr "Анимация «%s» уже существует!" msgid "Duplicate Animation" msgstr "Дублировать анимацию" msgid "Blend Next Changed" -msgstr "Изменена последующая анимация" +msgstr "Смешать следующее изменение" msgid "Change Blend Time" msgstr "Изменить время смешивания" @@ -7016,11 +6723,11 @@ msgid "[Global] (create)" msgstr "[Глобальная] (создать)" msgid "Duplicated Animation Name:" -msgstr "Повторяющееся имя анимации:" +msgstr "Имя дублированной анимации:" msgid "Onion skinning requires a RESET animation." msgstr "" -"Для использования \"onion skinning\" необходима анимация с сбросом (RESET)." +"Для использования «onion skinning» необходима анимация с сбросом (RESET)." msgid "Play selected animation backwards from current pos. (A)" msgstr "" @@ -7031,16 +6738,16 @@ msgstr "" "Воспроизвести выбранную анимацию в обратном направлении с конца. (Shift+A)" msgid "Pause/stop animation playback. (S)" -msgstr "Пауза/остановка воспроизведения анимации. (S)" +msgstr "Приостановить/остановить воспроизведение анимации. (S)" msgid "Play selected animation from start. (Shift+D)" -msgstr "Воспроизвести выбранную анимацию сначала. (Shift+D)" +msgstr "Воспроизвести выбранную анимацию с начала. (Shift+D)" msgid "Play selected animation from current pos. (D)" msgstr "Воспроизвести выбранную анимацию с текущей позиции. (D)" msgid "Animation position (in seconds)." -msgstr "Анимация позиция (в секундах)." +msgstr "Позиция анимации (в секундах)." msgid "Scale animation playback globally for the node." msgstr "Скорость воспроизведения анимации." @@ -7064,7 +6771,7 @@ msgid "Display list of animations in player." msgstr "Показать список анимаций." msgid "Autoplay on Load" -msgstr "Автовоспроизведение" +msgstr "Автовоспроизведение при загрузке" msgid "Enable Onion Skinning" msgstr "Включить режим кальки" @@ -7076,10 +6783,10 @@ msgid "Directions" msgstr "Направления" msgid "Past" -msgstr "Прошлые" +msgstr "Прошлое" msgid "Future" -msgstr "Будущие" +msgstr "Будущее" msgid "Depth" msgstr "Глубина" @@ -7097,19 +6804,19 @@ msgid "Differences Only" msgstr "Только разница" msgid "Force White Modulate" -msgstr "Принудительно раскрашивание белым" +msgstr "Принудительная модуляция белого" msgid "Include Gizmos (3D)" -msgstr "Включать 3D гизмо" +msgstr "Включать гизмо (3D)" msgid "Pin AnimationPlayer" -msgstr "Закрепить анимацию игрока" +msgstr "Закрепить AnimationPlayer" msgid "Error!" msgstr "Ошибка!" msgid "Cross-Animation Blend Times" -msgstr "Межанимационный инструмент смешивания" +msgstr "Межанимационное время смешивания" msgid "Blend Times:" msgstr "Время смешивания:" @@ -7145,10 +6852,10 @@ msgid "At End" msgstr "В конце" msgid "Travel" -msgstr "Переместится" +msgstr "Перемещение" msgid "No playback resource set at path: %s." -msgstr "В пути нет ресурсов воспроизведения: %s." +msgstr "По пути нет ресурсов воспроизведения: %s." msgid "Node Removed" msgstr "Узел удалён" @@ -7163,9 +6870,9 @@ msgid "" "node if you select an area without nodes." msgstr "" "Выбор и перемещение узлов.\n" -"ПКМ: добавление узла в выбранную позицию.\n" -"Shift+ЛКМ+Тащить: Соединяет выбранный узел с другим узлом или создает новый " -"узел, если выбрана область без узлов." +"ПКМ: добавить узел в позиции щелчка.\n" +"Shift+ЛКМ+перетаскивание: соединить выбранный узел с другим узлом или создать " +"новый узел, если выбрана область без узлов." msgid "Create new nodes." msgstr "Создать новый узел." @@ -7174,13 +6881,13 @@ msgid "Connect nodes." msgstr "Соединить узлы." msgid "Remove selected node or transition." -msgstr "Удалить выделенный узел или переход." +msgstr "Удалить выбранный узел или переход." msgid "Transition:" msgstr "Переход:" msgid "New Transitions Should Auto Advance" -msgstr "Новые переходы должны Auto Advance" +msgstr "Новые переходы должны выполняться автоматически" msgid "Play Mode:" msgstr "Режим воспроизведения:" @@ -7194,11 +6901,14 @@ msgstr "Удалить всё" msgid "Root" msgstr "Корень" -msgid "AnimationTree" -msgstr "Дерево анимации" +msgid "Author" +msgstr "Автор" + +msgid "Version:" +msgstr "Версия:" msgid "Contents:" -msgstr "Содержание:" +msgstr "Содержимое:" msgid "View Files" msgstr "Просмотр файлов" @@ -7210,10 +6920,10 @@ msgid "Connection error, please try again." msgstr "Ошибка подключения, попробуйте ещё раз." msgid "Can't connect." -msgstr "Не удаётся подключиться." +msgstr "Не удалось подключиться." msgid "Can't connect to host:" -msgstr "Не удаётся подключиться к хосту:" +msgstr "Не удалось подключиться к хосту:" msgid "No response from host:" msgstr "Нет ответа от хоста:" @@ -7222,13 +6932,13 @@ msgid "No response." msgstr "Нет ответа." msgid "Can't resolve hostname:" -msgstr "Невозможно определить имя хоста:" +msgstr "Не удалось определить имя хоста:" msgid "Can't resolve." -msgstr "Не могу преобразовать." +msgstr "Не удалось определить адрес." msgid "Request failed, return code:" -msgstr "Запрос не удался, код:" +msgstr "Ошибка запроса, код возврата:" msgid "Cannot save response to:" msgstr "Невозможно сохранить ответ в:" @@ -7237,7 +6947,7 @@ msgid "Write error." msgstr "Ошибка записи." msgid "Request failed, too many redirects" -msgstr "Запрос не прошёл, слишком много перенаправлений" +msgstr "Ошибка запроса, слишком много перенаправлений" msgid "Redirect loop." msgstr "Циклическое перенаправление." @@ -7246,25 +6956,22 @@ msgid "Request failed, timeout" msgstr "Ошибка запроса, превышено время ожидания" msgid "Timeout." -msgstr "Время ожидания." +msgstr "Превышено время ожидания." msgid "Failed:" -msgstr "Не удалось:" +msgstr "Ошибка:" msgid "Bad download hash, assuming file has been tampered with." -msgstr "Несовпадение хеша загрузки, возможно файл был изменён." - -msgid "Expected:" -msgstr "Ожидалось:" +msgstr "Несовпадение хеша загрузки; возможно, файл был изменён." msgid "Got:" msgstr "Получено:" msgid "Failed SHA-256 hash check" -msgstr "Не удалось проверить хеш SHA-256" +msgstr "Не удалось пройти проверку хеша SHA-256" msgid "Asset Download Error:" -msgstr "Ошибка загрузки ассета:" +msgstr "Ошибка загрузки ассетов:" msgid "Ready to install!" msgstr "Готово к установке!" @@ -7276,7 +6983,13 @@ msgid "Downloading..." msgstr "Загрузка..." msgid "Resolving..." -msgstr "Инициализация..." +msgstr "Определение адреса..." + +msgid "Connecting..." +msgstr "Подключение..." + +msgid "Requesting..." +msgstr "Запрос..." msgid "Error making request" msgstr "Ошибка во время запроса" @@ -7311,9 +7024,6 @@ msgstr "Лицензия (А-Я)" msgid "License (Z-A)" msgstr "Лицензия (Я-А)" -msgid "Official" -msgstr "Официальные" - msgid "Testing" msgstr "Тестируемые" @@ -7336,30 +7046,23 @@ msgctxt "Pagination" msgid "Last" msgstr "Последняя" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "" -"Библиотека ресурсов требует онлайн подключения и использует отправку данных " -"через интернет." - -msgid "Failed to get repository configuration." -msgstr "Не удалось получить конфигурацию репозитория." +msgid "Go Online" +msgstr "Войти в сеть" msgid "All" msgstr "Все" msgid "No results for \"%s\" for support level(s): %s." -msgstr "Нет результатов для \"%s\" для уровней поддержки: %s." +msgstr "Нет результатов для «%s» для уровней поддержки: %s." msgid "" "No results compatible with %s %s for support level(s): %s.\n" "Check the enabled support levels using the 'Support' button in the top-right " "corner." msgstr "" -"Нет результатов, совместимых с %s %s для уровня(ей) поддержки: %s.\n" -"Проверьте включенные уровни поддержки с помощью кнопки 'Поддержка' в правом " -"верхнем углу." +"Нет совместимых с %s %s результатов для уровней поддержки: %s.\n" +"Проверьте включённые уровни поддержки с помощью кнопки «Поддержка», " +"расположенной в правом верхнем углу." msgid "Search Templates, Projects, and Demos" msgstr "Искать шаблоны, проекты и демо" @@ -7371,7 +7074,7 @@ msgid "Import..." msgstr "Импорт..." msgid "Plugins..." -msgstr "Плагины..." +msgstr "Модули..." msgid "Sort:" msgstr "Сортировка:" @@ -7386,16 +7089,16 @@ msgid "Support" msgstr "Поддержка" msgid "Assets ZIP File" -msgstr "ZIP файл ассетов" +msgstr "ZIP-файл ассетов" msgid "Audio Preview Play/Pause" -msgstr "Аудио пред прослушивание Старт/Пауза" +msgstr "Воспроизвести/приостановить звуковое превью" msgid "Bone Picker:" msgstr "Выбор кости:" msgid "Clear mappings in current group." -msgstr "Очистить отображения в текущей группе." +msgstr "Очистить сопоставления в текущей группе." msgid "Preview" msgstr "Предпросмотр" @@ -7410,7 +7113,7 @@ msgid "Grid Step:" msgstr "Шаг сетки:" msgid "Primary Line Every:" -msgstr "Жирная линия каждые:" +msgstr "Основная линия каждые:" msgid "Rotation Offset:" msgstr "Отступ поворота:" @@ -7429,10 +7132,10 @@ msgstr "" "только их родителем." msgid "Move Node(s) to Position" -msgstr "Переместить узел (узлы) в позицию" +msgstr "Переместить узлы в позицию" msgid "Move Vertical Guide" -msgstr "Перемещать вертикальную направляющую" +msgstr "Переместить вертикальную направляющую" msgid "Create Vertical Guide" msgstr "Создать вертикальную направляющую" @@ -7441,7 +7144,7 @@ msgid "Remove Vertical Guide" msgstr "Удалить вертикальную направляющую" msgid "Move Horizontal Guide" -msgstr "Перемещать горизонтальную направляющую" +msgstr "Переместить горизонтальную направляющую" msgid "Create Horizontal Guide" msgstr "Создать горизонтальную направляющую" @@ -7450,37 +7153,37 @@ msgid "Remove Horizontal Guide" msgstr "Удалить горизонтальную направляющую" msgid "Create Horizontal and Vertical Guides" -msgstr "Создать горизонтальные и вертикальные направляющие" +msgstr "Создать горизонтальную и вертикальную направляющие" msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" -msgstr "Задать Pivot Offset узла CanvasItem \"%s\" в (%d, %d)" +msgstr "Установить смещение оси узла CanvasItem «%s» в значение (%d, %d)" msgid "Rotate %d CanvasItems" -msgstr "Вращать %d узлов CanvasItem" +msgstr "Повернуть %d узлов CanvasItem" msgid "Rotate CanvasItem \"%s\" to %d degrees" -msgstr "Повернуть узел CanvasItem \"%s\" на %d градусов" +msgstr "Повернуть узел CanvasItem «%s» на %d градусов" msgid "Move CanvasItem \"%s\" Anchor" -msgstr "Передвинуть якорь узла CanvasItem \"%s\"" +msgstr "Переместить якорь узла CanvasItem «%s»" msgid "Scale Node2D \"%s\" to (%s, %s)" -msgstr "Масштабировать узел Node2D \"%s\" в (%s, %s)" +msgstr "Масштабировать узел Node2D «%s» в (%s, %s)" msgid "Resize Control \"%s\" to (%d, %d)" -msgstr "Изменить размер узла Control \"%s\" на (%d, %d)" +msgstr "Изменить размер узла Control «%s» на (%d, %d)" msgid "Scale %d CanvasItems" msgstr "Масштабировать %d узлов CanvasItem" msgid "Scale CanvasItem \"%s\" to (%s, %s)" -msgstr "Масштабировать узел CanvasItem \"%s\" в (%s, %s)" +msgstr "Масштабировать узел CanvasItem «%s» в (%s, %s)" msgid "Move %d CanvasItems" -msgstr "Передвинуть %d узлов CanvasItem" +msgstr "Переместить %d узлов CanvasItem" msgid "Move CanvasItem \"%s\" to (%d, %d)" -msgstr "Передвинуть CanvasItem \"%s\" в (%d, %d)" +msgstr "Переместить узел CanvasItem «%s» в (%d, %d)" msgid "Locked" msgstr "Заблокирован" @@ -7489,16 +7192,16 @@ msgid "Grouped" msgstr "Сгруппирован" msgid "Add Node Here..." -msgstr "Добавить узел сюда..." +msgstr "Добавить узел сюда…" msgid "Instantiate Scene Here..." -msgstr "Инстанцировать сцену здесь..." +msgstr "Инстанцировать сцену здесь…" msgid "Paste Node(s) Here" -msgstr "Вставить узел(узлы) здесь" +msgstr "Вставить узлы здесь" msgid "Move Node(s) Here" -msgstr "Переместить узел(узлы) сюда" +msgstr "Переместить узлы сюда" msgid "px" msgstr "пикс" @@ -7520,7 +7223,7 @@ msgid "" "Overrides the running project's camera with the editor viewport camera." msgstr "" "Переопределение игровой камеры\n" -"Переопределяет игровую камеру запущенного проекта камерой viewport редактора." +"Заменяет игровую камеру запущенного проекта на камеру viewport редактора." msgid "" "Project Camera Override\n" @@ -7532,7 +7235,7 @@ msgstr "" "использовать эту функцию." msgid "Lock Selected" -msgstr "Заблокировать выбранное" +msgstr "Заблокировать выделенное" msgid "Unlock Selected" msgstr "Разблокировать выделенное" @@ -7550,7 +7253,7 @@ msgid "Clear Guides" msgstr "Очистить направляющие" msgid "Create Custom Bone2D(s) from Node(s)" -msgstr "Создать пользовательские Bone2D из узла(ов)" +msgstr "Создать пользовательские Bone2D из узлов" msgid "Cancel Transformation" msgstr "Отменить трансформацию" @@ -7559,10 +7262,10 @@ msgid "Zoom to 3.125%" msgstr "Масштаб 3,125%" msgid "Zoom to 6.25%" -msgstr "Масштаб 6.25%" +msgstr "Масштаб 6,25%" msgid "Zoom to 12.5%" -msgstr "Масштаб 12.5%" +msgstr "Масштаб 12,5%" msgid "Zoom to 25%" msgstr "Масштаб 25%" @@ -7586,30 +7289,13 @@ msgid "Zoom to 1600%" msgstr "Масштаб 1600%" msgid "Center View" -msgstr "Центрировать вид" +msgstr "Отображение по центру" msgid "Select Mode" msgstr "Режим выделения" -msgid "Drag: Rotate selected node around pivot." -msgstr "Тащить: Вращать выделенный узел вокруг pivot." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Тащить: Перемещение выбранного узла." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Тащить: Масштабирование выбранного узла." - -msgid "V: Set selected node's pivot position." -msgstr "V: Задать положение опорной точки выделенного узла." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+ПКМ: Показать список всех узлов в выбранной позиции, включая " -"заблокированные." - msgid "RMB: Add node at position clicked." -msgstr "ПКМ: Добавить узел в выбранной позиции." +msgstr "ПКМ: добавить узел в выбранной позиции." msgid "Move Mode" msgstr "Режим перемещения" @@ -7621,22 +7307,19 @@ msgid "Scale Mode" msgstr "Режим масштабирования" msgid "Shift: Scale proportionally." -msgstr "Shift: Масштабировать пропорционально." +msgstr "Shift: масштабировать пропорционально." msgid "Show list of selectable nodes at position clicked." -msgstr "Показать список выделяемых узлов в позиции клика." - -msgid "Click to change object's rotation pivot." -msgstr "При клике изменяет точку вращения объекта." +msgstr "Показать список доступных для выбора узлов в выбранной позиции." msgid "Pan Mode" -msgstr "Режим осмотра" +msgstr "Режим панорамирования" msgid "" "You can also use Pan View shortcut (Space by default) to pan in any mode." msgstr "" -"Вы также можете использовать сочетание клавиш Pan View (пробел по умолчанию) " -"для панорамирования в любом режиме." +"Также можно воспользоваться горячей клавишей опции «Панорамировать вид» (по " +"умолчанию — пробел) для выполнения панорамирования в любом режиме." msgid "Ruler Mode" msgstr "Режим измерения" @@ -7687,22 +7370,22 @@ msgid "Snap to Guides" msgstr "Привязка к направляющим" msgid "Smart Snapping" -msgstr "Интеллектуальная привязка" +msgstr "Умная привязка" msgid "Configure Snap..." msgstr "Настроить привязку..." msgid "Lock selected node, preventing selection and movement." -msgstr "Заблокировать выбранный узел, предотвращая выбор и движение." +msgstr "Заблокировать выбранный узел (запретить его выделение и перемещение)." msgid "Lock Selected Node(s)" -msgstr "Заблокировать выбранный узел(узлы)" +msgstr "Заблокировать выбранные узлы" msgid "Unlock selected node, allowing selection and movement." msgstr "Разблокировать выбранный узел (разрешить его выделение и перемещение)." msgid "Unlock Selected Node(s)" -msgstr "Разблокировать выбранный узел(узлы)" +msgstr "Разблокировать выбранные узлы" msgid "" "Groups the selected node with its children. This causes the parent to be " @@ -7712,7 +7395,7 @@ msgstr "" "любой дочерний узел во вкладке 2D и 3D будет выбран родитель." msgid "Group Selected Node(s)" -msgstr "Сгруппировать выбранный узел(узлы)" +msgstr "Сгруппировать выбранные узлы" msgid "" "Ungroups the selected node from its children. Child nodes will be individual " @@ -7722,16 +7405,16 @@ msgstr "" "будут самостоятельными объектами во вкладках 2D и 3D." msgid "Ungroup Selected Node(s)" -msgstr "Разгруппировать выбранный узел(узлы)" +msgstr "Разгруппировать выбранные узлы" msgid "Skeleton Options" -msgstr "Опции скелета" +msgstr "Параметры скелета" msgid "Show Bones" msgstr "Показать кости" msgid "Make Bone2D Node(s) from Node(s)" -msgstr "Создание узла(ов) Bone2D из узла(ов)" +msgstr "Создать узлы Bone2D из узлов" msgid "View" msgstr "Вид" @@ -7742,9 +7425,6 @@ msgstr "Показывать" msgid "Show When Snapping" msgstr "Показывать при привязке" -msgid "Hide" -msgstr "Скрывать" - msgid "Toggle Grid" msgstr "Переключить сетку" @@ -7758,13 +7438,16 @@ msgid "Show Rulers" msgstr "Показывать линейки" msgid "Show Guides" -msgstr "Отображение направляющих" +msgstr "Показывать направляющие" msgid "Show Origin" -msgstr "Отображать центр" +msgstr "Показывать центр" msgid "Show Viewport" -msgstr "Показать окно просмотра" +msgstr "Показывать окно просмотра" + +msgid "Lock" +msgstr "Заблокировать" msgid "Group" msgstr "Группа" @@ -7794,16 +7477,16 @@ msgid "Default theme" msgstr "Тема по умолчанию" msgid "Preview Theme" -msgstr "Тема предпросмотра" +msgstr "Предпросмотр темы" msgid "Translation mask for inserting keys." -msgstr "Маска трансформации для вставки ключей." +msgstr "Маска перевода для вставки ключей." msgid "Rotation mask for inserting keys." -msgstr "Маска поворота для добавляемых ключей." +msgstr "Маска поворота для вставки ключей." msgid "Scale mask for inserting keys." -msgstr "Маска масштаба для добавляемых ключей." +msgstr "Маска масштаба для вставки ключей." msgid "Insert keys (based on mask)." msgstr "Вставить ключи (на основе маски)." @@ -7817,17 +7500,17 @@ msgid "" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" -"Автоматически вставлять ключи когда объекты перемещены, повёрнуты или их " -"размер изменён (зависит от маски).\n" +"Автоматически вставлять ключи при перемещении, повороте или изменении " +"масштаба объектов (в зависимости от маски).\n" "Ключи добавляются только в существующие дорожки, новые дорожки не будут " "созданы.\n" -"В первый раз ключи должны быть добавлены вручную." +"В первый раз ключи должны быть вставлены вручную." msgid "Auto Insert Key" msgstr "Автовставка ключа" msgid "Animation Key and Pose Options" -msgstr "Опции анимационных ключей и поз" +msgstr "Параметры ключей анимации и поз" msgid "Insert Key (Existing Tracks)" msgstr "Вставить ключ (существующие дорожки)" @@ -7847,43 +7530,44 @@ msgstr "Разделить шаг сетки на 2" msgid "Adding %s..." msgstr "Добавление %s..." -msgid "Drag and drop to add as child of selected node." -msgstr "Перетащите, чтобы добавить как дочерний узел выбранного узла." - msgid "Hold Alt when dropping to add as child of root node." msgstr "" -"Удерживайте Alt при перетаскивании, чтобы добавить как дочерний узел базового " -"узла сцены." +"Удерживайте Alt при перетаскивании, чтобы добавить в качестве дочернего " +"элемента корневого узла." msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "" -"Удерживайте Shift при удалении, чтобы добавить выбранный узел в качестве " -"родственного узла." +"Удерживайте Shift при перетаскивании, чтобы добавить в качестве " +"одноуровневого элемента выбранного узла." msgid "Hold Alt + Shift when dropping to add as a different node type." msgstr "" -"Удерживайте Alt + Shift при перетаскивании, чтобы добавить узел другого типа." +"Удерживайте Alt + Shift при перетаскивании, чтобы добавить в качестве узла " +"другого типа." msgid "Cannot instantiate multiple nodes without root." -msgstr "Не удаётся создать несколько узлов без корня." +msgstr "Невозможно инстанцировать несколько узлов без корня." msgid "Create Node" msgstr "Создать узел" -msgid "Error instantiating scene from %s" -msgstr "Ошибка при инстанцировании сцены из %s" +msgid "Instantiating:" +msgstr "Инстанцирование:" + +msgid "Creating inherited scene from: " +msgstr "Создание унаследованной сцены на следующей основе: " msgid "Change Default Type" msgstr "Изменить тип по умолчанию" msgid "Set Target Position" -msgstr "Установить целевую позицию" +msgstr "Установить целевое положение" msgid "Set Handle" -msgstr "Задать обработчик" +msgstr "Задать маркер" msgid "This node doesn't have a control parent." -msgstr "Этот узел не имеет родительский узел управления." +msgstr "У этого узла нет Control в качестве родительского элемента." msgid "" "Use the appropriate layout properties depending on where you are going to put " @@ -7893,13 +7577,13 @@ msgstr "" "его разместить." msgid "This node is a child of a container." -msgstr "Данный узел - дочерний узел контейнера." +msgstr "Этот узел — дочерний узел контейнера." msgid "Use container properties for positioning." msgstr "Для позиционирования используйте свойства контейнера." msgid "This node is a child of a regular control." -msgstr "Данный узел - дочерний элемент обычного элемента управления." +msgstr "Этот узел — дочерний элемент обычного элемента управления." msgid "Use anchors and the rectangle for positioning." msgstr "Для позиционирования используйте якоря и прямоугольник." @@ -7914,7 +7598,7 @@ msgid "Container Default" msgstr "Контейнер по умолчанию" msgid "Fill" -msgstr "Заполнять" +msgstr "Заполнить" msgid "Shrink Begin" msgstr "Прижать к началу" @@ -7935,7 +7619,7 @@ msgid "Top Left" msgstr "Слева вверху" msgid "Center Top" -msgstr "Вверху посередине" +msgstr "Вверху по центру" msgid "Top Right" msgstr "Справа вверху" @@ -7947,7 +7631,7 @@ msgid "Center Left" msgstr "Слева по центру" msgid "Center" -msgstr "Центр" +msgstr "По центру" msgid "Center Right" msgstr "Справа по центру" @@ -7959,19 +7643,19 @@ msgid "Bottom Left" msgstr "Слева внизу" msgid "Center Bottom" -msgstr "Внизу посередине" +msgstr "Внизу по центру" msgid "Bottom Right" msgstr "Справа внизу" msgid "Bottom Wide" -msgstr "Снизу по всей ширине" +msgstr "Внизу по всей ширине" msgid "Left Wide" msgstr "Слева по всей высоте" msgid "VCenter Wide" -msgstr "Посередине по всей высоте" +msgstr "По центру по всей высоте" msgid "Right Wide" msgstr "Справа по всей высоте" @@ -7983,21 +7667,22 @@ msgid "" "Enable to also set the Expand flag.\n" "Disable to only set Shrink/Fill flags." msgstr "" -"Включите, чтобы также установить флаг Expand.\n" -"Отключите, чтобы установить только Shrink/Fill флаги." +"Включите, чтобы также установить флаг «Развернуть».\n" +"Отключите, чтобы установить только флаги «Прижать»/«Заполнить»." msgid "Some parents of the selected nodes do not support the Expand flag." msgstr "" -"Некоторые родительские узлы выбранных узлов не поддерживают расширенный флаг." +"Некоторые родительские элементы выбранных узлов не поддерживают флаг " +"«Развернуть»." msgid "Align with Expand" -msgstr "Выровнять Развертыванием" +msgstr "Выровнять с развёртыванием" msgid "Change Anchors, Offsets, Grow Direction" msgstr "Изменить якоря, смещения, направление роста" msgid "Change Anchors, Offsets (Keep Ratio)" -msgstr "Изменить привязки(якоря), смещения (сохранить соотношение)" +msgstr "Изменить якоря, смещения (сохранить соотношение)" msgid "Change Vertical Size Flags" msgstr "Изменить флаги размера по вертикали" @@ -8006,28 +7691,27 @@ msgid "Change Horizontal Size Flags" msgstr "Изменить флаги размера по горизонтали" msgid "Presets for the anchor and offset values of a Control node." -msgstr "Пресеты значений для якорей и отступов узла Control." +msgstr "Предустановки значений для якорей и отступов узла Control." msgid "Anchor preset" -msgstr "Пресет якорей" +msgstr "Предустановка якорей" msgid "Set to Current Ratio" -msgstr "Задать к текущему соотношению" +msgstr "Согласно текущему соотношению" msgid "Adjust anchors and offsets to match the current rect size." msgstr "" -"Настроить привязки и смещения в соответствии с текущим размером " -"прямоугольника." +"Настроить якоря и смещения в соответствии с текущим размером прямоугольника." msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." msgstr "" -"Когда активно, при перемещении узлов Control будут изменяться значения якорей " -"вместо отступов." +"Если параметр включён, при перемещении узлов Control будут изменяться " +"значения якорей, а не смещений." msgid "Sizing settings for children of a Container node." -msgstr "Установки размеров для дочерних узлов в узле Контейнера." +msgstr "Установки размеров для дочерних элементов узла контейнера." msgid "Horizontal alignment" msgstr "Горизонтальное выравнивание" @@ -8038,8 +7722,11 @@ msgstr "Вертикальное выравнивание" msgid "Convert to GPUParticles3D" msgstr "Преобразовать в GPUParticles3D" +msgid "Restart" +msgstr "Перезапустить" + msgid "Load Emission Mask" -msgstr "Маска выброса загружена" +msgstr "Загрузить маску излучения" msgid "Convert to GPUParticles2D" msgstr "Преобразовать в GPUParticles2D" @@ -8047,9 +7734,6 @@ msgstr "Преобразовать в GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Количество создаваемых точек:" - msgid "Emission Mask" msgstr "Маска излучения" @@ -8060,7 +7744,7 @@ msgid "Border Pixels" msgstr "Граничные пиксели" msgid "Directed Border Pixels" -msgstr "Направленные пограничные пиксели" +msgstr "Направленные граничные пиксели" msgid "Centered" msgstr "По центру" @@ -8069,25 +7753,25 @@ msgid "Capture Colors from Pixel" msgstr "Захватить цвета из пикселя" msgid "Generating Visibility AABB (Waiting for Particle Simulation)" -msgstr "Создание видимого AABB (ожидание симуляции частиц)" +msgstr "Генерация AABB видимости (ожидание симуляции частиц)" msgid "Generate Visibility AABB" -msgstr "Генерировать видимый AABB" +msgstr "Генерировать AABB видимости" msgid "CPUParticles3D" msgstr "CPUParticles3D" msgid "Generate AABB" -msgstr "Сгенерировать AABB" +msgstr "Генерировать AABB" msgid "Create Emission Points From Node" -msgstr "Создать излучатель из узла" +msgstr "Создать точки излучения из узла" msgid "Generation Time (sec):" msgstr "Время генерации (сек):" msgid "Load Curve Preset" -msgstr "Загрузить заготовку кривой" +msgstr "Загрузить предустановку кривых" msgid "Add Curve Point" msgstr "Добавить точку кривой" @@ -8102,13 +7786,13 @@ msgid "Modify Curve Point's Tangents" msgstr "Изменить касательные точки кривой" msgid "Modify Curve Point's Left Tangent" -msgstr "Изменить левую касательную к точке кривой" +msgstr "Изменить левую касательную точки кривой" msgid "Modify Curve Point's Right Tangent" -msgstr "Изменить правую касательную к точке кривой" +msgstr "Изменить правую касательную точки кривой" msgid "Toggle Linear Curve Point's Tangent" -msgstr "Переключить Тангенс точки линейной кривой" +msgstr "Переключить касательную точки линейной кривой" msgid "Hold Shift to edit tangents individually" msgstr "Удерживайте Shift, чтобы изменить касательные индивидуально" @@ -8123,13 +7807,13 @@ msgid "Smoothstep" msgstr "Сглаженный" msgid "Toggle Grid Snap" -msgstr "Переключить сетку привязки" +msgstr "Переключить привязку к сетке" msgid "Debug with External Editor" msgstr "Отладка с помощью внешнего редактора" msgid "Deploy with Remote Debug" -msgstr "Развернуть с удалённой отладкой" +msgstr "Развёртывание с удалённой отладкой" msgid "" "When this option is enabled, using one-click deploy will make the executable " @@ -8139,15 +7823,15 @@ msgid "" "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" -"Когда эта опция включена, при развёртывании в-один-клик исполняемый файл " -"будет пытаться подключиться к IP-адресу этого компьютера, чтобы можно было " -"отладить запущенный проект.\n" +"Когда эта опция включена, при развёртывании одним щелчком мыши исполняемый " +"файл будет пытаться подключиться к IP-адресу этого компьютера, чтобы можно " +"было отладить запущенный проект.\n" "Этот параметр предназначен для удалённой отладки (обычно с помощью мобильного " "устройства).\n" -"Вам не нужно включать его, чтобы использовать отладчик GDScript локально." +"Его не требуется включать, чтобы использовать отладчик GDScript локально." msgid "Small Deploy with Network Filesystem" -msgstr "Малая реализация с сетевой файловой системой" +msgstr "Малое развёртывание с сетевой файловой системой" msgid "" "When this option is enabled, using one-click deploy for Android will only " @@ -8157,21 +7841,21 @@ msgid "" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" -"Когда эта опция включена, развёртывание в-один-клик будет экспортировать " -"только исполняемый файл без данных проекта.\n" +"Когда эта опция включена, при развёртывании одним щелчком мыши будет " +"экспортироваться только исполняемый файл без данных проекта.\n" "Файловая система проекта будет предоставляться редактором через сеть.\n" "На Android развёртывание будет быстрее при подключении через USB. Эта опция " "ускоряет тестирование проектов с большими ассетами." msgid "Visible Collision Shapes" -msgstr "Видимые области соприкосновения" +msgstr "Видимые формы столкновений" msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" -"Когда эта опция включена, формы столкновений и узлы Raycast (2D и 3D) будут " -"видны в запущенном проекте." +"Когда эта опция включена, в запущенном проекте будут отображаться формы " +"столкновений и узлы Raycast (2D и 3D)." msgid "Visible Paths" msgstr "Видимые пути" @@ -8186,35 +7870,20 @@ msgstr "" msgid "Visible Navigation" msgstr "Видимая навигация" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Когда эта опция включена, навигационные меши и полигоны будут видны в " -"запущенном проекте." - msgid "Visible Avoidance" -msgstr "Избегание видимости" - -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Когда эта опция включена, формы, радиус и скорости объектов избегания будут " -"видны в работающем проекте." +msgstr "Видимое избегание" msgid "Debug CanvasItem Redraws" -msgstr "Отладочная перерисовка элемента холста" +msgstr "Отладка перерисовки 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 "" -"Когда эта опция включена, запросы на перерисовку 2D объектов становятся " -"видимыми (как короткое вспышки) в работающем проекте.\n" -"Это полезно для устранения неполадок в режиме низкой производительности " -"процессора." +"Когда эта опция включена, в запущенном проекте будут отображаться запросы на " +"перерисовку 2D-объектов (в виде краткой вспышки).\n" +"Это помогает устранять неполадки режима низкой нагрузки процессора." msgid "Synchronize Scene Changes" msgstr "Синхронизация изменений в сценах" @@ -8227,8 +7896,8 @@ msgid "" msgstr "" "Когда эта опция включена, все изменения в сцене, сделанные в редакторе, будут " "перенесены в запущенный проект.\n" -"При удалённом использовании на устройстве, это работает эффективнее если " -"сетевая файловая система включена." +"При удалённом использовании на устройстве это работает эффективнее, если " +"включена сетевая файловая система." msgid "Synchronize Script Changes" msgstr "Синхронизация изменений в скриптах" @@ -8241,8 +7910,8 @@ msgid "" msgstr "" "Когда эта опция включена, любой сохранённый скрипт будет перезагружен в " "запущенном проекте.\n" -"При удалённом использовании на устройстве, это работает эффективнее если " -"сетевая файловая система включена." +"При удалённом использовании на устройстве это работает эффективнее, если " +"включена сетевая файловая система." msgid "Keep Debug Server Open" msgstr "Держать сервер отладки открытым" @@ -8251,12 +7920,40 @@ msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" -"Когда эта опция включена, сервер отладки редактора будет оставаться открытым " -"и прослушивать новые сеансы, запущенные вне самого редактора." +"Когда эта опция включена, сервер отладки редактора останется открытым и будет " +"ожидать данных новых сеансов, запущенных вне самого редактора." msgid "Customize Run Instances..." msgstr "Настроить запускаемые экземпляры..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"Имя: %s\n" +"Путь: %s\n" +"Основной скрипт: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Редактировать модуль" + +msgid "Installed Plugins:" +msgstr "Установленные модули:" + +msgid "Create New Plugin" +msgstr "Создать новый модуль" + +msgid "Enabled" +msgstr "Включено" + +msgid "Version" +msgstr "Версия" + msgid "Size: %s" msgstr "Размер: %s" @@ -8267,7 +7964,7 @@ msgid "Dimensions: %d × %d" msgstr "Размеры: %d × %d" msgid "Overrides (%d)" -msgstr "Переопределения (%d)" +msgstr "Переопределение (%d)" msgctxt "Locale" msgid "Add Script" @@ -8280,25 +7977,25 @@ msgid "Variation Coordinates (%d)" msgstr "Координаты вариации (%d)" msgid "No supported features" -msgstr "Нет поддерживаемых особенностей" +msgstr "Нет поддерживаемых возможностей" msgid "Features (%d of %d set)" -msgstr "Функции (%d от набора %d)" +msgstr "Возможности (установлено %d из %d)" msgid "Add Feature" -msgstr "Добавить особенность" +msgstr "Добавить возможность" msgid " - Variation" -msgstr " - Вариация" +msgstr " — вариация" msgid "Unable to preview font" -msgstr "Не удаётся отобразить шрифт" +msgstr "Не удалось отобразить шрифт" msgid "Change AudioStreamPlayer3D Emission Angle" -msgstr "Изменить угол AudioStreamPlayer3D" +msgstr "Изменить угол излучения AudioStreamPlayer3D" msgid "Change Camera FOV" -msgstr "Изменить FOV камеры" +msgstr "Изменить поле зрения камеры" msgid "Change Camera Size" msgstr "Изменить размер камеры" @@ -8322,59 +8019,50 @@ msgid "Change Cylinder Shape Height" msgstr "Изменить высоту цилиндра" msgid "Change Separation Ray Shape Length" -msgstr "Изменить длину формы луча" +msgstr "Изменить длину луча разделения" msgid "Change Decal Size" -msgstr "Задать размер камеры" - -msgid "Change Fog Volume Size" -msgstr "Задать объем тумана" +msgstr "Изменить размер декали" msgid "Change Particles AABB" msgstr "Изменить AABB частиц" msgid "Change Radius" -msgstr "Задать радиус" +msgstr "Изменить радиус" msgid "Change Light Radius" msgstr "Изменить радиус света" -msgid "Start Location" -msgstr "Начальное положение" - msgid "End Location" msgstr "Конечное положение" msgid "Change Start Position" -msgstr "Изменить начальную позицию" +msgstr "Изменить начальное положение" msgid "Change End Position" -msgstr "Задать конечную позицию" +msgstr "Изменить конечное положение" msgid "Change Probe Size" -msgstr "Задать размер зонда" +msgstr "Изменить размер зонда" msgid "Change Probe Origin Offset" -msgstr "Изменить смещение исходной точки зонда" +msgstr "Изменить сдвиг исходной точки зонда" msgid "Change Notifier AABB" -msgstr "Изменить уведомитель AABB" +msgstr "Изменить AABB уведомления" msgid "Convert to CPUParticles2D" msgstr "Преобразовать в CPUParticles2D" msgid "Generating Visibility Rect (Waiting for Particle Simulation)" -msgstr "Создание области видимости (Ожидание симуляции частиц)" +msgstr "Создание прям. видимости (ожидание симуляции частиц)" msgid "Generate Visibility Rect" -msgstr "Создать область видимости" +msgstr "Создать прям. видимости" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" -"Можно задать точку только в процедурном материале ParticleProcessMaterial" - -msgid "Clear Emission Mask" -msgstr "Маска выброса очищена" +"Можно задать точку только в обрабатываемом материале ParticleProcessMaterial" msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -8386,34 +8074,34 @@ msgid "The geometry doesn't contain any faces." msgstr "Данная геометрия не содержит граней." msgid "\"%s\" doesn't inherit from Node3D." -msgstr "\"%s\" не наследуется от Node3D." +msgstr "«%s» не наследует от Node3D." msgid "\"%s\" doesn't contain geometry." -msgstr "\"%s\" не содержит геометрии." +msgstr "«%s» не содержит геометрии." msgid "\"%s\" doesn't contain face geometry." -msgstr "\"%s\" не содержит геометрии с гранями." +msgstr "«%s» не содержит геометрии с гранями." msgid "Create Emitter" msgstr "Создать излучатель" msgid "Emission Points:" -msgstr "Точек излучения:" +msgstr "Точки излучения:" msgid "Surface Points" msgstr "Точки поверхности" msgid "Surface Points+Normal (Directed)" -msgstr "Точки поверхности + Нормаль (направленная)" +msgstr "Точки поверхности + нормаль (направленная)" msgid "Volume" -msgstr "Объем" +msgstr "Объём" msgid "Emission Source:" msgstr "Источник излучения:" msgid "A processor material of type 'ParticleProcessMaterial' is required." -msgstr "Требуется материал типа 'ParticleProcessMaterial'." +msgstr "Требуется материал типа «ParticleProcessMaterial»." msgid "Convert to CPUParticles3D" msgstr "Преобразовать в CPUParticles3D" @@ -8437,7 +8125,7 @@ msgid "Cell size: %s" msgstr "Размер ячейки: %s" msgid "Video RAM size: %s MB (%s)" -msgstr "Видеопамяти RAM: %s MB (%s)" +msgstr "Размер видеопамяти: %s МБ (%s)" msgid "Bake SDF" msgstr "Запечь SDF" @@ -8447,12 +8135,12 @@ msgid "" "Check whether there are visible meshes matching the bake mask within its " "extents." msgstr "" -"При запекании GPUParticlesCollisionSDF3D лицевые части не обнаружены.\n" -"Проверьте, есть ли видимые меши, соответствующие маске запекания в пределах " +"При запекании GPUParticlesCollisionSDF3D не обнаружены грани.\n" +"Проверьте, есть ли видимые сетки, соответствующие маске запекания, в пределах " "её границ." msgid "Select path for SDF Texture" -msgstr "Выбрать путь к SDF текстуре" +msgstr "Выбрать путь к текстуре SDF" msgid "Add Gradient Point" msgstr "Добавить точку градиента" @@ -8467,7 +8155,7 @@ msgid "Recolor Gradient Point" msgstr "Перекрасить точку градиента" msgid "Reverse Gradient" -msgstr "Обратный градиент" +msgstr "Развернуть градиент" msgid "Reverse/Mirror Gradient" msgstr "Развернуть/отразить градиент" @@ -8479,13 +8167,13 @@ msgid "Swap GradientTexture2D Fill Points" msgstr "Поменять местами точки заливки GradientTexture2D" msgid "Swap Gradient Fill Points" -msgstr "Поменять местами точки градиентной заливки" +msgstr "Поменять местами точки заливки градиента" msgid "Configure" msgstr "Конфигурация" msgid "Create Occluder Polygon" -msgstr "Создан затеняющий полигон" +msgstr "Создать заслоняющий полигон" msgid "" "Can't determine a save path for lightmap images.\n" @@ -8498,15 +8186,16 @@ msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" -"Нет мешей для генерации. Убедитесь, что они содержат канал UV2 и что маркер " -"'Запекать освещение' активен." +"Нет сеток для запекания. Убедитесь, что они содержат канал UV2 и установлен " +"флаг «Запекать карты освещения»." msgid "Failed creating lightmap images, make sure path is writable." msgstr "" -"Сбой создания карты освещённости, убедитесь, что путь доступен для записи." +"Сбой создания изображений карты освещения. Убедитесь, что путь доступен для " +"записи." msgid "No editor scene root found." -msgstr "Корневая сцена редактора не найдена." +msgstr "Не найден корень сцены редактора." msgid "Lightmap data is not local to the scene." msgstr "Данные карты освещения не являются локальными для сцены." @@ -8525,9 +8214,9 @@ msgid "" "`lightmap_size_hint` value set high enough, and `texel_scale` value of " "LightmapGI is not too low." msgstr "" -"Не удалось создать карты освещения. Убедитесь, что у всех мешей, выбранных " -"для запекания, значения `lightmap_size_hint` установлено достаточно большим, " -"а значение `texel_scale`для LightmapGI - не слишком мало." +"Не удалось создать карты освещения. Убедитесь, что у всех сеток, выбранных " +"для запекания, достаточно большое значение «lightmap_size_hint», а значение " +"«texel_scale» для LightmapGI не слишком мало." msgid "Bake Lightmaps" msgstr "Запекать карты освещения" @@ -8538,82 +8227,53 @@ msgstr "Запекание карты освещения" msgid "Select lightmap bake file:" msgstr "Выберите файл запекания карты освещения:" -msgid "Mesh is empty!" -msgstr "Меш пуст!" - msgid "Couldn't create a Trimesh collision shape." -msgstr "Невозможно создать треугольную сетку для формы столкновений." - -msgid "Create Static Trimesh Body" -msgstr "Создать вогнутое статичное тело" - -msgid "This doesn't work on scene root!" -msgstr "Это не работает на корне сцены!" - -msgid "Create Trimesh Static Shape" -msgstr "Создать сетку статической формы" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Нельзя создать единую выпуклую форму столкновения для корня сцены." - -msgid "Couldn't create a single convex collision shape." -msgstr "Не удалось создать ни одной выпуклой формы столкновения." - -msgid "Create Simplified Convex Shape" -msgstr "Создать упрощённую выпуклую форму" - -msgid "Create Single Convex Shape" -msgstr "Создать одну выпуклую форму" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "" -"Невозможно создать несколько выпуклых форм столкновения для корня сцены." +msgstr "Невозможно создать форму столкновений с треугольной сеткой." msgid "Couldn't create any collision shapes." -msgstr "Не удалось создать ни одну форму столкновения." +msgstr "Не удалось создать ни одну форму столкновений." -msgid "Create Multiple Convex Shapes" -msgstr "Создать нескольких выпуклых фигур" +msgid "Mesh is empty!" +msgstr "Сетка пуста!" msgid "Create Navigation Mesh" -msgstr "Создать меш навигации" +msgstr "Создать сетку навигации" msgid "Create Debug Tangents" -msgstr "Отладка генерации касательной" +msgstr "Создать касательные для отладки" msgid "No mesh to unwrap." -msgstr "Нет сетки для распаковки." +msgstr "Нет сетки для развёртывания." msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." msgstr "" -"UVs меша не могут быть развернуты, потому что он не принадлежит редактируемой " -"сцене. Сначала сделайте его уникальным." +"UV сетки не могут быть развёрнуты, так как она не принадлежит редактируемой " +"сцене. Сначала нужно сделать её уникальной." msgid "" "Mesh cannot unwrap UVs because it belongs to another resource which was " "imported from another file type. Make it unique first." msgstr "" -"Меш не может развернуть UV, потому что он принадлежит другому ресурсу, " -"который был импортирован из файла другого типа. Сначала сделайте его " -"уникальным." +"UV сетки не могут быть развёрнуты, так как она принадлежит другому ресурсу, " +"импортированному из файла другого типа. Сначала нужно сделать её уникальной." msgid "" "Mesh cannot unwrap UVs because it was imported from another file type. Make " "it unique first." msgstr "" -"UVs меша не могут быть развернуты, поскольку он был импортирован из файла " -"другого типа. Сначала сделайте его уникальным." +"UV сетки не могут быть развёрнуты, так как она была импортирована из файла " +"другого типа. Сначала нужно сделать её уникальной." msgid "Unwrap UV2" msgstr "Развернуть UV2" msgid "Contained Mesh is not of type ArrayMesh." -msgstr "Содержимое меша не типа ArrayMesh." +msgstr "Встроенная сетка не типа ArrayMesh." msgid "Can't unwrap mesh with blend shapes." -msgstr "Невозможно распаковать сетку с формами смешивания (blend shapes)." +msgstr "Невозможно развернуть сетку с формами смешивания." msgid "Only triangles are supported for lightmap unwrap." msgstr "Поддерживаются только треугольники для распаковки карты освещения." @@ -8622,22 +8282,22 @@ msgid "Normals are required for lightmap unwrap." msgstr "Для распаковки карты освещения требуются нормали." msgid "UV Unwrap failed, mesh may not be manifold?" -msgstr "UV развертка не удалась, возможно у меша не односвязная форма?" +msgstr "Не удалось развернуть UV. Возможно, сетка имеет «дыры»?" msgid "No mesh to debug." -msgstr "Нет меша для отладки." +msgstr "Нет сетки для отладки." msgid "Mesh has no UV in layer %d." -msgstr "Меш не имеет UV в слое %d." +msgstr "Сетка не имеет UV в слое %d." msgid "MeshInstance3D lacks a Mesh." -msgstr "В MeshInstance3D отсутствует Mesh." +msgstr "В MeshInstance3D отсутствует сетка." msgid "Mesh has no surface to create outlines from." -msgstr "Mesh не имеет поверхности для создания контуров." +msgstr "Сетка не имеет поверхности для создания контуров." msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES." -msgstr "Тип примитива Mesh не является PRIMITIVE_TRIANGLES." +msgstr "Типом примитива сетки не является PRIMITIVE_TRIANGLES." msgid "Could not create outline." msgstr "Не удалось создать контур." @@ -8648,93 +8308,69 @@ msgstr "Создать контур" msgid "Mesh" msgstr "Сетка" -msgid "Create Trimesh Static Body" -msgstr "Создать вогнутое статичное тело" +msgid "Create Outline Mesh..." +msgstr "Создать сетку обводки..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Создает StaticBody3D и автоматически присваивает ему форму столкновения на " -"основе полигона.\n" -"Это самый точный (но самый медленный) способ обнаружения столкновений." +"Создаёт статичную сетку обводки. Нормали сетки обводки будут перевёрнуты " +"автоматически.\n" +"Можно использовать вместо свойства Grow в StandardMaterial, когда оно не " +"применимо." + +msgid "View UV1" +msgstr "Просмотр UV1" -msgid "Create Trimesh Collision Sibling" -msgstr "Создать вогнутую область столкновения" +msgid "View UV2" +msgstr "Просмотр UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Развернуть UV2 для карты освещения/AO" + +msgid "Create Outline Mesh" +msgstr "Создать сетку обводки" + +msgid "Outline Size:" +msgstr "Размер контура:" msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" -"Создает форму столкновения на основе полигона.\n" +"Создаёт форму столкновений на основе полигонов.\n" "Это самый точный (но самый медленный) способ обнаружения столкновений." -msgid "Create Single Convex Collision Sibling" -msgstr "Создать одну выпуклую область столкновения" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" -"Создаёт выпуклую форму столкновения.\n" +"Создаёт одиночную выпуклую форму столкновений.\n" "Это самый быстрый (но наименее точный) способ обнаружения столкновений." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Создать соседнюю упрощённую выпуклую коллизию" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " "geometry in some cases, at the cost of accuracy." msgstr "" -"Создает упрощенную выпуклую форму столкновения.\n" -"Она похожа на одиночную форму столкновения, но в некоторых случаях может " +"Создаёт упрощенную выпуклую форму столкновений.\n" +"Она похожа на одиночную форму столкновений, но в некоторых случаях может " "получиться более простая геометрия, ценой снижения точности." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Создать выпуклую область столкновения" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " "polygon-based collision." msgstr "" -"Создает форму столкновения на основе полигона.\n" +"Создаёт форму столкновений на основе полигонов.\n" "Это средний по производительности вариант между одиночным выпуклым " "столкновением и столкновением на основе полигонов." -msgid "Create Outline Mesh..." -msgstr "Создать меш обводку..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Создает статическую меш обводку. Нормали меша обводки будут перевернуты " -"автоматически.\n" -"Это можно использовать вместо свойства Рост в StandardMaterial, когда " -"использование этого свойства невозможно." - -msgid "View UV1" -msgstr "Просмотр UV1" - -msgid "View UV2" -msgstr "Просмотр UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Развернуть UV2 для Lightmap/AO" - -msgid "Create Outline Mesh" -msgstr "Создать меш обводку" - -msgid "Outline Size:" -msgstr "Размер обводки:" - msgid "UV Channel Debug" -msgstr "Отладка UV канала" +msgstr "Отладка UV-канала" msgid "Remove item %d?" msgstr "Удалить элемент %d?" @@ -8747,7 +8383,7 @@ msgstr "" "%s" msgid "MeshLibrary" -msgstr "Библиотека мешей" +msgstr "Библиотека сеток" msgid "Add Item" msgstr "Добавить элемент" @@ -8771,49 +8407,49 @@ msgid "Apply with Transforms" msgstr "Применить с преобразованиями" msgid "No mesh source specified (and no MultiMesh set in node)." -msgstr "Не указан источник меша (и MultiMesh не указан в узле)." +msgstr "Не указан источник сетки (и в узле не установлена мультисетка)." msgid "No mesh source specified (and MultiMesh contains no Mesh)." -msgstr "Не указан исходный меш (и MultiMesh не содержит Mesh)." +msgstr "Не указан источник сетки (и мультисетка не содержит сетку)." msgid "Mesh source is invalid (invalid path)." -msgstr "Источник меша недействителен (неверный путь)." +msgstr "Источник сетки является недействительным (неверный путь)." msgid "Mesh source is invalid (not a MeshInstance3D)." -msgstr "Источник меша недействителен (не MeshInstance3D)." +msgstr "Источник сетки является недействительным (не MeshInstance3D)." msgid "Mesh source is invalid (contains no Mesh resource)." -msgstr "Источник меша недействителен (нет содержит Mesh ресурса)." +msgstr "Источник сетки является недействительным (не содержит ресурс сетки)." msgid "No surface source specified." -msgstr "Поверхность источника не определена." +msgstr "Источник поверхности не указан." msgid "Surface source is invalid (invalid path)." -msgstr "Поверхность источника недопустима (неверный путь)." +msgstr "Источник поверхности является недействительным (неверный путь)." msgid "Surface source is invalid (no geometry)." -msgstr "Поверхность источника недопустима (нет геометрии)." +msgstr "Источник поверхности является недействительным (нет геометрии)." msgid "Surface source is invalid (no faces)." -msgstr "Поверхность источника недопустима (нет граней)." +msgstr "Источник поверхности является недействительным (нет граней)." msgid "Select a Source Mesh:" -msgstr "Выберите источник меша:" +msgstr "Исходная сетка:" msgid "Select a Target Surface:" -msgstr "Выберите целевую поверхность:" +msgstr "Целевая поверхность:" msgid "Populate Surface" msgstr "Заполнить поверхность" msgid "Populate MultiMesh" -msgstr "Заполнить MultiMesh" +msgstr "Заполнить мультисетку" msgid "Target Surface:" msgstr "Целевая поверхность:" msgid "Source Mesh:" -msgstr "Исходный меш:" +msgstr "Исходная сетка:" msgid "X-Axis" msgstr "Ось X" @@ -8825,7 +8461,7 @@ msgid "Z-Axis" msgstr "Ось Z" msgid "Mesh Up Axis:" -msgstr "Ось вверх меша:" +msgstr "Направленная вверх ось сетки:" msgid "Random Rotation:" msgstr "Случайный поворот:" @@ -8843,7 +8479,7 @@ msgid "Populate" msgstr "Заполнить" msgid "Set start_position" -msgstr "Установить start_position" +msgstr "Задать start_position" msgid "Set end_position" msgstr "Задать end_position" @@ -8861,16 +8497,16 @@ msgid "Edit Poly (Remove Point)" msgstr "Редактировать полигон (удалить точку)" msgid "Create Navigation Polygon" -msgstr "Создать Navigation Polygon" +msgstr "Создать полигон навигации" msgid "Bake NavigationPolygon" -msgstr "Создать NavigationPolygon" +msgstr "Запечь NavigationPolygon" msgid "" "Bakes the NavigationPolygon by first parsing the scene for source geometry " "and then creating the navigation polygon vertices and polygons." msgstr "" -"Создает NavigationPolygon, сначала анализируя сцену на предмет исходной " +"Запекает NavigationPolygon, сначала анализируя сцену на предмет исходной " "геометрии, а затем создавая вершины и полигоны навигационного полигона." msgid "Clear NavigationPolygon" @@ -8882,7 +8518,7 @@ msgstr "Очищает внутренние контуры, вершины и п msgid "" "A NavigationPolygon resource must be set or created for this node to work." msgstr "" -"Для работы этого узла необходимо установить или создать ресурс " +"Чтобы этот узел работал, необходимо задать или создать ресурс " "NavigationPolygon." msgid "Unnamed Gizmo" @@ -8946,10 +8582,10 @@ msgid "Z-Axis Transform." msgstr "Преобразование по Z." msgid "View Plane Transform." -msgstr "Вид преобразования плоскости." +msgstr "Преобразование по плоскости вида." msgid "Keying is disabled (no key inserted)." -msgstr "Манипуляция отключена (без вставленного ключа)." +msgstr "Манипуляция отключена (ключ не вставлен)." msgid "Animation Key Inserted." msgstr "Ключ анимации вставлен." @@ -8979,10 +8615,10 @@ msgid "CPU Time: %s ms" msgstr "Время ЦП: %s мс" msgid "GPU Time: %s ms" -msgstr "Время GPU: %s мс" +msgstr "Время ГП: %s мс" msgid "FPS: %d" -msgstr "FPS: %d" +msgstr "Кадр/с: %d" msgid "Top View." msgstr "Вид сверху." @@ -9003,19 +8639,19 @@ msgid "Rear View." msgstr "Вид сзади." msgid "Align Transform with View" -msgstr "Выровнять трансформации с видом" +msgstr "Совместить преобразование с видом" msgid "Align Rotation with View" -msgstr "Совместить поворот с направлением взгляда" +msgstr "Совместить поворот с видом" msgid "Set Surface %d Override Material" -msgstr "Задать поверхность %d Заменить материал" +msgstr "Задать поверхность %d Переопределить материал" msgid "Set Material Override" msgstr "Задать переопределение материала" msgid "None" -msgstr "Пусто" +msgstr "Нет" msgid "Rotate" msgstr "Повернуть" @@ -9030,49 +8666,49 @@ msgid "Rotating %s degrees." msgstr "Поворот на %s градусов." msgid "Translating %s." -msgstr "Перевод %s." +msgstr "Перемещение %s." msgid "Rotating %f degrees." -msgstr "Поворот на %f градусов." +msgstr "Поворот на %s градусов." msgid "Scaling %s." msgstr "Масштабирование %s." msgid "Auto Orthogonal Enabled" -msgstr "Ортогональный" +msgstr "Включён автоматический ортогональный" msgid "Lock View Rotation" -msgstr "Блокировать вращение камеры" +msgstr "Блокировать вращение вида" msgid "Display Normal" -msgstr "Нормальный режим" +msgstr "Обычный режим" msgid "Display Wireframe" -msgstr "Режим сетки" +msgstr "Режим каркаса" msgid "Display Overdraw" msgstr "Режим просвечивания" msgid "Display Lighting" -msgstr "Обзор освещения" +msgstr "Режим освещения" msgid "Display Unshaded" msgstr "Режим без теней" msgid "Directional Shadow Splits" -msgstr "Направленное разбиение тени" +msgstr "Разбиение направленных теней" msgid "Normal Buffer" -msgstr "Нормаль Буффер" +msgstr "Буфер нормалей" msgid "Shadow Atlas" msgstr "Атлас теней" msgid "Directional Shadow Map" -msgstr "Направленная карта теней" +msgstr "Карта направленных теней" msgid "Decal Atlas" -msgstr "Атлас наклеек" +msgstr "Атлас декалей" msgid "VoxelGI Lighting" msgstr "Освещение VoxelGI" @@ -9087,7 +8723,7 @@ msgid "SDFGI Cascades" msgstr "Каскады SDFGI" msgid "SDFGI Probes" -msgstr "SDFGI зонды" +msgstr "Зонды SDFGI" msgid "Scene Luminance" msgstr "Яркость сцены" @@ -9102,7 +8738,7 @@ msgid "VoxelGI/SDFGI Buffer" msgstr "Буфер VoxelGI/SDFGI" msgid "Disable Mesh LOD" -msgstr "Отключить LOD меша" +msgstr "Отключить уровень деталей сетки" msgid "OmniLight3D Cluster" msgstr "Кластер OmniLight3D" @@ -9117,7 +8753,7 @@ msgid "ReflectionProbe Cluster" msgstr "Кластер ReflectionProbe" msgid "Occlusion Culling Buffer" -msgstr "Буфер Occlusion Culling" +msgstr "Буфер отсечения невидимой геометрии" msgid "Motion Vectors" msgstr "Векторы движения" @@ -9132,7 +8768,7 @@ msgid "View Environment" msgstr "Окружение" msgid "View Gizmos" -msgstr "Отобразить гизмо" +msgstr "Гизмо" msgid "View Grid" msgstr "Отображать сетку" @@ -9156,16 +8792,16 @@ msgid "Cinematic Preview" msgstr "Кинематографический предварительный просмотр" msgid "Not available when using the OpenGL renderer." -msgstr "Недоступно при использовании рендерера OpenGL." +msgstr "Недоступно при использовании отрисовщика OpenGL." msgid "Freelook Left" -msgstr "Свободный вид, лево" +msgstr "Свободный вид, влево" msgid "Freelook Right" -msgstr "Свободный вид, право" +msgstr "Свободный вид, вправо" msgid "Freelook Forward" -msgstr "Обзор вперёд" +msgstr "Свободный вид, вперёд" msgid "Freelook Backwards" msgstr "Свободный вид, назад" @@ -9192,28 +8828,28 @@ msgid "Lock Transformation to Z axis" msgstr "Заблокировать трансформацию по оси Z" msgid "Lock Transformation to YZ plane" -msgstr "Заблокировать трансформацию в плоскость YZ" +msgstr "Заблокировать трансформацию по плоскости YZ" msgid "Lock Transformation to XZ plane" -msgstr "Заблокировать трансформацию в плоскость XZ" +msgstr "Заблокировать трансформацию по плоскости XZ" msgid "Lock Transformation to XY plane" -msgstr "Заблокировать трансформацию в плоскость XY" +msgstr "Заблокировать трансформацию по плоскости XY" msgid "Begin Translate Transformation" msgstr "Начать трансформацию перемещения" msgid "Begin Rotate Transformation" -msgstr "Начать трансформацию поворота" +msgstr "Начать трансформацию вращения" msgid "Begin Scale Transformation" -msgstr "Начать трансформацию размера" +msgstr "Начать трансформацию масштаба" msgid "Toggle Camera Preview" msgstr "Переключить превью камеры" msgid "View Rotation Locked" -msgstr "Блокировать вращение камеры" +msgstr "Вращение камеры заблокировано" msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" @@ -9222,18 +8858,19 @@ msgstr "" "Настройки...)" msgid "Overriding material..." -msgstr "Переопределить материал..." +msgstr "Переопределение материала…" msgid "" "Drag and drop to override the material of any geometry node.\n" "Hold %s when dropping to override a specific surface." msgstr "" -"Перетащите, чтобы заменить материал любого узла геометрии.\n" -"Удерживайте %s при перетаскивании, чтобы переопределить определенную " +"Выполните перетаскивание, чтобы переопределить материал любого узла " +"геометрии.\n" +"Удерживайте %s при перетаскивании, чтобы переопределить конкретную " "поверхность." msgid "XForm Dialog" -msgstr "XForm диалоговое окно" +msgstr "Диалоговое окно XForm" msgid "" "Click to toggle between visibility states.\n" @@ -9244,10 +8881,10 @@ msgid "" msgstr "" "Нажмите для переключения между состояниями видимости.\n" "\n" -"Открытый глаз: Гизмо видно.\n" -"Закрытый глаз: Гизмо скрыто.\n" -"Полуоткрытый глаз: Гизмо также видно сквозь непрозрачные поверхности " -"(\"рентген\")." +"Открытый глаз: гизмо видно.\n" +"Закрытый глаз: гизмо не видно.\n" +"Полуоткрытый глаз: гизмо также видно сквозь непрозрачные поверхности " +"(«рентген»)." msgid "Snap Nodes to Floor" msgstr "Привязать узлы к полу" @@ -9256,10 +8893,10 @@ msgid "Couldn't find a solid floor to snap the selection to." msgstr "Не удалось найти сплошной пол, к которому можно привязать выделение." msgid "Add Preview Sun to Scene" -msgstr "Добавить предварительный просмотр солнца в сцену" +msgstr "Добавить к сцене предварительный просмотр солнца" msgid "Add Preview Environment to Scene" -msgstr "Добавить предпросмотр окружения в сцену" +msgstr "Добавить к сцене предварительный просмотр окружения" msgid "" "Scene contains\n" @@ -9268,10 +8905,10 @@ msgid "" msgstr "" "Сцена содержит\n" "DirectionalLight3D.\n" -"Предпросмотр отключен." +"Предварительный просмотр отключён." msgid "Preview disabled." -msgstr "Превью отключено." +msgstr "Предпросмотр отключён." msgid "" "Scene contains\n" @@ -9280,7 +8917,12 @@ msgid "" msgstr "" "Сцена содержит\n" "WorldEnvironment.\n" -"Предпросмотр отключен." +"Предварительный просмотр отключён." + +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+ПКМ: показать список всех узлов в выбранной позиции, включая " +"заблокированные." msgid "" "Groups the selected node with its children. This selects the parent when any " @@ -9300,21 +8942,21 @@ msgid "" "If a DirectionalLight3D node is added to the scene, preview sunlight is " "disabled." msgstr "" -"Включить предварительный просмотр солнечного света.\n" -"Если к сцене добавляется узел DirectionalLight3D, предварительный просмотр " -"солнечного света отключается." +"Включить/отключить предварительный просмотр солнечного света.\n" +"Если в сцену добавлен узел DirectionalLight3D, предварительный просмотр " +"солнечного света отключён." msgid "" "Toggle preview environment.\n" "If a WorldEnvironment node is added to the scene, preview environment is " "disabled." msgstr "" -"Включить предварительный просмотр окружения.\n" +"Включить/отключить предварительный просмотр окружения.\n" "Если в сцену добавлен узел WorldEnvironment, предварительный просмотр " -"окружения отключается." +"окружения отключён." msgid "Edit Sun and Environment settings." -msgstr "Изменить настройки солнца и окружения." +msgstr "Изменить параметры «Солнца» и «Окружения»." msgid "Bottom View" msgstr "Вид снизу" @@ -9356,13 +8998,13 @@ msgid "Insert Animation Key" msgstr "Вставить ключ анимации" msgid "Focus Origin" -msgstr "Сфокусироваться на начале координат" +msgstr "Фокус на начале координат" msgid "Focus Selection" -msgstr "Показать выбранное" +msgstr "Фокус на выбранном" msgid "Toggle Freelook" -msgstr "Включить свободный вид" +msgstr "Переключить свободный вид" msgid "Decrease Field of View" msgstr "Уменьшить поле зрения" @@ -9377,28 +9019,28 @@ msgid "Transform" msgstr "Преобразование" msgid "Snap Object to Floor" -msgstr "Привязка объекта к полу" +msgstr "Привязать объект к полу" msgid "Transform Dialog..." msgstr "Окно преобразования..." msgid "1 Viewport" -msgstr "1 Окно" +msgstr "1 окно" msgid "2 Viewports" -msgstr "2 Окна" +msgstr "2 окна" msgid "2 Viewports (Alt)" -msgstr "2 Окна (другой)" +msgstr "2 окна (Alt)" msgid "3 Viewports" -msgstr "3 Окна" +msgstr "3 окна" msgid "3 Viewports (Alt)" -msgstr "3 Окна (другой)" +msgstr "3 окна (Alt)" msgid "4 Viewports" -msgstr "4 Окна" +msgstr "4 окна" msgid "View Origin" msgstr "Отображать начало координат" @@ -9413,13 +9055,13 @@ msgid "Translate Snap:" msgstr "Привязка перемещения:" msgid "Rotate Snap (deg.):" -msgstr "Привязка поворота (градусы):" +msgstr "Привязка поворота (град.):" msgid "Scale Snap (%):" msgstr "Привязка масштабирования (%):" msgid "Viewport Settings" -msgstr "Настройки окна просмотра" +msgstr "Параметры окна просмотра" msgid "" "FOV is defined as a vertical value, as the editor camera always uses the Keep " @@ -9430,22 +9072,22 @@ msgstr "" "height)." msgid "Perspective VFOV (deg.):" -msgstr "Перспектива VFOV (град.):" +msgstr "Перспективное вертикальное поле зрения (град.):" msgid "View Z-Near:" -msgstr "Ближний Z отображения:" +msgstr "Ближняя плоскость отсечения (Z-near) отображения:" msgid "View Z-Far:" -msgstr "Дальний Z отображения:" +msgstr "Дальняя плоскость отсечения (Z-far) отображения:" msgid "Transform Change" msgstr "Изменение преобразования" msgid "Translate:" -msgstr "Перемещать:" +msgstr "Перемещение:" msgid "Rotate (deg.):" -msgstr "Поворот (градусы):" +msgstr "Поворот (град.):" msgid "Scale (ratio):" msgstr "Масштаб (соотношение):" @@ -9463,10 +9105,10 @@ msgid "Preview Sun" msgstr "Предпросмотр солнца" msgid "Sun Direction" -msgstr "Направление солнечного света" +msgstr "Направление солнца" msgid "Angular Altitude" -msgstr "Угол места" +msgstr "Угловая высота" msgid "Azimuth" msgstr "Азимут" @@ -9478,10 +9120,10 @@ msgid "Sun Energy" msgstr "Энергия солнца" msgid "Shadow Max Distance" -msgstr "Максимальная дальность тени" +msgstr "Максимальное расстояние тени" msgid "Add Sun to Scene" -msgstr "Добавить солнце в сцену" +msgstr "Добавить солнце к сцене" msgid "" "Adds a DirectionalLight3D node matching the preview sun settings to the " @@ -9489,10 +9131,10 @@ msgid "" "Hold Shift while clicking to also add the preview environment to the current " "scene." msgstr "" -"Добавляет узел DirectionalLight3D, соответствующий настройкам предпросмотра " -"солнца для текущей сцены.\n" -"Удерживайте Shift при нажатии, чтобы также добавить предпросмотр окружения к " -"текущей сцене." +"Добавляет к текущей сцене узел DirectionalLight3D, соответствующий параметрам " +"предпросмотра солнца.\n" +"Удерживайте клавишу Shift при щелчке, чтобы также добавить к текущей сцене " +"предпросмотр окружения." msgid "Preview Environment" msgstr "Предпросмотр окружения" @@ -9519,27 +9161,27 @@ msgid "GI" msgstr "GI" msgid "Post Process" -msgstr "Пост-обработка" +msgstr "Постобработка" msgid "Add Environment to Scene" -msgstr "Добавить окружение в сцену" +msgstr "Добавить окружение к сцене" msgid "" "Adds a WorldEnvironment node matching the preview environment settings to the " "current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" -"Добавляет узел WorldEnvironment, соответствующий настройкам предпросмотра " -"окружения, в текущую сцену.\n" -"Удерживайте Shift при нажатии, чтобы также добавить предпросмотр солнца к " -"текущей сцене." +"Добавляет к текущей сцене узел WorldEnvironment, соответствующий параметрам " +"предпросмотра окружения.\n" +"Удерживайте клавишу Shift при щелчке, чтобы также добавить к текущей сцене " +"предпросмотр солнца." msgid "" "Can't determine a save path for the occluder.\n" "Save your scene and try again." msgstr "" -"Не удается определить путь сохранения для окклюдера.\n" -"Сохраните сцену и повторите попытку." +"Не удалось определить путь для сохранения окклюдера.\n" +"Сохраните сцену и попробуйте ещё раз." msgid "" "No meshes to bake.\n" @@ -9559,19 +9201,30 @@ msgstr "Запечь окклюдеры" msgid "Select occluder bake file:" msgstr "Выберите файл запекания окклюдера:" +msgid "Convert to Parallax2D" +msgstr "Преобразовать в Parallax2D" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" "Удерживать Shift для масштабирования относительно средней точки вместо " "перемещения." +msgid "Toggle between minimum/maximum and base value/spread modes." +msgstr "" +"Переключение между режимами минимального/максимального значения и базового " +"значения/режима распространения." + msgid "Remove Point from Curve" msgstr "Удалить точку с кривой" msgid "Remove Out-Control from Curve" -msgstr "Удалить выходной контроль из кривой" +msgstr "Удалить выходной элемент управления из кривой" msgid "Remove In-Control from Curve" -msgstr "Удалить входной контроль из кривой" +msgstr "Удалить входной элемент управления из кривой" msgid "Add Point to Curve" msgstr "Добавить точку к кривой" @@ -9580,64 +9233,61 @@ msgid "Split Curve" msgstr "Разделить кривую" msgid "Move Point in Curve" -msgstr "Точка кривой передвинута" +msgstr "Переместить точку в кривой" msgid "Move In-Control in Curve" -msgstr "Передвинут входной луч у кривой" +msgstr "Переместить входной элемент управления в кривой" msgid "Move Out-Control in Curve" -msgstr "Передвинут выходной луч у кривой" +msgstr "Переместить выходной элемент управления в кривой" -msgid "Select Points" -msgstr "Выбрать точки" +msgid "Close the Curve" +msgstr "Замкнуть кривую" -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Тащить: Выбрать точки управления" - -msgid "Click: Add Point" -msgstr "ЛКМ: Добавить точку" - -msgid "Left Click: Split Segment (in curve)" -msgstr "ЛКМ: Разделить сегмент (в кривой)" +msgid "Clear Curve Points" +msgstr "Удалить точки кривой" msgid "Right Click: Delete Point" -msgstr "ПКМ: Удалить точку" +msgstr "ПКМ: удалить точку" msgid "Select Control Points (Shift+Drag)" -msgstr "Выбор точек управления (Shift+Тащить)" - -msgid "Add Point (in empty space)" -msgstr "Добавить точку (в пустом пространстве)" +msgstr "Выбор точек управления (Shift+перетаскивание)" msgid "Delete Point" msgstr "Удалить точку" msgid "Close Curve" -msgstr "Сомкнуть кривую" +msgstr "Замкнуть кривую" + +msgid "Clear Points" +msgstr "Очистить точки" msgid "Please Confirm..." msgstr "Подтверждение..." msgid "Remove all curve points?" -msgstr "Удалить все точки дуги?" +msgstr "Удалить все точки кривой?" msgid "Mirror Handle Angles" -msgstr "Отразить угол ручки" +msgstr "Отразить угол маркера" msgid "Mirror Handle Lengths" -msgstr "Отразить длину ручки" +msgstr "Отразить длину маркера" msgid "Curve Point #" -msgstr "Точка Кривой #" +msgstr "Точка кривой #" msgid "Handle In #" -msgstr "Обработать вход #" +msgstr "Маркер входа #" msgid "Handle Out #" -msgstr "Дескриптор выхода #" +msgstr "Маркер выхода #" msgid "Handle Tilt #" -msgstr "Обработать наклон #" +msgstr "Маркер наклона #" + +msgid "Set Curve Point Position" +msgstr "Установить позицию точки кривой" msgid "Set Curve Out Position" msgstr "Установить позицию выхода кривой" @@ -9655,10 +9305,10 @@ msgid "Remove Path Point" msgstr "Удалить точку пути" msgid "Reset Out-Control Point" -msgstr "Сбросить исходящую точка управления" +msgstr "Сбросить выходную точку управления" msgid "Reset In-Control Point" -msgstr "Сбросить входящую точка управления" +msgstr "Сбросить входную точку управления" msgid "Reset Point Tilt" msgstr "Сбросить наклон точки" @@ -9666,34 +9316,129 @@ msgstr "Сбросить наклон точки" msgid "Split Segment (in curve)" msgstr "Разделить сегмент (в кривой)" -msgid "Set Curve Point Position" -msgstr "Установить позицию точки кривой" - msgid "Move Joint" -msgstr "Передвинуть сустав" +msgstr "Переместить соединение" -msgid "" -"The skeleton property of the Polygon2D does not point to a Skeleton2D node" -msgstr "Свойство скелета Polygon2D не указывает на узел Skeleton2D" +msgid "Plugin name cannot be blank." +msgstr "Имя модуля не может быть пустым." -msgid "Sync Bones" -msgstr "Синхронизировать кости" +msgid "Subfolder name is not a valid folder name." +msgstr "Имя подпапки не является допустимым именем папки." -msgid "" -"No texture in this polygon.\n" -"Set a texture to be able to edit UV." -msgstr "" -"В этом полигоне нет текстуры.\n" -"Установите текстуру, чтобы иметь возможность редактировать UV." +msgid "Subfolder cannot be one which already exists." +msgstr "Подпапка с данным именем уже существует." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "" +"Расширение скрипта должно соответствовать расширению выбранного языка (.%s)." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C# не поддерживает активацию модуля при создании, потому что сначала " +"требуется собрать проект." + +msgid "Edit a Plugin" +msgstr "Редактировать модуль" + +msgid "Create a Plugin" +msgstr "Создать модуль" + +msgid "Plugin Name:" +msgstr "Имя модуля:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Обязательно. Это имя будет отображаться в списке модулей." + +msgid "Subfolder:" +msgstr "Подпапка:" + +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 "" +"Опционально. Имя папки обычно должно быть в формате «snake_case» (без " +"пробелов и специальных символов).\n" +"Если оставить поле пустым, папка будет названа по имени модуля, " +"преобразованному в «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 "" +"Опционально. Это описание должно быть относительно коротким (до 5 строк).\n" +"Оно будет показано при наведении курсора на модуль в списке модулей." + +msgid "Author:" +msgstr "Автор:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "Опционально. Имя автора, ФИО или название организации." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Опционально. Доступный для прочтения человеком идентификатор версии, который " +"используется исключительно в информационных целях." + +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 "" +"Обязательно. Язык написания скриптов, который будет использоваться для " +"скрипта.\n" +"Обратите внимание, что в модуле может использоваться сразу несколько языков, " +"если добавить в него больше скриптов." + +msgid "Script Name:" +msgstr "Имя скрипта:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Опционально. Путь к скрипту (относительно папки дополнений). Если оставить " +"поле пустым, значением по умолчанию будет «plugin.gd»." + +msgid "Activate now?" +msgstr "Активировать сейчас?" + +msgid "Plugin name is valid." +msgstr "Имя модуля является допустимым." + +msgid "Script extension is valid." +msgstr "Расширение скрипта является допустимым." + +msgid "Subfolder name is valid." +msgstr "Имя подпапки является допустимым." + +msgid "" +"The skeleton property of the Polygon2D does not point to a Skeleton2D node" +msgstr "Свойство скелета Polygon2D не указывает на узел Skeleton2D" + +msgid "Sync Bones" +msgstr "Синхронизировать кости" + +msgid "" +"No texture in this polygon.\n" +"Set a texture to be able to edit UV." +msgstr "" +"В этом полигоне нет текстуры.\n" +"Установите текстуру, чтобы иметь возможность редактировать UV." msgid "Create UV Map" -msgstr "Создать UV карту" +msgstr "Создать карту UV" msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" -"Polygon 2D имеет внутренние вершины, поэтому его нельзя редактировать в окне " +"2D-полигон имеет внутренние вершины, поэтому его нельзя редактировать в окне " "просмотра." msgid "Create Polygon & UV" @@ -9706,7 +9451,7 @@ msgid "Remove Internal Vertex" msgstr "Удалить внутреннюю вершину" msgid "Invalid Polygon (need 3 different vertices)" -msgstr "Некорректный полигон (требуется 3 различные вершины)" +msgstr "Некорректный полигон (требуются 3 разные вершины)" msgid "Add Custom Polygon" msgstr "Добавить пользовательский полигон" @@ -9715,19 +9460,19 @@ msgid "Remove Custom Polygon" msgstr "Удалить пользовательский полигон" msgid "Transform UV Map" -msgstr "Преобразовать UV карту" +msgstr "Преобразовать карту UV" msgid "Transform Polygon" msgstr "Преобразовать полигон" msgid "Paint Bone Weights" -msgstr "Изменить вес костей" +msgstr "Покрасить веса костей" msgid "Open Polygon 2D UV editor." msgstr "Открыть UV-редактор Polygon 2D." msgid "Polygon 2D UV Editor" -msgstr "Polygon 2D UV редактор" +msgstr "UV-редактор Polygon 2D" msgid "UV" msgstr "UV" @@ -9741,20 +9486,11 @@ msgstr "Полигоны" msgid "Bones" msgstr "Кости" -msgid "Move Points" -msgstr "Передвинуть точки" - -msgid ": Rotate" -msgstr ": Повернуть" - -msgid "Shift: Move All" -msgstr "Shift: Передвинуть все" - msgid "Shift: Scale" -msgstr "Shift: Масштаб" +msgstr "Shift: масштаб" msgid "Move Polygon" -msgstr "Передвинуть полигон" +msgstr "Переместить полигон" msgid "Rotate Polygon" msgstr "Повернуть полигон" @@ -9764,19 +9500,20 @@ msgstr "Масштабировать полигон" msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "" -"Создать пользовательский полигон. Включает рендер пользовательских полигонов." +"Создать пользовательский полигон. Включает рендеринг пользовательских " +"полигонов." msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is disabled." msgstr "" -"Удалить пользовательский полигон. Если ничего не осталось, рендер " +"Удалить пользовательский полигон. Если ничего не осталось, рендеринг " "пользовательских полигонов отключится." msgid "Paint weights with specified intensity." msgstr "Покрасить веса с заданной интенсивностью." msgid "Unpaint weights with specified intensity." -msgstr "Убрать вес с заданной интенсивностью." +msgstr "Убрать окраску весов с заданной интенсивностью." msgid "Radius:" msgstr "Радиус:" @@ -9803,7 +9540,7 @@ msgid "Show Grid" msgstr "Показать сетку" msgid "Configure Grid:" -msgstr "Настройки сетки:" +msgstr "Настройка сетки:" msgid "Grid Offset X:" msgstr "Отступ сетки по X:" @@ -9818,13 +9555,13 @@ msgid "Grid Step Y:" msgstr "Шаг сетки по Y:" msgid "Sync Bones to Polygon" -msgstr "Синхронизация костей с полигоном" +msgstr "Синхронизировать кости с полигоном" msgid "Create Polygon3D" msgstr "Создать Polygon3D" msgid "ERROR: Couldn't load resource!" -msgstr "ОШИБКА: Невозможно загрузить ресурс!" +msgstr "ОШИБКА: невозможно загрузить ресурс!" msgid "Add Resource" msgstr "Добавить ресурс" @@ -9836,49 +9573,37 @@ msgid "Delete Resource" msgstr "Удалить ресурс" msgid "Resource clipboard is empty!" -msgstr "Нет ресурса в буфере обмена!" +msgstr "В буфере обмена нет ресурса!" msgid "Paste Resource" -msgstr "Вставить параметры" +msgstr "Вставить ресурс" msgid "Load Resource" msgstr "Загрузить ресурс" msgid "Path to AnimationMixer is invalid" -msgstr "Путь к AnimationMixer недействителен" +msgstr "Некорректный путь к AnimationMixer" msgid "" "AnimationMixer has no valid root node path, so unable to retrieve track names." msgstr "" -"AnimationMixer не имеет действительного пути к корневому узлу, поэтому " -"невозможно получить имена треков." +"AnimationMixer не имеет корректного пути к корневому узлу, поэтому невозможно " +"получить названия дорожек." msgid "Clear Recent Files" msgstr "Очистить недавние файлы" msgid "Can't open '%s'. The file could have been moved or deleted." -msgstr "Не удалось открыть '%s'. Файл мог быть перемещён или удалён." +msgstr "Не удалось открыть «%s». Файл мог быть перемещён или удалён." msgid "Close and save changes?" msgstr "Закрыть и сохранить изменения?" -msgid "Error writing TextFile:" -msgstr "Ошибка при записи:" - -msgid "Error saving file!" -msgstr "Ошибка при сохранении файла!" - -msgid "Error while saving theme." -msgstr "Ошибка при сохранении темы." - msgid "Error Saving" -msgstr "Ошибка Сохранения" - -msgid "Error importing theme." -msgstr "Ошибка импортирования темы." +msgstr "Ошибка сохранения" msgid "Error Importing" -msgstr "Ошибка Импорта" +msgstr "Ошибка импорта" msgid "New Text File..." msgstr "Новый текстовый файл..." @@ -9886,17 +9611,14 @@ msgstr "Новый текстовый файл..." msgid "Open File" msgstr "Открыть файл" -msgid "Could not load file at:" -msgstr "Не удалось загрузить файл:" - msgid "Save File As..." -msgstr "Сохранить как..." +msgstr "Сохранить файл как..." msgid "Can't obtain the script for reloading." -msgstr "Не удается получить скрипт для перезагрузки." +msgstr "Не удалось получить скрипт для перезагрузки." msgid "Reload only takes effect on tool scripts." -msgstr "Перезагрузка действует только для скриптов инструментов." +msgstr "Перезагрузка применяется только к скриптам инструментов." msgid "Cannot run the edited file because it's not a script." msgstr "Невозможно выполнить данный файл, так как это не скрипт." @@ -9922,9 +9644,6 @@ msgstr "Невозможно выполнить данный скрипт, та msgid "Import Theme" msgstr "Импортировать тему" -msgid "Error while saving theme" -msgstr "Ошибка во время сохранения темы" - msgid "Error saving" msgstr "Ошибка сохранения" @@ -9935,19 +9654,19 @@ msgid "Unsaved file." msgstr "Несохранённый файл." msgid "%s Class Reference" -msgstr "Справка по классу %s" +msgstr "Ссылка на класс %s" msgid "Find Next" -msgstr "Найти следующее" +msgstr "Найти следующее совпадение" msgid "Find Previous" -msgstr "Найти предыдущий" +msgstr "Найти предыдущее совпадение" msgid "Filter Scripts" msgstr "Фильтр скриптов" msgid "Toggle alphabetical sorting of the method list." -msgstr "Включить сортировку по алфавиту в списке методов." +msgstr "Переключить сортировку по алфавиту в списке методов." msgid "Sort" msgstr "Сортировать" @@ -9965,22 +9684,22 @@ msgid "Open..." msgstr "Открыть..." msgid "Reopen Closed Script" -msgstr "Переоткрыть закрытый скрипт" +msgstr "Открыть закрытый скрипт" msgid "Save All" msgstr "Сохранить всё" msgid "Soft Reload Tool Script" -msgstr "Мягкая перезагрузка tool-скрипта" +msgstr "Мягко перезагрузить скрипт инструмента" msgid "Copy Script Path" msgstr "Копировать путь к скрипту" msgid "History Previous" -msgstr "Предыдущий файл" +msgstr "Предыдущий в журнале" msgid "History Next" -msgstr "Следующий файл" +msgstr "Следующий в журнале" msgid "Import Theme..." msgstr "Импортировать тему...." @@ -10007,7 +9726,7 @@ msgid "Search" msgstr "Поиск" msgid "Online Docs" -msgstr "Онлайн документация" +msgstr "Онлайн-документация" msgid "Open Godot online documentation." msgstr "Открыть онлайн-документацию Godot." @@ -10031,17 +9750,14 @@ msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" -"Следующие файлы новее на диске.\n" -"Какие меры должны быть приняты?:" - -msgid "Search Results" -msgstr "Результаты поиска" +"На диске сохранены более новые версии следующих файлов.\n" +"Что следует сделать?" msgid "There are unsaved changes in the following built-in script(s):" -msgstr "В данных встроенных скриптах присутствуют несохраненные изменения:" +msgstr "В данных встроенных скриптах присутствуют несохранённые изменения:" msgid "Save changes to the following script(s) before quitting?" -msgstr "Сохранить изменения в следующем(их) скрипте(ах) перед выходом?" +msgstr "Сохранить изменения в следующих скриптах перед выходом?" msgid "Clear Recent Scripts" msgstr "Очистить недавние скрипты" @@ -10050,7 +9766,7 @@ msgid "Standard" msgstr "Стандартный" msgid "Plain Text" -msgstr "Простой текст" +msgstr "Обычный текст" msgid "JSON" msgstr "JSON" @@ -10065,19 +9781,16 @@ msgid "Target" msgstr "Цель" msgid "Error at (%d, %d):" -msgstr "Ошибка в (%d, %d):" +msgstr "Ошибка (%d, %d):" msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" -"Отсутствует подключённый метод '%s' для сигнала '%s' от узла '%s' к узлу '%s'." +"Отсутствует подключённый метод «%s» для сигнала «%s» от узла «%s» к узлу «%s»." msgid "[Ignore]" msgstr "[Игнорировать]" -msgid "Line" -msgstr "Строка" - msgid "Go to Function" msgstr "Перейти к функции" @@ -10085,19 +9798,18 @@ 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 "" -"Ресурс имеет недопустимый путь, потому что он не был сохранён.\n" -"Пожалуйста, сохраните сцену или ресурс, который содержит этот ресурс и " -"попробуйте снова." +"Нет корректного пути к ресурсу, потому что он не был сохранён.\n" +"Сохраните сцену или ресурс, который содержит этот ресурс, и попробуйте снова." msgid "Preloading internal resources is not supported." msgstr "Предварительная загрузка внутренних ресурсов не поддерживается." msgid "Can't drop nodes without an open scene." -msgstr "Невозможно сбросить узлы без открытой сцены." +msgstr "Невозможно перетащить узлы без открытой сцены." msgid "Can't drop nodes because script '%s' does not inherit Node." msgstr "" -"Невозможно перетащить узлы, так как скрипт '%s' не наследует класс Node." +"Невозможно перетащить узлы, потому что скрипт «%s» не наследует от Node." msgid "Lookup Symbol" msgstr "Поиск" @@ -10105,6 +9817,9 @@ msgstr "Поиск" msgid "Pick Color" msgstr "Выбрать цвет" +msgid "Line" +msgstr "Строка" + msgid "Folding" msgstr "Сворачивание" @@ -10127,13 +9842,13 @@ msgid "Bookmarks" msgstr "Закладки" msgid "Go To" -msgstr "Перейти к" +msgstr "Переход" msgid "Delete Line" msgstr "Удалить строку" msgid "Unindent" -msgstr "Удалить отступ" +msgstr "Убрать отступ" msgid "Toggle Comment" msgstr "Переключить комментарий" @@ -10160,7 +9875,7 @@ msgid "Evaluate Selection" msgstr "Вычислить выделенное" msgid "Toggle Word Wrap" -msgstr "Переключить перенос слов" +msgstr "Переключить перенос по словам" msgid "Trim Trailing Whitespace" msgstr "Обрезать замыкающие пробелы" @@ -10187,10 +9902,10 @@ msgid "Toggle Bookmark" msgstr "Переключить закладку" msgid "Go to Next Bookmark" -msgstr "Переход к следующей закладке" +msgstr "Перейти к следующей закладке" msgid "Go to Previous Bookmark" -msgstr "Переход к предыдущей закладке" +msgstr "Перейти к предыдущей закладке" msgid "Remove All Bookmarks" msgstr "Удалить все закладки" @@ -10208,17 +9923,29 @@ msgid "Remove All Breakpoints" msgstr "Удалить все точки останова" msgid "Go to Next Breakpoint" -msgstr "Переход к следующей точке останова" +msgstr "Перейти к следующей точке останова" msgid "Go to Previous Breakpoint" msgstr "Перейти к предыдущей точке останова" msgid "Save changes to the following shaders(s) before quitting?" -msgstr "Сохранить изменения в следующем(их) шейдере(ах) перед выходом?" +msgstr "Сохранить изменения в следующих шейдерах перед выходом?" + +msgid "There are unsaved changes in the following built-in shaders(s):" +msgstr "В данных встроенных шейдерах присутствуют несохранённые изменения:" msgid "Shader Editor" msgstr "Редактор шейдеров" +msgid "New Shader Include..." +msgstr "Новый файл включения шейдера…" + +msgid "Load Shader File..." +msgstr "Загрузить файл шейдера…" + +msgid "Load Shader Include File..." +msgstr "Загрузить файл включения шейдера…" + msgid "Save File" msgstr "Сохранить файл" @@ -10232,23 +9959,20 @@ msgid "Make the shader editor floating." msgstr "Сделать окно редактора шейдеров плавающим." msgid "No valid shader stages found." -msgstr "Допустимых этапов шейдера не найдено." +msgstr "Допустимые стадии шейдеров не найдены." msgid "Shader stage compiled without errors." -msgstr "Этап шейдера скомпилирован без ошибок." +msgstr "Стадия шейдеров собрана без ошибок." msgid "" "File structure for '%s' contains unrecoverable errors:\n" "\n" msgstr "" -"Структура файла для '%s' содержит неустранимые ошибки:\n" +"Файловая структура «%s» содержит неустранимые ошибки:\n" "\n" -msgid "ShaderFile" -msgstr "Файл Шейдера" - msgid "This skeleton has no bones, create some children Bone2D nodes." -msgstr "У этого скелета нет костей, создайте дочерние Bone2D узлы." +msgstr "У этого скелета нет костей, создайте дочерние узлы Bone2D." msgid "Set Rest Pose to Bones" msgstr "Задать позу покоя костям" @@ -10257,22 +9981,22 @@ msgid "Create Rest Pose from Bones" msgstr "Создать позу покоя из костей" msgid "Skeleton2D" -msgstr "Скелет2D" +msgstr "Skeleton2D" msgid "Reset to Rest Pose" -msgstr "Задать позу покоя" +msgstr "Сбросить в позу покоя" msgid "Overwrite Rest Pose" msgstr "Перезаписать позу покоя" msgid "Set Bone Transform" -msgstr "Установить трансформирование костей" +msgstr "Задать трансформацию кости" msgid "Set Bone Rest" -msgstr "Задать позу покоя кости" +msgstr "Задать покой кости" msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." -msgstr "Не удалось создать физический скелет для узла Skeleton3D без костей." +msgstr "Невозможно создать физический скелет для узла Skeleton3D без костей." msgid "Create physical bones" msgstr "Создать физические кости" @@ -10282,19 +10006,19 @@ msgstr "" "Не удалось экспортировать SkeletonProfile для узла Skeleton3D без костей." msgid "Export Skeleton Profile As..." -msgstr "Экспорт профиля скелета как..." +msgstr "Экспортировать профиль скелета как..." msgid "Set Bone Parentage" -msgstr "Привязать кость к родителю" +msgstr "Задать родительский элемент кости" msgid "Skeleton3D" -msgstr "Скелет3D" +msgstr "Skeleton3D" msgid "Reset All Bone Poses" msgstr "Сбросить все позы костей" msgid "Reset Selected Poses" -msgstr "Сбросить выделенные позы" +msgstr "Сбросить выбранные позы" msgid "Apply All Poses to Rests" msgstr "Применить все позы к покою" @@ -10306,17 +10030,17 @@ msgid "Create Physical Skeleton" msgstr "Создать физический скелет" msgid "Export Skeleton Profile" -msgstr "Экспорт профиля скелета" +msgstr "Экспортировать профиль скелета" msgid "" "Edit Mode\n" "Show buttons on joints." msgstr "" "Режим редактирования\n" -"Показать кнопки на стыках." +"Показывать кнопки на соединениях." msgid "Insert key of bone poses already exist track." -msgstr "Вставьте ключ позиции кости в уже существующей дорожке." +msgstr "Вставить ключ поз костей для существующих дорожек." msgid "Insert key of all bone poses." msgstr "Вставить ключ всех поз костей." @@ -10325,7 +10049,7 @@ msgid "Insert Key (All Bones)" msgstr "Вставить ключ (все кости)" msgid "Bone Transform" -msgstr "Трансформация костей" +msgstr "Трансформация кости" msgid "Play IK" msgstr "Воспроизвести IK" @@ -10355,38 +10079,37 @@ msgid "LightOccluder2D Preview" msgstr "Предпросмотр LightOccluder2D" msgid "Can't convert a sprite from a foreign scene." -msgstr "Невозможно преобразовать спрайт из другой сцены." +msgstr "Невозможно преобразовать спрайт из внешней сцены." msgid "Can't convert an empty sprite to mesh." -msgstr "Невозможно преобразовать пустой спрайт в меш." +msgstr "Невозможно преобразовать пустой спрайт в сетку." msgid "Invalid geometry, can't replace by mesh." -msgstr "Недопустимая геометрия, не может быть заменена мешем." +msgstr "Некорректная геометрия, невозможно заменить сеткой." msgid "Convert to MeshInstance2D" msgstr "Преобразование в MeshInstance2D" msgid "Invalid geometry, can't create polygon." -msgstr "Некорректная геометрия, нельзя создать полигональную сетку." +msgstr "Некорректная геометрия, невозможно создать полигон." msgid "Convert to Polygon2D" msgstr "Преобразовать в Polygon2D" msgid "Invalid geometry, can't create collision polygon." -msgstr "" -"Некорректная геометрия, нельзя создать полигональную сетку столкновений." +msgstr "Некорректная геометрия, невозможно создать полигон столкновения." msgid "Create CollisionPolygon2D Sibling" -msgstr "Создать соседний CollisionPolygon2D" +msgstr "Создать одноуровневый CollisionPolygon2D" msgid "Invalid geometry, can't create light occluder." -msgstr "Некорректная геометрия, невозможно создать окклюдер." +msgstr "Некорректная геометрия, невозможно создать окклюдер света." msgid "Create LightOccluder2D Sibling" -msgstr "Создать соседний LightOccluder2D" +msgstr "Создать одноуровневый LightOccluder2D" msgid "Sprite2D" -msgstr "Спрайт2D" +msgstr "Sprite2D" msgid "Simplification:" msgstr "Упрощение:" @@ -10407,7 +10130,7 @@ msgid "No Frames Selected" msgstr "Не выбраны кадры" msgid "Add %d Frame(s)" -msgstr "Добавить кадров: %d" +msgstr "Добавить кадры (%d)" msgid "Add Frame" msgstr "Добавить кадр" @@ -10416,7 +10139,13 @@ msgid "Unable to load images" msgstr "Невозможно загрузить изображения" msgid "ERROR: Couldn't load frame resource!" -msgstr "ОШИБКА: Невозможно загрузить кадр!" +msgstr "ОШИБКА: невозможно загрузить ресурс кадра!" + +msgid "Paste Frame(s)" +msgstr "Вставить кадры" + +msgid "Paste Texture" +msgstr "Вставить текстуру" msgid "Add Empty" msgstr "Добавить пустоту" @@ -10428,10 +10157,10 @@ msgid "Delete Animation?" msgstr "Удалить анимацию?" msgid "Change Animation FPS" -msgstr "Изменить FPS анимации" +msgstr "Изменить кол-во кадров в секунду для анимации" msgid "Set Frame Duration" -msgstr "Задать продолжительность кадра" +msgstr "Задать длительность кадра" msgid "(empty)" msgstr "(пусто)" @@ -10443,16 +10172,16 @@ msgid "Animation Speed" msgstr "Скорость анимации" msgid "Filter Animations" -msgstr "Фильтр анимации" +msgstr "Фильтр анимаций" msgid "Delete Animation" msgstr "Удалить анимацию" msgid "This resource does not have any animations." -msgstr "В этом ресурсе нет анимаций." +msgstr "У этого ресурса нет никаких анимаций." msgid "Animation Frames:" -msgstr "Кадры Анимации:" +msgstr "Кадры анимации:" msgid "Frame Duration:" msgstr "Длительность кадра:" @@ -10469,11 +10198,14 @@ msgstr "Добавить кадры из спрайт-листа" msgid "Delete Frame" msgstr "Удалить кадр" +msgid "Copy Frame(s)" +msgstr "Копировать кадры" + msgid "Insert Empty (Before Selected)" -msgstr "Вставить пустоту (перед выбранным)" +msgstr "Вставить пустой (до выделенного)" msgid "Insert Empty (After Selected)" -msgstr "Вставить пустоту (после выбранного)" +msgstr "Вставить пустой (после выделенного)" msgid "Move Frame Left" msgstr "Переместить кадр влево" @@ -10488,7 +10220,7 @@ msgid "Frame Order" msgstr "Порядок кадров" msgid "As Selected" -msgstr "Как выбранное" +msgstr "Как выделенное" msgid "By Row" msgstr "По строкам" @@ -10521,16 +10253,16 @@ msgid "Bottom to Top, Right to Left" msgstr "Снизу вверх, справа налево" msgid "Select None" -msgstr "Выбрать Ничего" +msgstr "Ничего не выбирать" msgid "Toggle Settings Panel" -msgstr "Переключить панель настроек" +msgstr "Включить или отключить панель настройки" msgid "Horizontal" -msgstr "Горизонтально" +msgstr "По горизонтали" msgid "Vertical" -msgstr "Вертикально" +msgstr "По вертикали" msgid "Size" msgstr "Размер" @@ -10539,53 +10271,44 @@ msgid "Separation" msgstr "Разделение" msgid "Offset" -msgstr "Отступ" +msgstr "Сдвиг" msgid "Create Frames from Sprite Sheet" msgstr "Создать кадры из спрайт-листа" -msgid "SpriteFrames" -msgstr "Кадры анимации" - msgid "Warnings should be fixed to prevent errors." -msgstr "Предупреждения должны быть исправлены, чтобы предотвратить ошибки." +msgstr "Для предотвращения ошибок необходимо устранить причины предупреждений." msgid "" "This shader has been modified on disk.\n" "What action should be taken?" msgstr "" "Этот шейдер был изменён на диске.\n" -"Какое действие должно быть предпринято?" - -msgid "%s Mipmaps" -msgstr "%s MIP-текстуры" +"Что следует сделать?" msgid "Memory: %s" msgstr "Память: %s" -msgid "No Mipmaps" -msgstr "Без MIP-текстур" - msgid "Set Region Rect" -msgstr "Задать регион" +msgstr "Задать прям. области" msgid "Set Margin" msgstr "Задать отступ" msgid "Region Editor" -msgstr "Редактор Области" +msgstr "Редактор области" msgid "Snap Mode:" msgstr "Режим привязки:" msgid "Pixel Snap" -msgstr "Попиксельная привязка" +msgstr "Пиксельная привязка" msgid "Grid Snap" -msgstr "Привязка по сетке" +msgstr "Привязка к сетке" msgid "Auto Slice" -msgstr "Автоматически" +msgstr "Автонарезка" msgid "Step:" msgstr "Шаг:" @@ -10619,7 +10342,7 @@ msgstr "Константы не найдены." msgid "1 font" msgid_plural "{num} fonts" -msgstr[0] "1 шрифт" +msgstr[0] "{num} шрифт" msgstr[1] "{num} шрифта" msgstr[2] "{num} шрифтов" @@ -10633,16 +10356,16 @@ msgstr[1] "{num} размера шрифта" msgstr[2] "{num} размеров шрифта" msgid "No font sizes found." -msgstr "Размер шрифта не найден." +msgstr "Размеры шрифта не найдены." msgid "1 icon" msgid_plural "{num} icons" -msgstr[0] "Иконка" -msgstr[1] "Иконки" -msgstr[2] "Иконок" +msgstr[0] "{num} значок" +msgstr[1] "{num} значка" +msgstr[2] "{num} значков" msgid "No icons found." -msgstr "Иконки не найдены." +msgstr "Значки не найдены." msgid "1 stylebox" msgid_plural "{num} styleboxes" @@ -10659,11 +10382,8 @@ msgstr[0] "{num} выбран в данный момент" msgstr[1] "{num} выбрано в данный момент" msgstr[2] "{num} выбрано в данный момент" -msgid "Nothing was selected for the import." -msgstr "Для импорта ничего не выбрано." - msgid "Importing Theme Items" -msgstr "Импортировать элементы темы" +msgstr "Импорт элементов темы" msgid "Importing items {n}/{n}" msgstr "Импорт элементов {n}/{n}" @@ -10678,7 +10398,7 @@ msgid "Import Theme Items" msgstr "Импортировать элементы темы" msgid "Filter Items" -msgstr "Фильтр элементов" +msgstr "Фильтровать элементы" msgid "With Data" msgstr "С данными" @@ -10687,7 +10407,7 @@ msgid "Select by data type:" msgstr "Выбрать по типу данных:" msgid "Select all visible color items." -msgstr "Выбрать все видимые цвета." +msgstr "Выделить все видимые цвета." msgid "Select all visible color items and their data." msgstr "Выделить все видимые цвета и их данные." @@ -10696,7 +10416,7 @@ msgid "Deselect all visible color items." msgstr "Снять выделение со всех видимых цветов." msgid "Select all visible constant items." -msgstr "Выбрать все видимые константы." +msgstr "Выделить все видимые константы." msgid "Select all visible constant items and their data." msgstr "Выделить все видимые константы и их данные." @@ -10705,7 +10425,7 @@ msgid "Deselect all visible constant items." msgstr "Снять выделение со всех видимых констант." msgid "Select all visible font items." -msgstr "Выбрать все видимые шрифты." +msgstr "Выделить все видимые шрифты." msgid "Select all visible font items and their data." msgstr "Выделить все видимые шрифты и их данные." @@ -10714,25 +10434,25 @@ msgid "Deselect all visible font items." msgstr "Снять выделение со всех видимых шрифтов." msgid "Font sizes" -msgstr "Размер шрифта" +msgstr "Размеры шрифта" msgid "Select all visible font size items." -msgstr "Выбрать все видимые элементы размера шрифта." +msgstr "Выделить все видимые размеры шрифта." msgid "Select all visible font size items and their data." -msgstr "Выбрать все видимые элементы размера шрифта и их данные." +msgstr "Выделить все видимые размеры шрифта и их данные." msgid "Deselect all visible font size items." -msgstr "Снять выделение со всех видимых элементов размера шрифта." +msgstr "Снять выделение со всех видимых размеров шрифта." msgid "Select all visible icon items." -msgstr "Выбрать все видимые иконки." +msgstr "Выделить все видимые значки." msgid "Select all visible icon items and their data." -msgstr "Выбрать все видимые иконки и их данные." +msgstr "Выделить все видимые значки и их данные." msgid "Deselect all visible icon items." -msgstr "Снять выделение со всех видимых иконок." +msgstr "Снять выделение со всех видимых значков." msgid "Select all visible stylebox items." msgstr "Выделить все видимые стили." @@ -10747,7 +10467,7 @@ msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" -"Внимание: Добавление данных об иконках может значительно увеличить размер " +"Внимание: добавление данных о значках может значительно увеличить размер " "ресурса вашей темы." msgid "Collapse types." @@ -10757,13 +10477,13 @@ msgid "Expand types." msgstr "Развернуть типы." msgid "Select all Theme items." -msgstr "Выбрать все элементы темы." +msgstr "Выделить все элементы темы." msgid "Select With Data" msgstr "Выделить с данными" msgid "Select all Theme items with item data." -msgstr "Выделить все элементы темы с их данными." +msgstr "Выделить все элементы темы и их данные." msgid "Deselect All" msgstr "Снять выделение со всего" @@ -10779,8 +10499,8 @@ msgid "" "this window.\n" "Close anyway?" msgstr "" -"На вкладке \"Импорт элементов\" выбраны некоторые элементы. При закрытии " -"этого окна выбор будет потерян.\n" +"На вкладке «Импорт элементов» выбраны некоторые элементы. При закрытии этого " +"окна выбор будет потерян.\n" "Всё равно закрыть?" msgid "Remove Type" @@ -10791,8 +10511,8 @@ msgid "" "You can add a custom type or import a type with its items from another theme." msgstr "" "Выберите тип темы из списка, чтобы отредактировать его элементы.\n" -"Вы можете добавить пользовательский тип или импортировать тип с его " -"элементами из другой темы." +"Можно добавить пользовательский тип или импортировать тип с его элементами из " +"другой темы." msgid "Remove All Color Items" msgstr "Удалить все цвета" @@ -10807,10 +10527,10 @@ msgid "Remove All Font Items" msgstr "Удалить все шрифты" msgid "Remove All Font Size Items" -msgstr "Удалить все элементы с размером шрифта" +msgstr "Удалить все размеры шрифта" msgid "Remove All Icon Items" -msgstr "Удалить все иконки" +msgstr "Удалить все значки" msgid "Remove All StyleBox Items" msgstr "Удалить все стили" @@ -10820,19 +10540,19 @@ msgid "" "Add more items to it manually or by importing from another theme." msgstr "" "Этот тип темы пуст.\n" -"Добавьте в него элементы вручную или импортировав из другой темы." +"Добавьте в него элементы вручную или путём импорта из другой темы." msgid "Remove Theme Item" msgstr "Удалить элемент темы" msgid "Add Theme Type" -msgstr "Добавить тип Темы" +msgstr "Добавить тип темы" msgid "Create Theme Item" msgstr "Создать элемент темы" msgid "Remove Theme Type" -msgstr "Удалить тип Темы" +msgstr "Удалить тип темы" msgid "Remove Data Type Items From Theme" msgstr "Удалить элементы типа данных из темы" @@ -10847,40 +10567,40 @@ msgid "Remove All Items From Theme" msgstr "Удалить все элементы из темы" msgid "Add Color Item" -msgstr "Добавить цветовой элемент" +msgstr "Добавить цвет" msgid "Add Constant Item" -msgstr "Добавить постоянный элемент" +msgstr "Добавить константу" msgid "Add Font Item" -msgstr "Добавить элемент со шрифтом" +msgstr "Добавить шрифт" msgid "Add Font Size Item" -msgstr "Добавить элемент с размером шрифта" +msgstr "Добавить размер шрифта" msgid "Add Icon Item" -msgstr "Добавить элемент иконки" +msgstr "Добавить значок" msgid "Add Stylebox Item" -msgstr "Добавить элемент окна стилей" +msgstr "Добавить стиль" msgid "Rename Color Item" -msgstr "Переименовать цветовой элемент" +msgstr "Переименовать цвет" msgid "Rename Constant Item" -msgstr "Переименовать постоянный элемент" +msgstr "Переименовать константу" msgid "Rename Font Item" -msgstr "Переименовать элемент шрифта" +msgstr "Переименовать шрифт" msgid "Rename Font Size Item" -msgstr "Переименовать элемент с размером шрифта" +msgstr "Переименовать размер шрифта" msgid "Rename Icon Item" -msgstr "Переименовать элемент значка" +msgstr "Переименовать значок" msgid "Rename Stylebox Item" -msgstr "Переименовать элемент окна стилей" +msgstr "Переименовать стиль" msgid "Rename Theme Item" msgstr "Переименовать элемент темы" @@ -10889,7 +10609,7 @@ msgid "Invalid file, not a Theme resource." msgstr "Неверный файл, не ресурс темы." msgid "Invalid file, same as the edited Theme resource." -msgstr "Недопустимый файл, так же, как и редактируемый ресурс темы." +msgstr "Неверный файл; тот же файл, что и редактируемый ресурс темы." msgid "Manage Theme Items" msgstr "Управление элементами темы" @@ -10913,7 +10633,7 @@ msgid "Remove Items:" msgstr "Удалить элементы:" msgid "Remove Class Items" -msgstr "Удалить элемент класса" +msgstr "Удалить элементы класса" msgid "Remove Custom Items" msgstr "Удалить пользовательские элементы" @@ -10928,7 +10648,7 @@ msgid "Old Name:" msgstr "Старое имя:" msgid "Import Items" -msgstr "Импортировать элементы" +msgstr "Импорт элементов" msgid "Default Theme" msgstr "Тема по умолчанию" @@ -10955,7 +10675,7 @@ msgid "Type name is empty!" msgstr "Имя типа пусто!" msgid "Are you sure you want to create an empty type?" -msgstr "Вы уверены, что хотите создать пустой тип?" +msgstr "Действительно создать пустой тип?" msgid "Confirm Item Rename" msgstr "Подтвердить переименование элемента" @@ -10974,8 +10694,8 @@ msgid "" "same properties in all other StyleBoxes of this type." msgstr "" "Закрепить этот StyleBox в качестве основного стиля. При редактировании его " -"свойств будут обновлены те же свойства во всех других объектах StyleBoxes " -"этого типа." +"свойств те же свойства будут обновлены во всех других объектах StyleBox этого " +"типа." msgid "Add Item Type" msgstr "Добавить тип элемента" @@ -10990,31 +10710,31 @@ msgid "Override Theme Item" msgstr "Переопределить элемент темы" msgid "Set Color Item in Theme" -msgstr "Установить цветовой элемент в теме" +msgstr "Задать цвет в теме" msgid "Set Constant Item in Theme" -msgstr "Установить постоянный элемент в теме" +msgstr "Задать константу в теме" msgid "Set Font Size Item in Theme" msgstr "Задать размер шрифта в теме" msgid "Set Font Item in Theme" -msgstr "Установить элемент шрифта в теме" +msgstr "Задать шрифт в теме" msgid "Set Icon Item in Theme" -msgstr "Задтать элемент значка в теме" +msgstr "Задать значок в теме" msgid "Set Stylebox Item in Theme" -msgstr "Установка элемента стиля в теме" +msgstr "Задать стиль в теме" msgid "Pin Stylebox" -msgstr "Закрепить окно стилей" +msgstr "Закрепить стиль" msgid "Unpin Stylebox" -msgstr "Открепить окно стилей" +msgstr "Открепить стиль" msgid "Set Theme Type Variation" -msgstr "Установить вариацию типов тем" +msgstr "Задать вариацию типа темы" msgid "Set Variation Base Type" msgstr "Задать базовый тип вариации" @@ -11026,7 +10746,7 @@ msgid "Add a type from a list of available types or create a new one." msgstr "Добавить тип из списка доступных типов или создать новый." msgid "Show Default" -msgstr "Показать по умолчанию" +msgstr "Показывать значения по умолчанию" msgid "Show default type items alongside items that have been overridden." msgstr "" @@ -11034,7 +10754,7 @@ msgstr "" "переопределены." msgid "Override All" -msgstr "Переопределить всё" +msgstr "Переопределить все" msgid "Override all default type items." msgstr "Переопределить все элементы типа по умолчанию." @@ -11073,14 +10793,14 @@ msgstr "Выбрать UI-сцену:" msgid "" "Toggle the control picker, allowing to visually select control types for edit." msgstr "" -"Переключает средство выбора Control, позволяя визуально выбирать типы Control " -"для редактирования." +"Активирует средство выбора управления, позволяя визуально выбирать типы " +"управления для редактирования." msgid "Toggle Button" msgstr "Кнопка-переключатель" msgid "Disabled Button" -msgstr "Заблокированная кнопка" +msgstr "Отключённая кнопка" msgid "Item" msgstr "Элемент" @@ -11089,10 +10809,10 @@ msgid "Disabled Item" msgstr "Отключённый элемент" msgid "Check Item" -msgstr "Отметить элемент" +msgstr "Флажок" msgid "Checked Item" -msgstr "Отмеченный элемент" +msgstr "Установленный флажок" msgid "Radio Item" msgstr "Переключатель" @@ -11113,13 +10833,13 @@ msgid "Subitem 2" msgstr "Подэлемент 2" msgid "Has" -msgstr "Имеет" +msgstr "Есть" msgid "Many" msgstr "Много" msgid "Disabled LineEdit" -msgstr "Отключённое текстовое поле" +msgstr "Отключённое поле ввода lineEdit" msgid "Tab 1" msgstr "Вкладка 1" @@ -11137,20 +10857,19 @@ msgid "Subtree" msgstr "Поддерево" msgid "Has,Many,Options" -msgstr "Есть,Много,Вариантов" +msgstr "Есть,Много,Параметры" msgid "Invalid path, the PackedScene resource was probably moved or removed." -msgstr "" -"Недопустимый путь, ресурс PackedScene, вероятно, был перемещён или удалён." +msgstr "Неверный путь. Ресурс PackedScene, вероятно, был перемещён или удалён." msgid "Invalid PackedScene resource, must have a Control node at its root." -msgstr "Недопустимый ресурс PackedScene, он должен иметь корневой узел Control." +msgstr "Недопустимый ресурс PackedScene. Он должен иметь корневой узел Control." msgid "Invalid file, not a PackedScene resource." -msgstr "Неверный файл, не ресурс PackedScene." +msgstr "Неверный файл — не ресурс PackedScene." msgid "Reload the scene to reflect its most actual state." -msgstr "Перезагрузите сцену, чтобы отразить её наиболее актуальное состояние." +msgstr "Перезагрузить сцену, чтобы отразить её наиболее актуальное состояние." msgid "Merge TileSetAtlasSource" msgstr "Объединить TileSetAtlasSource" @@ -11171,7 +10890,7 @@ msgid "Next Line After Column" msgstr "Следующая строка после столбца" msgid "Please select two atlases or more." -msgstr "Пожалуйста, выберите два атласа или более." +msgstr "Выберите два атласа или больше." msgid "" "Source: %d\n" @@ -11217,10 +10936,10 @@ msgid "Rotate Polygons Left" msgstr "Повернуть полигоны влево" msgid "Flip Polygons Horizontally" -msgstr "Отразить полигоны по горизонтали" +msgstr "Перевернуть полигоны по горизонтали" msgid "Flip Polygons Vertically" -msgstr "Отразить полигоны по вертикали" +msgstr "Перевернуть полигоны по вертикали" msgid "Edit Polygons" msgstr "Редактировать полигоны" @@ -11229,16 +10948,16 @@ msgid "Expand editor" msgstr "Развернуть редактор" msgid "Add polygon tool" -msgstr "Добавить полигональный инструмент" +msgstr "Инструмент добавления полигона" msgid "Edit points tool" -msgstr "Инструмент редактирования точек" +msgstr "Инструмент изменения точек" msgid "Delete points tool" msgstr "Инструмент удаления точек" msgid "Reset to default tile shape" -msgstr "Сбросить к форме тайла по умолчанию" +msgstr "Вернуть форму тайла по умолчанию" msgid "Rotate Right" msgstr "Повернуть вправо" @@ -11265,19 +10984,19 @@ msgid "Painting:" msgstr "Рисование:" msgid "Picker" -msgstr "Пипетка" +msgstr "Выбор" msgid "No terrains" -msgstr "Нет поверхностей" +msgstr "Нет местностей" msgid "No terrain" msgstr "Нет местности" msgid "Painting Terrain Set" -msgstr "Набор для рисования Terrain'а" +msgstr "Набор для рисования местности" msgid "Painting Terrain" -msgstr "Рисовать Terrain" +msgstr "Рисование местности" msgid "Can't transform scene tiles." msgstr "Невозможно преобразовать тайлы сцены." @@ -11288,7 +11007,7 @@ msgstr "" "неквадратными тайлами." msgid "No Texture Atlas Source (ID: %d)" -msgstr "Нет источника атласа текстур (ID: %d)" +msgstr "Нет источника текстурного атласа (ID: %d)" msgid "Scene Collection Source (ID: %d)" msgstr "Источник коллекции сцен (ID: %d)" @@ -11300,16 +11019,16 @@ msgid "Unknown Type Source (ID: %d)" msgstr "Источник неизвестного типа (ID: %d)" msgid "Add TileSet pattern" -msgstr "Добавить шаблон TileSet" +msgstr "Добавить узор набора тайлов" msgid "Remove TileSet patterns" -msgstr "Удалить шаблон TileSet" +msgstr "Удалить узоры набора тайлов" msgid "Index: %d" msgstr "Индекс: %d" msgid "Tile with Invalid Scene" -msgstr "Тайл с недопустимой сценой" +msgstr "Тайл с некорректной сценой" msgid "" "The selected scene collection source has no scenes. Add scenes in the TileSet " @@ -11325,10 +11044,10 @@ msgid "Drawing Rect:" msgstr "Рисование прямоугольником:" msgid "Change selection" -msgstr "Изменить выбранное" +msgstr "Изменить выбор" msgid "Move tiles" -msgstr "Передвинуть тайлы" +msgstr "Переместить тайлы" msgid "Paint tiles" msgstr "Покрасить тайлы" @@ -11337,16 +11056,13 @@ msgid "Paste tiles" msgstr "Вставить тайлы" msgid "Selection" -msgstr "Выбрать" +msgstr "Выделение" msgid "Paint" -msgstr "Рисовать" - -msgid "Shift: Draw line." -msgstr "Shift: Нарисовать линию." +msgstr "Окрасить" msgid "Shift: Draw rectangle." -msgstr "Shift: Нарисовать прямоугольник." +msgstr "Shift: рисовать прямоугольник." msgctxt "Tool" msgid "Line" @@ -11359,14 +11075,13 @@ msgid "Bucket" msgstr "Заливка" msgid "Alternatively hold %s with other tools to pick tile." -msgstr "" -"Альтернативно удерживайте %s с другими инструментами, чтобы выбрать тайл." +msgstr "Выбрать тайл также можно путём удержания %s с другими инструментами." msgid "Eraser" msgstr "Ластик" msgid "Alternatively use RMB to erase tiles." -msgstr "Можно использовать ПКМ, для затирания тайла." +msgstr "Удалить тайлы также можно щелчком правой кнопки мыши." msgid "Rotate Tile Left" msgstr "Повернуть тайл влево" @@ -11375,29 +11090,37 @@ msgid "Rotate Tile Right" msgstr "Повернуть тайл вправо" msgid "Flip Tile Horizontally" -msgstr "Отразить тайл по горизонтали" +msgstr "Перевернуть тайл по горизонтали" msgid "Flip Tile Vertically" -msgstr "Отразить тайл по вертикали" +msgstr "Перевернуть тайл по вертикали" msgid "Contiguous" -msgstr "Соединение" +msgstr "Непрерывно" msgid "Place Random Tile" msgstr "Разместить случайный тайл" msgid "" "Modifies the chance of painting nothing instead of a randomly selected tile." -msgstr "Изменяет шанс нарисовать пустоту вместо случайно выбранного тайла." +msgstr "" +"Изменяет вероятность рисования пустоты вместо случайно выбранного тайла." msgid "Scattering:" -msgstr "Рассеивание:" +msgstr "Рассеяние:" msgid "Tiles" msgstr "Тайлы" +msgid "" +"This TileMap's TileSet has no source configured. Go to the TileSet bottom " +"panel to add one." +msgstr "" +"Не настроен источник набора тайлов этой карты тайлов. Перейдите на нижнюю " +"панель набора тайлов, чтобы добавить его." + msgid "Sort sources" -msgstr "Сортировать ресурсы" +msgstr "Сортировать источники" msgid "Sort by ID (Ascending)" msgstr "Сортировать по ID (по возрастанию)" @@ -11406,103 +11129,104 @@ msgid "Sort by ID (Descending)" msgstr "Сортировать по ID (по убыванию)" msgid "Invalid source selected." -msgstr "Выбран недопустимый источник." +msgstr "Выбран некорректный источник." msgid "Patterns" -msgstr "Шаблоны" +msgstr "Узоры" msgid "Drag and drop or paste a TileMap selection here to store a pattern." msgstr "" -"Перетащите или вставьте сюда выделенный TileMap, чтобы сохранить шаблон." +"Выполните перетаскивание или вставьте сюда выделение карты тайлов для " +"сохранения узора." msgid "Paint terrain" -msgstr "Рисовать terrain" +msgstr "Рисовать местность" msgid "Matches Corners and Sides" msgstr "Соответствует углам и сторонам" msgid "Matches Corners Only" -msgstr "Совпадение только углов" +msgstr "Соответствует только углам" msgid "Matches Sides Only" -msgstr "Совпадают только стороны" +msgstr "Соответствует только сторонам" msgid "Terrain Set %d (%s)" -msgstr "Набор ландшафта %d (%s)" +msgstr "Набор местностей %d (%s)" msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " "with the same terrain." msgstr "" -"Режим соединения: рисует поверхность, затем соединяет ее с окружающими " -"плитками с таким же рельефом." +"Режим соединения: рисует местность, затем соединяет её с окружающими тайлами " +"с той же местностью." -msgid "Terrains" -msgstr "Местность" +msgid "" +"Path mode: paints a terrain, then connects it to the previous tile painted " +"within the same stroke." +msgstr "" +"Режим пути: рисует местность, затем соединяет её с предыдущим тайлом, " +"нарисованным тем же штрихом." -msgid "Replace Tiles with Proxies" -msgstr "Замена плиток на прокси" +msgid "Terrains" +msgstr "Местности" msgid "No Layers" msgstr "Нет слоёв" +msgid "Replace Tiles with Proxies" +msgstr "Заменить тайлы на прокси" + msgid "Select Next Tile Map Layer" -msgstr "Выбрать следующий слой карты" +msgstr "Выбрать следующий слой карты тайлов" msgid "Select Previous Tile Map Layer" -msgstr "Выбрать предыдущий слой карты" +msgstr "Выбрать предыдущий слой карты тайлов" msgid "TileMap Layers" -msgstr "Слои TileMap" +msgstr "Слои карты тайлов" msgid "Highlight Selected TileMap Layer" -msgstr "Выделить выбранный TileMap" +msgstr "Выделить выбранный слой карты тайлов" msgid "Toggle grid visibility." -msgstr "Переключение видимости сетки." +msgstr "Переключить видимость сетки." msgid "Automatically Replace Tiles with Proxies" -msgstr "Автоматическая замена плиток на прокси" - -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 "" -"Редактированный узел TileMap не имеет набора тайлов TileSet.\n" -"Создайте или загрузите набор тайлов TileSet в свойство TileSet в инспекторе." +msgstr "Автоматически заменять тайлы на прокси" msgid "Remove Tile Proxies" -msgstr "Удаление прокси плитки" +msgstr "Удалить прокси тайлов" msgid "Create Alternative-level Tile Proxy" -msgstr "Создание прокси тайл альтернативного уровня" +msgstr "Создать прокси тайлов уровня альтернативы" msgid "Create Coords-level Tile Proxy" -msgstr "Создание прокси тайла на уровне координат" +msgstr "Создать прокси тайлов уровня координат" msgid "Create source-level Tile Proxy" -msgstr "Создать прокси тайла на уровне исходного кода" +msgstr "Создать прокси тайлов уровня источника" msgid "Delete All Invalid Tile Proxies" -msgstr "Удалить все недопустимые прокси тайла" +msgstr "Удалить все некорректные прокси тайлов" msgid "Delete All Tile Proxies" msgstr "Удалить все прокси тайлов" msgid "Tile Proxies Management" -msgstr "Управление проекциями плитки" +msgstr "Управление прокси тайлов" msgid "Source-level proxies" -msgstr "Прокси на уровне источника" +msgstr "Прокси тайлов уровня источника" msgid "Coords-level proxies" -msgstr "Прокси на уровне координат" +msgstr "Прокси тайлов уровня координат" msgid "Alternative-level proxies" -msgstr "Прокси альтернативного уровня" +msgstr "Прокси тайлов уровня альтернативы" msgid "Add a new tile proxy:" -msgstr "Добавьте новую проекцию плитки:" +msgstr "Добавить новый прокси тайлов:" msgid "From Source" msgstr "Из источника" @@ -11514,19 +11238,19 @@ msgid "From Alternative" msgstr "Из альтернативы" msgid "To Source" -msgstr "К источнику" +msgstr "В источник" msgid "To Coords" -msgstr "К координатам" +msgstr "В координаты" msgid "To Alternative" -msgstr "К альтернативе" +msgstr "В альтернативу" msgid "Global actions:" msgstr "Глобальные действия:" msgid "Clear Invalid" -msgstr "Очистить недействительный" +msgstr "Очистить недопустимые" msgid "Atlas" msgstr "Атлас" @@ -11544,27 +11268,27 @@ msgid "" "Alternative: %d" msgstr "" "Выбранный тайл:\n" -"Ресурс: %d\n" +"Источник: %d\n" "Координаты атласа: %s\n" -"Альтернативный: %d" +"Альтернатива: %d" msgid "Rendering" msgstr "Рендеринг" msgid "Texture Origin" -msgstr "Центр координат текстуры" +msgstr "Центр текстуры" msgid "Modulate" msgstr "Модулировать" msgid "Z Index" -msgstr "Z-позиция" +msgstr "Z-индекс" msgid "Y Sort Origin" -msgstr "Y сортировочный центр координат" +msgstr "Y-сортировка начала координат" msgid "Occlusion Layer %d" -msgstr "Окклюзионный слой %d" +msgstr "Слой окклюзии %d" msgid "Probability" msgstr "Вероятность" @@ -11573,20 +11297,20 @@ msgid "Physics" msgstr "Физика" msgid "Physics Layer %d" -msgstr "Физичиский слой %d" +msgstr "Слой физики %" msgid "No physics layers" -msgstr "Отсутствуют физические слои" +msgstr "Нет слоёв физики" msgid "" "Create and customize physics layers in the inspector of the TileSet resource." -msgstr "Создайте и настройте физические слои в инспекторе ресурса TileSet." +msgstr "Создайте и настройте слои физики в инспекторе ресурса TileSet." msgid "Navigation Layer %d" msgstr "Слой навигации %d" msgid "No navigation layers" -msgstr "Отсутствуют слои навигации" +msgstr "Нет слоёв навигации" msgid "" "Create and customize navigation layers in the inspector of the TileSet " @@ -11597,20 +11321,20 @@ msgid "Custom Data" msgstr "Пользовательские данные" msgid "Custom Data %d" -msgstr "Особые данные %d" +msgstr "Пользовательские данные %d" msgid "No custom data layers" -msgstr "Нет пользовательских слоев данных" +msgstr "Нет слоёв пользовательских данных" msgid "" "Create and customize custom data layers in the inspector of the TileSet " "resource." msgstr "" -"Создайте и настройте пользовательские слои данных в инспекторе ресурса " +"Создайте и настройте слои пользовательских данных в инспекторе ресурса " "TileSet." msgid "Select a property editor" -msgstr "Выберите редактор свойств" +msgstr "Выбрать редактор свойств" msgid "Create tiles" msgstr "Создать тайлы" @@ -11634,13 +11358,13 @@ msgid "Remove tile" msgstr "Удалить тайл" msgid "Create tile alternatives" -msgstr "Создать альтернативные тайлы" +msgstr "Создать альтернативы тайлов" msgid "Remove Tiles Outside the Texture" -msgstr "Удалить тайлы за пределами текстуры" +msgstr "Удалить тайлы вне текстуры" msgid "Create tiles in non-transparent texture regions" -msgstr "Создавать тайлы в непрозрачных областях текстуры" +msgstr "Создать тайлы в непрозрачных областях текстуры" msgid "Remove tiles in fully transparent texture regions" msgstr "Удалить тайлы в полностью прозрачных областях текстуры" @@ -11656,8 +11380,8 @@ msgid "" "The human-readable name for the atlas. Use a descriptive name here for " "organizational purposes (such as \"terrain\", \"decoration\", etc.)." msgstr "" -"Понятное имя для атласа. Используйте понятное описания для лучшей организации " -"(например \"ландшафт\", \"декорация\", и т.д.)." +"Понятное человеку имя атласа. Используйте понятное описание для лучшей " +"организации (например, «ландшафт», «декорация» и т.д.)." msgid "The image from which the tiles will be created." msgstr "Изображение, из которого будут созданы тайлы." @@ -11667,10 +11391,10 @@ msgid "" "pixels). Increasing this can be useful if you download a tilesheet image that " "has margins on the edges (e.g. for attribution)." msgstr "" -"Отступы на границах изображения, которые не должны выбираться (в пикселях). " -"Увеличение этого параметра может быть полезно, если вы скачали изображение с " -"набором тайлов, у которого есть отступы по краям (например, для указания " -"авторства)." +"Отступы на границах изображения, которые не должны выбираться как тайлы (в " +"пикселях). Увеличение этого параметра может быть полезно, если вы скачали " +"изображение с набором тайлов, у которого есть отступы по краям (например, для " +"указания авторства)." msgid "" "The separation between each tile on the atlas in pixels. Increasing this can " @@ -11678,7 +11402,7 @@ msgid "" "outlines between every tile)." msgstr "" "Промежуток между тайлами в атласе в пикселях. Увеличение этого параметра " -"имеет смысл, если изображение с набором тайлов, которые вы используете, " +"имеет смысл, если изображение с набором тайлов, которое вы используете, " "содержит направляющие (например, рамку вокруг каждого тайла)." msgid "" @@ -11711,6 +11435,9 @@ msgstr "" "Каждый рисуемый тайл имеет соответствующие координаты в атласе, поэтому " "изменение этого свойства может вызвать неверное отображение вашей TileMap." +msgid "The unit size of the tile." +msgstr "Типоразмер тайла." + msgid "" "Number of columns for the animation grid. If number of columns is lower than " "number of frames, the animation will automatically adjust row count." @@ -11721,13 +11448,16 @@ msgstr "" msgid "The space (in tiles) between each frame of the animation." msgstr "Пространство (в тайлах) между кадрами анимации." +msgid "Animation speed in frames per second." +msgstr "Скорость анимации в кадрах в секунду." + msgid "" "Determines how animation will start. In \"Default\" mode all tiles start " "animating at the same frame. In \"Random Start Times\" mode, each tile starts " "animation with a random offset." msgstr "" -"Определяет, как запускается анимация. В режиме \"По умолчанию\" все тайлы " -"начинают анимироваться с одного кадра. В режиме \"Случайное время старта\", " +"Определяет, как запускается анимация. В режиме «По умолчанию» все тайлы " +"начинают анимироваться с одного кадра. В режиме «Случайное время старта» " "каждый тайл начинает анимироваться со случайным смещением." msgid "If [code]true[/code], the tile is horizontally flipped." @@ -11762,6 +11492,58 @@ msgstr "" msgid "The color multiplier to use when rendering the tile." msgstr "Множитель цвета, используемый при отрисовке тайла." +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"Материал, используемый для тайла. Это материал можно использовать для " +"применения другого режима наложения или пользовательских шейдеров к одному " +"тайлу." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Порядок сортировки для этого тайла. Более высокие значения заставят тайл " +"отображаться перед другими на том же слое. Индекс является относительным к " +"собственному Z-индексу TileMap." + +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"Вертикальное смещение, используемое для сортировки фрагментов по координате Y " +"(в пикселях). Это позволяет использовать слои так, как если бы они находились " +"на разной высоте для игр сверху вниз. Настройка этого параметра может помочь " +"решить проблемы с сортировкой определенных тайлов. Действует только в том " +"случае, если для слоя TileMap, на котором размещен тайл, установлено значение " +"Y Sort Enabled." + +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Индекс набора ландшафта, которому принадлежит этот тайл. [code]-1[/code] " +"означает, что он не будет использоваться на ландшафтах." + +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"Индекс местности внутри набора ландшафтов, которому принадлежит этот тайл. " +"[code]-1[/code] означает, что он не будет использоваться на ландшафтах." + +msgid "" +"The relative probability of this tile appearing when painting with \"Place " +"Random Tile\" enabled." +msgstr "" +"Относительная вероятность появления этого тайла при рисовании с включенной " +"функцией «Разместить случайный тайл»." + msgid "Setup" msgstr "Настройка" @@ -11769,15 +11551,15 @@ msgid "" "Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " "control for rectangle editing)." msgstr "" -"Настройка атласа. Инструмент добавления/удаления плиток (используйте клавишу " -"shift для создания больших плиток, control для редактирования " -"прямоугольников)." +"Настройка атласа. Инструмент для добавления/удаления тайлов (воспользуйтесь " +"клавишей Shift для создания больших тайлов, а клавишей Ctrl — для " +"редактирования прямоугольника)" msgid "Select tiles." msgstr "Выделить тайлы." msgid "Paint properties." -msgstr "Свойства рисования." +msgstr "Свойства окрашивания." msgid "" "No tiles selected.\n" @@ -11790,23 +11572,16 @@ msgid "Paint Properties:" msgstr "Свойства рисования:" msgid "Create Tiles in Non-Transparent Texture Regions" -msgstr "Создавать тайлы в непрозрачных областях текстуры" +msgstr "Создать тайлы в непрозрачных областях текстуры" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Удалить тайлы в полностью прозрачных областях текстуры" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"Текущий источник атласа содержит тайлы за пределами текстуры.\n" -"Вы можете очистить его, используя опцию \"%s\" в меню трех точек." - msgid "Hold Ctrl to create multiple tiles." -msgstr "Удерживайте Ctrl, чтобы создавать несколько тайлов." +msgstr "Удерживайте Ctrl, чтобы создать несколько тайлов." msgid "Hold Shift to create big tiles." -msgstr "Удерживайте Shift, чтобы создавать крупные тайлы." +msgstr "Удерживайте Shift, чтобы создать большие тайлы." msgid "Create an Alternative Tile" msgstr "Создать альтернативный тайл" @@ -11822,7 +11597,7 @@ msgid "" "Would you like to automatically create tiles in the atlas?" msgstr "" "Текстура атласа была изменена.\n" -"Хотите автоматически создать тайлы в атласе?" +"Выполнить автоматическое создание тайлов в атласе?" msgid "Yes" msgstr "Да" @@ -11831,10 +11606,10 @@ msgid "No" msgstr "Нет" msgid "Invalid texture selected." -msgstr "Выбрана недопустимая текстура." +msgstr "Выбрана некорректная текстура." msgid "Add a new atlas source" -msgstr "Добавить новый исходник атласа" +msgstr "Добавить новый источник атласа" msgid "Remove source" msgstr "Удалить источник" @@ -11849,10 +11624,10 @@ msgid "Scenes Collection" msgstr "Коллекция сцен" msgid "Open Atlas Merging Tool" -msgstr "Открыть инструмент слияния атласов" +msgstr "Открыть инструмент объединения атласов" msgid "Manage Tile Proxies" -msgstr "Управление проекциями тайла" +msgstr "Управление прокси тайлов" msgid "" "No TileSet source selected. Select or create a TileSet source.\n" @@ -11861,49 +11636,63 @@ msgid "" msgstr "" "Источник набора тайлов TileSet не выбран. Выберите или создайте источник " "набора тайлов TileSet.\n" -"Вы можете создать новый источник, используя кнопку \"Добавить\" слева, или " -"закидывая текстуры набора тайлов TileSet в список источника." +"Вы можете создать новый источник, используя кнопку «Добавить» слева или " +"перетаскивая текстуры набора тайлов TileSet в список источника." msgid "Add new patterns in the TileMap editing mode." -msgstr "Добавляйте новые шаблоны в режиме редактирования тайловой карты." +msgstr "Добавить новые узоры в режиме редактирования карты тайлов." 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 "" -"Предупреждение: Изменение идентификатора источника приведет к тому, что все " +"Предупреждение: изменение идентификатора источника приведёт к тому, что все " "TileMap, использующие этот источник, будут ссылаться на недопустимый " -"источник. Это может привести к непредвиденной потере данных. Внимательно " -"изменяйте этот идентификатор." +"источник. Это может привести к непредвиденной потере данных. Будьте " +"внимательны при изменении этого идентификатора." msgid "Add a Scene Tile" msgstr "Добавить тайл-сцену" msgid "Remove a Scene Tile" -msgstr "Удалить тайл сцены" +msgstr "Удалить тайл-сцену" msgid "Drag and drop scenes here or use the Add button." -msgstr "Перетащите сцены сюда или используйте кнопку Добавить." - -msgid "Scenes collection properties:" -msgstr "Свойства коллекции сцен:" +msgstr "Перетащите сюда сцены или воспользуйтесь кнопкой «Добавить»." -msgid "Tile properties:" -msgstr "Свойства тайла:" +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Понятное человеку имя коллекции сцен. Используйте понятное описание для " +"лучшей организации (например, «препятствия», «украшения» и т. д.)." -msgid "TileMap" -msgstr "Тайловая карта" +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"ID фрагмента сцены в коллекции. У каждого нарисованного тайла есть связанный " +"ID, поэтому изменение этого свойства может привести к тому, что ваши TileMaps " +"будут отображаться неправильно." -msgid "TileSet" -msgstr "Набор тайлов" +msgid "Absolute path to the scene associated with this tile." +msgstr "Абсолютный путь к сцене, связанной с этим тайлом." msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." msgstr "" -"В проекте нет VCS-плагинов. Установите плагин VCS, чтобы использовать функции " -"интеграции VCS." +"Если [code]true[/code], поверх предварительного просмотра сцены будет " +"отображаться маркер-заполнитель. Маркер отображается в любом случае, если у " +"сцены нет допустимого предварительного просмотра." + +msgid "Scenes collection properties:" +msgstr "Свойства коллекции сцен:" + +msgid "Tile properties:" +msgstr "Свойства тайла:" msgid "Error" msgstr "Ошибка" @@ -11911,7 +11700,8 @@ msgstr "Ошибка" msgid "" "Remote settings are empty. VCS features that use the network may not work." msgstr "" -"Удалённые настройки пусты. Функции VCS, использующие сеть, могут не работать." +"Параметры внешнего репозитория пусты. Функции VCS, использующие сеть, могут " +"не работать." msgid "Commit" msgstr "Коммит" @@ -11938,28 +11728,28 @@ msgid "Subtitle:" msgstr "Подзаголовок:" msgid "Do you want to remove the %s branch?" -msgstr "Вы хотите удалить ветку %s?" +msgstr "Удалить ветку %s?" msgid "Do you want to remove the %s remote?" -msgstr "Вы хотите удалить отслеживаемую ветку %s?" +msgstr "Удалить внешнюю ветку %s?" msgid "Create Version Control Metadata" -msgstr "Создание метаданных контроля версий" +msgstr "Создание метаданных управления версиями" msgid "Create VCS metadata files for:" msgstr "Создать файлы метаданных VCS для:" msgid "Existing VCS metadata files will be overwritten." -msgstr "Существующие файлы метаданных VSC будут перезаписаны." +msgstr "Существующие файлы метаданных VCS будут перезаписаны." msgid "Local Settings" -msgstr "Локальные настройки" +msgstr "Локальные параметры" msgid "Apply" msgstr "Применить" msgid "VCS Provider" -msgstr "Провайдер VCS" +msgstr "Поставщик VCS" msgid "Connect to VCS" msgstr "Подключиться к VCS" @@ -11989,13 +11779,13 @@ msgid "SSH Passphrase" msgstr "Парольная фраза SSH" msgid "Detect new changes" -msgstr "Проверить изменения" +msgstr "Проверить наличие изменений" msgid "Discard all changes" msgstr "Отменить все изменения" msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER." -msgstr "Эта операция НЕОБРАТИМА. Ваши изменения будут удалены НАВСЕГДА." +msgstr "Эту операцию НЕЛЬЗЯ ОТМЕНИТЬ. Ваши изменения будут удалены НАВСЕГДА." msgid "Permanentally delete my changes" msgstr "Навсегда удалить мои изменения" @@ -12034,7 +11824,7 @@ msgid "Remotes" msgstr "Внешние репозитории" msgid "Create New Remote" -msgstr "Добавить внешний репозиторий" +msgstr "Создать внешний репозиторий" msgid "Remove Remote" msgstr "Удалить внешний репозиторий" @@ -12067,13 +11857,14 @@ msgid "Deleted" msgstr "Удалён" msgid "Typechange" -msgstr "Изменить тип" +msgstr "Смена типа" msgid "Unmerged" -msgstr "Необъединён" +msgstr "Не объединён" msgid "View file diffs before committing them to the latest version" -msgstr "Просмотр различий файлов перед их коммитом в последнюю версию" +msgstr "" +"Просмотреть различия файлов перед тем, как закоммитить их в последнюю версию" msgid "View:" msgstr "Вид:" @@ -12116,25 +11907,25 @@ msgid "Add Output" msgstr "Добавить выход" msgid "Float" -msgstr "Float" +msgstr "С плав. точкой" msgid "Int" -msgstr "Int" +msgstr "Целое" msgid "UInt" -msgstr "UInt" +msgstr "Беззнаковое целое" msgid "Vector2" -msgstr "Vector2" +msgstr "Вектор2" msgid "Vector3" -msgstr "Vector3" +msgstr "Вектор3" msgid "Vector4" -msgstr "Vector4" +msgstr "Вектор4" msgid "Boolean" -msgstr "Boolean" +msgstr "Логич." msgid "Sampler" msgstr "Сэмплер" @@ -12146,8 +11937,8 @@ msgid "" "The 2D preview cannot correctly show the result retrieved from instance " "parameter." msgstr "" -"Предварительный просмотр 2D не может правильно отображать результат, " -"полученный из параметра экземпляра." +"2D-предпросмотр не может корректно отобразить результат, полученный от " +"параметра экземпляра." msgid "Add Input Port" msgstr "Добавить входной порт" @@ -12168,10 +11959,10 @@ msgid "Change Output Port Name" msgstr "Изменить имя выходного порта" msgid "Expand Output Port" -msgstr "Расширить выходной порт" +msgstr "Развернуть выходной порт" msgid "Shrink Output Port" -msgstr "Сузить выходной порт" +msgstr "Сжать выходной порт" msgid "Remove Input Port" msgstr "Удалить входной порт" @@ -12183,19 +11974,10 @@ msgid "Set VisualShader Expression" msgstr "Задать выражение VisualShader" msgid "Resize VisualShader Node" -msgstr "Изменить размеры узла VisualShader" - -msgid "Hide Port Preview" -msgstr "Скрыть предварительный просмотр порта" +msgstr "Изменить размер узла VisualShader" msgid "Show Port Preview" -msgstr "Предварительный просмотр порта" - -msgid "Set Comment Title" -msgstr "Установить заголовок комментария" - -msgid "Set Comment Description" -msgstr "Установить описание комментария" +msgstr "Показать предварительный просмотр порта" msgid "Set Parameter Name" msgstr "Задать имя параметра" @@ -12204,73 +11986,73 @@ msgid "Set Input Default Port" msgstr "Задать входной порт по умолчанию" msgid "Set Custom Node Option" -msgstr "Установить пользовательскую опцию узла" +msgstr "Задать пользовательский параметр узла" msgid "Add Node to Visual Shader" msgstr "Добавить узел в визуальный шейдер" msgid "Add Varying to Visual Shader: %s" -msgstr "Добавить Вариацию в визуальный шейдер: %s" +msgstr "Добавить вариацию в визуальный шейдер: %s" msgid "Remove Varying from Visual Shader: %s" -msgstr "Удалить переменные из визуального шейдера: %s" +msgstr "Удалить вариацию из визуального шейдера: %s" -msgid "Node(s) Moved" -msgstr "Узел(узлы) перемещён(ны)" +msgid "Insert node" +msgstr "Вставить узел" msgid "Convert Constant Node(s) To Parameter(s)" -msgstr "Преобразование константного(ных) узла(ов) в параметр(ы)" +msgstr "Преобразовать константные узлы в параметры" msgid "Convert Parameter Node(s) To Constant(s)" -msgstr "Преобразование параметра(ов) узла(ов) в константу(ы)" +msgstr "Преобразовать параметрические узлы в константы" msgid "Delete VisualShader Node" -msgstr "Удаление узла VisualShader" +msgstr "Удалить узел VisualShader" msgid "Delete VisualShader Node(s)" -msgstr "Удалить узел(ы) VisualShader" +msgstr "Удалить узлы VisualShader" msgid "Float Constants" -msgstr "Плавающие константы" +msgstr "Константы с плавающей точкой" msgid "Convert Constant(s) to Parameter(s)" -msgstr "Преобразование констант(ы) в параметр(ы)" +msgstr "Преобразовать константы в параметры" msgid "Convert Parameter(s) to Constant(s)" -msgstr "Преобразовать параметр(ы) в константу(ы)" +msgstr "Преобразовать параметры в константы" msgid "Duplicate VisualShader Node(s)" -msgstr "Дублировать узел(ы) VisualShader" +msgstr "Дублировать узлы VisualShader" msgid "Paste VisualShader Node(s)" -msgstr "Вставить узел(ы) VisualShader" +msgstr "Вставить узлы VisualShader" msgid "Cut VisualShader Node(s)" -msgstr "Вырезать узел(ы) VisualShader" +msgstr "Вырезать узлы VisualShader" msgid "Visual Shader Input Type Changed" -msgstr "Изменен тип ввода визуального шейдера" +msgstr "Тип ввода визуального шейдера изменён" msgid "ParameterRef Name Changed" -msgstr "Изменено имя ParameterRef" +msgstr "Имя ParameterRef изменено" msgid "Varying Name Changed" -msgstr "Изменено имя Varying" +msgstr "Имя вариации изменено" msgid "Set Constant: %s" msgstr "Задать константу: %s" msgid "Invalid name for varying." -msgstr "Недопустимое имя для переменной." +msgstr "Недопустимое имя вариации." msgid "Varying with that name is already exist." msgstr "Вариация с таким именем уже существует." msgid "Add Node(s) to Visual Shader" -msgstr "Добавить узел(ы) в Visual Shader" +msgstr "Добавить узлы в визуальный шейдер" msgid "Vertex" -msgstr "Вершины" +msgstr "Вершина" msgid "Fragment" msgstr "Фрагмент" @@ -12282,7 +12064,7 @@ msgid "Process" msgstr "Процесс" msgid "Collide" -msgstr "Сталкиваться" +msgstr "Столкновение" msgid "Sky" msgstr "Небо" @@ -12291,19 +12073,19 @@ msgid "Fog" msgstr "Туман" msgid "Manage Varyings" -msgstr "Управление переменными" +msgstr "Управление вариациями" msgid "Add Varying" -msgstr "Добавить переменную" +msgstr "Добавить вариацию" msgid "Remove Varying" -msgstr "Удалить переменную" +msgstr "Удалить вариацию" msgid "Show generated shader code." -msgstr "Показать сгенерированный код шейдера." +msgstr "Показать полученный код шейдера." msgid "Generated Shader Code" -msgstr "Сгенерированный код шейдера" +msgstr "Полученный код шейдера" msgid "Add Node" msgstr "Добавить узел" @@ -12311,17 +12093,20 @@ msgstr "Добавить узел" msgid "Clear Copy Buffer" msgstr "Очистить буфер копирования" +msgid "Insert New Node" +msgstr "Вставить новый узел" + msgid "High-end node" -msgstr "Узел высокого уровня" +msgstr "Высокопродуктивный узел" msgid "Create Shader Node" -msgstr "Создать Шейдерный узел" +msgstr "Создать шейдерный узел" msgid "Create Shader Varying" -msgstr "Создать переменную шейдера" +msgstr "Создать вариацию шейдера" msgid "Delete Shader Varying" -msgstr "Удалить переменную шейдера" +msgstr "Удалить вариацию шейдера" msgid "Color function." msgstr "Функция цвета." @@ -12333,10 +12118,10 @@ msgid "Grayscale function." msgstr "Функция оттенков серого." msgid "Converts HSV vector to RGB equivalent." -msgstr "Конвертирует вектор HSV в RGB эквивалент." +msgstr "Конвертирует вектор HSV в RGB-эквивалент." msgid "Converts RGB vector to HSV equivalent." -msgstr "Конвертирует вектор RGB в HSV эквивалент." +msgstr "Конвертирует вектор RGB в HSV-эквивалент." msgid "Sepia function." msgstr "Функция сепии." @@ -12375,7 +12160,7 @@ msgid "Color parameter." msgstr "Параметр цвета." msgid "(Fragment/Light mode only) Derivative function." -msgstr "(Только в режиме \"Фрагмент/освещение\") Производная функция." +msgstr "(Только в режиме фрагмента/света) Производная функция." msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "Возвращает логический результат сравнения %s между двумя параметрами." @@ -12407,7 +12192,7 @@ msgid "" msgstr "Возвращает логический результат сравнения NaN и скалярного параметра." msgid "Less Than (<)" -msgstr "Меньше, чем (<)" +msgstr "Меньше (<)" msgid "Less Than or Equal (<=)" msgstr "Меньше или равно (<=)" @@ -12433,7 +12218,7 @@ msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "" "Возвращает связанное логическое значение, если предоставленное логическое " -"значение истинно или ложно." +"значение равно true или false." msgid "" "Returns an associated floating-point scalar if the provided boolean value is " @@ -12480,60 +12265,62 @@ msgid "Boolean parameter." msgstr "Логический параметр." msgid "Translated to '%s' in Godot Shading Language." -msgstr "%s переведен на языке Шейдеров Godot." +msgstr "Переведено в «%s» на языке для программирования шейдеров Godot." msgid "'%s' input parameter for all shader modes." -msgstr "Входной параметр '%s' для всех режимов шейдера." +msgstr "Входной параметр «%s» для всех режимов шейдера." msgid "Input parameter." msgstr "Входной параметр." msgid "'%s' input parameter for vertex and fragment shader modes." -msgstr "Входной параметр '%s' для режимов вершинного и фрагментного шейдеров." +msgstr "" +"Входной параметр «%s» для режимов вершинного шейдера и фрагментного шейдера." msgid "'%s' input parameter for fragment and light shader modes." msgstr "" -"Входной параметр '%s' для режимов фрагментного шейдера и шейдера освещения." +"Входной параметр «%s» для режимов фрагментного шейдера и шейдера освещения." msgid "'%s' input parameter for fragment shader mode." -msgstr "Входной параметр '%s' для режима фрагментного шейдера." +msgstr "Входной параметр «%s» для режима фрагментного шейдера." msgid "'%s' input parameter for sky shader mode." -msgstr "Входной параметр '%s' для всех режимов шейдера." +msgstr "Входной параметр «%s» для режима шейдера неба." msgid "'%s' input parameter for fog shader mode." -msgstr "Входной параметр '%s' для режима шейдера освещения." +msgstr "Входной параметр «%s» для режима шейдера тумана." msgid "'%s' input parameter for light shader mode." -msgstr "Входной параметр '%s' для режима шейдера освещения." +msgstr "Входной параметр «%s» для режима шейдера освещения." msgid "'%s' input parameter for vertex shader mode." -msgstr "Входной параметр '%s' для режима вершинного шейдера." +msgstr "Входной параметр «%s» для режима вершинного шейдера." msgid "'%s' input parameter for start shader mode." -msgstr "Входной параметр '%s' для режима вершинного шейдера." +msgstr "Входной параметр «%s» для режима запуска шейдера." msgid "'%s' input parameter for process shader mode." -msgstr "Входной параметр '%s' для режима вершинного шейдера." +msgstr "Входной параметр «%s» для режима обработки шейдера." msgid "'%s' input parameter for start and process shader modes." -msgstr "Входной параметр '%s' для режимов вершинного и фрагментного шейдеров." +msgstr "Входной параметр «%s» для режимов запуска шейдера и обработки шейдера." msgid "'%s' input parameter for process and collide shader modes." -msgstr "Входной параметр '%s' для всех режимов шейдера." +msgstr "" +"Входной параметр «%s» для режимов обработки шейдера и столкновения шейдера." msgid "" "A node for help to multiply a position input vector by rotation using " "specific axis. Intended to work with emitters." msgstr "" -"Узел для помощи умножения входного вектора позиции на вращение по " -"определенной оси. Предназначен для работы с эмиттерами." +"Узел, который помогает умножить входной вектор положения на поворот по " +"определённой оси. Предназначается для работы с излучателями." msgid "Float function." -msgstr "Плавающая функция." +msgstr "Функция с плавающей точкой." msgid "Float operator." -msgstr "Плавающий оператор." +msgstr "Оператор с плавающей точкой." msgid "Integer function." msgstr "Целочисленная функция." @@ -12572,16 +12359,16 @@ msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Возвращает обратный гиперболический тангенс параметра." msgid "Returns the result of bitwise NOT (~a) operation on the integer." -msgstr "Возвращает результат побитовой операции НЕ (~a) над целым числом." +msgstr "Возвращает результат побитовой операции NOT (~a) над целым числом." msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." msgstr "" -"Возвращает результат побитовой операции НЕ (~a) над целым числом без знака." +"Возвращает результат побитовой операции NOT (~a) над беззнаковым целым числом." msgid "" "Finds the nearest integer that is greater than or equal to the parameter." -msgstr "Находит ближайшее целое, которое больше или равно параметра." +msgstr "Находит ближайшее целое число, которое больше или равно параметру." msgid "Constrains a value to lie between two further values." msgstr "Удерживает значение в пределах двух других значений." @@ -12599,15 +12386,15 @@ msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" -"(Только в режиме Фрагмент/Свет) (Скаляр) Производная по 'x' с использованием " -"локального дифференцирования." +"(Только в режиме фрагмента/света) (Скаляр) Производная по «x» с " +"использованием локального дифференцирования." msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" -"(Только в режиме Фрагмент/Свет) (Скаляр) Производная по 'y' с использованием " -"локального дифференцирования." +"(Только в режиме фрагмента/света) (Скаляр) Производная по «y» с " +"использованием локального дифференцирования." msgid "Base-e Exponential." msgstr "Экспонента с основанием e." @@ -12616,13 +12403,13 @@ msgid "Base-2 Exponential." msgstr "Экспонента с основанием 2." msgid "Finds the nearest integer less than or equal to the parameter." -msgstr "Находит ближайшее целое, меньшее или равное аргументу." +msgstr "Находит ближайшее целое число, которое меньше или равно параметру." msgid "Computes the fractional part of the argument." msgstr "Вычисляет дробную часть аргумента." msgid "Returns the inverse of the square root of the parameter." -msgstr "Возвращает обратный квадратный корень из аргумента." +msgstr "Возвращает обратный квадратный корень из параметра." msgid "Natural logarithm." msgstr "Натуральный логарифм." @@ -12640,7 +12427,9 @@ msgid "Linear interpolation between two scalars." msgstr "Линейная интерполяция между двумя скалярами." msgid "Performs a fused multiply-add operation (a * b + c) on scalars." -msgstr "Выполняет операцию умножения-сложения (a * b + c) над скалярами." +msgstr "" +"Выполняет операцию умножения-сложения с однократным округлением (a * b + c) " +"над скалярами." msgid "Returns the opposite value of the parameter." msgstr "Возвращает значение, противоположное параметру." @@ -12650,7 +12439,7 @@ msgstr "1.0 - скаляр" msgid "" "Returns the value of the first parameter raised to the power of the second." -msgstr "Возвращает значение первого параметра, возведенное в степень второго." +msgstr "Возвращает значение первого параметра, возведённое в степень второго." msgid "Converts a quantity in degrees to radians." msgstr "Переводит значение из градусов в радианы." @@ -12662,7 +12451,7 @@ msgid "Finds the nearest integer to the parameter." msgstr "Находит ближайшее к параметру целое число." msgid "Finds the nearest even integer to the parameter." -msgstr "Находит ближайшее чётное число к параметру." +msgstr "Находит ближайшее к параметру чётное целое число." msgid "Clamps the value between 0.0 and 1.0." msgstr "Ограничивает значение в пределах от 0.0 до 1.0." @@ -12688,8 +12477,8 @@ msgid "" msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если x больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Возвращает 0.0, если «x» меньше, чем «edge0», и 1.0, если «x» больше, чем " +"«edge1». В остальных случаях возвращаемое значение интерполируется полиномами " "Эрмита в промежутке от 0.0 до 1.0." msgid "" @@ -12697,15 +12486,15 @@ msgid "" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" -"Функция Шаг( скаляр(граница), скаляр(х) ).\n" +"Step function( scalar(edge), scalar(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше чем 'граница', иначе — 1.0." +"Возвращает 0.0, если «x» меньше, чем «edge». В остальных случаях — 1.0." msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Только в режиме Фрагмент/Свет) (Скаляр) Сумма абсолютных значений " -"производных по 'x' и 'y'." +"(Только в режиме фрагмента/света) (Скаляр) Сумма абсолютных значений " +"производных по «x» и «y»." msgid "Returns the tangent of the parameter." msgstr "Возвращает тангенс параметра." @@ -12714,10 +12503,10 @@ msgid "Returns the hyperbolic tangent of the parameter." msgstr "Возвращает гиперболический тангенс параметра." msgid "Finds the truncated value of the parameter." -msgstr "Находит усечённое до целого значение параметра." +msgstr "Находит усечённое значение параметра." msgid "Sums two floating-point scalars." -msgstr "Суммирует два скаляра с плавающей запятой." +msgstr "Суммирует два скаляра с плавающей точкой." msgid "Sums two integer scalars." msgstr "Суммирует два целочисленных скаляра." @@ -12727,52 +12516,52 @@ msgstr "Суммирует два беззнаковых целочисленн msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "" -"Возвращает результат операции побитового И (a & b) для двух целых чисел." +"Возвращает результат побитовой операции AND (a & b) над двумя целыми числами." msgid "" "Returns the result of bitwise AND (a & b) operation for two unsigned integers." msgstr "" -"Возвращает результат операции побитового И (a & b) двух безнаковых целых " -"чисел." +"Возвращает результат побитовой операции AND (a & b) над двумя беззнаковыми " +"целыми числами." msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." msgstr "" -"Возвращает результат операции побитового сдвига влево (a << b) над целым " +"Возвращает результат побитовой операции смещения влево (a << b) над целым " "числом." msgid "" "Returns the result of bitwise left shift (a << b) operation on the unsigned " "integer." msgstr "" -"Возвращает результат операции побитового сдвига влево (a << b) над " +"Возвращает результат побитовой операции смещения влево (a << b) над " "беззнаковым целым числом." msgid "Returns the result of bitwise OR (a | b) operation for two integers." msgstr "" -"Возвращает результат операции побитового ИЛИ (a | b) для двух целых чисел." +"Возвращает результат побитовой операции OR (a | b) над двумя целыми числами." msgid "" "Returns the result of bitwise OR (a | b) operation for two unsigned integers." msgstr "" -"Возвращает результат операции побитового ИЛИ (a | b) для двух беззнаковых " -"целых чисел." +"Возвращает результат побитовой операции OR (a | b) над двумя беззнаковыми " +"целыми числами." msgid "" "Returns the result of bitwise right shift (a >> b) operation on the integer." msgstr "" -"Возвращает результат операции побитового сдвига вправо (a >> b) на целом " -"числе." +"Возвращает результат побитовой операции смещения вправо (a >> b) над целым " +"числом." msgid "" "Returns the result of bitwise right shift (a >> b) operation on the unsigned " "integer." msgstr "" -"Возвращает результат операции побитового сдвига вправо (a >> b) над " +"Возвращает результат побитовой операции смещения вправо (a >> b) над " "беззнаковым целым числом." msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer." -msgstr "Возвращает результат побитовой операции XOR (a ^ b) для целого числа." +msgstr "Возвращает результат побитовой операции XOR (a ^ b) над целым числом." msgid "" "Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer." @@ -12781,16 +12570,16 @@ msgstr "" "числом." msgid "Divides two floating-point scalars." -msgstr "Делит два скаляра с плавающей точкой." +msgstr "Делит один скаляр с плавающей точкой на другой." msgid "Divides two integer scalars." -msgstr "Делит два целочисленных скаляра." +msgstr "Делит один целочисленный скаляр на другой." msgid "Divides two unsigned integer scalars." -msgstr "Делит два беззнаковых целочисленных скаляра." +msgstr "Делит один беззнаковый целочисленный скаляр на другой." msgid "Multiplies two floating-point scalars." -msgstr "Перемножает два скаляра с плавающей запятой." +msgstr "Перемножает два скаляра с плавающей точкой." msgid "Multiplies two integer scalars." msgstr "Перемножает два целочисленных скаляра." @@ -12808,13 +12597,13 @@ msgid "Returns the remainder of the two unsigned integer scalars." msgstr "Возвращает остаток от двух беззнаковых целочисленных скаляров." msgid "Subtracts two floating-point scalars." -msgstr "Вычитает два скаляра с плавающей точкой." +msgstr "Вычитает один скаляр с плавающей точкой из другого." msgid "Subtracts two integer scalars." -msgstr "Вычитает два целочисленных скаляра." +msgstr "Вычитает один целочисленный скаляр из другого." msgid "Subtracts two unsigned integer scalars." -msgstr "Вычитает два беззнаковых целочисленных скаляра." +msgstr "Вычитает один беззнаковый целочисленный скаляр из другого." msgid "Scalar floating-point constant." msgstr "Скалярная константа с плавающей точкой." @@ -12826,7 +12615,7 @@ msgid "Scalar unsigned integer constant." msgstr "Скалярная беззнаковая целочисленная константа." msgid "Scalar floating-point parameter." -msgstr "Скалярный параметр с плавающей запятой." +msgstr "Скалярный параметр с плавающей точкой." msgid "Scalar integer parameter." msgstr "Скалярный целочисленный параметр." @@ -12835,25 +12624,27 @@ msgid "Scalar unsigned integer parameter." msgstr "Скалярный беззнаковый целочисленный параметр." msgid "Converts screen UV to a SDF." -msgstr "Конвертировать UV экрана в SDF." +msgstr "Конвертирует UV экрана в SDF." msgid "Casts a ray against the screen SDF and returns the distance travelled." -msgstr "Направляет луч на экран SDF и возвращает пройденное расстояние." +msgstr "" +"Бросает луч на экранное поле расстояния со знаком и возвращает пройденное " +"расстояние." msgid "Converts a SDF to screen UV." -msgstr "Преобразует SDF в экран UV." +msgstr "Конвертирует поле расстояния со знаком в UV экрана." msgid "Performs a SDF texture lookup." -msgstr "Выполняет поиск SDF-текстуры." +msgstr "Выполняет поиск текстуры поля расстояния со знаком." msgid "Performs a SDF normal texture lookup." -msgstr "Выполняет поиск SDF normal текстуры." +msgstr "Выполняет поиск текстуры нормалей поля расстояния со знаком." msgid "Function to be applied on texture coordinates." -msgstr "Функция, применяемая к координатам текстуры." +msgstr "Функция, которая будет применена к текстурным координатам." msgid "Polar coordinates conversion applied on texture coordinates." -msgstr "Преобразование полярных координат применяется к координатам текстуры." +msgstr "Преобразование полярных координат применено к текстурным координатам." msgid "Perform the cubic texture lookup." msgstr "Выполнить поиск кубической текстуры." @@ -12862,7 +12653,7 @@ msgid "Perform the curve texture lookup." msgstr "Выполнить поиск текстуры кривой." msgid "Perform the three components curve texture lookup." -msgstr "Выполнить поиск текстуры трехкомпонентной кривой." +msgstr "Выполнить поиск трёхкомпонентной текстуры кривой." msgid "" "Returns the depth value obtained from the depth prepass in a linear space." @@ -12880,31 +12671,31 @@ msgid "Perform the 2D texture lookup." msgstr "Выполнить поиск 2D-текстуры." msgid "Perform the 2D-array texture lookup." -msgstr "Выполнить поиск текстуры 2D-массива." +msgstr "Выполнить поиск текстуры 2D массива." msgid "Perform the 3D texture lookup." msgstr "Выполнить поиск 3D-текстуры." msgid "Apply panning function on texture coordinates." -msgstr "Применить функцию панорамирования к координатам текстуры." +msgstr "Применить функцию панорамирования к текстурным координатам." msgid "Apply scaling function on texture coordinates." -msgstr "Применить функцию масштабирования к координатам текстуры." +msgstr "Применить функцию масштабирования к текстурным координатам." msgid "Cubic texture parameter lookup." -msgstr "Поиск параметра кубический текстуры." +msgstr "Поиск параметров кубической текстуры." msgid "2D texture parameter lookup." -msgstr "Поиск параметра двумерной текстуры." +msgstr "Поиск параметров 2D-текстуры." msgid "2D texture parameter lookup with triplanar." -msgstr "Поиск параметров 2D-текстуры с помощью triplanar." +msgstr "Поиск параметров 2D-текстуры с трипланаром." msgid "2D array of textures parameter lookup." -msgstr "Поиск параметров 2D-массива текстур." +msgstr "Поиск параметров текстур 2D массива." msgid "3D texture parameter lookup." -msgstr "Поиск параметра трехмерной текстуры." +msgstr "Поиск параметров 3D-текстуры." msgid "Transform function." msgstr "Функция преобразования." @@ -12923,15 +12714,15 @@ msgid "" msgstr "" "Вычисляет внешнее произведение пары векторов.\n" "\n" -"Внешнее произведение рассматривает первый параметр 'c' как вектор-столбец " -"(матрица, состоящая из одного столбца), а второй параметр 'r' — как вектор-" -"строку (матрица, состоящая из одной строки) и осуществляет линейно-" -"алгебраическое умножение 'c * r', в результате чего образуется матрица, " -"количество строк которой равно количеству компонентов в 'c', а количество " -"столбцов — количеству компонентов в 'r'." +"OuterProduct рассматривает первый параметр «c» как вектор-столбец (матрица, " +"состоящая из одного столбца), а второй параметр «r» — как вектор-строку " +"(матрица, состоящая из одной строки) и осуществляет линейно-алгебраическое " +"умножение «c * r», в результате чего образуется матрица, количество строк " +"которой равно количеству компонентов в «c», а количество столбцов — " +"количеству компонентов в «r»." msgid "Composes transform from four vectors." -msgstr "Составляет преобразование из четырёх векторов." +msgstr "Создаёт преобразование из четырёх векторов." msgid "Decomposes transform to four vectors." msgstr "Раскладывает преобразование на четыре вектора." @@ -12943,11 +12734,11 @@ msgid "" "Calculates how the object should face the camera to be applied on Model View " "Matrix output port for 3D objects." msgstr "" -"Вычисляет, как объект должен быть обращен к камере, чтобы применить его к " -"выходному порту матрицы Model View для 3D-объектов." +"Рассчитывает, как объект должен быть обращён к камере, для применения к " +"выходному порту матрицы просмотра модели для 3D-объектов." msgid "Calculates the inverse of a transform." -msgstr "Вычисляет обратную трансформацию." +msgstr "Вычисляет обратное преобразование." msgid "Calculates the transpose of a transform." msgstr "Вычисляет транспонирование преобразования." @@ -12956,22 +12747,22 @@ msgid "Sums two transforms." msgstr "Суммирует два преобразования." msgid "Divides two transforms." -msgstr "Разделяет два преобразования." +msgstr "Делит одно преобразование на другое." msgid "Multiplies two transforms." -msgstr "Умножает два преобразования." +msgstr "Перемножает два преобразования." msgid "Performs per-component multiplication of two transforms." msgstr "Выполняет покомпонентное умножение двух преобразований." msgid "Subtracts two transforms." -msgstr "Вычитает два преобразования." +msgstr "Вычитает одно преобразование из другого." msgid "Multiplies vector by transform." msgstr "Умножает вектор на преобразование." msgid "Transform constant." -msgstr "Преобразование-константа." +msgstr "Константа преобразования." msgid "Transform parameter." msgstr "Параметр преобразования." @@ -12980,14 +12771,14 @@ msgid "" "The distance fade effect fades out each pixel based on its distance to " "another object." msgstr "" -"Эффект затухания от расстояния. Затухает каждый пиксель в зависимости от " -"расстояния до другого объекта." +"Эффект исчезания при удалении скрывает каждый пиксел на основе его расстояния " +"до другого объекта." msgid "" "The proximity fade effect fades out each pixel based on its distance to " "another object." msgstr "" -"Эффект затухания сближения. Затухает каждый пиксель в зависимости от " +"Эффект исчезания при приближении скрывает каждый пиксел на основе его " "расстояния до другого объекта." msgid "Returns a random value between the minimum and maximum input values." @@ -12996,7 +12787,7 @@ msgstr "" "значениями." msgid "Remaps a given input from the input range to the output range." -msgstr "Переназначает заданный ввод из диапазона ввода в диапазон вывода." +msgstr "Переназначает входные данные из диапазона ввода в диапазон вывода." msgid "Rotates an input vector by a given angle." msgstr "Поворачивает входной вектор на заданный угол." @@ -13008,28 +12799,28 @@ msgid "Vector operator." msgstr "Векторный оператор." msgid "Composes vector from scalars." -msgstr "Составляет вектор из скаляров." +msgstr "Создаёт вектор из скаляров." msgid "Decomposes vector to scalars." msgstr "Раскладывает вектор на скаляры." msgid "Composes 2D vector from two scalars." -msgstr "Составляет 2D-вектор из двух скаляров." +msgstr "Создаёт 2D-вектор из двух скаляров." msgid "Decomposes 2D vector to two scalars." -msgstr "Раскладывает 2D вектор на два скаляра." +msgstr "Раскладывает 2D-вектор на два скаляра." msgid "Composes 3D vector from three scalars." -msgstr "Составляет 3D-вектор из трёх скаляров." +msgstr "Создаёт 3D-вектор из трёх скаляров." msgid "Decomposes 3D vector to three scalars." -msgstr "Раскладывает 3D вектор на три скаляра." +msgstr "Раскладывает 3D-вектор на три скаляра." msgid "Composes 4D vector from four scalars." -msgstr "Составляет 4D-вектор из четырех скаляров." +msgstr "Создаёт 4D-вектор из четырёх скаляров." msgid "Decomposes 4D vector to four scalars." -msgstr "Раскладывает 4D вектор на четыре скаляра." +msgstr "Раскладывает 4D-вектор на четыре скаляра." msgid "Calculates the cross product of two vectors." msgstr "Вычисляет векторное произведение двух векторов." @@ -13038,15 +12829,15 @@ msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" -"(Только в режиме Фрагмент/Свет) (Вектор) Производная по 'x' с использованием " -"локального дифференцирования." +"(Только в режиме фрагмента/света) (Вектор) Производная по «x» с " +"использованием локального дифференцирования." msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" -"(Только в режиме Фрагмент/Свет) (Вектор) Производная по 'y' с использованием " -"локального дифференцирования." +"(Только в режиме фрагмента/света) (Вектор) Производная по «y» с " +"использованием локального дифференцирования." msgid "Returns the distance between two points." msgstr "Возвращает расстояние между двумя точками." @@ -13062,15 +12853,15 @@ msgid "" msgstr "" "Возвращает вектор, который указывает в том же направлении, что и эталонный " "вектор. Функция имеет три векторных параметра: N, вектор для ориентации, I, " -"вектор инцидента и Nref, эталонный вектор. Если скалярное произведение I и " +"вектор инцидента, и Nref, эталонный вектор. Если скалярное произведение I и " "Nref меньше нуля, возвращается N. В противном случае возвращается -N." msgid "" "Returns falloff based on the dot product of surface normal and view direction " "of camera (pass associated inputs to it)." msgstr "" -"Возвращает падение на основе точечного произведения нормальной поверхности и " -"направления обзора камеры (пропустите соответствующие входы к ней)." +"Возвращает падение на основе скалярного произведения нормали поверхности и " +"направления обзора камеры (следует передать соответствующие входные данные)." msgid "Calculates the length of a vector." msgstr "Вычисляет длину вектора." @@ -13079,11 +12870,12 @@ msgid "Linear interpolation between two vectors." msgstr "Линейная интерполяция между двумя векторами." msgid "Linear interpolation between two vectors using scalar." -msgstr "Линейная интерполяция между двумя векторами используя скаляр." +msgstr "Линейная интерполяция между двумя векторами с использованием скаляра." msgid "Performs a fused multiply-add operation (a * b + c) on vectors." msgstr "" -"Выполняет совмещённую операцию умножение-сложение (a * b + c) над векторами." +"Выполняет операцию умножения-сложения с однократным округлением (a * b + c) " +"над векторами." msgid "Calculates the normalize product of vector." msgstr "Вычисляет нормализованное произведение векторов." @@ -13099,7 +12891,7 @@ msgid "" "vector, b : normal vector )." msgstr "" "Возвращает вектор, который указывает в направлении отражения ( a : вектор " -"падения, b : нормальный вектор )." +"инцидента, b : вектор нормали )." msgid "Returns the vector that points in the direction of refraction." msgstr "Возвращает вектор, который указывает в направлении преломления." @@ -13113,8 +12905,8 @@ msgid "" msgstr "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если 'x' больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Возвращает 0.0, если «x» меньше, чем «edge0», и 1.0, если «x» больше, чем " +"«edge1». В остальных случаях возвращаемое значение интерполируется полиномами " "Эрмита в промежутке от 0.0 до 1.0." msgid "" @@ -13126,8 +12918,8 @@ msgid "" msgstr "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше, чем 'edge0', и 1.0, если 'x' больше, чем " -"'edge1'. В остальных случаях возвращаемое значение интерполируется полиномами " +"Возвращает 0.0, если «x» меньше, чем «edge0», и 1.0, если «x» больше, чем " +"«edge1». В остальных случаях возвращаемое значение интерполируется полиномами " "Эрмита в промежутке от 0.0 до 1.0." msgid "" @@ -13137,7 +12929,7 @@ msgid "" msgstr "" "Step function( vector(edge), vector(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше, чем 'edge', и 1.0 в противном случае." +"Возвращает 0.0, если «x» меньше, чем «edge», и 1.0 в противном случае." msgid "" "Step function( scalar(edge), vector(x) ).\n" @@ -13146,22 +12938,22 @@ msgid "" msgstr "" "Step function( scalar(edge), vector(x) ).\n" "\n" -"Возвращает 0.0, если 'x' меньше, чем 'edge', и 1.0 в противном случае." +"Возвращает 0.0, если «x» меньше, чем «edge», и 1.0 в противном случае." msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." msgstr "" -"(Только в режиме Фрагмент/Свет) (Вектор) Сумма абсолютных значений " -"производных по 'x' и 'y'." +"(Только в режиме фрагмента/света) (Вектор) Сумма абсолютных значений " +"производных по «x» и «y»." msgid "Adds 2D vector to 2D vector." -msgstr "Добавляет 2D-вектор к 2D-вектору." +msgstr "Прибавляет 2D-вектор к 2D-вектору." msgid "Adds 3D vector to 3D vector." -msgstr "Добавляет 3D-вектор к 3D-вектору." +msgstr "Прибавляет 3D-вектор к 3D-вектору." msgid "Adds 4D vector to 4D vector." -msgstr "Добавляет 4D-вектор к 4D-вектору." +msgstr "Прибавляет 4D-вектор к 4D-вектору." msgid "Divides 2D vector by 2D vector." msgstr "Делит 2D-вектор на 2D-вектор." @@ -13173,7 +12965,7 @@ msgid "Divides 4D vector by 4D vector." msgstr "Делит 4D-вектор на 4D-вектор." msgid "Multiplies 2D vector by 2D vector." -msgstr "Умножает 2D вектор на 2D вектор." +msgstr "Умножает 2D-вектор на 2D-вектор." msgid "Multiplies 3D vector by 3D vector." msgstr "Умножает 3D-вектор на 3D-вектор." @@ -13182,13 +12974,13 @@ msgid "Multiplies 4D vector by 4D vector." msgstr "Умножает 4D-вектор на 4D-вектор." msgid "Returns the remainder of the two 2D vectors." -msgstr "Возвращает остаток двух 2D-векторов." +msgstr "Возвращает остаток от двух 2D-векторов." msgid "Returns the remainder of the two 3D vectors." -msgstr "Возвращает остаток двух 3D-векторов." +msgstr "Возвращает остаток от двух 3D-векторов." msgid "Returns the remainder of the two 4D vectors." -msgstr "Возвращает остаток двух 4D-векторов." +msgstr "Возвращает остаток от двух 4D-векторов." msgid "Subtracts 2D vector from 2D vector." msgstr "Вычитает 2D-вектор из 2D-вектора." @@ -13200,22 +12992,22 @@ msgid "Subtracts 4D vector from 4D vector." msgstr "Вычитает 4D-вектор из 4D-вектора." msgid "2D vector constant." -msgstr "Константа двумерного вектора." +msgstr "Константа 2D-вектора." msgid "2D vector parameter." -msgstr "Параметр двумерного вектора." +msgstr "Параметр 2D-вектора." msgid "3D vector constant." -msgstr "3D векторная константа." +msgstr "Константа 3D-вектора." msgid "3D vector parameter." -msgstr "3D векторный параметр." +msgstr "Параметр 3D-вектора." msgid "4D vector constant." -msgstr "4D векторная константа." +msgstr "Константа 4D-вектора." msgid "4D vector parameter." -msgstr "4D векторный параметр." +msgstr "Параметр 4D-вектора." msgid "" "Custom Godot Shader Language expression, with custom amount of input and " @@ -13233,55 +13025,81 @@ msgid "" "constants." msgstr "" "Пользовательское выражение на языке шейдеров Godot, которое помещается поверх " -"шейдера. Вы можете разместить внутри различные объявления функций и вызвать " -"их позже в Выражениях. Вы также можете объявить переменные типа varying, " -"uniform и константы." +"полученного шейдера. Вы можете разместить в коде различные определения " +"функций и вызвать его позже в «Выражениях». Вы также можете объявить " +"вариации, параметры и константы." msgid "A reference to an existing parameter." -msgstr "Ссылка на существующий uniform." +msgstr "Ссылка на существующий параметр." msgid "Get varying parameter." -msgstr "Получить параметр varying." +msgstr "Получить параметр вариации." msgid "Set varying parameter." -msgstr "Установить параметр varying." +msgstr "Задать параметр вариации." msgid "Edit Visual Property: %s" msgstr "Редактировать визуальное свойство: %s" msgid "Visual Shader Mode Changed" -msgstr "Режим визуального шейдера был изменен" +msgstr "Режим визуального шейдера изменён" msgid "Voxel GI data is not local to the scene." msgstr "Данные Voxel GI не являются локальными для сцены." msgid "Voxel GI data is part of an imported resource." -msgstr "Данные Voxel GI являются частью импортируемого ресурса." +msgstr "Данные Voxel GI являются частью импортированного ресурса." msgid "Voxel GI data is an imported resource." -msgstr "Данные Voxel GI - импортируемого ресурса." +msgstr "Данные Voxel GI являются импортированным ресурсом." msgid "Bake VoxelGI" msgstr "Запечь VoxelGI" msgid "Select path for VoxelGI Data File" -msgstr "Выберите путь к файлу данных VoxelGI" +msgstr "Выбрать путь к файлу данных VoxelGI" + +msgid "Go Online and Open Asset Library" +msgstr "Войти в сеть и открыть библиотеку ассетов" msgid "Are you sure to run %d projects at once?" -msgstr "Вы уверены, что хотите запустить %d проектов одновременно?" +msgstr "Действительно запустить проекты (%d) одновременно?" + +msgid "" +"Can't run project: Project has no main scene defined.\n" +"Please edit the project and set the main scene in the Project Settings under " +"the \"Application\" category." +msgstr "" +"Невозможно запустить проект: в нём не назначена главная сцена.\n" +"Отредактируйте проект и установите главную сцену в категории «application» " +"настроек проекта." + +msgid "" +"Can't run project: Assets need to be imported first.\n" +"Please edit the project to trigger the initial import." +msgstr "" +"Невозможно запустить проект: сначала необходимо импортировать ассеты.\n" +"Измените проект, чтобы активировать начальный импорт." + +msgid "" +"Can't open project at '%s'.\n" +"Project file doesn't exist or is inaccessible." +msgstr "" +"Невозможно открыть проект в «%s».\n" +"Файл проекта не существует или недоступен." msgid "" "Can't open project at '%s'.\n" "Failed to start the editor." msgstr "" -"Не удаётся открыть проект в '%s'.\n" +"Невозможно открыть проект в «%s».\n" "Не удалось запустить редактор." msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." msgstr "" -"Вы запросили параллельное открытие %d проектов. Вы уверены?\n" +"Вы запросили параллельное открытие проектов (%d). Вы уверены?\n" "Обратите внимание, что обычные проверки совместимости версий движка будут " "пропущены." @@ -13297,16 +13115,16 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"В файле конфигурации (\"project.godot\") выбранного проекта \"%s\" не указана " +"В файле конфигурации («project.godot») выбранного проекта «%s» не указана " "поддерживаемая версия Godot.\n" "\n" -"Путь проекта: %s\n" +"Путь к проекту: %s\n" "\n" -"Если вы продолжите открытие проекта, то файл конфигурации будет преобразован " -"в формат текущей версии Godot.\n" +"Если продолжить открытие проекта, то файл конфигурации будет преобразован в " +"формат текущей версии Godot.\n" "\n" -"Предупреждение: Вы больше не сможете открыть проект в предыдущих версиях " -"движка." +"Предупреждение: будет утрачена возможность открыть проект с помощью " +"предыдущих версий движка." msgid "" "The selected project \"%s\" was generated by Godot 3.x, and needs to be " @@ -13324,20 +13142,20 @@ msgid "" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" -"Выбранный проект \"%s\" был создан в Godot 3.x, и должен быть конвертирован " +"Выбранный проект «%s» был создан в Godot 3.x, его необходимо преобразовать " "для Godot 4.x.\n" "\n" -"Путь проекта: %s\n" +"Путь к проекту: %s\n" "\n" "У вас есть три варианта:\n" -"- Конвертировать только файл конфигурации (\"project.godot\"). Выберите этот " +"- Конвертировать только файл конфигурации («project.godot»). Выберите этот " "вариант, чтобы открыть проект, не конвертируя его сцены, ресурсы и скрипты.\n" -"- Конвертировать весь проект, включая его сцены, ресурсы и сценарии " +"- Конвертировать весь проект, включая его сцены, ресурсы и скрипты " "(рекомендуется, если вы обновляетесь).\n" "- Ничего не делать и вернуться назад.\n" "\n" -"Предупреждение: Если вы выберете опцию конвертирования, вы больше не сможете " -"открыть проект в предыдущих версиях движка." +"Предупреждение: если выбрать опцию конвертирования, будет утрачена " +"возможность открыть проект с помощью предыдущих версий движка." msgid "Convert project.godot Only" msgstr "Конвертировать только project.godot" @@ -13353,15 +13171,15 @@ msgid "" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" -"Выбранный проект \"%s\" был создан в старой версии движка и должен быть " -"конвертирован для текущей версии.\n" +"Выбранный проект «%s» был создан в старой версии движка и должен быть " +"преобразован для текущей версии.\n" "\n" -"Путь проекта: %s\n" +"Путь к проекту: %s\n" "\n" -"Вы хотите преобразовать его?\n" +"Преобразовать его?\n" "\n" -"Предупреждение: Вы больше не сможете открыть проект в предыдущих версиях " -"движка." +"Предупреждение: будет утрачена возможность открыть проект с помощью " +"предыдущих версий движка." msgid "Convert project.godot" msgstr "Конвертировать project.godot" @@ -13374,7 +13192,7 @@ msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" -"Не удалось открыть проект \"%s\", расположенный по следующему пути:\n" +"Не удалось открыть проект «%s», расположенный по следующему пути:\n" "\n" "%s\n" "\n" @@ -13387,8 +13205,8 @@ msgid "" "loss.\n" "\n" msgstr "" -"Предупреждение: В этом проекте используются плавающие числа двойной точности, " -"но эта версия\n" +"Предупреждение: в этом проекте используются плавающие числа двойной точности, " +"но текущая версия\n" "Godot использует плавающие числа одинарной точности. Открытие этого проекта " "может привести к потере данных.\n" "\n" @@ -13398,7 +13216,8 @@ msgid "" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" -"Предупреждение: Данный проект использует C#, но эта сборка Godot не имеет\n" +"Предупреждение: в этом проекте используется C#, но текущая сборка Godot не " +"имеет\n" "модуля Mono. Если продолжить, вы не сможете использовать скрипты C#.\n" "\n" @@ -13407,8 +13226,8 @@ msgid "" "Godot %s.\n" "\n" msgstr "" -"Внимание: Проект был создан в Godot %s. Открытие приведет к изменению на " -"Godot %s.\n" +"Предупреждение: этот проект в последний раз редактировался в Godot %s. При " +"открытии версия проекта изменится на Godot %s.\n" "\n" msgid "" @@ -13418,17 +13237,17 @@ msgid "" "%s\n" "\n" msgstr "" -"Предупреждение: Этот проект использует следующие возможности, не " -"поддерживаемые данной сборкой Godot:\n" +"Предупреждение: в этом проекте используются следующие возможности, не " +"поддерживаемые текущей сборкой Godot:\n" "\n" "%s\n" "\n" msgid "Open anyway? Project will be modified." -msgstr "Открыть всё равно? Проект будет изменен." +msgstr "Открыть всё равно? Проект будет изменён." msgid "Remove %d projects from the list?" -msgstr "Удалить %d проектов из списка?" +msgstr "Удалить проекты (%d) из списка?" msgid "Remove this project from the list?" msgstr "Удалить этот проект из списка?" @@ -13440,14 +13259,8 @@ msgstr "" "Удалить все отсутствующие проекты из списка?\n" "Содержимое папок проектов не будет изменено." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Не удалось загрузить проект в '%s' (ошибка %d). Он может отсутствовать или " -"быть повреждён." - msgid "Couldn't save project at '%s' (error %d)." -msgstr "Не удалось сохранить проект в '%s' (ошибка %d)." +msgstr "Не удалось сохранить проект в «%s» (ошибка %d)." msgid "Tag name can't be empty." msgstr "Имя метки не может быть пустым." @@ -13456,7 +13269,7 @@ msgid "Tag name can't contain spaces." msgstr "Имя метки не может содержать пробелы." msgid "These characters are not allowed in tags: %s." -msgstr "Следующие символы не разрешены в метках: %s." +msgstr "Эти символы нельзя использовать в метках: %s." msgid "Tag name must be lowercase." msgstr "Имя метки должно быть в нижнем регистре." @@ -13468,6 +13281,9 @@ msgstr "Менеджер проектов" msgid "Settings" msgstr "Параметры" +msgid "Projects" +msgstr "Проекты" + msgid "New Project" msgstr "Новый проект" @@ -13481,7 +13297,7 @@ msgid "Scan Projects" msgstr "Сканировать проекты" msgid "Loading, please wait..." -msgstr "Загрузка, пожалуйста, ждите..." +msgstr "Выполняется загрузка, подождите..." msgid "Filter Projects" msgstr "Фильтр проектов" @@ -13493,7 +13309,7 @@ msgid "" msgstr "" "Это поле фильтрует проекты по имени и последнему компоненту пути.\n" "Чтобы отфильтровать проекты по имени и полному пути, запрос должен содержать " -"хотя бы один символ `/`." +"хотя бы один символ «/»." msgid "Last Edited" msgstr "Последнее изменение" @@ -13502,7 +13318,15 @@ msgid "Tags" msgstr "Метки" msgid "You don't have any projects yet." -msgstr "У вас ещё нет проектов." +msgstr "Проектов ещё нет." + +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Начните работу с создания нового проекта,\n" +"импорта уже существующего или загрузки шаблона проекта из библиотеки ассетов!" msgid "Create New Project" msgstr "Создать новый проект" @@ -13510,6 +13334,13 @@ msgstr "Создать новый проект" msgid "Import Existing Project" msgstr "Импортировать существующий проект" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Примечание: библиотека ассетов требует подключения к сети и предполагает " +"отправку данных через Интернет." + msgid "Edit Project" msgstr "Редактировать проект" @@ -13517,23 +13348,27 @@ msgid "Rename Project" msgstr "Переименовать проект" msgid "Manage Tags" -msgstr "Управление тегами" +msgstr "Управление метками" msgid "Remove Project" -msgstr "Переименовать проект" +msgstr "Удалить проект" msgid "Remove Missing" msgstr "Удалить отсутствующие" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Библиотека ассетов недоступна (из-за использования веб-редактора или из-за " +"отключения поддержки SSL)." + msgid "Select a Folder to Scan" msgstr "Выбрать папку для сканирования" msgid "Remove All" msgstr "Удалить все" -msgid "Also delete project contents (no undo!)" -msgstr "Также удалить содержимое проекта (нельзя отменить!)" - msgid "Convert Full Project" msgstr "Конвертировать весь проект" @@ -13549,13 +13384,13 @@ msgid "" "operation makes it impossible to open it in older versions of Godot." msgstr "" "Эта опция выполнит полное конвертирование проекта, обновив сцены, ресурсы и " -"скрипты из Godot 3.x для работы в Godot 4.0.\n" +"скрипты из Godot 3 для работы в Godot 4.\n" "\n" "Обратите внимание, что это конвертирование упрощает обновление проекта, но не " -"гарантирует его работу \"из коробки\", ручные корректировки всё ещё " +"гарантирует его работу «из коробки», ручные корректировки всё ещё " "необходимы.\n" "\n" -"ВАЖНО: Обязательно сделайте резервную копию вашего проекта перед " +"ВАЖНО: обязательно сделайте резервную копию вашего проекта перед " "конвертированием, так как эта операция делает невозможным его открытие в " "старых версиях Godot." @@ -13580,27 +13415,15 @@ msgstr "Создать новую метку" msgid "Tags are capitalized automatically when displayed." msgstr "Метки автоматически пишутся с заглавной буквы при отображении." -msgid "The path specified doesn't exist." -msgstr "Указанный путь не существует." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Ошибка при открытии файла пакета (Не является ZIP форматом)." +msgid "It would be a good idea to name your project." +msgstr "Было бы неплохо назвать ваш проект." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." -msgstr "Недействительный .zip-файл проекта; не содержит файл \"project.godot\"." +msgstr "Недействительный ZIP-файл проекта; он не содержит файл «project.godot»." -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Пожалуйста, выберите \"project.godot\", каталог с ним или файл \".zip\"." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Вы не можете сохранить проект по выбранному пути. Пожалуйста, создайте новую " -"папку или выберите новый путь." +msgid "The path specified doesn't exist." +msgstr "Указанный путь не существует." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -13608,27 +13431,6 @@ msgid "" msgstr "" "Выбранный путь не пуст. Настоятельно рекомендуется выбрать пустую папку." -msgid "New Game Project" -msgstr "Новый игровой проект" - -msgid "Imported Project" -msgstr "Импортированный проект" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Пожалуйста, выберите файл \"project.godot\" или \".zip\"." - -msgid "Invalid project name." -msgstr "Недопустимое имя проекта." - -msgid "Couldn't create folder." -msgstr "Не удалось создать папку." - -msgid "There is already a folder in this path with the specified name." -msgstr "По этому пути уже существует папка с указанным именем." - -msgid "It would be a good idea to name your project." -msgstr "Было бы неплохо назвать ваш проект." - msgid "Supports desktop platforms only." msgstr "Поддерживает только настольные платформы." @@ -13636,7 +13438,7 @@ msgid "Advanced 3D graphics available." msgstr "Доступна расширенная 3D-графика." msgid "Can scale to large complex scenes." -msgstr "Может масштабироваться до больших сложных сцен." +msgstr "Может масштабироваться для больших сложных сцен." msgid "Uses RenderingDevice backend." msgstr "Использует бэкенд RenderingDevice." @@ -13648,7 +13450,7 @@ msgid "Supports desktop + mobile platforms." msgstr "Поддерживает настольные и мобильные платформы." msgid "Less advanced 3D graphics." -msgstr "Менее продвинутая 3D-графика." +msgstr "3D-графика с меньшим количеством возможностей." msgid "Less scalable for complex scenes." msgstr "Менее масштабируемый для сложных сцен." @@ -13660,7 +13462,9 @@ msgid "Supports desktop, mobile + web platforms." msgstr "Поддерживает настольные, мобильные и веб-платформы." msgid "Least advanced 3D graphics (currently work-in-progress)." -msgstr "Наименее продвинутая 3D-графика (в настоящее время в разработке)." +msgstr "" +"3D-графика с наименьшим количеством возможностей (в настоящее время в " +"разработке)." msgid "Intended for low-end/older devices." msgstr "Предназначен для бюджетных/старых устройств." @@ -13671,11 +13475,8 @@ msgstr "Использует бэкенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Самый быстрый рендеринг простых сцен." -msgid "Invalid project path (changed anything?)." -msgstr "Неверный путь к проекту (Что-то изменили?)." - msgid "Warning: This folder is not empty" -msgstr "Предупреждение: Эта папка не пуста" +msgstr "Предупреждение: эта папка не пуста" msgid "" "You are about to create a Godot project in a non-empty folder.\n" @@ -13683,10 +13484,10 @@ msgid "" "\n" "Are you sure you wish to continue?" msgstr "" -"Вы собираетесь создать проект Godot в непустой папке.\n" -"Всё содержимое этой папки будет импортировано как ресурсы проекта!\n" +"Проект Godot будет создан в непустой папке.\n" +"Всё её содержимое будет импортировано как ресурсы проекта!\n" "\n" -"Вы уверены, что хотите продолжить?" +"Продолжить?" msgid "Couldn't create project.godot in project path." msgstr "Не удалось создать project.godot в папке проекта." @@ -13695,13 +13496,19 @@ msgid "Couldn't create icon.svg in project path." msgstr "Не удалось создать icon.svg в папке проекта." msgid "Error opening package file, not in ZIP format." -msgstr "Ошибка при открытии файла пакета, не в формате zip." +msgstr "Ошибка при открытии файла пакета (он не в формате ZIP)." msgid "The following files failed extraction from package:" msgstr "Следующие файлы не удалось извлечь из пакета:" -msgid "Package installed successfully!" -msgstr "Пакет успешно установлен!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Не удалось загрузить проект в «%s» (ошибка %d). Он может отсутствовать или " +"быть повреждён." + +msgid "New Game Project" +msgstr "Новый игровой проект" msgid "Import & Edit" msgstr "Импортировать и редактировать" @@ -13729,10 +13536,10 @@ msgstr "Отрисовщик:" msgid "The renderer can be changed later, but scenes may need to be adjusted." msgstr "" -"Отрисовщик может быть изменён позже, но сцены могут потребовать корректировки." +"Отрисовщик можно изменить позже, но сцены могут потребовать корректировки." msgid "Version Control Metadata:" -msgstr "Метаданные контроля версий:" +msgstr "Метаданные управления версиями" msgid "Git" msgstr "Git" @@ -13741,10 +13548,11 @@ msgid "This project was last edited in a different Godot version: " msgstr "В последний раз проект был изменён в другой версии Godot: " msgid "This project uses features unsupported by the current build:" -msgstr "В проекте используются функции, не поддерживаемые текущей сборкой:" +msgstr "" +"В этом проекте используются возможности, не поддерживаемые текущей сборкой:" msgid "Error: Project is missing on the filesystem." -msgstr "Ошибка: Проект отсутствует в файловой системе." +msgstr "Ошибка: проект отсутствует в файловой системе." msgid "Missing Project" msgstr "Отсутствующий проект" @@ -13752,6 +13560,28 @@ msgstr "Отсутствующий проект" msgid "Restart Now" msgstr "Перезапустить сейчас" +msgid "Quick Settings" +msgstr "Быстрая настройка" + +msgid "Interface Theme" +msgstr "Тема интерфейса" + +msgid "Custom preset can be further configured in the editor." +msgstr "Пользовательский пресет можно дополнительно настроить в редакторе." + +msgid "Display Scale" +msgstr "Масштаб отображения" + +msgid "Network Mode" +msgstr "Режим сети" + +msgid "" +"Settings changed! The project manager must be restarted for changes to take " +"effect." +msgstr "" +"Настройки изменены! Чтобы изменения вступили в силу, необходимо перезапустить " +"менеджер проектов." + msgid "Add Project Setting" msgstr "Добавить настройку проекта" @@ -13768,7 +13598,7 @@ msgid "Change Action deadzone" msgstr "Изменить мёртвую зону действия" msgid "Change Input Action Event(s)" -msgstr "Изменить событие(я) действия ввода" +msgstr "Изменить события действия ввода" msgid "Erase Input Action" msgstr "Удалить действие ввода" @@ -13801,13 +13631,10 @@ msgid "Autoload" msgstr "Автозагрузка" msgid "Shader Globals" -msgstr "Общ. Шейдеры" - -msgid "Global Groups" -msgstr "Глобальные группы" +msgstr "Глобальные униформы" msgid "Plugins" -msgstr "Плагины" +msgstr "Модули" msgid "Import Defaults" msgstr "Шаблоны импорта" @@ -13852,15 +13679,15 @@ msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" -"Последовательный целочисленный счетчик.\n" -"Сравните параметры счетчика." +"Последовательный целочисленный счётчик.\n" +"Сравните параметры счётчика." msgid "Per-level Counter" -msgstr "Счетчик для каждого уровня" +msgstr "Счётчик для уровня" msgid "If set, the counter restarts for each group of child nodes." msgstr "" -"Если установлено, счетчик перезапускается для каждой группы дочерних узлов." +"Если установлено, счётчик перезапускается для каждой группы дочерних узлов." msgid "Initial value for the counter." msgstr "Начальное значение для счётчика." @@ -13872,17 +13699,17 @@ msgid "Amount by which counter is incremented for each node." msgstr "Значение, на которое увеличивается счётчик для каждого узла." msgid "Padding" -msgstr "Отступ" +msgstr "Заполнение" msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" -"Минимальное количество цифр для счетчика.\n" +"Минимальное количество цифр для счётчика.\n" "Недостающие цифры заполняются нулями." msgid "Post-Process" -msgstr "Пост-обработка" +msgstr "Постобработка" msgid "Style" msgstr "Стиль" @@ -13915,7 +13742,7 @@ msgid "Reparent Node" msgstr "Переподчинить узел" msgid "Select new parent:" -msgstr "Выберите нового родителя:" +msgstr "Выбор нового родительского элемента:" msgid "Keep Global Transform" msgstr "Сохранить глобальные преобразования" @@ -13924,7 +13751,37 @@ msgid "Reparent" msgstr "Переподчинить" msgid "Run Instances" -msgstr "Запуск экземпляров" +msgstr "Запустить экземпляры" + +msgid "Enable Multiple Instances" +msgstr "Включить несколько экземпляров" + +msgid "Main Run Args:" +msgstr "Основные аргументы запуска:" + +msgid "Main Feature Tags:" +msgstr "Основные метки возможностей:" + +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Аргументы, разделенные пробелами, пример: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Метки, разделённые запятыми. Пример: demo, steam, event" + +msgid "Instance Configuration" +msgstr "Конфигурация экземпляра" + +msgid "Override Main Run Args" +msgstr "Переопределить аргументы основного запуска" + +msgid "Launch Arguments" +msgstr "Аргументы запуска" + +msgid "Override Main Tags" +msgstr "Переопределить основные метки" + +msgid "Feature Tags" +msgstr "Метки возможностей" msgid "Pick Root Node Type" msgstr "Выбрать тип корневого узла" @@ -13933,7 +13790,7 @@ msgid "Pick" msgstr "Выбрать" msgid "Scene name is empty." -msgstr "Имя сцены пусто." +msgstr "Пустое имя сцены." msgid "File name invalid." msgstr "Недопустимое имя файла." @@ -13945,22 +13802,22 @@ msgid "File already exists." msgstr "Файл уже существует." msgid "Leave empty to derive from scene name" -msgstr "Оставьте пустым, чтобы получить из имени сцены" +msgstr "Оставьте пустым, чтобы использовать в качестве основы имя сцены" msgid "Invalid root node name." msgstr "Недопустимое имя корневого узла." msgid "Invalid root node name characters have been replaced." -msgstr "Недопустимые символы в имени корневого узла были заменены." +msgstr "Некорректные символы в имени корневого узла были заменены." msgid "Root Type:" msgstr "Тип корня:" msgid "2D Scene" -msgstr "2D сцена" +msgstr "2D-сцена" msgid "3D Scene" -msgstr "3D сцена" +msgstr "3D-сцена" msgid "User Interface" msgstr "Пользовательский интерфейс" @@ -13975,36 +13832,39 @@ msgid "" "When empty, the root node name is derived from the scene name based on the " "\"editor/naming/node_name_casing\" project setting." msgstr "" -"Когда пустое, имя корневого узла определяется из имени сцены на основе " -"настройки проекта \"editor/naming/node_name_casing\"." +"Если оставить пустым, имя корневого узла определяется по имени сцены на " +"основе настройки проекта «editor/naming/node_name_casing»." msgid "Scene name is valid." -msgstr "Имя сцены допустимо." +msgstr "Имя сцены является допустимым." msgid "Root node valid." -msgstr "Корневой узел допустим." +msgstr "Корректный корневой узел." msgid "Create New Scene" msgstr "Создать новую сцену" msgid "No parent to instantiate a child at." -msgstr "Нет родителя для инстанцирования ребёнка." +msgstr "Нет родительского элемента для инстанцирования дочернего элемента." msgid "No parent to instantiate the scenes at." -msgstr "Нет родителя для инстанцирования сцен сюда." +msgstr "Нет родительского элемента для инстанцирования сцен." msgid "Error loading scene from %s" msgstr "Ошибка при загрузке сцены из %s" +msgid "Error instantiating scene from %s" +msgstr "Ошибка при инстанцировании сцены из %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." msgstr "" -"Невозможно создать экземпляр сцены '%s', потому что текущая сцена находится в " -"одном из её узлов." +"Невозможно создать экземпляр сцены «%s», потому что текущая сцена существует " +"в одном из его узлов." msgid "Instantiate Scene(s)" -msgstr "Инстанцировать сцену(ы)" +msgstr "Инстанцировать сцены" msgid "Replace with Branch Scene" msgstr "Заменить на сцену-ветку" @@ -14016,18 +13876,24 @@ msgid "Detach Script" msgstr "Открепить скрипт" msgid "This operation can't be done on the tree root." -msgstr "Эта операция не может быть произведена над корнем дерева." +msgstr "Эта операция не может быть выполнена над корнем дерева." + +msgid "Move Node in Parent" +msgstr "Переместить узел в родительский элемент" + +msgid "Move Nodes in Parent" +msgstr "Переместить узлы в родительский элемент" msgid "Duplicate Node(s)" -msgstr "Дублировать узел(узлы)" +msgstr "Дублировать узлы" msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" -"Невозможно изменить родителя у узла в наследованных сценах, порядок узлов не " -"может быть изменен." +"Невозможно переподчинить узлы в унаследованных сценах, порядок узлов не может " +"быть изменён." msgid "Node must belong to the edited scene to become root." -msgstr "Узел должен принадлежать редактируемой сцене, что бы стать корневым." +msgstr "Узел должен принадлежать редактируемой сцене, чтобы стать корневым." msgid "Instantiated scenes can't become root" msgstr "Инстанцированные сцены не могут стать корнем" @@ -14035,20 +13901,17 @@ msgstr "Инстанцированные сцены не могут стать msgid "Make node as Root" msgstr "Сделать узел корневым" -msgid "Delete %d nodes and any children?" -msgstr "Удалить %d узлов и их детей?" - msgid "Delete %d nodes?" -msgstr "Удалить %d узлов?" +msgstr "Удалить узлы (%d)?" msgid "Delete the root node \"%s\"?" -msgstr "Удалить корневой узел \"%s\"?" +msgstr "Удалить корневой узел «%s»?" msgid "Delete node \"%s\" and its children?" -msgstr "Удалить узел \"%s\" и дочерние?" +msgstr "Удалить узел «%s» и его дочерние элементы?" msgid "Delete node \"%s\"?" -msgstr "Удалить узел \"%s\"?" +msgstr "Удалить узел «%s»?" msgid "Some nodes are referenced by animation tracks." msgstr "Дорожки анимации ссылаются на некоторые узлы." @@ -14062,8 +13925,8 @@ msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" -"Для сохранения ветви как сцены требуется выбрать только один узел, но вы " -"выбрали %d узлов." +"Для сохранения ветки как сцены требуется выбрать только один узел, но выбрано " +"%d." msgid "" "Can't save the root node branch as an instantiated scene.\n" @@ -14073,9 +13936,9 @@ msgid "" msgstr "" "Невозможно сохранить ветку корневого узла в качестве инстанцированной сцены.\n" "Чтобы создать редактируемую копию текущей сцены, продублируйте её с помощью " -"контекстного меню панели \"Файловая система\"\n" -"или создайте унаследованную сцену, используя вместо этого Сцена > Новая " -"унаследованная сцена..." +"контекстного меню панели «Файловая система»\n" +"или создайте унаследованную сцену с помощью пункта меню «Сцена > Новая " +"унаследованная сцена...»." msgid "" "Can't save the branch of an already instantiated scene.\n" @@ -14083,9 +13946,9 @@ msgid "" "the instantiated scene using Scene > New Inherited Scene... instead." msgstr "" "Невозможно сохранить ветку уже инстанцированной сцены.\n" -"Чтобы создать вариацию сцены, вы можете создать унаследованную сцену на " -"основе инстанцированной сцены, используя вместо этого Сцена > Новая " -"унаследованная сцена..." +"Чтобы создать вариацию сцены, можно создать унаследованную сцену на основе " +"инстанцированной сцены с помощью пункта меню «Сцена > Новая унаследованная " +"сцена...»." msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" @@ -14095,8 +13958,7 @@ msgstr "" "Невозможно сохранить ветку, которая является дочерним элементом уже " "инстанцированной сцены.\n" "Чтобы сохранить эту ветку в отдельной сцене, откройте исходную сцену, " -"щёлкните правой кнопкой мыши по этой ветке и выберите \"Сохранить ветку как " -"сцену\"." +"щёлкните по ветке правой кнопкой мыши и выберите «Сохранить ветку как сцену»." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -14105,8 +13967,7 @@ msgid "" msgstr "" "Невозможно сохранить ветку, которая является частью унаследованной сцены.\n" "Чтобы сохранить эту ветку в отдельной сцене, откройте исходную сцену, " -"щёлкните правой кнопкой мыши по этой ветке и выберите \"Сохранить ветку как " -"сцену\"." +"щёлкните по ветке правой кнопкой мыши и выберите «Сохранить ветку как сцену»." msgid "Save New Scene As..." msgstr "Сохранить новую сцену как..." @@ -14115,30 +13976,31 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"Отключение параметра \"editable_instance\" приведет к тому, что все свойства " -"узла будут возвращены к значениям по умолчанию." +"Отключение параметра «editable_instance» приведёт к тому, что все свойства " +"узла вернутся к значениям по умолчанию." msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " "all properties of the node to be reverted to their default." msgstr "" -"Включение \"Загружать как заполнитель\" отключит \"Редактируемых дочерних " -"элементов\" и приведет к возврату всех свойств узла к значениям по умолчанию." +"Включение опции «Загрузить как заполнитель» отключит опцию «Редактируемые " +"дочерние элементы» и приведёт к тому, что все свойства узла вернутся к " +"значениям по умолчанию." msgid "Make Local" msgstr "Сделать локальным" msgid "Can't toggle unique name for nodes in subscene!" -msgstr "Нельзя переключить уникальное имя для узлов в подсцене!" +msgstr "Невозможно переключить уникальное имя для узлов в подсцене!" msgid "Enable Scene Unique Name(s)" -msgstr "Включить уникальные имена сцен" +msgstr "Включить уникальные имена в сценах" msgid "Unique names already used by another node in the scene:" -msgstr "Данное уникальное имя уже использовано у другого узла в сцене:" +msgstr "Уникальные имена, уже используемые другими узлами в сцене:" msgid "Disable Scene Unique Name(s)" -msgstr "Отключить уникальные имена сцен" +msgstr "Отключить уникальные имена в сценах" msgid "New Scene Root" msgstr "Новый корень сцены" @@ -14146,6 +14008,9 @@ msgstr "Новый корень сцены" msgid "Create Root Node:" msgstr "Создать корневой узел:" +msgid "Toggle the display of favorite nodes." +msgstr "Переключить видимость избранных узлов." + msgid "Other Node" msgstr "Другой узел" @@ -14156,14 +14021,13 @@ msgid "Filters" msgstr "Фильтры" msgid "Can't operate on nodes from a foreign scene!" -msgstr "Невозможно выполнить операцию на узлах из внешней сцены!" +msgstr "Невозможно работать с узлами из внешней сцены!" msgid "Can't operate on nodes the current scene inherits from!" -msgstr "" -"Невозможно выполнить операцию на узлах, от которых унаследована текущая сцена!" +msgstr "Невозможно работать с узлами, которым наследует текущая сцена!" msgid "This operation can't be done on instantiated scenes." -msgstr "Эта операция не может быть выполнена на инстанцированных сценах." +msgstr "Эта операция не может быть выполнена над инстанцированными сценами." msgid "Attach Script" msgstr "Прикрепить скрипт" @@ -14171,30 +14035,30 @@ msgstr "Прикрепить скрипт" msgid "Set Shader" msgstr "Задать шейдер" -msgid "Cut Node(s)" -msgstr "Вырезать узел(узлы)" +msgid "Toggle Editable Children" +msgstr "Включить или отключить редактируемые дочерние элементы" msgid "Remove Node(s)" -msgstr "Удалить узел(узлы)" +msgstr "Удалить узлы" msgid "Change type of node(s)" -msgstr "Изменить тип узла(ов)" +msgstr "Изменить тип узлов" msgid "This operation requires a single selected node." -msgstr "Эта операция требует одного выбранного узла." +msgstr "Для этой операции требуется один выбранный узел." msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" -"Не возможно сохранить новую сцену. Вероятно, зависимости (экземпляры) не " -"могли быть удовлетворены." +"Невозможно сохранить новую сцену. Вероятно, не удалось удовлетворить " +"зависимости (экземпляры)." msgid "Error saving scene." msgstr "Ошибка сохранения сцены." msgid "Error duplicating scene to save it." -msgstr "Ошибка дублирования сцены, при её сохранении." +msgstr "Ошибка дублирования сцены при её сохранении." msgid "Instantiate Script" msgstr "Инстанцировать скрипт" @@ -14202,23 +14066,30 @@ msgstr "Инстанцировать скрипт" msgid "Sub-Resources" msgstr "Вложенные ресурсы" -msgid "Revoke Unique Name" -msgstr "Убрать уникальное имя" - msgid "Access as Unique Name" -msgstr "Доступ по уникальному имени" +msgstr "Доступ как к уникальному имени" msgid "Clear Inheritance" msgstr "Очистить наследование" msgid "Editable Children" -msgstr "Редактируемые потомки" +msgstr "Редактируемые дочерние элементы" msgid "Load as Placeholder" msgstr "Загрузить как заполнитель" msgid "Auto Expand to Selected" -msgstr "Авто-раскрыть дерево до выбранного элемента" +msgstr "Автоматическое расширение до выделенного" + +msgid "Center Node on Reparent" +msgstr "Центрировать узел при переподчинении" + +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Когда этот параметр включён, при использовании опции «Переподчинить новому " +"узлу» новый узел будет создан в центре выбранных узлов (если это возможно)." msgid "All Scene Sub-Resources" msgstr "Все вложенные ресурсы сцены" @@ -14229,10 +14100,8 @@ msgid "" "or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" "insensitive." msgstr "" -"Фильтруйте узлы, вводя часть их имени, тип (если указано \"type:\" или \"t:" -"\")\n" -"или группу (если указано \"group:\" или \"g:\"). Фильтрация " -"регистронезависима." +"Фильтруйте узлы, вводя часть их имени, тип (если указано «type:» или «t:»)\n" +"или группу (если указано «group:» или «g:»). Фильтрация регистронезависима." msgid "Filter by Type" msgstr "Фильтр по типу" @@ -14241,14 +14110,14 @@ msgid "Filter by Group" msgstr "Фильтр по группе" msgid "Selects all Nodes of the given type." -msgstr "Выбирает все узлы данного типа." +msgstr "Выбирает все узлы указанного типа." msgid "" "Selects all Nodes belonging to the given group.\n" "If empty, selects any Node belonging to any group." msgstr "" -"Выбирает все узлы, принадлежащие данной группе.\n" -"Если пусто, выбирает любой узел, принадлежащий любой группе." +"Выбирает все узлы, принадлежащие к указанной группе.\n" +"Если пусто, выбирает любой узел, принадлежащий к любой группе." msgid "" "Cannot attach a script: there are no languages registered.\n" @@ -14256,50 +14125,59 @@ msgid "" "disabled." msgstr "" "Невозможно прикрепить скрипт: нет зарегистрированных языков.\n" -"Вероятно, это связано с тем, что этот редактор был построен с отключенными " -"всеми языковыми модулями." +"Вероятно, причина в том, что этот редактор был собран с отключёнными модулями " +"всех языков." msgid "Can't paste root node into the same scene." msgstr "Невозможно вставить корневой узел в ту же сцену." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Вставить узел(ы) как братский элемент %s" - msgid "Paste Node(s) as Child of %s" -msgstr "Вставить узел(ы) как дочерний элемент %s" +msgstr "Вставить узлы как дочерний элемент %s" msgid "Paste Node(s) as Root" -msgstr "Вставить узел(ы) как корневой" +msgstr "Вставить узлы как корневой элемент" msgid "<Unnamed> at %s" -msgstr "<Безымянный> в %s" +msgstr "<Без имени> в %s" msgid "(used %d times)" -msgstr "(использовано %d раз)" +msgstr "(использовано раз: %d)" + +msgid "Batch Rename..." +msgstr "Групповое переименование…" msgid "Add Child Node..." -msgstr "Добавить дочерний узел..." +msgstr "Добавить дочерний узел…" msgid "Instantiate Child Scene..." -msgstr "Создать экземпляр дочерней сцены..." +msgstr "Инстанцировать дочернюю сцену…" msgid "Expand/Collapse Branch" msgstr "Развернуть/свернуть ветку" msgid "Paste as Sibling" -msgstr "Вставить как братский элемент" +msgstr "Вставить как одноуровневый элемент" msgid "Change Type..." -msgstr "Изменить тип..." +msgstr "Изменить тип…" msgid "Attach Script..." -msgstr "Прикрепить скрипт..." +msgstr "Прикрепить скрипт…" + +msgid "Reparent..." +msgstr "Переподчинить…" + +msgid "Reparent to New Node..." +msgstr "Переподчинить новому узлу…" msgid "Make Scene Root" -msgstr "Создать корневой узел сцены" +msgstr "Сделать корнем сцены" + +msgid "Save Branch as Scene..." +msgstr "Сохранить ветку как сцену…" msgid "Toggle Access as Unique Name" -msgstr "Переключить доступ по уникальному имени" +msgstr "Переключить доступ как к уникальному имени" msgid "Delete (No Confirm)" msgstr "Удалить (без подтверждения)" @@ -14311,8 +14189,8 @@ msgid "" "Instantiate a scene file as a Node. Creates an inherited scene if no root " "node exists." msgstr "" -"Добавить файл сцены как узел. Создаёт наследуемую сцену, если корневой узел " -"не существует." +"Инстанцировать файл сцены как узел. Создаёт унаследованную сцену, если " +"корневой узел не существует." msgid "Filter: name, t:type, g:group" msgstr "Фильтр: имя, t:тип, g:группа" @@ -14321,7 +14199,7 @@ msgid "Attach a new or existing script to the selected node." msgstr "Прикрепить новый или существующий скрипт к выбранному узлу." msgid "Detach the script from the selected node." -msgstr "Убрать скрипт у выбранного узла." +msgstr "Открепить скрипт от выбранного узла." msgid "Extra scene options." msgstr "Дополнительные параметры сцены." @@ -14334,10 +14212,10 @@ msgid "" "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" -"Если выбрано, панель удалённого дерева сцены будет вызывать задержки при " -"каждом обновлении.\n" -"Для повышения производительности переключитесь обратно в панель локального " -"дерева сцены." +"Если выбрано, панель дерева удалённых сцен будет вызывать задержки при каждом " +"обновлении.\n" +"Для повышения производительности переключитесь обратно в панель дерева " +"локальных сцен." msgid "Local" msgstr "Локальный" @@ -14346,7 +14224,7 @@ msgid "Delete Related Animation Tracks" msgstr "Удалить связанные дорожки анимации" msgid "Clear Inheritance? (No Undo!)" -msgstr "Очистить наследование? (Нельзя отменить!)" +msgstr "Очистить наследование? (НЕЛЬЗЯ ОТМЕНИТЬ)" msgid "Path is empty." msgstr "Не указан путь." @@ -14361,7 +14239,7 @@ msgid "Path is not local." msgstr "Путь не локальный." msgid "Base path is invalid." -msgstr "Недопустимый базовый путь." +msgstr "Некорректный базовый путь." msgid "A directory with the same name exists." msgstr "Каталог с таким же именем существует." @@ -14379,7 +14257,7 @@ msgid "Template:" msgstr "Шаблон:" msgid "Error - Could not create script in filesystem." -msgstr "Ошибка - Не удалось создать скрипт в файловой системе." +msgstr "Ошибка — не удалось создать скрипт в файловой системе." msgid "Error loading script from %s" msgstr "Ошибка при загрузке скрипта из %s" @@ -14391,16 +14269,16 @@ msgid "Open Script" msgstr "Открыть скрипт" msgid "Inherit %s" -msgstr "Наследует %s" +msgstr "Наследовать %s" msgid "Inherit" -msgstr "Наследует" +msgstr "Наследовать" msgid "Invalid path." -msgstr "Недопустимый путь." +msgstr "Неверный путь." msgid "Invalid inherited parent name or path." -msgstr "Неверное имя или путь наследуемого предка." +msgstr "Недопустимое имя наследуемого родительского элемента или путь к нему." msgid "File exists, it will be reused." msgstr "Файл существует, будет использован повторно." @@ -14409,21 +14287,21 @@ msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" -"Примечание: встроенные скрипты имеют несколько ограничений и не могут быть " -"редактированы через внешний редактор." +"Примечание: у встроенных скриптов есть некоторые ограничения, а также их " +"нельзя редактировать с помощью внешнего редактора." msgid "" "Warning: Having the script name be the same as a built-in type is usually not " "desired." msgstr "" -"Предупреждение: Обычно нежелательно, чтобы имя скрипта совпадало с именем " +"Предупреждение: обычно нежелательно, чтобы имя скрипта совпадало с именем " "встроенного типа." msgid "Built-in script (into scene file)." msgstr "Встроенный скрипт (в файл сцены)." msgid "Using existing script file." -msgstr "Будет использован существующий файл скрипта." +msgstr "С использованием существующего файла скрипта." msgid "Will load an existing script file." msgstr "Будет загружен существующий скрипт." @@ -14435,10 +14313,10 @@ msgid "No suitable template." msgstr "Нет подходящего шаблона." msgid "Empty" -msgstr "Пусто" +msgstr "Пустой" msgid "Script path/name is valid." -msgstr "Путь/имя скрипта допустимы." +msgstr "Путь/имя скрипта является допустимым." msgid "Will create a new script file." msgstr "Будет создан новый файл скрипта." @@ -14447,22 +14325,22 @@ msgid "Built-in Script:" msgstr "Встроенный скрипт:" msgid "Attach Node Script" -msgstr "Прикрепить скрипт" +msgstr "Прикрепить скрипт узла" msgid "Error - Could not create shader include in filesystem." -msgstr "Ошибка - Не удалось создать включаемый файл шейдера в файловой системе." +msgstr "Ошибка — не удалось создать файл включения шейдера в файловой системе." msgid "Error - Could not create shader in filesystem." -msgstr "Ошибка - Не удалось создать шейдер в файловой системе." +msgstr "Ошибка — не удалось создать шейдер в файловой системе." msgid "Error loading shader from %s" -msgstr "Ошибка загрузки шейдера из %s" +msgstr "Ошибка при загрузке шейдера из %s" msgid "N/A" msgstr "Н/Д" msgid "Open Shader / Choose Location" -msgstr "Открыть шейдер / Выбрать расположение" +msgstr "Открыть шейдер / Выбрать место" msgid "Invalid base path." msgstr "Недопустимый базовый путь." @@ -14472,7 +14350,7 @@ msgstr "Выбрано неверное расширение." msgid "Note: Built-in shaders can't be edited using an external editor." msgstr "" -"Примечание: Встроенные шейдеры нельзя редактировать с помощью внешнего " +"Примечание: встроенные шейдеры нельзя редактировать с помощью внешнего " "редактора." msgid "Built-in shader (into scene file)." @@ -14485,7 +14363,7 @@ msgid "Shader file already exists." msgstr "Файл шейдера уже существует." msgid "Shader path/name is valid." -msgstr "Путь/имя шейдера допустимы." +msgstr "Путь/имя шейдера является допустимым." msgid "Will create a new shader file." msgstr "Будет создан новый файл шейдера." @@ -14502,8 +14380,17 @@ msgstr "Создать шейдер" msgid "Set Shader Global Variable" msgstr "Задать глобальную переменную шейдера" +msgid "Name cannot be empty." +msgstr "Имя не может быть пустым." + +msgid "Name must be a valid identifier." +msgstr "Имя должно быть допустимым идентификатором." + +msgid "Global shader parameter '%s' already exists." +msgstr "Глобальный параметр шейдера «%s» уже существует." + msgid "Name '%s' is a reserved shader language keyword." -msgstr "Имя '%s' является зарезервированным словом языка шейдера." +msgstr "Имя «%s» — зарезервированное ключевое слово языка шейдеров." msgid "Add Shader Global Parameter" msgstr "Добавить глобальный параметр шейдера" @@ -14517,10 +14404,10 @@ msgid "" 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." +"Воспользуйтесь инструментом «Обновить поверхности сетки» из меню «Проект > " +"Инструменты». Вы можете проигнорировать это сообщение и продолжить " +"использовать устаревшие сетки, но помните, что это в этом случае проект " +"каждый раз будет загружаться дольше." msgid "" "This project uses meshes with an outdated mesh format. Check the output log." @@ -14569,6 +14456,13 @@ msgstr "Перезапустить и обновить" msgid "Make this panel floating in the screen %d." msgstr "Сделать эту панель плавающей на экране %d." +msgid "" +"Make this panel floating.\n" +"Right-click to open the screen selector." +msgstr "" +"Сделать эту панель плавающей.\n" +"Щёлкните правой кнопкой мыши, чтобы открыть выбор экрана." + msgid "Select Screen" msgstr "Выбрать экран" @@ -14579,125 +14473,48 @@ msgid "Change Cylinder Height" msgstr "Изменить высоту цилиндра" msgid "Change Torus Inner Radius" -msgstr "Изменение внутреннего радиуса полукруга" +msgstr "Изменить внутренний радиус тора" msgid "Change Torus Outer Radius" -msgstr "Изменение внешнего радиуса полукруга" - -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Недопустимое значение аргумента type для convert(), используйте константы " -"TYPE_*." - -msgid "Cannot resize array." -msgstr "Невозможно изменить размер массива." - -msgid "Step argument is zero!" -msgstr "Аргумент шага равен нулю!" - -msgid "Not a script with an instance" -msgstr "Скрипт без экземпляра" - -msgid "Not based on a script" -msgstr "Основан не на скрипте" - -msgid "Not based on a resource file" -msgstr "Основан не на файле ресурсов" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Недопустимый формат экземпляра словаря (отсутствует @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Недопустимый формат экземпляра словаря (невозможно загрузить скрипт из @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Недопустимый формат экземпляра словаря (неверный скрипт в @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Недопустимый экземпляр словаря (неверные подклассы)" - -msgid "Cannot instantiate GDScript class." -msgstr "Невозможно создать экземпляр класса GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "Значение типа '%s' не может иметь длину." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Недопустимый аргумент type для is_instance_of(), используйте константы TYPE_* " -"для встроенных типов." - -msgid "Type argument is a previously freed instance." -msgstr "Тип аргумента - это ранее освобожденный экземпляр класса." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Недопустимый аргумент type для is_instance_of(), используйте TYPE_* " -"константу, класс или скрипт." - -msgid "Value argument is a previously freed instance." -msgstr "Значения аргумента - это ранее освобожденный экземпляр класса." +msgstr "Изменить внешний радиус тора" msgid "Export Scene to glTF 2.0 File" -msgstr "Экспорт сцены в файл glTF 2.0" +msgstr "Экспортировать сцену в файл glTF 2.0" msgid "Export Settings:" -msgstr "Настройки экспорта:" +msgstr "Параметры экспорта:" msgid "glTF 2.0 Scene..." -msgstr "Сцена glTF 2.0..." - -msgid "Path does not contain a Blender installation." -msgstr "Путь не содержит установки Blender." - -msgid "Can't execute Blender binary." -msgstr "Не удалось запустить Blender фаил." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Неожиданный вывод --version от исполняемого файла Blender по пути: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "В прлилагаемом пути отсутствует Blender фаил." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "Версия установленого Blender слишком стара для импорта (нужна 3.0+)." +msgstr "Сцена glTF 2.0…" msgid "Path to Blender installation is valid (Autodetected)." -msgstr "Путь к установленому Blender верен (определяется автоматически)." +msgstr "Путь к установке Blender является допустимым (определён автоматически)." msgid "Path to Blender installation is valid." msgstr "Путь к установке Blender является допустимым." msgid "Configure Blender Importer" -msgstr "Настроить импортер Blender" +msgstr "Настроить средство импорта Blender" msgid "" "Blender 3.0+ is required to import '.blend' files.\n" "Please provide a valid path to a Blender installation:" msgstr "" -"Для импорта файлов '.blend' требуется Blender 3.0+.\n" -"Пожалуйста, укажите правильный путь установки Blender:" +"Для импорта файлов «.blend» требуется Blender 3.0+.\n" +"Укажите правильный путь к установке Blender:" msgid "Disable '.blend' Import" -msgstr "Отключить импорт '.blend'" +msgstr "Отключить импорт «.blend»" msgid "" "Disables Blender '.blend' files import for this project. Can be re-enabled in " "Project Settings." msgstr "" -"Отключает импорт файлов Blender '.blend' в данном проекте. Может быть " -"повторно включен в Настройках проекта." - -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "Отключение импорта файлов '.blend' требует перезапуска редактора." +"Отключает импорт файлов «.blend» Blender для этого проекта. Его можно " +"включить снова в настройках проекта." msgid "Next Plane" -msgstr "Следующая поскость" +msgstr "Следующая плоскость" msgid "Previous Plane" msgstr "Предыдущая плоскость" @@ -14715,64 +14532,64 @@ msgid "Floor:" msgstr "Этаж:" msgid "GridMap Delete Selection" -msgstr "Удалить выделенную сетку" +msgstr "GridMap: удалить выделенное" msgid "GridMap Fill Selection" -msgstr "Залить выделенную сетку" +msgstr "GridMap: заполнить выделенное" msgid "GridMap Paste Selection" -msgstr "Вставить выделенную сетку" +msgstr "GridMap: вставить выделенное" msgid "GridMap Paint" -msgstr "Рисование сетки" +msgstr "GridMap: рисование" msgid "GridMap Selection" -msgstr "Выделение сетки" +msgstr "GridMap: выделение" msgid "Edit X Axis" -msgstr "Редактирование оси X" +msgstr "Изменить ось X" msgid "Edit Y Axis" -msgstr "Редактирование оси Y" +msgstr "Изменить ось Y" msgid "Edit Z Axis" -msgstr "Редактирование оси Z" +msgstr "Изменить ось Z" msgid "Cursor Rotate X" -msgstr "Курсор поворот по X" +msgstr "Поворот курсора по X" msgid "Cursor Rotate Y" -msgstr "Курсор поворот по Y" +msgstr "Поворот курсора по Y" msgid "Cursor Rotate Z" -msgstr "Курсор поворот по Z" +msgstr "Поворот курсора по Z" msgid "Cursor Back Rotate X" -msgstr "Обратное вращение курсора по X" +msgstr "Обратный поворот курсора по X" msgid "Cursor Back Rotate Y" -msgstr "Обратное вращение курсора по Y" +msgstr "Обратный поворот курсора по Y" msgid "Cursor Back Rotate Z" -msgstr "Обратное вращение курсора по Z" +msgstr "Обратный поворот курсора по Z" msgid "Cursor Clear Rotation" -msgstr "Курсор очистить поворот" +msgstr "Очистить поворот курсора" msgid "Paste Selects" -msgstr "Вставить выделение" +msgstr "Выделение после вставки" msgid "Cut Selection" msgstr "Вырезать выделенное" msgid "Clear Selection" -msgstr "Очистить выделение" +msgstr "Очистить выделенное" msgid "Fill Selection" -msgstr "Заполнить выбранное" +msgstr "Заполнить выделенное" msgid "Grid Map" -msgstr "Сеточная карта" +msgstr "Карта с сеткой" msgid "GridMap Settings" msgstr "Параметры GridMap" @@ -14781,17 +14598,18 @@ msgid "Pick Distance:" msgstr "Расстояние выбора:" msgid "Filter Meshes" -msgstr "Фильтр полисеток" +msgstr "Фильтр сеток" msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "" -"Предоставьте ресурс MeshLibrary этой GridMap, чтобы использовать его сетки." +"Предоставьте GridMap ресурс MeshLibrary (библиотека сеток), чтобы " +"использовать его сетки." msgid "Determining optimal atlas size" msgstr "Определение оптимального размера атласа" msgid "Blitting albedo and emission" -msgstr "Мерцающее альбедо и излучение" +msgstr "Блитирование альбедо и излучения" msgid "Plotting mesh into acceleration structure %d/%d" msgstr "Построение сетки в структуре ускорения %d/%d" @@ -14806,10 +14624,10 @@ msgid "Preparing shaders" msgstr "Подготовка шейдеров" msgid "Un-occluding geometry" -msgstr "Неограниченная геометрия" +msgstr "Отмена заслоняющей геометрии" msgid "Plot direct lighting" -msgstr "Прямое освещение участка" +msgstr "Построить прямое освещение" msgid "Integrate indirect lighting" msgstr "Интегрировать непрямое освещение" @@ -14818,16 +14636,16 @@ msgid "Integrate indirect lighting %d%%" msgstr "Интегрировать непрямое освещение %d%%" msgid "Baking lightprobes" -msgstr "Запекание карт освещения" +msgstr "Запекание световых зондов" msgid "Integrating light probes %d%%" -msgstr "Интеграция карт освещения %d%%" +msgstr "Интеграция световых зондов %d%%" msgid "Denoising" -msgstr "Удаление шума" +msgstr "Устранение шума" msgid "Retrieving textures" -msgstr "Извлечение текстур" +msgstr "Получение текстур" msgid "Class name can't be a reserved keyword" msgstr "Имя класса не может быть зарезервированным ключевым словом" @@ -14838,44 +14656,11 @@ msgstr "Имя класса должно быть допустимым иден msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Недостаточно байтов для декодирования байтов или неверный формат." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Невозможно загрузить среду выполнения .NET, не найдена совместимая версия.\n" -"Попытка создания/редактирования проекта приведет к аварийному завершению.\n" -"\n" -"Пожалуйста, установите .NET SDK 6.0 или более позднюю версию с сайта https://" -"dotnet.microsoft.com/en-us/download и перезапустите Godot." - msgid "Failed to load .NET runtime" -msgstr "Не удалось загрузить исполняющую среду .NET" - -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"Не удается найти каталог сборок .NET.\n" -"Убедитесь, что каталог \"%s\" существует и содержит сборки .NET." +msgstr "Не удалось загрузить среду выполнения .NET" msgid ".NET assemblies not found" -msgstr "Сборки .NET не найдены" - -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Невозможно загрузить среду выполнения .NET, в частности hostfxr.\n" -"Попытка создания/редактирования проекта приводит к сбою.\n" -"\n" -"Пожалуйста, установите .NET SDK 6.0 или более позднюю версию с сайта https://" -"dotnet.microsoft.com/en-us/download и перезапустите Godot." +msgstr "Не удалось найти сборки .NET" msgid "%d (%s)" msgstr "%d (%s)" @@ -14885,11 +14670,11 @@ msgstr "%s/с" msgctxt "Network" msgid "Down" -msgstr "Вниз" +msgstr "Получение" msgctxt "Network" msgid "Up" -msgstr "Вверх" +msgstr "Отправка" msgid "Incoming RPC" msgstr "Входящий RPC" @@ -14909,9 +14694,6 @@ msgstr "Количество" msgid "Network Profiler" msgstr "Сетевой профайлер" -msgid "Replication" -msgstr "Репликация" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Выберите узел репликатора, чтобы выбрать свойство для добавления к нему." @@ -14920,48 +14702,56 @@ msgid "Not possible to add a new property to synchronize without a root." msgstr "Невозможно добавить новое свойство для синхронизации без корня." msgid "Property is already being synchronized." -msgstr "Свойство уже синхронизировано." +msgstr "Свойство уже синхронизируется." msgid "Add property to synchronizer" -msgstr "Добавить свойство к синхронизатору" +msgstr "Добавить свойство в синхронизатор" msgid "Pick a node to synchronize:" -msgstr "Выберите узел для синхронизации:" +msgstr "Выбор узла для синхронизации:" msgid "Add property to sync..." -msgstr "Доб. свойство в синх..." +msgstr "Добавить свойство для синхронизации…" msgid "Add from path" -msgstr "Добавить из пути" +msgstr "Добавить из источника" msgid "Spawn" msgstr "Разместить" msgid "Replicate" -msgstr "Рреплицировать" +msgstr "Реплицировать" + +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Добавьте свойства с помощью доступных выше опций или\n" +"перетащите их сюда из инспектора." msgid "Please select a MultiplayerSynchronizer first." -msgstr "Пожалуйста, сначала выберите MultiplayerSynchronizer." +msgstr "Сначала выберите MultiplayerSynchronizer." msgid "The MultiplayerSynchronizer needs a root path." -msgstr "MultiplayerSynchronizer(у) нужен корневой путь." +msgstr "MultiplayerSynchronizer требуется корневой путь." msgid "Property/path must not be empty." -msgstr "Свойство/путь не должен быть пустым." +msgstr "Свойство/путь не может быть пустым." msgid "Invalid property path: '%s'" -msgstr "Неверный путь к свойству: '%s'" +msgstr "Неверный путь к свойству: «%s»" msgid "Set spawn property" -msgstr "Установить свойство появления" +msgstr "Задать свойство порождения" msgid "Set sync property" -msgstr "Установить свойство синхронизации" +msgstr "Задать свойство синхронизации" msgid "" "Each MultiplayerSynchronizer can have no more than 64 watched properties." msgstr "" -"Каждый MultiplayerSynchronizer может иметь не более 64 наблюдаемых свойств." +"У каждого MultiplayerSynchronizer может быть не более 64 отслеживаемых " +"свойств." msgid "Delete Property?" msgstr "Удалить свойство?" @@ -14970,48 +14760,49 @@ msgid "Remove Property" msgstr "Удалить свойство" msgid "Property of this type not supported." -msgstr "Свойство данного типа не поддерживается." +msgstr "Свойство этого типа не поддерживается." msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." msgstr "" -"Чтобы MultiplayerSpawner мог порождать узлы, в свойстве \"Spawn Path\" должен " -"быть установлен действительный NodePath." +"Чтобы MultiplayerSpawner порождал узлы, необходимо указать корректный " +"NodePath в свойстве «Spawn Path»." msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " "MultiplayerSynchronizer to be able to synchronize properties." msgstr "" -"Для того чтобы MultiplayerSynchronizer мог синхронизировать свойства, в " -"свойстве \"Root Path\" должен быть установлен действительный путь узла." +"Чтобы MultiplayerSynchronizer синхронизировал свойства, необходимо указать " +"корректный NodePath в свойстве «Root Path»." msgid "A NavigationMesh resource must be set or created for this node to work." -msgstr "Ресурс NavigationMesh должен быть установлен или создан для этого узла." +msgstr "" +"Чтобы этот узел работал, необходимо задать или создать ресурс NavigationMesh." msgid "" "Cannot generate navigation mesh because it does not belong to the edited " "scene. Make it unique first." msgstr "" -"Невозможно создать навигационную сетку, поскольку она не принадлежит " -"редактируемой сцене. Сначала сделайте ее уникальной." +"Не удалось создать сетку навигации, так как она не принадлежит изменённой " +"сцене. Сначала нужно сделать её уникальной." msgid "" "Cannot generate navigation mesh because it belongs to a resource which was " "imported." msgstr "" -"Невозможно создать навигационную сетку, поскольку она принадлежит ресурсу, " -"который был импортирован." +"Не удалось создать сетку навигации, так как она принадлежит импортированному " +"ресурсу." msgid "" "Cannot generate navigation mesh because the resource was imported from " "another type." msgstr "" -"Невозможно сгенерировать навигационную сетку, поскольку ресурс был " -"импортирован из другого типа." +"Не удалось создать сетку навигации, так как ресурс был импортирован из " +"другого типа." msgid "Bake NavigationMesh" -msgstr "Пробить NavigationMesh" +msgstr "Запечь NavigationMesh" msgid "" "Bakes the NavigationMesh by first parsing the scene for source geometry and " @@ -15029,14 +14820,13 @@ msgstr "Очищает внутренние вершины и полигоны msgid "Toggles whether the noise preview is computed in 3D space." msgstr "" -"Задаёт, будет ли предварительный просмотр шума вычисляться в трехмерном " -"пространстве." +"Включает или отключает расчёт предпросмотра порога шума в 3D-пространстве." msgid "Rename Action" msgstr "Переименовать действие" msgid "Rename Actions Localized name" -msgstr "Переименование действий с локальным названием" +msgstr "Изменить локализованное название действия" msgid "Change Action Type" msgstr "Изменить тип действия" @@ -15054,7 +14844,7 @@ msgid "Add interaction profile" msgstr "Добавить профиль взаимодействия" msgid "Error saving file %s: %s" -msgstr "Ошибка при сохранении файла%s: %s" +msgstr "Ошибка при сохранении файла %s: %s" msgid "Error loading %s: %s." msgstr "Ошибка загрузки %s: %s." @@ -15081,22 +14871,22 @@ msgid "Add an interaction profile." msgstr "Добавить профиль взаимодействия." msgid "Save this OpenXR action map." -msgstr "Сохраните эту карту действий OpenXR." +msgstr "Сохранить эту карту действий OpenXR." msgid "Reset to default OpenXR action map." -msgstr "Сброс карты действий OpenXR к настройкам по умолчанию." +msgstr "Вернуться к карте действий OpenXR по умолчанию." msgid "Action Sets" -msgstr "Набор действий" +msgstr "Наборы действий" msgid "Rename Action Set" msgstr "Переименовать набор действий" msgid "Rename Action Sets Localized name" -msgstr "Действие переименования устанавливает локальное имя" +msgstr "Изменить локализованное название набора действий" msgid "Change Action Sets priority" -msgstr "Изменить приоритеты Набора Действий" +msgstr "Изменить приоритет набора действий" msgid "Add action" msgstr "Добавить действие" @@ -15104,11 +14894,8 @@ msgstr "Добавить действие" msgid "Delete action" msgstr "Удалить действие" -msgid "OpenXR Action Map" -msgstr "Карта действий OpenXR" - msgid "Remove action from interaction profile" -msgstr "Удалить действие из профиля взаимодействий" +msgstr "Удалить действие из профиля взаимодействия" msgid "Add binding" msgstr "Добавить привязку" @@ -15120,82 +14907,75 @@ msgid "Pose" msgstr "Поза" msgid "Haptic" -msgstr "Тактильный" +msgstr "Сенс." msgid "Unknown" -msgstr "Неизвестно" +msgstr "Неизв." msgid "Select an action" -msgstr "Выбрать действие" +msgstr "Выберите действие" msgid "Choose an XR runtime." -msgstr "Выбор среды исполнения XR." - -msgid "Package name is missing." -msgstr "Отсутствует имя пакета." - -msgid "Package segments must be of non-zero length." -msgstr "Части пакета не могут быть пустыми." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Символ '%s' не разрешён в имени пакета Android-приложения." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Число не может быть первым символом в части пакета." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Символ '%s' не может стоять первым в сегменте пакета." - -msgid "The package must have at least one '.' separator." -msgstr "Пакет должен иметь хотя бы один разделитель '.'." +msgstr "Выберите среду выполнения XR." msgid "Invalid public key for APK expansion." -msgstr "Недействительный публичный ключ для расширения APK." +msgstr "Недействительный открытый ключ для расширения APK." msgid "Invalid package name:" msgstr "Недопустимое имя пакета:" msgid "\"Use Gradle Build\" must be enabled to use the plugins." -msgstr "\"Use Gradle Build\" должен быть включен для использования плагинов." +msgstr "" +"Для использования модулей необходимо включить опцию «Использовать сборку " +"Gradle» (Use Gradle Build)." msgid "OpenXR requires \"Use Gradle Build\" to be enabled" -msgstr "OpenXR требует включения \"Использовать Gradle сборку\"" +msgstr "" +"Для работы OpenXR необходимо включить параметр «Использовать сборку Gradle» " +"(Use Gradle Build)" + +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"Параметр «Сжимать собственные библиотеки» (Compress Native Libraries) " +"действителен, только если включён параметр «Использовать сборку Gradle» (Use " +"Gradle Build)." msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" -"\"Export AAB\" действителен только при включённой опции \"Использовать Gradle " -"сборку\"." +"Параметр «Экспорт AAB» (Export AAB) действителен, только если включён " +"параметр «Использовать сборку Gradle» (Use Gradle Build)." msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" -"\"Min SDK\" можно переопределить, только если включена опция \"Использовать " -"Gradle Build\"." +"«Мин. SDK» можно переопределить, только если включён параметр «Использовать " +"сборку Gradle» (Use Gradle Build)." msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" -"\"Min SDK\" должен быть значением целого типа, но получено \"%s\", что " +"«Мин. SDK» должно быть значением целого типа, но получено «%s», что " "недопустимо." msgid "" "\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " "library." -msgstr "" -"\"Min SDK\" не может быть меньше %d версии, требуемой библиотекой Godot." +msgstr "«Мин. SDK» не может быть ниже %d (версии, требуемой библиотекой Godot)." msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" -"\"Target SDK\" можно переопределить, только если включена опция " -"\"Использовать Gradle сборку\"." +"«Целевой SDK» можно переопределить, только если включён параметр " +"«Использовать сборку Gradle» (Use Gradle Build)." msgid "" "\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" -"\"Target SDK\" должно быть валидным целым числом, полученное \"%s\" - не " -"валидно." +"Значение «Целевого SDK» должно быть допустимым целым числом, но получено " +"«%s», что не является допустимым." msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." -msgstr "Версия \"Target SDK\" должна быть больше или равна версии \"Min SDK\"." +msgstr "Версия «Целевого SDK» должна быть больше или равна версии «Мин. SDK»." msgid "Select device from the list" msgstr "Выберите устройство из списка" @@ -15210,7 +14990,7 @@ msgid "Uninstalling..." msgstr "Удаление..." msgid "Installing to device, please wait..." -msgstr "Установка на устройство, пожалуйста, ждите..." +msgstr "Выполняется установка на устройство, подождите..." msgid "Could not install to device: %s" msgstr "Не удалось установить на устройство: %s" @@ -15221,11 +15001,16 @@ msgstr "Запуск на устройстве..." msgid "Could not execute on device." msgstr "Не удалось выполнить на устройстве." +msgid "Error: There was a problem validating the keystore username and password" +msgstr "" +"Ошибка: возникла проблема при проверке имени пользователя и пароля хранилища " +"ключей" + 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 "Архитектура Android %s не поддерживается в проектах на C#." +msgstr "Android-архитектура %s не поддерживается в проектах C#." msgid "" "Android build template not installed in the project. Install it from the " @@ -15237,43 +15022,56 @@ msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" -"ЛИБО должны быть заданы настройки Debug Keystore, Debug User И Debug " -"Password, ЛИБО ни одна из них." +"Необходимо либо задать параметры Debug Keystore, Debug User и Debug Password, " +"либо не задавать ни один из этих параметров." msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" -"Отладочное хранилище ключей не настроено ни в настройках редактора, ни в " -"предустановках." +"Хранилище ключей отладки не настроено ни в настройках редактора, ни в " +"предустановке." msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" -"ЛИБО должны быть заданы настройки Release Keystore, Release User И Release " -"Password, ЛИБО ни одна из них." +"Необходимо либо задать параметры Release Keystore, Release User и Release " +"Password, либо не задавать ни один из этих параметров." msgid "Release keystore incorrectly configured in the export preset." -msgstr "Неправильно настроено хранилище ключей в предустановке экспорта." +msgstr "Хранилище ключей выпуска неверно настроено в предустановке экспорта." + +msgid "A valid Java SDK path is required in Editor Settings." +msgstr "Требуется указать верный путь к Java SDK в настройках редактора." + +msgid "Invalid Java SDK path in Editor Settings." +msgstr "Неверный путь к Java SDK в настройках редактора." + +msgid "Missing 'bin' directory!" +msgstr "Каталог «bin» отсутствует!" + +msgid "Unable to find 'java' command using the Java SDK path." +msgstr "Невозможно найти команду «java» по пути к Java SDK." + +msgid "Please check the Java SDK directory specified in Editor Settings." +msgstr "Проверьте каталог Java SDK, указанный в настройках редактора." msgid "A valid Android SDK path is required in Editor Settings." -msgstr "" -"Требуется указать действительный путь к Android SDK в Настройках редактора." +msgstr "Требуется указать верный путь к Android SDK в настройках редактора." msgid "Invalid Android SDK path in Editor Settings." -msgstr "Недействительный путь Android SDK в Настройках редактора." +msgstr "Неверный путь к Android SDK в настройках редактора." msgid "Missing 'platform-tools' directory!" -msgstr "Директория 'platform-tools' отсутствует!" +msgstr "Каталог «platform-tools» отсутствует!" msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Не удалось найти команду adb в Android SDK platform-tools." msgid "Please check in the Android SDK directory specified in Editor Settings." -msgstr "" -"Пожалуйста, проверьте каталог Android SDK, указанный в Настройках редактора." +msgstr "Проверьте каталог Android SDK, указанный в настройках редактора." msgid "Missing 'build-tools' directory!" -msgstr "Директория 'build-tools' отсутствует!" +msgstr "Каталог «build-tools» отсутствует!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Не удалось найти команду apksigner в Android SDK build-tools." @@ -15282,53 +15080,59 @@ msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " "wasn't tested and may be unstable." msgstr "" -"\"Target SDK\" %d выше чем версия по умолчанию %d. Это может работать, но не " -"тестировалось и может быть нестабильным." +"Версия «Целевого SDK» %d выше, чем версия по умолчанию %d. Возможно, " +"программа будет работать, но такая работа не тестировалась и может быть " +"нестабильной." msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." msgstr "" -"Рендерер \"%s\" предназначен для устройств Desktop и не подходит для " -"устройств Android." +"Отрисовщик «%s» предназначен для настольных устройств и не подходит для " +"Android-устройств." msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." -msgstr "\"Min SDK\" должно быть больше или равно %d для рендеринга \"%s\"." +msgstr "" +"Значение «Мин. SDK» должно быть больше или равно %d для отрисовщика «%s»." -msgid "Code Signing" -msgstr "Подпись кода" +msgid "" +"The project name does not meet the requirement for the package name format " +"and will be updated to \"%s\". Please explicitly specify the package name if " +"needed." +msgstr "" +"Название проекта не соответствует требованиям к формату имени пакета и будет " +"обновлено («%s»). При необходимости укажите имя пакета в явном виде." msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " "target sdk version. The resulting %s is unsigned." msgstr "" -"Не удалось выполнить все инструменты 'apksigner', расположенные в каталоге " -"Android SDK 'build-tools'. Пожалуйста, проверьте, что у вас установлена " -"правильная версия для вашей целевой версии sdk. Полученное значение %s " -"является беззнаковым." +"Ошибка выполнения всех инструментов «apksigner», размещённых в каталоге " +"«build-tools» Android SDK. Убедитесь, что установлена правильная версия " +"целевого SDK. Результат (%s) не подписан." msgid "" "'apksigner' could not be found. Please check that the command is available in " "the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" -"Не удалось найти 'apksigner'. Пожалуйста, убедитесь в наличии команды в " -"каталоге build-tools Android SDK. Результирующий %s не подписан." +"Не удалось найти «apksigner». Убедитесь в наличии команды в каталоге «build-" +"tools» Android SDK. Результат (%s) не подписан." msgid "Signing debug %s..." -msgstr "Подписание отладочного %s..." +msgstr "Подписание %s (отладка)..." msgid "Signing release %s..." -msgstr "Подписание релиза %s..." +msgstr "Подписание %s (релиз)..." msgid "Could not find keystore, unable to export." -msgstr "Не удалось найти хранилище ключей, экспорт невозможен." +msgstr "Не удалось найти хранилище ключей, невозможно выполнить экспорт." msgid "Could not start apksigner executable." -msgstr "Не удаётся запустить исполняемый файл apksigner." +msgstr "Не удалось запустить исполняемый файл apksigner." msgid "'apksigner' returned with error #%d" -msgstr "'apksigner' завершился с ошибкой #%d" +msgstr "Команда «apksigner» вернула ошибку #%d" msgid "" "output: \n" @@ -15341,13 +15145,13 @@ msgid "Verifying %s..." msgstr "Проверка %s..." msgid "'apksigner' verification of %s failed." -msgstr "'apksigner' проверка %s не удалась." +msgstr "Не удалось выполнить проверку «%s» с помощью «apksigner»." msgid "Target folder does not exist or is inaccessible: \"%s\"" -msgstr "Целевая папка не существует или недоступна: \"%s\"" +msgstr "Целевая папка не существует или недоступна: «%s»" msgid "Exporting for Android" -msgstr "Экспортирование для ОС Android" +msgstr "Экспорт для Android" msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "Неверное имя файла! Android App Bundle требует расширения *.aab." @@ -15365,35 +15169,54 @@ msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" -"Попытка сборки из шаблона gradle сборка, но информации о версии для него не " -"существует. Пожалуйста, переустановите из меню 'Проект'." +"Выполняется попытка сборки из шаблона gradle, но для него нет информации о " +"версии. Выполните переустановку из меню «Проект»." + +msgid "" +"Java SDK path must be configured in Editor Settings at 'export/android/" +"java_sdk_path'." +msgstr "" +"Путь к Java SDK должен быть настроен в настройках редактора по адресу «export/" +"android/java_sdk_path»." + +msgid "" +"Android SDK path must be configured in Editor Settings at 'export/android/" +"android_sdk_path'." +msgstr "" +"Путь к Android SDK должен быть настроен в настройках редактора по адресу " +"«export/android/android_sdk_path»." + +msgid "Unable to overwrite res/*.xml files with project name." +msgstr "Невозможно перезаписать файлы res/*.xml с именем проекта." msgid "Could not export project files to gradle project." msgstr "Не удалось экспортировать файлы проекта в проект gradle." msgid "Could not write expansion package file!" -msgstr "Не удалось записать расширение файла пакета!" +msgstr "Не удалось выполнить запись файла пакета расширения!" msgid "Building Android Project (gradle)" msgstr "Сборка проекта Android (gradle)" msgid "Building of Android project failed, check output for the error:" -msgstr "Сборка проекта Android не удалась, проверьте вывод для ошибки:" +msgstr "" +"Не удалось выполнить сборку проекта Android, проверьте вывод на наличие " +"ошибки:" msgid "Moving output" msgstr "Перемещение выходных данных" msgid "Unable to copy and rename export file:" -msgstr "Не удается скопировать и переименовать файл экспорта:" +msgstr "Невозможно скопировать и переименовать файл экспорта:" msgid "Package not found: \"%s\"." -msgstr "Пакет не найден: \"%s\"." +msgstr "Пакет не найден: «%s»." msgid "Creating APK..." msgstr "Создание APK..." msgid "Could not find template APK to export: \"%s\"." -msgstr "Не удалось найти шаблон APK для экспорта: \"%s\"." +msgstr "Не удалось найти шаблон APK для экспорта: «%s»." msgid "" "Missing libraries in the export template for the selected architectures: %s. " @@ -15401,8 +15224,8 @@ msgid "" "architectures in the export preset." msgstr "" "В шаблоне экспорта отсутствуют библиотеки для выбранных архитектур: %s. " -"Пожалуйста, постройте шаблон со всеми необходимыми библиотеками или снимите " -"флажки с отсутствующих архитектур в предустановках экспорта." +"Соберите шаблон со всеми необходимыми библиотеками или снимите флажки с " +"отсутствующих архитектур в предустановке экспорта." msgid "Adding files..." msgstr "Добавление файлов..." @@ -15417,51 +15240,81 @@ msgid "Could not unzip temporary unaligned APK." msgstr "Не удалось распаковать временный невыровненный APK." msgid "App Store Team ID not specified." -msgstr "Team ID App Store не указан." +msgstr "Не указан App Store Team ID." msgid "Invalid Identifier:" msgstr "Неверный идентификатор:" +msgid "Could not open a directory at path \"%s\"." +msgstr "Не удалось открыть каталог по пути «%s»." + msgid "Export Icons" -msgstr "Экспорт иконок" +msgstr "Экспортировать значки" -msgid "Exporting for iOS (Project Files Only)" -msgstr "Экспорт для iOS (только файлы проекта)" +msgid "Could not write to a file at path \"%s\"." +msgstr "Не удалось записать файл по пути «%s»." msgid "Exporting for iOS" msgstr "Экспорт для iOS" +msgid "Export template not found." +msgstr "Шаблон экспорта не найден." + +msgid "Failed to create the directory: \"%s\"" +msgstr "Не удалось создать каталог: «%s»" + +msgid "Could not create and open the directory: \"%s\"" +msgstr "Не удалось создать и открыть каталог: «%s»" + msgid "Prepare Templates" msgstr "Подготовить шаблоны" -msgid "Export template not found." -msgstr "Шаблон экспорта не найден." +msgid "Failed to export iOS plugins with code %d. Please check the output log." +msgstr "" +"Не удалось экспортировать плагины iOS с кодом %d. Проверьте журнал вывода." + +msgid "Could not create a directory at path \"%s\"." +msgstr "Не удалось создать каталог по пути «%s»." + +msgid "" +"Requested template library '%s' not found. It might be missing from your " +"template archive." +msgstr "" +"Запрошенная библиотека шаблонов «%s» не найдена. Возможно, она отсутствует в " +"вашем архиве шаблонов." msgid "Could not copy a file at path \"%s\" to \"%s\"." -msgstr "Не удалось скопировать файл из пути \"%s\" в \"%s\"." +msgstr "Не удалось скопировать файл по пути «%s» в «%s»." + +msgid "Could not access the filesystem." +msgstr "Не удалось получить доступ к файловой системе." msgid "Failed to create a file at path \"%s\" with code %d." -msgstr "Не удалось создать файл с путём \"%s\", код ошибки %d." +msgstr "Не удалось создать файл по пути «%s», код %d." msgid "Code signing failed, see editor log for details." -msgstr "Не удалось подписать код, подробности смотрите в журнале редактора." +msgstr "" +"Не удалось выполнить подписание кода, подробности доступны в журнале " +"редактора." -msgid "Xcode Build" -msgstr "Сборка Xcode" +msgid "Failed to run xcodebuild with code %d" +msgstr "Не удалось запустить xcodebuild с кодом %d" msgid "Xcode project build failed, see editor log for details." msgstr "" -"Сборка проекта Xcode не удалась, подробности смотрите в журнале редактора." +"Не удалось выполнить сборку проекта Xcode, подробности доступны в журнале " +"редактора." msgid ".ipa export failed, see editor log for details." -msgstr "Экспорт .ipa не удался, подробности см. в журнале редактора." +msgstr "" +"Не удалось выполнить экспорт .ipa, подробности доступны в журнале редактора." msgid "" ".ipa can only be built on macOS. Leaving Xcode project without building the " "package." msgstr "" -"Пакет .ipa может быть собран только на macOS. Выход из проекта Xcode без " -"сборки пакета." +"Сборку .ipa можно выполнить только в macOS. Выполняется выход из проекта " +"Xcode без сборки пакета." msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." msgstr "" @@ -15471,72 +15324,59 @@ msgstr "" 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 "Отсутствует определитель." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Символ '%s' в идентификаторе не допускается." +msgid "Invalid additional PList content: " +msgstr "Недопустимое дополнительное содержимое PList: " msgid "Could not start simctl executable." msgstr "Не удалось запустить исполняемый файл simctl." msgid "Installation failed, see editor log for details." msgstr "" -"Установка не удалась, смотрите журнал редактора для получения дополнительной " -"информации." +"Не удалось выполнить установку, подробности доступны в журнале редактора." msgid "Running failed, see editor log for details." -msgstr "" -"Запуск не удался, смотрите журнал редактора для получения дополнительной " -"информации." +msgstr "Не удалось выполнить запуск, подробности доступны в журнале редактора." msgid "Could not start ios-deploy executable." msgstr "Не удалось запустить исполняемый файл ios-deploy." msgid "Installation/running failed, see editor log for details." msgstr "" -"Установка/запуск не удался, смотрите журнал редактора для получения " -"дополнительной информации." +"Не удалось выполнить установку/запуск, подробности доступны в журнале " +"редактора." -msgid "Debug Script Export" -msgstr "Экспорт скрипта отладки" +msgid "Could not start device executable." +msgstr "Не удалось запустить исполняемый файл устройства." -msgid "Could not open file \"%s\"." -msgstr "Не удалось открыть файл \"%s\"." +msgid "Could not start devicectl executable." +msgstr "Не удалось запустить исполняемый файл devicectl." -msgid "Debug Console Export" -msgstr "Экспорт консоли отладки" +msgid "Could not open file \"%s\"." +msgstr "Не удалось открыть файл «%s»." msgid "Could not create console wrapper." -msgstr "Не удалось создать оболочку консоли." +msgstr "Не удалось создать консольную надстройку." msgid "Failed to open executable file \"%s\"." -msgstr "Не удалось открыть исполняемый файл \"%s\"." +msgstr "Не удалось открыть исполняемый файл «%s»." msgid "Executable file header corrupted." -msgstr "Заголовок исполняемого файла поврежден." +msgstr "Заголовок исполняемого файла повреждён." msgid "32-bit executables cannot have embedded data >= 4 GiB." -msgstr "" -"32-разрядные исполняемые файлы не могут иметь встроенных данных >= 4 ГБ." +msgstr "32-битные исполняемые файлы не могут иметь встроенных данных >= 4 ГБ." msgid "Executable \"pck\" section not found." -msgstr "Исполняемый раздел \"pck\" не найден." - -msgid "Stop and uninstall" -msgstr "Остановить и удалить" +msgstr "Не найден раздел «pck» исполняемого файла." msgid "Run on remote Linux/BSD system" -msgstr "Запуск на удаленной системе Linux/BSD" - -msgid "Stop and uninstall running project from the remote system" -msgstr "Остановить и удалить запущенный проект из удаленной системы" +msgstr "Запустить в удалённой системе Linux/BSD" msgid "Run exported project on remote Linux/BSD system" -msgstr "Запустить экспортированный проект в удаленной Linux/BSD системе" +msgstr "Запустить экспортированный проект в удалённой системе Linux/BSD" msgid "Running..." -msgstr "Запуск..." +msgstr "Выполняется..." msgid "Could not create temp directory:" msgstr "Не удалось создать временный каталог:" @@ -15548,10 +15388,10 @@ msgid "Creating temporary directory..." msgstr "Создание временного каталога..." msgid "Uploading archive..." -msgstr "Загрузка архива..." +msgstr "Отправка архива..." msgid "Uploading scripts..." -msgstr "Загрузка скриптов..." +msgstr "Отправка скриптов..." msgid "Starting project..." msgstr "Запуск проекта..." @@ -15560,7 +15400,7 @@ msgid "All Files" msgstr "Все файлы" msgid "Can't get filesystem access." -msgstr "Не удаётся получить доступ к файловой системе." +msgstr "Не удалось получить доступ к файловой системе." msgid "Failed to get Info.plist hash." msgstr "Не удалось получить хеш Info.plist." @@ -15569,16 +15409,16 @@ msgid "Invalid Info.plist, no exe name." msgstr "Недопустимый Info.plist, нет имени exe." msgid "Invalid Info.plist, no bundle id." -msgstr "Недопустимый Info.plist, нет id пакета." +msgstr "Недопустимый Info.plist, нет идентификатора пакета." msgid "Invalid Info.plist, can't load." -msgstr "Недопустимый Info.plist, не удаётся загрузить." +msgstr "Недопустимый Info.plist, не удалось загрузить." msgid "Failed to create \"%s\" subfolder." -msgstr "Не удалось создать подпапку \"%s\"." +msgstr "Не удалось создать подпапку «%s»." msgid "Failed to extract thin binary." -msgstr "Не удалось распаковать двоичный файл." +msgstr "Не удалось извлечь тонкий двоичный файл." msgid "Invalid binary format." msgstr "Недопустимый двоичный формат." @@ -15602,10 +15442,10 @@ msgid "Invalid executable file." msgstr "Недопустимый исполняемый файл." msgid "Can't resize signature load command." -msgstr "Не удаётся изменить размер команды загрузки подписи." +msgstr "Не удалось изменить размер команды загрузки подписи." msgid "Failed to create fat binary." -msgstr "Не удалось создать большой двоичный файл." +msgstr "Не удалось создать толстый двоичный файл." msgid "Unknown bundle type." msgstr "Неизвестный тип пакета." @@ -15618,23 +15458,23 @@ msgstr "Неверный идентификатор пакета:" msgid "App Store distribution with ad-hoc code signing is not supported." msgstr "" -"Распространение App Store со специальной подписью кода не поддерживается." +"Распространение через App Store с подписью кода ad-hoc не поддерживается." msgid "Notarization with an ad-hoc signature is not supported." -msgstr "Нотариальное заверение специальной подписью не поддерживается." +msgstr "Подтверждение подписью ad-hoc не поддерживается." msgid "Apple Team ID is required for App Store distribution." -msgstr "Требуется Apple Team ID для распространения в App Store." +msgstr "Для распространения через App Store требуется Apple Team ID." msgid "Apple Team ID is required for notarization." -msgstr "Для нотариального заверения требуется Apple Team ID." +msgstr "Для подтверждения требуется Apple Team ID." msgid "Provisioning profile is required for App Store distribution." msgstr "Требуется профиль обеспечения для распространения в App Store." msgid "Installer signing identity is required for App Store distribution." msgstr "" -"Для распространения в App Store требуется удостоверение подписи установщика." +"Для распространения через App Store требуется профиль подписания установщика." msgid "App sandbox is required for App Store distribution." msgstr "Требуется приложение-песочница для распространения в App Store." @@ -15643,129 +15483,122 @@ msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries (GDExtension or .NET)." msgstr "" -"'rcodesign' не поддерживает подписывание приложений с встроенными " +"«rcodesign» не поддерживает подписывание приложений с встроенными " "динамическими библиотеками (GDExtension или .NET)." msgid "Code signing is required for App Store distribution." -msgstr "Подписание кода требуется для распространения в App Store." +msgstr "Для распространения через App Store требуется подписание кода." msgid "Code signing is required for notarization." -msgstr "Для нотариального заверения требуется подписание кода." +msgstr "Для подтверждения требуется подписание кода." msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." -msgstr "" -"Не указаны ни имя идентификатора Apple ID, ни имя идентификатора эмитента App " -"Store Connect." +msgstr "Не указано ни имя Apple ID, ни имя издателя App Store Connect ID." msgid "" "Both Apple ID name and App Store Connect issuer ID name are specified, only " "one should be set at the same time." msgstr "" -"Указаны оба имени Apple ID и имя ID эмитента App Store Connect, одновременно " -"должно быть задано только одно." +"Указано как имя Apple ID, так и имя издателя App Store Connect ID; следует " +"оставить только одно из них." msgid "Apple ID password not specified." -msgstr "Пароль Apple ID не указан." +msgstr "Не указан пароль Apple ID." msgid "App Store Connect API key ID not specified." msgstr "Не указан идентификатор ключа API App Store Connect." msgid "App Store Connect issuer ID name not specified." -msgstr "Не указано имя идентификатора издателя App Store Connect." +msgstr "Не указано имя издателя App Store Connect ID." msgid "Microphone access is enabled, but usage description is not specified." -msgstr "" -"Конфиденциальность: Доступ к микрофону включён, но описание использования не " -"указано." +msgstr "Доступ к микрофону включён, но описание использования не приведено." msgid "Camera access is enabled, but usage description is not specified." -msgstr "" -"Конфиденциальность: Доступ к камере включён, но описание использования не " -"указано." +msgstr "Доступ к камере включён, но описание использования не приведено." msgid "" "Location information access is enabled, but usage description is not " "specified." msgstr "" -"Конфиденциальность: Доступ к информации о местоположении включён, но описание " -"использования не указано." +"Доступ к информации о местоположении включён, но описание использования не " +"приведено." msgid "Address book access is enabled, but usage description is not specified." msgstr "" -"Конфиденциальность: Доступ к адресной книге включён, но описание " -"использования не указано." +"Доступ к адресной книге включён, но описание использования не приведено." msgid "Calendar access is enabled, but usage description is not specified." -msgstr "" -"Конфиденциальность: Доступ к календарю включён, но описание использования не " -"указано." +msgstr "Доступ к календарю включён, но описание использования не приведено." msgid "Photo library access is enabled, but usage description is not specified." msgstr "" -"Конфиденциальность: Доступ к библиотеке фотографий включён, но описание " -"использования не указано." - -msgid "Notarization" -msgstr "Заверение" +"Доступ к библиотеке фотографий включён, но описание использования не " +"приведено." msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." msgstr "" -"Путь rcodesign не задан. Настройте путь rcodesign в настройках редактора " +"Не указан путь к rcodesign. Укажите путь к rcodesign в настройках редактора " "(Экспорт > macOS > rcodesign)." msgid "Could not start rcodesign executable." msgstr "Не удалось запустить исполняемый файл rcodesign." msgid "Notarization failed, see editor log for details." -msgstr "Заверение не удалось, подробности смотрите в журнале редактора." +msgstr "" +"Не удалось выполнить подтверждение, подробности доступны в журнале редактора." msgid "Notarization request UUID: \"%s\"" -msgstr "UUID запроса заверения: \"%s\"" +msgstr "UUID запроса подтверждения: «%s»" msgid "The notarization process generally takes less than an hour." -msgstr "Процесс заверения обычно занимает менее часа." +msgstr "Процесс подтверждения обычно занимает менее часа." msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" msgstr "" -"Вы можете проверить ход выполнения вручную, открыв терминал и выполнив " -"следующую команду:" +"Можно проверить ход выполнения вручную, открыв терминал и выполнив следующую " +"команду:" + +msgid "Notarization" +msgstr "Подтверждение" msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" msgstr "" -"Выполните следующую команду, чтобы прикрепить заявку на заверение к " -"экспортированному приложению (необязательно):" +"Выполните следующую команду, чтобы прикрепить удостоверяющий билет к " +"экспортируемому приложению (необязательно):" msgid "Xcode command line tools are not installed." msgstr "Инструменты командной строки Xcode не установлены." msgid "Could not start xcrun executable." -msgstr "Не удаётся запустить исполняемый файл xcrun." +msgstr "Не удалось запустить исполняемый файл xcrun." msgid "Built-in CodeSign failed with error \"%s\"." -msgstr "Встроенный CodeSign завершился с ошибкой \"%s\"." +msgstr "Работа встроенной утилиты CodeSign завершилась с ошибкой «%s»." msgid "Built-in CodeSign require regex module." -msgstr "Для встроенного CodeSign требуется модуль регулярных выражений." +msgstr "" +"Для работы встроенной утилиты CodeSign требуется модуль регулярных выражений." msgid "" "Xrcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." msgstr "" -"Путь Xrcodesign не задан. Настройте путь rcodesign в настройках редактора " +"Не указан путь к rcodesign. Укажите путь к rcodesign в настройках редактора " "(Экспорт > macOS > rcodesign)." msgid "" "Could not start codesign executable, make sure Xcode command line tools are " "installed." msgstr "" -"Не удалось запустить исполняемый файл codesign, убедитесь, что инструменты " +"Не удалось запустить исполняемый файл codesign. Убедитесь, что инструменты " "командной строки Xcode установлены." msgid "Cannot sign file %s." @@ -15773,29 +15606,27 @@ msgstr "Не удалось подписать файл %s." msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" -"Относительные символические ссылки не поддерживаются, экспортируемый \"%s\" " +"Относительные символические ссылки не поддерживаются, экспортируемый «%s» " "может быть повреждён!" -msgid "PKG Creation" -msgstr "Создание PKG" +msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." +msgstr "" +"«%s»: Info.plist отсутствует или недействителен, создан новый Info.plist." msgid "Could not start productbuild executable." msgstr "Не удалось запустить исполняемый файл productbuild." msgid "`productbuild` failed." -msgstr "Не удалось выполнить `productbuild`." - -msgid "DMG Creation" -msgstr "Создание DMG" +msgstr "Не удалось выполнить «productbuild»." msgid "Could not start hdiutil executable." -msgstr "Не удаётся запустить исполняемый файл hdiutil." +msgstr "Не удалось запустить исполняемый файл hdiutil." msgid "`hdiutil create` failed - file exists." -msgstr "Не удалось выполнить `hdiutil create` - файл уже существует." +msgstr "Не удалось выполнить «hdiutil create» — файл уже существует." msgid "`hdiutil create` failed." -msgstr "Не удалось выполнить `hdiutil create`." +msgstr "Не удалось выполнить «hdiutil create»." msgid "Exporting for macOS" msgstr "Экспорт для macOS" @@ -15804,16 +15635,16 @@ msgid "Creating app bundle" msgstr "Создание пакета приложения" msgid "Could not find template app to export: \"%s\"." -msgstr "Не удалось найти шаблон приложения для экспорта: \"%s\"." +msgstr "Не удалось найти приложение-шаблон для экспорта: «%s»." msgid "Invalid export format." msgstr "Неверный формат экспорта." msgid "Could not create directory: \"%s\"." -msgstr "Не удалось создать каталог: %s." +msgstr "Не удалось создать каталог: «%s»." msgid "Could not create directory \"%s\"." -msgstr "Не удалось создать каталог: %s." +msgstr "Не удалось создать каталог «%s»." msgid "" "Relative symlinks are not supported on this OS, the exported project might be " @@ -15823,55 +15654,52 @@ msgstr "" "экспортируемый проект может быть повреждён!" msgid "Could not created symlink \"%s\" -> \"%s\"." -msgstr "Не удалось создать символическую ссылку \"%s\" -> \"%s\"." +msgstr "Не удалось создать символическую ссылку «%s» -> «%s»." msgid "Could not open \"%s\"." -msgstr "Не удалось открыть \"%s\"." +msgstr "Не удалось открыть «%s»." msgid "" "Requested template binary \"%s\" not found. It might be missing from your " "template archive." msgstr "" -"Запрашиваемый двоичный файл шаблона \"%s\" не найден. Возможно, он " -"отсутствует в вашем архиве шаблонов." +"Запрошенный двоичный файл шаблона «%s» не найден. Возможно, он отсутствует в " +"вашем архиве шаблонов." msgid "Making PKG" msgstr "Создание PKG" -msgid "Entitlements Modified" -msgstr "Права изменены" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." msgstr "" -"Для подписанных ad-hoc приложений требуется право 'Отключить проверку " -"библиотеки' для загрузки динамических библиотек." +"Подписанным ad-hoc приложениям требуется право «Отключить проверку " +"библиотеки» для загрузки динамических библиотек." msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries." msgstr "" -"'rcodesign' не поддерживает подписывание приложений с встроенными " +"«rcodesign» не поддерживает подписывание приложений с встроенными " "динамическими библиотеками." msgid "Could not create entitlements file." msgstr "Не удалось создать файл прав." msgid "Could not create helper entitlements file." -msgstr "Не удалось создать вспомогательный файл прав." +msgstr "Не удалось создать файл прав помощника." msgid "Code signing bundle" -msgstr "Подпись кода пакета" +msgstr "Подписание кода пакета" msgid "Making DMG" msgstr "Создание DMG" msgid "Code signing DMG" -msgstr "Подпись кода DMG" +msgstr "Подписание кода DMG" msgid "Making PKG installer" -msgstr "Создание PKG установщика" +msgstr "Создание установщика PKG" msgid "Making ZIP" msgstr "Создание ZIP" @@ -15880,77 +15708,89 @@ msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" -"Заверение требует, чтобы приложение было сначала заархивировано, вместо этого " -"выберите формат экспорта DMG или ZIP." +"Для подтверждения необходимо сначала добавить приложение в архив. Выберите " +"формат экспорта DMG или ZIP." msgid "Sending archive for notarization" -msgstr "Отправка архива для заверения" +msgstr "Отправка архива для подтверждения" + +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"Невозможно экспортировать для универсального формата или x86_64, если " +"отключен формат текстуры S3TC BPTC. Включите его в настройках проекта " +"(Рендеринг > Текстуры > Сжатие VRAM > Импорт S3TC BPTC)." + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"Невозможно экспортировать для Universal или Arm64, если отключен формат " +"текстур ETC2 ASTC. Включите его в настройках проекта (Рендеринг > Текстуры > " +"Сжатие VRAM > Импорт ETC2 ASTC)." msgid "Notarization: Xcode command line tools are not installed." -msgstr "Заверение: инструменты командной строки Xcode не установлены." +msgstr "Подтверждение: инструменты командной строки Xcode не установлены." msgid "" "Notarization: rcodesign path is not set. Configure rcodesign path in the " "Editor Settings (Export > macOS > rcodesign)." msgstr "" -"Заверение: путь rcodesign не задан. Настройте путь rcodesign в настройках " -"редактора (Экспорт > macOS > rcodesign)." +"Подтверждение: не указан путь к rcodesign. Укажите путь к rcodesign в " +"настройках редактора (Экспорт > macOS > rcodesign)." msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" -"Предупреждение: Заверение отключено. Экспортированный проект будет " +"Предупреждение: подтверждение отключено. Экспортированный проект будет " "заблокирован Gatekeeper, если он загружен из неизвестного источника." msgid "" "Code signing is disabled. The exported project will not run on Macs with " "enabled Gatekeeper and Apple Silicon powered Macs." msgstr "" -"Подпись кода отключена. Экспортированный проект не будет работать на " -"компьютерах Mac с включенным Gatekeeper и компьютерах Mac с процессором Apple " -"Silicon." +"Подписание кода отключено. Экспортированный проект не будет работать на " +"компьютерах Mac с включённой технологией Gatekeeper и компьютерах Mac с " +"процессором Apple Silicon." msgid "" "Code signing: Using ad-hoc signature. The exported project will be blocked by " "Gatekeeper" msgstr "" -"Подпись кода: Использование ad-hoc подписи. Экспортированный проект будет " +"Подписание кода: использование ad-hoc подписи. Экспортированный проект будет " "заблокирован Gatekeeper" msgid "Code signing: Xcode command line tools are not installed." -msgstr "Подпись кода: Инструменты командной строки Xcode не установлены." +msgstr "Подписание кода: инструменты командной строки Xcode не установлены." msgid "" "Code signing: rcodesign path is not set. Configure rcodesign path in the " "Editor Settings (Export > macOS > rcodesign)." msgstr "" -"Подпись кода: путь rcodesign не задан. Настройте путь rcodesign в настройках " -"редактора (Экспорт > macOS > rcodesign)." +"Подписание кода: не указан путь к rcodesign. Укажите путь к rcodesign в " +"настройках редактора (Экспорт > macOS > rcodesign)." msgid "Run on remote macOS system" -msgstr "Запуск на удаленной системе macOS" +msgstr "Запустить в удалённой системе macOS" msgid "Run exported project on remote macOS system" -msgstr "Запустить экспортированный проект в удаленной macOS системе" +msgstr "Запустить экспортированный проект в удалённой системе macOS" msgid "Could not open template for export: \"%s\"." -msgstr "Не удалось открыть шаблон для экспорта: \"%s\"." +msgstr "Не удалось открыть шаблон для экспорта: «%s»." msgid "Invalid export template: \"%s\"." -msgstr "Неверный шаблон экспорта: \"%s\"." +msgstr "Неверный шаблон экспорта: «%s»." msgid "Could not write file: \"%s\"." -msgstr "Не удалось записать файл: \"%s\"." - -msgid "Icon Creation" -msgstr "Создание иконки" +msgstr "Не удалось записать файл: «%s»." msgid "Could not read file: \"%s\"." -msgstr "Не удалось прочитать файл: \"%s\"." - -msgid "PWA" -msgstr "Прогрессивное веб-приложение" +msgstr "Не удалось прочитать файл: «%s»." msgid "" "Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " @@ -15967,139 +15807,136 @@ msgstr "" "C#, для экспорта проекта." msgid "Could not read HTML shell: \"%s\"." -msgstr "Не удалось прочитать HTML-оболочку: \"%s\"." +msgstr "Не удалось прочитать HTML-оболочку: «%s»." -msgid "Could not create HTTP server directory: %s." -msgstr "Не удалось создать каталог HTTP-сервера: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Ошибка запуска HTTP-сервера: %d." +msgid "Run in Browser" +msgstr "Запустить в браузере" msgid "Stop HTTP Server" msgstr "Остановить HTTP-сервер" -msgid "Run in Browser" -msgstr "Запустить в браузере" - msgid "Run exported HTML in the system's default browser." msgstr "Запустить экспортированный HTML в системном браузере по умолчанию." -msgid "Resources Modification" -msgstr "Изменение ресурсов" +msgid "Could not create HTTP server directory: %s." +msgstr "Не удалось создать каталог HTTP-сервера: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Ошибка запуска HTTP-сервера: %d." msgid "Icon size \"%d\" is missing." -msgstr "Размер иконки \"%d\" отсутствует." +msgstr "Размер значков «%d» отсутствует." msgid "Failed to rename temporary file \"%s\"." -msgstr "Невозможно удалить временный файл \"%s\"." +msgstr "Невозможно переименовать временный файл «%s»." msgid "Invalid icon path." -msgstr "Недопустимый путь к иконке." +msgstr "Неверный путь к значку." msgid "Invalid file version." -msgstr "Недопустимая версия файла." +msgstr "Неверная версия файла." msgid "Invalid product version." -msgstr "Недопустимая версия продукта." +msgstr "Неверная версия продукта." msgid "Could not find rcedit executable at \"%s\"." -msgstr "Не удалось найти исполняемый файл rcedit по адресу \"%s\"." +msgstr "Не удалось найти исполняемый файл rcedit по адресу «%s»." msgid "Could not find wine executable at \"%s\"." -msgstr "Не удалось найти исполняемый файл wine по адресу \"%s\"." +msgstr "Не удалось найти исполняемый файл wine по адресу «%s»." msgid "Invalid icon file \"%s\"." -msgstr "Неверный файл значка \"%s\"." +msgstr "Некорректный файл значков «%s»." msgid "" "Could not start rcedit executable. Configure rcedit path in the Editor " "Settings (Export > Windows > rcedit), or disable \"Application > Modify " "Resources\" in the export preset." msgstr "" -"Не удалось запустить исполняемый файл rcedit. Настройте путь rcedit в " -"настройках редактора (Экспорт > Windows > rcedit) или отключите \"Приложение " -"> Изменить ресурсы\" в пресете экспорта." +"Не удалось запустить исполняемый файл rcedit. Укажите путь к rcedit в " +"настройках редактора (Экспорт > Windows > rcedit) или отключите «Приложение > " +"Изменить ресурсы» в предустановке экспорта." msgid "rcedit failed to modify executable: %s." -msgstr "rcedit не смог изменить исполняемый файл: %s." +msgstr "rcedit не удалось изменить исполняемый файл: %s." msgid "Could not find signtool executable at \"%s\"." -msgstr "Не удалось найти исполняемый файл signtool по адресу \"%s\"." +msgstr "Не удалось найти исполняемый файл signtool по адресу «%s»." msgid "Could not find osslsigncode executable at \"%s\"." -msgstr "Не удалось найти исполняемый файл osslsigncode по адресу \"%s\"." +msgstr "Не удалось найти исполняемый файл osslsigncode по адресу «%s»." msgid "No identity found." -msgstr "Identity не найдена." +msgstr "Идентификатор не найден." msgid "Invalid identity type." -msgstr "Неверный идентификатор." +msgstr "Неверный тип идентификатора." msgid "Invalid timestamp server." -msgstr "Неверный сервер метки времени." +msgstr "Неверный сервер меток времени." msgid "" "Could not start signtool executable. Configure signtool path in the Editor " "Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " "preset." msgstr "" -"Не удалось запустить исполняемый файл signtool. Настройте путь к signtool в " -"настройках редактора (Export > Windows > signtool) или отключите \"Codesign\" " -"в пресете экспорта." +"Не удалось запустить исполняемый файл signtool. Укажите путь к signtool в " +"настройках редактора (Экспорт > Windows > signtool) или отключите «Codesign» " +"в предустановке экспорта." msgid "" "Could not start osslsigncode executable. Configure signtool path in the " "Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " "the export preset." msgstr "" -"Не удалось запустить исполняемый файл osslsigncode. Настройте путь к signtool " -"в настройках редактора (Export > Windows > osslsigncode) или отключите " -"\"Codesign\" в пресете экспорта." +"Не удалось запустить исполняемый файл osslsigncode. Укажите путь к " +"osslsigncode в настройках редактора (Экспорт > Windows > osslsigncode) или " +"отключите «Codesign» в предустановке экспорта." msgid "Signtool failed to sign executable: %s." -msgstr "Signtool не смог подписать исполняемый файл: %s." +msgstr "Signtool не удалось подписать исполняемый файл: %s." msgid "Failed to remove temporary file \"%s\"." -msgstr "Невозможно удалить временный файл \"%s\"." +msgstr "Невозможно удалить временный файл «%s»." msgid "" "The rcedit tool must be configured in the Editor Settings (Export > Windows > " "rcedit) to change the icon or app information data." msgstr "" -"Инструмент rcedit должен быть задан в настройках редактора (Экспорт > Windows " -"> rcedit), чтобы изменить значок или информацию о приложении." +"Чтобы изменить значок или информационные данные приложения, необходимо " +"настроить инструмент rcedit в настройках редактора (Экспорт > Windows > " +"rcedit)." msgid "Windows executables cannot be >= 4 GiB." msgstr "Исполняемые файлы Windows не могут иметь размер >= 4 ГБ." msgid "Run on remote Windows system" -msgstr "Запуск на удаленной системе Windows" +msgstr "Запустить в удалённой системе Windows" msgid "Run exported project on remote Windows system" -msgstr "Запустить экспортированный проект в удаленной Windows системе" +msgstr "Запустить экспортированный проект в удалённой системе Windows" msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite2D to display frames." msgstr "" -"Ресурс SpriteFrames должен быть создан или установлен в свойстве \"Frames\" " -"для того, чтобы AnimatedSprite2D отображал кадры." +"Чтобы AnimatedSprite2D отображал кадры, ресурс SpriteFrames должен быть " +"создан или задан в свойстве «Frames»." 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 "" -"Разрешено только одно видимое CanvasModulate для каждого холста.\n" -"Если их больше одного, то активным будет только один из них. Какой именно, не " -"определено." +"Допускается только один видимый CanvasModulate на холст.\n" +"Если их несколько, активным будет только один. Какой именно — не определено." msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Анимация CPUParticles2D требует использования CanvasItemMaterial с включённой " -"опцией \"Particles Animation\"." +"Для анимации CPUParticles2D требуется использовать CanvasItemMaterial с " +"включённой опцией «Анимация частиц»." msgid "" "A material to process the particles is not assigned, so no behavior is " @@ -16111,104 +15948,103 @@ msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" -"Для анимации Particles2D требуется использование CanvasItemMaterial с " -"включенной опцией \"Particles Animation\"." +"Для анимации Particles2D требуется использовать CanvasItemMaterial с " +"включённой опцией «Анимация частиц»." msgid "" "Particle trails are only available when using the Forward+ or Mobile " "rendering backends." msgstr "" -"Следы частиц доступны только при использовании бэкендов рендеринга Forward+ " +"Следы частиц доступны только при использовании бэкендов отрисовки Forward+ " "или Mobile." msgid "" "Particle sub-emitters are not available when using the GL Compatibility " "rendering backend." msgstr "" -"Субэмиттеры частиц недоступны при использовании бэкенда рендеринга GL " +"Субэмиттеры частиц недоступны при использовании бэкенда отрисовки GL " "Compatibility." msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." -msgstr "Текстуры с формой света должны быть предоставлены свойству \"Texture\"." +msgstr "Текстура с формой света должна быть предоставлена свойству «Текстура»." msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" -"Заслоняющий полигон должен быть установлен (или нарисован) на этот окклюдер, " -"чтобы работать." +"Чтобы этот окклюдер работал, необходимо установить (или добавить) заслоняющий " +"полигон." msgid "The occluder polygon for this occluder is empty. Please draw a polygon." -msgstr "" -"Заслоняющий полигон для этого окклюдера пуст. Пожалуйста, добавьте полигон." +msgstr "Заслоняющий полигон для этого окклюдера пуст. Добавьте полигон." msgid "" "The NavigationAgent2D can be used only under a Node2D inheriting parent node." -msgstr "NavigationAgent2D можно использовать только под узлом Node2D." +msgstr "" +"NavigationAgent2D можно использовать только в родительском узле, который " +"наследуется от Node2D." msgid "" "NavigationLink2D start position should be different than the end position to " "be useful." -msgstr "" -"Начальная позиция NavigationLink2D должна отличаться от конечной, чтобы быть " -"полезной." +msgstr "Начальное положение NavigationLink2D должно отличаться от конечного." msgid "" "A NavigationMesh resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" -"Для работы узла требуется наличие NavigationMesh. Пожалуйста, установите " -"свойство или нарисуйте полигон." +"Чтобы этот узел работал, необходимо задать или создать ресурс NavigationMesh. " +"Задайте свойство или нарисуйте полигон." msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" -"Узел ParallaxLayer работает только при установке его в качестве дочернего " -"узла ParallaxBackground." +"Узел ParallaxLayer работает только тогда, когда установлен в качестве " +"дочернего узла ParallaxBackground." msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -"PathFollow2D работает только при установке его в качестве дочернего узла " -"Path2D." +"PathFollow2D работает только тогда, когда установлен в качестве дочернего " +"узла Path2D." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " "its shape." msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"Этот узел не имеет формы, поэтому не может сталкиваться или взаимодействовать " "с другими объектами.\n" -"Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " -"чтобы определить ее форму." +"Попробуйте добавить дочерние узлы CollisionShape2D или CollisionPolygon2D, " +"чтобы определить его форму." msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionPolygon2D служит только для обеспечения столкновений фигурам типа " -"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " -"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им " -"форму." +"CollisionPolygon2D служит исключительно для предоставления формы столкновения " +"узлам, производным от CollisionObject2D. Используйте его в качестве дочернего " +"для Area2D, StaticBody2D, RigidBody2D, CharacterBody2D и др., чтобы " +"предоставить им форму." msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "Пустой CollisionPolygon2D не влияет на столкновения." msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." msgstr "" -"Недопустимый полигон. В режиме 'Solids' необходимо по крайней мере 3 точки." +"Недопустимый полигон. В режиме «Solids» необходимо по крайней мере 3 точки." msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "" -"Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." +"Недопустимый полигон. В режиме «Segments» необходимо по крайней мере 2 точки." msgid "" "The One Way Collision property will be ignored when the collision object is " "an Area2D." msgstr "" -"Свойство One Way Collision будет игнорироваться, если родителем является " -"Area2D." +"Свойство «Одностороннее столкновение» будет игнорироваться, если объектом " +"столкновения является Area2D." msgid "" "CollisionShape2D only serves to provide a collision shape to a " @@ -16216,28 +16052,28 @@ msgid "" "Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " "CharacterBody2D, etc. to give them a shape." msgstr "" -"CollisionShape2D служит только для обозначения формы границы столкновений " -"узлам типа CollisionObject2D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им форму." +"CollisionShape2D служит исключительно для предоставления формы столкновения " +"узлам, производным от CollisionObject2D.\n" +"Используйте его в качестве дочернего для Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D и др., чтобы предоставить им форму." msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" -"Shape должен быть предусмотрен для функций CollisionShape2D. Пожалуйста, " -"создайте shape-ресурс для этого!" +"Для работы CollisionShape2D необходимо предоставить форму. Создайте ресурс " +"формы." msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" -"Полигональные формы не предназначены для использования или редактирования " -"непосредственно через узел CollisionShape2D. Пожалуйста, используйте вместо " -"этого узел CollisionPolygon2D." +"Формы на основе полигонов не предназначены для использования или " +"редактирования непосредственно через узел CollisionShape2D. Используйте " +"вместо этого узел CollisionPolygon2D." msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody2D" +msgstr "Узел A и узел B должны быть экземплярами класса PhysicsBody2D" msgid "Node A must be a PhysicsBody2D" msgstr "Узел А должен быть экземпляром класса PhysicsBody2D" @@ -16247,34 +16083,33 @@ msgstr "Узел B должен быть экземпляром класса Phy msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "" -"Сустав должен быть связан с двумя объектами являющимися экземплярами класса " +"Сустав должен быть связан с двумя объектами, являющимися экземплярами класса " "PhysicsBody2D" msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody2D" +msgstr "Узел A и узел B должны быть разными экземплярами класса PhysicsBody2D" msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -"PhysicalBone2D работает только со Skeleton2D или другим PhysicalBone2D в " -"качестве родительского узла!" +"PhysicalBone2D работает только тогда, когда в качестве родительского узла " +"установлен Skeleton2D или другой PhysicalBone2D." msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -"Для работы PhysicalBone2D необходимо назначить узел Bone2D! Пожалуйста, " -"установите узел Bone2D в инспекторе." +"Для работы PhysicalBone2D необходимо назначить его узлу Bone2D! Укажите узел " +"Bone2D в инспекторе." msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -"Узел PhysicalBone2D должен иметь дочерний узел на основе Joint2D, чтобы кости " -"были соединены! Пожалуйста, добавьте узел на основе Joint2D в качестве " -"дочернего узла к этому узлу!" +"Чтобы кости оставались соединёнными, у узла PhysicalBone2D должен быть " +"дочерний узел на основе Joint2D! Добавьте к этому узлу узел на основе Joint2D " +"в качестве дочернего элемента!" msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -16283,49 +16118,50 @@ msgid "" msgstr "" "Изменения размера RigidBody2D будут переопределены физическим движком во " "время работы.\n" -"Вместо этого измените размер его дочерних форм столкновений." +"Вместо этого измените размер в дочерних формах столкновений." msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" -"Этот узел не может взаимодействовать с другими объектами, если не назначен " -"Shape2D." +"Этот узел может взаимодействовать с другими объектами только при условии " +"назначения Shape2D." msgid "Path property must point to a valid Node2D node to work." msgstr "" -"Для корректной работы свойство Path должно указывать на действующий узел " +"Для корректной работы свойство «Путь» должно указывать на действующий узел " "Node2D." msgid "This Bone2D chain should end at a Skeleton2D node." -msgstr "Эта Bone2D цепь должна заканчиваться на узле Skeleton2D." +msgstr "Эта цепь Bone2D должна заканчиваться на узле Skeleton2D." msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" -"Bone2D работает только со Skeleton2D или другим Bone2D в качестве " -"родительского узла." +"Bone2D работает только тогда, когда в качестве родительского узла установлен " +"Skeleton2D или другой Bone2D." msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" -"У этой кости отсутствует правильная REST-позиция. Перейдите к узлу Skeleton2D " -"и установите её." +"У этой кости отсутствует правильная поза покоя. Перейдите к узлу Skeleton2D и " +"установите её." msgid "" "A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" "This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " "Y-sorted as a whole with tiles from Y-sorted layers." msgstr "" -"Слой с Y-сортировкой имеет то же значение Z-индекса, что и слой без Y-" -"сортировки.\n" -"Это может привести к нежелательному поведению, так как слой, который не Y-" -"сортирован, будет Y-сортирован в целом с тайлами из Y-сортированных слоев." +"Сортируемый по Y слой имеет то же значение Z-индекса, что и не сортируемый по " +"Y слой.\n" +"Это может привести к нежелательному поведению программы, так как слой, " +"который не сортируется по Y, будет отсортирован по Y как целое с тайлами из " +"сортируемых по Y слоёв." msgid "" "A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " "node itself." msgstr "" -"Слой TileMap установлен как Y-сортированный, но Y-сортировка не включена на " -"самом узле TileMap." +"Слой карты тайлов обозначен как сортируемый по Y, но сортировка по Y не " +"включена для самого узла карты тайлов." msgid "" "The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the " @@ -16333,64 +16169,63 @@ msgid "" "This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " "Y-sorted as a whole." msgstr "" -"Узел TileMap установлен как сортированный по Y, но сортировка по Y не " -"включена ни на одном из слоев TileMap.\n" -"Это может привести к нежелательным поведениям, поскольку слой, который не " -"сортируется по Y, будет сортироваться по Y в целом." +"Узел карты тайлов обозначен как сортируемый по Y, но сортировка по Y не " +"включена ни для одного слоя карты тайлов.\n" +"Это может привести к нежелательному поведению программы, так как слой, " +"который не сортируется по Y, будет отсортирован по Y как целое." msgid "" "Isometric TileSet will likely not look as intended without Y-sort enabled for " "the TileMap and all of its layers." msgstr "" -"Изометрический TileSet, скорее всего, не будет выглядеть так, как задумано, " -"если Y-сортировка не включена для TileMap и для всех его слоёв." +"Изометрический набор тайлов, скорее всего, будет выглядеть ожидаемым образом " +"только при условии включения сортировки по Y для карты тайлов и всех её слоёв." msgid "" "External Skeleton3D node not set! Please set a path to an external Skeleton3D " "node." msgstr "" -"Не задан внешний узел Skeleton3D! Пожалуйста, задайте путь к внешнему узлу " -"Skeleton3D." +"Внешний узел Skeleton3D не задан! Укажите путь к внешнему узлу Skeleton3D." 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 " "Skeleton3D node." msgstr "" -"Родительский узел не является узлом Skeleton3D! Пожалуйста, используйте " -"внешний Skeleton3D, если вы собираетесь использовать BoneAttachment3D без " -"того, чтобы он был дочерним узлом Skeleton3D." +"Родительский узел не является узлом Skeleton3D! Используйте внешний " +"Skeleton3D, если собираетесь использовать BoneAttachment3D без родительского " +"узла Skeleton3D." msgid "" "BoneAttachment3D node is not bound to any bones! Please select a bone to " "attach this node." msgstr "" -"Узел BoneAttachment3D не привязан ни к одной кости! Пожалуйста, выберите " -"кость, чтобы прикрепить этот узел." +"Узел BoneAttachment3D не прикреплён к костям! Выберите кость для прикрепления " +"этого узла." msgid "Nothing is visible because no mesh has been assigned." -msgstr "Ничто не видно, потому что не назначена сетка." +msgstr "Ничего не видно, потому что не назначена сетка." msgid "" "CPUParticles3D animation requires the usage of a StandardMaterial3D whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" -"Анимация CPUParticles3D требует использования StandardMaterial3D, режим " -"Billboard Mode которого установлен в \"Particle Billboard\"." +"Для анимации CPUParticles3D требуется использовать StandardMaterial3D, в " +"котором параметрBillboard Mode установлен в значение «Particle Billboard»." msgid "" "Decals are only available when using the Forward+ or Mobile rendering " "backends." msgstr "" -"Деколи доступны только при использовании бэкендов рендеринга Forward+ или " +"Декали доступны только при использовании бэкендов отрисовки Forward+ или " "Mobile." msgid "" "The decal has no textures loaded into any of its texture properties, and will " "therefore not be visible." msgstr "" -"Декаль не имеет текстур, загруженных в свойства текстуры, и поэтому не будет " -"видна." +"В свойства текстуры декали не загружено ни одной текстуры, поэтому она не " +"будет видна." msgid "" "The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" @@ -16398,69 +16233,72 @@ msgid "" "maps onto the underlying surface.\n" "If you don't want the Albedo texture to be visible, set Albedo Mix to 0." msgstr "" -"Декаль имеет текстуру нормалей и/или ОРМ, но текстура альбедо не задана.\n" -"Для наложения карт нормалей/ОРМ на базовую поверхность требуется текстура " -"Albedo с альфа-каналом.\n" -"Если вы не хотите, чтобы текстура Albedo была видна, установите для параметра " -"Albedo Mix значение 0." +"Декаль имеет текстуру Normal и/или ORM, но задана текстура Albedo.\n" +"Текстура Albedo с альфа-каналом нужна для смешения карт нормалей/ORM с " +"лежащей ниже поверхностью.\n" +"Если текстура Albedo не должна быть видна, установите значение Albedo Mix " +"равным нулю." msgid "" "The decal's Cull Mask has no bits enabled, which means the decal will not " "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" -"Маска выбраковки декаля не имеет битов. что значит декаль не нарисует объекты " -"на любом слое.\n" -"Для решения проблемы включите хотя бы один бит в свойстве Маски выбраковки." +"Маска отсечения декали не имеет включённых битов; это означает, что декаль не " +"будет рисовать объекты на слоях.\n" +"Чтобы устранить эту проблему, включите хотя бы один бит в свойстве маски " +"отсечения." msgid "Fog Volumes are only visible when using the Forward+ backend." -msgstr "Шумы Тумана только видимы при использовании бэкенда Forward+." +msgstr "Объёмы тумана видны только при использовании бэкенда Forward+." msgid "" "Fog Volumes need volumetric fog to be enabled in the scene's Environment in " "order to be visible." -msgstr "Чтобы Шумы Тумана были видны, включите объемный туман в сцене среды." +msgstr "" +"Чтобы объёмы тумана были видны, необходимо включить объёмный туман в " +"«Окружении» сцены." msgid "Nothing is visible because meshes have not been assigned to draw passes." msgstr "" -"Ничего не видно, потому что меши не были назначены на проходы отрисовки." +"Ничего не видно, потому что сетки не были связаны с проходами отрисовки." msgid "" "Particles animation requires the usage of a BaseMaterial3D whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" -"Анимация частиц требует использования BaseMaterial3D, чей Billboard Mode " -"установлен в \"Particle Billboard\"." +"Для анимации частиц требуется использовать BaseMaterial3D, в котором параметр " +"Billboard Mode установлен в значение «Particle Billboard»." msgid "" "Using Trail meshes with a skin causes Skin to override Trail poses. Suggest " "removing the Skin." msgstr "" -"Использование Trail сетки со скином заставляет Skin переопределить позы " -"Trail. Предлагаем удалить Skin." +"Использование сеток Trail со скином приводит к тому, что Skin переопределяет " +"позы Trail. Рекомендуется удалить Skin." msgid "Trails active, but neither Trail meshes or a Skin were found." -msgstr "Trails активны, но ни сетки Trail, ни Skin не обнаружены." +msgstr "Следы активны, но не найдены ни сетки Trail, ни Skin." msgid "" "Only one Trail mesh is supported. If you want to use more than a single mesh, " "a Skin is needed (see documentation)." msgstr "" -"Поддерживается только одна сетка Trail. Если вы хотите использовать более " -"одной сетки, необходимо установить Skin (см. документацию)." +"Поддерживается только одна сетка Trail. Чтобы использовать более одной сетки, " +"необходим Skin (смотрите документацию)." msgid "" "Trails enabled, but one or more mesh materials are either missing or not set " "for trails rendering." msgstr "" -"Trails включен, но один или несколько материалов сетки либо отсутствуют, либо " -"не настроены для рендеринга Trails." +"Следы включены, но один или несколько материалов сетки отсутствуют или не " +"установлены для отрисовки следов." msgid "" "Particle sub-emitters are only available when using the Forward+ or Mobile " "rendering backends." msgstr "" -"Суб-эмиттеры частиц доступны только при использовании бэкендов рендеринга " +"Субэмиттеры частиц доступны только при использовании бэкендов отрисовки " "Forward+ или Mobile." msgid "" @@ -16468,60 +16306,67 @@ msgid "" "collision for this GPUParticlesCollisionSDF3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -"В свойстве Bake Mask не включено ни одного бита, что означает, что запекание " -"не приведет к столкновениям для данного GPUParticlesCollisionSDF3D.\n" -"Чтобы решить эту проблему, включите хотя бы один бит в свойстве Bake Mask." +"Маска запекания не имеет включённых битов; это означает, что запекание не " +"создаст столкновений для этого GPUParticlesCollisionSDF3D.\n" +"Чтобы устранить эту проблему, включите хотя бы один бит в свойстве Bake Mask." msgid "A light's scale does not affect the visual size of the light." -msgstr "Масштабирование света не влияет на размер источника света." +msgstr "Масштаб света не влияет на визуальный размер света." msgid "Projector texture only works with shadows active." -msgstr "Текстура проекции работает только с включенными тенями." +msgstr "Текстура проектора работает только при активных тенях." msgid "" "Projector textures are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" -"Текстуры проекторов пока не поддерживаются при использовании бэкенда GL " -"Compatibility. Поддержка будет добавлена в одном из следующих выпусков." +"Текстуры проектора ещё не поддерживаются при использовании бэкенда GL " +"Compatibility. Поддержка будет добавлена в будущем выпуске." msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." msgstr "SpotLight3D с углом более 90 градусов не может отбрасывать тени." msgid "Finding meshes, lights and probes" -msgstr "Поиск полисеток и источников света" +msgstr "Поиск сеток, источников света и зондов" msgid "Preparing geometry %d/%d" -msgstr "Подготовка геометрии (%d/%d)" +msgstr "Подготовка геометрии %d/%d" msgid "Creating probes" -msgstr "Создание проб" +msgstr "Создание зондов" msgid "Creating probes from mesh %d/%d" msgstr "Создание зондов из сетки %d/%d" msgid "Preparing Lightmapper" -msgstr "Подготовка карт освещения" +msgstr "Подготовка инструмента работы со светом (лайтмаппер)" msgid "Preparing Environment" msgstr "Подготовка окружения" msgid "Generating Probe Volumes" -msgstr "Генерация объёмов проб" +msgstr "Генерация объёмов зонда" msgid "Generating Probe Acceleration Structures" -msgstr "Создание ускоряющих структур зонда" +msgstr "Генерация структур ускорения зонда" + +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"Карту освещения можно запечь только с устройства, поддерживающего RD " +"backends. Запекание карты освещения может завершиться неудачно." msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." -msgstr "NavigationAgent3D можно использовать только под узлом Node3D." +msgstr "" +"NavigationAgent3D можно использовать только в родительском узле, который " +"наследуется от Node3D." msgid "" "NavigationLink3D start position should be different than the end position to " "be useful." -msgstr "" -"NavigationLink3D начальная позиция должна отличаться от конечной, чтобы быть " -"полезной." +msgstr "Начальное положение NavigationLink3D должно отличаться от конечного." msgid "" "Occlusion culling is disabled in the Project Settings, which means occlusion " @@ -16529,20 +16374,21 @@ msgid "" "To resolve this, open the Project Settings and enable Rendering > Occlusion " "Culling > Use Occlusion Culling." msgstr "" -"Окклюзивное обрезание выключено в настройках проекта, что значит что " -"окклюзивное обрезание не будет выполняться в корневом окне просмотра.\n" -"Чтобы решить эту проблему, откройте настройки проекта и включите опцию " -"Рендеринг > Окклюзивное обрезание > Использовать окклюзивное обрезание." +"В настройках проекта отключено отсечение невидимой геометрии; это означает, " +"что отсечение невидимой геометрии не будет выполняться в корневом окне " +"просмотра.\n" +"Чтобы устранить эту проблему, откройте настройки проекта и включите " +"соответствующий параметр (Rendering > Occlusion Culling > Use Occlusion " +"Culling)." msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "occluder meshes for this OccluderInstance3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -"В маске запекания не включены биты, что означает, что при запекании не будут " -"созданы какие-либо окклюдерные сетки для этого OccluderInstance3D.\n" -"Чтобы устранить эту проблему, включите хотя бы один бит в свойстве маски " -"запекания." +"Маска запекания не имеет включённых битов; это означает, что запекание не " +"создаст сеток окклюдеров для этого OccluderInstance3D.\n" +"Чтобы устранить эту проблему, включите хотя бы один бит в свойстве Bake Mask." msgid "" "No occluder mesh is defined in the Occluder property, so no occlusion culling " @@ -16551,12 +16397,12 @@ msgid "" "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." msgstr "" -"В свойствах окклюдера не определена сетка окклюдера, поэтому окклюзионная " -"очистка с помощью данного OccluderInstance3D не выполняется.\n" -"Чтобы решить эту проблему, установите в свойствах окклюдера один из " -"примитивных типов окклюдеров или запеките сетки сцены, выбрав " -"OccluderInstance3D и нажав кнопку Запечь Окклюдер в верхней части видового " -"экрана 3D-редактора." +"В свойстве Occluder не указано ни одной сетки окклюдера, поэтому с помощью " +"этого OccluderInstance3D не будет выполняться отсечение невидимой геометрии.\n" +"Чтобы решить эту проблему, установите свойство Occluder в значение одного из " +"типов примитива окклюдера или запеките сетки сцены, выбрав OccluderInstance3D " +"и нажав кнопку «Запечь окклюдеры», расположенную в верхней части окна 3D-" +"редактора." msgid "" "The occluder mesh has less than 3 vertices, so no occlusion culling will be " @@ -16564,11 +16410,11 @@ msgid "" "To generate a proper occluder mesh, select the OccluderInstance3D then use " "the Bake Occluders button at the top of the 3D editor viewport." msgstr "" -"Сетка окклюдера имеет менее 3 вершин, поэтому при использовании данного " -"OccluderInstance3D не будет выполняться окклюзионная очистка.\n" -"Для создания соответствующей сетки окклюдеров выберите OccluderInstance3D и " -"воспользуйтесь кнопкой Запечь Окклюдеры в верхней части окна просмотра 3D-" -"редактора." +"У сетки окклюдера менее трёх вершин, поэтому отсечение невидимой геометрии не " +"будет выполняться с помощью этого OccluderInstance3D.\n" +"Чтобы создать корректную сетку окклюдера, выберите OccluderInstance3D, а " +"затем воспользуйтесь кнопкой «Запечь окклюдеры», расположенной в верхней " +"части окна 3D-редактора." msgid "" "The polygon occluder has less than 3 vertices, so no occlusion culling will " @@ -16576,31 +16422,31 @@ msgid "" "Vertices can be added in the inspector or using the polygon editing tools at " "the top of the 3D editor viewport." msgstr "" -"Полигональный окклюдер имеет менее 3 вершин, поэтому окклюзионная очистка с " -"помощью данного OccluderInstance3D выполняться не будет.\n" -"Вершины могут быть добавлены в инспекторе или с помощью инструментов " -"редактирования полигонов в верхней части окна просмотра 3D-редактора." +"У полигонального окклюдера менее трёх вершин, поэтому отсечение невидимой " +"геометрии не будет выполняться с помощью этого OccluderInstance3D.\n" +"Добавить вершины можно в инспекторе или с помощью инструментов редактирования " +"полигонов, расположенных в верхней части окна 3D-редактора." msgid "PathFollow3D only works when set as a child of a Path3D node." msgstr "" -"PathFollow3D работает только при установке его в качестве дочернего узла " -"Path3D." +"PathFollow3D работает только тогда, когда установлен в качестве дочернего " +"узла Path3D." msgid "" "PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path3D's Curve resource." msgstr "" -"Для параметра ROTATION_ORIENTED в PathFollow3D требуется, чтобы в ресурсе " -"Curve родительского Path3D был включен \"Вектор вверх\"." +"ROTATION_ORIENTED узла PathFollow3D требует включения параметра «Вектор " +"вверх» в ресурсе Curve родительского Path3D." msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " "its shape." msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или взаимодействовать " +"Этот узел не имеет формы, поэтому не может сталкиваться или взаимодействовать " "с другими объектами.\n" -"Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " +"Попробуйте добавить дочерние узлы CollisionShape3D или CollisionPolygon3D, " "чтобы определить его форму." msgid "" @@ -16608,10 +16454,10 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change the " "size in children collision shapes instead." msgstr "" -"При неравномерном масштабе этот узел, вероятно, не будет работать так, как " -"ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер в дочерних формах столкновения." +"Скорее всего, с неравномерным масштабом этот узел не будет работать ожидаемым " +"образом.\n" +"Вместо этого сделайте его масштаб равномерным (т.е. одинаковым по всем осям) " +"и измените размер в дочерних формах столкновений." msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " @@ -16619,10 +16465,10 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionPolygon3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." +"CollisionPolygon3D служит исключительно для предоставления формы столкновения " +"узлам, производным от CollisionObject3D.\n" +"Используйте его в качестве дочернего для Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D и др., чтобы предоставить им форму." msgid "An empty CollisionPolygon3D has no effect on collision." msgstr "Пустой CollisionPolygon3D не влияет на столкновения." @@ -16633,10 +16479,10 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" -"Неравномерно масштабированный узел CollisionPolygon3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените вершины его полигона." +"Скорее всего, с неравномерным масштабом узел CollisionPolygon3D не будет " +"работать ожидаемым образом.\n" +"Вместо этого сделайте его масштаб равномерным (т.е. одинаковым по всем осям) " +"и измените вершины его полигона." msgid "" "CollisionShape3D only serves to provide a collision shape to a " @@ -16644,22 +16490,43 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionShape3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." +"CollisionShape3D служит исключительно для предоставления формы столкновения " +"узлам, производным от CollisionObject3D.\n" +"Используйте его в качестве дочернего для Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D и др., чтобы предоставить им форму." msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " "shape resource for it." msgstr "" -"Shape должен быть предоставлен для CollisionShape3D. Пожалуйста, создайте " -"ресурс Shape для него." +"Для работы CollisionShape3D необходимо предоставить форму. Создайте ресурс " +"формы." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"При использовании для коллизий ConcavePolygonShape3D предназначен для работы " +"со статическими узлами CollisionObject3D, такими как StaticBody3D.\n" +"Скорее всего, для %ss он будет вести себя не очень хорошо (за исключением " +"случаев, когда frozen и для freeze_mode установлено значение " +"FREEZE_MODE_STATIC)." msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" -"WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." +"WorldBoundaryShape3D поддерживает RigidBody3D только в статичном режиме." + +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"При использовании для коллизий ConcavePolygonShape3D предназначен для работы " +"со статическими узлами CollisionObject3D, такими как StaticBody3D.\n" +"Скорее всего, это не будет хорошо работать с CharacterBody3D." msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " @@ -16667,26 +16534,25 @@ msgid "" "Please make its scale uniform (i.e. the same on all axes), and change the " "size of its shape resource instead." msgstr "" -"Неравномерно масштабированный узел CollisionShape3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер его ресурса формы." +"Скорее всего, с неравномерным масштабом узел CollisionShape3D не будет " +"работать ожидаемым образом.\n" +"Вместо этого сделайте его масштаб равномерным (т.е. одинаковым по всем осям) " +"и измените размер его ресурса формы." msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody3D" +msgstr "Узел A и узел B должны быть экземплярами класса PhysicsBody3D" msgid "Node A must be a PhysicsBody3D" msgstr "Узел А должен быть экземпляром класса PhysicsBody3D" msgid "Node B must be a PhysicsBody3D" -msgstr "Узел B должен быть объектом PhysicsBody3D" +msgstr "Узел B должен быть экземпляром класса PhysicsBody3D" msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Сустав не соединён ни с одним экземпляром класса PhysicsBody3D" +msgstr "Сустав не связан ни с одним экземпляром класса PhysicsBody3D" msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody3D" +msgstr "Узел A и узел B должны быть разными экземплярами класса PhysicsBody3D" msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -16700,36 +16566,29 @@ msgstr "" msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" -"Этот узел не может взаимодействовать с другими объектами, если ему не " -"назначен Shape3D." +"Этот узел может взаимодействовать с другими объектами только при условии " +"назначения Shape3D." msgid "" "ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " "reported." msgstr "" -"ShapeCast3D не поддерживает вогнутые полигональные формы " -"(ConcavePolygonShape3D). О столкновениях не будет сообщено." +"ShapeCast3D не поддерживает ConcavePolygonShape3D. О столкновениях не будет " +"сообщаться." msgid "" "VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " "use it as a child of a VehicleBody3D." msgstr "" -"VehicleWheel3D служит для обеспечения колесной системы автомобиля " -"VehicleBody3D. Используйте его в качестве дочернего элемента VehicleBody3D." - -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes пока не поддерживаются при использовании бэкенда GL " -"Compatibility. Поддержка будет добавлена в одном из будущих выпусков." +"VehicleWheel3D позволяет предоставить VehicleBody3D колёсную систему. " +"Используйте его как дочерний элемент VehicleBody3D." msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." msgstr "" -"Для работы свойство \"Remote Path\" должно указывать на действительный узел " -"Node3D или производный узел Node3D." +"Свойство «Удалённый путь» должно указывать на действительный узел Node3D или " +"на действительный производный от Node3D узел." msgid "This body will be ignored until you set a mesh." msgstr "Это тело будет игнорироваться, пока вы не установите сетку." @@ -16739,7 +16598,7 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" "Чтобы AnimatedSprite3D отображал кадры, ресурс SpriteFrames должен быть " -"создан или задан в свойстве \"Frames\"." +"создан или задан в свойстве «Frames»." msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -16748,76 +16607,70 @@ msgid "" "To resolve this, set the End distance to 0 or to a value greater than the " "Begin distance." msgstr "" -"Расстояние конца диапазона видимости GeometryInstance3D установлено в " -"ненулевое значение, но оно меньше расстояния начала.\n" -"Это означает, что GeometryInstance3D никогда не будет виден.\n" -"Чтобы решить эту проблему, установите конечную дистанцию в 0 или в значение, " -"превышающее начальную дистанцию." +"Конечное расстояние диапазона видимости GeometryInstance3D установлено в " +"ненулевое значение, но оно меньше, чем начальное расстояние.\n" +"Это означает, что GeometryInstance3D никогда не будет видимым.\n" +"Чтобы устранить эту проблему, установите конечное расстояние в нулевое " +"значение или в значение, которое больше начального расстояния." msgid "" "The GeometryInstance3D is configured to fade in smoothly over distance, but " "the fade transition distance is set to 0.\n" "To resolve this, increase Visibility Range Begin Margin above 0." msgstr "" -"GeometryInstance3D настроен на плавное затухание с увеличением расстояния, но " -"расстояние перехода затухания установлено равным 0.\n" -"Чтобы решить эту проблему, установите значение Visibility Range Begin Margin " -"больше 0." +"GeometryInstance3D настроен на плавное появление на расстоянии, но расстояние " +"перехода появления установлено в нулевое значение.\n" +"Чтобы решить эту проблему, установите начальную границу диапазона видимости в " +"значение выше нуля." msgid "" "The GeometryInstance3D is configured to fade out smoothly over distance, but " "the fade transition distance is set to 0.\n" "To resolve this, increase Visibility Range End Margin above 0." msgstr "" -"GeometryInstance3D настроен на плавное затухание с увеличением расстояния, но " -"расстояние перехода затухания установлено равным 0.\n" -"Чтобы решить эту проблему, установите значение Visibility Range End Margin " -"больше 0." +"GeometryInstance3D настроен на плавное исчезание на расстоянии, но расстояние " +"перехода исчезания установлено в нулевое значение.\n" +"Чтобы решить эту проблему, установите конечную границу диапазона видимости в " +"значение выше нуля." msgid "Plotting Meshes" -msgstr "Построение мешей" +msgstr "Построение сеток" msgid "Finishing Plot" msgstr "Завершение построения" msgid "Generating Distance Field" -msgstr "Формирование поля расстояния" +msgstr "Генерация поля расстояния" msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." msgstr "" -"Узлы VoxelGI пока не поддерживаются при использовании бэкенда GL " -"Compatibility. Поддержка будет добавлена в одном из будущих выпусков." +"Узлы VoxelGI ещё не поддерживаются при использовании бэкенда GL " +"Compatibility. Поддержка будет добавлена в будущем выпуске." msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " "GI." msgstr "" -"Набор данных VoxelGI отсутствует, поэтому этот узел отключен. Для включения " -"GI запеките статические объекты." +"Нет набора данных VoxelGI, поэтому этот узел отключён. Запеките статичные " +"объекты, чтобы включить GI." msgid "" "To have any visible effect, WorldEnvironment requires its \"Environment\" " "property to contain an Environment, its \"Camera Attributes\" property to " "contain a CameraAttributes resource, or both." msgstr "" -"Чтобы иметь какой-либо видимый эффект, WorldEnvironment требует, чтобы его " -"свойство \"Environment\" содержало Environment, его свойство \"Camera " -"Attributes\" содержало ресурс CameraAttributes, или и то, и другое." +"Чтобы эффект был видимым, свойство «Environment» узла WorldEnvironment должно " +"содержать ресурс Environment, а свойство «Camera Attributes» — ресурс " +"CameraAttributes (или и то, и другое)." msgid "" "Only one WorldEnvironment is allowed per scene (or set of instantiated " "scenes)." msgstr "" -"Для каждой сцены (или набора существующих сцен) допускается только одно " -"WorldEnvironment." - -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D должна иметь в качестве родителя узел XROrigin3D." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D должен иметь в качестве родителя узел XROrigin3D." +"Допускается только один WorldEnvironment на сцену (или набор экземпляров " +"сцен)." msgid "No tracker name is set." msgstr "Имя трекера не задано." @@ -16826,26 +16679,19 @@ msgid "No pose is set." msgstr "Поза не задана." msgid "XROrigin3D requires an XRCamera3D child node." -msgstr "XROrigin3D требует наличия дочернего узла XRCamera3D." - -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR не включен в настройках проекта рендеринга. Стереоскопический вывод не " -"поддерживается, если эта функция не включена." +msgstr "XROrigin3D требуется дочерний узел XROrigin3D." msgid "On BlendTree node '%s', animation not found: '%s'" -msgstr "На узле BlendTree '%s' анимация не найдена: '%s'" +msgstr "Не найдена анимация на узле BlendTree «%s»: «%s»" msgid "Animation not found: '%s'" msgstr "Анимация не найдена: %s" msgid "Animation Apply Reset" -msgstr "Анимация - Применить сброс" +msgstr "Применить сброс анимации" msgid "Nothing connected to input '%s' of node '%s'." -msgstr "Ничего не подключено к входу '%s' узла '%s'." +msgstr "Ничего не подключено к входу «%s» узла «%s»." msgid "No root AnimationNode for the graph is set." msgstr "Не задан корневой AnimationNode для графа." @@ -16854,11 +16700,11 @@ msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " "set to true." msgstr "" -"ButtonGroup предназначена для использования только с кнопками, у которых " -"режим toggle_mode установлен в true." +"ButtonGroup предназначается для использования только с теми кнопками, " +"параметр toggle_mode которых установлен в значение true." msgid "Copy this constructor in a script." -msgstr "Скопируйте этот конструктор в скрипт." +msgstr "Копировать этот конструктор в скрипт." msgid "Switch between hexadecimal and code values." msgstr "Переключение между шестнадцатеричными и кодовыми значениями." @@ -16870,35 +16716,25 @@ msgid "" msgstr "" "Контейнер сам по себе не имеет смысла, пока скрипт не настроит режим " "размещения его дочерних элементов.\n" -"Если вы не планируете добавлять скрипт, то используйте вместо этого узел " -"\"Control\"." +"Если вы не планируете добавлять скрипт, то используйте вместо этого обычный " +"узел Control." msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "Подсказка не будет отображаться, если для фильтра мыши элемента управления " -"установлено значение \"Ignore\". Чтобы это исправить, установите MouseFilter " -"в положение \"Stop\" или \"Pass\"." - -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Изменение Z-индекса элемента управления влияет только на порядок отрисовки, " -"но не на порядок обработки входных событий." - -msgid "Alert!" -msgstr "Внимание!" +"установлено значение «Ignore». Чтобы это исправить, установите MouseFilter в " +"значение «Stop» или «Pass»." msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " "changes." msgstr "" -"Обратите внимание, что GraphEdit и GraphNode будут подвергнуты масштабному " -"рефакторингу в будущей версии 4.x, что повлечет за собой изменения в API, " -"нарушающие совместимость." +"Учтите, что в предстоящей версии 4.x GraphEdit и GraphNode подвергнутся " +"обширному рефакторингу, который включает нарушающие совместимость изменения " +"API." msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -16912,11 +16748,11 @@ msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." msgstr "" -"Текущий шрифт не поддерживает отображение одного или нескольких символов, " -"используемых в тексте данного Label." +"Текущий шрифт не поддерживает рендеринг одного или нескольких символов, " +"которые используются в тексте этой метки." msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." -msgstr "Если \"Exp Edit\" включён, \"Min Value\" должно быть больше 0." +msgstr "Если «Exp Edit» включён, «Min Value» должно быть больше 0." msgid "" "ScrollContainer is intended to work with a single child control.\n" @@ -16925,7 +16761,7 @@ msgid "" msgstr "" "ScrollContainer предназначен для работы с одним дочерним элементом " "управления.\n" -"Используйте дочерний контейнер (VBox, HBox и т.д.), или Control и установите " +"Используйте дочерний контейнер (VBox, HBox и т.д.) или Control и установите " "минимальный размер вручную." msgid "" @@ -16933,10 +16769,10 @@ msgid "" "intended content.\n" "Consider adding a SubViewport as a child to provide something displayable." msgstr "" -"У этого узла нет дочернего SubViewport, поэтому он не может отображать " -"предназначенное для него содержимое.\n" -"Рассмотрите возможность добавления дочернего SubViewport, чтобы обеспечить " -"отображение содержимого." +"У этого узла нет SubViewport в качестве дочернего элемента, поэтому он не " +"может отобразить содержимое.\n" +"Попробуйте добавить SubViewport в качестве дочернего элемента, чтобы получить " +"возможность отображения." msgid "" "The default mouse cursor shape of SubViewportContainer has no effect.\n" @@ -16945,41 +16781,60 @@ msgstr "" "Форма курсора мыши по умолчанию в SubViewportContainer не имеет эффекта.\n" "Рассмотрите возможность оставить ее с начальным значением `CURSOR_ARROW`." +msgid "" +"This node was an instance of scene '%s', which was no longer available when " +"this scene was loaded." +msgstr "" +"Этот узел был экземпляром сцены «%s», которая больше не была доступна при " +"загрузке этой сцены." + +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"При сохранении текущей сцены экземпляр и все его свойства будут удалены, " +"включая редактируемые дочерние элементы (если они существуют)." + msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." msgstr "" -"Этот узел был сохранён с типом класса \"%s\", более недоступного после " -"загрузки этой сцены." +"Этот узел был сохранён как тип класса «%s», который больше не был доступен " +"при загрузке этой сцены." msgid "" "Data from the original node is kept as a placeholder until this type of node " "is available again. It can hence be safely re-saved without risk of data loss." msgstr "" -"Данные с исходного узла сохраняются в качестве резервной копии до тех пор, " -"пока этот тип узла снова не станет доступен. Таким образом, они могут быть " -"сохранены повторно без риска потери данных." +"Данные из исходного узла хранятся как заполнитель, пока этот тип узла не " +"станет снова доступен. Таким образом, можно выполнить повторное сохранение " +"без риска потери данных." + +msgid "Unrecognized missing node. Check scene dependency errors for details." +msgstr "" +"Неопознанный отсутствующий узел. Подробности проверьте ошибки зависимостей " +"сцены." msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." msgstr "" -"Этот узел является устаревшим и будет удалён в следующих версиях.\n" -"Для получения информации о миграции, ознакомьтесь с документацией Godot." +"Этот узел помечен как устаревший. Он будет удалён в будущих версиях.\n" +"Информация о миграции доступна в документации Godot." msgid "" "This node is marked as experimental and may be subject to removal or major " "changes in future versions." msgstr "" -"Этот узел является экспериментальным и может быть удалён или значительно " -"изменён в следующих версиях." +"Этот узел отмечен как экспериментальный и может быть удалён или значительно " +"изменён в будущих версиях." msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." msgstr "" -"ShaderGlobalsOverride неактивен, т.к. другой узел с таким же типом " -"присутствует в сцене." +"ShaderGlobalsOverride не является активным, т.к. в сцене имеется другой узел " +"такого же типа." msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " @@ -16987,11 +16842,10 @@ msgid "" "Consider using a script's process loop instead of relying on a Timer for very " "low wait times." msgstr "" -"Очень низкое время ожидания таймера (< 0,05 секунды) может привести к " -"значительно разному поведению, в зависимости от частоты кадров рендеринга или " -"физики.\n" +"Очень малое время ожидания таймера (< 0,05 секунды) может работать по-" +"разному, в зависимости от частоты кадров рендеринга или физики.\n" "Рассмотрите возможность использования цикла обработки в скрипте вместо " -"таймера с очень низким временем ожидания." +"таймера с очень малым временем ожидания." msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " @@ -17007,55 +16861,55 @@ msgid "" 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." +"Менее вложенный узел будет переименован. Исправьте сцену и сохраните её " +"заново." msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." msgstr "" -"Ключевые слова шейдера нельзя использовать в качестве имен параметров.\n" +"Ключевые слова шейдера нельзя использовать в качестве имён параметров.\n" "Выберите другое имя." msgid "This parameter type does not support the '%s' qualifier." -msgstr "Этот тип параметра не поддерживает квалификатор '%s'." +msgstr "Этот тип параметра не поддерживает квалификатор «%s»." msgid "" "Global parameter '%s' does not exist.\n" "Create it in the Project Settings." msgstr "" -"Глобальный параметр '%s' не существует.\n" +"Глобальный параметр «%s» не существует.\n" "Создайте его в настройках проекта." msgid "" "Global parameter '%s' has an incompatible type for this kind of node.\n" "Change it in the Project Settings." msgstr "" -"Глобальный параметр \"%s\" имеет тип, несовместимый с таким типом узла.\n" +"Глобальный параметр «%s» имеет тип, который несовместим с этим видом узла.\n" "Измените его в настройках проекта." msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" -"Порт сэмплера подключен, но не используется. Рассмотрите возможность " -"изменения источника на 'SamplerPort'." +"Порт сэмплера подключён, но не используется. Рассмотрите возможность " +"изменения источника на «SamplerPort»." msgid "Invalid source for preview." msgstr "Неверный источник для предпросмотра." msgid "Invalid source for shader." -msgstr "Недействительный источник шейдера." +msgstr "Неверный источник для шейдера." msgid "Invalid operator for that type." -msgstr "Недопустимый оператор для данного типа." +msgstr "Недопустимый оператор для этого типа." msgid "" "`%s` precision mode is not available for `gl_compatibility` profile.\n" "Reverted to `None` precision." msgstr "" -"Режим точности `%s` недоступен для профиля `gl_compatibility`.\n" -"Возврат к точности `None`." +"Режим точности «%s» недоступен для профиля «gl_compatibility».\n" +"Возврат к точности «Нет»." msgid "Default Color" msgstr "Цвет по умолчанию" @@ -17070,7 +16924,7 @@ msgid "Invalid comparison function for that type." msgstr "Неверная функция сравнения для этого типа." msgid "2D Mode" -msgstr "2D режим" +msgstr "Режим 2D" msgid "Use All Surfaces" msgstr "Использовать все поверхности" @@ -17082,282 +16936,249 @@ msgid "" "Invalid number of arguments when calling stage function '%s', which expects " "%d arguments." msgstr "" -"Недопустимое количество аргументов при вызове функции стадии '%s', которая " -"ожидает %d аргументов." +"Неверное количество аргументов при вызове функции сцены «%s», которая ожидает " +"%d аргументов." msgid "" "Invalid argument type when calling stage function '%s', type expected is '%s'." msgstr "" -"Неверный тип аргумента при вызове функции этапа \"%s\". Ожидаемый тип: \"%s\"." +"Неверный тип аргумента при вызове функции сцены «%s», ожидаемый тип — «%s»." msgid "Expected integer constant within [%d..%d] range." -msgstr "Ожидалась целочисленная константа в диапазоне [%d..%d]." +msgstr "Ожидалась целочисленная константа в пределах диапазона [%d..%d]." msgid "Argument %d of function '%s' is not a variable, array, or member." -msgstr "Аргумент %d функции \"%s\" не является переменной, массивом или членом." +msgstr "" +"Аргумент %d функции «%s» не является переменной, массивом или участником." msgid "Varyings cannot be passed for the '%s' parameter." -msgstr "Для параметра '%s' не могут быть переданы вариации." +msgstr "Параметру «%s» нельзя передать вариации." msgid "A constant value cannot be passed for the '%s' parameter." -msgstr "Константа не может быть передана для параметра \"%s\"." +msgstr "Параметру «%s» нельзя передать постоянное значение." msgid "" "Argument %d of function '%s' can only take a local variable, array, or member." msgstr "" -"Аргумент %d функции \"%s\" может принимать только локальные переменные, " -"массивы или члены." +"Аргумент %d функции «%s» может принимать только локальную переменную, массив " +"или участника." msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." msgstr "" -"Встроенная функция \"%s(%s)\" поддерживается только на современных/" -"производительных платформах." +"Встроенная функция «%s(%s)» поддерживается только на высокопродуктивных " +"платформах." msgid "Invalid arguments for the built-in function: \"%s(%s)\"." -msgstr "Недопустимые аргументы для встроенной функции: \"%s(%s)\"." +msgstr "Недопустимые аргументы для встроенной функции: «%s(%s)»." msgid "Recursion is not allowed." msgstr "Рекурсия запрещена." msgid "Function '%s' can't be called from source code." -msgstr "Функция \"%s\" не может быть вызвана из исходного кода." +msgstr "Функцию «%s» нельзя вызвать из исходного кода." msgid "" "Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." msgstr "" -"Неправильный аргумент для функции \"%s(%s)\": аргумент %d должен быть %s, не " -"%s." +"Недопустимый аргумент для функции «%s(%s)»: аргумент %d должен иметь значение " +"%s, но его значение — %s." msgid "" "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." msgstr "" -"Слишком мало аргументов для вызова \"%s(%s)\". Ожидалось хотя бы %d, получено " -"%d." +"Слишком мало аргументов для вызова «%s(%s)». Ожидалось не менее %d, но " +"получено %d." msgid "" "Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." msgstr "" -"Слишком много аргументов для вызова \"%s(%s)\". Ожидалось не более %d, " +"Слишком много аргументов для вызова «%s(%s)». Ожидалось не более %d, но " "получено %d." msgid "Invalid assignment of '%s' to '%s'." -msgstr "Недопустимое присвоение '%s' в '%s'." +msgstr "Недопустимое назначение «%s» для «%s»." msgid "Expected constant expression." msgstr "Ожидалось константное выражение." msgid "Expected ',' or ')' after argument." -msgstr "Ожидалось ',' или ')' после аргумента." - -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying не может быть задано в функции '%s'." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Переменная с типом данных '%s' может быть назначена только в функции " -"'fragment'." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Переменные, назначенные в функции 'vertex', не могут быть переназначены в " -"'fragment' или 'light'." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Переменные, назначенные в функции 'fragment', не могут быть переназначены в " -"'vertex' или 'light'." - -msgid "Assignment to function." -msgstr "Назначение функции." - -msgid "Swizzling assignment contains duplicates." -msgstr "Быстрое назначение содержит дубликаты." - -msgid "Assignment to uniform." -msgstr "Назначить форму." - -msgid "Constants cannot be modified." -msgstr "Константы не могут быть изменены." +msgstr "Ожидалось «,» или «)» после аргумента." msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." msgstr "" -"Аргумент сэмплера %d функции '%s' вызывается более одного раза с " -"использованием как встроенных, так и унифицированных текстур, что не " -"поддерживается (используйте либо одно, либо другое)." +"Аргумент сэмплера %d функции «%s» вызывается больше одного раза с помощью как " +"встроенных функций, так и однородных текстур; это не поддерживается (следует " +"использовать что-то одно)." msgid "" "Sampler argument %d of function '%s' called more than once using textures " "that differ in either filter or repeat setting." msgstr "" -"Аргумент сэмплера %d функции '%s' вызывается более одного раза с " -"использованием текстур, отличающихся настройками фильтра или повтора." +"Аргумент сэмплера %d функции «%s» вызывается больше одного раза с помощью " +"текстур, у которых отличается параметр фильтра или повтора." msgid "" "Sampler argument %d of function '%s' called more than once using different " "built-ins. Only calling with the same built-in is supported." msgstr "" -"Выборочный аргумент %d функции '%s' вызывается более одного раза с " -"использованием разных встроенных модулей. Поддерживается только вызов с " -"использованием одного и того же встроенного модуля." +"Аргумент сэмплера %d функции «%s» вызывается больше одного раза с помощью " +"различных встроенных функций. Поддерживается только вызов с помощью одной и " +"той же встроенной функции." msgid "Array size is already defined." msgstr "Размер массива уже определён." msgid "Unknown array size is forbidden in that context." -msgstr "Неизвестный размер массива невозможен в этом контексте." +msgstr "В этом контексте запрещён неизвестный размер массива." msgid "Array size expressions are not supported." msgstr "Выражения размера массива не поддерживаются." msgid "Expected a positive integer constant." -msgstr "Ожидалась целая положительная константа." +msgstr "Ожидалась положительная целочисленная константа." msgid "Invalid data type for the array." -msgstr "Недопустимый тип данных для массива." +msgstr "Неверный тип данных для массива." msgid "Array size mismatch." -msgstr "Несовпадение размера массива." +msgstr "Несоответствие размера массива." msgid "Expected array initialization." msgstr "Ожидалась инициализация массива." msgid "Cannot convert from '%s' to '%s'." -msgstr "Невозможно преобразовать '%s' в '%s'." +msgstr "Невозможно преобразовать «%s» в «%s»." msgid "Expected ')' in expression." -msgstr "Ожидается ')' в выражении." +msgstr "Ожидалось «)» в выражении." msgid "Void value not allowed in expression." -msgstr "Void значение не разрешено в выражении." +msgstr "Void-значение не разрешено в выражении." msgid "Expected '(' after the type name." -msgstr "Ожидается '(' после имени типа." +msgstr "Ожидалось «(» после имени типа." msgid "No matching constructor found for: '%s'." -msgstr "Не найден подходящий конструктор для: '%s'." +msgstr "Не найден соответствующий конструктор для: «%s»." msgid "Expected a function name." msgstr "Ожидалось имя функции." msgid "No matching function found for: '%s'." -msgstr "Не найдена подходящая функция для: '%s'." +msgstr "Не найдена соответствующая функция для: «%s»." msgid "" "Varying '%s' must be assigned in the 'vertex' or 'fragment' function first." msgstr "" -"Varying '%s' должно быть сначала назначено в функции 'vertex' или 'fragment'." +"Вариацию «%s» сначала необходимо задать в функции «vertex» или «fragment»." msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." -msgstr "" -"Varying '%s' не может быть передано для параметра '%s' в данном контексте." +msgstr "Вариация «%s» не может быть передана параметру «%s» в этом контексте." 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 " "it." msgstr "" -"Не удается передать многоракурсный сэмплер текстур в качестве параметра " -"пользовательской функции. Рассмотрите возможность сэмплирования в основной " -"функции и последующей передачи в нее векторного результата." +"Не удалось передать пользовательской функции сэмплер текстуры в нескольких " +"проекциях в качестве параметра. Попробуйте сэмплировать в главной функции, а " +"затем передать векторный результат." msgid "Unknown identifier in expression: '%s'." -msgstr "Неизвестный идентификатор в выражении: \"%s\"." +msgstr "Неизвестный идентификатор в выражении: «%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, " "filter_linear_mipmap;' near the top of your shader." msgstr "" -"%s был удален в пользу использования hint_%s с униформой.\n" -"Чтобы продолжить работу с минимальными изменениями кода, добавьте 'uniform " -"sampler2D %s : hint_%s, filter_linear_mipmap;' в верхней части шейдера." +"%s удалён; вместо него с униформой используется hint_%s.\n" +"Чтобы продолжить с минимальными изменениями кода, добавьте «uniform sampler2D " +"%s : hint_%s, filter_linear_mipmap;» рядом с верхней частью шейдера." msgid "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" -"Переменная с типом данных '%s' может использоваться только в 'fragment' " -"функции." +"Вариация с типом данных «%s» может использоваться только в функции «fragment»." msgid "Varying '%s' must be assigned in the 'fragment' function first." -msgstr "Переменная '%s' должна быть сначала назначена в 'fragment' функции." +msgstr "Вариацию «%s» сначала необходимо задать в функции «fragment»." msgid "" "Varying with integer data type must be declared with `flat` interpolation " "qualifier." msgstr "" -"Переменные с целочисленным типом данных должны быть объявлены с " -"интерполированным определителем `flat`." +"Вариацию с целочисленным типом данных необходимо объявить с квалификатором " +"интерполяции «flat»." msgid "Can't use function as identifier: '%s'." -msgstr "Невозможно использовать функцию в качестве идентификатора: \"%s\"." +msgstr "Нельзя использовать функцию в качестве идентификатора: «%s»." + +msgid "Constants cannot be modified." +msgstr "Константы не могут быть изменены." msgid "Only integer expressions are allowed for indexing." -msgstr "Только целочисленные выражения могут быть индексированы." +msgstr "До индексирования допускаются только целочисленные выражения." msgid "Index [%d] out of range [%d..%d]." -msgstr "Индекс [%d] выходит за пределы диапазона [%d..%d]." +msgstr "Индекс [%d] вне диапазона [%d..%d]." msgid "Expected expression, found: '%s'." -msgstr "Ожидаемое выражение, найдено: '%s'." +msgstr "Ожидалось выражение, найдено: «%s»." msgid "Empty statement. Remove ';' to fix this warning." -msgstr "Пустое выражение. Удалите ';', чтобы убрать это предупреждение." +msgstr "Пустой оператор. Удалите «;», чтобы устранить причину предупреждения." msgid "Expected an identifier as a member." -msgstr "В качестве элемента ожидается идентификатор." +msgstr "Ожидался идентификатор как участник." msgid "Cannot combine symbols from different sets in expression '.%s'." -msgstr "Невозможно объединить символы из разных наборов в выражении '.%s'." +msgstr "Невозможно сочетать символы из разных наборов в выражении «.%s»." msgid "Invalid member for '%s' expression: '.%s'." -msgstr "Недопустимый член для '%s': выражения '.%s'." +msgstr "Некорректный участник для выражения «%s»: «.%s»." msgid "An object of type '%s' can't be indexed." -msgstr "Объекты типа \"%s\" не могут быть индексированы." +msgstr "Объект типа «%s» нельзя проиндексировать." msgid "Invalid base type for increment/decrement operator." -msgstr "Недопустимый базовый тип для оператора увеличения/уменьшения." +msgstr "Некорректный базовый тип для оператора инкремента/декремента." msgid "Invalid use of increment/decrement operator in a constant expression." msgstr "" -"Недопустимое использование оператора увеличения/уменьшения в постоянном " +"Некорректное использование оператора инкремента/декремента в константном " "выражении." msgid "Invalid token for the operator: '%s'." -msgstr "Недопустимый токен для оператора: '%s'." +msgstr "Неверный токен для оператора: «%s»." msgid "Unexpected end of expression." msgstr "Неожиданный конец выражения." msgid "Invalid arguments to unary operator '%s': %s." -msgstr "Недопустимые аргументы для унарного оператора '%s': %s." +msgstr "Недопустимые аргументы для унарного оператора «%s»: %s." msgid "Missing matching ':' for select operator." -msgstr "Отсутствует сравнение ':' для выбора оператора." +msgstr "Не хватает соответствующего «:» для оператора выбора." msgid "Invalid argument to ternary operator: '%s'." -msgstr "Недопустимый аргумент для тернарного оператора: '%s'." +msgstr "Недопустимый аргумент для тернарного оператора: «%s»." msgid "Invalid arguments to operator '%s': '%s'." -msgstr "Недопустимые аргументы для оператора '%s': '%s'." +msgstr "Недопустимые аргументы для оператора «%s»: «%s»." msgid "A switch may only contain '%s' and '%s' blocks." -msgstr "Переключатель может содержать только блоки '%s' и '%s'." +msgstr "Переключатель может содержать только блоки «%s» и «%s»" msgid "Expected variable type after precision modifier." -msgstr "Ожидался тип переменной после уточнения модификатора." +msgstr "Ожидался тип переменной после модификатора точности." msgid "Invalid variable type (samplers are not allowed)." -msgstr "Недопустимый тип переменной (сэмплеры не разрешены)." +msgstr "Неверный тип переменной (сэмплеры не разрешены)." msgid "Expected an identifier or '[' after type." -msgstr "Ожидалось наличие идентификатора или '[' после типа." +msgstr "Ожидался идентификатор или «[» после типа." msgid "Expected an identifier." msgstr "Ожидался идентификатор." @@ -17366,17 +17187,17 @@ msgid "Expected array initializer." msgstr "Ожидался инициализатор массива." msgid "Expected data type after precision modifier." -msgstr "Ожидаемый тип данных после уточнения модификатора." +msgstr "Ожидался тип данных после модификатора точности." msgid "Expected a constant expression." -msgstr "Ожидалось постоянное выражение." +msgstr "Ожидалось константное выражение." msgid "Expected initialization of constant." msgstr "Ожидалась инициализация константы." msgid "Expected constant expression for argument %d of function call after '='." msgstr "" -"Ожидалось постоянное выражение для аргумента %d вызова функции после '='." +"Ожидалось константное выражение для аргумента %d вызова функции после «=»." msgid "Expected a boolean expression." msgstr "Ожидалось логическое выражение." @@ -17385,80 +17206,80 @@ msgid "Expected an integer expression." msgstr "Ожидалось целочисленное выражение." msgid "Cases must be defined before default case." -msgstr "Варианты должны быть указаны перед вариантом по умолчанию." +msgstr "Необходимо определить варианты перед выбором варианта по умолчанию." msgid "Default case must be defined only once." -msgstr "Вариант по умолчанию должен быть указан единожды." +msgstr "Вариант по умолчанию должен быть определён только один раз." msgid "Duplicated case label: %d." msgstr "Дублируется метка варианта: %d." msgid "'%s' must be placed within a '%s' block." -msgstr "\"%s\" должен быть размещён внутри блока \"%s\"." +msgstr "«%s» необходимо поместить внутри блока «%s»." msgid "Expected an integer constant." msgstr "Ожидалась целочисленная константа." msgid "Using '%s' in the '%s' processor function is incorrect." -msgstr "Использование '%s' в функции процессора '%s' некорректно." +msgstr "Нельзя использовать «%s» в функции обработчика «%s»." msgid "Expected '%s' with an expression of type '%s'." -msgstr "Ожидалось '%s' с выражением типа '%s'." +msgstr "Ожидалось «%s» с выражением типа «%s»." msgid "Expected return with an expression of type '%s'." -msgstr "Ожидался возврат выражения типа '%s'." +msgstr "Ожидался результат с выражением типа «%s»." msgid "Use of '%s' is not allowed here." -msgstr "Использование '%s' здесь недопустимо." +msgstr "Здесь не допускается использование «%s»." msgid "'%s' is not allowed outside of a loop or '%s' statement." -msgstr "'%s' не допускается вне цикла или оператора '%s'." +msgstr "«%s» не может использоваться вне цикла или оператора «%s»." msgid "'%s' is not allowed outside of a loop." -msgstr "'%s' не допускается вне цикла." +msgstr "«%s» не может использоваться вне цикла." msgid "The middle expression is expected to be a boolean operator." -msgstr "Ожидалось, что среднее выражение будет являться логическим оператором." +msgstr "Ожидается, что выражение посередине будет логическим оператором." msgid "The left expression is expected to be a variable declaration." -msgstr "Ожидалось, что левое выражение будет объявлением переменной." +msgstr "Ожидается, что выражение слева будет объявлением переменной." msgid "The precision modifier cannot be used on structs." -msgstr "Уточненный модификатор не может быть использован для структур." +msgstr "Модификатор точности нельзя использовать для структур." msgid "The precision modifier cannot be used on boolean types." -msgstr "Уточненный модификатор не может быть использован для булевых типов." +msgstr "Модификатор точности нельзя использовать для логических типов." msgid "Expected '%s' at the beginning of shader. Valid types are: %s." -msgstr "Ожидался '%s' в начале шейдера. Допустимыми типами являются: %s." +msgstr "Ожидалось «%s» в начале шейдера. Допустимые типы: %s." msgid "" "Expected an identifier after '%s', indicating the type of shader. Valid types " "are: %s." msgstr "" -"После '%s' ожидался идентификатор, указывающий на тип шейдера. Допустимыми " -"типами являются: %s." +"Ожидался идентификатор после «%s», обозначающий тип шейдера. Допустимые типы: " +"%s." msgid "Invalid shader type. Valid types are: %s" msgstr "Неверный тип шейдера. Допустимые типы: %s" msgid "Expected an identifier for render mode." -msgstr "Ожидается идентификатор режима рендеринга." +msgstr "Ожидался идентификатор для режима рендеринга." msgid "Duplicated render mode: '%s'." -msgstr "Дублируется режим рендеринга: '%s'." +msgstr "Дублируется режим рендеринга: «%s»." msgid "" "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." msgstr "" -"Переопределение режима рендеринга: '%s'. Режим '%s' уже был установлен на " -"'%s'." +"Переопределение режима рендеринга: «%s». Режим «%s» уже установлен в значение " +"«%s»." msgid "Invalid render mode: '%s'." -msgstr "Неверный режим рендеринга: '%s'." +msgstr "Недопустимый режим рендеринга: «%s»." msgid "Unexpected token: '%s'." -msgstr "Неожиданный токен: '%s'." +msgstr "Неожиданный токен: «%s»." msgid "Expected a struct identifier." msgstr "Ожидался идентификатор структуры." @@ -17467,179 +17288,179 @@ msgid "Nested structs are not allowed." msgstr "Вложенные структуры не допускаются." msgid "Expected data type." -msgstr "Ожидается тип данных." +msgstr "Ожидался тип данных." msgid "A '%s' data type is not allowed here." -msgstr "Тип данных '%s' здесь не допускается." +msgstr "Здесь не допускается тип данных «%s»." msgid "Expected an identifier or '['." -msgstr "Ожидался идентификатор или '['." +msgstr "Ожидался идентификатор или «[»." msgid "Empty structs are not allowed." msgstr "Пустые структуры не допускаются." msgid "Uniform instances are not yet implemented for '%s' shaders." -msgstr "Равномерные экземпляры еще не реализованы для шейдеров '%s'." +msgstr "В шейдерах «%s» ещё не реализованы экземпляры униформ." msgid "Uniform instances are not supported in gl_compatibility shaders." -msgstr "Равномерные экземпляры не поддерживаются в шейдерах gl_compatibility." +msgstr "В шейдерах gl_compatibility не поддерживаются экземпляры униформ." msgid "Varyings cannot be used in '%s' shaders." -msgstr "Varyings не могут использоваться в шейдерах '%s'." +msgstr "Вариации нельзя использовать в шейдерах «%s»." msgid "Interpolation qualifiers are not supported for uniforms." -msgstr "Интерполяционные определители не поддерживаются для униформ." +msgstr "Для униформ не поддерживаются квалификаторы интерполяции." msgid "The '%s' data type is not supported for uniforms." -msgstr "Тип данных '%s' не поддерживается униформами." +msgstr "Для униформ не поддерживается тип данных «%s»." msgid "The '%s' data type is not allowed here." -msgstr "Тип данных '%s' здесь недопустим." +msgstr "Здесь не допускается тип данных «%s»." msgid "Interpolation modifier '%s' cannot be used with boolean types." -msgstr "" -"Модификатор интерполяции '%s' не может быть использован с логическими типами." +msgstr "Модификатор интерполяции «%s» нельзя использовать с логическими типами." msgid "Invalid data type for varying." -msgstr "Недопустимый тип данных для переменной." +msgstr "Неверный тип данных для вариации." msgid "Global uniform '%s' does not exist. Create it in Project Settings." -msgstr "Глобальная форма '%s' не существует. Создайте ее в Настройках проекта." +msgstr "" +"Глобальная униформа «%s» не существует. Создайте её в настройках проекта." msgid "Global uniform '%s' must be of type '%s'." -msgstr "Глобальная форма '%s' должна иметь тип '%s'." +msgstr "Глобальная униформа «%s» должна быть типа «%s»." msgid "The '%s' qualifier is not supported for sampler types." -msgstr "Определитель '%s' не поддерживается для сэмпловых типов." +msgstr "Квалификатор «%s» не поддерживается для типов сэмплеров." msgid "The '%s' qualifier is not supported for matrix types." -msgstr "Определитель '%s' не поддерживается для матричных типов." +msgstr "Квалификатор «%s» не поддерживается для типов матриц." msgid "The '%s' qualifier is not supported for uniform arrays." -msgstr "Определитель '%s' не поддерживается для однородных массивов." +msgstr "Квалификатор «%s» не поддерживается для массивов униформ." msgid "Expected valid type hint after ':'." -msgstr "Ожидалось указание допустимого типа после ':'." +msgstr "Ожидалась подсказка допустимого типа после «:»." msgid "This hint is not supported for uniform arrays." -msgstr "Этот указатель не поддерживается для однородных массивов." +msgstr "Эта подсказка не поддерживается для массивов униформ." msgid "Source color hint is for '%s', '%s' or sampler types only." msgstr "" -"Указание на исходный цвет предназначено только для типов '%s', '%s' или " -"сэмплера." +"Подсказка цвета источника доступна только для «%s», «%s» или типов сэмплеров." msgid "Duplicated hint: '%s'." -msgstr "Дублированное указание: '%s'." +msgstr "Дублируется подсказка: «%s»." msgid "Range hint is for '%s' and '%s' only." -msgstr "Указание интервала предназначено только для '%s' и '%s'." +msgstr "Подсказка диапазона доступна только для «%s» и «%s»." msgid "Expected ',' after integer constant." -msgstr "Ожидалось ',' после целочисленной константы." +msgstr "Ожидалось «,» после целочисленной константы." msgid "Expected an integer constant after ','." -msgstr "Ожидалась целочисленная константа после ','." +msgstr "Ожидалась целочисленная константа после «,»." msgid "Can only specify '%s' once." -msgstr "Можно указать '%s' только один раз." +msgstr "Можно указать «%s» только один раз." msgid "The instance index can't be negative." msgstr "Индекс экземпляра не может быть отрицательным." msgid "Allowed instance uniform indices must be within [0..%d] range." -msgstr "Допустимые индексы экземпляров должны находиться в диапазоне [0..%d]." +msgstr "" +"Допустимые индексы униформ экземпляров должны находиться в диапазоне [0..%d]." msgid "" "'hint_normal_roughness_texture' is only available when using the Forward+ " "backend." msgstr "" -"'hint_normal_roughness_texture' доступен только при использовании бэкенда " -"Forward+." +"Опция «hint_normal_roughness_texture» доступна только при использовании " +"бэкенда Forward+." msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." -msgstr "'hint_normal_roughness_texture' не поддерживается в шейдерах '%s'." +msgstr "«hint_normal_roughness_texture» не поддерживается в шейдерах «%s»." msgid "'hint_depth_texture' is not supported in '%s' shaders." -msgstr "'hint_depth_texture' не поддерживается в шейдерах '%s'." +msgstr "«hint_depth_texture» не поддерживается в шейдерах «%s»." msgid "This hint is only for sampler types." -msgstr "Эта подсказка предназначена только для сэмпловых типов." +msgstr "Эта подсказка доступна только для типов сэмплеров." msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." msgstr "" -"Переопределение подсказки: '%s'. Подсказка уже была установлена в значение " -"'%s'." +"Переопределение подсказки: «%s». Подсказка уже установлена в значение «%s»." msgid "Duplicated filter mode: '%s'." -msgstr "Дублируется режим фильтра: '%s'." +msgstr "Дублируется режим фильтра: «%s»." msgid "" "Redefinition of filter mode: '%s'. The filter mode has already been set to " "'%s'." msgstr "" -"Переопределение режима фильтрации: '%s'. Режим фильтрации уже был установлен " -"на '%s'." +"Переопределение режима фильтра: «%s». Режим фильтра уже установлен в значение " +"«%s»." msgid "Duplicated repeat mode: '%s'." -msgstr "Дублируется режим повтора '%s'." +msgstr "Дублируется режим повтора: «%s»." msgid "" "Redefinition of repeat mode: '%s'. The repeat mode has already been set to " "'%s'." msgstr "" -"Переопределение режима повтора: '%s'. Режим повтора уже был установлен на " -"'%s'." +"Переопределение режима повтора: «%s». Режим повтора уже установлен в значение " +"«%s»." msgid "Too many '%s' uniforms in shader, maximum supported is %d." -msgstr "Слишком много '%s' форм в шейдере, максимально поддерживается %d." +msgstr "" +"В шейдере слишком много униформ «%s», максимальное поддерживаемое количество " +"— %d." msgid "Setting default values to uniform arrays is not supported." -msgstr "" -"Установка значений по умолчанию для однородных массивов не поддерживается." +msgstr "Установка значений по умолчанию для массивов униформ не поддерживается." msgid "Expected constant expression after '='." -msgstr "Ожидалось постоянное выражение после '='." +msgstr "Ожидалось константное выражение после «=»." msgid "Can't convert constant to '%s'." -msgstr "Невозможно преобразовать константу в '%s'." +msgstr "Невозможно преобразовать константу в «%s»." msgid "Expected an uniform subgroup identifier." -msgstr "Ожидался единый идентификатор подгруппы." +msgstr "Ожидался идентификатор подгруппы униформ." msgid "Expected an uniform group identifier." -msgstr "Ожидался единый идентификатор группы." +msgstr "Ожидался идентификатор группы униформ." msgid "Expected an uniform group identifier or `;`." -msgstr "Ожидался единый идентификатор группы или `;`." +msgstr "Ожидался идентификатор группы униформ или «;»." msgid "Group needs to be opened before." -msgstr "Группу необходимо открыть заранее." +msgstr "Сначала необходимо открыть группу." msgid "Shader type is already defined." -msgstr "Тип шейдера уже определен." +msgstr "Тип шейдера уже определён." msgid "Expected constant, function, uniform or varying." -msgstr "Ожидалась константа, функция, равенство или переменная." +msgstr "Ожидалась константа, функция, униформа или вариация." msgid "Invalid constant type (samplers are not allowed)." -msgstr "Недопустимый тип константы (сэмплеры не разрешены)." +msgstr "Неверный тип константы (сэмплеры не разрешены)." msgid "Invalid function type (samplers are not allowed)." -msgstr "Недопустимый тип функции (сэмплеры не разрешены)." +msgstr "Неверный тип функции (сэмплеры не разрешены)." msgid "Expected a function name after type." msgstr "Ожидалось имя функции после типа." msgid "Expected '(' after function identifier." -msgstr "Ожидалась '(' после идентификатора функции." +msgstr "Ожидалось «(» после идентификатора функции." msgid "" "Global non-constant variables are not supported. Expected '%s' keyword before " "constant definition." msgstr "" -"Глобальные непостоянные переменные не поддерживаются. Ожидалось ключевое " -"слово '%s' перед определением константы." +"Глобальные неконстантные переменные не поддерживаются. Ожидалось ключевое " +"слово «%s» перед определением константы." msgid "Expected an identifier after type." msgstr "Ожидался идентификатор после типа." @@ -17648,8 +17469,8 @@ msgid "" "The '%s' qualifier cannot be used within a function parameter declared with " "'%s'." msgstr "" -"Определитель '%s' не может быть использован внутри параметра функции, " -"объявленного с помощью '%s'." +"Квалификатор «%s» нельзя использовать внутри параметра функции, объявленного " +"с «%s»." msgid "Expected a valid data type for argument." msgstr "Ожидался допустимый тип данных для аргумента." @@ -17658,37 +17479,37 @@ msgid "Opaque types cannot be output parameters." msgstr "Непрозрачные типы не могут быть выходными параметрами." msgid "Void type not allowed as argument." -msgstr "Тип Void не допускается в качестве аргумента." +msgstr "Void-тип не допускается в качестве аргумента." msgid "Expected an identifier for argument name." msgstr "Ожидался идентификатор для имени аргумента." msgid "Function '%s' expects no arguments." -msgstr "Функция '%s' не принимает аргументов." +msgstr "Функция «%s» не ожидает аргументов." msgid "Function '%s' must be of '%s' return type." -msgstr "Функция '%s' должна иметь возвращаемый тип '%s'." +msgstr "Функция «%s» должна иметь тип возврата «%s»." msgid "Expected a '{' to begin function." -msgstr "Ожидался символ '{' в начале функции." +msgstr "Ожидалось «{» для начала функции." msgid "Expected at least one '%s' statement in a non-void function." -msgstr "Ожидался хотя бы один оператор '%s' в non-void функции." +msgstr "Ожидался хотя бы один оператор «%s» в функции не void-типа." msgid "uniform buffer" -msgstr "единый буфер" +msgstr "буфер параметров шейдера" msgid "Expected a '%s'." -msgstr "Ожидался '%s'." +msgstr "Ожидалось «%s»." msgid "Expected a '%s' or '%s'." -msgstr "Ожидался '%s' или '%s'." +msgstr "Ожидалось «%s» или «%s»." msgid "Expected a '%s' after '%s'." -msgstr "Ожидается '%s' после '%s'." +msgstr "Ожидалось «%s» после «%s»." msgid "Redefinition of '%s'." -msgstr "Переопределение '%s'." +msgstr "Переопределение «%s»." msgid "Unknown directive." msgstr "Неизвестная директива." @@ -17706,13 +17527,13 @@ msgid "Expected a comma in the macro argument list." msgstr "Ожидалась запятая в списке аргументов макроса." msgid "'##' must not appear at beginning of macro expansion." -msgstr "'##' не должен появляться в начале развертывания макроса." +msgstr "«##» не должно появляться в начале развёртывания макроса." msgid "'##' must not appear at end of macro expansion." -msgstr "'##' не должен появляться в конце развертывания макроса." +msgstr "«##» не должно появляться в конце развёртывания макроса." msgid "Unmatched elif." -msgstr "Несовпадающий elif." +msgstr "Несопоставленное elif." msgid "Missing condition." msgstr "Пропущено условие." @@ -17721,99 +17542,99 @@ msgid "Condition evaluation error." msgstr "Ошибка вычисления условия." msgid "Unmatched else." -msgstr "Без других совпадений." +msgstr "Несопоставленное else." msgid "Invalid else." -msgstr "Недопустимый else." +msgstr "Недопустимая директива else." msgid "Unmatched endif." -msgstr "Непарный endif." +msgstr "Несопоставленное endif." msgid "Invalid endif." -msgstr "Недопустимый endif." +msgstr "Недопустимая директива endif." msgid "Invalid ifdef." -msgstr "Недопустимый ifdef." +msgstr "Недопустимая директива ifdef." msgid "Invalid ifndef." -msgstr "Недопустимый ifndef." +msgstr "Недопустимая директива ifndef." msgid "Shader include file does not exist:" -msgstr "Файл включенный в шейдер не существует:" +msgstr "Файл включения шейдера не существует:" msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" msgstr "" -"Не удалось загрузить шейдер. Существует ли шейдер? Есть ли циклическая " -"зависимость?" +"Не удалось загрузить файл включения шейдера. Существует ли он? Имеется ли " +"циклическая зависимость?" msgid "Shader include resource type is wrong." -msgstr "Шейдер включает неверный тип ресурса." +msgstr "Неверный тип ресурса файла включения шейдера." msgid "Cyclic include found" -msgstr "Обнаружено циклическое включение" +msgstr "Найдено циклическое включение" msgid "Shader max include depth exceeded." -msgstr "Превышена максимальная глубина include для шейдера." +msgstr "Превышена максимальная глубина включения шейдера." msgid "Invalid pragma directive." -msgstr "Недопустимая директива прагмы." +msgstr "Недопустимая директива pragma." msgid "Invalid undef." -msgstr "Неопределенное имя." +msgstr "Недопустимая директива undef." msgid "Macro expansion limit exceeded." -msgstr "Превышен предел расширения макроса." +msgstr "Превышен лимит раскрытия макроса." msgid "Invalid macro argument list." msgstr "Некорректный список аргументов макроса." msgid "Invalid macro argument." -msgstr "Некорректный аргумент макроса." +msgstr "Недопустимый аргумент макроса." msgid "Invalid macro argument count." msgstr "Недопустимое количество аргументов макроса." msgid "Can't find matching branch directive." -msgstr "Не удается найти соответствующую директиву ветки." +msgstr "Не удалось найти соответствующую директиву ветви." msgid "Invalid symbols placed before directive." msgstr "Недопустимые символы перед директивой." msgid "Unmatched conditional statement." -msgstr "Не парный условный оператор." +msgstr "Несопоставленный условный оператор." msgid "" "Direct floating-point comparison (this may not evaluate to `true` as you " "expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " "predictable comparison." msgstr "" -"Прямое сравнение с плавающей запятой (это может не дать 'true', как вы " -"ожидаете). Вместо этого используйте «abs(a - b) < 0,0001» для " -"приблизительного, но предсказуемого сравнения." +"Прямое сравнение чисел с плавающей точкой (в результате может не быть " +"получено «true», как вы ожидаете). Вместо этого используйте «abs(a - b) < " +"0.0001» для выполнения приблизительного, но предсказуемого сравнения." msgid "The const '%s' is declared but never used." -msgstr "Константа '%s' объявлена, но не используется." +msgstr "Константа «%s» объявлена, но не используется." msgid "The function '%s' is declared but never used." -msgstr "Функция '%s' объявлена, но не используется." +msgstr "Функция «%s» объявлена, но не используется." msgid "The struct '%s' is declared but never used." -msgstr "Структура '%s' объявлена, но не используется." +msgstr "Структура «%s» объявлена, но не используется." msgid "The uniform '%s' is declared but never used." -msgstr "Юниформа '%s' объявлена, но не используется." +msgstr "Униформа «%s» объявлена, но не используется." msgid "The varying '%s' is declared but never used." -msgstr "Varying '%s' объявлен, но никогда не используется." +msgstr "Вариация «%s» объявлена, но не используется." msgid "The local variable '%s' is declared but never used." -msgstr "Локальная переменная '%s' объявлена, но не используется." +msgstr "Локальная переменная «%s» объявлена, но не используется." msgid "" "The total size of the %s for this shader on this device has been exceeded (%d/" "%d). The shader may not work correctly." msgstr "" -"Полный размер %s для этого шейдера на этом устройстве превышает (%d/%d). " +"Превышен общий размер %s для этого шейдера на данном устройстве (%d/%d). " "Шейдер может работать некорректно." diff --git a/editor/translations/editor/sk.po b/editor/translations/editor/sk.po index fd1087196bf3..81adc45ddfa9 100644 --- a/editor/translations/editor/sk.po +++ b/editor/translations/editor/sk.po @@ -185,12 +185,6 @@ msgstr "Joypad Tlačidlo %d" msgid "Pressure:" msgstr "Tlak:" -msgid "canceled" -msgstr "zrušený" - -msgid "touched" -msgstr "dotknutý" - msgid "released" msgstr "pustený" @@ -436,15 +430,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Príklad: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d položka" -msgstr[1] "%d položky" -msgstr[2] "%d položiek" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -455,18 +440,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Akcia s názvom '%s' už existuje." -msgid "Cannot Revert - Action is same as initial" -msgstr "Nie je možný návrat - akcia je rovnaká ako počiatočná" - msgid "Revert Action" msgstr "Vrátiť akciu" msgid "Add Event" msgstr "Pridať udalosť" -msgid "Remove Action" -msgstr "Odstrániť Akciu" - msgid "Cannot Remove Action" msgstr "Nemožno Odstrániť Akciu" @@ -909,6 +888,9 @@ msgstr "Nahradiť Všetko" msgid "Selection Only" msgstr "Iba Výber" +msgid "Hide" +msgstr "Skryť" + msgid "Toggle Scripts Panel" msgstr "Vypnúť Panel Script-ov" @@ -1079,9 +1061,6 @@ msgstr "Táto trieda je označená ako zastaraná." msgid "This class is marked as experimental." msgstr "Táto trieda je označená ako experimentálna." -msgid "No description available for %s." -msgstr "Nie je dostupný žiadny popis pre %s." - msgid "Favorites:" msgstr "Obľúbené:" @@ -1226,9 +1205,6 @@ msgstr "Vykonávanie obnovené." msgid "Bytes:" msgstr "Bajty:" -msgid "Warning:" -msgstr "Varovanie:" - msgid "Error:" msgstr "Chyba:" @@ -1553,9 +1529,6 @@ msgstr "Nasledovné súbory sa nepodarilo extrahovať z assetu \"%s\":" msgid "(and %s more files)" msgstr "(a %s ďalších súborov)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Asset \"%s\" bol úspešne nainštalovaný!" - msgid "Success!" msgstr "Úspech!" @@ -1688,30 +1661,6 @@ msgstr "Vytvoriť nový Bus Layout." msgid "Audio Bus Layout" msgstr "Audio Bus Rozloženie" -msgid "Invalid name." -msgstr "Neplatný Názov." - -msgid "Cannot begin with a digit." -msgstr "Nemôže začínať číslicou." - -msgid "Valid characters:" -msgstr "Platné písmená:" - -msgid "Must not collide with an existing engine class name." -msgstr "Nesmie kolidovať s existujúcim názvom engine triedy." - -msgid "Must not collide with an existing global script class name." -msgstr "Nesmie kolidovať s existujúcim názvom globálnej skriptovej triedy." - -msgid "Must not collide with an existing built-in type name." -msgstr "Nesmie kolidovať s existujúcim názvom pre vstavaný typ." - -msgid "Must not collide with an existing global constant name." -msgstr "Nesmie kolidovať s existujúcim názvom pre globálnu konštantu." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Kľúčové slovo nemôže byť použité ako Autoload názov." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' už existujuje!" @@ -1748,9 +1697,6 @@ msgstr "Pridať Autoload" msgid "Path:" msgstr "Cesta:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Pre vytvorenie skriptu vyber cestu alebo stlač \"%s\"." - msgid "Node Name:" msgstr "Názov Nodu:" @@ -1889,24 +1835,15 @@ msgstr "Detegovať z Projektu" msgid "Actions:" msgstr "Akcie:" -msgid "Configure Engine Build Profile:" -msgstr "Konfigurujte Profil Engine Stavby:" - msgid "Please Confirm:" msgstr "Prosím Potvrďte:" -msgid "Engine Build Profile" -msgstr "Profil Engine Stavby" - msgid "Load Profile" msgstr "Načítať Profil" msgid "Export Profile" msgstr "Exportovať Profil" -msgid "Edit Build Configuration Profile" -msgstr "Upraviť Profil Konfigurácie Stavby" - msgid "Filter Commands" msgstr "Filtrovať Príkazy" @@ -2075,16 +2012,6 @@ msgstr "Importovať Profil(y)" msgid "Manage Editor Feature Profiles" msgstr "Spravovať Feature Profily Editora" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Niektoré rozšírenia vyžadujú reštartovanie editora, aby nadobudli účinnosť." - -msgid "Restart" -msgstr "Reštartovať" - -msgid "Save & Restart" -msgstr "Uložiť & Reštartovať" - msgid "ScanSources" msgstr "SkenZdrojov" @@ -2235,15 +2162,15 @@ msgstr "" "Aktuálne nie je žiadny popis pre túto vlastnosť. Prosím pomôžte nám jeho " "[color=$color][url=$url]príspevkom[/url][/color]!" +msgid "Editor" +msgstr "Editor" + msgid "Property:" msgstr "Vlastnosť:" msgid "Signal:" msgstr "Signál:" -msgid "%d match." -msgstr "%d sa zhoduje." - msgid "%d matches." msgstr "%d zhody." @@ -2386,9 +2313,6 @@ msgstr "Nastaviť %s" msgid "Remove metadata %s" msgstr "Vymazať Metadáta %s" -msgid "Pinned %s" -msgstr "%s bol Pripnutý" - msgid "Unpinned %s" msgstr "%s bol Odopnutý" @@ -2530,15 +2454,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Otáča sa, keď sa okno editora redistribuuje." -msgid "Imported resources can't be saved." -msgstr "Importované zdroje nemôžu byť uložené." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Chyba pri ukladaní prostriedku!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2556,30 +2474,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Uložiť Prostriedok Ako..." -msgid "Can't open file for writing:" -msgstr "Nie je možné otvoriť súbor pre písanie:" - -msgid "Requested file format unknown:" -msgstr "Požadovaný formát súboru je neznámy:" - -msgid "Error while saving." -msgstr "Chyba pri ukladaní." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Nedá sa otvoriť súbor '%s'. Súbor mohol byť presunutý alebo vymazaný." - -msgid "Error while parsing file '%s'." -msgstr "Chyba pri analýze súboru '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Súbor scény '%s' vyzerá byť neplatný/poškodený." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "Chýba súbor '%s' alebo jedna z jeho závislosti." - -msgid "Error while loading file '%s'." -msgstr "Chyba počas načítavania súboru '%s'." - msgid "Saving Scene" msgstr "Ukladanie Scény" @@ -2589,33 +2483,17 @@ msgstr "Analyzovanie" msgid "Creating Thumbnail" msgstr "Vytváranie Miniatúry" -msgid "This operation can't be done without a tree root." -msgstr "Túto operáciu nie je možné vykonať bez tree root-u." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Nedá sa uložiť scéna. Pravdepodobne (inštancie alebo dedičstvo) nemôžu byť " -"uspokojené." - msgid "Save scene before running..." msgstr "Uložiť scénu pred spustením..." -msgid "Could not save one or more scenes!" -msgstr "Nepodarilo sa uložiť jednu alebo viacero scén!" - msgid "Save All Scenes" msgstr "Uložiť Všetky Scény" msgid "Can't overwrite scene that is still open!" msgstr "Nedá sa prepísať scénu, ktorá je stále otvorená!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Nedá sa načítať MeshLibrary pre zlúčenie!" - -msgid "Error saving MeshLibrary!" -msgstr "Chyba pri ukladaní MeshLibrary!" +msgid "Merge With Existing" +msgstr "Zlúčiť s existujúcim" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -2677,9 +2555,6 @@ msgstr "" "Prosím prečítajte si dokumentáciu na importovanie scén, aby ste tomu viac " "pochopili." -msgid "Changes may be lost!" -msgstr "Zmeny môžu byť stratené!" - msgid "This object is read-only." msgstr "Tento objekt je iba na čítanie." @@ -2695,9 +2570,6 @@ msgstr "Rýchle Otvorenie Scény..." msgid "Quick Open Script..." msgstr "Rýchle Otvorenie Skriptu..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s už neexistuje! Prosím špecifikujte nové miesto uloženia." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -2752,25 +2624,12 @@ msgstr "" msgid "Save & Quit" msgstr "Uložiť & Ukončiť" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Uložiť zmeny do nasledujúcich scén pred ukončením?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Uložiť zmeny nasledujúcich scén pred otvorením Manažéra Projektov?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Táto možnosť je zastaraná. Situácie, v ktorých je potrebné obnovenie, sa " -"teraz považujú za chybu. Prosím, nahláste." - msgid "Pick a Main Scene" msgstr "Vyberte hlavnú scénu" -msgid "This operation can't be done without a scene." -msgstr "Táto operácia nemôže byť dokončená bez scény." - msgid "Export Mesh Library" msgstr "Exportovať Mesh Knižnicu" @@ -2800,22 +2659,12 @@ msgstr "" "Scéna '%s' bola automaticky importovaná, takže nemôže byť modifikovaná.\n" "Aby ste v nej mohli spraviť úpravy, môžete vytvoriť novú zdedenú scénu." -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 "" -"Error pri načítavaní, musí byť vo vnútri projektovej cesty. Použite 'Import' " -"aby ste otvorili scénu, a potom ju uložte do projektovej cesty." - msgid "Scene '%s' has broken dependencies:" msgstr "Scéna '%s' má zničené závislosti:" msgid "Clear Recent Scenes" msgstr "Vyčistiť Posledné Scény" -msgid "There is no defined scene to run." -msgstr "Nieje definovaná žiadna scéna na spustenie." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2927,24 +2776,15 @@ msgstr "Nastavenia Editora..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Nastavenia Projektu..." - msgid "Project Settings" msgstr "Nastavenia projektu" msgid "Version Control" msgstr "Kontrola Verzie" -msgid "Export..." -msgstr "Export..." - msgid "Install Android Build Template..." msgstr "Inštalovať Android Build Template..." -msgid "Customize Engine Build Configuration..." -msgstr "Prispôsobiť konfiguráciu kompilovania Engine-u..." - msgid "Tools" msgstr "Nástroje" @@ -2954,9 +2794,6 @@ msgstr "Orphan Resource Explorer..." msgid "Quit to Project List" msgstr "Odísť do Listu Projektov" -msgid "Editor" -msgstr "Editor" - msgid "Command Palette..." msgstr "Panel príkazov..." @@ -2990,9 +2827,6 @@ msgstr "Spravovať Export Templates..." msgid "Help" msgstr "Pomoc" -msgid "Questions & Answers" -msgstr "Otázky & odpovede" - msgid "Community" msgstr "Komunita" @@ -3008,15 +2842,15 @@ msgstr "Poslať spätnú väzbu Dokumentácie" msgid "Support Godot Development" msgstr "Podporte vývoj Godot" +msgid "Save & Restart" +msgstr "Uložiť & Reštartovať" + msgid "Update Continuously" msgstr "Aktualizovať priebežne" msgid "Hide Update Spinner" msgstr "Skryť aktualizáciu Spinner" -msgid "FileSystem" -msgstr "FileSystém" - msgid "Inspector" msgstr "Inšpektor" @@ -3026,9 +2860,6 @@ msgstr "Node" msgid "History" msgstr "História" -msgid "Output" -msgstr "Výstup" - msgid "Don't Save" msgstr "Neukladať" @@ -3050,9 +2881,6 @@ msgstr "Balík Šablón" msgid "Export Library" msgstr "Exportovať Knižnicu" -msgid "Merge With Existing" -msgstr "Zlúčiť s existujúcim" - msgid "Open & Run a Script" msgstr "Otvoriť a vykonať skript" @@ -3093,24 +2921,15 @@ msgstr "Otvoriť následujúci Editor" msgid "Open the previous Editor" msgstr "Otvoriť predchádzajúci Editor" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Upozornenie!" -msgid "On" -msgstr "Zapnúť" - -msgid "Edit Plugin" -msgstr "Editovať Plugin" - -msgid "Installed Plugins:" -msgstr "Nainštalované Plugins:" - msgid "Edit Text:" msgstr "Editovať Text:" +msgid "On" +msgstr "Zapnúť" + msgid "No name provided." msgstr "Nieje uvedené žiadne meno." @@ -3172,6 +2991,12 @@ msgstr "Vybrať Viewport" msgid "Selected node is not a Viewport!" msgstr "Vybraný node nie je Viewport!" +msgid "New Key:" +msgstr "Nový Kľúč:" + +msgid "New Value:" +msgstr "Nová Hodnota:" + msgid "(Nil) %s" msgstr "(Nič) %s" @@ -3187,12 +3012,6 @@ msgstr "Vymazať Predmet" msgid "Dictionary (size %d)" msgstr "Slovník (veľkosť %d)" -msgid "New Key:" -msgstr "Nový Kľúč:" - -msgid "New Value:" -msgstr "Nová Hodnota:" - msgid "Add Key/Value Pair" msgstr "Pridať Kľúč/Hodnota \"Pair\"" @@ -3331,9 +3150,6 @@ msgstr "Zlyhalo." msgid "Storing File:" msgstr "Ukladanie súboru:" -msgid "No export template found at the expected path:" -msgstr "Na očakávanej ceste sa nenašla žiadna exportná cesta:" - msgid "Could not open file to read from path \"%s\"." msgstr "Nepodarilo sa otvoriť súbor na čítanie na ceste \"%s\"." @@ -3420,33 +3236,6 @@ msgstr "" "Nenašli sa žiadne download linky pre túto verziu. Priame stiahnutie je " "dostupný iba pre \"official releases\"." -msgid "Disconnected" -msgstr "Odpojené" - -msgid "Resolving" -msgstr "Riešenie" - -msgid "Can't Resolve" -msgstr "Nepodarilo sa Vyriešiť" - -msgid "Connecting..." -msgstr "Pripájanie..." - -msgid "Can't Connect" -msgstr "Nepodarilo sa pripojiť" - -msgid "Connected" -msgstr "Pripojené" - -msgid "Requesting..." -msgstr "Requestuje sa..." - -msgid "Downloading" -msgstr "Inštalovanie" - -msgid "Connection Error" -msgstr "Chyba pri Pripájaní" - msgid "Extracting Export Templates" msgstr "Extrahovanie exportných šablón" @@ -3516,6 +3305,9 @@ msgstr "Vymazať predvoľbu '%s'?" msgid "Resources to export:" msgstr "Zdroje k exportu:" +msgid "Export With Debug" +msgstr "Exportovať s ladením" + msgid "%s Export" msgstr "Export %s" @@ -3633,9 +3425,6 @@ msgstr "Exportovacie šablóny pre túto platformu chýbajú:" msgid "Manage Export Templates" msgstr "Spravovať exportovacie šablóny" -msgid "Export With Debug" -msgstr "Exportovať s ladením" - msgid "Path to FBX2glTF executable is empty." msgstr "Cesta ku spustiteľnému súboru FBX2glTF je prázdna." @@ -3747,9 +3536,6 @@ msgstr "Odstrániť z Obľúbených" msgid "Reimport" msgstr "Reimportovať" -msgid "Open in File Manager" -msgstr "Otvoriť v File Manažérovy" - msgid "New Folder..." msgstr "Nový Priečinok..." @@ -3789,6 +3575,9 @@ msgstr "Duplikovať..." msgid "Rename..." msgstr "Premenovať..." +msgid "Open in File Manager" +msgstr "Otvoriť v File Manažérovy" + msgid "Re-Scan Filesystem" msgstr "Preskenovať Filesystem" @@ -3978,23 +3767,6 @@ msgstr "Znovu načítať hranú scénu." msgid "Quick Run Scene..." msgstr "Rýchle Spustenie Scény..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Mód tvorenia filmov je zapnutý, ale žiadna cesta k filmovému súboru nebola " -"špecifikovaná.\n" -"Predvolenú cestu k filmovému súboru je možné špecifikovať v projektových " -"nastaveniach pod Editor > Movie Writer.\n" -"Alternatívne, pre spustené samostatné scény, textové metadáta " -"`movie_file`môžu byť pridané do koreňového nodu,\n" -"špecifikujúc cestu k filmovému súboru, ktorý bude použitý pri nahrávaní scény." - msgid "Run the project's default scene." msgstr "Spustiť predvolenú scénu projektu." @@ -4096,9 +3868,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Neplatný naźov nodu, nasledujúce znaky nie sú povolené:" -msgid "Another node already uses this unique name in the scene." -msgstr "Iný node už používa tento jedinečný názov v scéne." - msgid "Scene Tree (Nodes):" msgstr "Strom Scény (Nody):" @@ -4165,9 +3934,6 @@ msgstr "" msgid "Importer:" msgstr "Importér:" -msgid "Keep File (No Import)" -msgstr "Ponechať súbor (bez importu)" - msgid "%d Files" msgstr "%d Súbory" @@ -4225,33 +3991,6 @@ msgstr "Skupiny" msgid "Select a single node to edit its signals and groups." msgstr "Vyberte jeden node pre upravenie jeho signálov a skupín." -msgid "Edit a Plugin" -msgstr "Upraviť Plugin" - -msgid "Create a Plugin" -msgstr "Vytvoriť Plugin" - -msgid "Update" -msgstr "Update" - -msgid "Plugin Name:" -msgstr "Meno Pluginu:" - -msgid "Subfolder:" -msgstr "Podpriečinok:" - -msgid "Author:" -msgstr "Autor:" - -msgid "Version:" -msgstr "Verzia:" - -msgid "Script Name:" -msgstr "Meno Skriptu:" - -msgid "Activate now?" -msgstr "Aktivovať teraz?" - msgid "Create Polygon" msgstr "Vytvoriť Polygon" @@ -4627,8 +4366,8 @@ msgstr "Prechod:" msgid "Play Mode:" msgstr "Prehrať Mód:" -msgid "AnimationTree" -msgstr "AnimačnýStrom" +msgid "Version:" +msgstr "Verzia:" msgid "Contents:" msgstr "Obsah:" @@ -4687,9 +4426,6 @@ msgstr "Zlihalo:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Zlý download hash, za predpokladu že bolo narábané so súborom." -msgid "Expected:" -msgstr "Očakávané:" - msgid "Got:" msgstr "Má:" @@ -4708,6 +4444,12 @@ msgstr "Sťahovanie..." msgid "Resolving..." msgstr "Rieši sa..." +msgid "Connecting..." +msgstr "Pripájanie..." + +msgid "Requesting..." +msgstr "Requestuje sa..." + msgid "Error making request" msgstr "Pri vytváraní žiadosťi nastala chyba" @@ -4741,9 +4483,6 @@ msgstr "Licencia (A-Z)" msgid "License (Z-A)" msgstr "Licencia (Z-A)" -msgid "Official" -msgstr "Oficiálne" - msgid "Testing" msgstr "Testovanie" @@ -4858,23 +4597,6 @@ msgstr "Zrušiť Transformáciu" msgid "Select Mode" msgstr "Vybrať Režim" -msgid "Drag: Rotate selected node around pivot." -msgstr "Potiahnúť: Otáča vybrané nody okolo bodu otáčania." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Potiahnutie: Presúva vybraný node." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Potiahnutie: Škáluje vybraný node." - -msgid "V: Set selected node's pivot position." -msgstr "V: Nastaví pozíciu bodu otáčania vybraného nodu." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Zobrazí zoznam všetkých nodov na kliknutej pozícii, vrátane " -"zamknutých nodov." - msgid "RMB: Add node at position clicked." msgstr "RMB: Pridať node na pozícii kliknutia." @@ -4890,9 +4612,6 @@ msgstr "Zmena Veľkosti" msgid "Show list of selectable nodes at position clicked." msgstr "Zobraziť zoznam vyberateľných nodov na klinutej pozícii." -msgid "Click to change object's rotation pivot." -msgstr "Kliknite pre zmenu rotačného pivota objektu." - msgid "Pan Mode" msgstr "Pohyb Mód" @@ -4986,9 +4705,6 @@ msgstr "Zobraziť" msgid "Show When Snapping" msgstr "Zobraziť Počas Prichytávania" -msgid "Hide" -msgstr "Skryť" - msgid "Toggle Grid" msgstr "Prepnúť Mriežku" @@ -5082,9 +4798,6 @@ msgstr "Nie je možné inštanciovať viacero nodov bez koreňa." msgid "Create Node" msgstr "Vytvoriť Node" -msgid "Error instantiating scene from %s" -msgstr "Chyba pri inštanciovaní scény z %s" - msgid "Change Default Type" msgstr "Zmeniť Predvolený Typ" @@ -5178,15 +4891,15 @@ msgstr "Horizontálne zarovnanie" msgid "Vertical alignment" msgstr "Vertikálne zarovnanie" +msgid "Restart" +msgstr "Reštartovať" + msgid "Load Emission Mask" msgstr "Načíť Emisnú Masku" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Generovaný Bodový Počet:" - msgid "Emission Mask" msgstr "Emisná Maska" @@ -5302,20 +5015,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Viditeľná Navigácia" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Keď je táto možnosť zapnutá, navigačné meshe a polygóny budú viditeľné v " -"bežiacom projekte." - -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Keď je táto možnosť zapnutá, tvary objektov vyhýbania, polomer a rýchlosti " -"budú viditeľné v bežiacom projekte." - msgid "Synchronize Scene Changes" msgstr "Synchronizovať Zmeny Scény" @@ -5347,6 +5046,12 @@ msgstr "" msgid "Keep Debug Server Open" msgstr "Ponechať Ladiaci Server Otvorený" +msgid "Edit Plugin" +msgstr "Editovať Plugin" + +msgid "Installed Plugins:" +msgstr "Nainštalované Plugins:" + msgid "Size: %s" msgstr "Veľkosť: %s" @@ -5405,9 +5110,6 @@ msgstr "Zmeniť Polomer Tvaru Valca" msgid "Change Cylinder Shape Height" msgstr "Zmeniť Výšku Tvaru Valca" -msgid "Change Fog Volume Size" -msgstr "Zmeniť Veľkosť Objemu Hmly" - msgid "Change Particles AABB" msgstr "Zmeniť Častice AABB" @@ -5417,9 +5119,6 @@ msgstr "Zmeniť Polomer" msgid "Change Light Radius" msgstr "Zmeniť Polomer Svetla" -msgid "Start Location" -msgstr "Štartovacia Lokácia" - msgid "End Location" msgstr "Konečná Lokácia" @@ -5432,9 +5131,6 @@ msgstr "Zmeniť Končiacu Pozíciu" msgid "Convert to CPUParticles2D" msgstr "Konvertovať na CPUParticles2D" -msgid "Clear Emission Mask" -msgstr "Zmazať Emisnú Masku" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -5506,24 +5202,15 @@ msgstr "" msgid "Bake Lightmaps" msgstr "Zapiecť Lightmapy" -msgid "Mesh is empty!" -msgstr "Mesh je prázdny!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Nepodarilo sa vytvoriť Trimesh collision shape." -msgid "Create Static Trimesh Body" -msgstr "Vytvoriť Static Trimesh Telo" - -msgid "This doesn't work on scene root!" -msgstr "Toto nefunguje na koreni scény!" - -msgid "Create Trimesh Static Shape" -msgstr "Vytvoriť Trimesh Static Shape" - msgid "Couldn't create any collision shapes." msgstr "Nie je možné vytvoriť žiadne kolízne tvary." +msgid "Mesh is empty!" +msgstr "Mesh je prázdny!" + msgid "Unwrap UV2" msgstr "Rozbaliť UV2" @@ -5887,6 +5574,11 @@ msgstr "" "WorldEnvironment.\n" "Náhľad vypnutý." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Zobrazí zoznam všetkých nodov na kliknutej pozícii, vrátane " +"zamknutých nodov." + msgid "Use Local Space" msgstr "Použiť Lokálny Priestor" @@ -6105,27 +5797,12 @@ msgstr "Presunúť In-Control v Krivke" msgid "Move Out-Control in Curve" msgstr "Presunúť Out-Control v Krivke" -msgid "Select Points" -msgstr "Vybrať Body" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Drag: Vybrať Control Body" - -msgid "Click: Add Point" -msgstr "Klik: Pridať Bod" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Ľavý Klik: Rozdeliť Segment (v krivke)" - msgid "Right Click: Delete Point" msgstr "Pravý Klik: Vymazať Bod" msgid "Select Control Points (Shift+Drag)" msgstr "Vybrať Control Body (Shift+Drag)" -msgid "Add Point (in empty space)" -msgstr "Pridať Bod (v prázdnom priestore)" - msgid "Delete Point" msgstr "Vymazať Bod" @@ -6141,6 +5818,9 @@ msgstr "Zrkadliť Dĺžky Rukoväti" msgid "Curve Point #" msgstr "Body Krivky #" +msgid "Set Curve Point Position" +msgstr "Nastaviť Pozíciu Bodu Krivky" + msgid "Split Path" msgstr "Rozdeliť Cestu" @@ -6150,12 +5830,30 @@ msgstr "Vymazať Bod Cesty" msgid "Split Segment (in curve)" msgstr "Rozdeliť Segment (v krivke)" -msgid "Set Curve Point Position" -msgstr "Nastaviť Pozíciu Bodu Krivky" - msgid "Move Joint" msgstr "Presunúť Kĺb" +msgid "Edit a Plugin" +msgstr "Upraviť Plugin" + +msgid "Create a Plugin" +msgstr "Vytvoriť Plugin" + +msgid "Plugin Name:" +msgstr "Meno Pluginu:" + +msgid "Subfolder:" +msgstr "Podpriečinok:" + +msgid "Author:" +msgstr "Autor:" + +msgid "Script Name:" +msgstr "Meno Skriptu:" + +msgid "Activate now?" +msgstr "Aktivovať teraz?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Vlastnosť Polygon2D kostry nesmeruje do Skeleton2D nodu" @@ -6224,12 +5922,6 @@ msgstr "Polygony" msgid "Bones" msgstr "Kosti" -msgid "Move Points" -msgstr "Presunúť Body" - -msgid "Shift: Move All" -msgstr "Shift: Presunúť Všetky" - msgid "Move Polygon" msgstr "Presunúť Polygón" @@ -6404,14 +6096,6 @@ msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "" "Neplatný prostriedok PackedScene, musí mať Ovládací node na jeho koreni." -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 "" -"Upravený TileMap node nemá žiadny prostriedok TileSet.\n" -"Vytvorte alebo načítajte prostriedok TileSet vo vlastnosti Tile Set v " -"inšpektore." - msgid "Yes" msgstr "Áno" @@ -6442,9 +6126,6 @@ msgstr "Zmeniť veľkosť VisualShader Nodu" msgid "Add Node to Visual Shader" msgstr "Pridať Node do Vizuálneho Shadera" -msgid "Node(s) Moved" -msgstr "Node/Nody presunuté" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Konvertovať Konštantné Nody na Parametre" @@ -6558,9 +6239,6 @@ msgctxt "Application" msgid "Project Manager" msgstr "Manažér Projektu" -msgid "Couldn't create folder." -msgstr "Nepodarilo sa vytvoriť priečinok." - msgid "Couldn't create icon.svg in project path." msgstr "Nepodarilo sa vytvoriť icon.svg v ceste projektu." @@ -6570,9 +6248,6 @@ msgstr "Chyba pri otváraní súboru balíka, nie je vo formáte zip." msgid "The following files failed extraction from package:" msgstr "Nasledovné súbory sa nepodarilo extrahovať z balíka:" -msgid "Package installed successfully!" -msgstr "Balík bol úspešne nainštalovaný!" - msgid "Add Project Setting" msgstr "Pridať nastavenie projektu" @@ -6625,6 +6300,9 @@ msgstr "Názov scény je platný." msgid "Root node valid." msgstr "Koreňový node je platný." +msgid "Error instantiating scene from %s" +msgstr "Chyba pri inštanciovaní scény z %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -6646,9 +6324,6 @@ msgstr "Node musí patriť do upravovanej scény, aby sa stal koreňom." msgid "Make node as Root" msgstr "Spraviť node koreňom" -msgid "Delete %d nodes and any children?" -msgstr "Vymazať %d nody a niektoré deti?" - msgid "Delete %d nodes?" msgstr "Vymazať %d nody?" @@ -6710,9 +6385,6 @@ msgstr "Nedá sa fungovať na nodoch z cudzej scény!" msgid "Can't operate on nodes the current scene inherits from!" msgstr "Nedá sa fungovať na nodoch, ktoré aktuálna scéna dedí!" -msgid "Cut Node(s)" -msgstr "Vystrihnúť Nody" - msgid "Remove Node(s)" msgstr "Odstrániť Nody" @@ -6722,9 +6394,6 @@ msgstr "Zmeniť typ nodov" msgid "This operation requires a single selected node." msgstr "Táto operácia vyžaduje jeden vybraný node." -msgid "Revoke Unique Name" -msgstr "Odvolať Jedinečný Názov" - msgid "Access as Unique Name" msgstr "Pristupovať ako Jedinečný Názov" @@ -6787,9 +6456,6 @@ msgstr "Načíta existujúci shader súbor." msgid "Will create a new shader file." msgstr "Vytvorí nový shader súbor." -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Chybný argument convert(), použite TYPE_* konštanty." - msgid "Class name must be a valid identifier" msgstr "Názov triedy musí byť platným identifikátorom" @@ -6850,9 +6516,6 @@ msgstr "Chyba pri načítaní %s: %s." msgid "Add an action set." msgstr "Pridať set akcii." -msgid "OpenXR Action Map" -msgstr "Mapa Akcií OpenXR" - msgid "Invalid package name:" msgstr "Neplatný názov balíka:" @@ -7215,12 +6878,6 @@ msgstr "" "Nie sú nastavené žiadne VoxelGI dáta, takže tento node je vypnutý. Bakenite " "statické objekty, aby ste zapli GI." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D musí mať node XROrigin3D ako jeho rodič." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D musí mať node XROrigin3D ako jeho rodič." - msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D potrebuje detský XRCamera3D node." diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 7ae7ced6d265..95017a4ef340 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -31,16 +31,17 @@ # Daniel Ljung <weblate@bazonic.mozmail.com>, 2023. # Henrik Nilsson <nsmoooose@gmail.com>, 2023, 2024. # Flashbox <kalle.frosta@gmail.com>, 2023. -# Emil Åsberg <02asb01@gmail.com>, 2023. +# Emil Åsberg <02asb01@gmail.com>, 2023, 2024. # Erik Högberg <erik.hogberg.93@gmail.com>, 2023. # TheeStickmahn <ljhbengtsson@icloud.com>, 2024. +# Evelyn <gfo.957@gmail.com>, 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: 2024-02-24 22:50+0000\n" -"Last-Translator: Henrik Nilsson <nsmoooose@gmail.com>\n" +"PO-Revision-Date: 2024-04-29 17:07+0000\n" +"Last-Translator: Evelyn <gfo.957@gmail.com>\n" "Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/" "godot/sv/>\n" "Language: sv\n" @@ -48,7 +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 5.5-dev\n" +"X-Generator: Weblate 5.5.2\n" msgid "Main Thread" msgstr "Huvudtråd" @@ -200,12 +201,6 @@ msgstr "Styrspaksknapp %d" msgid "Pressure:" msgstr "Tryck:" -msgid "canceled" -msgstr "avbruten" - -msgid "touched" -msgstr "berörd" - msgid "released" msgstr "släppt" @@ -451,14 +446,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Exempel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d föremål" -msgstr[1] "%d föremål" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -469,18 +456,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "En handling med namnet '%s' finns redan." -msgid "Cannot Revert - Action is same as initial" -msgstr "Kan inte ångra - Handling är samma som ursprunglig" - msgid "Revert Action" msgstr "Ångra Handling" msgid "Add Event" msgstr "Lägg till Händelse" -msgid "Remove Action" -msgstr "Ta bort Handling" - msgid "Cannot Remove Action" msgstr "Kan inte ta bort Handling" @@ -644,6 +625,9 @@ msgstr "3D rotationsspår..." msgid "3D Scale Track..." msgstr "3D skalspår..." +msgid "Blend Shape Track..." +msgstr "Blanda Formspår..." + msgid "Call Method Track..." msgstr "Anropa metod spår..." @@ -653,6 +637,9 @@ msgstr "Bezier kurvspår..." msgid "Audio Playback Track..." msgstr "Ljuduppspelningsspår..." +msgid "Animation Playback Track..." +msgstr "Animation uppspelningsspår..." + msgid "Animation length (frames)" msgstr "Animation längd (bildrutor)" @@ -774,7 +761,10 @@ msgid "Cubic" msgstr "Kubik" msgid "Linear Angle" -msgstr "Linjär vinkel" +msgstr "Linjärvinkel" + +msgid "Cubic Angle" +msgstr "Kubikvinkel" msgid "Clamp Loop Interp" msgstr "Begränsa Sling Interpolering" @@ -786,13 +776,19 @@ msgid "Insert Key..." msgstr "Lägg till nyckel..." msgid "Duplicate Key(s)" -msgstr "Duplicera Nycklar" +msgstr "Duplicera nycklar" + +msgid "Cut Key(s)" +msgstr "Klipp ut nycklar" + +msgid "Copy Key(s)" +msgstr "Kopiera nycklar" msgid "Add RESET Value(s)" msgstr "Lägg till RESET-värde(n)" msgid "Delete Key(s)" -msgstr "Ta bort Nycklar" +msgstr "Ta bort nycklar" msgid "Change Animation Update Mode" msgstr "Ändra Animationens Uppdateringsläge" @@ -933,6 +929,12 @@ msgstr "Klistra in spår" msgid "Animation Scale Keys" msgstr "Tangenter för animerade skalor" +msgid "Animation Set Start Offset" +msgstr "Animation ange startförskjutning" + +msgid "Animation Set End Offset" +msgstr "Animation ange slutförskjutning" + msgid "Make Easing Keys" msgstr "Gör lättnadstangenter" @@ -1008,6 +1010,39 @@ msgstr "Redigera" msgid "Animation properties." msgstr "Animationens egenskaper." +msgid "Copy Tracks..." +msgstr "Kopiera Spår..." + +msgid "Scale Selection..." +msgstr "Skala urval..." + +msgid "Scale From Cursor..." +msgstr "Skala Från Muspekare..." + +msgid "Set Start Offset (Audio)" +msgstr "Ange startförskjutning (Ljud)" + +msgid "Set End Offset (Audio)" +msgstr "Ange slutförskjutning (Ljud)" + +msgid "Duplicate Selected Keys" +msgstr "Duplicera valda nycklar" + +msgid "Cut Selected Keys" +msgstr "Klipp ut valda nycklar" + +msgid "Copy Selected Keys" +msgstr "Kopiera valda nycklar" + +msgid "Paste Keys" +msgstr "Klistra in nycklar" + +msgid "Move First Selected Key to Cursor" +msgstr "Flytta första valda nyckel till muspekare" + +msgid "Move Last Selected Key to Cursor" +msgstr "Flytta sista valda nyckel till muspekare" + msgid "Delete Selection" msgstr "Radera Markering" @@ -1020,6 +1055,15 @@ msgstr "Gå till Föregående Steg" msgid "Apply Reset" msgstr "Verkställ återställning" +msgid "Bake Animation..." +msgstr "Baka Animering..." + +msgid "Optimize Animation (no undo)..." +msgstr "Optimera Animering (går inte att ångra)..." + +msgid "Clean-Up Animation (no undo)..." +msgstr "Uppstädning av Animation (går inte att ångra)..." + msgid "Pick a node to animate:" msgstr "Välj nod som ska animeras:" @@ -1044,6 +1088,9 @@ msgstr "Max Precisionsfel:" msgid "Optimize" msgstr "Optimera" +msgid "Trim keys placed in negative time" +msgstr "Trimma nycklar placerade i negativ tid" + msgid "Remove invalid keys" msgstr "Ta bort ogiltiga nycklar" @@ -1138,9 +1185,15 @@ msgstr "Interpoleringstyp:" msgid "FPS:" msgstr "FPS:" +msgid "Animation Baker" +msgstr "Animationsbakare" + msgid "3D Pos/Rot/Scl Track:" msgstr "3D Pos/Rot/Skal-spår:" +msgid "Blendshape Track:" +msgstr "Blendshape-spår:" + msgid "Value Track:" msgstr "Värdespår:" @@ -1199,9 +1252,8 @@ msgstr "Ersätt Alla" msgid "Selection Only" msgstr "Endast Urval" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Mellanslag" +msgid "Hide" +msgstr "Dölj" msgctxt "Indentation" msgid "Tabs" @@ -1225,9 +1277,15 @@ msgstr "Fel" msgid "Warnings" msgstr "Varningar" +msgid "Zoom factor" +msgstr "Zoomfaktor" + msgid "Line and column numbers." msgstr "Rad- och Kolumnnummer." +msgid "Indentation" +msgstr "Indrag" + msgid "Method in target node must be specified." msgstr "Metod i målnod måste specificeras." @@ -1385,9 +1443,6 @@ msgstr "Den här klassen är markerad som inaktuell." msgid "This class is marked as experimental." msgstr "Denna klass är markerad som experimentell." -msgid "No description available for %s." -msgstr "Ingen beskrivning tillgänglig för %s." - msgid "Favorites:" msgstr "Favoriter:" @@ -1421,9 +1476,6 @@ msgstr "Spara gren som scen" msgid "Copy Node Path" msgstr "Kopiera Nod-Sökväg" -msgid "Instance:" -msgstr "Instans:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1502,6 +1554,25 @@ msgstr "Inkluderande" msgid "Self" msgstr "Själv" +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 "" +"Inkluderande: Inkluderar tid från andra funktioner anropade av denna " +"funktion.\n" +"Använd det här för att upptäcka flaskhalsar.\n" +"\n" +"Själv: Räkna bara tiden tillbringad i funktionen själv, inte i andra " +"funktioner anropade av den funktionen.\n" +"Använd det här för att hitta individuella funktioner att optimera." + +msgid "Display internal functions" +msgstr "Visa interna funktioner" + msgid "Frame #:" msgstr "Bildruta #:" @@ -1532,9 +1603,6 @@ msgstr "Utförandet har återupptagits." msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Varning:" - msgid "Error:" msgstr "Fel:" @@ -1583,6 +1651,9 @@ msgstr "C++ Källa" msgid "Video RAM" msgstr "Video RAM" +msgid "Skip Breakpoints" +msgstr "Hoppa över brytpunkter" + msgid "Step Into" msgstr "Stig in" @@ -1604,6 +1675,9 @@ msgstr "Stack Frames" msgid "Filter Stack Variables" msgstr "Filtrera stackvariabler" +msgid "Breakpoints" +msgstr "Brytpunkter" + msgid "Expand All" msgstr "Expandera alla" @@ -1800,9 +1874,15 @@ msgstr "Skapa Mapp" msgid "Folder name is valid." msgstr "Mapp-namnet är ogiltigt." +msgid "Double-click to open in browser." +msgstr "Dubbelklicka för att öppna i webbläsare." + msgid "Thanks from the Godot community!" msgstr "Tack från Godot-gemenskapen!" +msgid "(unknown)" +msgstr "(okänd)" + msgid "Godot Engine contributors" msgstr "Godot Engine bidragare" @@ -1903,9 +1983,6 @@ msgstr "Följande filer misslyckades att packas upp från paketet \"%s\":" msgid "(and %s more files)" msgstr "(och %s fler filer)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Installation av tillgången \"%s\" lyckades!" - msgid "Success!" msgstr "Klart!" @@ -2065,30 +2142,6 @@ msgstr "Ladda standard Buss-Layouten." msgid "Create a new Bus Layout." msgstr "Skapa en ny Buss-Layout." -msgid "Invalid name." -msgstr "Ogiltigt namn." - -msgid "Cannot begin with a digit." -msgstr "Kan inte börja med en siffra." - -msgid "Valid characters:" -msgstr "Giltiga tecken:" - -msgid "Must not collide with an existing engine class name." -msgstr "Får inte vara samma som ett befintligt engine class-namn." - -msgid "Must not collide with an existing global script class name." -msgstr "Får inte vara samma som ett befintligt globalt konstant-namn." - -msgid "Must not collide with an existing built-in type name." -msgstr "Får inte vara samma som ett befintligt inbyggt typ-namn." - -msgid "Must not collide with an existing global constant name." -msgstr "Får inte vara samma som ett befintligt globalt konstant-namn." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Nyckelord kan inte användas som ett autoladdningsnamn." - msgid "Autoload '%s' already exists!" msgstr "Autoload '%s' finns redan!" @@ -2125,9 +2178,6 @@ msgstr "Lägg till Auto laddning" msgid "Path:" msgstr "Sökväg:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Ställ in sökväg eller tryck \"%s\" för att skapa ett script." - msgid "Node Name:" msgstr "Node Namn:" @@ -2143,6 +2193,9 @@ msgstr "2D-Fysik" msgid "3D Physics" msgstr "3D-Fysik" +msgid "Navigation" +msgstr "Navigation" + msgid "XR" msgstr "XR" @@ -2271,18 +2324,12 @@ msgstr "Åtgärder:" msgid "Please Confirm:" msgstr "Vänligen bekräfta:" -msgid "Engine Build Profile" -msgstr "Engine Build Profile" - msgid "Load Profile" msgstr "Ladda profil" msgid "Export Profile" msgstr "Exportera profil" -msgid "Edit Build Configuration Profile" -msgstr "Editera byggkonfigurationsprofilen" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2464,15 +2511,6 @@ msgstr "Importera profil(er)" msgid "Manage Editor Feature Profiles" msgstr "Hantera Redigerarens Funktions Profiler" -msgid "Some extensions need the editor to restart to take effect." -msgstr "Några tillägg kräver att editorn startas om för att aktiveras." - -msgid "Restart" -msgstr "Starta om" - -msgid "Save & Restart" -msgstr "Spara & Starta om" - msgid "ScanSources" msgstr "ScanKällor" @@ -2598,9 +2636,6 @@ msgstr "" "Det finns för närvarande ingen beskrivning för denna klass. Snälla hjälp oss " "genom att [color=$color][url=$url]bidra med en[/url][/color]!" -msgid "Note:" -msgstr "Anteckning:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2670,6 +2705,12 @@ msgstr "" "Det finns för närvarande ingen beskrivning för denna egenskap. Snälla hjälp " "oss genom att [color=$color][url=$url]bidra med en[/url][/color]!" +msgid "Editor" +msgstr "Redigerare" + +msgid "No description available." +msgstr "Ingen beskrivning tillgänglig." + msgid "Metadata:" msgstr "Metadata:" @@ -2682,12 +2723,6 @@ msgstr "Metod:" msgid "Signal:" msgstr "Signal:" -msgid "No description available." -msgstr "Ingen beskrivning tillgänglig." - -msgid "%d match." -msgstr "%d matcha." - msgid "%d matches." msgstr "%d matchningar." @@ -2792,9 +2827,6 @@ msgstr "Sätt flera: %s" msgid "Remove metadata %s" msgstr "Ta bort metadata %s" -msgid "Pinned %s" -msgstr "Fäst %s" - msgid "Unpinned %s" msgstr "Släpp %s" @@ -2908,15 +2940,9 @@ msgstr "Namnlöst Projekt" msgid "Spins when the editor window redraws." msgstr "Spinner när editor fönstret ritas om." -msgid "Imported resources can't be saved." -msgstr "Importerade resurser kan inte sparas." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Fel vid sparande av resurs!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -2934,27 +2960,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Spara Resurs Som..." -msgid "Can't open file for writing:" -msgstr "Kan inte öppna fil för skrivande:" - -msgid "Requested file format unknown:" -msgstr "Efterfrågade filformat okänt:" - -msgid "Error while saving." -msgstr "Fel vid sparande." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Kan inte öppna '%s'. Filen kan ha flyttats eller tagits bort." - -msgid "Error while parsing file '%s'." -msgstr "Fel vid parsning av fil '%s'." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "Scenfilen '%s' verkar vara ogiltig/korrupt." - -msgid "Error while loading file '%s'." -msgstr "Fel vid laddning av fil '%s'." - msgid "Saving Scene" msgstr "Sparar Scen" @@ -2964,40 +2969,17 @@ msgstr "Analyserar" msgid "Creating Thumbnail" msgstr "Skapar Miniatyr" -msgid "This operation can't be done without a tree root." -msgstr "Åtgärden kan inte göras utan en trädrot." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Scenen kan inte sparas för att det finns en cyklisk instans inkludering.\n" -"Lösa detta och pröva sedan att spara igen." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Kunde inte spara scenen. Förmodligen kunde inte beroenden (instanser eller " -"arv) uppfyllas." - msgid "Save scene before running..." msgstr "Spara scenen innan du kör..." -msgid "Could not save one or more scenes!" -msgstr "Kunde inte spara en eller flera scener!" - msgid "Save All Scenes" msgstr "Spara alla Scener" msgid "Can't overwrite scene that is still open!" msgstr "Kan inte skriva över en scen som fortfarande är öppen!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Kan inte ladda MeshLibrary för sammanslagning!" - -msgid "Error saving MeshLibrary!" -msgstr "Fel vid sparande av MeshLibrary!" +msgid "Merge With Existing" +msgstr "Sammanfoga Med Existerande" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3058,9 +3040,6 @@ msgstr "" "Läs dokumentationen som är relevant för att importera scener för att bättre " "förstå detta arbetsflöde." -msgid "Changes may be lost!" -msgstr "Ändringar kan gå förlorade!" - msgid "This object is read-only." msgstr "Detta objekt är skrivskyddat." @@ -3076,9 +3055,6 @@ msgstr "Snabböppna Scen..." msgid "Quick Open Script..." msgstr "Snabböppna Skript..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s finns inte längre! Vänligen ange en ny lagringsplats." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3157,25 +3133,12 @@ msgstr "Spara ändrade resurser innan stängning?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Spara ändringar till följande scen(er) innan omladdning?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Spara ändringar av följande scen(er) innan du avslutar?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Spara ändringar av följande scen(er) innan du öppnar Projekthanteraren?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Detta alternativ är föråldrat. Situationer där uppdatering måste tvingas " -"anses nu vara en bugg. Vänligen rapportera." - msgid "Pick a Main Scene" msgstr "Välj en Huvudscen" -msgid "This operation can't be done without a scene." -msgstr "Åtgärden kan inte göras utan en scen." - msgid "Export Mesh Library" msgstr "Exportera Mesh Library" @@ -3202,22 +3165,12 @@ msgstr "" "Scen '%s' var automatiskt importerad, så den kan inte bli modifierad.\n" "För att kunna göra ändringar till den så kan en ärvd scen skapas." -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 "" -"Fel vid laddning av scenen, den måste vara i projektsökvägen. Använd " -"'Importera' för att öppna scenen, spara den sen inom projektsökvägen." - msgid "Scene '%s' has broken dependencies:" msgstr "Scen '%s' har trasiga beroenden:" msgid "Clear Recent Scenes" msgstr "Rensa Senaste Scener" -msgid "There is no defined scene to run." -msgstr "Det finns ingen definierad scen att köra." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3365,18 +3318,12 @@ msgstr "Redigerarinställningar..." msgid "Project" msgstr "Projekt" -msgid "Project Settings..." -msgstr "Projektinställningar..." - msgid "Project Settings" msgstr "Projektinställningar" msgid "Version Control" msgstr "Versionshantering" -msgid "Export..." -msgstr "Exportera..." - msgid "Install Android Build Template..." msgstr "Installera Android Build Template..." @@ -3395,9 +3342,6 @@ msgstr "Ladda om projekt" msgid "Quit to Project List" msgstr "Avsluta till Projektlistan" -msgid "Editor" -msgstr "Redigerare" - msgid "Command Palette..." msgstr "Kommando palett..." @@ -3431,9 +3375,6 @@ msgstr "Hjälp" msgid "Online Documentation" msgstr "Online dokumentation" -msgid "Questions & Answers" -msgstr "Frågor och svar" - msgid "Community" msgstr "Gemenskap" @@ -3455,6 +3396,9 @@ msgstr "Skicka Dokumentations Feedback" msgid "Support Godot Development" msgstr "Supporta utvecklingen av Godot" +msgid "Save & Restart" +msgstr "Spara & Starta om" + msgid "Update Continuously" msgstr "Uppdatera kontinuerligt" @@ -3464,9 +3408,6 @@ msgstr "Uppdatera vid ändring" msgid "Hide Update Spinner" msgstr "Göm Uppdaterings-snurren" -msgid "FileSystem" -msgstr "FilSystem" - msgid "Inspector" msgstr "Inspektör" @@ -3476,9 +3417,6 @@ msgstr "Nod" msgid "History" msgstr "Historik" -msgid "Output" -msgstr "Utdata" - msgid "Don't Save" msgstr "Spara Inte" @@ -3497,9 +3435,6 @@ msgstr "Importera Mall från ZIP fil" msgid "Export Library" msgstr "Exportera Bibliotek" -msgid "Merge With Existing" -msgstr "Sammanfoga Med Existerande" - msgid "Open & Run a Script" msgstr "Öppna & Kör ett Skript" @@ -3537,24 +3472,15 @@ msgstr "Öppna nästa Redigerare" msgid "Open the previous Editor" msgstr "Öppna föregående Redigerare" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "Varning!" -msgid "On" -msgstr "På" - -msgid "Installed Plugins:" -msgstr "Installerade Plugins:" - -msgid "Version" -msgstr "Version" - msgid "Edit Text:" msgstr "Redigera Text:" +msgid "On" +msgstr "På" + msgid "Renaming layer %d:" msgstr "Byter namn på lager %d:" @@ -3745,9 +3671,6 @@ msgstr "Lagrar fil: %s" msgid "Storing File:" msgstr "Lagrar Fil:" -msgid "No export template found at the expected path:" -msgstr "Ingen exportmall hittades vid den förväntade sökvägen:" - msgid "Could not open file to read from path \"%s\"." msgstr "Kunde inte öppna filen för läsning från sökväg \"%s\"." @@ -3784,9 +3707,6 @@ msgstr "Den angivna export sökvägen finns inte." msgid "Template file not found: \"%s\"." msgstr "Mallfil hittades inte: \"%s\"." -msgid "PCK Embedding" -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." @@ -3847,27 +3767,6 @@ msgstr "" "Ingen nedladdningslänk hittades för denna version. Direkt nedladdning finns " "endast tillgängligt för officiella utgåvor." -msgid "Disconnected" -msgstr "Frånkopplad" - -msgid "Resolving" -msgstr "Löser" - -msgid "Can't Resolve" -msgstr "Kan inte lösa" - -msgid "Connected" -msgstr "Ansluten" - -msgid "Requesting..." -msgstr "Begär..." - -msgid "Downloading" -msgstr "Laddar ner" - -msgid "Connection Error" -msgstr "Anslutningsfel" - msgid "Invalid version.txt format inside the export templates file: %s." msgstr "Ogilitigt version.txt format i export mall filen: %s." @@ -3957,6 +3856,9 @@ msgstr "Resurser att exportera:" msgid "(Inherited)" msgstr "(Ärvd)" +msgid "Export With Debug" +msgstr "Export med debug" + msgid "%s Export" msgstr "%s Exportera" @@ -4046,9 +3948,6 @@ 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." @@ -4141,9 +4040,6 @@ msgstr "Lägg till i Favoriter" msgid "Reimport" msgstr "Importera om" -msgid "Open in File Manager" -msgstr "Öppna i filhanteraren" - msgid "New Folder..." msgstr "Ny Mapp..." @@ -4174,6 +4070,9 @@ msgstr "Duplicera..." msgid "Rename..." msgstr "Byt namn..." +msgid "Open in File Manager" +msgstr "Öppna i filhanteraren" + msgid "Open in External Program" msgstr "Öppna i externt program" @@ -4412,9 +4311,6 @@ msgstr "Ladda om den spelade scenen." msgid "Quick Run Scene..." msgstr "Snabbkör scen..." -msgid "Could not start subprocess(es)!" -msgstr "Kunde inte starta underprocess(er)!" - msgid "Run the project's default scene." msgstr "Spela projektets defaultscen." @@ -4492,15 +4388,15 @@ msgstr "" "Nod är låst.\n" "Klicka för att låsa upp." +msgid "Instance:" +msgstr "Instans:" + 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):" @@ -4625,9 +4521,6 @@ msgstr "2D" msgid "Importer:" msgstr "Importör:" -msgid "Keep File (No Import)" -msgstr "Behåll fil (ingen import)" - msgid "%d Files" msgstr "%d Filer" @@ -4720,27 +4613,6 @@ msgstr "%s (%d valda)" msgid "Groups" msgstr "Grupper" -msgid "Update" -msgstr "Uppdatera" - -msgid "Plugin Name:" -msgstr "Plugin Namn:" - -msgid "Subfolder:" -msgstr "Undermapp:" - -msgid "Author:" -msgstr "Författare:" - -msgid "Version:" -msgstr "Version:" - -msgid "Script Name:" -msgstr "Skript Namn:" - -msgid "Activate now?" -msgstr "Aktivera nu?" - msgid "Create points." msgstr "Skapa punkter." @@ -4974,8 +4846,8 @@ msgstr "Ta bort valda" msgid "Delete All" msgstr "Ta bort alla" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Version:" +msgstr "Version:" msgid "Contents:" msgstr "Innehåll:" @@ -5034,9 +4906,6 @@ msgstr "Misslyckades:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Hash för nedladdad fil stämmer inte, fil har blivit manipulerad." -msgid "Expected:" -msgstr "Förväntad:" - msgid "Got:" msgstr "Fick:" @@ -5058,6 +4927,9 @@ msgstr "Laddar ner..." msgid "Resolving..." msgstr "Namnuppslag..." +msgid "Requesting..." +msgstr "Begär..." + msgid "Error making request" msgstr "Förfrågan misslyckades" @@ -5091,9 +4963,6 @@ msgstr "Licens (A-Z)" msgid "License (Z-A)" msgstr "Licens (Z-A)" -msgid "Official" -msgstr "Officiell" - msgid "Testing" msgstr "Testning" @@ -5281,23 +5150,6 @@ msgstr "Zooma till 1600%" msgid "Center View" msgstr "Centrera vy" -msgid "Drag: Rotate selected node around pivot." -msgstr "Dra: Rotera vald nod runt pivot." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Dra: Flytta vald nod." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Dra: Skala markerad nod." - -msgid "V: Set selected node's pivot position." -msgstr "V: Sätt markerad nods pivotposition." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+RMB: Visa en lista av alla noder vid den klickade positionen, inklusive " -"låsta." - msgid "RMB: Add node at position clicked." msgstr "RMB: Lägg till nod vid den klickade positionen." @@ -5325,9 +5177,6 @@ msgstr "Visa ben" msgid "View" msgstr "Visa" -msgid "Hide" -msgstr "Dölj" - msgid "Toggle Grid" msgstr "Växla rutnät" @@ -5355,6 +5204,9 @@ msgstr "Lägger till %s..." msgid "Create Node" msgstr "Skapa Node" +msgid "Restart" +msgstr "Starta om" + msgid "Hold Shift to edit tangents individually" msgstr "Håll Skift för att redigera tangenter individuellt" @@ -5364,6 +5216,12 @@ msgstr "Synliga Kollisionsformer" msgid "Visible Navigation" msgstr "Synlig Navigation" +msgid "Installed Plugins:" +msgstr "Installerade Plugins:" + +msgid "Version" +msgstr "Version" + msgid "Size: %s" msgstr "Storlek: %s" @@ -5394,15 +5252,11 @@ msgstr "Ingen editor scenrot funnen." msgid "Mesh" msgstr "Mesh" -msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " -"automatically.\n" -"This is the most accurate (but slowest) option for collision detection." -msgstr "" -"Skapar en StaticBody3D och tilldelar den en polygonbaserad kollisionsform " -"automatiskt.\n" -"Detta är den mest exakta (men långsammaste) inställningen för " -"kollisionsdetektering." +msgid "View UV1" +msgstr "Visa UV1" + +msgid "View UV2" +msgstr "Visa UV2" msgid "" "Creates a polygon-based collision shape.\n" @@ -5421,12 +5275,6 @@ msgstr "" "Detta liknar en ensam kollisionsform, men kan resultera i en enklare geometri " "i vissa fall på bekostnad av exaktheten." -msgid "View UV1" -msgstr "Visa UV1" - -msgid "View UV2" -msgstr "Visa UV2" - msgid "Remove item %d?" msgstr "Ta bort element %d?" @@ -5581,6 +5429,11 @@ msgstr "Inte tillgänglig när OpenGL renderaren används." msgid "Preview disabled." msgstr "Förhandsgranskning avstängd." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+RMB: Visa en lista av alla noder vid den klickade positionen, inklusive " +"låsta." + msgid "Bottom View" msgstr "Vy underifrån" @@ -5644,8 +5497,20 @@ msgstr "Himmelns färg" msgid "Please Confirm..." msgstr "Vänligen Bekräfta..." -msgid "Shift: Move All" -msgstr "Skift: Flytta Alla" +msgid "Plugin Name:" +msgstr "Plugin Namn:" + +msgid "Subfolder:" +msgstr "Undermapp:" + +msgid "Author:" +msgstr "Författare:" + +msgid "Script Name:" +msgstr "Skript Namn:" + +msgid "Activate now?" +msgstr "Aktivera nu?" msgid "Add Resource" msgstr "Lägg till Resurs" @@ -5668,15 +5533,9 @@ msgstr "Kan inte öppna '%s'. Filen kan ha flyttats eller tagits bort." msgid "Close and save changes?" msgstr "Stäng och spara ändringar?" -msgid "Error writing TextFile:" -msgstr "Fel vid sparande av TextFil:" - msgid "Error Importing" msgstr "Fel vid Importering" -msgid "Could not load file at:" -msgstr "Kunde inte ladda filen vid:" - msgid "Import Theme" msgstr "Importera Tema" @@ -5739,15 +5598,15 @@ msgid "" msgstr "" "Saknar ansluten metod '%s' för signalen '%s' från noden '%s' till noden '%s'." -msgid "Line" -msgstr "Rad" - msgid "Go to Function" msgstr "Gå till Funktion" msgid "Pick Color" msgstr "Välj Färg" +msgid "Line" +msgstr "Rad" + msgid "Uppercase" msgstr "Versaler" @@ -5775,9 +5634,6 @@ msgstr "Gå till Funktion..." msgid "Go to Line..." msgstr "Gå till Rad..." -msgid "ShaderFile" -msgstr "Shaderfil" - msgid "Create MeshInstance2D" msgstr "Skapa MeshInstance2D" @@ -5923,9 +5779,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} är markerad" msgstr[1] "{num} är markerade" -msgid "Nothing was selected for the import." -msgstr "Inget var valt för importen." - msgid "Updating the editor" msgstr "Uppdaterar editorn" @@ -6034,19 +5887,6 @@ msgstr "Lägg till en atlas källa" msgid "Sort Sources" msgstr "Sortera källor" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Inget plugin för versionshantering är tillgängligt i projektet. Installera " -"ett plugin för versionshanteringsfunktioner." - msgid "Error" msgstr "Fel" @@ -6258,9 +6098,6 @@ msgstr "Lägg till Utgångsport" msgid "Set Parameter Name" msgstr "Sätt parameternamn" -msgid "Node(s) Moved" -msgstr "Nod(er) Flyttade" - msgid "ParameterRef Name Changed" msgstr "ParameterRef-namn ändrad" @@ -6417,11 +6254,6 @@ msgstr "" "Ta bort alla saknade projekt från listan?\n" "Projektens mapp-innehåll kommer inte att påverkas." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Kunde inte spara projekt vid '%s' (error %d)." @@ -6510,54 +6342,22 @@ msgstr "Klicka på taggen för att lägga till den till projektet." msgid "Create New Tag" msgstr "Skapa ny tag" -msgid "The path specified doesn't exist." -msgstr "Den satta sökvägen finns inte." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Fel vid öppning av paketets fil (inte i zip-format)." +msgid "It would be a good idea to name your project." +msgstr "Det vore en bra idé att namnge ditt projekt." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "Ogiltig \".zip\" projektfil; den innehåller inte en \"project.godot\" fil." -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "Välj en \"project.godot\", en katalog med den eller en \".zip\" fil." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Du kan inte spara projektet med den valda sökvägen. Gör en ny katalog eller " -"välj en annan sökväg." +msgid "The path specified doesn't exist." +msgstr "Den satta sökvägen finns inte." msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "Den valda sökvägen är inte tom. Att välja en tom katalog rekomenderas." -msgid "New Game Project" -msgstr "Nytt Spelprojekt" - -msgid "Imported Project" -msgstr "Importerat projekt" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Välj en \"project.godot\" eller \".zip\" fil." - -msgid "Invalid project name." -msgstr "Ogiltigt projektnamn." - -msgid "Couldn't create folder." -msgstr "Kunde inte skapa mapp." - -msgid "There is already a folder in this path with the specified name." -msgstr "Där finns redan en mapp med det specificerade namnet." - -msgid "It would be a good idea to name your project." -msgstr "Det vore en bra idé att namnge ditt projekt." - msgid "Supports desktop platforms only." msgstr "Stödjer desktop platformar enbart." @@ -6594,9 +6394,6 @@ msgstr "Avsedd för sämre/äldre enheter." msgid "Fastest rendering of simple scenes." msgstr "Snabbaste rendering av enkla scener." -msgid "Invalid project path (changed anything?)." -msgstr "Ogiltig projektsökväg (ändrat något?)." - msgid "Warning: This folder is not empty" msgstr "Varning: Denna mapp är inte tom" @@ -6623,8 +6420,13 @@ msgstr "Fel vid öppning av paketfil, är inte ZIP-format." msgid "The following files failed extraction from package:" msgstr "Följande filer misslyckades att packas upp från paketet:" -msgid "Package installed successfully!" -msgstr "Paketet installerades!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt." + +msgid "New Game Project" +msgstr "Nytt Spelprojekt" msgid "Import & Edit" msgstr "Importera & Ändra" @@ -6846,9 +6648,6 @@ msgstr "Instansierade scener kan inte bli en rot nod" msgid "Make node as Root" msgstr "Gör nod som Rot" -msgid "Delete %d nodes and any children?" -msgstr "Ta bort %d noder och alla barn?" - msgid "Delete %d nodes?" msgstr "Ta bort %d noder?" @@ -6909,9 +6708,6 @@ msgstr "Fäst Skript" msgid "Set Shader" msgstr "Sätt shader" -msgid "Cut Node(s)" -msgstr "Klipp ut nod(er)" - msgid "Remove Node(s)" msgstr "Ta bort Nod(er)" @@ -6939,9 +6735,6 @@ msgstr "" "Detta beror troligtvis på att editorn var byggd med alla språkmoduler " "avstängda." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Klistra in nod(er) som syskon till %s" - msgid "Paste Node(s) as Child of %s" msgstr "Klistra in nod(er) som barn till %s" @@ -7114,21 +6907,6 @@ msgstr "Ändra torus inre radie" msgid "Change Torus Outer Radius" msgstr "Ändra torus yttre radie" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Ogiltligt typargument till convert(), använd TYPE_* konstanter." - -msgid "Step argument is zero!" -msgstr "Steg argumentet är noll!" - -msgid "Not a script with an instance" -msgstr "Inte ett Skript med en instans" - -msgid "Not based on a script" -msgstr "Inte baserad på ett Skript" - -msgid "Not based on a resource file" -msgstr "Inte baserad på en resursfil" - msgid "Configure Blender Importer" msgstr "Konfigurera Blenderimporteraren" @@ -7212,9 +6990,6 @@ msgstr "Saknar 'build-tools' katalogen!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Kunde ej hitta Android SDK build-tools' apksigner kommando." -msgid "Code Signing" -msgstr "Kodsignering" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -7298,27 +7073,21 @@ msgstr "Kunde inte exportera projektfiler." msgid "Invalid Identifier:" msgstr "Ogiltig identifierare:" -msgid "Prepare Templates" -msgstr "Förbered mallar" - msgid "Export template not found." msgstr "Exportmall ej funnen." +msgid "Prepare Templates" +msgstr "Förbered mallar" + msgid "Could not open file \"%s\"." msgstr "Kunde inte öppna fil \"%s\"." msgid "Executable \"pck\" section not found." msgstr "Exekverbar \"pck\" sektion hittades ej." -msgid "Stop and uninstall" -msgstr "Stoppa och avinstallera" - msgid "Run on remote Linux/BSD system" msgstr "Kör på fjärr Linux/BSD system" -msgid "Stop and uninstall running project from the remote system" -msgstr "Stoppa och avinstallera körande projekt från fjärrsystemet" - msgid "Run exported project on remote Linux/BSD system" msgstr "Kör exporterat projekt på fjärr Linux/BSD system" @@ -7429,18 +7198,18 @@ msgstr "Kunde inte skriva till filen: \"%s\"." msgid "Could not read file: \"%s\"." msgstr "Kunde inte läsa från filen: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Kunde inte skapa HTTP-serverkatalog: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Fel vid start av HTTP-server: %d." - msgid "Run in Browser" msgstr "Kör i Webbläsare" msgid "Run exported HTML in the system's default browser." msgstr "Kör exporterad HTML i systemets standardwebbläsare." +msgid "Could not create HTTP server directory: %s." +msgstr "Kunde inte skapa HTTP-serverkatalog: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Fel vid start av HTTP-server: %d." + msgid "Failed to rename temporary file \"%s\"." msgstr "Kan inte döpa om temporär fil \"%s\"." @@ -7501,9 +7270,6 @@ msgstr "" msgid "Nothing connected to input '%s' of node '%s'." msgstr "Inget anslutet till inmatning '%s' av nod '%s'." -msgid "Alert!" -msgstr "Varning!" - msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index c6defd538202..3d345c8793f8 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -184,9 +184,6 @@ msgstr "ปุ่มจอยที่ %d" msgid "Pressure:" msgstr "แรงกด:" -msgid "touched" -msgstr "แตะ" - msgid "released" msgstr "ปล่อย" @@ -428,13 +425,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "ตัวอย่าง: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d หน่วย" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -445,18 +435,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "มีชื่อของ Action '%s' อยู่แล้ว" -msgid "Cannot Revert - Action is same as initial" -msgstr "ย้อนกลับไม่ได้ - Action เหมือนกับตอนเริ่มต้น" - msgid "Revert Action" msgstr "ย้อนกลับ Action" msgid "Add Event" msgstr "เพิ่ม Event" -msgid "Remove Action" -msgstr "ลบ Action" - msgid "Cannot Remove Action" msgstr "ไม่สามารถลบ Action ได้" @@ -1023,9 +1007,6 @@ msgstr "สร้าง %s ใหม่" msgid "No results for \"%s\"." msgstr "ไม่มีผลลัพธ์สำหรับ \"%s\"" -msgid "No description available for %s." -msgstr "ไม่มีคำอธิบายสำหรับ %s" - msgid "Favorites:" msgstr "ที่ชื่นชอบ:" @@ -1056,9 +1037,6 @@ msgstr "บันทึกกิ่งเป็นฉาก" msgid "Copy Node Path" msgstr "คัดลอกตำแหน่งโหนด" -msgid "Instance:" -msgstr "อินสแตนซ์:" - msgid "Toggle Visibility" msgstr "ซ่อน/แสดง" @@ -1113,9 +1091,6 @@ msgstr "จำนวนครั้ง" msgid "Bytes:" msgstr "ไบต์:" -msgid "Warning:" -msgstr "คำเตือน:" - msgid "Error:" msgstr "ผิดพลาด:" @@ -1461,21 +1436,6 @@ msgstr "โหลดค่าเริ่มต้นเลย์เอาต์ msgid "Create a new Bus Layout." msgstr "สร้างเลย์เอาต์บัสใหม่" -msgid "Invalid name." -msgstr "ชื่อผิดพลาด" - -msgid "Valid characters:" -msgstr "ตัวอักษรที่ใช้ได้:" - -msgid "Must not collide with an existing engine class name." -msgstr "ต้องไม่ใช้ชื่อเดียวกับชื่อคลาสของโปรแกรม" - -msgid "Must not collide with an existing built-in type name." -msgstr "ต้องไม่ใช้ชื่อเดียวกับชื่อชนิดบิวท์อินที่มีอยู่แล้ว" - -msgid "Must not collide with an existing global constant name." -msgstr "ต้องไม่ใช้ชื่อเดียวกับชื่อค่าคงที่โกลบอล" - msgid "Autoload '%s' already exists!" msgstr "มีออโต้โหลด '%s' อยู่แล้ว!" @@ -1656,12 +1616,6 @@ msgstr "นำเข้าโปรไฟล์" msgid "Manage Editor Feature Profiles" msgstr "จัดการรายละเอียดคุณสมบัติตัวแก้ไข" -msgid "Restart" -msgstr "เริ่มใหม่" - -msgid "Save & Restart" -msgstr "บันทึกและเริ่มใหม่" - msgid "ScanSources" msgstr "สแกนต้นฉบับ" @@ -1735,15 +1689,15 @@ msgid "" "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "คุณสมบัตินี้ยังไม่มีคำอธิบาย โปรดช่วย[color=$color][url=$url]แก้ไข[/url][/color]!" +msgid "Editor" +msgstr "ตัวแก้ไข" + msgid "Property:" msgstr "คุณสมบัติ:" msgid "Signal:" msgstr "สัญญาณ:" -msgid "%d match." -msgstr "จับคู่ %d" - msgid "%d matches." msgstr "%d ตรงกัน" @@ -1849,15 +1803,9 @@ msgstr "โปรเจกต์ไม่มีชื่อ" msgid "Spins when the editor window redraws." msgstr "หมุนเมื่อมีการวาดหน้าต่างโปรแกรมใหม" -msgid "Imported resources can't be saved." -msgstr "ทรัพยากรที่นำเข้ามา ไม่สามารถบันทึกได้" - msgid "OK" msgstr "ตกลง" -msgid "Error saving resource!" -msgstr "บันทึกทรัพยากรผิดพลาด!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1866,15 +1814,6 @@ msgstr "ทรัพยากรนี้ไม่สามารถบันท msgid "Save Resource As..." msgstr "บันทึกรีซอร์สเป็น..." -msgid "Can't open file for writing:" -msgstr "เปิดไฟล์เพื่อเขียนไม่ได้:" - -msgid "Requested file format unknown:" -msgstr "ไม่ทราบนามสกุลไฟล์ที่ร้องขอ:" - -msgid "Error while saving." -msgstr "ผิดพลาดขณะบันทึก" - msgid "Saving Scene" msgstr "บันทึกฉาก" @@ -1884,14 +1823,6 @@ msgstr "กำลังวิเคราะห์" msgid "Creating Thumbnail" msgstr "กำลังสร้างรูปตัวอย่าง" -msgid "This operation can't be done without a tree root." -msgstr "ทำไม่ได้ถ้าไม่มีฉาก" - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "บันทึกฉากไม่ได้ อาจจะมีการอ้างอิงไม่สมบูรณ์ (อินสแตนซ์หรือการสืบทอด)" - msgid "Save scene before running..." msgstr "บันทึกฉากก่อนที่จะรัน..." @@ -1901,11 +1832,8 @@ msgstr "บันทึกฉากทั้งหมด" msgid "Can't overwrite scene that is still open!" msgstr "ไม่สามารถเขียนทับฉากที่กำลังเปิดอยู่ได้!" -msgid "Can't load MeshLibrary for merging!" -msgstr "ไม่สามารถโหลดไลบรารี Mesh เพื่อควบรวม!" - -msgid "Error saving MeshLibrary!" -msgstr "ผิดพลาดขณะบันทึกไลบรารี Mesh!" +msgid "Merge With Existing" +msgstr "รวมกับที่มีอยู่เดิม" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1942,9 +1870,6 @@ msgid "" "import panel and then re-import." msgstr "รีซอร์สนี้ถูกนำเข้าจึงไม่สามารถแก้ไขได้ ปรับตั้งค่าในแผงนำเข้าและนำเข้าใหม่" -msgid "Changes may be lost!" -msgstr "การแก้ไขจะไม่ถูกบันทึก!" - msgid "Open Base Scene" msgstr "เปิดไฟล์ฉากที่ใช้สืบทอด" @@ -1987,24 +1912,12 @@ msgstr "" msgid "Save & Quit" msgstr "บันทึกและปิด" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "บันทึกฉากต่อไปนี้ก่อนปิดโปรแกรมหรือไม่?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "บันทึกฉากต่อไปนี้ก่อนกลับสู่ตัวจัดการโปรเจกต์หรือไม่?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"ตัวเลือกนี้จะหายไปในรุ่นเสถียร สถานการณ์ที่จำเป็นต้องเปิดตัวเลือกนี้จะถือว่าเป็นบัค กรุณารายงานบัค" - msgid "Pick a Main Scene" msgstr "เลือกฉากเริ่มต้น" -msgid "This operation can't be done without a scene." -msgstr "ทำไม่ได้ถ้าไม่มีฉาก" - msgid "Export Mesh Library" msgstr "ส่งออกไลบรารี Mesh" @@ -2024,22 +1937,12 @@ msgstr "" "ฉาก '%s' ถูกนำเข้าโดยอัตโนมัติจึงไม่สามารถถูกแก้ไข\n" "สามารถสืบทอดไปยังฉากใหม่เพื่อทำการแก้ไข" -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 "" -"ผิดพลาดขณะโหลดฉาก ฉากต้องอยู่ในโฟลเดอร์โปรเจกต์ ใช้ 'Import' เพื่อเปิดไฟล์ฉาก " -"แล้วบันทึกลงในโฟลเดอร์โปรเจกต์" - msgid "Scene '%s' has broken dependencies:" msgstr "ฉาก '%s' มีการอ้างอิงสูญหาย:" msgid "Clear Recent Scenes" msgstr "ล้างรายการฉากล่าสุด" -msgid "There is no defined scene to run." -msgstr "ยังไม่ได้เลือกฉากที่จะเล่น" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2136,15 +2039,9 @@ msgstr "ตั้งค่าตัวแก้ไข" msgid "Project" msgstr "โปรเจกต์" -msgid "Project Settings..." -msgstr "ตั้งค่าโปรเจกต์" - msgid "Version Control" msgstr "เวอร์ชันคอนโทรล" -msgid "Export..." -msgstr "ส่งออก..." - msgid "Install Android Build Template..." msgstr "ติดตั้งเทมเพลตการสร้างของแอนดรอยด์" @@ -2157,9 +2054,6 @@ msgstr "ตัวดูทรัพยากรที่ไม่ได้ใช msgid "Quit to Project List" msgstr "ปิดและกลับสู่รายชื่อโปรเจกต์" -msgid "Editor" -msgstr "ตัวแก้ไข" - msgid "Editor Layout" msgstr "เค้าโครงตัวแก้ไข" @@ -2199,24 +2093,21 @@ msgstr "รายงานบั๊ก" msgid "Send Docs Feedback" msgstr "ส่งความคิดเห็นเกี่ยวกับคู่มือ" +msgid "Save & Restart" +msgstr "บันทึกและเริ่มใหม่" + msgid "Update Continuously" msgstr "อัพเดทอย่างต่อเนื่อง" msgid "Hide Update Spinner" msgstr "ซ่อนตัวหมุนการอัพเดท" -msgid "FileSystem" -msgstr "ระบบไฟล์" - msgid "Inspector" msgstr "คุณสมบัติ" msgid "Node" msgstr "โนด" -msgid "Output" -msgstr "ข้อความ" - msgid "Don't Save" msgstr "ไม่บันทึก" @@ -2238,9 +2129,6 @@ msgstr "แพคเกจเทมเพลต" msgid "Export Library" msgstr "ส่งออกไลบรารี" -msgid "Merge With Existing" -msgstr "รวมกับที่มีอยู่เดิม" - msgid "Open & Run a Script" msgstr "เปิดและรันสคริปต์" @@ -2284,18 +2172,12 @@ msgstr "เปิดตัวแก้ไขก่อนหน้า" msgid "Warning!" msgstr "คำเตือน!" -msgid "On" -msgstr "เปิด" - -msgid "Edit Plugin" -msgstr "แก้ไขปลั๊กอิน" - -msgid "Installed Plugins:" -msgstr "ปลั๊กอินที่ติดตั้งแล้ว:" - msgid "Edit Text:" msgstr "แก้ไขข้อความ:" +msgid "On" +msgstr "เปิด" + msgid "No name provided." msgstr "ไม่ได้ระบุชื่อ" @@ -2336,18 +2218,18 @@ msgstr "เลือกวิวพอร์ต" msgid "Selected node is not a Viewport!" msgstr "โหนดที่เลือกไม่ใช่วิวพอร์ต!" -msgid "Size:" -msgstr "ขนาด:" - -msgid "Remove Item" -msgstr "ลบไอเทม" - msgid "New Key:" msgstr "คีย์ใหม่:" msgid "New Value:" msgstr "ค่าใหม่:" +msgid "Size:" +msgstr "ขนาด:" + +msgid "Remove Item" +msgstr "ลบไอเทม" + msgid "Add Key/Value Pair" msgstr "เพิ่มคู่ของคีย์/ค่า" @@ -2418,9 +2300,6 @@ msgstr "อุปกรณ์" msgid "Storing File:" msgstr "เก็บไฟล์:" -msgid "No export template found at the expected path:" -msgstr "ไม่พบเทมเพลตส่งออกที่ที่อยู่ที่คาดไว้:" - msgid "Could not open file to read from path \"%s\"." msgstr "ไม่สามารถเปิดไฟล์ที่จะอ่านจากตำแหน่ง \"%s\" ได้" @@ -2460,33 +2339,6 @@ msgid "" "for official releases." msgstr "ไม่พบลิงก์ดาวน์โหลดสำหรับรุ่นนี้ มีเฉพาะสำหรับโปรแกรมรุ่นหลัก" -msgid "Disconnected" -msgstr "ตัดการเชื่อมต่อแล้ว" - -msgid "Resolving" -msgstr "กำลังค้นหา..." - -msgid "Can't Resolve" -msgstr "ค้นหาไม่สำเร็จ" - -msgid "Connecting..." -msgstr "กำลังเชื่อมต่อ..." - -msgid "Can't Connect" -msgstr "เชื่อมต่อไม่ได้" - -msgid "Connected" -msgstr "เชื่อมต่อแล้ว" - -msgid "Requesting..." -msgstr "กำลังร้องขอ..." - -msgid "Downloading" -msgstr "กำลังดาวน์โหลด" - -msgid "Connection Error" -msgstr "เชื่อมต่อผิดพลาด" - msgid "Extracting Export Templates" msgstr "กำลังคลายเทมเพลตส่งออก" @@ -2523,6 +2375,9 @@ msgstr "ลบพรีเซ็ต '%s'?" msgid "Resources to export:" msgstr "รีซอร์สที่จะส่งออก:" +msgid "Export With Debug" +msgstr "ส่งออกพร้อมการแก้ไขจุดบกพร่อง" + msgid "Release" msgstr "เผยแพร่" @@ -2607,9 +2462,6 @@ msgstr "ไม่พบเทมเพลตส่งออกสำหรับ msgid "Manage Export Templates" msgstr "จัดการเทมเพลตส่งออก" -msgid "Export With Debug" -msgstr "ส่งออกพร้อมการแก้ไขจุดบกพร่อง" - msgid "Browse" msgstr "ค้นหา" @@ -2671,9 +2523,6 @@ msgstr "ลบจากที่่ชื่นชอบ" msgid "Reimport" msgstr "นำเข้าใหม่" -msgid "Open in File Manager" -msgstr "เปิดโฟลเดอร์" - msgid "New Folder..." msgstr "สร้างโฟลเดอร์..." @@ -2692,6 +2541,9 @@ msgstr "ทำซ้ำ..." msgid "Rename..." msgstr "เปลี่ยนชื่อ..." +msgid "Open in File Manager" +msgstr "เปิดโฟลเดอร์" + msgid "Re-Scan Filesystem" msgstr "สแกนไฟล์ใหม่" @@ -2903,6 +2755,9 @@ msgstr "" msgid "Open in Editor" msgstr "เปิดในโปรแกรมแก้ไข" +msgid "Instance:" +msgstr "อินสแตนซ์:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "ชื่อโหนดไม่ถูกต้อง ใช้ตัวอักษรต่อไปนี้ไม่ได้:" @@ -2951,9 +2806,6 @@ msgstr "3 มิติ" msgid "Importer:" msgstr "ตัวนำเข้า:" -msgid "Keep File (No Import)" -msgstr "เก็บไฟล์ (ไม่นำเข้า)" - msgid "%d Files" msgstr "ไฟล์ %d" @@ -3035,33 +2887,6 @@ msgstr "กลุ่ม" msgid "Select a single node to edit its signals and groups." msgstr "เลือกโหนดเพื่อแก้ไขสัญญาณและกลุ่ม" -msgid "Edit a Plugin" -msgstr "แก้ไขปลั๊กอิน" - -msgid "Create a Plugin" -msgstr "สร้างปลั๊กอิน" - -msgid "Update" -msgstr "อัปเดต" - -msgid "Plugin Name:" -msgstr "ชื่อปลั๊กอิน:" - -msgid "Subfolder:" -msgstr "โฟลเดอร์ย่อย:" - -msgid "Author:" -msgstr "ผู้สร้าง:" - -msgid "Version:" -msgstr "รุ่น:" - -msgid "Script Name:" -msgstr "ชื่อสคริปต์:" - -msgid "Activate now?" -msgstr "เปิดใช้งานตอนนี้?" - msgid "Create Polygon" msgstr "สร้างโพลีกอน" @@ -3410,8 +3235,8 @@ msgstr "โหมดการเล่น:" msgid "Delete Selected" msgstr "ลบสิ่งที่เลือก" -msgid "AnimationTree" -msgstr "ผังแอนิเมชัน" +msgid "Version:" +msgstr "รุ่น:" msgid "Contents:" msgstr "ประกอบด้วย:" @@ -3470,9 +3295,6 @@ msgstr "ผิดพลาด:" msgid "Bad download hash, assuming file has been tampered with." msgstr "แฮชผิดพลาด ไฟล์ดาวน์โหลดอาจเสียหาย" -msgid "Expected:" -msgstr "ที่ควรจะเป็น:" - msgid "Got:" msgstr "ที่ได้รับ:" @@ -3491,6 +3313,12 @@ msgstr "กำลังดาวน์โหลด..." msgid "Resolving..." msgstr "กำลังแก้ไข..." +msgid "Connecting..." +msgstr "กำลังเชื่อมต่อ..." + +msgid "Requesting..." +msgstr "กำลังร้องขอ..." + msgid "Error making request" msgstr "การร้องขอผิดพลาด" @@ -3524,9 +3352,6 @@ msgstr "สัญญาอนุญาต (A-Z)" msgid "License (Z-A)" msgstr "สัญญาอนุญาต (Z-A)" -msgid "Official" -msgstr "ผู้พัฒนา" - msgid "Testing" msgstr "กำลังทดสอบ" @@ -3656,9 +3481,6 @@ msgstr "ล้างเส้นไกด์" msgid "Select Mode" msgstr "โหมดเลือก" -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "Alt+RMB: แสดงรายการโหนดทั้งหมดที่ตำแหน่งคลิก รวมถึงโหนดที่ถูกล็อก" - msgid "Move Mode" msgstr "โหมดเคลื่อนย้าย" @@ -3668,9 +3490,6 @@ msgstr "โหมดหมุน" msgid "Scale Mode" msgstr "โหมดปรับขนาด" -msgid "Click to change object's rotation pivot." -msgstr "คลิกเพื่อเปลี่ยนจุดหมุนของออบเจกต์" - msgid "Pan Mode" msgstr "โหมดมุมมอง" @@ -3876,12 +3695,12 @@ msgstr "ความกว้างขวา" msgid "Full Rect" msgstr "สี่เหลี่ยมผืนผ้าเต็ม" +msgid "Restart" +msgstr "เริ่มใหม่" + msgid "Load Emission Mask" msgstr "โหลด Mask การปะทุ" -msgid "Generated Point Count:" -msgstr "จำนวนจุดที่สร้างขึ้น:" - msgid "Emission Mask" msgstr "มาส์กการปะทุ" @@ -3972,11 +3791,6 @@ msgstr "" msgid "Visible Navigation" msgstr "แสดงการนำทาง" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "เมื่อตัวเลือกนี้เปิดใช้งาน ตัวนำทาง mesh และโพลีกอนจะถูกมองเห็นในโปรเจกต์ที่ทำงานอยู่" - msgid "Synchronize Scene Changes" msgstr "ซิงค์การเปลี่ยนแปลงฉาก" @@ -4002,6 +3816,12 @@ msgstr "" "เมื่อเปิดใช้งานตัวเลือกนี้ สคริปต์ที่บันทึกจะถูกโหลดในโปรเจ็กต์ที่กำลังทำงานอยู่\n" "เมื่อใช้รีโมตกับอุปกรณ์ จะมีประสิทธิภาพมากขึ้นเมื่อเปิดใช้งานตัวเลือกระบบไฟล์เครือข่าย" +msgid "Edit Plugin" +msgstr "แก้ไขปลั๊กอิน" + +msgid "Installed Plugins:" +msgstr "ปลั๊กอินที่ติดตั้งแล้ว:" + msgid " - Variation" msgstr " - ชนิด" @@ -4044,9 +3864,6 @@ msgstr "แปลงเป็น CPUParticles2D" msgid "Generate Visibility Rect" msgstr "สร้างกรอบการมองเห็น" -msgid "Clear Emission Mask" -msgstr "ลบ Mask การปล่อย" - msgid "The geometry's faces don't contain any area." msgstr "พื้นผิวของรูปเรขาคณิตไม่มีพื้นที่" @@ -4096,38 +3913,14 @@ msgstr "สร้าง Lightmaps" msgid "Select lightmap bake file:" msgstr "เลือกไฟล์ bake ของ lightmap :" -msgid "Mesh is empty!" -msgstr "Mesh ว่างเปล่า!" - msgid "Couldn't create a Trimesh collision shape." msgstr "ไม่สามารถสร้างรูปร่างการชนแบบตาข่ายสามเหลี่ยม" -msgid "Create Static Trimesh Body" -msgstr "สร้าง Static Trimesh Body" - -msgid "This doesn't work on scene root!" -msgstr "ทำกับโหนดรากไม่ได้!" - -msgid "Create Trimesh Static Shape" -msgstr "สร้างรูปทรง Trimesh Static" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "ไม่สามารถสร้างรูปทรงนูนแบบเดี่ยวสำหรับฉากราก" - -msgid "Couldn't create a single convex collision shape." -msgstr "ไม่สามารถสร้างรูปทรงนูนแบบเดี่ยว" - -msgid "Create Single Convex Shape" -msgstr "สร้างรูปทรงนูนแบบเดี่ยว" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "ไม่สามารถสร้างรูปทรงนูนแบบเดี่ยวสำหรับฉากราก" - msgid "Couldn't create any collision shapes." msgstr "ไม่สามารถสร้างรูปร่างขอบเขตการชนได้" -msgid "Create Multiple Convex Shapes" -msgstr "สร้างรูปทรงนูนหลายอัน" +msgid "Mesh is empty!" +msgstr "Mesh ว่างเปล่า!" msgid "Create Navigation Mesh" msgstr "สร้าง Mesh นำทาง" @@ -4147,32 +3940,6 @@ msgstr "สร้างเส้นรอบรูป" msgid "Mesh" msgstr "Mesh" -msgid "Create Trimesh Static Body" -msgstr "สร้าง Trimesh Static Body" - -msgid "Create Trimesh Collision Sibling" -msgstr "สร้างรูปทรงกายภาพเป็นโหนดญาติ" - -msgid "" -"Creates a polygon-based collision shape.\n" -"This is the most accurate (but slowest) option for collision detection." -msgstr "" -"สร้างขอบเขตการชนแบบหลายเหลี่ยม\n" -"นี่จะให้ความแม่นยำสูง (แต่ช้า) ในการตรวจสอบการชน" - -msgid "Create Single Convex Collision Sibling" -msgstr "สร้างญาติขอบเขตการชนรูปทรงนูนแบบเดี่ยว" - -msgid "" -"Creates a single convex collision shape.\n" -"This is the fastest (but least accurate) option for collision detection." -msgstr "" -"สร้างรูปทรงนูนแบบเดี่ยว\n" -"นี่จะเป็นตัวเลือกที่รวดเร็วที่สุด (แต่ความแม่นยำน้อย) สำหรับการตรวจหาการชน" - -msgid "Create Multiple Convex Collision Siblings" -msgstr "สร้างญาติขอบเขตการชนรูปทรงนูนแบบหลายอัน" - msgid "Create Outline Mesh..." msgstr "สร้างเส้นขอบ Mesh..." @@ -4191,6 +3958,20 @@ msgstr "สร้างเส้นขอบ Mesh" msgid "Outline Size:" msgstr "ขนาดเส้นรอบรูป:" +msgid "" +"Creates a polygon-based collision shape.\n" +"This is the most accurate (but slowest) option for collision detection." +msgstr "" +"สร้างขอบเขตการชนแบบหลายเหลี่ยม\n" +"นี่จะให้ความแม่นยำสูง (แต่ช้า) ในการตรวจสอบการชน" + +msgid "" +"Creates a single convex collision shape.\n" +"This is the fastest (but least accurate) option for collision detection." +msgstr "" +"สร้างรูปทรงนูนแบบเดี่ยว\n" +"นี่จะเป็นตัวเลือกที่รวดเร็วที่สุด (แต่ความแม่นยำน้อย) สำหรับการตรวจหาการชน" + msgid "UV Channel Debug" msgstr "ดีบั๊ก UV" @@ -4449,6 +4230,9 @@ msgstr "" msgid "Couldn't find a solid floor to snap the selection to." msgstr "ไม่สามารถหาชั้นแข็งที่จะสแนปกับที่เลือก" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "Alt+RMB: แสดงรายการโหนดทั้งหมดที่ตำแหน่งคลิก รวมถึงโหนดที่ถูกล็อก" + msgid "Use Local Space" msgstr "ใช้พื้นที่ภายใน" @@ -4587,27 +4371,12 @@ msgstr "ย้ายจุดควบคุมขาเข้าของเส msgid "Move Out-Control in Curve" msgstr "ย้ายจุดควบคุมขาออกของเส้นโค้ง" -msgid "Select Points" -msgstr "เลือกจุด" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+ลาก: เลือกเส้นสัมผัส" - -msgid "Click: Add Point" -msgstr "คลิก: เพิ่มจุด" - -msgid "Left Click: Split Segment (in curve)" -msgstr "คลิกซ้าย: แยกเส้นโค้ง" - msgid "Right Click: Delete Point" msgstr "คลิกขวา: ลบจุด" msgid "Select Control Points (Shift+Drag)" msgstr "เลือกเส้นสัมผัส (Shift+ลาก)" -msgid "Add Point (in empty space)" -msgstr "เพิ่มจุด (ในที่ว่าง)" - msgid "Delete Point" msgstr "ลบจุด" @@ -4626,6 +4395,9 @@ msgstr "ความยาวตัวสะท้อน" msgid "Curve Point #" msgstr "จุดเส้นโค้ง #" +msgid "Set Curve Point Position" +msgstr "กำหนดพิกัดจุดเส้นโค้ง" + msgid "Set Curve Out Position" msgstr "กำหนดเส้นโค้งขาออก" @@ -4641,12 +4413,30 @@ msgstr "ลบจุด" msgid "Split Segment (in curve)" msgstr "แยกส่วน (ในเส้นโค้ง)" -msgid "Set Curve Point Position" -msgstr "กำหนดพิกัดจุดเส้นโค้ง" - msgid "Move Joint" msgstr "เลื่อนข้อต่อ" +msgid "Edit a Plugin" +msgstr "แก้ไขปลั๊กอิน" + +msgid "Create a Plugin" +msgstr "สร้างปลั๊กอิน" + +msgid "Plugin Name:" +msgstr "ชื่อปลั๊กอิน:" + +msgid "Subfolder:" +msgstr "โฟลเดอร์ย่อย:" + +msgid "Author:" +msgstr "ผู้สร้าง:" + +msgid "Script Name:" +msgstr "ชื่อสคริปต์:" + +msgid "Activate now?" +msgstr "เปิดใช้งานตอนนี้?" + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "คุณสมบัติโครงของ Polygon2D ไม่ได้ชี้ไปที่โหนด Skeleton2D" @@ -4714,12 +4504,6 @@ msgstr "โพลีกอน" msgid "Bones" msgstr "โครง" -msgid "Move Points" -msgstr "ย้ายจุด" - -msgid "Shift: Move All" -msgstr "Shift: ย้ายทั้งหมด" - msgid "Move Polygon" msgstr "ย้ายรูปหลายเหลี่ยม" @@ -4819,21 +4603,9 @@ msgstr "ไม่สามารถเปิด '%s' เนื่องจาก msgid "Close and save changes?" msgstr "ปิดและบันทึก?" -msgid "Error writing TextFile:" -msgstr "ผิดพลาดขณะย้ายไฟล์:" - -msgid "Error saving file!" -msgstr "ผิดพลาดขณะบันทึกไฟล์!" - -msgid "Error while saving theme." -msgstr "ผิดพลาดขณะบันทึกธีม" - msgid "Error Saving" msgstr "ผิดพลาดขณะบันทึก" -msgid "Error importing theme." -msgstr "ผิดพลาดขณะนำเข้าธีม" - msgid "Error Importing" msgstr "ผิดพลาดขณะนำเข้า" @@ -4843,18 +4615,12 @@ msgstr "สร้างไฟล์ข้อความใหม่" msgid "Open File" msgstr "เปิดไฟล์" -msgid "Could not load file at:" -msgstr "ไม่สามารถโหลดไฟล์ที่:" - msgid "Save File As..." msgstr "บันทึกไฟล์เป็น..." msgid "Import Theme" msgstr "นำเข้าธีม" -msgid "Error while saving theme" -msgstr "ผิดพลาดขณะบันทึกธีม" - msgid "Error saving" msgstr "ผิดพลาดขณะบันทึก" @@ -4946,9 +4712,6 @@ msgstr "" "ไฟล์ต่อไปนี้ในดิสก์ใหม่กว่า\n" "จะทำอย่างไรต่อไป?:" -msgid "Search Results" -msgstr "ผลการค้นหา" - msgid "Clear Recent Scripts" msgstr "ล้างสคริปต์ล่าสุด" @@ -4971,9 +4734,6 @@ msgstr "ไม่มีวิธีการเชื่อมต่อ '% s' msgid "[Ignore]" msgstr "[ละเว้น]" -msgid "Line" -msgstr "บรรทัด" - msgid "Go to Function" msgstr "ไปยังฟังก์ชัน" @@ -4983,6 +4743,9 @@ msgstr "ค้นหาสัญลักษณ์" msgid "Pick Color" msgstr "เลือกสี" +msgid "Line" +msgstr "บรรทัด" + msgid "Uppercase" msgstr "ตัวพิมพ์ใหญ่" @@ -5196,9 +4959,6 @@ msgstr "ขนาด" msgid "Create Frames from Sprite Sheet" msgstr "สร้างเฟรมจากสไปรต์ชีต" -msgid "SpriteFrames" -msgstr "สไปรต์เฟรม" - msgid "Set Region Rect" msgstr "กำหนดขอบเขต Texture" @@ -5316,9 +5076,6 @@ msgstr "ฟิสิกส์" msgid "Yes" msgstr "ใช่" -msgid "TileSet" -msgstr "ไทล์เซต" - msgid "Error" msgstr "ผิดพลาด" @@ -5409,9 +5166,6 @@ msgstr "กำหนดพอร์ตอินพุตเริ่มต้น msgid "Add Node to Visual Shader" msgstr "เพิ่มโหนดไปยังเวอร์ชวลเชดเดอร์" -msgid "Node(s) Moved" -msgstr "เลื่อนโหนดแล้ว" - msgid "Visual Shader Input Type Changed" msgstr "เปลี่ยนชนิดของอินพุตเวอร์ชวลเชดเดอร์" @@ -5933,36 +5687,15 @@ msgstr "เลือกโฟลเดอร์เพื่อสแกน" msgid "Remove All" msgstr "ลบทั้งหมด" -msgid "The path specified doesn't exist." -msgstr "ไม่พบที่อยู่ที่ระบุเอาไว้" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "ผิดพลาดขณะเปิดไฟล์แพคเกจ (ไม่ใช่ไฟล์นามสกุล zip)" +msgid "It would be a good idea to name your project." +msgstr "ควรตั้งชื่อโปรเจกต์" msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "ไฟล์โปรเจกต์ \".zip\" ผิดพลาด เนื่องจากไม่มีไฟล์ \"project.godot\"" -msgid "New Game Project" -msgstr "โปรเจกต์เกมใหม่" - -msgid "Imported Project" -msgstr "นำเข้าโปรเจกต์แล้ว" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "กรุณาเลือกไฟล์ \"project.godot\" หรือไฟล์ \".zip\"" - -msgid "Couldn't create folder." -msgstr "ไม่สามารถสร้างโฟลเดอร์ได้" - -msgid "There is already a folder in this path with the specified name." -msgstr "มีโฟลเดอร์ชื่อเดียวกันอยู่แล้ว" - -msgid "It would be a good idea to name your project." -msgstr "ควรตั้งชื่อโปรเจกต์" - -msgid "Invalid project path (changed anything?)." -msgstr "ตำแหน่งโปรเจกต์ผิดพลาด (ได้แก้ไขอะไรไปหรือไม่?)" +msgid "The path specified doesn't exist." +msgstr "ไม่พบที่อยู่ที่ระบุเอาไว้" msgid "Couldn't create project.godot in project path." msgstr "สร้างไฟล์ project.godot ไม่ได้" @@ -5973,8 +5706,8 @@ msgstr "ผิดพลาดขณะเปิดไฟล์แพคเกจ msgid "The following files failed extraction from package:" msgstr "ผิดพลาดขณะแยกไฟล์ต่อไปนี้จากแพคเกจ:" -msgid "Package installed successfully!" -msgstr "ติดตั้งแพคเกจเสร็จสมบูรณ์!" +msgid "New Game Project" +msgstr "โปรเจกต์เกมใหม่" msgid "Import & Edit" msgstr "นำเข้าและแก้ไข" @@ -6163,9 +5896,6 @@ msgstr "ฉากอินสแตนซ์ไม่สามารถเป็ msgid "Make node as Root" msgstr "ทำโหนดให้เป็นโหนดแม่" -msgid "Delete %d nodes and any children?" -msgstr "ลบโหนด %d และโหนดลูกหรือไม่?" - msgid "Delete %d nodes?" msgstr "ลบโหนด %d ?" @@ -6208,9 +5938,6 @@ msgstr "ทำกับโหนดที่ฉากปัจจุบันส msgid "Attach Script" msgstr "แนบสคริปต์" -msgid "Cut Node(s)" -msgstr "ตัดโหนด" - msgid "Remove Node(s)" msgstr "ลบโหนด" @@ -6372,33 +6099,6 @@ msgstr "แก้ไขรัศมีภายในของวงแหวน msgid "Change Torus Outer Radius" msgstr "แก้ไขรัศมีภายนอกของวงแหวน" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "อาร์กิวเมนต์ประเภทสำหรับ convert() ไม่ถูกต้อง, ต้องใช้ค่าคงที่ TYPE_*" - -msgid "Step argument is zero!" -msgstr "ช่วงอากิวเมนต์เป็นศูนย์!" - -msgid "Not a script with an instance" -msgstr "ไม่ใช่สคริปต์ที่มีอินสแตนซ์" - -msgid "Not based on a script" -msgstr "ไม่ได้มีต้นกำเนิดจากสคริปต์" - -msgid "Not based on a resource file" -msgstr "ไม่ได้มีต้นกำเนิดมาจากไฟล์รีซอร์ส" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "รูปแบบดิกชันนารีที่เก็บอินสแตนซ์ไม่ถูกต้อง (ไม่มี @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "รูปแบบดิกชันนารีที่เก็บอินสแตนซ์ไม่ถูกต้อง (โหลดสคริปต์ที่ @path ไม่ได้)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "รูปแบบดิกชันนารีที่เก็บอินสแตนซ์ไม่ถูกต้อง (สคริปต์ที่ @path ผิดพลาด)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "ดิกชันนารีอินสแตนซ์ผิดพลาด (คลาสย่อยผิดพลาด)" - msgid "Next Plane" msgstr "ระนาบถัดไป" @@ -6513,24 +6213,6 @@ msgstr "ลบคุณสมบัติ?" msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "ต้องมี NavigationMesh เพื่อให้โหนดนี้ทำงานได้" -msgid "Package name is missing." -msgstr "ชื่อแพ็คเกจหายไป" - -msgid "Package segments must be of non-zero length." -msgstr "ส่วนของแพ็คเกจจะต้องมีความยาวไม่เป็นศูนย์" - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "ตัวอักษร '%s' ไม่อนุญาตให้ใช้ในชื่อของ Android application package" - -msgid "A digit cannot be the first character in a package segment." -msgstr "ไม่สามารถใช้ตัวเลขเป็นตัวแรกในส่วนของแพ็คเกจ" - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "ตัวอักษร '%s' ไม่สามารถเป็นตัวอักษรตัวแรกในส่วนของแพ็คเกจ" - -msgid "The package must have at least one '.' separator." -msgstr "แพ็คเกจจำเป็นต้องมี '.' อย่างน้อยหนึ่งตัว" - msgid "Invalid public key for APK expansion." msgstr "public key ผิดพลาดสำหรับ APK expansion" @@ -6596,18 +6278,12 @@ msgstr "จัดเรียง APK..." msgid "Invalid Identifier:" msgstr "ระบุไม่ถูกต้อง:" -msgid "Identifier is missing." -msgstr "ไม่มีตัวระบุ" - -msgid "The character '%s' is not allowed in Identifier." -msgstr "ไม่อนุญาตให้ใช้อักขระ '% s' ในตัวระบุ" +msgid "Run in Browser" +msgstr "รันในเบราเซอร์" msgid "Stop HTTP Server" msgstr "หยุดเซิฟเวอร์ HTTP" -msgid "Run in Browser" -msgstr "รันในเบราเซอร์" - msgid "Run exported HTML in the system's default browser." msgstr "รันไฟล์ HTML ที่ส่งออกในเบราเซอร์" @@ -6762,9 +6438,6 @@ msgstr "" "คำแนะนำจะไม่แสดงเนื่องจากตัวกรองเมาส์ของตัวควบคุมถูกตั้งค่าเป็น \"ละเว้น\" " "ในการแก้ปัญหานี้ให้ตั้งค่าตัวกรองเมาส์เป็น \"หยุด\" หรือ \"ผ่าน\"" -msgid "Alert!" -msgstr "แจ้งเตือน!" - msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "ถ้า \"Exp Edit\" เปิดใช้งาน \"Min Value\" จะต้องมากกว่า 0" @@ -6790,12 +6463,6 @@ msgstr "ซอร์สไม่ถูกต้องสำหรับเชด msgid "Invalid comparison function for that type." msgstr "ฟังก์ชันการเปรียบเทียบไม่ถูกต้องสำหรับประเภทนั้น" -msgid "Assignment to function." -msgstr "การกำหนดให้กับฟังก์ชัน" - -msgid "Assignment to uniform." -msgstr "การกำหนดให้กับยูนิฟอร์ม" - msgid "Constants cannot be modified." msgstr "ค่าคงที่ไม่สามารถแก้ไขได้" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index 3f6793191bf8..dcea28560285 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -111,7 +111,7 @@ 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: 2024-02-27 08:02+0000\n" +"PO-Revision-Date: 2024-03-27 12:01+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "godot/tr/>\n" @@ -272,12 +272,6 @@ msgstr "Oyun Kolu Düğmesi %d" msgid "Pressure:" msgstr "Basınç:" -msgid "canceled" -msgstr "vazgeçildi" - -msgid "touched" -msgstr "dokunuldu" - msgid "released" msgstr "bırakıldı" @@ -522,14 +516,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Örnek:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d öğe" -msgstr[1] "%d öğe" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -540,18 +526,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "'%s' isimli eylem zaten var." -msgid "Cannot Revert - Action is same as initial" -msgstr "Geri Alınamaz - Eylem başlangıçtaki ile aynı" - msgid "Revert Action" msgstr "Eylemi geri al" msgid "Add Event" msgstr "Olay Ekle" -msgid "Remove Action" -msgstr "Eylemi Kaldır" - msgid "Cannot Remove Action" msgstr "Eylem Kaldırılamıyor" @@ -1376,9 +1356,8 @@ msgstr "Tümünü Değiştir" msgid "Selection Only" msgstr "Yalnızca Seçim" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Boşluklar" +msgid "Hide" +msgstr "Gizle" msgctxt "Indentation" msgid "Tabs" @@ -1402,6 +1381,9 @@ msgstr "Hatalar" msgid "Warnings" msgstr "Uyarılar" +msgid "Zoom factor" +msgstr "Yakınlaştıma oranı" + msgid "Line and column numbers." msgstr "Satır ve sütun numaraları." @@ -1569,9 +1551,6 @@ msgstr "Bu sınıf, kullanım dışı olarak işaretlenmiştir." msgid "This class is marked as experimental." msgstr "Bu sınıf, deneysel olarak işaretlenmiştir." -msgid "No description available for %s." -msgstr "%s için tanımlama yok." - msgid "Favorites:" msgstr "Sık Kullanılanlar:" @@ -1605,9 +1584,6 @@ msgstr "Bu Dalı, Sahne olarak Kaydet" msgid "Copy Node Path" msgstr "Düğüm Yolunu Kopyala" -msgid "Instance:" -msgstr "Örnekleme:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1735,9 +1711,6 @@ msgstr "Yürütmeye devam ediliyor." msgid "Bytes:" msgstr "Byte sayısı:" -msgid "Warning:" -msgstr "Uyarı:" - msgid "Error:" msgstr "Hata:" @@ -2024,6 +1997,16 @@ msgstr "Tarayıcıda açmak için çift tıklayın." msgid "Thanks from the Godot community!" msgstr "Godot topluluğundan teşekkürler!" +msgid "(unknown)" +msgstr "(bilinmeyen)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git işleme tarihi: %s\n" +"Sürüm numarasını kopyalamak için tıklayın." + msgid "Godot Engine contributors" msgstr "Godot Oyun Motoru katkı sağlayanlar" @@ -2126,9 +2109,6 @@ msgstr "Aşağıdaki dosyaların, \"%s\" varlığından çıkartılmasında hata msgid "(and %s more files)" msgstr "(ve %s dosya daha)" -msgid "Asset \"%s\" installed successfully!" -msgstr "\"%s\" varlığı başarıyla kuruldu!" - msgid "Success!" msgstr "Başarılı!" @@ -2296,30 +2276,6 @@ msgstr "Yeni bir Veriyolu Yerleşim Düzeni oluştur." msgid "Audio Bus Layout" msgstr "Ses Veri Yolu Düzeni" -msgid "Invalid name." -msgstr "Geçersiz isim." - -msgid "Cannot begin with a digit." -msgstr "Bir rakam ile başlayamaz." - -msgid "Valid characters:" -msgstr "Geçerli karakterler:" - -msgid "Must not collide with an existing engine class name." -msgstr "Varolan bir motor sınıfı ismi ile çakışmamalı." - -msgid "Must not collide with an existing global script class name." -msgstr "Var olan bir genel betik sınıfı ismi ile çakışmamalı." - -msgid "Must not collide with an existing built-in type name." -msgstr "Var olan bir yerleşik tip ismi ile çakışmamalı." - -msgid "Must not collide with an existing global constant name." -msgstr "Var olan genel sabit ismi ile çakışmamalı." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "Bir anahtar kelime, Otomatik Yükleme ismi olarak kullanılamaz." - msgid "Autoload '%s' already exists!" msgstr "'%s' otomatik yüklemesi zaten var!" @@ -2356,9 +2312,6 @@ msgstr "Otomatik Yükleme Ekle" msgid "Path:" msgstr "Yol:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Bir betik oluşturmak yolu ayarla veya için \"%s\" bas." - msgid "Node Name:" msgstr "Düğüm İsmi:" @@ -2515,15 +2468,9 @@ msgstr "Projeden Algıla" msgid "Actions:" msgstr "Eylemler:" -msgid "Configure Engine Build Profile:" -msgstr "Motor Derleme Profilini Yapılandır:" - msgid "Please Confirm:" msgstr "Lütfen Onaylayın:" -msgid "Engine Build Profile" -msgstr "Motor Derleme Profili" - msgid "Load Profile" msgstr "Profil Yükle" @@ -2533,9 +2480,6 @@ msgstr "Profili Dışa Aktar" msgid "Forced Classes on Detect:" msgstr "Algılanması Zorlama Sınıflar:" -msgid "Edit Build Configuration Profile" -msgstr "Derleme Yapılandırması Profilini Düzenle" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2728,17 +2672,6 @@ msgstr "Profil(leri) İçe Aktar" msgid "Manage Editor Feature Profiles" msgstr "Düzenleyici Özellik Profillerini Yönet" -msgid "Some extensions need the editor to restart to take effect." -msgstr "" -"Bazı eklentiler, değişikliklerin geçerli olması için düzenleyicinin yeniden " -"başlatılmasını gerektirir." - -msgid "Restart" -msgstr "Yeniden Başlat" - -msgid "Save & Restart" -msgstr "Kaydet ve Yeniden Başlat" - msgid "ScanSources" msgstr "TaramaKaynakları" @@ -2883,9 +2816,6 @@ msgstr "" "Bu sınıf için henüz bir açıklama yok. [color=$color][url=$url]Bir tane " "katkıda bulunarak[/url][/color] bize yardım edebilirsiniz!" -msgid "Note:" -msgstr "Not:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2994,8 +2924,11 @@ msgstr "" "Bu özellik için henüz bir tanımlama yok. [color=$color][url=$url]Bir tane " "katkıda bulunup[/url][/color] bize yardım edebilirsin!" -msgid "This property can only be set in the Inspector." -msgstr "Bu özellik yalnızca Denetleyici'de ayarlanabilir." +msgid "Editor" +msgstr "Düzenleyici" + +msgid "No description available." +msgstr "Tanımlama mevcut değil." msgid "Metadata:" msgstr "Metaveri:" @@ -3003,6 +2936,9 @@ msgstr "Metaveri:" msgid "Property:" msgstr "Özellik:" +msgid "This property can only be set in the Inspector." +msgstr "Bu özellik yalnızca Denetleyici'de ayarlanabilir." + msgid "Method:" msgstr "Yöntem:" @@ -3012,12 +2948,6 @@ msgstr "Sinyal:" msgid "Theme Property:" msgstr "Tema Özelliği:" -msgid "No description available." -msgstr "Tanımlama mevcut değil." - -msgid "%d match." -msgstr "%d eşleşme." - msgid "%d matches." msgstr "%d eşleşme." @@ -3179,9 +3109,6 @@ msgstr "Çoklu Ayarla: %s" msgid "Remove metadata %s" msgstr "%s metaverisini kaldır" -msgid "Pinned %s" -msgstr "%s iğnelendi" - msgid "Unpinned %s" msgstr "%s sabitlemesi kaldırıldı" @@ -3329,15 +3256,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Düzenleyici penceresi yeniden çizilirken, dönmeye devam eder." -msgid "Imported resources can't be saved." -msgstr "İçe aktarılmış kaynaklar kaydedilemez." - msgid "OK" msgstr "Tamam" -msgid "Error saving resource!" -msgstr "Kaynak kaydedilirken hata!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3355,30 +3276,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Kaynağı Farklı Kaydet..." -msgid "Can't open file for writing:" -msgstr "Dosya yazmak için açılamıyor:" - -msgid "Requested file format unknown:" -msgstr "İstenilen dosya biçimi bilinmiyor:" - -msgid "Error while saving." -msgstr "Kaydedilirken hata oluştu." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "'%s' dosyası açılamıyor. Dosya taşınmış ya da silinmiş olabilir." - -msgid "Error while parsing file '%s'." -msgstr "'%s' dosyası ayrıştırılırken hata oluştu." - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "'%s' sahne dosyası geçersiz/bozuk görünüyor." - -msgid "Missing file '%s' or one of its dependencies." -msgstr "'%s' dosyası veya bağımlılıklarından biri eksik." - -msgid "Error while loading file '%s'." -msgstr "'%s' dosyası yüklenirken bir hata oluştu." - msgid "Saving Scene" msgstr "Sahne Kaydediliyor" @@ -3388,40 +3285,20 @@ msgstr "Çözümleniyor" msgid "Creating Thumbnail" msgstr "Küçük Resim Oluşturuluyor" -msgid "This operation can't be done without a tree root." -msgstr "Bu işlem bir kök olmadan yapılamaz." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Sahne kaydedilemez çünkü döngüsel bir örnekleme içeriyor.\n" -"Lütfen bunu düzeltin ve tekrar kaydetmeyi deneyin." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Sahne kaydedilemedi. Anlaşılan bağımlılıklar (örnekler ve kalıtımlar) " -"karşılanamadı." - msgid "Save scene before running..." msgstr "Çalıştırmadan önce sahneyi kaydedin..." -msgid "Could not save one or more scenes!" -msgstr "Bir veya birden fazla sahne kaydedilemedi!" - msgid "Save All Scenes" msgstr "Tüm Sahneleri Kaydet" msgid "Can't overwrite scene that is still open!" msgstr "Açık olan sahnenin üzerine yazılamıyor!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Birleştirme için MeshLibrary (ÖrgüKütüphanesi) yüklenemedi!" +msgid "Merge With Existing" +msgstr "Var Olanla Birleştir" -msgid "Error saving MeshLibrary!" -msgstr "MeshLibrary (ÖrgüKütüphanesi) kaydedilirken hata!" +msgid "Apply MeshInstance Transforms" +msgstr "ÖrgüÖrneği Dönüştürmelerini Uygula" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3484,9 +3361,6 @@ msgstr "" "Lütfen, bu iş akışını daha iyi anlamak için, belgelerdeki, sahneleri içe " "aktarma kısmını okuyunuz." -msgid "Changes may be lost!" -msgstr "Değişiklikler Kaybolabilir!" - msgid "This object is read-only." msgstr "Bu nesne salt okunur." @@ -3502,9 +3376,6 @@ msgstr "Sahneyi Hızlı Aç..." msgid "Quick Open Script..." msgstr "Betiği Hızlı Aç..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s artık mevcut değil! Lütfen yeni bir kaydetme konumu belirtin." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3584,27 +3455,14 @@ msgid "Save changes to the following scene(s) before reloading?" msgstr "" "Yeniden yüklemeden önce, şu sahne(ler)deki değişiklikler kaydedilsin mi?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Çıkmadan önce, şu sahne(ler)deki değişiklikler kaydedilsin mi?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Proje Yöneticisi açılmadan önce, aşağıdaki sahne(ler)deki değişiklikler " "kaydedilsin mi?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Bu seçenek artık kullanılmıyor. Yenilemenin zorlanması gereken durumlar, " -"artık hata olarak değerlendiriliyor. Lütfen bildirin." - msgid "Pick a Main Scene" msgstr "Bir Ana Sahne Seç" -msgid "This operation can't be done without a scene." -msgstr "Bu işlem, bir sahne olmadan yapılamaz." - msgid "Export Mesh Library" msgstr "Örgü Kütüphanesini Dışa Aktar" @@ -3631,8 +3489,8 @@ msgstr "" msgid "" "Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." msgstr "" -"Eklenti betiği '%s' yolundan yüklenemedi. Bunun temel tipi " -"'EditorPlugin' (düzenleyici eklentisi) değil." +"Eklenti betiği '%s' yolundan yüklenemedi. Bunun temel tipi 'EditorPlugin' " +"(düzenleyici eklentisi) değil." msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." msgstr "Eklenti betiği '%s' yolundan yüklenemedi. Betik, araç kipinde değil." @@ -3644,13 +3502,6 @@ msgstr "" "Sahne '%s' otomatik olarak içe aktarıldı, bu nedenle değiştirilemez.\n" "Üzerinde değişiklik yapmak için, miras alınmış yeni bir sahne oluşturulabilir." -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 "" -"Sahne yükleme hatası, sahne proje yolunun içinde olmalı. Sahneyi açmak için " -"'İçe Aktar' seçeneğini kullan, ve ardından projenin yolu içinde kaydet." - msgid "Scene '%s' has broken dependencies:" msgstr "Sahne '%s' bozuk bağımlılıklara sahip:" @@ -3685,9 +3536,6 @@ msgstr "" msgid "Clear Recent Scenes" msgstr "Yakınlarda Kullanılan Sahneleri Temizle" -msgid "There is no defined scene to run." -msgstr "Çalıştıracak tanımlı bir sahne yok." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3869,27 +3717,18 @@ msgstr "Düzenleyici Ayarları..." msgid "Project" msgstr "Proje" -msgid "Project Settings..." -msgstr "Proje Ayarları..." - msgid "Project Settings" msgstr "Proje Ayarları" msgid "Version Control" msgstr "Sürüm Kontrol" -msgid "Export..." -msgstr "Dışa Aktar..." - msgid "Install Android Build Template..." msgstr "Android Yapı Şablonunu Kur..." msgid "Open User Data Folder" msgstr "Kullanıcı Veri Klasörünü Aç" -msgid "Customize Engine Build Configuration..." -msgstr "Motor Derleme Yapılandırmasını Özelleştirin..." - msgid "Tools" msgstr "Araçlar" @@ -3905,9 +3744,6 @@ msgstr "Bu Projeyi Tekrar Yükle" msgid "Quit to Project List" msgstr "Proje Listesine Çık" -msgid "Editor" -msgstr "Düzenleyici" - msgid "Command Palette..." msgstr "Komut Listesi..." @@ -3950,9 +3786,6 @@ msgstr "Yardımda Ara..." msgid "Online Documentation" msgstr "Çevrimiçi Belgeler" -msgid "Questions & Answers" -msgstr "Sorular & Cevaplar" - msgid "Community" msgstr "Topluluk" @@ -3992,6 +3825,9 @@ msgstr "" "kullanılır.\n" "- Web platformunda, her zaman Uyumluluk işleme yöntemi kullanılır." +msgid "Save & Restart" +msgstr "Kaydet ve Yeniden Başlat" + msgid "Update Continuously" msgstr "Sürekli Güncelle" @@ -4001,9 +3837,6 @@ msgstr "Değişiklik Olduğunda Güncelle" msgid "Hide Update Spinner" msgstr "Güncelleme Fırıldağını Gizle" -msgid "FileSystem" -msgstr "DosyaSistemi" - msgid "Inspector" msgstr "Denetleyici" @@ -4013,9 +3846,6 @@ msgstr "Düğüm" msgid "History" msgstr "Geçmiş" -msgid "Output" -msgstr "Çıktı" - msgid "Don't Save" msgstr "Kaydetme" @@ -4043,12 +3873,6 @@ msgstr "Şablon Paketi" msgid "Export Library" msgstr "Kütüphaneyi Dışa Aktar" -msgid "Merge With Existing" -msgstr "Var Olanla Birleştir" - -msgid "Apply MeshInstance Transforms" -msgstr "ÖrgüÖrneği Dönüştürmelerini Uygula" - msgid "Open & Run a Script" msgstr "Bir Betik Aç ve Çalıştır" @@ -4065,6 +3889,9 @@ msgstr "Yeniden Yükle" msgid "Resave" msgstr "Yeniden Kaydet" +msgid "Create/Override Version Control Metadata..." +msgstr "Sürüm Kontrol Meta Verileri Oluşturma/Üzerine Yazma..." + msgid "Version Control Settings..." msgstr "Sürüm Denetim Ayarları..." @@ -4095,49 +3922,15 @@ msgstr "Sonraki Düzenleyiciyi Aç" msgid "Open the previous Editor" msgstr "Önceki Düzenleyiciyi Aç" -msgid "Ok" -msgstr "Tamam" - msgid "Warning!" msgstr "Uyarı!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"İsim: %s\n" -"Yol: %s\n" -"Ana Betik: %s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "Metin Düzenle:" msgid "On" msgstr "Açık" -msgid "Edit Plugin" -msgstr "Eklentiyi Düzenle" - -msgid "Installed Plugins:" -msgstr "Kurulu Eklentiler:" - -msgid "Create New Plugin" -msgstr "Yeni Eklenti Oluştur" - -msgid "Enabled" -msgstr "Etkinleştirildi" - -msgid "Version" -msgstr "Sürüm" - -msgid "Author" -msgstr "Yazar" - -msgid "Edit Text:" -msgstr "Metin Düzenle:" - msgid "Renaming layer %d:" msgstr "%d katmanı yeniden adlandırılıyor:" @@ -4236,6 +4029,12 @@ msgstr "Bir Çerçeve (ViewPort) Seç" msgid "Selected node is not a Viewport!" msgstr "Seçili düğüm, bir Çerçeve (ViewPort) değil!" +msgid "New Key:" +msgstr "Yeni Anahtar:" + +msgid "New Value:" +msgstr "Yeni Değer:" + msgid "(Nil) %s" msgstr "(Boş) %s" @@ -4254,12 +4053,6 @@ msgstr "Sözlük (Boş)" msgid "Dictionary (size %d)" msgstr "Sözlük (boyut %d)" -msgid "New Key:" -msgstr "Yeni Anahtar:" - -msgid "New Value:" -msgstr "Yeni Değer:" - msgid "Add Key/Value Pair" msgstr "Anahtar/Değer Çifti Ekle" @@ -4341,6 +4134,16 @@ msgstr "" "Lütfen Dışa Aktar menüsüne çalıştırılabilir bir hazıayar ekleyin, veya mevcut " "bir hazırayarı çalıştırılabilir olarak tanımlayın." +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"Uyarı: CPU mimarisi '%s' dışa aktarma hazır ayarınızda etkin değil.\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "'Uzaktan Hata Ayıklama' yine de çalıştırılsın mı?" + msgid "Project Run" msgstr "Projeyi Çalıştır" @@ -4476,9 +4279,6 @@ msgstr "Başarıyla tamamlandı." msgid "Failed." msgstr "Başarısız." -msgid "Unknown Error" -msgstr "Bilinmeyen Hata" - msgid "Export failed with error code %d." msgstr "Dışa aktarma %d hata koduyla başarısız oldu." @@ -4488,21 +4288,12 @@ msgstr "Dosya Depolanıyor: %s" msgid "Storing File:" msgstr "Dosya Depolama:" -msgid "No export template found at the expected path:" -msgstr "Beklenen yolda hiç bir dışa aktarım şablonu bulunamadı:" - -msgid "ZIP Creation" -msgstr "ZIP Oluşturma" - msgid "Could not open file to read from path \"%s\"." msgstr "\"%s\" yolundaki dosya, okumak için açılamadı." msgid "Packing" msgstr "Paketleme" -msgid "Save PCK" -msgstr "PCK Olarak Kaydet" - msgid "Cannot create file \"%s\"." msgstr "\"%s\" dosyası oluşturulamıyor." @@ -4524,9 +4315,6 @@ msgstr "Şifrelenmiş dosya yazmak için açılamıyor." msgid "Can't open file to read from path \"%s\"." msgstr "\"%s\" yolundaki dosya okunmak için açılamıyor." -msgid "Save ZIP" -msgstr "ZIP Olarak Kaydet" - msgid "Custom debug template not found." msgstr "Özel hata ayıklama şablonu bulunmadı." @@ -4540,9 +4328,6 @@ msgstr "" "Projeyi dışa aktarmak için bir doku biçimi seçilmelidir. Lütfen en az bir " "doku biçimi seçin." -msgid "Prepare Template" -msgstr "Şablon Hazırla" - msgid "The given export path doesn't exist." msgstr "Belirtilen dışa aktarım yolu mevcut değil." @@ -4552,9 +4337,6 @@ msgstr "Şablon dosyası bulunamadı: \"%s\"." msgid "Failed to copy export template." msgstr "Dışa aktarım şablonu kopyalanamadı." -msgid "PCK Embedding" -msgstr "PCK Gömme" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32-bit dışa aktarımlarda, gömülü PCK 4GiB'den büyük olamaz." @@ -4631,36 +4413,6 @@ msgstr "" "Bu sürüm için indirme bağlantıları bulunamadı. Doğrudan indirme sadece resmi " "dağıtımlar için bulunur." -msgid "Disconnected" -msgstr "Bağlantı kesildi" - -msgid "Resolving" -msgstr "Çözümleniyor" - -msgid "Can't Resolve" -msgstr "Çözümlenemedi" - -msgid "Connecting..." -msgstr "Bağlanılıyor..." - -msgid "Can't Connect" -msgstr "Bağlanamıyor" - -msgid "Connected" -msgstr "Bağlandı" - -msgid "Requesting..." -msgstr "İstek gönderiliyor..." - -msgid "Downloading" -msgstr "İndiriliyor" - -msgid "Connection Error" -msgstr "Bağlantı Hatası" - -msgid "TLS Handshake Error" -msgstr "TLS El-sıkışması Hatası" - msgid "Can't open the export templates file." msgstr "Dışa aktarım kalıpları dosyası açılamadı." @@ -4800,6 +4552,9 @@ msgstr "Dışa aktarılacak kaynaklar:" msgid "(Inherited)" msgstr "(Miras Alındı)" +msgid "Export With Debug" +msgstr "Hata Ayıklama İle Dışa Aktar" + msgid "%s Export" msgstr "%s Dışa Aktarımı" @@ -4962,6 +4717,13 @@ msgstr "" msgid "Export Project..." msgstr "Projeyi Dışa Aktar..." +msgid "" +"Export the project as a playable build (Godot executable and project data) " +"for the selected preset." +msgstr "" +"Projeyi, seçilen hazır ayar için oynanabilir bir derleme (Godot çalıştırma " +"dosyası ve projenin verileri) olarak dışa aktarın." + msgid "Export All" msgstr "Tümünü Dışa Aktar" @@ -4986,8 +4748,24 @@ msgstr "Proje Dışa Aktarımı" msgid "Manage Export Templates" msgstr "Dışa Aktarım Şablonlarını Yönet" -msgid "Export With Debug" -msgstr "Hata Ayıklama İle Dışa Aktar" +msgid "Disable FBX2glTF & Restart" +msgstr "FBX2glTF'yi Devre Dışı Bırak ve Yeniden Başlat" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"Bu iletişim kutusu iptal edilirse FBX2glTF içe aktarıcı devre dışı bırakılır " +"ve ufbx içe aktarıcı kullanılır.\n" +"Proje Ayarları altındaki Dosya Sistemi > İçe Aktar > FBX > Etkin seçeneği ile " +"FBX2glTF'yi yeniden etkinleştirebilirsiniz.\n" +"\n" +"İçe aktarıcılar sadece düzenleyici başlarken kayıt altına alındıklarından " +"dolayı, düzenleyici yeniden başlayacaktır." msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF yürütülebilir dosyasının yolu boş." @@ -5004,6 +4782,17 @@ msgstr "FBX2glTF yürütülebilir dosyası geçerlidir." msgid "Configure FBX Importer" msgstr "FBX İçe Aktarıcıyı Yapılandır" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"FBX2glTF kullanılıyorsa, FBX dosyalarını içe aktarmak için FBX2glTF " +"gereklidir.\n" +"Alternatif olarak, FBX2glTF'yi devre dışı bırakıp ufbx kullanabilirsiniz.\n" +"Lütfen gerekli aracı indirin ve ikili-tip çalıştırılabilir dosyanın geçerli " +"bir yolu girin:" + msgid "Click this link to download FBX2glTF" msgstr "FBX2glTF'yi indirmek için bu bağlantıya tıkla" @@ -5104,6 +4893,15 @@ msgstr "" "Terminal emülatörünün varlığını kontrol etmek için harici program " "çalıştırılamadı: command -v %s" +msgid "" +"Couldn't run external terminal program (error code %d): %s %s\n" +"Check `filesystem/external_programs/terminal_emulator` and `filesystem/" +"external_programs/terminal_emulator_flags` in the Editor Settings." +msgstr "" +"Harici terminal programı çalıştırılamadı (hata kodu %d): %s %s\n" +"Düzenleyici Ayarlarında `filesystem/external_programs/terminal_emulator` ve " +"`filesystem/external_programs/terminal_emulator_flags` öğelerini kontrol edin." + msgid "Duplicating file:" msgstr "Dosya çoğaltılıyor:" @@ -5173,12 +4971,6 @@ msgstr "Sık Kullanılanlardan kaldır" msgid "Reimport" msgstr "Yeniden İçe Aktar" -msgid "Open in File Manager" -msgstr "Dosya Yöneticisinde Aç" - -msgid "Open in Terminal" -msgstr "Terminal'de Aç" - msgid "Open Containing Folder in Terminal" msgstr "İçeren Klasörü Terminal'de Aç" @@ -5227,9 +5019,15 @@ msgstr "Kopya Oluştur..." msgid "Rename..." msgstr "Yeniden Adlandır..." +msgid "Open in File Manager" +msgstr "Dosya Yöneticisinde Aç" + msgid "Open in External Program" msgstr "Harici Programda Aç" +msgid "Open in Terminal" +msgstr "Terminal'de Aç" + msgid "Red" msgstr "Kırmızı" @@ -5352,9 +5150,6 @@ msgstr "Grup zaten mevcut." msgid "Add Group" msgstr "Grup Ekle" -msgid "Renaming Group References" -msgstr "Grup Referanslarını Yeniden Adlandırma" - msgid "Removing Group References" msgstr "Grup Referanslarını Kaldırma" @@ -5382,6 +5177,9 @@ msgstr "Bu grup başka bir sahneye aittir ve düzenlenemez." msgid "Copy group name to clipboard." msgstr "Grup adını panoya kopyala." +msgid "Global Groups" +msgstr "Genel Gruplar" + msgid "Add to Group" msgstr "Gruba Ekle" @@ -5409,6 +5207,13 @@ msgstr "Yeni bir grup ekle." msgid "Filter Groups" msgstr "Grupları Filtrele" +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Git işleme tarihi: %s\n" +"Sürüm bilgisini kopyalamak için tıklayın." + msgid "Expand Bottom Panel" msgstr "Alt Paneli Genişlet" @@ -5520,6 +5325,9 @@ msgstr "Bu klasörü, sık kullanılanlara ekle/çıkar." msgid "Toggle the visibility of hidden files." msgstr "Gizli Dosyaların görünürlüğü aç/kapat." +msgid "Create a new folder." +msgstr "Yeni bir klasör oluştur." + msgid "Directories & Files:" msgstr "Klasörler ve Dosyalar:" @@ -5561,26 +5369,6 @@ msgstr "Oynatılan sahneyi tekrar yükle." msgid "Quick Run Scene..." msgstr "Sahneyi Hızlı Çalıştır..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Movie Maker (Film Yapıcı) kipi etkin durumda, ancak hiçbir film dosyası yolu " -"belirtilmemiş.\n" -"Varsayılan bir film dosyası yolu, proje ayarlarında \"Düzenleyici > Film " -"Yazıcısı\" kategorisi altında belirtilebilir.\n" -"Bunun yerine, tekli sahneleri çalıştırmak için, o sahneyle kayıt yaparken " -"kullanılacak film dosyasının yolunu belirtmek için,\n" -"kök düğüme bir 'movie_file' metaveri dizesi eklenebilir." - -msgid "Could not start subprocess(es)!" -msgstr "Alt işlem(ler) başlatılamadı!" - msgid "Run the project's default scene." msgstr "Projenin varsayılan sahnesini çalıştır." @@ -5733,15 +5521,15 @@ msgstr "" msgid "Open in Editor" msgstr "Düzenleyicide Aç" +msgid "Instance:" +msgstr "Örnekleme:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" bilinen bir filtre değil." msgid "Invalid node name, the following characters are not allowed:" msgstr "Geçersiz düğüm adı, aşağıdaki karakterlere izin verilmez:" -msgid "Another node already uses this unique name in the scene." -msgstr "Başka bir düğüm, bu benzersiz ismi sahne içinde zaten kullanıyor." - msgid "Scene Tree (Nodes):" msgstr "Sahne Ağacı (Düğümler):" @@ -6145,12 +5933,18 @@ msgstr "2B" msgid "3D" msgstr "3B" +msgid "" +"%s: Atlas texture significantly larger on one axis (%d), consider changing " +"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " +"making the result more even in size." +msgstr "" +"%s: Atlas dokusu eksenlerin birinde (%d) önemli ölçüde daha büyük, daha geniş " +"bir dokuya izin vermek için `editor/import/atlas_max_width` Proje Ayarını " +"değiştirmeyi düşünün, böylece sonuç daha eşit boyutlarda olur." + msgid "Importer:" msgstr "İçe Aktarıcı:" -msgid "Keep File (No Import)" -msgstr "Dosyayı Koru (İçe Aktarma Yok)" - msgid "%d Files" msgstr "%d Dosya" @@ -6403,6 +6197,12 @@ msgstr "Çeviri dizeleri içeren dosyalar:" msgid "Generate POT" msgstr "POT Üret" +msgid "Add Built-in Strings to POT" +msgstr "POT'a Yerleşik Dizeler Ekleme" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "Bazı Kontrol düğümleri gibi yerleşik bileşenlerden dizeler ekleyin." + msgid "Set %s on %d nodes" msgstr "%s ayarını, %d düğümleri üzerinde ayarla" @@ -6415,107 +6215,11 @@ msgstr "Gruplar" msgid "Select a single node to edit its signals and groups." msgstr "Sinyallerini ve gruplarını düzenlemek için, tek bir düğüm seç." -msgid "Plugin name cannot be blank." -msgstr "Eklenti ismi boş olamaz." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "Betik uzantısı, seçilen dil uzantısıyla (.%s) eşleşmelidir." - -msgid "Subfolder name is not a valid folder name." -msgstr "Alt klasör ismi geçerli bir klasör ismi değil." +msgid "Create Polygon" +msgstr "Çokgen Oluştur" -msgid "Subfolder cannot be one which already exists." -msgstr "Alt klasör, zaten var olan bir klasör olamaz." - -msgid "Edit a Plugin" -msgstr "Bir Eklentiyi Düzenle" - -msgid "Create a Plugin" -msgstr "Bir Eklenti Oluştur" - -msgid "Update" -msgstr "Güncelle" - -msgid "Plugin Name:" -msgstr "Eklentinin İsmi:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Gerekli. Bu isim eklentiler listesinde görüntülenecek." - -msgid "Subfolder:" -msgstr "Alt Klasör:" - -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 "" -"İsteğe bağlı. Klasör ismi genellikle \"yılan_tarzı\" adlandırma biçimi " -"kullanmalı (boşluk ve özel karakterler kullanmayın).\n" -"Eğer boş bırakılırsa, klasör ismi için eklenti isminin \"yılan_tarzı\"na " -"çevrilmiş şekli kullanılacaktır." - -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 "" -"İsteğe bağlı. Bu açıklama göreceli şekilde kısa tutulmalıdır (en fazla 5 " -"satır).\n" -"Bu bilgi, eklenti listesinde eklentinin üzerine gelindiğinde gösterilecektir." - -msgid "Author:" -msgstr "Yazar:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "İsteğe bağlı. Yazarın kullanıcı adı, tam ismi veya organizasyon adı." - -msgid "Version:" -msgstr "Sürüm:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"İsteğe bağlı. Sadece bilgi vermek amacıyla kullanılan insanın-okuyabileceği " -"sürüm tanımlayıcısı." - -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 "" -"Gerekli. Betik yazımı için kullanılacak betik programlama dili.\n" -"Bir eklentinin, eklentiye içine birden fazla betik dosyası ekleyerek, birçok " -"dili aynı anda kullanabileceğine dikkat edin." - -msgid "Script Name:" -msgstr "Betik İsmi:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"İsteğe bağlı. Betik dosyasının yolu (eklenti klasörüne göreceli). Boş " -"bırakılırsa, varsayılan olarak \"plugin.gd\" olur." - -msgid "Activate now?" -msgstr "Şimdi etkinleştirilsin mi?" - -msgid "Plugin name is valid." -msgstr "Eklenti adı geçerli." - -msgid "Script extension is valid." -msgstr "Betik uzantısı geçerli." - -msgid "Subfolder name is valid." -msgstr "Alt klasör adı geçerli." - -msgid "Create Polygon" -msgstr "Çokgen Oluştur" - -msgid "Create points." -msgstr "Noktalar oluştur." +msgid "Create points." +msgstr "Noktalar oluştur." msgid "" "Edit points.\n" @@ -6817,18 +6521,12 @@ msgstr "Bazı AnimationLibrary dosyaları geçersizdi." msgid "Some of the selected libraries were already added to the mixer." msgstr "Seçilen kütüphanelerden bazıları karıştırıcıya zaten eklenmişti." -msgid "Add Animation Libraries" -msgstr "Animasyon Kütüphaneleri Ekle" - msgid "Some Animation files were invalid." msgstr "Bazı Animasyon dosyaları geçersizdi." msgid "Some of the selected animations were already added to the library." msgstr "Seçilen animasyonlardan bazıları zaten kütüphaneye eklenmişti." -msgid "Load Animations into Library" -msgstr "Animasyonları Kitaplığa Yükle" - msgid "Load Animation into Library: %s" msgstr "Animasyonu Kütüphaneye Yükle: %s" @@ -7125,8 +6823,11 @@ msgstr "Tümünü Sil" msgid "Root" msgstr "Kök" -msgid "AnimationTree" -msgstr "AnimationTree" +msgid "Author" +msgstr "Yazar" + +msgid "Version:" +msgstr "Sürüm:" msgid "Contents:" msgstr "İçerikler:" @@ -7185,9 +6886,6 @@ msgstr "Başarısız:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Kötü indirme sağlaması, dosya üzerinde oynama yapılmış." -msgid "Expected:" -msgstr "Beklenen:" - msgid "Got:" msgstr "Alınan:" @@ -7209,6 +6907,12 @@ msgstr "İndiriliyor..." msgid "Resolving..." msgstr "Çözümleniyor..." +msgid "Connecting..." +msgstr "Bağlanılıyor..." + +msgid "Requesting..." +msgstr "İstek gönderiliyor..." + msgid "Error making request" msgstr "İstek yapılırken hata" @@ -7242,9 +6946,6 @@ msgstr "Lisans (A-Z)" msgid "License (Z-A)" msgstr "Lisans (Z-A)" -msgid "Official" -msgstr "Resmi" - msgid "Testing" msgstr "Deneme" @@ -7267,19 +6968,9 @@ msgctxt "Pagination" msgid "Last" msgstr "Son" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "" -"Varlık Kütüphanesi çevrimiçi bir bağlantı gerektirir ve internet üzerinden " -"veri göndermeyi içerir." - msgid "Go Online" msgstr "Çevrimiçi Ol" -msgid "Failed to get repository configuration." -msgstr "Depo yapılandırmasının alınması başarısı oldu." - msgid "All" msgstr "Tümü" @@ -7526,23 +7217,6 @@ msgstr "Merkez Görünüm" msgid "Select Mode" msgstr "Seçme Kipi" -msgid "Drag: Rotate selected node around pivot." -msgstr "Sürükle: Seçili düğümü, eksen etrafında döndür." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Sürükle: Seçili düğümü taşı." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Sürükle: Seçili düğümü ölçeklendir." - -msgid "V: Set selected node's pivot position." -msgstr "V: Seçili düğümün merkez konumunu ayarla." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt + Sağ Fare Düğmesi: Kilitli dahil olmak üzere, tıklanan konumdaki tüm " -"düğümlerin listesini göster." - msgid "RMB: Add node at position clicked." msgstr "Sağ Fare Düğmesi: Tıklanan konuma bir düğüm ekle." @@ -7561,9 +7235,6 @@ msgstr "ÜstKrkt: Orantılı olarak ölçeklendir." msgid "Show list of selectable nodes at position clicked." msgstr "Tıklanan konumdaki, seçilebilir düğümlerin listesini göster." -msgid "Click to change object's rotation pivot." -msgstr "Nesnenin dönme eksenini değiştirmek için tıklayın." - msgid "Pan Mode" msgstr "Kaydırma Kipi" @@ -7639,9 +7310,23 @@ msgstr "Seçilen düğümün kilidini aç, seçilebilir ve hareket ettirilebilir msgid "Unlock Selected Node(s)" msgstr "Seçilmiş Düğüm(ler)in Kilidini Aç" +msgid "" +"Groups the selected node with its children. This causes the parent to be " +"selected when any child node is clicked in 2D and 3D view." +msgstr "" +"Seçili düğümü alt öğeleriyle birlikte gruplar. Bu, 2B ve 3B görünümde " +"herhangi bir alt düğüme tıklandığında ebeveynin seçilmesine sebep olur." + msgid "Group Selected Node(s)" msgstr "Seçilen Düğümleri Grupla" +msgid "" +"Ungroups the selected node from its children. Child nodes will be individual " +"items in 2D and 3D view." +msgstr "" +"Seçili düğümü alt düğümlerinin grubundan ayırır. Alt düğümler 2B ve 3B " +"görünümde ayrı öğeler olacaktır." + msgid "Ungroup Selected Node(s)" msgstr "Seçilen Düğümleri Dağıt" @@ -7663,9 +7348,6 @@ msgstr "Göster" msgid "Show When Snapping" msgstr "Tutunurken Göster" -msgid "Hide" -msgstr "Gizle" - msgid "Toggle Grid" msgstr "Izgarayı Aç/Kapat" @@ -7770,9 +7452,6 @@ msgstr "Izgara adımını 2'ye böl" msgid "Adding %s..." msgstr "%s Ekleniyor..." -msgid "Drag and drop to add as child of selected node." -msgstr "Seçili düğümün alt öğesi olarak eklemek için sürükleyip bırakın." - msgid "Hold Alt when dropping to add as child of root node." msgstr "" "Kök düğüme alt-öğe olarak eklemek için bırakırken Alt tuşuna basılı tutun." @@ -7793,8 +7472,11 @@ msgstr "Bir kök olmadan çoklu düğümler oluşturulamaz." msgid "Create Node" msgstr "Düğüm Oluştur" -msgid "Error instantiating scene from %s" -msgstr "Şuradan sahne örnekleme hatası: %s" +msgid "Instantiating:" +msgstr "Örnekleme Oluşturuluyor:" + +msgid "Creating inherited scene from: " +msgstr "Şuradan miras alınmış sahne oluşturuluyor: " msgid "Change Default Type" msgstr "Varsayılan Türü Değiştir" @@ -7958,6 +7640,9 @@ msgstr "Dikey hizalama" msgid "Convert to GPUParticles3D" msgstr "GPUParticles3D'ye dönüştür" +msgid "Restart" +msgstr "Yeniden Başlat" + msgid "Load Emission Mask" msgstr "Yayılım Maskesini Yükle" @@ -7967,9 +7652,6 @@ msgstr "GPUParticles2D'ye dönüştür" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Üretilen Nokta Sayısı:" - msgid "Emission Mask" msgstr "Yayılım Maskesi" @@ -8108,23 +7790,9 @@ msgstr "" msgid "Visible Navigation" msgstr "Görünür Gezinti" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Bu seçenek etkinleştirildiğinde, çalışan projedeki gezinme örgüleri ve " -"çokgenleri görünür olacaktır." - msgid "Visible Avoidance" msgstr "Görünür Kaçınma" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "" -"Bu seçenek etkinleştirildiğinde, kaçınma nesnelerinin şekilleri, yarıçapları " -"ve hızları çalışan projede görünür olacaktır." - msgid "Debug CanvasItem Redraws" msgstr "CanvasItem (kanvas öğeleri) Yeniden Çizimi Hata Ayıkla" @@ -8179,6 +7847,34 @@ msgstr "" msgid "Customize Run Instances..." msgstr "Örnekleme Çalıştırmalarını Özelleştirin..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"İsim: %s\n" +"Yol: %s\n" +"Ana Betik: %s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "Eklentiyi Düzenle" + +msgid "Installed Plugins:" +msgstr "Kurulu Eklentiler:" + +msgid "Create New Plugin" +msgstr "Yeni Eklenti Oluştur" + +msgid "Enabled" +msgstr "Etkinleştirildi" + +msgid "Version" +msgstr "Sürüm" + msgid "Size: %s" msgstr "Boyut: %s" @@ -8249,9 +7945,6 @@ msgstr "Ayırma Işını Şekli Uzunluğunu Değiştir" msgid "Change Decal Size" msgstr "Çıkartma Boyutunu Değiştir" -msgid "Change Fog Volume Size" -msgstr "Sis Hacmi Boyutunu Değiştir" - msgid "Change Particles AABB" msgstr "Parçacık AABB'sini Değiştir" @@ -8261,9 +7954,6 @@ msgstr "Yarıçapı Değiştir" msgid "Change Light Radius" msgstr "Işık Yarıçapını Değiştir" -msgid "Start Location" -msgstr "Başlama Konumu" - msgid "End Location" msgstr "Bitiş Konumu" @@ -8296,9 +7986,6 @@ msgstr "" "Sadece ParticleProcessMaterial işlem materyalinin içinde bir nokta " "ayarlanabilir" -msgid "Clear Emission Mask" -msgstr "Yayılım Maskesini Temizle" - msgid "GPUParticles2D" msgstr "GPUParticles2D" @@ -8435,6 +8122,24 @@ msgstr "Hiç bir düzenleyici sahne kökü bulunamadı." msgid "Lightmap data is not local to the scene." msgstr "Işık haritası verileri, sahneye yerel değil." +msgid "" +"Maximum texture size is too small for the lightmap images.\n" +"While this can be fixed by increasing the maximum texture size, it is " +"recommended you split the scene into more objects instead." +msgstr "" +"En büyük doku boyutu, ışık haritası görüntüleri için çok küçük.\n" +"Bu durum en büyük doku boyutunu artırarak giderilebilse de, bunun yerine " +"sahneyi daha fazla nesneye bölmeniz önerilir." + +msgid "" +"Failed creating lightmap images. Make sure all meshes selected to bake have " +"`lightmap_size_hint` value set high enough, and `texel_scale` value of " +"LightmapGI is not too low." +msgstr "" +"Işık haritası görüntüleri oluşturulamadı. Pişirme için seçilen tüm örgülerin " +"`lightmap_size_hint` değerinin yeterince yüksek ayarlandığından, ve " +"LightmapGI'nin `texel_scale` değerinin çok düşük olmadığından emin olun." + msgid "Bake Lightmaps" msgstr "Işık-Haritalarını Pişir" @@ -8444,41 +8149,14 @@ msgstr "Işık Haritasını Pişir" msgid "Select lightmap bake file:" msgstr "Işık Haritası pişirme dosyası seç:" -msgid "Mesh is empty!" -msgstr "Örgü boş!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Üçgenörgü çarpışma şekli oluşturulamadı." -msgid "Create Static Trimesh Body" -msgstr "Durağan ÜçgenÖrgü Gövdesi Oluştur" - -msgid "This doesn't work on scene root!" -msgstr "Bu, sahne kökünde çalışmaz!" - -msgid "Create Trimesh Static Shape" -msgstr "ÜçgenÖrgü Durağan Şekli Oluştur" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Sahne kökü için tekil bir dışbükey çarpışma şekli oluşturulamaz." - -msgid "Couldn't create a single convex collision shape." -msgstr "Tekil dışbükey çarpışma şekli oluşturulamadı." - -msgid "Create Simplified Convex Shape" -msgstr "Basitleştirilmiş Dışbükey Şekil Oluştur" - -msgid "Create Single Convex Shape" -msgstr "Tekil Dışbükey Şekli Oluştur" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Sahne kökü için birden fazla dışbükey çarpışma şekli oluşturulamaz." - msgid "Couldn't create any collision shapes." msgstr "Herhangi bir çarpışma şekli oluşturulamadı." -msgid "Create Multiple Convex Shapes" -msgstr "Çoklu Dışbükey Şekiller Oluştur" +msgid "Mesh is empty!" +msgstr "Örgü boş!" msgid "Create Navigation Mesh" msgstr "Gezinti Örgüsü Oluştur" @@ -8552,20 +8230,34 @@ msgstr "Anahat Oluştur" msgid "Mesh" msgstr "Örgü" -msgid "Create Trimesh Static Body" -msgstr "ÜçgenÖrgü Durağan Gövdesi Oluştur" +msgid "Create Outline Mesh..." +msgstr "Anahat Örgüsü Oluştur..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Bir StaticBody3D (3B durağan gövde) oluşturur, ve otomatik olarak çokgen-" -"tabanlı bir çarpışma şekli atar.\n" -"Bu, çarpışma tespiti için en keskin (ama en yavaş) seçenektir." +"Durağan bir anahat örgüsü oluşturur. Anahat örgüsünün normalleri otomatik " +"olarak ters döndürülecektir.\n" +"Bu, StandardMaterial'in Büyüme özelliğini kullanmanın mümkün olmadığı " +"zamanlarda, onun yerine kullanılabilir." + +msgid "View UV1" +msgstr "UV1 'i Göster" + +msgid "View UV2" +msgstr "UV2 'yi Göster" -msgid "Create Trimesh Collision Sibling" -msgstr "ÜçgenÖrgü Çarpışma Kardeş-Öğesi Oluştur" +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Işık haritası/AO için UV2 Aç" + +msgid "Create Outline Mesh" +msgstr "Anahat Örgüsü Oluştur" + +msgid "Outline Size:" +msgstr "Anahat Boyutu:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8574,9 +8266,6 @@ msgstr "" "Çokgen-tabanlı bir çarpışma şekli oluşturur.\n" "Bu en kesin (ama en yavaş) çarpışma algılama seçeneğidir." -msgid "Create Single Convex Collision Sibling" -msgstr "Tekli Dışbükey Çarpışma Kardeş-Öğesi Oluştur" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8584,9 +8273,6 @@ msgstr "" "Tekil bir dışbükey çarpışma şekli oluşturur.\n" "Bu, çarpışma tespiti için en hızlı (ama en az kesin) seçenektir." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Basitleştirilmiş Dışbükey Çarpışma Kardeş-Öğesi Oluştur" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8596,9 +8282,6 @@ msgstr "" "Bu, tekil çarpışma şekline benzer, ancak bazı durumlarda, kesinlikten ödün " "vererek, daha basit bir geometriyle sonuçlanabilir." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Çoklu Dışbükey Çarpışma Kardeş-Öğeleri Oluştur" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8608,35 +8291,6 @@ msgstr "" "Bu, tekil bir dışbükey çarpışma ile çokgen-tabanlı bir çarpışma arasındaki " "bir performans orta-yoludur." -msgid "Create Outline Mesh..." -msgstr "Anahat Örgüsü Oluştur..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Durağan bir anahat örgüsü oluşturur. Anahat örgüsünün normalleri otomatik " -"olarak ters döndürülecektir.\n" -"Bu, StandardMaterial'in Büyüme özelliğini kullanmanın mümkün olmadığı " -"zamanlarda, onun yerine kullanılabilir." - -msgid "View UV1" -msgstr "UV1 'i Göster" - -msgid "View UV2" -msgstr "UV2 'yi Göster" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Işık haritası/AO için UV2 Aç" - -msgid "Create Outline Mesh" -msgstr "Anahat Örgüsü Oluştur" - -msgid "Outline Size:" -msgstr "Anahat Boyutu:" - msgid "UV Channel Debug" msgstr "UV Kanalı Hata Ayıkla" @@ -9189,6 +8843,18 @@ msgstr "" "WorldEnvironment.\n" "Önizleme devre dışı bıralıkdı." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt + Sağ Fare Düğmesi: Kilitli dahil olmak üzere, tıklanan konumdaki tüm " +"düğümlerin listesini göster." + +msgid "" +"Groups the selected node with its children. This selects the parent when any " +"child node is clicked in 2D and 3D view." +msgstr "" +"Seçilen düğümü alt-öğeleriyle birlikte gruplar. Bu, 2B ve 3B görünümde " +"herhangi bir alt düğüme tıklandığında üst düğümü seçer." + msgid "Use Local Space" msgstr "Yerel Uzayı Kullan" @@ -9321,6 +8987,13 @@ msgstr "Tutunmayı Ölçekle (%):" msgid "Viewport Settings" msgstr "Çerçeve Ayarları" +msgid "" +"FOV is defined as a vertical value, as the editor camera always uses the Keep " +"Height aspect mode." +msgstr "" +"FOV dikey bir değer olarak tanımlanır, çünkü düzenleyici kamerası her zaman " +"Yüksekliği Koru en boy kipini kullanır." + msgid "Perspective VFOV (deg.):" msgstr "Bakış Açılı VFOV (derece):" @@ -9451,6 +9124,12 @@ msgstr "Perdeleyicileri Pişir" msgid "Select occluder bake file:" msgstr "Perdeleyici pişirme dosyasını seç:" +msgid "Convert to Parallax2D" +msgstr "Parallax2D'ye dönüştür" + +msgid "ParallaxBackground" +msgstr "Paralaks Arkaplan" + msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" "Hareket ettirmek yerine, orta nokta civarında ölçeklendirmek için Shift " @@ -9489,27 +9168,12 @@ msgstr "Eğriyi Kapat" msgid "Clear Curve Points" msgstr "Eğri Noktalarını Temizle" -msgid "Select Points" -msgstr "Noktaları Seç" - -msgid "Shift+Drag: Select Control Points" -msgstr "ÜstKrkt + Sürükle: Denetim Noktalarını Seç" - -msgid "Click: Add Point" -msgstr "Tıkla: Nokta Ekle" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Sol Tıkla: Parçayı Böl (eğride)" - msgid "Right Click: Delete Point" msgstr "Sağ tıkla: Nokta Sil" msgid "Select Control Points (Shift+Drag)" msgstr "Denetim Noktalarını Seç (ÜstKrkt + Sürükle)" -msgid "Add Point (in empty space)" -msgstr "Nokta Ekle (boş alanda)" - msgid "Delete Point" msgstr "Noktayı Sil" @@ -9543,6 +9207,9 @@ msgstr "Dış Tutamaç #" msgid "Handle Tilt #" msgstr "Eğme Tutamacı #" +msgid "Set Curve Point Position" +msgstr "Eğri Noktası Konumu Ayarla" + msgid "Set Curve Out Position" msgstr "Eğri Çıkış Konumunu Ayarla" @@ -9570,12 +9237,106 @@ msgstr "Nokta Eğimini Sıfırla" msgid "Split Segment (in curve)" msgstr "Parçayı Böl (eğride)" -msgid "Set Curve Point Position" -msgstr "Eğri Noktası Konumu Ayarla" - msgid "Move Joint" msgstr "Eklemi Taşı" +msgid "Plugin name cannot be blank." +msgstr "Eklenti ismi boş olamaz." + +msgid "Subfolder name is not a valid folder name." +msgstr "Alt klasör ismi geçerli bir klasör ismi değil." + +msgid "Subfolder cannot be one which already exists." +msgstr "Alt klasör, zaten var olan bir klasör olamaz." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "Betik uzantısı, seçilen dil uzantısıyla (.%s) eşleşmelidir." + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "" +"C#, eklentinin oluşturma sırasında etkinleştirilmesini desteklemez çünkü önce " +"projenin derlenmesi gereklidir." + +msgid "Edit a Plugin" +msgstr "Bir Eklentiyi Düzenle" + +msgid "Create a Plugin" +msgstr "Bir Eklenti Oluştur" + +msgid "Plugin Name:" +msgstr "Eklentinin İsmi:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Gerekli. Bu isim eklentiler listesinde görüntülenecek." + +msgid "Subfolder:" +msgstr "Alt Klasör:" + +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 "" +"İsteğe bağlı. Klasör ismi genellikle \"yılan_tarzı\" adlandırma biçimi " +"kullanmalı (boşluk ve özel karakterler kullanmayın).\n" +"Eğer boş bırakılırsa, klasör ismi için eklenti isminin \"yılan_tarzı\"na " +"çevrilmiş şekli kullanılacaktır." + +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 "" +"İsteğe bağlı. Bu açıklama göreceli şekilde kısa tutulmalıdır (en fazla 5 " +"satır).\n" +"Bu bilgi, eklenti listesinde eklentinin üzerine gelindiğinde gösterilecektir." + +msgid "Author:" +msgstr "Yazar:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "İsteğe bağlı. Yazarın kullanıcı adı, tam ismi veya organizasyon adı." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"İsteğe bağlı. Sadece bilgi vermek amacıyla kullanılan insanın-okuyabileceği " +"sürüm tanımlayıcısı." + +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 "" +"Gerekli. Betik yazımı için kullanılacak betik programlama dili.\n" +"Bir eklentinin, eklentiye içine birden fazla betik dosyası ekleyerek, birçok " +"dili aynı anda kullanabileceğine dikkat edin." + +msgid "Script Name:" +msgstr "Betik İsmi:" + +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"İsteğe bağlı. Betik dosyasının yolu (eklenti klasörüne göreceli). Boş " +"bırakılırsa, varsayılan olarak \"plugin.gd\" olur." + +msgid "Activate now?" +msgstr "Şimdi etkinleştirilsin mi?" + +msgid "Plugin name is valid." +msgstr "Eklenti adı geçerli." + +msgid "Script extension is valid." +msgstr "Betik uzantısı geçerli." + +msgid "Subfolder name is valid." +msgstr "Alt klasör adı geçerli." + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "" @@ -9646,15 +9407,6 @@ msgstr "Çokgenler" msgid "Bones" msgstr "Kemikler" -msgid "Move Points" -msgstr "Noktaları Taşı" - -msgid ": Rotate" -msgstr ": Döndür" - -msgid "Shift: Move All" -msgstr "ÜstKrkt: Tümünü Taşı" - msgid "Shift: Scale" msgstr "ÜstKrkt: Ölçekle" @@ -9765,21 +9517,9 @@ msgstr "'%s' açılamıyor. Dosya taşınmış ya da silinmiş olabilir." msgid "Close and save changes?" msgstr "Kapat ve değişiklikleri kaydet?" -msgid "Error writing TextFile:" -msgstr "Metin Dosyası kaydedilirken hata:" - -msgid "Error saving file!" -msgstr "Dosya kaydedilirken hata!" - -msgid "Error while saving theme." -msgstr "Tema kaydedilirken hata." - msgid "Error Saving" msgstr "Kaydedilirken hata" -msgid "Error importing theme." -msgstr "Tema içe aktarılırken hata." - msgid "Error Importing" msgstr "İçe aktarılırken hata" @@ -9789,9 +9529,6 @@ msgstr "Yeni Metin Dosyası..." msgid "Open File" msgstr "Dosya Aç" -msgid "Could not load file at:" -msgstr "Şu dosya yüklenemedi:" - msgid "Save File As..." msgstr "Farklı Kaydet..." @@ -9826,9 +9563,6 @@ msgstr "Bu betik dosyası çalıştırılamaz, çünkü bir araç betiği değil msgid "Import Theme" msgstr "Temayı İçe Aktar" -msgid "Error while saving theme" -msgstr "Tema kaydedilirken hata" - msgid "Error saving" msgstr "Kaydedilirken hata" @@ -9938,9 +9672,6 @@ msgstr "" "Aşağıdaki dosyalar diskte daha yeni.\n" "Hangi eylem yapılsın?:" -msgid "Search Results" -msgstr "Arama Sonuçları" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "Aşağıdaki yerleşik betik(ler)de kaydedilmemiş değişiklikler var:" @@ -9980,9 +9711,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Gözardı et]" -msgid "Line" -msgstr "Satır" - msgid "Go to Function" msgstr "Fonksiyona Git" @@ -10010,6 +9738,9 @@ msgstr "Simgeyi Araştır" msgid "Pick Color" msgstr "Renk Seç" +msgid "Line" +msgstr "Satır" + msgid "Folding" msgstr "Daraltılıyor" @@ -10162,9 +9893,6 @@ msgstr "" "'%s' için dosya yapısı kurtarılamaz hatalar içeriyor:\n" "\n" -msgid "ShaderFile" -msgstr "Gölgelendirici Dosyası" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "" "Bu iskelette hiç kemik yok, alt öge olarak Bone2D -2B kemik- düğümleri " @@ -10338,6 +10066,12 @@ msgstr "Resimler yüklenemiyor" msgid "ERROR: Couldn't load frame resource!" msgstr "HATA: Kare kaynağı yüklenemedi!" +msgid "Paste Frame(s)" +msgstr "Kare(ler)i Yapıştır" + +msgid "Paste Texture" +msgstr "Dokuyu Yapıştır" + msgid "Add Empty" msgstr "Boş Ekle" @@ -10389,6 +10123,9 @@ msgstr "Grafik öğe sayfasından kare ekle" msgid "Delete Frame" msgstr "Kareyi Sil" +msgid "Copy Frame(s)" +msgstr "Kare(ler)i Kopyala" + msgid "Insert Empty (Before Selected)" msgstr "Boş Ekle (Seçilenden Önce)" @@ -10464,9 +10201,6 @@ msgstr "Kayma" msgid "Create Frames from Sprite Sheet" msgstr "Grafik Öğe Sayfasından Kareler Oluştur" -msgid "SpriteFrames" -msgstr "SpriteFrames -grafik öğe kareleri-" - msgid "Warnings should be fixed to prevent errors." msgstr "Hataları önlemek için Uyarılar düzeltilmelidir." @@ -10477,15 +10211,9 @@ msgstr "" "Bu gölgelendirici disk üzerinde değiştirilmiş.\n" "Hangi eylem yapılsın?" -msgid "%s Mipmaps" -msgstr "%s Mipharitası" - msgid "Memory: %s" msgstr "Bellek: %s" -msgid "No Mipmaps" -msgstr "Mipharitası Yok" - msgid "Set Region Rect" msgstr "Bölge Dikdörtgenini Ayarla" @@ -10572,9 +10300,6 @@ msgid_plural "{num} currently selected" msgstr[0] "{num} şu an seçilen" msgstr[1] "{num} şuan seçili" -msgid "Nothing was selected for the import." -msgstr "İçe aktarma için hiçbir şey seçilmedi." - msgid "Importing Theme Items" msgstr "Tema Ögeleri İçe Aktarılıyor" @@ -11253,9 +10978,6 @@ msgstr "Seçim" msgid "Paint" msgstr "Boya" -msgid "Shift: Draw line." -msgstr "ÜstKrkt: Çizgi çiz." - msgid "Shift: Draw rectangle." msgstr "ÜstKrkt: Dikdörtgen çiz." @@ -11365,12 +11087,12 @@ msgstr "" msgid "Terrains" msgstr "Araziler" -msgid "Replace Tiles with Proxies" -msgstr "Karoları Vekiller ile Değiştir" - msgid "No Layers" msgstr "Katman Yok" +msgid "Replace Tiles with Proxies" +msgstr "Karoları Vekiller ile Değiştir" + msgid "Select Next Tile Map Layer" msgstr "Sonraki Karo Haritası Katmanını Seç" @@ -11389,14 +11111,6 @@ msgstr "Izgara görünürlüğünü aç/kapat." msgid "Automatically Replace Tiles with Proxies" msgstr "Karoları Vekiller ile Otomatik Değiştir" -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 "" -"Düzenlenen KaroHaritası düğümünün KaroSeti kaynağı yok.\n" -"Denetleyicideki Karo Seti özelliğinde bir KaroSeti kaynağı oluşturun veya " -"yükleyin." - msgid "Remove Tile Proxies" msgstr "Karo Vekillerini Kaldır" @@ -11575,26 +11289,171 @@ msgstr "Saydam-olmayan doku bölgelerinde karolar oluştur" msgid "Remove tiles in fully transparent texture regions" msgstr "Tamamen saydam doku bölgelerindeki karoları kaldır" +msgid "" +"The tile's unique identifier within this TileSet. Each tile stores its source " +"ID, so changing one may make tiles invalid." +msgstr "" +"Karonun bu TileSet (karo seti) içindeki benzersiz tanımlayıcısı. Her karo " +"kendi kaynak kimliğini saklar, bu nedenle bir tanesini değiştirmek karoları " +"geçersiz kılabilir." + +msgid "" +"The human-readable name for the atlas. Use a descriptive name here for " +"organizational purposes (such as \"terrain\", \"decoration\", etc.)." +msgstr "" +"Atlas için insana-okunaklı bir isim. Düzensel amaçlar için burada açıklayıcı " +"bir isim kullanın (\"arazi\", \"dekorasyon\", vb. gibi)." + msgid "The image from which the tiles will be created." msgstr "Karoları oluşturmak için kullanılacak görüntü." +msgid "" +"The margins on the image's edges that should not be selectable as tiles (in " +"pixels). Increasing this can be useful if you download a tilesheet image that " +"has margins on the edges (e.g. for attribution)." +msgstr "" +"Görüntünün kenarlarındaki döşeme olarak seçilememesi gereken kenar boşlukları " +"(piksel cinsinden). Kenarlarında kenar boşlukları olan bir döşeme kağıdı " +"görüntüsü indiriyorsanız (örneğin bağlarken) bunu artırmak yararlı olabilir." + +msgid "" +"The separation between each tile on the atlas in pixels. Increasing this can " +"be useful if the tilesheet image you're using contains guides (such as " +"outlines between every tile)." +msgstr "" +"Atlas üzerindeki her bir karo arasındaki piksel cinsinden ayrıklık. " +"Kullandığınız döşeme kağıdı görüntüsü kılavuzlar içeriyorsa (karolar " +"arasındaki ana hatlar gibi) bunu artırmak yararlı olabilir." + +msgid "" +"The size of each tile on the atlas in pixels. In most cases, this should " +"match the tile size defined in the TileMap property (although this is not " +"strictly necessary)." +msgstr "" +"Atlas üzerindeki her bir karonun piksel cinsinden boyutu. Çoğu durumda bu, " +"TileMap özelliğinde tanımlanan karo boyutuyla eşleşmelidir (ancak bu kesin " +"gerekli değildir)." + +msgid "" +"If checked, adds a 1-pixel transparent edge around each tile to prevent " +"texture bleeding when filtering is enabled. It's recommended to leave this " +"enabled unless you're running into rendering issues due to texture padding." +msgstr "" +"Seçiliyse, filtreleme etkinleştirildiğinde doku taşmasını önlemek için her " +"karonun etrafına 1-piksellik şeffaf bir kenar ekler. Doku dolgulama nedeniyle " +"işleme sorunlarıyla karşılaşmadığınız sürece bunu etkin bırakmanız önerilir." + +msgid "" +"The position of the tile's top-left corner in the atlas. The position and " +"size must be within the atlas and can't overlap another tile.\n" +"Each painted tile has associated atlas coords, so changing this property may " +"cause your TileMaps to not display properly." +msgstr "" +"Karonun atlastaki sol-üst köşesinin konumu. Konum ve boyut atlas içinde " +"olmalıdır ve başka bir karoyla çakışamaz.\n" +"Her boyalı karonun ilişkili atlas koordinatları vardır, bu nedenle bu " +"özelliği değiştirmek TileMaps'inizin düzgün görüntülenmemesine neden olabilir." + msgid "The unit size of the tile." msgstr "Karonun birim boyutu." +msgid "" +"Number of columns for the animation grid. If number of columns is lower than " +"number of frames, the animation will automatically adjust row count." +msgstr "" +"Animasyon ızgarası için sütun sayısı. Eğer sütun sayısı kare sayısından " +"düşükse, animasyon satır sayısını otomatik olarak ayarlayacaktır." + msgid "The space (in tiles) between each frame of the animation." msgstr "Animasyonun her karesi arasındaki boşluk (karolardaki)." -msgid "Animation speed in frames per second." -msgstr "Saniye başına kare cinsinden animasyon hızı." +msgid "Animation speed in frames per second." +msgstr "Saniye başına kare cinsinden animasyon hızı." + +msgid "" +"Determines how animation will start. In \"Default\" mode all tiles start " +"animating at the same frame. In \"Random Start Times\" mode, each tile starts " +"animation with a random offset." +msgstr "" +"Animasyonun nasıl başlayacağını belirler. \"Varsayılan\" modda tüm karolar " +"animasyona aynı karede başlar. \"Rastgele Başlangıç Zamanları\" modunda, her " +"karo animasyona rastgele bir kayma ile başlar." + +msgid "If [code]true[/code], the tile is horizontally flipped." +msgstr "Eğer [code]true[/code] ise, karo yatay eksende çevrilir." + +msgid "If [code]true[/code], the tile is vertically flipped." +msgstr "Eğer [code]true[/code] ise, karo dikey eksende çevrilir." + +msgid "" +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " +"and then flipped vertically. In practice, this means that to rotate a tile by " +"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " +"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " +"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " +"[b]Flip V[/b] and [b]Transpose[/b]." +msgstr "" +"Eğer [code]true[/code] ise, karo [i]saat yönünün tersine[/i] 90 derece " +"döndürülür ve ardından dikey olarak ters çevrilir. Pratikte bu, bir döşemeyi " +"ters çevirmeden saat-yönünde 90 derece döndürmek için, [b]Flip H[/b] ve " +"[b]Transpose[/b] öğelerini etkinleştirmeniz gerektiği anlamına gelir. Bir " +"karoyu saat-yönünde 180 derece döndürmek için, [b]Flip H[/b] ve [b]Flip V[/b] " +"öğelerini etkinleştirin. Bir döşemeyi saat-yönünde 270 derece döndürmek için " +"[b]Flip V[/b] ve [b]Transpose[/b] öğelerini etkinleştirin." + +msgid "" +"The origin to use for drawing the tile. This can be used to visually offset " +"the tile compared to the base tile." +msgstr "" +"Döşemeyi çizmek için kullanılacak sıfır noktası konumu. Bu, temel karoya " +"kıyasla karoyu görsel olarak kaydırmak için kullanılabilir." + +msgid "The color multiplier to use when rendering the tile." +msgstr "Karolar işlenirken kullanılacak renk çarpanı." + +msgid "" +"The material to use for this tile. This can be used to apply a different " +"blend mode or custom shaders to a single tile." +msgstr "" +"Bu karo için kullanılacak malzeme. Bu, tek bir karoya farklı bir harmanlama " +"modu veya özel gölgelendiriciler uygulamak için kullanılabilir." + +msgid "" +"The sorting order for this tile. Higher values will make the tile render in " +"front of others on the same layer. The index is relative to the TileMap's own " +"Z index." +msgstr "" +"Bu karo için sıralama düzeni. Daha yüksek değerler, döşemenin aynı katmandaki " +"diğer karoların önünde işlenmesini sağlar. İndeks, TileMap'in kendi Z " +"indeksine görecelidir." -msgid "If [code]true[/code], the tile is horizontally flipped." -msgstr "Eğer [code]true[/code] ise, karo yatay eksende çevrilir." +msgid "" +"The vertical offset to use for tile sorting based on its Y coordinate (in " +"pixels). This allows using layers as if they were on different height for top-" +"down games. Adjusting this can help alleviate issues with sorting certain " +"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " +"is placed on." +msgstr "" +"Karo sıralaması için kullanılacak Y koordinatına (piksel cinsinden) temel " +"alan dikey kayma. Bu, yukarıdan-bakan oyunlar için katmanları farklı " +"yükseklikteymiş gibi kullanmayı sağlar. Bunu ayarlamak, bazı karoların " +"sıralanmasıyla ilgili sorunları hafifletmeye yardımcı olabilir. Yalnızca " +"karonun yerleştirildiği TileMap katmanını için Y Sıralama Etkin değeri true " +"ise etkilidir." -msgid "If [code]true[/code], the tile is vertically flipped." -msgstr "Eğer [code]true[/code] ise, karo dikey eksende çevrilir." +msgid "" +"The index of the terrain set this tile belongs to. [code]-1[/code] means it " +"will not be used in terrains." +msgstr "" +"Bu karonun ait olduğu arazi setinin indeksi. [code]-1[/code], arazilerde " +"kullanılmayacağı anlamına gelir." -msgid "The color multiplier to use when rendering the tile." -msgstr "Karolar işlenirken kullanılacak renk çarpanı." +msgid "" +"The index of the terrain inside the terrain set this tile belongs to. " +"[code]-1[/code] means it will not be used in terrains." +msgstr "" +"Bu karonun ait olduğu arazi seti içerisindeki arazinin indeksi. [code]-1[/" +"code], arazilerde kullanılmayacağı anlamına gelir." msgid "" "The relative probability of this tile appearing when painting with \"Place " @@ -11635,13 +11494,6 @@ msgstr "Saydam-Olmayan Doku Bölgelerinde Karolar Oluştur" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Tamamen Şeffaf Doku Bölgelerindeki Karoları Kaldır" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"Mevcut atlas kaynağında dokunun dışında karolar var.\n" -"3 nokta menüsündeki \"%s\" seçeneğini kullanarak temizleyebilirsiniz." - msgid "Hold Ctrl to create multiple tiles." msgstr "Birden fazla karo oluşturmak için Ctrl tuşunu basılı tutun." @@ -11725,28 +11577,39 @@ msgstr "Bir Sahne Karosunu Kaldır" msgid "Drag and drop scenes here or use the Add button." msgstr "Sahneleri buraya sürükleyip bırakın veya Ekle düğmesini kullanın." +msgid "" +"The human-readable name for the scene collection. Use a descriptive name here " +"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +msgstr "" +"Sahne koleksiyonu için insana-okunaklı bir isim. Düzensel amaçlar için burada " +"açıklayıcı bir ad kullanın (\"engeller\", \"dekorasyon\" vb. gibi)." + +msgid "" +"ID of the scene tile in the collection. Each painted tile has associated ID, " +"so changing this property may cause your TileMaps to not display properly." +msgstr "" +"Sahne karosunun derlemedeki kimliği. Görüntülenen her karonun ilişkili bir " +"kimliği vardır, bu nedenle bu özelliği değiştirmek TileMaps'inizin düzgün " +"görüntülenmemesine neden olabilir." + msgid "Absolute path to the scene associated with this tile." msgstr "Bu karo ile ilişkili sahnenin mutlak yolu." +msgid "" +"If [code]true[/code], a placeholder marker will be displayed on top of the " +"scene's preview. The marker is displayed anyway if the scene has no valid " +"preview." +msgstr "" +"Eğer [code]true[/code] ise, sahne ön izlemesinin üzerinde bir yer tutucu " +"işaretleyici görüntülenir. Sahnenin geçerli bir ön izlemesi yoksa " +"işaretleyici yine de görüntülenir." + msgid "Scenes collection properties:" msgstr "Sahne derlemesi özellikleri:" msgid "Tile properties:" msgstr "Karo özellikleri:" -msgid "TileMap" -msgstr "KaroHaritası" - -msgid "TileSet" -msgstr "KaroSeti" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"Projede hiçbir VCS eklentisi mevcut değil. VCS bütünleşmesi özelliklerini " -"kullanmak için bir VCS eklentisi yükleyin." - msgid "Error" msgstr "Hata" @@ -12026,18 +11889,9 @@ msgstr "VisualShader İfadesini Ayarla (görsel gölgelendirici)" msgid "Resize VisualShader Node" msgstr "VisualShader Düğümünü Boyutlandır (görsel gölgelendirici)" -msgid "Hide Port Preview" -msgstr "Port Önizlemeyi Gizle" - msgid "Show Port Preview" msgstr "Port Önizlemeyi Göster" -msgid "Set Comment Title" -msgstr "Yorum Başlığı Ayarla" - -msgid "Set Comment Description" -msgstr "Yorum Tanımlaması Ayarla" - msgid "Set Parameter Name" msgstr "Parametre İsmini Ayarla" @@ -12056,9 +11910,6 @@ msgstr "Görsel Gölgelendiriciye Değişen Ekle: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Görsel Gölgelendiriciden Değişen Çıkar: %s" -msgid "Node(s) Moved" -msgstr "Düğüm(ler) Taşındı" - msgid "Insert node" msgstr "Düğüm ekle" @@ -13321,11 +13172,6 @@ msgstr "" "Tüm eksik projeler listeden kaldırılsın mı?\n" "Proje klasörlerinin içeriği değiştirilmeyecek." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Proje, '%s' yoluna kaydedilemedi (hata: %d)." @@ -13387,12 +13233,27 @@ msgstr "Etiketler" msgid "You don't have any projects yet." msgstr "Henüz herhangi bir projeniz yok." +msgid "" +"Get started by creating a new one,\n" +"importing one that exists, or by downloading a project template from the " +"Asset Library!" +msgstr "" +"Yeni bir tane oluşturarak, var olan bir tanesini içe aktararak,\n" +"veya Varlık Kütüphanesinden bir proje şablonu indirerek başlayın!" + msgid "Create New Project" msgstr "Yeni Proje Oluştur" msgid "Import Existing Project" msgstr "Var Olan Projeyi İçe Aktar" +msgid "" +"Note: The Asset Library requires an online connection and involves sending " +"data over the internet." +msgstr "" +"Not: Varlık Kütüphanesi çevrimiçi bir bağlantı gerektirir ve internet " +"üzerinden veri göndermeyi içerir." + msgid "Edit Project" msgstr "Projeyi Düzenle" @@ -13408,15 +13269,19 @@ msgstr "Projeyi Kaldır" msgid "Remove Missing" msgstr "Eksikleri Kaldır" +msgid "" +"Asset Library not available (due to using Web editor, or because SSL support " +"disabled)." +msgstr "" +"Varlık Kütüphanesi mevcut değil (Web düzenleyicisi kullanıldığından dolayı, " +"veya SSL desteği devre dışı bırakıldığı için)." + msgid "Select a Folder to Scan" msgstr "Tarama İçin Bir Klasör Seç" msgid "Remove All" msgstr "Tümünü Kaldır" -msgid "Also delete project contents (no undo!)" -msgstr "Ayrıca proje içeriğini de sil (geri alınamaz!)" - msgid "Convert Full Project" msgstr "Projeyi Tam Dönüştür" @@ -13463,14 +13328,8 @@ msgstr "Yeni Etiket Oluştur" msgid "Tags are capitalized automatically when displayed." msgstr "Etiketler görüntülenirken otomatik olarak büyük harfe çevrilir." -msgid "The path specified doesn't exist." -msgstr "Belirtilen yol mevcut değil." - -msgid "The install path specified doesn't exist." -msgstr "Belirtilen kurulum yolu mevcut değil." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Paket dosyası açılırken hata (ZIP biçiminde değil)." +msgid "It would be a good idea to name your project." +msgstr "Projenizi isimlendirmek iyi bir fikir olabilir." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." @@ -13478,51 +13337,14 @@ msgstr "" "Geçersiz \".zip\" proje dosyası; içerisinde \"project.godot\" dosyası " "içermiyor." -msgid "Please choose an empty install folder." -msgstr "Lütfen boş bir kurulum klasörü seçin." - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "" -"Lütfen bir \"project.godot\" ya da onu içeren bir klasör veya bir \".zip\" " -"dosyası seçin." - -msgid "The install directory already contains a Godot project." -msgstr "Kurulum klasöründe zaten bir Godot projesi bulunuyor." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Seçilen yolda bir proje kaydedemezsiniz. Lütfen yeni bir klasör oluşturun " -"veya yeni bir yol seçin." +msgid "The path specified doesn't exist." +msgstr "Belirtilen yol mevcut değil." msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir." -msgid "New Game Project" -msgstr "Yeni Oyun Projesi" - -msgid "Imported Project" -msgstr "İçe Aktarılan Proje" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Lütfen bir \"project.godot\" veya \".zip\" dosyası seçin." - -msgid "Invalid project name." -msgstr "Geçersiz proje ismi." - -msgid "Couldn't create folder." -msgstr "Klasör oluşturulamadı." - -msgid "There is already a folder in this path with the specified name." -msgstr "Bu yolda, belirtilen isimde bir klasör zaten var." - -msgid "It would be a good idea to name your project." -msgstr "Projenizi isimlendirmek iyi bir fikir olabilir." - msgid "Supports desktop platforms only." msgstr "Sadece masaüstü platformları destekler." @@ -13566,9 +13388,6 @@ msgstr "OpenGL 3 arkauç'unu kullanır (OpenGL 3.3/ES 3.0/WebGL2)." msgid "Fastest rendering of simple scenes." msgstr "Basit sahneler için en hızlı işleme." -msgid "Invalid project path (changed anything?)." -msgstr "Geçersiz proje yolu (bir şey mi değiştirdiniz?)." - msgid "Warning: This folder is not empty" msgstr "Uyarı: Bu klasör boş değil" @@ -13595,8 +13414,13 @@ msgstr "Paket dosyası açılırken hata oluştu, ZIP biçimde değil." msgid "The following files failed extraction from package:" msgstr "Aşağıdaki dosyaların, paketten çıkartılma işlemi başarısız oldu:" -msgid "Package installed successfully!" -msgstr "Paket başarıyla kuruldu!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir." + +msgid "New Game Project" +msgstr "Yeni Oyun Projesi" msgid "Import & Edit" msgstr "İçe Aktar & Düzenle" @@ -13724,9 +13548,6 @@ msgstr "Otomatik yükleme" msgid "Shader Globals" msgstr "Gölgelendirici Genelleri" -msgid "Global Groups" -msgstr "Genel Gruplar" - msgid "Plugins" msgstr "Eklentiler" @@ -13855,6 +13676,12 @@ msgstr "Ana Çalıştırma Argümanları:" msgid "Main Feature Tags:" msgstr "Ana Özellik Etiketleri:" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "Boşlukla-ayrılmış girdi değişkenleri, örnek: host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "Virgülle-ayrılmış etiketler, örnek: demo, steam, etkinlik" + msgid "Instance Configuration" msgstr "Örnek Oluşum Yapılandırması" @@ -13941,6 +13768,9 @@ msgstr "Sahnelerini örnekleneceği herhangi bir üst-öğe yok." msgid "Error loading scene from %s" msgstr "Şuradan sahne yüklenirken hata: %s" +msgid "Error instantiating scene from %s" +msgstr "Şuradan sahne örnekleme hatası: %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13986,9 +13816,6 @@ msgstr "Örneklenen sahneler kök olamaz" msgid "Make node as Root" msgstr "Düğümü Kök düğüm yap" -msgid "Delete %d nodes and any children?" -msgstr "%d düğüm(ler)i ve alt-düğümleri silinsin mi?" - msgid "Delete %d nodes?" msgstr "%d düğümleri silinsin mi?" @@ -14125,9 +13952,6 @@ msgstr "Gölgelendirici Ayarla" msgid "Toggle Editable Children" msgstr "Düzenlenebilir Alt-öğeleri Aç/Kapat" -msgid "Cut Node(s)" -msgstr "Düğüm(ler)i Kes" - msgid "Remove Node(s)" msgstr "Düğüm(ler)i Kaldır" @@ -14154,9 +13978,6 @@ msgstr "Betik Örneği Oluştur" msgid "Sub-Resources" msgstr "Alt-Kaynaklar" -msgid "Revoke Unique Name" -msgstr "Benzersiz İsmi İptal Et" - msgid "Access as Unique Name" msgstr "Benzersiz İsim olarak Erişim" @@ -14175,6 +13996,13 @@ msgstr "Seçilene Otomatik Genişlet" msgid "Center Node on Reparent" msgstr "Üst-öğe değişiminde Düğümü Ortala" +msgid "" +"If enabled, Reparent to New Node will create the new node in the center of " +"the selected nodes, if possible." +msgstr "" +"Etkinleştirilirse, Yeni Düğüme Üst-öğe Yap seçimi, mümkünse, yeni düğümü " +"seçilen düğümlerin merkezinde oluşturacaktır." + msgid "All Scene Sub-Resources" msgstr "Tüm Sahne Alt-Kaynakları" @@ -14217,9 +14045,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Kök düğüm aynı sahnenin içine yapıştırılamaz." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Düğüm(ler)i, %s 'nin Kardeş-öğesi Olarak Yapıştır" - msgid "Paste Node(s) as Child of %s" msgstr "Düğüm(ler)i, %s'nin Alt-Öğesi Olarak Yapıştır" @@ -14566,63 +14391,6 @@ msgstr "Simit Şekli İç Yarıçapını Değiştir" msgid "Change Torus Outer Radius" msgstr "Simit Şekli Dış Yarıçapını Değiştir" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"convert() için geçersiz tipte girdi değişkeni, TYPE_* sabitlerini kullanın." - -msgid "Cannot resize array." -msgstr "Dizi yeniden boyutlandırılamadı." - -msgid "Step argument is zero!" -msgstr "Adım girdi değişkeni sıfır!" - -msgid "Not a script with an instance" -msgstr "Örneği bulunan bir betik değil" - -msgid "Not based on a script" -msgstr "Bir betiği temel almıyor" - -msgid "Not based on a resource file" -msgstr "Bir kaynak dosyasını temel almıyor" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Geçersiz örnek sözlüğü biçimi (@path eksik)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "Geçersiz örnek sözlüğü biçimi (betik @path 'ten yüklenemiyor)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Geçersiz örnek sözlüğü biçimi (@path 'teki betik geçersiz)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Geçersiz örnek sözlüğü (geçersiz altsınıflar)" - -msgid "Cannot instantiate GDScript class." -msgstr "GDScript sınıfı örneklenemiyor." - -msgid "Value of type '%s' can't provide a length." -msgstr "'%s' tipindeki değer, bir uzunluk sağlayamaz." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"is_instance_of() için geçersiz tipte girdi değişkeni, yerleşik tipler için " -"TYPE_* sabitlerini kullanın." - -msgid "Type argument is a previously freed instance." -msgstr "Tip girdi değişkeni, daha önce serbest bırakılmış bir örnektir." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"is_instance_of() için geçersiz tip girdi değişkeni, bir TYPE_* sabiti, bir " -"sınıf, veya bir betik olmalıdır." - -msgid "Value argument is a previously freed instance." -msgstr "Değer girdi değişkeni, daha önce serbest bırakılmış bir örnektir." - msgid "Export Scene to glTF 2.0 File" msgstr "Sahneyi glTF 2.0 Dosyası olarak Dışa Aktar" @@ -14632,23 +14400,6 @@ msgstr "Dışa Aktarma Ayarları:" msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 Sahnesi..." -msgid "Path does not contain a Blender installation." -msgstr "Yol, bir Blender yüklemesi içermiyor." - -msgid "Can't execute Blender binary." -msgstr "Blender ikili-tip dosyası çalıştırılamıyor." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "" -"Şuradaki Blender ikili-tip dosyasından beklenmedik \"--version\" (sürüm) " -"çıktısı: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "Verilen yolda, bir Blender ikili-tip dosyası yok." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "Bu Blender kurulumu, bu içe aktarıcı için çok eskidir (3.0+ değil)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender kurulumunun yolu geçerlidir (Otomatik algılandı)." @@ -14675,11 +14426,6 @@ msgstr "" "Bu proje için Blender '.blend' dosyalarının içe aktarılmasını devre dışı " "bırakır. Proje Ayarları'nda yeniden etkinleştirilebilir." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "" -"'.blend' dosyası içe aktarımının devre dışı bırakılması, düzenleyicinin " -"yeniden başlatılmasını gerektirir." - msgid "Next Plane" msgstr "Sonraki Düzlem" @@ -14823,47 +14569,12 @@ msgstr "Sınıf ismi, geçerli bir tanımlayıcı olmalıdır" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Byte'ları çözümlemek için yetersiz byte miktarı, veya geçersiz biçim." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"NET runtime (çalıştırma kitaplığı) yüklenemiyor, uyumlu bir sürüm " -"bulunamadı.\n" -"Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye neden olur.\n" -"\n" -"Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " -"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." - msgid "Failed to load .NET runtime" msgstr ".NET runtime (çalıştırma kitaplığı) yüklenemedi" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -".NET derleme nesneleri klasörü bulunamıyor.\n" -"'%s' dizininin var olduğundan ve .NET derleme nesnelerini içerdiğinden emin " -"olun." - msgid ".NET assemblies not found" msgstr ".NET derleme nesneleri bulunamadı" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -".NET runtime, özellikle hostfxr yüklenemiyor.\n" -"Bir proje oluşturmaya/düzenlemeye çalışmak çökmeye neden olur.\n" -"\n" -"Lütfen https://dotnet.microsoft.com/en-us/download adresinden .NET SDK 6.0 " -"veya üst sürümünü yükleyin ve Godot'yu yeniden başlatın." - msgid "%d (%s)" msgstr "%d (%s)" @@ -14896,9 +14607,6 @@ msgstr "Say" msgid "Network Profiler" msgstr "Ağ Profil Çıkarıcısı" -msgid "Replication" -msgstr "Çoğaltma" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "Eklenecek bir özelliği seçmek için bir çoğaltıcı düğümü seçin." @@ -14926,6 +14634,13 @@ msgstr "Oluştur" msgid "Replicate" msgstr "Çoğalt" +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"Yukarıdaki seçenekleri kullanarak özellikler ekleyin,\n" +"veya denetleyiciden sürükleyin ve buraya bırakın." + msgid "Please select a MultiplayerSynchronizer first." msgstr "" "Lütfen önce bir MultiplayerSynchronizer (çoklu oyuncu eşitleyici) seçin." @@ -15088,9 +14803,6 @@ msgstr "Eylem ekle" msgid "Delete action" msgstr "Eylemi sil" -msgid "OpenXR Action Map" -msgstr "OpenXR Eylem haritası" - msgid "Remove action from interaction profile" msgstr "Etkileşim profilinden eylemi kaldır" @@ -15115,24 +14827,6 @@ msgstr "Bir eylem seçin" msgid "Choose an XR runtime." msgstr "Bir XR çalışma zamanı seçin." -msgid "Package name is missing." -msgstr "Paket ismi eksik." - -msgid "Package segments must be of non-zero length." -msgstr "Paket kesitleri, sıfır olmayan uzunlukta olmalıdır." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Android uygulama paketi isimlerinde '%s' karakterine izin verilmiyor." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Paket segmentindeki ilk karakter bir rakam olamaz." - -msgid "The character '%s' cannot be the first character in a package segment." -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 "Invalid public key for APK expansion." msgstr "APK genişletmesi için geçersiz ortak anahtar." @@ -15323,9 +15017,6 @@ msgstr "" "Proje ismi, paket adı biçimi gereksinimlerini karşılamıyor ve \"%s\" olarak " "güncellenecektir. Gerekirse lütfen paket adını açık şekilde belirtin." -msgid "Code Signing" -msgstr "Kod İmzalama" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -15470,24 +15161,18 @@ msgstr "App Store Ekip Kimliği belirtilmemiş." msgid "Invalid Identifier:" msgstr "Geçersiz Tanımlayıcı:" -msgid "Export Icons" -msgstr "Simgeleri Dışa Aktar" - msgid "Could not open a directory at path \"%s\"." msgstr "\"%s\" yolundaki bir dizin açılamadı." +msgid "Export Icons" +msgstr "Simgeleri Dışa Aktar" + msgid "Could not write to a file at path \"%s\"." msgstr "\"%s\" yolundaki bir dosyaya yazılamadı." -msgid "Exporting for iOS (Project Files Only)" -msgstr "iOS için dışa aktarılıyor (Yalnızca Proje Dosyaları)" - msgid "Exporting for iOS" msgstr "iOS için Dışa Aktarılıyor" -msgid "Prepare Templates" -msgstr "Şablonları Hazırla" - msgid "Export template not found." msgstr "Dışa aktarma şablonu bulunamadı." @@ -15497,8 +15182,8 @@ msgstr "Klasör oluşturulması başarısız oldu: \"%s\"" msgid "Could not create and open the directory: \"%s\"" msgstr "Klasör oluşturulamadı ve açılamadı: \"%s\"" -msgid "iOS Plugins" -msgstr "iOS Eklentileri" +msgid "Prepare Templates" +msgstr "Şablonları Hazırla" msgid "Failed to export iOS plugins with code %d. Please check the output log." msgstr "" @@ -15528,9 +15213,6 @@ msgid "Code signing failed, see editor log for details." msgstr "" "Kod imzalama başarısız oldu, ayrıntılar için düzenleyici günlüğüne bakın." -msgid "Xcode Build" -msgstr "Xcode Derlemesi" - msgid "Failed to run xcodebuild with code %d" msgstr "xcodebuild çalışması %d kodu ile başarısız oldu" @@ -15560,12 +15242,6 @@ msgstr "C#/.NET kullanırken iOS'a dışa aktarma deneyseldir." msgid "Invalid additional PList content: " msgstr "Geçersiz ek PList içeriği: " -msgid "Identifier is missing." -msgstr "Tanımlayıcı eksik." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Tanımlayıcı'da '%s' karakterine izin verilmiyor." - msgid "Could not start simctl executable." msgstr "simctl çalıştırılabilir dosyası başlatılamadı." @@ -15589,15 +15265,9 @@ msgstr "Cihaz çalıştırılabilir dosyası başlatılamadı." msgid "Could not start devicectl executable." msgstr "devicectl çalıştırılabilir dosyası başlatılamadı." -msgid "Debug Script Export" -msgstr "Hata Ayıklama Betiği Dışa Aktarması" - msgid "Could not open file \"%s\"." msgstr "\"%s\" dosyası açılamadı." -msgid "Debug Console Export" -msgstr "Hata Ayıklama Uç-Birimi Dışa Aktarması" - msgid "Could not create console wrapper." msgstr "Uç-birim sarmalayıcısı oluşturulamadı." @@ -15613,15 +15283,9 @@ msgstr "32 bit yürütülebilir dosyalarda gömülü veri boyutu >= 4 GiB olamaz msgid "Executable \"pck\" section not found." msgstr "Çalıştırılabilir \"pck\" bölümü bulunamadı." -msgid "Stop and uninstall" -msgstr "Durdur ve kaldır" - msgid "Run on remote Linux/BSD system" msgstr "Uzak Linux/BSD sistemi üzerinde çalıştır" -msgid "Stop and uninstall running project from the remote system" -msgstr "Uzak sistemde çalışan projeyi durdurun ve kaldırın" - msgid "Run exported project on remote Linux/BSD system" msgstr "Dışa aktarılan projeyi uzak Linux/BSD sisteminde çalıştır" @@ -15787,9 +15451,6 @@ msgstr "" "Fotoğraf kitaplığı erişimi etkinleştirildi, ancak kullanım tanımlaması " "belirtilmedi." -msgid "Notarization" -msgstr "Onaylama" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -15816,6 +15477,9 @@ msgstr "" "Bir Uç-Birim (terminal) açıp aşağıdaki komutu çalıştırarak, ilerleme durumunu " "elle kontrol edebilirsiniz:" +msgid "Notarization" +msgstr "Onaylama" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -15861,18 +15525,12 @@ msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." msgstr "" "\"%s\": Info.plist eksik veya geçersiz, yeni bir Info.plist oluşturuldu." -msgid "PKG Creation" -msgstr "PKG Oluşturma" - msgid "Could not start productbuild executable." msgstr "productbuild yürütülebilir dosyası başlatılamadı." msgid "`productbuild` failed." msgstr "`productbuild` başarısız oldu." -msgid "DMG Creation" -msgstr "DMG Oluşturma" - msgid "Could not start hdiutil executable." msgstr "hdiutil uygulaması başlatılamadı." @@ -15923,9 +15581,6 @@ msgstr "" msgid "Making PKG" msgstr "PKG Yapılıyor" -msgid "Entitlements Modified" -msgstr "Yetkiler Değiştirildi" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15971,6 +15626,24 @@ msgstr "" msgid "Sending archive for notarization" msgstr "Arşiv onaylamaya gönderiliyor" +msgid "" +"Cannot export for universal or x86_64 if S3TC BPTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import S3TC BPTC)." +msgstr "" +"S3TC BPTC doku biçimi devre dışı bırakılırsa evrensel veya x86_64 için dışa " +"aktarılamaz. Bunu Proje Ayarlarında etkinleştirin (İşleme > Dokular > VRAM " +"Sıkıştırması > S3TC BPTC İçe Aktar)." + +msgid "" +"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " +"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " +"Import ETC2 ASTC)." +msgstr "" +"ETC2 ASTC doku biçimi devre dışı bırakılırsa evrensel veya arm64 için dışa " +"aktarılamaz. Bunu Proje Ayarlarında etkinleştirin (İşleme > Dokular > VRAM " +"Sıkıştırma > ETC2 ASTC İçe Aktar)." + msgid "Notarization: Xcode command line tools are not installed." msgstr "Onaylama: Xcode komut satırı araçları kurulu değil." @@ -16027,15 +15700,9 @@ msgstr "Geçersiz dışa aktarım şablonu: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Dosya yazılamadı: \"%s\"." -msgid "Icon Creation" -msgstr "Simge Oluşturma" - msgid "Could not read file: \"%s\"." msgstr "Dosya okunamadı: \"%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." @@ -16054,23 +15721,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "HTML kabuğu okunamadı: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "HTTP sunucu klasörü oluşturulamadı: \"%s\"." - -msgid "Error starting HTTP server: %d." -msgstr "HTTP sunucusu başlatılırken hata: %d." +msgid "Run in Browser" +msgstr "Tarayıcıda Çalıştır" msgid "Stop HTTP Server" msgstr "HTTP sunucusunu durdur" -msgid "Run in Browser" -msgstr "Tarayıcıda Çalıştır" - msgid "Run exported HTML in the system's default browser." msgstr "Dışa aktarılmış HTML'yi sistemin varsayılan tarayıcısında çalıştır." -msgid "Resources Modification" -msgstr "Kaynakların Değişikliği" +msgid "Could not create HTTP server directory: %s." +msgstr "HTTP sunucu klasörü oluşturulamadı: \"%s\"." + +msgid "Error starting HTTP server: %d." +msgstr "HTTP sunucusu başlatılırken hata: %d." msgid "Icon size \"%d\" is missing." msgstr "Simge boyutu \"%d\" eksik." @@ -16608,6 +16272,13 @@ msgstr "Sonda Hacimleri Üretiliyor" msgid "Generating Probe Acceleration Structures" msgstr "Sonda İvme Yapıları Oluşturuluyor" +msgid "" +"Lightmap can only be baked from a device that supports the RD backends. " +"Lightmap baking may fail." +msgstr "" +"Işık haritası yalnızca RD arka uçlarını destekleyen bir cihaz üzerinde " +"pişirilebilir. Işık haritasının pişirilmesi başarısız olabilir." + msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" @@ -16762,12 +16433,35 @@ msgstr "" "ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " "verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Çarpışma için kullanılması halinde, ConcavePolygonShape3D düğümü, " +"StaticBody3D gibi statik CollisionObject3D düğümleriyle çalışmak üzere " +"tasarlanmıştır.\n" +"Muhtemelen %s'ler için iyi şekilde davranmayacaktır (dondurulup ve " +"freeze_mode (donma kipi) değerinin FREEZE_MODE_STATIC olarak ayarlanması " +"durumu hariç)." + msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde KatıCisim3B " "(RigidBody3D)'yi desteklemez." +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Çarpışma için kullanılması halinde, ConcavePolygonShape3D düğümü, " +"StaticBody3D gibi statik CollisionObject3D düğümleriyle çalışmak üzere " +"tasarlanmıştır.\n" +"CharacterBody3D'ler için muhtemelen iyi şekilde davranmayacaktır." + msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " "expected.\n" @@ -16824,13 +16518,6 @@ msgstr "" "tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" "öğesi olarak kullanın." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"GL Uyumluluk arka-ucu kullanılırken, Yansıma Sondaları (ReflectionProbes) " -"henüz desteklenmemektedir. Destek gelecekteki bir sürümde eklenecektir." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -16925,16 +16612,6 @@ msgstr "" "Her sahne başına (ya da örneklenmiş sahneler kümesinde), sadece bir tane " "Dünya Ortamına (WorldEnvironment) izin verilir." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "" -"3B XR Kamerası (XRCamera3D), üst-öğe olarak bir 3B XR Merkezi (XROrigin3D) " -"düğümünde bulunmalıdır." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "" -"3B XR Denetleyicisi (XRController3D), üst-öğesi olarak bir 3B XR Merkezi " -"(XROrigin3D) düğümünde bulunmalıdır." - msgid "No tracker name is set." msgstr "Hiç bir izleyici ismi ayarlanmadı." @@ -16946,14 +16623,6 @@ msgstr "" "3B XR Merkezi (XROrigin3D), alt-öğe olarak bir 3B XR Kamerası " "(XRCamera3D)düğümü gerektirir." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"Projesi işleme ayarlarında XR (Genişletilmiş Gerçeklik) etkinleştirilmemiş. " -"Bu etkinleştirilmediği sürece stereoskopik çıktı (sol ve sağ göze ayrı " -"görüntü) desteklenmez." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "'%s' Harmanlama Ağacı (BlendTree) düğümünde, animasyon bulunamadı: '%s'" @@ -17003,16 +16672,6 @@ msgstr "" "\"Yoksay\" olarak ayarlandığı için görüntülenmez. Bu sorunu çözmek için Fare " "Filtresini \"Durdur\" veya \"Geç\" olarak ayarlayın." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Bir denetimin Z-indeksinin değiştirilmesi, yalnızca çizim sırasını etkiler, " -"girdi olayı işleme sırasını etkilemez." - -msgid "Alert!" -msgstr "Uyarı!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -17075,6 +16734,13 @@ msgstr "" "Bu düğüm, bu sahne yüklendiğinde artık mevcut olmayan '%s' sahnesinin bir " "örnek oluşumuydu." +msgid "" +"Saving current scene will discard instance and all its properties, including " +"editable children edits (if existing)." +msgstr "" +"Mevcut sahneyi kaydetmek, örneklemeyi ve ona ait tüm özellikleri silip " +"atacaktır, buna düzenlenebilir alt öğelerdeki düzenlemeler (varsa) dahildir." + msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." @@ -17286,41 +16952,6 @@ msgstr "Sabit ifade bekleniyordu." msgid "Expected ',' or ')' after argument." msgstr "Girdi değişkeninden sonra ',' veya ')' bekleniyordu." -msgid "Varying may not be assigned in the '%s' function." -msgstr "Değişen, '%s' fonksiyonunda atanamayabilir." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"'%s' veri tipinde bir Değişen, sadece parça ('fragment') fonksiyonunda " -"atanabilir." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Köşe ('vertex') fonksiyonunda atanan Değişenler, parça ('fragment') veya ışık " -"('light') içerisinde yeniden atanamazlar." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Parça ('fragment') fonksiyonunda atanan Değişenler, köşe ('vertex') veya ışık " -"('light') içerisinde yeniden atanamaz." - -msgid "Assignment to function." -msgstr "Fonksiyona Atama." - -msgid "Swizzling assignment contains duplicates." -msgstr "Karışımlı atama (swizzling) içinde yinelenenler var." - -msgid "Assignment to uniform." -msgstr "Düzenliye (uniform) atama." - -msgid "Constants cannot be modified." -msgstr "Sabitler (constant) değiştirilemez." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -17437,6 +17068,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Fonksiyon, bir tanımlayıcı olarak kullanılamaz: '%s'." +msgid "Constants cannot be modified." +msgstr "Sabitler (constant) değiştirilemez." + msgid "Only integer expressions are allowed for indexing." msgstr "Dizin oluşturma için yalnızca tamsayı ifadelerine izin verilir." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index 399de2b315d8..e76d24a08cfd 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -43,13 +43,14 @@ # EmerickGrimm <dmytry.vynarchuk@gmail.com>, 2024. # Yulian <yulian.mysko@gmail.com>, 2024. # Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>, 2024. +# Ivan Reshetnikov <ivan.reshetnikov@proton.me>, 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: 2024-02-11 04:06+0000\n" -"Last-Translator: Bogdan <Bgdn.Weblate@users.noreply.hosted.weblate.org>\n" +"PO-Revision-Date: 2024-03-22 22:38+0000\n" +"Last-Translator: Ivan Reshetnikov <ivan.reshetnikov@proton.me>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot/uk/>\n" "Language: uk\n" @@ -58,7 +59,7 @@ 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 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Головна тема" @@ -210,12 +211,6 @@ msgstr "Кнопка джойпада %d" msgid "Pressure:" msgstr "Тиск:" -msgid "canceled" -msgstr "скасовано" - -msgid "touched" -msgstr "торкнувся" - msgid "released" msgstr "випущено" @@ -462,15 +457,6 @@ msgstr "ПіБ" msgid "EiB" msgstr "ЕіБ" -msgid "Example: %s" -msgstr "Приклад: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d елемент" -msgstr[1] "%d елемента" -msgstr[2] "%d елементів" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -481,18 +467,12 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Дія із назвою «%s» вже існує." -msgid "Cannot Revert - Action is same as initial" -msgstr "Неможливо повернути - дія така ж, як і початкова" - msgid "Revert Action" msgstr "Відмінити дію" msgid "Add Event" msgstr "Додати подію" -msgid "Remove Action" -msgstr "Вилучити дію" - msgid "Cannot Remove Action" msgstr "Неможливо вилучити дію" @@ -1006,6 +986,12 @@ msgstr "Редагувати" msgid "Animation properties." msgstr "Властивості анімації." +msgid "Set Start Offset (Audio)" +msgstr "Встановити початкове зміщення" + +msgid "Set End Offset (Audio)" +msgstr "Встановити кінцеве зміщення" + msgid "Delete Selection" msgstr "Вилучити позначене" @@ -1205,9 +1191,8 @@ msgstr "Замінити всі" msgid "Selection Only" msgstr "Тільки виділити" -msgctxt "Indentation" -msgid "Spaces" -msgstr "Простори" +msgid "Hide" +msgstr "Сховати" msgctxt "Indentation" msgid "Tabs" @@ -1397,9 +1382,6 @@ msgstr "Цей клас позначено як застарілий." msgid "This class is marked as experimental." msgstr "Цей клас позначено як експериментальний." -msgid "No description available for %s." -msgstr "Немає опису для %s." - msgid "Favorites:" msgstr "Вибране:" @@ -1433,9 +1415,6 @@ msgstr "Зберегти гілку як сцену" msgid "Copy Node Path" msgstr "Копіювати вузол шляху" -msgid "Instance:" -msgstr "Екземпляр:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1559,9 +1538,6 @@ msgstr "Виконання відновлено." msgid "Bytes:" msgstr "Байтів:" -msgid "Warning:" -msgstr "Попередження:" - msgid "Error:" msgstr "Помилка:" @@ -1843,9 +1819,19 @@ msgstr "Створити теку" msgid "Folder name is valid." msgstr "Некоректна назва теки." +msgid "Double-click to open in browser." +msgstr "Двічі клацніть, щоб відкрити в браузері." + msgid "Thanks from the Godot community!" msgstr "Спасибі від спільноти Godot!" +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Дата фіксації Git: %s\n" +"Натисніть, щоб скопіювати номер версії." + msgid "Godot Engine contributors" msgstr "Автори рушія Godot" @@ -1949,9 +1935,6 @@ msgstr "Не вдалося видобути з пакунка «%s» такі msgid "(and %s more files)" msgstr "(і ще %s файлів)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Пакунок «%s» успішно встановлено!" - msgid "Success!" msgstr "Успіх!" @@ -2119,30 +2102,6 @@ msgstr "Створення нового компонування шини." msgid "Audio Bus Layout" msgstr "Компонування звукової шини" -msgid "Invalid name." -msgstr "Некоректна назва." - -msgid "Cannot begin with a digit." -msgstr "Не може починатися з цифри." - -msgid "Valid characters:" -msgstr "Припустимі символи:" - -msgid "Must not collide with an existing engine class name." -msgstr "Назва має відрізнятися від наявної назви класу рушія." - -msgid "Must not collide with an existing global script class name." -msgstr "Назва не повинна збігатися із наявною назвою глобального класу." - -msgid "Must not collide with an existing built-in type name." -msgstr "Назва не повинна збігатися із наявною назвою вбудованого типу." - -msgid "Must not collide with an existing global constant name." -msgstr "Назва не повинна збігатися із назвою наявної загальної сталої." - -msgid "Keyword cannot be used as an Autoload name." -msgstr "У назві автозавантаження не можна використовувати ключові слова." - msgid "Autoload '%s' already exists!" msgstr "Автозавантаження '%s' вже існує!" @@ -2179,9 +2138,6 @@ msgstr "Додати автозавантаження" msgid "Path:" msgstr "Шлях:" -msgid "Set path or press \"%s\" to create a script." -msgstr "Вкажіть шлях або натисніть \"%s\", щоб створити скрипт." - msgid "Node Name:" msgstr "Ім'я Вузла:" @@ -2332,24 +2288,15 @@ msgstr "Визначити з проекту" msgid "Actions:" msgstr "Дії:" -msgid "Configure Engine Build Profile:" -msgstr "Налаштування профілю збірки рушія:" - msgid "Please Confirm:" msgstr "Будь ласка, підтвердіть:" -msgid "Engine Build Profile" -msgstr "Профіль збірки рушія" - msgid "Load Profile" msgstr "Завантажити профіль" msgid "Export Profile" msgstr "Експорт профілю" -msgid "Edit Build Configuration Profile" -msgstr "Редагувати профіль конфігурації збірки" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2534,15 +2481,6 @@ msgstr "Імпортувати профілі" msgid "Manage Editor Feature Profiles" msgstr "Керування профілями можливостей редактора" -msgid "Some extensions need the editor to restart to take effect." -msgstr "Деякі розширення потребують перезапуску редактора, щоб набути чинності." - -msgid "Restart" -msgstr "Перезапустити" - -msgid "Save & Restart" -msgstr "Зберегти і перезапустити" - msgid "ScanSources" msgstr "Сканувати сирці" @@ -2670,9 +2608,6 @@ msgstr "" "Наразі для цього класу немає опису. Будь ласка, допоможіть нам, [color=$color]" "[url=$url]зробивши внесок[/url][/color]!" -msgid "Note:" -msgstr "Зауважте:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2749,6 +2684,12 @@ msgstr "" "У поточній версії немає опису цієї властивості. Будь ласка, [color=$color]" "[url=$url]створіть його[/url][/color]!" +msgid "Editor" +msgstr "Редактор" + +msgid "No description available." +msgstr "Опис відсутній." + msgid "Metadata:" msgstr "Метадані:" @@ -2761,12 +2702,6 @@ msgstr "Метод:" msgid "Signal:" msgstr "Сигнал:" -msgid "No description available." -msgstr "Опис відсутній." - -msgid "%d match." -msgstr "%d відповідник." - msgid "%d matches." msgstr "%d відповідників." @@ -2833,6 +2768,9 @@ msgstr "Тип члена" msgid "(constructors)" msgstr "(конструктори)" +msgid "Keywords" +msgstr "Ключові слова" + msgid "Class" msgstr "Клас" @@ -2921,9 +2859,6 @@ msgstr "Встановити множину: %s" msgid "Remove metadata %s" msgstr "Видалити метадані %s" -msgid "Pinned %s" -msgstr "Пришпилено %s" - msgid "Unpinned %s" msgstr "Відшпилено %s" @@ -3070,15 +3005,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "Обертається, коли перемальовується вікно редактора." -msgid "Imported resources can't be saved." -msgstr "Неможливо зберегти імпортовані ресурси." - msgid "OK" msgstr "Гаразд" -msgid "Error saving resource!" -msgstr "Помилка збереження ресурсу!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3096,30 +3025,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Зберегти ресурс як..." -msgid "Can't open file for writing:" -msgstr "Неможливо відкрити файл для запису:" - -msgid "Requested file format unknown:" -msgstr "Невідомий формат файлу:" - -msgid "Error while saving." -msgstr "Помилка при збереженні." - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "Не вдалося відкрити файл '%s'. Файл міг бути переміщений або видалений." - -msgid "Error while parsing file '%s'." -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'." - msgid "Saving Scene" msgstr "Збереження сцени" @@ -3129,40 +3034,20 @@ msgstr "Аналіз" msgid "Creating Thumbnail" msgstr "Створюємо мініатюру" -msgid "This operation can't be done without a tree root." -msgstr "Ця операція не може бути виконана без кореню дерева." - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"Цю сцену неможливо зберегти через циклічне включення екземпляра.\n" -"Будь ласка, приберіть це включення, потім повторіть спробу збереження." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Не вдалося зберегти сцену. Вірогідно, залежності (екземпляри або успадковані) " -"не задоволені." - msgid "Save scene before running..." msgstr "Зберегти сцену перед запуском…" -msgid "Could not save one or more scenes!" -msgstr "Не вдалося зберегти одну або декілька сцен!" - msgid "Save All Scenes" msgstr "Зберегти всі сцени" msgid "Can't overwrite scene that is still open!" msgstr "Неможливо перезаписати сцену, яка є ще відкритою!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Не вдалося завантажити бібліотеку сіток для злиття!" +msgid "Merge With Existing" +msgstr "Об'єднати з існуючим" -msgid "Error saving MeshLibrary!" -msgstr "Помилка збереження бібліотеки сіток!" +msgid "Apply MeshInstance Transforms" +msgstr "Змінити перетворення екземпляра сітки" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3226,9 +3111,6 @@ msgstr "" "Будь ласка, прочитайте документацію, що стосується імпорту сцен, щоб краще " "зрозуміти цей робочий процес." -msgid "Changes may be lost!" -msgstr "Зміни можуть бути втрачені!" - msgid "This object is read-only." msgstr "Цей об’єкт доступний лише для читання." @@ -3244,9 +3126,6 @@ msgstr "Швидке відкриття сцени..." msgid "Quick Open Script..." msgstr "Швидке відкриття скрипту..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s вже не існує! Будь ласка, вкажіть нове місце для збереження." - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3326,26 +3205,13 @@ msgstr "Зберегти змінені ресурси перед закритт msgid "Save changes to the following scene(s) before reloading?" msgstr "Зберегти зміни до вказаних нижче сцен перед перезавантаженням?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Зберегти зміни в наступній(их) сцені(ах) перед тим, як вийти?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "Зберегти зміни в наступній(их) сцені(ах) перед відкриттям менеджера проєктів?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Ця опція застаріла. Ситуації, де оновлення повинні бути змушені, тепер " -"вважаються помилкою. Будь ласка, повідомте." - msgid "Pick a Main Scene" msgstr "Виберіть головну сцену" -msgid "This operation can't be done without a scene." -msgstr "Ця операція не може бути виконана без сцени." - msgid "Export Mesh Library" msgstr "Експортувати бібліотеку сіті" @@ -3387,23 +3253,19 @@ msgstr "" "Сцена '%s' автоматично імпортується, тому її неможливо змінити.\n" "Щоб внести зміни, можна створити нову успадковану сцену." -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 "" -"Помилка завантаження сцени, вона повинна бути всередині шляху проєкту. " -"Використовуйте \"Імпорт\", щоб відкрити сцену, а потім збережіть її всередині " -"шляху проєкту." - msgid "Scene '%s' has broken dependencies:" msgstr "Сцена '%s' має зламані залежності:" +msgid "" +"Multi-window support is not available because the `--single-window` command " +"line argument was used to start the editor." +msgstr "" +"Підтримка кількох вікон недоступна, оскільки для запуску редактора " +"використовувався аргумент `--single-window`." + msgid "Clear Recent Scenes" msgstr "Очистити недавні сцени" -msgid "There is no defined scene to run." -msgstr "Немає визначеної сцени для виконання." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3567,27 +3429,18 @@ msgstr "Параметри редактора…" msgid "Project" msgstr "Проєкт" -msgid "Project Settings..." -msgstr "Параметри проєкту…" - msgid "Project Settings" msgstr "Параметри проекту" msgid "Version Control" msgstr "Керування версіями" -msgid "Export..." -msgstr "Експортувати…" - msgid "Install Android Build Template..." msgstr "Встановити шаблон збирання для Android…" msgid "Open User Data Folder" msgstr "Відкриття теки даних користувача" -msgid "Customize Engine Build Configuration..." -msgstr "Налаштувати конфігурацію збірки рушія..." - msgid "Tools" msgstr "Інструменти" @@ -3600,9 +3453,6 @@ msgstr "Перезавантажити поточний проєкт" msgid "Quit to Project List" msgstr "Вийти до списку проєктів" -msgid "Editor" -msgstr "Редактор" - msgid "Command Palette..." msgstr "Палітра команд..." @@ -3642,9 +3492,6 @@ msgstr "Довідка" msgid "Online Documentation" msgstr "Документація в інтернеті" -msgid "Questions & Answers" -msgstr "Запитання і відповіді" - msgid "Community" msgstr "Спільнота" @@ -3667,6 +3514,9 @@ msgstr "Надіслати відгук щодо документації" msgid "Support Godot Development" msgstr "Підтримати розробку Godot" +msgid "Save & Restart" +msgstr "Зберегти і перезапустити" + msgid "Update Continuously" msgstr "Оновлювати неперервно" @@ -3676,9 +3526,6 @@ msgstr "Оновлення при зміні" msgid "Hide Update Spinner" msgstr "Приховати оновлення лічильника" -msgid "FileSystem" -msgstr "Файлова система" - msgid "Inspector" msgstr "Інспектор" @@ -3688,9 +3535,6 @@ msgstr "Вузол" msgid "History" msgstr "Історія" -msgid "Output" -msgstr "Вивід" - msgid "Don't Save" msgstr "Не зберігати" @@ -3720,12 +3564,6 @@ msgstr "Пакунок шаблонів" msgid "Export Library" msgstr "Експортувати бібліотеку" -msgid "Merge With Existing" -msgstr "Об'єднати з існуючим" - -msgid "Apply MeshInstance Transforms" -msgstr "Змінити перетворення екземпляра сітки" - msgid "Open & Run a Script" msgstr "Відкрити і запустити скрипт" @@ -3772,33 +3610,15 @@ msgstr "Відкрити наступний редактор" msgid "Open the previous Editor" msgstr "Відкрити попередній редактор" -msgid "Ok" -msgstr "Ок" - msgid "Warning!" msgstr "Увага!" -msgid "On" -msgstr "Увімкнено" - -msgid "Edit Plugin" -msgstr "Редагування додатка" - -msgid "Installed Plugins:" -msgstr "Встановлені плаґіни:" - -msgid "Create New Plugin" -msgstr "Створити новий плагін" - -msgid "Version" -msgstr "Версія" - -msgid "Author" -msgstr "Автор" - msgid "Edit Text:" msgstr "Редагувати текст:" +msgid "On" +msgstr "Увімкнено" + msgid "Renaming layer %d:" msgstr "Перейменування шару %d:" @@ -3884,6 +3704,12 @@ msgstr "Виберіть панель перегляду" msgid "Selected node is not a Viewport!" msgstr "Позначений вузол не є панеллю перегляду!" +msgid "New Key:" +msgstr "Новий ключ:" + +msgid "New Value:" +msgstr "Нове значення:" + msgid "(Nil) %s" msgstr "(Ніл) %s" @@ -3902,12 +3728,6 @@ msgstr "Словник (Nil)" msgid "Dictionary (size %d)" msgstr "Словник (розмір %d)" -msgid "New Key:" -msgstr "Новий ключ:" - -msgid "New Value:" -msgstr "Нове значення:" - msgid "Add Key/Value Pair" msgstr "Додати пару ключ-значення" @@ -4114,21 +3934,12 @@ msgstr "Збереження файлу: %s" msgid "Storing File:" msgstr "Збереження файлу:" -msgid "No export template found at the expected path:" -msgstr "У очікуваному каталозі не знайдено шаблонів експортування:" - -msgid "ZIP Creation" -msgstr "Створення ZIP" - msgid "Could not open file to read from path \"%s\"." msgstr "Не вдалося відкрити файл для читання з шляху \"%s\"." msgid "Packing" msgstr "Пакування" -msgid "Save PCK" -msgstr "Зберегти PCK" - msgid "Cannot create file \"%s\"." msgstr "Не вдалося створити файл «%s»." @@ -4150,18 +3961,12 @@ msgstr "Не вдається відкрити зашифрований файл msgid "Can't open file to read from path \"%s\"." msgstr "Не вдається відкрити файл для читання зі шляху \"%s\"." -msgid "Save ZIP" -msgstr "Зберегти ZIP" - msgid "Custom debug template not found." msgstr "Нетипового шаблону діагностики не знайдено." msgid "Custom release template not found." msgstr "Нетипового шаблону випуску не знайдено." -msgid "Prepare Template" -msgstr "Приготувати шаблон" - msgid "The given export path doesn't exist." msgstr "Вказаного шляху для експортування не існує." @@ -4171,9 +3976,6 @@ msgstr "Не знайдено файла шаблона: «%s»." msgid "Failed to copy export template." msgstr "Не вдалося скопіювати шаблон експортування." -msgid "PCK Embedding" -msgstr "Вбудовування PCK" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "При експортуванні у 32-бітовому режимі вбудовані PCK не можуть перевищувати " @@ -4252,36 +4054,6 @@ msgstr "" "Не знайдено посилань для завантаження цієї версії. Пряме завантаження " "доступне лише для офіційних випусків." -msgid "Disconnected" -msgstr "Роз'єднано" - -msgid "Resolving" -msgstr "Вирішення" - -msgid "Can't Resolve" -msgstr "Не вдається вирішити" - -msgid "Connecting..." -msgstr "З’єднання..." - -msgid "Can't Connect" -msgstr "Не вдається з’єднатися" - -msgid "Connected" -msgstr "З’єднано" - -msgid "Requesting..." -msgstr "Запит..." - -msgid "Downloading" -msgstr "Завантаження" - -msgid "Connection Error" -msgstr "Помилка з'єднання" - -msgid "TLS Handshake Error" -msgstr "Помилка TLS Рукостискання" - msgid "Can't open the export templates file." msgstr "Не вдалося відкрити файл шаблонів експортування." @@ -4416,6 +4188,9 @@ msgstr "Експортовані ресурси:" msgid "(Inherited)" msgstr "(Успадковано)" +msgid "Export With Debug" +msgstr "Експортувати із діагностикою" + msgid "%s Export" msgstr "Експорт на %s" @@ -4571,9 +4346,6 @@ msgstr "Експортування проєкту" msgid "Manage Export Templates" msgstr "Керування шаблонами експорту" -msgid "Export With Debug" -msgstr "Експортувати із діагностикою" - msgid "Path to FBX2glTF executable is empty." msgstr "Шлях до виконуваного файлу FBX2glTF порожній." @@ -4747,9 +4519,6 @@ msgstr "Вилучити з улюблених" msgid "Reimport" msgstr "Переімпортувати" -msgid "Open in File Manager" -msgstr "Відкрити у менеджері файлів" - msgid "New Folder..." msgstr "Створити теку..." @@ -4795,6 +4564,9 @@ msgstr "Дублювати..." msgid "Rename..." msgstr "Перейменувати..." +msgid "Open in File Manager" +msgstr "Відкрити у менеджері файлів" + msgid "Open in External Program" msgstr "Відкрити в зовнішній програмі" @@ -5055,26 +4827,6 @@ msgstr "Перезавантажити відтворену сцену." msgid "Quick Run Scene..." msgstr "Швидкий запуск сцени..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"Режим Movie Maker увімкнено, але шлях до файлу фільму не вказано.\n" -"Шлях до файлу фільму за замовчуванням можна вказати у Параметрах проекту у " -"категорії Редактор > Запис Фільму.\n" -"Крім того, для запуску окремих сцен до кореневого вузла можна додати метадані " -"рядка `movie_file`,\n" -"де буде вказано шлях до файла фільму, який буде використано під час запису " -"цієї сцени." - -msgid "Could not start subprocess(es)!" -msgstr "Не вдалося запустити підпроцес(и)!" - msgid "Run the project's default scene." msgstr "Запустити сцену проекту за замовчуванням." @@ -5226,15 +4978,15 @@ msgstr "" msgid "Open in Editor" msgstr "Відкрити в редакторі" +msgid "Instance:" +msgstr "Екземпляр:" + msgid "\"%s\" is not a known filter." msgstr "\"%s\" є не відомим фільтром." msgid "Invalid node name, the following characters are not allowed:" msgstr "Некоректна назва вузла. Не можна використовувати такі символи:" -msgid "Another node already uses this unique name in the scene." -msgstr "Цю унікальну назву у сцені вже використано іншим вузлом." - msgid "Scene Tree (Nodes):" msgstr "Дерево сцени (вузли):" @@ -5638,9 +5390,6 @@ msgstr "3D" msgid "Importer:" msgstr "Засіб імпортування:" -msgid "Keep File (No Import)" -msgstr "Зберегти файл (не імпортувати)" - msgid "%d Files" msgstr "%d файлів" @@ -5896,102 +5645,6 @@ msgstr "Групи" msgid "Select a single node to edit its signals and groups." msgstr "Виберіть окремий вузол для редагування його сигналів та груп." -msgid "Plugin name cannot be blank." -msgstr "Назва плагіна не може бути пустою." - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "Розширення скрипта має відповідати розширенню обраної мови (.%s)." - -msgid "Subfolder name is not a valid folder name." -msgstr "Назва вкладеної теки не допустима." - -msgid "Subfolder cannot be one which already exists." -msgstr "Вкладена тека не може бути такою, яка вже існує." - -msgid "Edit a Plugin" -msgstr "Редагувати додаток" - -msgid "Create a Plugin" -msgstr "Створити додаток" - -msgid "Update" -msgstr "Оновити" - -msgid "Plugin Name:" -msgstr "Назва додатка:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "Обов'язкова умова. Ця назва буде відображатися у списку плагінів." - -msgid "Subfolder:" -msgstr "Підтека:" - -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 "" -"Необов'язково. Ім'я теки зазвичай має використовувати регістр `snake_case` " -"(уникайте пробілів і спеціальних символів).\n" -"Якщо залишити теку порожньою, її буде названо ім'ям плагіна, перетвореним на " -"`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 "" -"Необов'язково. Цей опис має бути відносно коротким (до 5 рядків).\n" -"Він відображатиметься при наведенні на плагін у списку плагінів." - -msgid "Author:" -msgstr "Автор:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "" -"Необов'язково. Ім'я користувача, повне ім'я або назва організації автора." - -msgid "Version:" -msgstr "Версія:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "" -"Необов'язково. Ідентифікатор версії, що читається людиною і використовується " -"лише в інформаційних цілях." - -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 "" -"Обов'язковий параметр. Мова скриптів, яку буде використано для скрипту.\n" -"Зверніть увагу, що плагін може використовувати декілька мов одночасно, " -"додавши більше скриптів до плагіна." - -msgid "Script Name:" -msgstr "Назва скрипту:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "" -"Необов'язково. Шлях до скрипту (відносно теки доповнення). Якщо залишити " -"порожнім, за замовчуванням буде \"plugin.gd\"." - -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" @@ -6540,8 +6193,11 @@ msgstr "Видалити все" msgid "Root" msgstr "Корінь" -msgid "AnimationTree" -msgstr "Дерево анімації" +msgid "Author" +msgstr "Автор" + +msgid "Version:" +msgstr "Версія:" msgid "Contents:" msgstr "Зміст:" @@ -6600,9 +6256,6 @@ msgstr "Не вдалося:" msgid "Bad download hash, assuming file has been tampered with." msgstr "Розбіжність хеша завантаження, можливо файл був змінений." -msgid "Expected:" -msgstr "Очікується:" - msgid "Got:" msgstr "Отримав:" @@ -6624,6 +6277,12 @@ msgstr "Отримання даних…" msgid "Resolving..." msgstr "Вирішення..." +msgid "Connecting..." +msgstr "З’єднання..." + +msgid "Requesting..." +msgstr "Запит..." + msgid "Error making request" msgstr "Помилка створення запиту" @@ -6657,9 +6316,6 @@ msgstr "Ліцензування (A-Z)" msgid "License (Z-A)" msgstr "Ліцензування (Z-A)" -msgid "Official" -msgstr "Офіційний" - msgid "Testing" msgstr "Тестування" @@ -6682,9 +6338,6 @@ msgctxt "Pagination" msgid "Last" msgstr "Остання" -msgid "Failed to get repository configuration." -msgstr "Не вдалося отримати налаштування сховища." - msgid "All" msgstr "Все" @@ -6930,23 +6583,6 @@ msgstr "Вид по центру" msgid "Select Mode" msgstr "Режим виділення" -msgid "Drag: Rotate selected node around pivot." -msgstr "Перетягування: обертати позначений вузол навколо опорної точки." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Перетягнути: перемістити позначений вузол." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Перетягнути: масштабувати позначений вузол." - -msgid "V: Set selected node's pivot position." -msgstr "V: встановити позицію опорної точки позначеного вузла." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+ПКМ: показати список усіх вузлів у позиції клацання, включно із " -"заблокованими." - msgid "RMB: Add node at position clicked." msgstr "ПКМ: додати вузол у позиції клацання." @@ -6965,9 +6601,6 @@ msgstr "Shift: масштабувати пропорційно." msgid "Show list of selectable nodes at position clicked." msgstr "Показати список виділених вузлів у позиції клацання." -msgid "Click to change object's rotation pivot." -msgstr "Клацання змінює центр обертання об'єкта." - msgid "Pan Mode" msgstr "Режим панорамування" @@ -7067,9 +6700,6 @@ msgstr "&Показати" msgid "Show When Snapping" msgstr "Інтелектуальне прилипання" -msgid "Hide" -msgstr "Сховати" - msgid "Toggle Grid" msgstr "Режим Перемикання" @@ -7177,9 +6807,6 @@ msgstr "" msgid "Create Node" msgstr "Створити вузол" -msgid "Error instantiating scene from %s" -msgstr "Помилка вставки екземпляра сцени з %s" - msgid "Change Default Type" msgstr "Змінити стандартний тип" @@ -7344,6 +6971,9 @@ msgstr "Вертикальне вирівнювання" msgid "Convert to GPUParticles3D" msgstr "Перетворити на GPUParticles3D" +msgid "Restart" +msgstr "Перезапустити" + msgid "Load Emission Mask" msgstr "Завантажити маску випромінювання" @@ -7353,9 +6983,6 @@ msgstr "Перетворити на GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "Кількість генерованих точок:" - msgid "Emission Mask" msgstr "Маска випромінювання" @@ -7481,13 +7108,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Видимі навігації" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Якщо увімкнено цей параметр, у запущеному проєкті буде показано навігаційні " -"сітки та полігони." - msgid "Debug CanvasItem Redraws" msgstr "Налагодження перемальовувань CanvasItem" @@ -7540,6 +7160,18 @@ msgstr "" "відкритим і прослуховуватиме нові сеанси, розпочаті поза межами самого " "редактора." +msgid "Edit Plugin" +msgstr "Редагування додатка" + +msgid "Installed Plugins:" +msgstr "Встановлені плаґіни:" + +msgid "Create New Plugin" +msgstr "Створити новий плагін" + +msgid "Version" +msgstr "Версія" + msgid "Size: %s" msgstr "Розмір: %s" @@ -7610,9 +7242,6 @@ msgstr "Змінити довжину форми променя" msgid "Change Decal Size" msgstr "Змінити розмір декалій" -msgid "Change Fog Volume Size" -msgstr "Зміна розміру туману" - msgid "Change Particles AABB" msgstr "Змінити AABB часток" @@ -7622,9 +7251,6 @@ msgstr "Змінити радіус" msgid "Change Light Radius" msgstr "Змінити радіус освітлення" -msgid "Start Location" -msgstr "Початкове Розташування" - msgid "End Location" msgstr "Кінцеве Розташування" @@ -7653,9 +7279,6 @@ msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "Поставити точку можна тільки в процедурному матеріалі ParticleProcessMaterial" -msgid "Clear Emission Mask" -msgstr "Очистити маску випромінювання" - msgid "GPUParticles2D" msgstr "CPUParticles2D" @@ -7794,41 +7417,14 @@ msgstr "Приготування карти освітлення" msgid "Select lightmap bake file:" msgstr "Виберіть файл приготування карти освітлення:" -msgid "Mesh is empty!" -msgstr "Сітка порожня!" - msgid "Couldn't create a Trimesh collision shape." msgstr "Не вдалося створити форму зіткнення Trimesh." -msgid "Create Static Trimesh Body" -msgstr "Створіть увігнуте статичне тіло" - -msgid "This doesn't work on scene root!" -msgstr "Це не працює на корінь сцени!" - -msgid "Create Trimesh Static Shape" -msgstr "Створити трисіткову статичну форму" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "Не вдалося створити єдину опуклу форму зіткнення для кореня сцени." - -msgid "Couldn't create a single convex collision shape." -msgstr "Не вдалося створити єдину опуклу форму зіткнення." - -msgid "Create Simplified Convex Shape" -msgstr "Створити спрощену опуклу форму" - -msgid "Create Single Convex Shape" -msgstr "Створити єдину опуклу форму" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "Не вдалося створити декілька опуклих форм зіткнення для кореня сцени." - msgid "Couldn't create any collision shapes." msgstr "Не вдалося створити жодних форм зіткнення." -msgid "Create Multiple Convex Shapes" -msgstr "Створити декілька опуклих форм" +msgid "Mesh is empty!" +msgstr "Сітка порожня!" msgid "Create Navigation Mesh" msgstr "Створити навігаційну сітку" @@ -7899,20 +7495,34 @@ msgstr "Створити контур" msgid "Mesh" msgstr "Сітка" -msgid "Create Trimesh Static Body" -msgstr "Створити увігнуте статичне тіло" +msgid "Create Outline Mesh..." +msgstr "Створити контурну сітку ..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"Створює StaticBody3D і автоматично пов'язує з ним засновану на багатокутниках " -"форму зіткнення.\n" -"Це найточніший (але найповільніший) варіант для виявлення зіткнення." +"Створює статичну контурну сітку. Нормалі контурної сітки " +"віддзеркалюватимуться автоматично.\n" +"Цим можна скористатися замість властивості Grow StandardMaterial, якщо " +"використання цієї властивості є неможливим." + +msgid "View UV1" +msgstr "Перегляд UV1" + +msgid "View UV2" +msgstr "Перегляд UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "Розгорнути UV2 для карти освітлення/AO" -msgid "Create Trimesh Collision Sibling" -msgstr "Створити увігнуту область зіткнення" +msgid "Create Outline Mesh" +msgstr "Створити сітку обведення" + +msgid "Outline Size:" +msgstr "Розмір обведення:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7921,9 +7531,6 @@ msgstr "" "Створює засновану на багатокутниках форму зіткнення.\n" "Цей найточніший (але найповільніший) варіант для виявлення зіткнень." -msgid "Create Single Convex Collision Sibling" -msgstr "Створити єдину опуклу область зіткнення" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7931,9 +7538,6 @@ msgstr "" "Створює єдину опуклу форму зіткнення.\n" "Цей найшвидший (але найменш точний) варіант для виявлення зіткнень." -msgid "Create Simplified Convex Collision Sibling" -msgstr "Створити спрощену опуклу область зіткнення" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7943,9 +7547,6 @@ msgstr "" "Це схоже на єдину форму зіткнення, але може призвести у деяких випадках до " "простішої геометрії ціною точності." -msgid "Create Multiple Convex Collision Siblings" -msgstr "Створити декілька опуклих областей зіткнення" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7955,35 +7556,6 @@ msgstr "" "Цей проміжний за швидкодією варіант між єдиною опуклою формою зіткнення і " "заснованою на багатокутниках формою зіткнення." -msgid "Create Outline Mesh..." -msgstr "Створити контурну сітку ..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"Створює статичну контурну сітку. Нормалі контурної сітки " -"віддзеркалюватимуться автоматично.\n" -"Цим можна скористатися замість властивості Grow StandardMaterial, якщо " -"використання цієї властивості є неможливим." - -msgid "View UV1" -msgstr "Перегляд UV1" - -msgid "View UV2" -msgstr "Перегляд UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "Розгорнути UV2 для карти освітлення/AO" - -msgid "Create Outline Mesh" -msgstr "Створити сітку обведення" - -msgid "Outline Size:" -msgstr "Розмір обведення:" - msgid "UV Channel Debug" msgstr "Діагностика UV-каналу" @@ -8516,6 +8088,11 @@ msgstr "" "WorldEnvironment.\n" "Попередній перегляд вимкнено." +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+ПКМ: показати список усіх вузлів у позиції клацання, включно із " +"заблокованими." + msgid "Use Local Space" msgstr "Використати локальний простір" @@ -8798,27 +8375,12 @@ msgstr "Пересунути вхідний промінь кривої" msgid "Move Out-Control in Curve" msgstr "Пересунути вихідний промінь кривої" -msgid "Select Points" -msgstr "Виберіть пункти" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+перетяг: Вибрати керувальні точки" - -msgid "Click: Add Point" -msgstr "Клацніть: Додати точку" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Клацання лівою: розділити сегмент (кривої)" - msgid "Right Click: Delete Point" msgstr "Клацніть правою кнопкою миші: видалити точку" msgid "Select Control Points (Shift+Drag)" msgstr "Вибір керувальних точок (Shift+перетяг)" -msgid "Add Point (in empty space)" -msgstr "Додати точку (в порожньому просторі)" - msgid "Delete Point" msgstr "Вилучити точку" @@ -8840,29 +8402,119 @@ msgstr "Точку кривої #" msgid "Handle In #" msgstr "Handle In #" -msgid "Handle Tilt #" -msgstr "Нахил ручки #" +msgid "Handle Tilt #" +msgstr "Нахил ручки #" + +msgid "Set Curve Point Position" +msgstr "Задати положення точки кривої" + +msgid "Set Curve Out Position" +msgstr "Встановити положення виходу кривої" + +msgid "Set Curve In Position" +msgstr "Встановити криву в позиції" + +msgid "Split Path" +msgstr "Розділити шлях" + +msgid "Remove Path Point" +msgstr "Видалити точку шляху" + +msgid "Split Segment (in curve)" +msgstr "Розділити сегмент (кривої)" + +msgid "Move Joint" +msgstr "Пересунути з'єднання" + +msgid "Plugin name cannot be blank." +msgstr "Назва плагіна не може бути пустою." + +msgid "Subfolder name is not a valid folder name." +msgstr "Назва вкладеної теки не допустима." + +msgid "Subfolder cannot be one which already exists." +msgstr "Вкладена тека не може бути такою, яка вже існує." + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "Розширення скрипта має відповідати розширенню обраної мови (.%s)." + +msgid "Edit a Plugin" +msgstr "Редагувати додаток" + +msgid "Create a Plugin" +msgstr "Створити додаток" + +msgid "Plugin Name:" +msgstr "Назва додатка:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Обов'язкова умова. Ця назва буде відображатися у списку плагінів." + +msgid "Subfolder:" +msgstr "Підтека:" + +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 "" +"Необов'язково. Ім'я теки зазвичай має використовувати регістр `snake_case` " +"(уникайте пробілів і спеціальних символів).\n" +"Якщо залишити теку порожньою, її буде названо ім'ям плагіна, перетвореним на " +"`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 "" +"Необов'язково. Цей опис має бути відносно коротким (до 5 рядків).\n" +"Він відображатиметься при наведенні на плагін у списку плагінів." + +msgid "Author:" +msgstr "Автор:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Необов'язково. Ім'я користувача, повне ім'я або назва організації автора." + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Необов'язково. Ідентифікатор версії, що читається людиною і використовується " +"лише в інформаційних цілях." -msgid "Set Curve Out Position" -msgstr "Встановити положення виходу кривої" +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 "" +"Обов'язковий параметр. Мова скриптів, яку буде використано для скрипту.\n" +"Зверніть увагу, що плагін може використовувати декілька мов одночасно, " +"додавши більше скриптів до плагіна." -msgid "Set Curve In Position" -msgstr "Встановити криву в позиції" +msgid "Script Name:" +msgstr "Назва скрипту:" -msgid "Split Path" -msgstr "Розділити шлях" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Необов'язково. Шлях до скрипту (відносно теки доповнення). Якщо залишити " +"порожнім, за замовчуванням буде \"plugin.gd\"." -msgid "Remove Path Point" -msgstr "Видалити точку шляху" +msgid "Activate now?" +msgstr "Задіяти зараз?" -msgid "Split Segment (in curve)" -msgstr "Розділити сегмент (кривої)" +msgid "Plugin name is valid." +msgstr "Назва плагіна коректне." -msgid "Set Curve Point Position" -msgstr "Задати положення точки кривої" +msgid "Script extension is valid." +msgstr "Розширення скрипту допустиме." -msgid "Move Joint" -msgstr "Пересунути з'єднання" +msgid "Subfolder name is valid." +msgstr "Назва під-директорії допустима." msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -8933,12 +8585,6 @@ msgstr "Полігони" msgid "Bones" msgstr "Кістки" -msgid "Move Points" -msgstr "Перемістити точки" - -msgid "Shift: Move All" -msgstr "Shift: Перемістити всі" - msgid "Shift: Scale" msgstr "Shift: Масштаб" @@ -9045,21 +8691,9 @@ msgstr "Не вдалося відкрити «%s». Файл могло бут msgid "Close and save changes?" msgstr "Закрити та зберегти зміни?" -msgid "Error writing TextFile:" -msgstr "Помилка під час спроби записати TextFile:" - -msgid "Error saving file!" -msgstr "Помилка під час збереження файла!" - -msgid "Error while saving theme." -msgstr "Помилка під час збереження теми." - msgid "Error Saving" msgstr "Помилка збереження" -msgid "Error importing theme." -msgstr "Помилка імпортування теми." - msgid "Error Importing" msgstr "Помилка імпортування" @@ -9069,9 +8703,6 @@ msgstr "Створити текстовий файл…" msgid "Open File" msgstr "Відкрити файл" -msgid "Could not load file at:" -msgstr "Не вдалося завантажити цей файл:" - msgid "Save File As..." msgstr "Зберегти файл як…" @@ -9105,9 +8736,6 @@ msgstr "Неможливо запустити скрипт, оскільки в msgid "Import Theme" msgstr "Імпортувати тему" -msgid "Error while saving theme" -msgstr "Помилка під час збереження теми" - msgid "Error saving" msgstr "Помилка збереження" @@ -9214,9 +8842,6 @@ msgstr "" "Такі файли на диску новіші.\n" "Що робити?:" -msgid "Search Results" -msgstr "Результати пошуку" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "У наступних вбудованих скриптах є незбережені зміни:" @@ -9253,9 +8878,6 @@ msgstr "" msgid "[Ignore]" msgstr "[Ігнорувати]" -msgid "Line" -msgstr "Рядок" - msgid "Go to Function" msgstr "Перейти до функції" @@ -9276,6 +8898,9 @@ msgstr "Шукати символ" msgid "Pick Color" msgstr "Вибрати колір" +msgid "Line" +msgstr "Рядок" + msgid "Folding" msgstr "Згортання" @@ -9409,9 +9034,6 @@ msgstr "" "Структура файлу для '%s' містить невиправні помилки:\n" "\n" -msgid "ShaderFile" -msgstr "Файл Шейдеру" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "У цього каркаса немає кісток, створіть хоч якісь дочірні вузли Bone2D." @@ -9680,9 +9302,6 @@ msgstr "Зміщення" msgid "Create Frames from Sprite Sheet" msgstr "Створити кадри з аркуша спрайтів" -msgid "SpriteFrames" -msgstr "Кадри спрайта" - msgid "Warnings should be fixed to prevent errors." msgstr "Попередження слід виправити, щоб запобігти помилкам." @@ -9693,15 +9312,9 @@ msgstr "" "До цього шейдера внесено зміни на диску.\n" "Що слід зробити?" -msgid "%s Mipmaps" -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" @@ -9795,9 +9408,6 @@ msgstr[0] "{num} зараз вибраний" msgstr[1] "{num} зараз вибраних" msgstr[2] "{num} зараз вибраних" -msgid "Nothing was selected for the import." -msgstr "Нічого не позначено для імпортування." - msgid "Importing Theme Items" msgstr "Імпортування записів теми" @@ -10465,9 +10075,6 @@ msgstr "Вибір" msgid "Paint" msgstr "Фарба" -msgid "Shift: Draw line." -msgstr "Shift: Малює лінію." - msgctxt "Tool" msgid "Line" msgstr "Лінія" @@ -10550,12 +10157,12 @@ msgstr "" msgid "Terrains" msgstr "Місцевості" -msgid "Replace Tiles with Proxies" -msgstr "Замінити плитки на проксі" - msgid "No Layers" msgstr "Без шарів" +msgid "Replace Tiles with Proxies" +msgstr "Замінити плитки на проксі" + msgid "Select Next Tile Map Layer" msgstr "Вибрати наступний шар карти плиток" @@ -10574,13 +10181,6 @@ msgstr "Перемкнути видимість ґратки." msgid "Automatically Replace Tiles with Proxies" msgstr "Автоматична заміна плиток на проксі" -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 "" -"Відредагований вузол TileMap не має ресурсу TileSet.\n" -"Створіть або завантажте ресурс TileSet у властивості Tile Set в інспекторі." - msgid "Remove Tile Proxies" msgstr "Видалити проксі плиток" @@ -10776,13 +10376,6 @@ msgstr "Створення плиток у непрозорих областях msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Видалити плитки у повністю прозорих областях текстури" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -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." @@ -10869,19 +10462,6 @@ msgstr "Властивості колекції сцен:" msgid "Tile properties:" msgstr "Властивості плитки:" -msgid "TileMap" -msgstr "Карта плиток" - -msgid "TileSet" -msgstr "Набір плиток" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"У проекті немає плагінів VCS. Встановіть плагін VCS, щоб використовувати " -"можливості інтеграції з VCS." - msgid "Error" msgstr "Помилка" @@ -11160,18 +10740,9 @@ msgstr "Встановити вираз VisualShader" msgid "Resize VisualShader Node" msgstr "Змінити розмір вузла VisualShader" -msgid "Hide Port Preview" -msgstr "Приховати попередній перегляд порту" - msgid "Show Port Preview" msgstr "Показати попередній перегляд порту" -msgid "Set Comment Title" -msgstr "Встановити заголовок коментаря" - -msgid "Set Comment Description" -msgstr "Установити опис коментаря" - msgid "Set Parameter Name" msgstr "Встановити назву параметра" @@ -11190,9 +10761,6 @@ msgstr "Додати варіювання до Visual Shader: %s" msgid "Remove Varying from Visual Shader: %s" msgstr "Видалити варіювання з візуального шейдера: %s" -msgid "Node(s) Moved" -msgstr "Вузол(и) переміщено" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "Перетворення константного(их) вузла(ів) на параметр(и)" @@ -12390,12 +11958,6 @@ msgstr "" "Вилучити усі проєкти, яких не знайдено, зі списку?\n" "Вміст тек проєктів змінено не буде." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "" -"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або " -"пошкоджено." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Не вдалося зберегти проєкт у '%s' (помилка %d)." @@ -12469,9 +12031,6 @@ msgstr "Виберіть теку для сканування" msgid "Remove All" msgstr "Вилучити усі" -msgid "Also delete project contents (no undo!)" -msgstr "Також вилучити вміст проєкту (без можливості скасування!)" - msgid "Click tag to remove it from the project." msgstr "Клацніть тег, щоб видалити його з проекту." @@ -12484,26 +12043,15 @@ msgstr "Створити новий тег" msgid "Tags are capitalized automatically when displayed." msgstr "Теги автоматично починаються з великої літери при відображенні." -msgid "The path specified doesn't exist." -msgstr "Вказаного шляху не існує." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Помилка під час спроби відкрити файл пакунка (дані не у форматі ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Вам варто дати назву вашому проєкту." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "Некоректний файл проєкту «.zip»: у ньому немає файла «project.godot»." -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "Будь ласка, виберіть \"project.godot\" або \".zip\" файл ." - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "" -"Ви не можете зберегти проект у вибраному шляху. Будь ласка, створіть нову " -"папку або виберіть новий шлях." +msgid "The path specified doesn't exist." +msgstr "Вказаного шляху не існує." msgid "" "The selected path is not empty. Choosing an empty folder is highly " @@ -12511,27 +12059,6 @@ msgid "" msgstr "" "Вибраний шлях не порожній. Наполегливо рекомендується вибирати порожню теку." -msgid "New Game Project" -msgstr "Новий проєкт гри" - -msgid "Imported Project" -msgstr "Імпортований проєкт" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Будь ласка, виберіть файл «project.godot» або «.zip»." - -msgid "Invalid project name." -msgstr "Некоректна назва проєкту." - -msgid "Couldn't create folder." -msgstr "Неможливо створити теку." - -msgid "There is already a folder in this path with the specified name." -msgstr "У вказаному каталозі вже міститься тека із вказано назвою." - -msgid "It would be a good idea to name your project." -msgstr "Вам варто дати назву вашому проєкту." - msgid "Supports desktop platforms only." msgstr "Підтримує лише настільні платформи." @@ -12574,9 +12101,6 @@ msgstr "Використовує бекенд OpenGL 3 (OpenGL 3.3/ES 3.0/WebGL2 msgid "Fastest rendering of simple scenes." msgstr "Найшвидший рендеринг простих сцен." -msgid "Invalid project path (changed anything?)." -msgstr "Некоректний шлях до проєкту (щось змінилося?)." - msgid "Warning: This folder is not empty" msgstr "Попередження: Ця папка не порожня" @@ -12603,8 +12127,14 @@ msgstr "Помилка під час спроби відкрити файл па msgid "The following files failed extraction from package:" msgstr "Не вдалося видобути такі файли з пакунка:" -msgid "Package installed successfully!" -msgstr "Пакунок успішно встановлено!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "" +"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або " +"пошкоджено." + +msgid "New Game Project" +msgstr "Новий проєкт гри" msgid "Import & Edit" msgstr "Імпортувати та редагувати" @@ -12883,6 +12413,9 @@ msgstr "Немає батьків для екземпляра сцени." msgid "Error loading scene from %s" msgstr "Помилка під час спроби завантажити сцену з %s" +msgid "Error instantiating scene from %s" +msgstr "Помилка вставки екземпляра сцени з %s" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -12922,9 +12455,6 @@ msgstr "Сцени зі створеними екземплярами не мо msgid "Make node as Root" msgstr "Зробити вузол кореневим" -msgid "Delete %d nodes and any children?" -msgstr "Вилучити %d вузлів та усі їхні дочірні записи?" - msgid "Delete %d nodes?" msgstr "Вилучити %d вузлів?" @@ -13042,9 +12572,6 @@ msgstr "Долучити скрипт" msgid "Set Shader" msgstr "Встановити Шейдер" -msgid "Cut Node(s)" -msgstr "Вирізати вузли" - msgid "Remove Node(s)" msgstr "Вилучити вузли" @@ -13073,9 +12600,6 @@ msgstr "Вставити екземпляр скрипту" msgid "Sub-Resources" msgstr "Підресурси" -msgid "Revoke Unique Name" -msgstr "Відкликати унікальну назву" - msgid "Access as Unique Name" msgstr "Отримати доступ як до унікальної назви" @@ -13127,9 +12651,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Не можна вставляти кореневий вузол до сцени цього кореневого вузла." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Вставити Вузол(и) як брата або сестру %s" - msgid "Paste Node(s) as Child of %s" msgstr "Вставити вузол(и) як дочірній до %s" @@ -13438,83 +12959,12 @@ msgstr "Змінити внутрішній радіус тора" msgid "Change Torus Outer Radius" msgstr "Змінити зовнішній радіус тора" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "" -"Некоректний тип аргументу для convert(), слід використовувати константи " -"TYPE_*." - -msgid "Step argument is zero!" -msgstr "Аргумент кроку дорівнює нулеві!" - -msgid "Not a script with an instance" -msgstr "Не скрипт з екземпляром" - -msgid "Not based on a script" -msgstr "Не заснований на скрипті" - -msgid "Not based on a resource file" -msgstr "Не заснований на файлі ресурсів" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "Некоректний формат словника екземпляра (пропущено @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "" -"Некоректний формат словника екземпляра (не вдалося завантажити скрипт у @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Некоректний формат словника екземпляра (некоректний скрипт у @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Некоректний словник екземпляра (некоректні підкласи)" - -msgid "Cannot instantiate GDScript class." -msgstr "Не вдається створити екземпляр класу GDScript." - -msgid "Value of type '%s' can't provide a length." -msgstr "Значення типу '%s' не може мати довжину." - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "" -"Некоректний аргумент типу для is_instance_of(), використовуйте константи " -"TYPE_* для вбудованих типів." - -msgid "Type argument is a previously freed instance." -msgstr "Аргумент типу є попередньо звільненим екземпляром." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Некоректний тип аргументу для is_instance_of(), повинен бути константою " -"TYPE_*, класом або скриптом." - -msgid "Value argument is a previously freed instance." -msgstr "Аргумент значення — це попередньо звільнений екземпляр." - msgid "Export Scene to glTF 2.0 File" msgstr "Експортувати сцену у файл glTF 2.0" msgid "glTF 2.0 Scene..." msgstr "Сцена glTF 2.0..." -msgid "Path does not contain a Blender installation." -msgstr "Шлях не містить інсталятора Blender'а." - -msgid "Can't execute Blender binary." -msgstr "Не вдається запустити файл Blender'а." - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Неочікуване виведення --версії з бінарного файлу Blender'а при: %s." - -msgid "Path supplied lacks a Blender binary." -msgstr "У наданому шляху відсутній бінарний файл Blender." - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "Цей інсталятор Blender застарілий для цього імпортера (не 3.0+)." - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Шлях до інсталятора Blender правильний (визначено автоматично)." @@ -13541,9 +12991,6 @@ msgstr "" "Вимикає для цього проекту імпорт файлів Blender-а '.blend'. Можна увімкнути " "знову у Параметрах проекту." -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "Вимкнення імпорту файлів '.blend' вимагає перезапуску редактора." - msgid "Next Plane" msgstr "Наступна площина" @@ -13686,46 +13133,12 @@ msgstr "Ім'я класу має бути дійсним ідентифікат msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Недостатньо байтів для їх декодування або вказано некоректний формат." -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Не вдалося завантажити середовище виконання .NET, не знайдено сумісної " -"версії.\n" -"Спроба створення/редагування проекту призведе до аварійного завершення.\n" -"\n" -"Будь ласка, встановіть .NET SDK 6.0 або новішу версію з https://dotnet." -"microsoft.com/en-us/download і перезавантажте Godot." - 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" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"Не вдалося завантажити середовище виконання .NET, зокрема hostfxr.\n" -"Спроба створення/редагування проекту призведе до аварійного завершення.\n" -"\n" -"Будь ласка, встановіть .NET SDK 6.0 або новішу версію з https://dotnet." -"microsoft.com/en-us/download і перезавантажте Godot." - msgid "%d (%s)" msgstr "%d (%s)" @@ -13758,9 +13171,6 @@ msgstr "Кількість" msgid "Network Profiler" msgstr "Засіб профілювання мережі" -msgid "Replication" -msgstr "Реплікація" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "" "Виберіть вузол реплікатора, щоб вибрати властивість, яку потрібно додати до " @@ -13927,9 +13337,6 @@ msgstr "Додати дію" msgid "Delete action" msgstr "Вилучити дію" -msgid "OpenXR Action Map" -msgstr "Карта дій OpenXR" - msgid "Remove action from interaction profile" msgstr "Видалити дію з інтерактивного профілю" @@ -13951,26 +13358,6 @@ msgstr "Невідомо" msgid "Select an action" msgstr "Вибрати дію" -msgid "Package name is missing." -msgstr "Не вказано назви пакунка." - -msgid "Package segments must be of non-zero length." -msgstr "Сегменти пакунка повинні мати ненульову довжину." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "" -"Не можна використовувати у назві пакунка програми на Android символи «%s»." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Цифра не може бути першим символом у сегменті пакунка." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "" -"Не можна використовувати символ «%s» як перший символ назви сегмента пакунка." - -msgid "The package must have at least one '.' separator." -msgstr "У назві пакунка має бути принаймні один роздільник «.»." - msgid "Invalid public key for APK expansion." msgstr "Некоректний відкритий ключ для розгортання APK." @@ -14131,9 +13518,6 @@ msgstr "" "Назва проекту не відповідає вимогам до формату назви пакету та буде замінено " "на \"%s\". Будь ласка, вкажіть іншу назву пакету, якщо потрібно." -msgid "Code Signing" -msgstr "Підписання коду" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -14260,21 +13644,15 @@ msgstr "Некоректний ідентифікатор:" msgid "Export Icons" msgstr "Експортування піктограм" -msgid "Exporting for iOS (Project Files Only)" -msgstr "Экспорт для iOS (только файлы проектов)" +msgid "Export template not found." +msgstr "Шаблон експорту не знайдено." msgid "Prepare Templates" msgstr "Підготуйте шаблони" -msgid "Export template not found." -msgstr "Шаблон експорту не знайдено." - msgid "Code signing failed, see editor log for details." msgstr "Не вдалося підписати код, подробиці дивіться в журналі редактора." -msgid "Xcode Build" -msgstr "Збірка Xcode" - msgid "Xcode project build failed, see editor log for details." msgstr "" "Збірка проекту Xcode не вдалася, подробиці дивіться в журналі редактора." @@ -14297,15 +13675,6 @@ msgstr "" 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." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "У назві ідентифікатора не можна використовувати символи «%s»." - -msgid "Debug Script Export" -msgstr "Експорт скрипту налагодження" - msgid "Could not open file \"%s\"." msgstr "Не вдалося відкрити файл \"%s\"." @@ -14321,15 +13690,9 @@ msgstr "32-розрядні виконувані файли не можуть м msgid "Executable \"pck\" section not found." msgstr "Виконуваний розділ \"pck\" не знайдено." -msgid "Stop and uninstall" -msgstr "Зупинка і видалення" - msgid "Run on remote Linux/BSD system" msgstr "Запуск на віддаленій системі Linux/BSD" -msgid "Stop and uninstall running project from the remote system" -msgstr "Зупинка та видалення запущеного проекту з віддаленої системи" - msgid "Run exported project on remote Linux/BSD system" msgstr "Запуск експортованого проекту на віддаленій системі Linux/BSD" @@ -14436,9 +13799,6 @@ msgstr "Пароль Apple ID не вказано." msgid "App Store Connect API key ID not specified." msgstr "Не вказано ідентифікатор ключа API App Store Connect." -msgid "Notarization" -msgstr "Засвідчення" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14466,6 +13826,9 @@ msgstr "" "Ви можете відстежувати прогрес, якщо відкриєте термінал і виконаєте таку " "команду:" +msgid "Notarization" +msgstr "Засвідчення" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14502,12 +13865,6 @@ msgstr "" msgid "Cannot sign file %s." msgstr "Не вдається підписати файл %s." -msgid "PKG Creation" -msgstr "Створення PKG" - -msgid "DMG Creation" -msgstr "Створення DMG" - msgid "Could not start hdiutil executable." msgstr "Не вдалося запустити виконуваний файл hdiutil." @@ -14555,9 +13912,6 @@ msgstr "" msgid "Making PKG" msgstr "Створюємо PKG" -msgid "Entitlements Modified" -msgstr "Змінено права" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -14653,15 +14007,9 @@ msgstr "Неправильний шаблон експорту: \"%s\"." msgid "Could not write file: \"%s\"." msgstr "Не вдалося записати файл: \"%s\"." -msgid "Icon Creation" -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." @@ -14680,23 +14028,20 @@ msgstr "" msgid "Could not read HTML shell: \"%s\"." msgstr "Не вдалося прочитати оболонку HTML: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Не вдалося створити каталог сервера HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Помилка під час спроби запуску сервера HTTP: %d." +msgid "Run in Browser" +msgstr "Запустити в браузері" msgid "Stop HTTP Server" msgstr "Зупинити HTTP-сервер" -msgid "Run in Browser" -msgstr "Запустити в браузері" - msgid "Run exported HTML in the system's default browser." msgstr "Виконати експортований HTML у браузері за умовчанням системи." -msgid "Resources Modification" -msgstr "Модифікація ресурсів" +msgid "Could not create HTTP server directory: %s." +msgstr "Не вдалося створити каталог сервера HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Помилка під час спроби запуску сервера HTTP: %d." msgid "Icon size \"%d\" is missing." msgstr "Відсутній розмір піктограми \"%d\"." @@ -15351,13 +14696,6 @@ msgstr "" "Будь ласка, використовуйте цей елемент як дочірній елемент вузла " "VehicleBody3D." -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"ReflectionProbes поки що не підтримуються при використанні бекенда сумісності " -"з GL. Підтримка буде додана у наступному випуску." - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -15446,12 +14784,6 @@ msgstr "" "На одну сцену (або набір екземплярів сцен) дозволено використовувати лише " "одне WorldEnvironment." -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D повинен мати батьківською вершиною вузол XROrigin3D." - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D повинен мати батьківським вузлом вузол XROrigin3D." - msgid "No tracker name is set." msgstr "Ім'я трекера не встановлено." @@ -15461,13 +14793,6 @@ msgstr "Поза не встановлена." msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D потребує дочірнього вузла XRCamera3D." -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "" -"XR не ввімкнено у Параметрах проєкту в Обробці. Стереоскопічний вивід не " -"підтримується, якщо його не увімкнено." - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "У вузлі BlendTree «%s» не знайдено анімації: «%s»" @@ -15514,16 +14839,6 @@ msgstr "" "встановлено у значення «Ignore». Щоб вирішити проблему, встановіть для Mouse " "Filter значення «Stop» або «Pass»." -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "" -"Зміна індексу Z елемента управління впливає лише на порядок малювання, але не " -"на порядок обробки вхідних подій." - -msgid "Alert!" -msgstr "Увага!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15780,40 +15095,6 @@ msgstr "Очікується константний вираз." msgid "Expected ',' or ')' after argument." msgstr "Очікується ',' або ')' після аргументу." -msgid "Varying may not be assigned in the '%s' function." -msgstr "У функції «%s» не може бути надано змінне значення." - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "" -"Варіації з типом даних '%s' можна присвоювати лише у функції 'fragment'." - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"Змінним, яким надано значення у функції 'vertex', не можна повторно надавати " -"значення у 'fragment' або 'light'." - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"Змінним, яким надано значення у функції 'fragment', не можна повторно " -"надавати значення у 'vertex' або 'light'." - -msgid "Assignment to function." -msgstr "Призначення функційного." - -msgid "Swizzling assignment contains duplicates." -msgstr "Задание Swizzling содержит дубликаты." - -msgid "Assignment to uniform." -msgstr "Призначення однорідного." - -msgid "Constants cannot be modified." -msgstr "Константи не можна змінювати." - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -15910,6 +15191,9 @@ msgstr "" msgid "Can't use function as identifier: '%s'." msgstr "Не можна використовувати функцію як ідентифікатор: '%s'." +msgid "Constants cannot be modified." +msgstr "Константи не можна змінювати." + msgid "Only integer expressions are allowed for indexing." msgstr "До індексації допускаються лише цілі вирази." diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 586904ebb174..510f76008645 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -175,12 +175,6 @@ msgstr "D-pad phải" msgid "Pressure:" msgstr "Áp lực:" -msgid "canceled" -msgstr "huỷ bỏ" - -msgid "touched" -msgstr "dã chạm" - msgid "released" msgstr "được thả ra" @@ -337,13 +331,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "Ví dụ: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d mục" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -852,9 +839,6 @@ msgstr "Lớp này được đánh dấu là không dùng nữa." msgid "This class is marked as experimental." msgstr "Lớp này được đánh dấu là thử nghiệm." -msgid "No description available for %s." -msgstr "Không có mô tả nào có sẵn cho %s." - msgid "Favorites:" msgstr "Ưa thích:" @@ -885,9 +869,6 @@ msgstr "Lưu Nhánh thành Cảnh" msgid "Copy Node Path" msgstr "Sao chép đường dẫn nút" -msgid "Instance:" -msgstr "Thế:" - msgid "Value" msgstr "Giá trị" @@ -939,9 +920,6 @@ msgstr "Lượt gọi" msgid "Bytes:" msgstr "Bytes:" -msgid "Warning:" -msgstr "Cảnh báo:" - msgid "Error:" msgstr "Lỗi:" @@ -1193,9 +1171,6 @@ msgstr "Các tệp sau không thể trích xuất từ gói \"%s\":" msgid "(and %s more files)" msgstr "(và %s tệp nữa)" -msgid "Asset \"%s\" installed successfully!" -msgstr "Cài đặt gói \"%s\" thành công!" - msgid "Success!" msgstr "Thành công!" @@ -1301,24 +1276,6 @@ msgstr "Nạp bố cục Bus mặc định." msgid "Create a new Bus Layout." msgstr "Tạo bố cục Bus mới." -msgid "Invalid name." -msgstr "Tên không hợp lệ." - -msgid "Cannot begin with a digit." -msgstr "Không được bắt đầu bằng một chữ số." - -msgid "Valid characters:" -msgstr "Ký tự hợp lệ:" - -msgid "Must not collide with an existing engine class name." -msgstr "Không được trùng tên với một lớp có sẵn của công cụ lập trình." - -msgid "Must not collide with an existing built-in type name." -msgstr "Không được trùng với tên một kiểu có sẵn đã tồn tại." - -msgid "Must not collide with an existing global constant name." -msgstr "Không được trùng với tên một hằng số toàn cục đã tồn tại." - msgid "Autoload '%s' already exists!" msgstr "Nạp tự động '%s' đã tồn tại!" @@ -1523,12 +1480,6 @@ msgstr "Nhập vào hồ sơ" msgid "Manage Editor Feature Profiles" msgstr "Quản lý trình tính năng" -msgid "Restart" -msgstr "Khởi động lại" - -msgid "Save & Restart" -msgstr "Lưu & Khởi động lại" - msgid "ScanSources" msgstr "Quét nguồn" @@ -1634,18 +1585,18 @@ msgstr "" "Hiện thuộc tính này chưa được mô tả. Các bạn [color=$color][url=$url]đóng " "góp[/url][/color] giúp chúng mình nha!" +msgid "Editor" +msgstr "Trình chỉnh sửa" + +msgid "No description available." +msgstr "Không có mô tả." + msgid "Property:" msgstr "Thuộc tính:" msgid "Signal:" msgstr "Tín hiệu:" -msgid "No description available." -msgstr "Không có mô tả." - -msgid "%d match." -msgstr "%d khớp." - msgid "%d matches." msgstr "%d khớp." @@ -1728,9 +1679,6 @@ msgstr "Gán nhiều: %s" msgid "Remove metadata %s" msgstr "Loại bỏ siêu dữ liệu %s" -msgid "Pinned %s" -msgstr "Đã ghim %s" - msgid "Unpinned %s" msgstr "Đã bỏ ghim %s" @@ -1775,15 +1723,9 @@ msgstr "Dự án không tên" msgid "Spins when the editor window redraws." msgstr "Xoay khi cửa sổ trình chỉnh sửa được vẽ lại." -msgid "Imported resources can't be saved." -msgstr "Tài nguyên đã nhập không thể lưu." - msgid "OK" msgstr "OK" -msgid "Error saving resource!" -msgstr "Lỗi lưu tài nguyên!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -1794,15 +1736,6 @@ msgstr "" msgid "Save Resource As..." msgstr "Lưu tài nguyên thành ..." -msgid "Can't open file for writing:" -msgstr "Không thể mở tệp để ghi:" - -msgid "Requested file format unknown:" -msgstr "Tệp yêu cầu có định dạng không xác định:" - -msgid "Error while saving." -msgstr "Lỗi khi lưu." - msgid "Saving Scene" msgstr "Lưu cảnh" @@ -1812,33 +1745,17 @@ msgstr "Phân tích" msgid "Creating Thumbnail" msgstr "Tạo hình thu nhỏ" -msgid "This operation can't be done without a tree root." -msgstr "Hành động không thể hoàn thành mà không có nút gốc." - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "" -"Không thể lưu cảnh. Các phần phụ thuộc (trường hợp hoặc kế thừa) không thoả " -"mãn." - msgid "Save scene before running..." msgstr "Lưu cảnh trước khi chạy..." -msgid "Could not save one or more scenes!" -msgstr "Không thể lưu thêm một hay nhiều cảnh nữa!" - msgid "Save All Scenes" msgstr "Lưu hết các Cảnh" msgid "Can't overwrite scene that is still open!" msgstr "Không thể ghi đè cảnh vẫn đang mở!" -msgid "Can't load MeshLibrary for merging!" -msgstr "Không thể nạp MeshLibrary để sáp nhập!" - -msgid "Error saving MeshLibrary!" -msgstr "Lỗi lưu MeshLibrary!" +msgid "Merge With Existing" +msgstr "Hợp nhất với Hiện có" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -1877,9 +1794,6 @@ msgstr "" "Tài nguyên này được nhập, nên không thể chỉnh sửa. Thay đổi cài đặt của nó " "trong bảng Nhập, sau đó Nhập lại." -msgid "Changes may be lost!" -msgstr "Các thay đổi có thể mất!" - msgid "Open Base Scene" msgstr "Mở Cảnh cơ sở" @@ -1892,9 +1806,6 @@ msgstr "Mở Nhanh Cảnh..." msgid "Quick Open Script..." msgstr "Mở Nhanh Tập lệnh..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s không còn tồn tại nữa! Hãy chỉ rõ vị trí lưu mới." - msgid "Save Scene As..." msgstr "Lưu Cảnh thành..." @@ -1941,25 +1852,12 @@ msgstr "Lưu các tài nguyên đã được thay đổi trước khi đóng?" msgid "Save changes to the following scene(s) before reloading?" msgstr "Lưu thay đổi trong các cảnh sau trước khi thoát không?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "Lưu thay đổi trong các scene sau trước khi thoát?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "Lưu thay đổi trong các cảnh sau trước khi mở Quản lí Dự án?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "" -"Tùy chỉnh không chấp nhận. Những tình huống mà bắt phải làm mới bây giờ được " -"xem là lỗi. Xin hãy báo lại." - msgid "Pick a Main Scene" msgstr "Chọn một Scene chính" -msgid "This operation can't be done without a scene." -msgstr "Thao tác này phải có Cảnh mới làm được." - msgid "Export Mesh Library" msgstr "Xuất Mesh Library" @@ -1989,22 +1887,12 @@ msgstr "" "Scene '%s' được nhập tự động, không thể chỉnh sửa.\n" "Tạo một cảnh kế thừa để chỉnh sửa." -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 "" -"Lỗi nạp cảnh, nó phải trong đường dẫn dự án. Sử dụng 'Nhập' để mở các cảnh, " -"sau đó lưu lại trong đường dẫn dự án." - msgid "Scene '%s' has broken dependencies:" msgstr "Cảnh '%s' bị hỏng các phụ thuộc:" msgid "Clear Recent Scenes" msgstr "Dọn các cảnh gần đây" -msgid "There is no defined scene to run." -msgstr "Không có cảnh được xác định để chạy." - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -2107,15 +1995,9 @@ msgstr "Cài đặt trình chỉnh sửa..." msgid "Project" msgstr "Dự án" -msgid "Project Settings..." -msgstr "Cài đặt Dự án..." - msgid "Version Control" msgstr "Theo dõi phiên bản" -msgid "Export..." -msgstr "Xuất..." - msgid "Install Android Build Template..." msgstr "Cài đặt mẫu xây dựng Android..." @@ -2131,9 +2013,6 @@ msgstr "Tải lại dự án hiện tại" msgid "Quit to Project List" msgstr "Thoát khỏi Danh sách Dự án" -msgid "Editor" -msgstr "Trình chỉnh sửa" - msgid "Editor Layout" msgstr "Cài đặt Bố cục" @@ -2168,9 +2047,6 @@ msgstr "Trợ giúp" msgid "Online Documentation" msgstr "Tài liệu trực tuyến" -msgid "Questions & Answers" -msgstr "Hỏi đáp" - msgid "Community" msgstr "Cộng đồng" @@ -2186,24 +2062,21 @@ msgstr "Gửi ý kiến phản hồi về hướng dẫn" msgid "Support Godot Development" msgstr "Hỗ trợ phát triển Godot" +msgid "Save & Restart" +msgstr "Lưu & Khởi động lại" + msgid "Update Continuously" msgstr "Cập nhật Liên tục" msgid "Hide Update Spinner" msgstr "Ẩn cập nhật spinner" -msgid "FileSystem" -msgstr "Hệ thống tệp tin" - msgid "Inspector" msgstr "Quan Sát Viên" msgid "Node" msgstr "Nút" -msgid "Output" -msgstr "Đầu ra" - msgid "Don't Save" msgstr "Không Lưu" @@ -2228,9 +2101,6 @@ msgstr "Gói bản mẫu" msgid "Export Library" msgstr "Xuất thư viện ra" -msgid "Merge With Existing" -msgstr "Hợp nhất với Hiện có" - msgid "Open & Run a Script" msgstr "Mở & chạy tập lệnh" @@ -2274,24 +2144,12 @@ msgstr "Mở trình chỉnh sửa trước đó" msgid "Warning!" msgstr "Cảnh báo!" -msgid "On" -msgstr "Bật" - -msgid "Edit Plugin" -msgstr "Chỉnh sửa Tiện ích" - -msgid "Installed Plugins:" -msgstr "Các Tiện ích đã cài:" - -msgid "Version" -msgstr "Phiên bản" - -msgid "Author" -msgstr "Tác giả" - msgid "Edit Text:" msgstr "Sửa văn bản:" +msgid "On" +msgstr "Bật" + msgid "Renaming layer %d:" msgstr "Đổi tên lớp %d:" @@ -2329,18 +2187,18 @@ msgstr "Chọn cổng xem" msgid "Selected node is not a Viewport!" msgstr "Nút được chọn không phải Cổng xem!" -msgid "Size:" -msgstr "Kích thước:" - -msgid "Remove Item" -msgstr "Gõ bỏ Mục" - msgid "New Key:" msgstr "Khoá mới:" msgid "New Value:" msgstr "Giá trị mới:" +msgid "Size:" +msgstr "Kích thước:" + +msgid "Remove Item" +msgstr "Gõ bỏ Mục" + msgid "Add Key/Value Pair" msgstr "Thêm cặp Khoá/Giá trị" @@ -2416,9 +2274,6 @@ msgstr "Lưu trữ tệp tin: %s" msgid "Storing File:" msgstr "Lưu trữ tệp tin:" -msgid "No export template found at the expected path:" -msgstr "Không thấy bản mẫu xuất nào ở đường dẫn mong đợi:" - msgid "Could not open file to read from path \"%s\"." msgstr "Không thể mở tệp tin để đọc từ đường dẫn \"%s\"." @@ -2487,33 +2342,6 @@ msgstr "" "Không tìm thấy liên kết để tải phiên bản này. Chỉ có thể tải trực tiếp các " "bản chính thức." -msgid "Disconnected" -msgstr "Đứt kết nối" - -msgid "Resolving" -msgstr "Đang giải quyết" - -msgid "Can't Resolve" -msgstr "Không thể giải quyết" - -msgid "Connecting..." -msgstr "Đang kết nối..." - -msgid "Can't Connect" -msgstr "Không thể Kết nối" - -msgid "Connected" -msgstr "Đã kết nối" - -msgid "Requesting..." -msgstr "Đang yêu cầu..." - -msgid "Downloading" -msgstr "Đang tải" - -msgid "Connection Error" -msgstr "Kết nối bị lỗi" - msgid "Can't open the export templates file." msgstr "Không thể mở tệp bản mẫu xuất." @@ -2598,6 +2426,9 @@ msgstr "Chạy được" msgid "Resources to export:" msgstr "Tài nguyên để xuất:" +msgid "Export With Debug" +msgstr "Xuất cùng gỡ lỗi" + msgid "%s Export" msgstr "Xuất cho %s" @@ -2678,9 +2509,6 @@ msgstr "Các mẫu xuất bản cho nền tảng này bị thiếu:" msgid "Manage Export Templates" msgstr "Quản lí bản mẫu xuất" -msgid "Export With Debug" -msgstr "Xuất cùng gỡ lỗi" - msgid "Browse" msgstr "Duyệt" @@ -2761,9 +2589,6 @@ msgstr "Xóa Ưa thích" msgid "Reimport" msgstr "Nhập vào lại" -msgid "Open in File Manager" -msgstr "Mở trong trình quản lý tệp tin" - msgid "New Folder..." msgstr "Thư mục mới ..." @@ -2782,6 +2607,9 @@ msgstr "Nhân đôi..." msgid "Rename..." msgstr "Đổi tên..." +msgid "Open in File Manager" +msgstr "Mở trong trình quản lý tệp tin" + msgid "Re-Scan Filesystem" msgstr "Quét lại hệ thống tập tin" @@ -3009,6 +2837,9 @@ msgstr "" msgid "Open in Editor" msgstr "Mở trong Trình biên soạn" +msgid "Instance:" +msgstr "Thế:" + msgid "Invalid node name, the following characters are not allowed:" msgstr "Tên nút không hợp lệ, các ký tự sau bị cấm:" @@ -3063,9 +2894,6 @@ msgstr "3D" msgid "Importer:" msgstr "Công cụ nhập:" -msgid "Keep File (No Import)" -msgstr "Giữ tệp (Không Nhập)" - msgid "%d Files" msgstr "%d Tệp" @@ -3141,36 +2969,6 @@ msgstr "Nhóm" msgid "Select a single node to edit its signals and groups." msgstr "Chọn nút duy nhất để chỉnh sửa tính hiệu và nhóm của nó." -msgid "Edit a Plugin" -msgstr "Chỉnh Tiện ích" - -msgid "Create a Plugin" -msgstr "Tạo Tiện ích" - -msgid "Update" -msgstr "Cập nhật" - -msgid "Plugin Name:" -msgstr "Tên Tiện ích:" - -msgid "Subfolder:" -msgstr "Thư mục phụ:" - -msgid "Author:" -msgstr "Tác giả:" - -msgid "Version:" -msgstr "Phiên bản:" - -msgid "Script Name:" -msgstr "Tên tập lệnh:" - -msgid "Activate now?" -msgstr "Kích hoạt bây giờ?" - -msgid "Script extension is valid." -msgstr "Phần mở rộng tập lệnh hợp lệ." - msgid "Create Polygon" msgstr "Tạo Polygon" @@ -3532,6 +3330,12 @@ msgstr "Chế độ chơi:" msgid "Delete Selected" msgstr "Xoá lựa chọn" +msgid "Author" +msgstr "Tác giả" + +msgid "Version:" +msgstr "Phiên bản:" + msgid "Contents:" msgstr "Nội dung:" @@ -3586,9 +3390,6 @@ msgstr "Quá giờ." msgid "Failed:" msgstr "Thất bại:" -msgid "Expected:" -msgstr "Mong đợi:" - msgid "Got:" msgstr "Nhận được:" @@ -3610,6 +3411,12 @@ msgstr "Đang tải..." msgid "Resolving..." msgstr "Đang giải thuật..." +msgid "Connecting..." +msgstr "Đang kết nối..." + +msgid "Requesting..." +msgstr "Đang yêu cầu..." + msgid "Error making request" msgstr "Lỗi tạo yêu cầu" @@ -3643,18 +3450,12 @@ msgstr "Giấy phép (A-Z)" msgid "License (Z-A)" msgstr "Giấy phép (Z-A)" -msgid "Official" -msgstr "Chính thức" - msgid "Testing" msgstr "Kiểm tra" msgid "Loading..." msgstr "Đang tải..." -msgid "Failed to get repository configuration." -msgstr "Không thể lấy được cài đặt của kho mã nguồn." - msgid "All" msgstr "Tất cả" @@ -3814,23 +3615,6 @@ msgstr "Góc nhìn ở Giữa" msgid "Select Mode" msgstr "Chế độ chọn" -msgid "Drag: Rotate selected node around pivot." -msgstr "Kéo: quay nút được chọn quanh chốt." - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+Kéo: Di chuyển nút đang chọn." - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+Kéo: Chỉnh sửa tỉ lệ nút đang chọn." - -msgid "V: Set selected node's pivot position." -msgstr "V: cài đặt vị trí chốt của nút đang chọn." - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "" -"Alt+nút chuột phải: Hiển thị danh sách tất cả các nút tại vị trí được nhấp " -"chuột vào, kể cả những nút đang bị khóa." - msgid "RMB: Add node at position clicked." msgstr "Nút chuột phải: thên nút tại vị trí nhấp chuột." @@ -4021,6 +3805,9 @@ msgstr "Rộng bên phải" msgid "Full Rect" msgstr "Rộng hết cỡ" +msgid "Restart" +msgstr "Khởi động lại" + msgid "Solid Pixels" msgstr "Điểm ảnh rắn" @@ -4084,13 +3871,6 @@ msgstr "" msgid "Visible Navigation" msgstr "Điều hướng nhìn thấy được" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "" -"Khi bật tùy chọn này, các lưới/đa giác điều hướng sẽ hiển thị trong dự án " -"đang chạy." - msgid "Debug CanvasItem Redraws" msgstr "Gỡ lỗi CanvasItem Redraws" @@ -4111,6 +3891,15 @@ msgstr "" msgid "Synchronize Script Changes" msgstr "Đồng bộ hóa thay đổi trong tập lệnh" +msgid "Edit Plugin" +msgstr "Chỉnh sửa Tiện ích" + +msgid "Installed Plugins:" +msgstr "Các Tiện ích đã cài:" + +msgid "Version" +msgstr "Phiên bản" + msgid "Size: %s" msgstr "Kích thước: %s" @@ -4160,15 +3949,12 @@ msgstr "Âm lượng" msgid "Emission Source:" msgstr "Nguồn phát:" -msgid "Mesh is empty!" -msgstr "Lưới trống!" - -msgid "This doesn't work on scene root!" -msgstr "Không thể áp dụng lên Cảnh gốc!" - msgid "Couldn't create any collision shapes." msgstr "Không thể tạo bất kì khối va chạm nào." +msgid "Mesh is empty!" +msgstr "Lưới trống!" + msgid "Create Navigation Mesh" msgstr "Tạo lưới điều hướng" @@ -4181,6 +3967,15 @@ msgstr "Tạo đường viền" msgid "Mesh" msgstr "Lưới" +msgid "Create Outline Mesh..." +msgstr "Tạo lưới viền..." + +msgid "Create Outline Mesh" +msgstr "Tạo lưới viền" + +msgid "Outline Size:" +msgstr "Kích cỡ viền:" + msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." @@ -4195,15 +3990,6 @@ msgstr "" "Tạo một khối va chạm lồi.\n" "Đây là cách phát hiện va chạm nhanh (nhưng ẩu) nhất." -msgid "Create Outline Mesh..." -msgstr "Tạo lưới viền..." - -msgid "Create Outline Mesh" -msgstr "Tạo lưới viền" - -msgid "Outline Size:" -msgstr "Kích cỡ viền:" - msgid "Remove item %d?" msgstr "Xóa mục %d?" @@ -4341,6 +4127,11 @@ msgstr "Nửa độ phân giải" msgid "View Rotation Locked" msgstr "Đã khóa xoay ở chế độ xem" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+nút chuột phải: Hiển thị danh sách tất cả các nút tại vị trí được nhấp " +"chuột vào, kể cả những nút đang bị khóa." + msgid "Use Local Space" msgstr "Sử dụng Không gian Cục bộ" @@ -4431,24 +4222,9 @@ msgstr "Chia đường Curve" msgid "Move Point in Curve" msgstr "Di chuyển Điểm trên Đường cong" -msgid "Select Points" -msgstr "Chọn Points" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+Kéo: Chọn các điểm điều khiển" - -msgid "Click: Add Point" -msgstr "Nhấp: Tạo Point" - -msgid "Left Click: Split Segment (in curve)" -msgstr "Chuột trái: Phân tách các đoạn (trong đường cong)" - msgid "Right Click: Delete Point" msgstr "Nhấp chuột phải: Xóa Point" -msgid "Add Point (in empty space)" -msgstr "Thêm điểm (trong không gian trống)" - msgid "Delete Point" msgstr "Xóa Point" @@ -4461,6 +4237,9 @@ msgstr "Xin hãy xác nhận..." msgid "Curve Point #" msgstr "Điểm uốn #" +msgid "Set Curve Point Position" +msgstr "Đặt vị trí điểm uốn" + msgid "Split Path" msgstr "Tách đường" @@ -4470,12 +4249,33 @@ msgstr "Loại bỏ điểm đường dẫn" msgid "Split Segment (in curve)" msgstr "Phân tách đoạn (trong đường cong)" -msgid "Set Curve Point Position" -msgstr "Đặt vị trí điểm uốn" - msgid "Move Joint" msgstr "Di chuyển Khớp" +msgid "Edit a Plugin" +msgstr "Chỉnh Tiện ích" + +msgid "Create a Plugin" +msgstr "Tạo Tiện ích" + +msgid "Plugin Name:" +msgstr "Tên Tiện ích:" + +msgid "Subfolder:" +msgstr "Thư mục phụ:" + +msgid "Author:" +msgstr "Tác giả:" + +msgid "Script Name:" +msgstr "Tên tập lệnh:" + +msgid "Activate now?" +msgstr "Kích hoạt bây giờ?" + +msgid "Script extension is valid." +msgstr "Phần mở rộng tập lệnh hợp lệ." + msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Thuộc tính xương của nút Polygon2D không trỏ đến nút Skeleton2D" @@ -4527,12 +4327,6 @@ msgstr "Đa giác" msgid "Bones" msgstr "Xương" -msgid "Move Points" -msgstr "Di chuyển các điểm" - -msgid "Shift: Move All" -msgstr "Shift: Di chuyển tất" - msgid "Move Polygon" msgstr "Di chuyển đa g" @@ -4608,21 +4402,9 @@ msgstr "Không thể mở '%s'. Tệp đã được di chuyển hoặc xoá." msgid "Close and save changes?" msgstr "Đóng và lưu thay đổi?" -msgid "Error writing TextFile:" -msgstr "Lỗi viết TextFile:" - -msgid "Error saving file!" -msgstr "Lỗi lưu tệp!" - -msgid "Error while saving theme." -msgstr "Lỗi khi lưu Tông màu." - msgid "Error Saving" msgstr "Lỗi Khi Lưu" -msgid "Error importing theme." -msgstr "Lỗi khi nhập Tông màu." - msgid "Error Importing" msgstr "Lỗi Khi Nhập" @@ -4632,18 +4414,12 @@ msgstr "Tệp văn bản mới..." msgid "Open File" msgstr "Mở tệp" -msgid "Could not load file at:" -msgstr "Không tải được tệp tại:" - msgid "Save File As..." msgstr "Lưu Cảnh thành..." msgid "Import Theme" msgstr "Nhập Tông màu" -msgid "Error while saving theme" -msgstr "Lỗi khi lưu Tông màu" - msgid "Error saving" msgstr "Lỗi khi lưu" @@ -4738,9 +4514,6 @@ msgstr "" "Các tệp sau đây mới hơn trên ổ cứng.\n" "Hãy chọn hành động của bạn:" -msgid "Search Results" -msgstr "Kết quả tìm kiếm" - msgid "Save changes to the following script(s) before quitting?" msgstr "Lưu thay đổi trong các tập lệnh sau trước khi thoát không?" @@ -4767,15 +4540,15 @@ msgstr "" msgid "[Ignore]" msgstr "[Bỏ qua]" -msgid "Line" -msgstr "Dòng" - msgid "Go to Function" msgstr "Đi tới hàm" msgid "Pick Color" msgstr "Chọn màu" +msgid "Line" +msgstr "Dòng" + msgid "Uppercase" msgstr "Chữ hoa" @@ -4983,12 +4756,6 @@ msgstr "Kích thước" msgid "Create Frames from Sprite Sheet" msgstr "Tạo Khung hình từ Sprite Sheet" -msgid "SpriteFrames" -msgstr "Khung hình sprite" - -msgid "%s Mipmaps" -msgstr "%s Mipmaps" - msgid "Memory: %s" msgstr "Bộ nhớ: %s" @@ -5100,9 +4867,6 @@ msgstr "Dữ liệu tùy chỉnh %d" msgid "Yes" msgstr "Có" -msgid "TileSet" -msgstr "Tập gạch" - msgid "Error" msgstr "Lỗi" @@ -5199,9 +4963,6 @@ msgstr "Xóa cổng vào" msgid "Remove Output Port" msgstr "Xóa cổng ra" -msgid "Set Comment Description" -msgstr "Đặt mô tả chú thích" - msgid "Set Input Default Port" msgstr "Đặt cổng đầu vào mặc định" @@ -5211,9 +4972,6 @@ msgstr "Thêm nút vào Visual Shader" msgid "Add Varying to Visual Shader: %s" msgstr "Thêm Varying vào Visual Shader: %s" -msgid "Node(s) Moved" -msgstr "Nút đã di chuyển" - msgid "Set Constant: %s" msgstr "Thêm hằng số: %s" @@ -5586,10 +5344,6 @@ msgstr "" "Gỡ tất cả dự án bị hỏng khỏi danh sách?\n" "Nội dung các thư mục dự án sẽ không bị sửa đổi." -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng." - msgid "Couldn't save project at '%s' (error %d)." msgstr "Không thể lưu dự án tại '%s' (lỗi %d)." @@ -5635,37 +5389,16 @@ msgstr "Xoá tất cả" msgid "Create New Tag" msgstr "Tạo Nhãn Mới" -msgid "The path specified doesn't exist." -msgstr "Đường dẫn đã cho không tồn tại." - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "Lỗi mở gói (không phải dạng ZIP)." +msgid "It would be a good idea to name your project." +msgstr "Nó là một ý tưởng tuyệt để đặt tên cho dự án của bạn." msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "Tệp dự án \".zip\" không hợp lệ; trong nó không chứa tệp \"project.godot\"." -msgid "New Game Project" -msgstr "Dự án Trò chơi Mới" - -msgid "Imported Project" -msgstr "Đã nạp Dự án" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "Chọn tệp \"project.godot\" hoặc tệp \".zip\"." - -msgid "Couldn't create folder." -msgstr "Không thể tạo thư mục." - -msgid "There is already a folder in this path with the specified name." -msgstr "Đã tồn tại một thư mục cùng tên trên đường dẫn này." - -msgid "It would be a good idea to name your project." -msgstr "Nó là một ý tưởng tuyệt để đặt tên cho dự án của bạn." - -msgid "Invalid project path (changed anything?)." -msgstr "Đường dẫn dự án không hợp lệ (bạn có thay đổi điều gì?)." +msgid "The path specified doesn't exist." +msgstr "Đường dẫn đã cho không tồn tại." msgid "Couldn't create project.godot in project path." msgstr "Không thể tạo 'project.godot' trong đường dẫn dự án." @@ -5676,8 +5409,12 @@ msgstr "Lỗi không thể mở gói, không phải dạng nén ZIP." msgid "The following files failed extraction from package:" msgstr "Không thể lấy các tệp sau khỏi gói:" -msgid "Package installed successfully!" -msgstr "Cài đặt gói thành công!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng." + +msgid "New Game Project" +msgstr "Dự án Trò chơi Mới" msgid "Import & Edit" msgstr "Nhập & Chỉnh sửa" @@ -5842,9 +5579,6 @@ msgstr "Cảnh khởi tạo không thể thành gốc" msgid "Make node as Root" msgstr "Gán nút là nút Gốc" -msgid "Delete %d nodes and any children?" -msgstr "Xoá %d nút và tất cả các con của nó?" - msgid "Delete %d nodes?" msgstr "Xoá %d nút?" @@ -5929,9 +5663,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Không thể dán Nút Gốc vào cùng một Cảnh." -msgid "Paste Node(s) as Sibling of %s" -msgstr "Dán nút với tư cách là nút anh chị em của %s" - msgid "Paste Node(s) as Child of %s" msgstr "Dán nút với tư cách là nút con của %s" @@ -6047,34 +5778,6 @@ msgstr "Thay Đổi Bán Kính Trong Của Hình Xuyến" msgid "Change Torus Outer Radius" msgstr "Thay Đổi Bán Kính Ngoài Của Hình Xuyến" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "Hàm convert() có loại đối số không hợp lệ, hãy sử dụng các hằng TYPE_*." - -msgid "Not based on a script" -msgstr "Không dựa trên tệp lệnh" - -msgid "Not based on a resource file" -msgstr "Không dựa trên tệp tài nguyên" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "Định dạng từ điển không hợp lệ (Không tải được tệp lệnh ở @path)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "Định dạng từ điển không hợp lệ (tệp lệnh không hợp lệ ở @path)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "Từ điển không hợp lệ (Lớp con không hợp lệ)" - -msgid "Value of type '%s' can't provide a length." -msgstr "Giá trị của kiểu '%s' không thể cung cấp chiều dài." - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "" -"Hàm convert() có loại đối số không hợp lệ, hãy sử dụng hằng TYPE_*, một lớp " -"hoặc một tập lệnh." - msgid "Next Plane" msgstr "Mặt phẳng tiếp theo" @@ -6141,24 +5844,6 @@ msgstr "Lỗi khi lưu tệp %s: %s" msgid "Error loading %s: %s." msgstr "Lỗi khi tải %s: %s." -msgid "Package name is missing." -msgstr "Thiếu tên gói." - -msgid "Package segments must be of non-zero length." -msgstr "Các phân đoạn của gói phải có độ dài khác không." - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Không được phép cho kí tự '%s' vào tên gói phần mềm Android." - -msgid "A digit cannot be the first character in a package segment." -msgstr "Không thể có chữ số làm kí tự đầu tiên trong một phần của gói." - -msgid "The character '%s' cannot be the first character in a package segment." -msgstr "Kí tự '%s' không thể ở đầu trong một phân đoạn của gói." - -msgid "The package must have at least one '.' separator." -msgstr "Kí tự phân cách '.' phải xuất hiện ít nhất một lần trong tên gói." - msgid "Invalid public key for APK expansion." msgstr "Khóa công khai của bộ APK mở rộng không hợp lệ." @@ -6233,12 +5918,6 @@ msgstr "Đang thêm các tệp..." msgid "Invalid Identifier:" msgstr "Định danh không hợp lệ:" -msgid "Identifier is missing." -msgstr "Thiếu định danh." - -msgid "The character '%s' is not allowed in Identifier." -msgstr "Không được phép có kí tự '%s' trong Định danh." - msgid "Could not open file \"%s\"." msgstr "Không thể mở tệp tin \"%s\"." @@ -6281,21 +5960,21 @@ msgstr "Không thể đọc tệp tin: \"%s\"." msgid "Could not read HTML shell: \"%s\"." msgstr "Không thể đọc được HTML shell: \"%s\"." -msgid "Could not create HTTP server directory: %s." -msgstr "Không thể tạo thư mục máy chủ HTTP: %s." - -msgid "Error starting HTTP server: %d." -msgstr "Lỗi khi khởi động máy chủ HTTP: %d." +msgid "Run in Browser" +msgstr "Chạy trong Trình duyệt web" msgid "Stop HTTP Server" msgstr "Dừng Máy chủ HTTP" -msgid "Run in Browser" -msgstr "Chạy trong Trình duyệt web" - msgid "Run exported HTML in the system's default browser." msgstr "Chạy HTML được xuất với trình duyệt mặc định của máy." +msgid "Could not create HTTP server directory: %s." +msgstr "Không thể tạo thư mục máy chủ HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Lỗi khi khởi động máy chủ HTTP: %d." + msgid "Icon size \"%d\" is missing." msgstr "Thiếu kích cỡ biểu tượng \"%d\"." @@ -6431,9 +6110,6 @@ msgstr "Không có kết nối đến input '%s' của node '%s'." msgid "Copy this constructor in a script." msgstr "Sao chép constructor này vào một script." -msgid "Alert!" -msgstr "Cảnh báo!" - msgid "Invalid source for preview." msgstr "Nguồn vô hiệu cho xem trước." @@ -6449,12 +6125,12 @@ msgstr "Tham số không hợp lệ cho hàm tích hợp sắn: \"%s(%s)\"." msgid "Invalid assignment of '%s' to '%s'." msgstr "Phép gán không hợp lệ '%s' cho '%s'." -msgid "Constants cannot be modified." -msgstr "Không thể chỉnh sửa hằng số." - msgid "Void value not allowed in expression." msgstr "Dữ liệu kiểu void không được cho phép trong biểu thức." +msgid "Constants cannot be modified." +msgstr "Không thể chỉnh sửa hằng số." + msgid "Invalid member for '%s' expression: '.%s'." msgstr "Thành viên không hợp lệ cho biểu thực '%s': '.%s'." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index c062bf43d08b..0baf0a16a119 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -103,7 +103,7 @@ 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: 2024-02-23 09:02+0000\n" +"PO-Revision-Date: 2024-04-24 14:07+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot/zh_Hans/>\n" @@ -112,7 +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 5.5-dev\n" +"X-Generator: Weblate 5.5.1-dev\n" msgid "Main Thread" msgstr "主线程" @@ -264,12 +264,6 @@ msgstr "手柄按钮 %d" msgid "Pressure:" msgstr "压力:" -msgid "canceled" -msgstr "取消" - -msgid "touched" -msgstr "按下" - msgid "released" msgstr "放开" @@ -514,13 +508,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "示例:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 个项目" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -529,18 +516,12 @@ msgstr "无效的动作名称。动作名不能为空,也不能包含“/” msgid "An action with the name '%s' already exists." msgstr "名为“%s”的动作已存在。" -msgid "Cannot Revert - Action is same as initial" -msgstr "无法还原—动作与初始动作相同" - msgid "Revert Action" msgstr "还原动作" msgid "Add Event" msgstr "添加事件" -msgid "Remove Action" -msgstr "移除动作" - msgid "Cannot Remove Action" msgstr "无法移除动作" @@ -1048,11 +1029,11 @@ msgid "" "The dummy player is forced active, non-deterministic and doesn't have the " "root motion track. Furthermore, the original node is inactive temporary." msgstr "" -"已禁用 AnimationPlayerEditor 的部分选项,因为这是用于预览的虚拟 " +"已禁用 AnimationPlayerEditor 的部分选项,因为这是用于预览的虚设 " "AnimationPlayer。\n" "\n" -"虚拟播放器强制激活,具有不确定性,并且不存在根运动轨道。另外,原始节点会临时处" -"于未激活状态。" +"虚设的播放器处于强制激活状态,具有不确定性,不存在根运动轨道。原始节点也会临时" +"处于未激活状态。" msgid "AnimationPlayer is inactive. The playback will not be processed." msgstr "AnimationPlayer 未激活。不会处理播放。" @@ -1067,10 +1048,10 @@ msgid "Warning: Editing imported animation" msgstr "警告:正在编辑导入的动画" msgid "Dummy Player" -msgstr "虚拟播放器" +msgstr "虚设播放器" msgid "Warning: Editing dummy AnimationPlayer" -msgstr "警告:正在编辑虚拟 AnimationPlayer" +msgstr "警告:正在编辑虚设的 AnimationPlayer" msgid "Inactive Player" msgstr "未激活播放器" @@ -1351,9 +1332,8 @@ msgstr "全部替换" msgid "Selection Only" msgstr "仅选中" -msgctxt "Indentation" -msgid "Spaces" -msgstr "空格" +msgid "Hide" +msgstr "隐藏" msgctxt "Indentation" msgid "Tabs" @@ -1377,6 +1357,9 @@ msgstr "错误" msgid "Warnings" msgstr "警告" +msgid "Zoom factor" +msgstr "缩放系数" + msgid "Line and column numbers." msgstr "行号和列号。" @@ -1542,9 +1525,6 @@ msgstr "这个类被标记为已废弃。" msgid "This class is marked as experimental." msgstr "这个类被标记为实验性。" -msgid "No description available for %s." -msgstr "没有针对 %s 的描述。" - msgid "Favorites:" msgstr "收藏:" @@ -1578,9 +1558,6 @@ msgstr "将分支保存为场景" msgid "Copy Node Path" msgstr "复制节点路径" -msgid "Instance:" -msgstr "实例:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1706,9 +1683,6 @@ msgstr "已恢复执行。" msgid "Bytes:" msgstr "字节:" -msgid "Warning:" -msgstr "警告:" - msgid "Error:" msgstr "错误:" @@ -1989,6 +1963,16 @@ msgstr "双击在浏览器中打开。" msgid "Thanks from the Godot community!" msgstr "Godot 社区感谢大家!" +msgid "(unknown)" +msgstr "(未知)" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" +"Git 提交日期:%s\n" +"点击复制版本号。" + msgid "Godot Engine contributors" msgstr "Godot Engine 贡献者" @@ -2087,9 +2071,6 @@ msgstr "以下文件无法从资产“%s”中提取:" msgid "(and %s more files)" msgstr "(以及其他 %s 个文件)" -msgid "Asset \"%s\" installed successfully!" -msgstr "资产“%s”安装成功!" - msgid "Success!" msgstr "成功!" @@ -2197,7 +2178,7 @@ msgid "Delete Audio Bus" msgstr "删除音频总线" msgid "Duplicate Audio Bus" -msgstr "复制音频总线" +msgstr "创建音频总线副本" msgid "Reset Bus Volume" msgstr "重置总线音量" @@ -2256,30 +2237,6 @@ msgstr "创建新的总线布局。" msgid "Audio Bus Layout" msgstr "音频总线布局" -msgid "Invalid name." -msgstr "名称无效。" - -msgid "Cannot begin with a digit." -msgstr "无法以数字开头。" - -msgid "Valid characters:" -msgstr "有效字符:" - -msgid "Must not collide with an existing engine class name." -msgstr "与引擎内置类名称冲突。" - -msgid "Must not collide with an existing global script class name." -msgstr "与已存在的全局脚本类名冲突。" - -msgid "Must not collide with an existing built-in type name." -msgstr "与引擎内置类型名称冲突。" - -msgid "Must not collide with an existing global constant name." -msgstr "与已存在的全局常量名称冲突。" - -msgid "Keyword cannot be used as an Autoload name." -msgstr "关键字不可用作自动加载名称。" - msgid "Autoload '%s' already exists!" msgstr "自动加载“%s”已存在!" @@ -2316,9 +2273,6 @@ msgstr "添加自动加载" msgid "Path:" msgstr "路径:" -msgid "Set path or press \"%s\" to create a script." -msgstr "设置路径或按“%s”创建脚本。" - msgid "Node Name:" msgstr "节点名称:" @@ -2341,13 +2295,13 @@ msgid "XR" msgstr "XR" msgid "RenderingDevice" -msgstr "渲染引擎" +msgstr "RenderingDevice" msgid "OpenGL" -msgstr "OpenGL(Open Graphics Library)是一种跨平台的图形编程API工具" +msgstr "OpenGL" msgid "Vulkan" -msgstr "Vulkan 渲染引擎" +msgstr "Vulkan" msgid "Text Server: Fallback" msgstr "文本服务器:后备" @@ -2465,15 +2419,9 @@ msgstr "从项目中检测" msgid "Actions:" msgstr "动作:" -msgid "Configure Engine Build Profile:" -msgstr "配置引擎构建配置:" - msgid "Please Confirm:" msgstr "请确认:" -msgid "Engine Build Profile" -msgstr "引擎构建配置" - msgid "Load Profile" msgstr "加载配置" @@ -2483,9 +2431,6 @@ msgstr "导出配置" msgid "Forced Classes on Detect:" msgstr "强制检测类:" -msgid "Edit Build Configuration Profile" -msgstr "编辑构建配置" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2665,15 +2610,6 @@ msgstr "导入配置" msgid "Manage Editor Feature Profiles" msgstr "管理编辑器功能配置" -msgid "Some extensions need the editor to restart to take effect." -msgstr "某些扩展需要重新启动编辑器才能生效。" - -msgid "Restart" -msgstr "重新启动" - -msgid "Save & Restart" -msgstr "保存并重启" - msgid "ScanSources" msgstr "扫描源文件" @@ -2813,9 +2749,6 @@ msgid "" msgstr "" "目前没有这个类的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/color]!" -msgid "Note:" -msgstr "注意:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2923,8 +2856,11 @@ msgstr "" "目前没有这个属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" "color]!" -msgid "This property can only be set in the Inspector." -msgstr "该属性只能在检查器中设置。" +msgid "Editor" +msgstr "编辑器" + +msgid "No description available." +msgstr "没有可用的描述。" msgid "Metadata:" msgstr "元数据:" @@ -2932,6 +2868,9 @@ msgstr "元数据:" msgid "Property:" msgstr "属性:" +msgid "This property can only be set in the Inspector." +msgstr "该属性只能在检查器中设置。" + msgid "Method:" msgstr "方法:" @@ -2941,12 +2880,6 @@ msgstr "信号:" msgid "Theme Property:" msgstr "主题属性:" -msgid "No description available." -msgstr "没有可用的描述。" - -msgid "%d match." -msgstr "%d 个匹配。" - msgid "%d matches." msgstr "%d 个匹配。" @@ -3104,9 +3037,6 @@ msgstr "批量设置:%s" msgid "Remove metadata %s" msgstr "移除元数据 %s" -msgid "Pinned %s" -msgstr "将 %s 固定" - msgid "Unpinned %s" msgstr "将 %s 解除固定" @@ -3250,15 +3180,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "编辑器窗口重绘时旋转。" -msgid "Imported resources can't be saved." -msgstr "导入的资源无法保存。" - msgid "OK" msgstr "确定" -msgid "Error saving resource!" -msgstr "保存资源出错!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3272,30 +3196,6 @@ msgstr "无法保存此资源,因为此资源是从其他文件导入的。请 msgid "Save Resource As..." msgstr "资源另存为..." -msgid "Can't open file for writing:" -msgstr "无法以可写模式打开文件:" - -msgid "Requested file format unknown:" -msgstr "请求文件的类型未知:" - -msgid "Error while saving." -msgstr "保存时出错。" - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "无法打开文件“%s”。该文件可能已被移动或删除。" - -msgid "Error while parsing file '%s'." -msgstr "解析文件“%s”时出错。" - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "场景文件“%s”似乎无效/已损坏。" - -msgid "Missing file '%s' or one of its dependencies." -msgstr "缺失文件“%s”或其依赖项。" - -msgid "Error while loading file '%s'." -msgstr "加载文件“%s”时出错。" - msgid "Saving Scene" msgstr "正在保存场景" @@ -3305,38 +3205,20 @@ msgstr "正在分析" msgid "Creating Thumbnail" msgstr "正在创建缩略图" -msgid "This operation can't be done without a tree root." -msgstr "此操作必须在打开一个场景后才能执行。" - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"这个场景包含循环实例化,无法保存。\n" -"请解决此问题后尝试再次保存。" - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "无法保存场景。可能是因为依赖项(实例或继承)无法满足。" - msgid "Save scene before running..." msgstr "运行前保存场景..." -msgid "Could not save one or more scenes!" -msgstr "无法保存一个或多个场景!" - msgid "Save All Scenes" msgstr "保存所有场景" msgid "Can't overwrite scene that is still open!" msgstr "无法覆盖仍处于打开状态的场景!" -msgid "Can't load MeshLibrary for merging!" -msgstr "无法加载要合并的 MeshLibrary!" +msgid "Merge With Existing" +msgstr "与现有合并" -msgid "Error saving MeshLibrary!" -msgstr "保存 MeshLibrary 时出错!" +msgid "Apply MeshInstance Transforms" +msgstr "应用 MeshInstance 变换" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3392,9 +3274,6 @@ msgstr "" "你可以通过实例化或继承对其进行更改。\n" "请阅读与导入场景相关的文档以更好地理解此工作流程。" -msgid "Changes may be lost!" -msgstr "更改可能会丢失!" - msgid "This object is read-only." msgstr "这个对象是只读的。" @@ -3410,9 +3289,6 @@ msgstr "快速打开场景..." msgid "Quick Open Script..." msgstr "快速打开脚本..." -msgid "%s no longer exists! Please specify a new save location." -msgstr "路径 %s 已不存在!请重新选择新的保存路径。" - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3487,23 +3363,12 @@ msgstr "在关闭之前保存修改后的资源?" msgid "Save changes to the following scene(s) before reloading?" msgstr "重新加载前要保存以下场景更改吗?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "退出前要保存以下场景更改吗?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "打开项目管理器前要保存下列场景更改吗?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "该选项已废弃。必须强制刷新的情况现在被视为 Bug,请报告。" - msgid "Pick a Main Scene" msgstr "选择主场景" -msgid "This operation can't be done without a scene." -msgstr "必须先打开一个场景才能完成此操作。" - msgid "Export Mesh Library" msgstr "导出网格库" @@ -3538,13 +3403,6 @@ msgstr "" "场景 “%s” 是自动导入的,因此无法修改。\n" "若要对其进行更改,可以新建继承场景。" -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 "" -"加载场景出错,场景必须放在项目目录下。请尝试使用 “导入” 打开该场景,然后再保存" -"到项目目录下。" - msgid "Scene '%s' has broken dependencies:" msgstr "场景 “%s” 的依赖已损坏:" @@ -3571,9 +3429,6 @@ msgstr "多窗口支持不可用,因为编辑器设置中禁用了“界面 > msgid "Clear Recent Scenes" msgstr "清除近期的场景" -msgid "There is no defined scene to run." -msgstr "没有设置要运行的场景。" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3747,27 +3602,18 @@ msgstr "编辑器设置..." msgid "Project" msgstr "项目" -msgid "Project Settings..." -msgstr "项目设置..." - msgid "Project Settings" msgstr "项目设置" msgid "Version Control" msgstr "版本控制" -msgid "Export..." -msgstr "导出..." - msgid "Install Android Build Template..." msgstr "安装 Android 构建模板..." msgid "Open User Data Folder" msgstr "打开 “用户数据” 文件夹" -msgid "Customize Engine Build Configuration..." -msgstr "自定义引擎构建配置..." - msgid "Tools" msgstr "工具" @@ -3783,9 +3629,6 @@ msgstr "重新加载当前项目" msgid "Quit to Project List" msgstr "退出到项目列表" -msgid "Editor" -msgstr "编辑器" - msgid "Command Palette..." msgstr "命令面板..." @@ -3828,9 +3671,6 @@ msgstr "搜索帮助..." msgid "Online Documentation" msgstr "在线文档" -msgid "Questions & Answers" -msgstr "问与答" - msgid "Community" msgstr "社区" @@ -3869,6 +3709,9 @@ msgstr "" "- 在移动平台上,在此处选中“Forward+”会使用“移动”渲染方法。\n" "- 在 Web 平台上,会始终使用“兼容”渲染方法。" +msgid "Save & Restart" +msgstr "保存并重启" + msgid "Update Continuously" msgstr "持续更新" @@ -3878,9 +3721,6 @@ msgstr "改变时更新" msgid "Hide Update Spinner" msgstr "隐藏更新旋转图" -msgid "FileSystem" -msgstr "文件系统" - msgid "Inspector" msgstr "检查器" @@ -3890,9 +3730,6 @@ msgstr "节点" msgid "History" msgstr "历史" -msgid "Output" -msgstr "输出" - msgid "Don't Save" msgstr "不保存" @@ -3920,12 +3757,6 @@ msgstr "模板包" msgid "Export Library" msgstr "导出库" -msgid "Merge With Existing" -msgstr "与现有合并" - -msgid "Apply MeshInstance Transforms" -msgstr "应用 MeshInstance 变换" - msgid "Open & Run a Script" msgstr "打开并运行脚本" @@ -3942,6 +3773,9 @@ msgstr "重新加载" msgid "Resave" msgstr "重新保存" +msgid "Create/Override Version Control Metadata..." +msgstr "创建/覆盖版本控制元数据..." + msgid "Version Control Settings..." msgstr "版本控制设置..." @@ -3972,49 +3806,15 @@ msgstr "打开下一个编辑器" msgid "Open the previous Editor" msgstr "打开上一个编辑器" -msgid "Ok" -msgstr "确定" - msgid "Warning!" msgstr "警告!" -msgid "" -"Name: %s\n" -"Path: %s\n" -"Main Script: %s\n" -"\n" -"%s" -msgstr "" -"名称:%s\n" -"路径:%s\n" -"主脚本:%s\n" -"\n" -"%s" +msgid "Edit Text:" +msgstr "编辑文本:" msgid "On" msgstr "启用" -msgid "Edit Plugin" -msgstr "编辑插件" - -msgid "Installed Plugins:" -msgstr "已安装插件:" - -msgid "Create New Plugin" -msgstr "创建新插件" - -msgid "Enabled" -msgstr "启用" - -msgid "Version" -msgstr "版本" - -msgid "Author" -msgstr "作者" - -msgid "Edit Text:" -msgstr "编辑文本:" - msgid "Renaming layer %d:" msgstr "重命名层 %d:" @@ -4104,6 +3904,12 @@ msgstr "选择视口" msgid "Selected node is not a Viewport!" msgstr "选定节点不是 Viewport!" +msgid "New Key:" +msgstr "新建键:" + +msgid "New Value:" +msgstr "新建值:" + msgid "(Nil) %s" msgstr "(空)%s" @@ -4122,12 +3928,6 @@ msgstr "字典(空)" msgid "Dictionary (size %d)" msgstr "字典(大小 %d)" -msgid "New Key:" -msgstr "新建键:" - -msgid "New Value:" -msgstr "新建值:" - msgid "Add Key/Value Pair" msgstr "添加键值对" @@ -4191,7 +3991,7 @@ msgid "New Shader..." msgstr "新建着色器..." msgid "No Remote Debug export presets configured." -msgstr "没有配置远程调试导出预置。" +msgstr "尚未配置远程调试的导出预设。" msgid "Remote Debug" msgstr "远程调试" @@ -4204,6 +4004,16 @@ msgstr "" "没有对应该平台的可执行导出预设。\n" "请在导出菜单中添加可执行预设,或将已有预设设为可执行。" +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" +"警告:导出预设中没有激活 CPU 架构“%s”。\n" +"\n" + +msgid "Run 'Remote Debug' anyway?" +msgstr "是否仍然运行“远程调试”?" + msgid "Project Run" msgstr "项目运行" @@ -4339,9 +4149,6 @@ msgstr "成功完成。" msgid "Failed." msgstr "失败。" -msgid "Unknown Error" -msgstr "未知错误" - msgid "Export failed with error code %d." msgstr "导出失败,错误码 %d。" @@ -4351,21 +4158,12 @@ msgstr "保存文件:%s" msgid "Storing File:" msgstr "保存文件:" -msgid "No export template found at the expected path:" -msgstr "目标路径找不到导出模板:" - -msgid "ZIP Creation" -msgstr "ZIP 创建" - msgid "Could not open file to read from path \"%s\"." msgstr "无法打开位于“%s”的文件进行读取。" msgid "Packing" msgstr "打包中" -msgid "Save PCK" -msgstr "保存 PCK" - msgid "Cannot create file \"%s\"." msgstr "无法创建文件“%s”。" @@ -4387,9 +4185,6 @@ msgstr "无法打开加密文件进行写操作。" msgid "Can't open file to read from path \"%s\"." msgstr "无法打开位于“%s”的文件用于读取。" -msgid "Save ZIP" -msgstr "保存 ZIP" - msgid "Custom debug template not found." msgstr "找不到自定义调试模板。" @@ -4401,9 +4196,6 @@ msgid "" "least one texture format." msgstr "必须选择纹理格式才能导出项目。请至少选中一个纹理格式。" -msgid "Prepare Template" -msgstr "准备模板" - msgid "The given export path doesn't exist." msgstr "给定的导出路径不存在。" @@ -4413,9 +4205,6 @@ msgstr "模板文件不存在:“%s”。" msgid "Failed to copy export template." msgstr "复制导出模板失败。" -msgid "PCK Embedding" -msgstr "PCK 内嵌" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "以 32 位平台导出时,内嵌的 PCK 不能大于 4GB。" @@ -4488,36 +4277,6 @@ msgid "" "for official releases." msgstr "没有找到这个版本的下载链接。直接下载只适用于正式版本。" -msgid "Disconnected" -msgstr "已断开" - -msgid "Resolving" -msgstr "解析中" - -msgid "Can't Resolve" -msgstr "无法解析" - -msgid "Connecting..." -msgstr "正在连接..." - -msgid "Can't Connect" -msgstr "无法连接" - -msgid "Connected" -msgstr "已连接" - -msgid "Requesting..." -msgstr "正在请求..." - -msgid "Downloading" -msgstr "正在下载" - -msgid "Connection Error" -msgstr "连接错误" - -msgid "TLS Handshake Error" -msgstr "TLS 握手错误" - msgid "Can't open the export templates file." msgstr "无法打开导出模板文件。" @@ -4645,6 +4404,9 @@ msgstr "导出的资源:" msgid "(Inherited)" msgstr "(继承)" +msgid "Export With Debug" +msgstr "使用调试导出" + msgid "%s Export" msgstr "%s 导出" @@ -4731,7 +4493,7 @@ msgid "Features" msgstr "特性" msgid "Custom (comma-separated):" -msgstr "自定义 (以逗号分隔):" +msgstr "自定义(以英文逗号分隔):" msgid "Feature List:" msgstr "特性列表:" @@ -4832,8 +4594,21 @@ msgstr "项目导出" msgid "Manage Export Templates" msgstr "管理导出模板" -msgid "Export With Debug" -msgstr "使用调试导出" +msgid "Disable FBX2glTF & Restart" +msgstr "禁用 FBX2glTF 并重启" + +msgid "" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" +"\n" +"The editor will restart as importers are registered when the editor starts." +msgstr "" +"取消这个对话框会禁用 FBX2glTF 导入器并使用 ufbx 导入器。\n" +"你可以在“项目设置”的“文件系统 > 导入 > FBX > 启用”中重新启用 FBX2glTF。\n" +"\n" +"编辑器将重启,因为导入器是在编辑器启动时注册的。" msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF 可执行文件的路径为空。" @@ -4850,6 +4625,15 @@ msgstr "FBX2glTF 可执行文件有效。" msgid "Configure FBX Importer" msgstr "配置 FBX 导入器" +msgid "" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" +msgstr "" +"使用 FBX2glTF 导入 FBX 文件需要 FBX2glTF。\n" +"你也可以禁用 FBX2glTF 使用 ufbx 来导入。\n" +"请下载必要的工具并提供可执行文件的有效路径:" + msgid "Click this link to download FBX2glTF" msgstr "点击此链接下载 FBX2glTF" @@ -5013,12 +4797,6 @@ msgstr "从收藏中移除" msgid "Reimport" msgstr "重新导入" -msgid "Open in File Manager" -msgstr "在文件管理器中打开" - -msgid "Open in Terminal" -msgstr "在终端中打开" - msgid "Open Containing Folder in Terminal" msgstr "在终端中打开所在文件夹" @@ -5067,9 +4845,15 @@ msgstr "复制为..." msgid "Rename..." msgstr "重命名..." +msgid "Open in File Manager" +msgstr "在文件管理器中打开" + msgid "Open in External Program" msgstr "在外部程序中打开" +msgid "Open in Terminal" +msgstr "在终端中打开" + msgid "Red" msgstr "红色" @@ -5190,9 +4974,6 @@ msgstr "分组已存在。" msgid "Add Group" msgstr "添加分组" -msgid "Renaming Group References" -msgstr "重命名分组引用" - msgid "Removing Group References" msgstr "移除分组引用" @@ -5220,6 +5001,9 @@ msgstr "该分组属于其他场景,无法编辑。" msgid "Copy group name to clipboard." msgstr "将分组名称复制到剪贴板。" +msgid "Global Groups" +msgstr "全局分组" + msgid "Add to Group" msgstr "添加到分组" @@ -5245,7 +5029,14 @@ msgid "Add a new group." msgstr "添加新分组。" msgid "Filter Groups" -msgstr "分组过滤" +msgstr "筛选分组" + +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" +"Git 提交日期:%s\n" +"点击复制版本信息。" msgid "Expand Bottom Panel" msgstr "展开底部面板" @@ -5357,6 +5148,9 @@ msgstr "收藏/取消收藏当前文件夹。" msgid "Toggle the visibility of hidden files." msgstr "切换隐藏文件的可见性。" +msgid "Create a new folder." +msgstr "创建新的文件夹。" + msgid "Directories & Files:" msgstr "目录与文件:" @@ -5397,23 +5191,6 @@ msgstr "重载运行的场景。" msgid "Quick Run Scene..." msgstr "快速运行场景..." -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"已启用 Movie Maker 模式,但没有指定电影文件路径。\n" -"可以在项目设置的“编辑器 > Movie Writer”类别下指定默认的电影文件路径。\n" -"运行单一场景时,也可以在根节点上添加 `movie_file` 字符串元数据,\n" -"指定录制该场景时使用的电影文件的路径。" - -msgid "Could not start subprocess(es)!" -msgstr "无法启动子进程!" - msgid "Run the project's default scene." msgstr "运行项目的默认场景。" @@ -5562,15 +5339,15 @@ msgstr "" msgid "Open in Editor" msgstr "在编辑器中打开" +msgid "Instance:" +msgstr "实例:" + msgid "\"%s\" is not a known filter." msgstr "“%s”不是已知筛选器。" msgid "Invalid node name, the following characters are not allowed:" msgstr "节点名称无效,不允许包含以下字符:" -msgid "Another node already uses this unique name in the scene." -msgstr "该场景中已有使用该唯一名称的节点。" - msgid "Scene Tree (Nodes):" msgstr "场景树(节点):" @@ -5896,8 +5673,8 @@ msgid "" "text\" tab to add these." msgstr "" "在字符映射表中添加或移除字形到预渲染列表:\n" -"注意: 某些样式替代项和字形变体与字符没有一对一的对应关系,并且未在此映射表中" -"显示,请使用“文本中的字形”选项卡添加这些内容。" +"注意:某些样式替代项和字形变体与字符没有一对一的对应关系,并且未在此映射表中显" +"示,请使用“文本中的字形”选项卡添加这些内容。" msgid "Dynamically rendered TrueType/OpenType font" msgstr "动态渲染的 TrueType/OpenType 字体" @@ -5951,9 +5728,6 @@ msgstr "" msgid "Importer:" msgstr "导入器:" -msgid "Keep File (No Import)" -msgstr "保留文件(不导入)" - msgid "%d Files" msgstr "%d 个文件" @@ -6196,6 +5970,12 @@ msgstr "包含可翻译字符串的文件:" msgid "Generate POT" msgstr "生成 POT" +msgid "Add Built-in Strings to POT" +msgstr "向 POT 添加内置字符串" + +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "添加 Control 节点等内置组件中的字符串。" + msgid "Set %s on %d nodes" msgstr "设置 %s 共 %d 个节点" @@ -6208,116 +5988,23 @@ msgstr "分组" msgid "Select a single node to edit its signals and groups." msgstr "选择一个节点以编辑其信号和分组。" -msgid "Plugin name cannot be blank." -msgstr "插件名称不能为空。" - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "脚本扩展名必须与所选语言的扩展名一致(.%s)。" - -msgid "Subfolder name is not a valid folder name." -msgstr "子文件夹名称不是有效的文件夹名。" +msgid "Create Polygon" +msgstr "创建多边形" -msgid "Subfolder cannot be one which already exists." -msgstr "子文件夹不能已存在。" +msgid "Create points." +msgstr "创建点。" msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." -msgstr "C# 不支持在创建时激活插件,因为必须先构建项目。" +"Edit points.\n" +"LMB: Move Point\n" +"RMB: Erase Point" +msgstr "" +"编辑点。\n" +"鼠标左键:移动点\n" +"鼠标右键:擦除点" -msgid "Edit a Plugin" -msgstr "编辑插件" - -msgid "Create a Plugin" -msgstr "创建插件" - -msgid "Update" -msgstr "更新" - -msgid "Plugin Name:" -msgstr "插件名:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "必填。这个名称会显示在插件列表中。" - -msgid "Subfolder:" -msgstr "子文件夹:" - -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 "" -"选填。文件夹名称应该类似 `snake_case` 形式(请避免使用空格和特殊字符)。\n" -"如果留空,则会使用插件名称并转换为 `snake_case` 形式。" - -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 "" -"选填。描述应该保持相对较短(最多 5 行)。\n" -"在插件列表中悬停在插件上时显示。" - -msgid "Author:" -msgstr "作者:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "选填。作者的用户名、全名或组织名。" - -msgid "Version:" -msgstr "版本:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "选填。人类可读的版本标识符,仅用于提供信息。" - -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 "" -"必填。脚本使用的脚本语言。\n" -"请注意,插件可以同时使用多种语言,添加对应的脚本即可。" - -msgid "Script Name:" -msgstr "脚本名:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "选填。脚本的路径(相对于插件文件夹)。如果留空,则默认为“plugin.gd”。" - -msgid "Activate now?" -msgstr "现在激活吗?" - -msgid "Plugin name is valid." -msgstr "插件名称有效。" - -msgid "Script extension is valid." -msgstr "脚本扩展名有效。" - -msgid "Subfolder name is valid." -msgstr "子文件夹名称有效。" - -msgid "Create Polygon" -msgstr "创建多边形" - -msgid "Create points." -msgstr "创建点。" - -msgid "" -"Edit points.\n" -"LMB: Move Point\n" -"RMB: Erase Point" -msgstr "" -"编辑点:\n" -"鼠标左键: 移动点\n" -"鼠标右键: 擦除点" - -msgid "Erase points." -msgstr "擦除点。" +msgid "Erase points." +msgstr "擦除点。" msgid "Edit Polygon" msgstr "编辑多边形" @@ -6564,7 +6251,7 @@ msgid "Save Library" msgstr "保存库" msgid "Make Animation Library Unique: %s" -msgstr "使动画库唯一:%s" +msgstr "动画库唯一化:%s" msgid "" "This animation can't be saved because it does not belong to the edited scene. " @@ -6580,7 +6267,7 @@ msgid "Save Animation" msgstr "保存动画" msgid "Make Animation Unique: %s" -msgstr "使动画唯一:%s" +msgstr "动画唯一化:%s" msgid "Save Animation library to File: %s" msgstr "保存动画库到文件:%s" @@ -6594,18 +6281,12 @@ msgstr "部分 AnimationLibrary 文件无效。" msgid "Some of the selected libraries were already added to the mixer." msgstr "所选库中有一部分已经被添加到混合器中。" -msgid "Add Animation Libraries" -msgstr "添加动画库" - msgid "Some Animation files were invalid." msgstr "部分 Animation 文件无效。" msgid "Some of the selected animations were already added to the library." msgstr "所选动画中有部分已添加在库中。" -msgid "Load Animations into Library" -msgstr "将动画加载到库中" - msgid "Load Animation into Library: %s" msgstr "将动画加载到库中:%s" @@ -6853,7 +6534,7 @@ msgid "At End" msgstr "在结尾" msgid "Travel" -msgstr "行程" +msgstr "行进" msgid "No playback resource set at path: %s." msgstr "路径下无可播放资源:%s。" @@ -6902,8 +6583,11 @@ msgstr "全部删除" msgid "Root" msgstr "根" -msgid "AnimationTree" -msgstr "动画树" +msgid "Author" +msgstr "作者" + +msgid "Version:" +msgstr "版本:" msgid "Contents:" msgstr "内容:" @@ -6962,9 +6646,6 @@ msgstr "失败:" msgid "Bad download hash, assuming file has been tampered with." msgstr "文件哈希值错误,该文件可能被篡改。" -msgid "Expected:" -msgstr "预期:" - msgid "Got:" msgstr "获得:" @@ -6986,6 +6667,12 @@ msgstr "下载中..." msgid "Resolving..." msgstr "解析中..." +msgid "Connecting..." +msgstr "正在连接..." + +msgid "Requesting..." +msgstr "正在请求..." + msgid "Error making request" msgstr "请求错误" @@ -7019,9 +6706,6 @@ msgstr "许可证(A-Z)" msgid "License (Z-A)" msgstr "许可证(Z-A)" -msgid "Official" -msgstr "官方" - msgid "Testing" msgstr "测试" @@ -7044,17 +6728,9 @@ msgctxt "Pagination" msgid "Last" msgstr "末页" -msgid "" -"The Asset Library requires an online connection and involves sending data " -"over the internet." -msgstr "资产库需要连接网络,会通过互联网传输数据。" - msgid "Go Online" msgstr "连接网络" -msgid "Failed to get repository configuration." -msgstr "获取仓库配置失败。" - msgid "All" msgstr "全部" @@ -7296,21 +6972,6 @@ msgstr "居中视图" msgid "Select Mode" msgstr "选择模式" -msgid "Drag: Rotate selected node around pivot." -msgstr "拖动:围绕轴心旋转所选节点。" - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+拖动:移动所选节点。" - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+拖动:缩放所选节点。" - -msgid "V: Set selected node's pivot position." -msgstr "V:设置所选节点的轴心位置。" - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "Alt+右键:显示点击位置的所有节点列表,包含已锁定节点。" - msgid "RMB: Add node at position clicked." msgstr "右键:在点击位置添加节点。" @@ -7329,9 +6990,6 @@ msgstr "Shift:按比例缩放。" msgid "Show list of selectable nodes at position clicked." msgstr "在点击的位置显示可选择的节点列表。" -msgid "Click to change object's rotation pivot." -msgstr "点击更改对象的旋转轴心。" - msgid "Pan Mode" msgstr "平移模式" @@ -7440,9 +7098,6 @@ msgstr "显示" msgid "Show When Snapping" msgstr "吸附时显示" -msgid "Hide" -msgstr "隐藏" - msgid "Toggle Grid" msgstr "切换栅格" @@ -7546,9 +7201,6 @@ msgstr "栅格步进除以 2" msgid "Adding %s..." msgstr "正在添加 %s..." -msgid "Drag and drop to add as child of selected node." -msgstr "拖放添加为选中节点的子节点。" - msgid "Hold Alt when dropping to add as child of root node." msgstr "放下时按住 Alt 添加根节点的子节点。" @@ -7564,8 +7216,11 @@ msgstr "没有根节点无法实例化多个节点。" msgid "Create Node" msgstr "创建节点" -msgid "Error instantiating scene from %s" -msgstr "从 %s 实例化场景时出错" +msgid "Instantiating:" +msgstr "实例化:" + +msgid "Creating inherited scene from: " +msgstr "新建继承场景: " msgid "Change Default Type" msgstr "修改默认类型" @@ -7574,7 +7229,7 @@ msgid "Set Target Position" msgstr "设置目标位置" msgid "Set Handle" -msgstr "设置处理程序" +msgstr "设置控柄" msgid "This node doesn't have a control parent." msgstr "这个节点没有父控件。" @@ -7725,6 +7380,9 @@ msgstr "垂直对齐" msgid "Convert to GPUParticles3D" msgstr "转换为 GPUParticles3D" +msgid "Restart" +msgstr "重新启动" + msgid "Load Emission Mask" msgstr "加载发射遮罩" @@ -7734,9 +7392,6 @@ msgstr "转换为 GPUParticles2D" msgid "CPUParticles2D" msgstr "CPUParticles2D" -msgid "Generated Point Count:" -msgstr "生成顶点计数:" - msgid "Emission Mask" msgstr "发射遮罩" @@ -7866,19 +7521,9 @@ msgstr "启用该选项时,路径节点的曲线资源将在项目运行时可 msgid "Visible Navigation" msgstr "显示导航" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "启用该选项时,导航网格和多边形将在项目运行时可见。" - msgid "Visible Avoidance" msgstr "显示避障" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"will be visible in the running project." -msgstr "启用该选项时,避障对象的形状、半径、速度都将在项目运行时可见。" - msgid "Debug CanvasItem Redraws" msgstr "调试 CanvasItem 重绘" @@ -7926,6 +7571,34 @@ msgstr "" msgid "Customize Run Instances..." msgstr "自定义运行实例..." +msgid "" +"Name: %s\n" +"Path: %s\n" +"Main Script: %s\n" +"\n" +"%s" +msgstr "" +"名称:%s\n" +"路径:%s\n" +"主脚本:%s\n" +"\n" +"%s" + +msgid "Edit Plugin" +msgstr "编辑插件" + +msgid "Installed Plugins:" +msgstr "已安装插件:" + +msgid "Create New Plugin" +msgstr "创建新插件" + +msgid "Enabled" +msgstr "启用" + +msgid "Version" +msgstr "版本" + msgid "Size: %s" msgstr "大小:%s" @@ -7996,9 +7669,6 @@ msgstr "修改分离射线形状长度" msgid "Change Decal Size" msgstr "修改贴花大小" -msgid "Change Fog Volume Size" -msgstr "修改雾体积大小" - msgid "Change Particles AABB" msgstr "修改粒子 AABB" @@ -8008,9 +7678,6 @@ msgstr "修改半径" msgid "Change Light Radius" msgstr "修改光照半径" -msgid "Start Location" -msgstr "开始位置" - msgid "End Location" msgstr "结束位置" @@ -8041,14 +7708,11 @@ msgstr "生成可视矩形" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "只可设为指向 ParticleProcessMaterial 处理材质" -msgid "Clear Emission Mask" -msgstr "清除发射遮罩" - msgid "GPUParticles2D" msgstr "GPUParticles2D" msgid "The geometry's faces don't contain any area." -msgstr "几何(面)不包含任何区域。" +msgstr "几何体面不包含任何区域。" msgid "The geometry doesn't contain any faces." msgstr "几何体不包含任何面。" @@ -8057,10 +7721,10 @@ msgid "\"%s\" doesn't inherit from Node3D." msgstr "“%s”未继承 Node3D。" msgid "\"%s\" doesn't contain geometry." -msgstr "“%s” 不包含几何体。" +msgstr "“%s”不包含几何体。" msgid "\"%s\" doesn't contain face geometry." -msgstr "“%s” 不包含面几何体。" +msgstr "“%s”不包含面几何体。" msgid "Create Emitter" msgstr "创建发射器" @@ -8201,41 +7865,14 @@ msgstr "LightMap 烘焙" msgid "Select lightmap bake file:" msgstr "选择光照贴图烘焙文件:" -msgid "Mesh is empty!" -msgstr "网格为空!" - msgid "Couldn't create a Trimesh collision shape." msgstr "无法创建三角网格碰撞形状。" -msgid "Create Static Trimesh Body" -msgstr "创建静态三角网格身体" - -msgid "This doesn't work on scene root!" -msgstr "此操作无法引用在根节点上!" - -msgid "Create Trimesh Static Shape" -msgstr "创建三角网格静态形状" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "无法为场景根节点创建单一凸碰撞形状。" - -msgid "Couldn't create a single convex collision shape." -msgstr "无法创建单一凸碰撞形状。" - -msgid "Create Simplified Convex Shape" -msgstr "创建简化凸形状" - -msgid "Create Single Convex Shape" -msgstr "创建单一凸形状" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "无法为场景根节点创建多个凸碰撞形状。" - msgid "Couldn't create any collision shapes." msgstr "无法创建碰撞形状。" -msgid "Create Multiple Convex Shapes" -msgstr "创建多个凸形状" +msgid "Mesh is empty!" +msgstr "网格为空!" msgid "Create Navigation Mesh" msgstr "创建导航网格" @@ -8304,19 +7941,32 @@ msgstr "创建轮廓" msgid "Mesh" msgstr "网格" -msgid "Create Trimesh Static Body" -msgstr "创建三角网格静态实体" +msgid "Create Outline Mesh..." +msgstr "创建轮廓网格..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"创建 StaticBody3D 并自动为其分配基于多边形的碰撞形状。\n" -"这是最准确(但是最慢)的碰撞检测手段。" +"创建一个静态轮廓网格。轮廓网格会自动翻转法线。\n" +"可以用来在必要时代替 StandardMaterial 的 Grow 属性。" + +msgid "View UV1" +msgstr "查看 UV1" -msgid "Create Trimesh Collision Sibling" -msgstr "创建三角网格碰撞同级" +msgid "View UV2" +msgstr "查看 UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "为光照映射或环境光遮蔽展开 UV2" + +msgid "Create Outline Mesh" +msgstr "创建轮廓网格" + +msgid "Outline Size:" +msgstr "轮廓大小:" msgid "" "Creates a polygon-based collision shape.\n" @@ -8325,9 +7975,6 @@ msgstr "" "创建基于多边形的碰撞形状。\n" "这是最准确(但是最慢)的碰撞检测手段。" -msgid "Create Single Convex Collision Sibling" -msgstr "创建单一凸碰撞同级" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -8335,9 +7982,6 @@ msgstr "" "创建单一凸碰撞形状。\n" "这是最快(但是最不精确)的碰撞检测手段。" -msgid "Create Simplified Convex Collision Sibling" -msgstr "创建简化凸碰撞同级" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -8346,9 +7990,6 @@ msgstr "" "创建简化凸碰撞同级。\n" "与单一碰撞形状类似,但某些情况下产生的形状更简单,代价是牺牲准确性。" -msgid "Create Multiple Convex Collision Siblings" -msgstr "创建多个凸碰撞同级" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -8357,33 +7998,6 @@ msgstr "" "创建基于多边形的碰撞形状。\n" "性能位于单一凸形碰撞和多边形碰撞之间。" -msgid "Create Outline Mesh..." -msgstr "创建轮廓网格..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"创建一个静态轮廓网格。轮廓网格会自动翻转法线。\n" -"可以用来在必要时代替 StandardMaterial 的 Grow 属性。" - -msgid "View UV1" -msgstr "查看 UV1" - -msgid "View UV2" -msgstr "查看 UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "为光照映射或环境光遮蔽展开 UV2" - -msgid "Create Outline Mesh" -msgstr "创建轮廓网格" - -msgid "Outline Size:" -msgstr "轮廓大小:" - msgid "UV Channel Debug" msgstr "调试 UV 通道" @@ -8926,6 +8540,9 @@ msgstr "" "WorldEnvironment。\n" "预览已禁用。" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "Alt+右键:显示点击位置的所有节点列表,包含已锁定节点。" + msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." @@ -9193,6 +8810,12 @@ msgstr "烘焙遮挡器" msgid "Select occluder bake file:" msgstr "选择遮挡器烘焙文件:" +msgid "Convert to Parallax2D" +msgstr "转换为 Parallax2D" + +msgid "ParallaxBackground" +msgstr "ParallaxBackground" + msgid "Hold Shift to scale around midpoint instead of moving." msgstr "按住 Shift 围绕中点缩放,不移动。" @@ -9229,27 +8852,12 @@ msgstr "闭合曲线" msgid "Clear Curve Points" msgstr "清除曲线顶点" -msgid "Select Points" -msgstr "选择顶点" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+拖动:选择控制点" - -msgid "Click: Add Point" -msgstr "单击:添加点" - -msgid "Left Click: Split Segment (in curve)" -msgstr "鼠标左键:拆分片段(曲线内)" - msgid "Right Click: Delete Point" msgstr "鼠标右键:删除点" msgid "Select Control Points (Shift+Drag)" msgstr "选择控制点(Shift+拖动)" -msgid "Add Point (in empty space)" -msgstr "添加点(在空白处)" - msgid "Delete Point" msgstr "删除顶点" @@ -9283,6 +8891,9 @@ msgstr "手柄出 #" msgid "Handle Tilt #" msgstr "手柄倾斜 #" +msgid "Set Curve Point Position" +msgstr "设置曲线的顶点位置" + msgid "Set Curve Out Position" msgstr "设置曲线外控点位置" @@ -9295,26 +8906,110 @@ msgstr "设置曲线顶点倾斜" msgid "Split Path" msgstr "拆分路径" -msgid "Remove Path Point" -msgstr "移除路径顶点" +msgid "Remove Path Point" +msgstr "移除路径顶点" + +msgid "Reset Out-Control Point" +msgstr "重置外控点" + +msgid "Reset In-Control Point" +msgstr "重置内控点" + +msgid "Reset Point Tilt" +msgstr "重置点倾斜" + +msgid "Split Segment (in curve)" +msgstr "拆分线段(在曲线中)" + +msgid "Move Joint" +msgstr "移动关节" + +msgid "Plugin name cannot be blank." +msgstr "插件名称不能为空。" + +msgid "Subfolder name is not a valid folder name." +msgstr "子文件夹名称不是有效的文件夹名。" + +msgid "Subfolder cannot be one which already exists." +msgstr "子文件夹不能已存在。" + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "脚本扩展名必须与所选语言的扩展名一致(.%s)。" + +msgid "" +"C# doesn't support activating the plugin on creation because the project must " +"be built first." +msgstr "C# 不支持在创建时激活插件,因为必须先构建项目。" + +msgid "Edit a Plugin" +msgstr "编辑插件" + +msgid "Create a Plugin" +msgstr "创建插件" + +msgid "Plugin Name:" +msgstr "插件名:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "必填。这个名称会显示在插件列表中。" + +msgid "Subfolder:" +msgstr "子文件夹:" + +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 "" +"选填。文件夹名称应该类似 `snake_case` 形式(请避免使用空格和特殊字符)。\n" +"如果留空,则会使用插件名称并转换为 `snake_case` 形式。" + +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 "" +"选填。描述应该保持相对较短(最多 5 行)。\n" +"在插件列表中悬停在插件上时显示。" + +msgid "Author:" +msgstr "作者:" + +msgid "Optional. The author's username, full name, or organization name." +msgstr "选填。作者的用户名、全名或组织名。" + +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "选填。人类可读的版本标识符,仅用于提供信息。" + +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 "" +"必填。脚本使用的脚本语言。\n" +"请注意,插件可以同时使用多种语言,添加对应的脚本即可。" -msgid "Reset Out-Control Point" -msgstr "重置外控点" +msgid "Script Name:" +msgstr "脚本名:" -msgid "Reset In-Control Point" -msgstr "重置内控点" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "选填。脚本的路径(相对于插件文件夹)。如果留空,则默认为“plugin.gd”。" -msgid "Reset Point Tilt" -msgstr "重置点倾斜" +msgid "Activate now?" +msgstr "现在激活吗?" -msgid "Split Segment (in curve)" -msgstr "拆分线段(在曲线中)" +msgid "Plugin name is valid." +msgstr "插件名称有效。" -msgid "Set Curve Point Position" -msgstr "设置曲线的顶点位置" +msgid "Script extension is valid." +msgstr "脚本扩展名有效。" -msgid "Move Joint" -msgstr "移动关节" +msgid "Subfolder name is valid." +msgstr "子文件夹名称有效。" msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -9383,15 +9078,6 @@ msgstr "多边形" msgid "Bones" msgstr "骨骼" -msgid "Move Points" -msgstr "移动点" - -msgid ": Rotate" -msgstr ":旋转" - -msgid "Shift: Move All" -msgstr "Shift: 移动所有" - msgid "Shift: Scale" msgstr "Shift:缩放" @@ -9499,21 +9185,9 @@ msgstr "无法打开 “%s”。文件可能已被移动或删除。" msgid "Close and save changes?" msgstr "关闭并保存更改吗?" -msgid "Error writing TextFile:" -msgstr "写入文本文件时出错:" - -msgid "Error saving file!" -msgstr "保存文件时出错!" - -msgid "Error while saving theme." -msgstr "保存主题出错。" - msgid "Error Saving" msgstr "保存出错" -msgid "Error importing theme." -msgstr "导入主题出错。" - msgid "Error Importing" msgstr "导入出错" @@ -9523,9 +9197,6 @@ msgstr "新建文本文件..." msgid "Open File" msgstr "打开文件" -msgid "Could not load file at:" -msgstr "无法在以下位置加载文件:" - msgid "Save File As..." msgstr "另存为..." @@ -9555,9 +9226,6 @@ msgstr "脚本不是工具脚本,无法运行。" msgid "Import Theme" msgstr "导入主题" -msgid "Error while saving theme" -msgstr "保存主题出错" - msgid "Error saving" msgstr "保存出错" @@ -9667,9 +9335,6 @@ msgstr "" "磁盘中的下列文件已更新。\n" "请选择执行哪项操作?:" -msgid "Search Results" -msgstr "搜索结果" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "以下内置脚本中存在未保存的更改:" @@ -9707,9 +9372,6 @@ msgstr "未找到方法 “%s”(连接于信号“%s”、来自节点“%s msgid "[Ignore]" msgstr "[忽略]" -msgid "Line" -msgstr "行" - msgid "Go to Function" msgstr "转到函数" @@ -9735,6 +9397,9 @@ msgstr "查找符号" msgid "Pick Color" msgstr "拾取颜色" +msgid "Line" +msgstr "行" + msgid "Folding" msgstr "折叠" @@ -9886,9 +9551,6 @@ msgstr "" "“%s”的文件结构包含无法恢复的错误:\n" "\n" -msgid "ShaderFile" -msgstr "着色器文件" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "该骨架没有骨骼,请创建一些 Bone2D 子节点。" @@ -10058,6 +9720,12 @@ msgstr "无法加载图片" msgid "ERROR: Couldn't load frame resource!" msgstr "错误:无法加载帧资源!" +msgid "Paste Frame(s)" +msgstr "粘贴帧" + +msgid "Paste Texture" +msgstr "粘贴纹理" + msgid "Add Empty" msgstr "添加空白帧" @@ -10109,6 +9777,9 @@ msgstr "从精灵表中添加帧" msgid "Delete Frame" msgstr "删除帧" +msgid "Copy Frame(s)" +msgstr "复制帧" + msgid "Insert Empty (Before Selected)" msgstr "插入空白帧(在所选之前)" @@ -10184,9 +9855,6 @@ msgstr "偏移" msgid "Create Frames from Sprite Sheet" msgstr "从精灵表中创建帧" -msgid "SpriteFrames" -msgstr "动画帧" - msgid "Warnings should be fixed to prevent errors." msgstr "应修复警告以防止出错。" @@ -10197,15 +9865,9 @@ msgstr "" "这个着色器已在硬盘上修改。\n" "应该采取什么行动?" -msgid "%s Mipmaps" -msgstr "%s Mipmap" - msgid "Memory: %s" msgstr "内存:%s" -msgid "No Mipmaps" -msgstr "无 Mipmaps" - msgid "Set Region Rect" msgstr "设置纹理区域" @@ -10285,9 +9947,6 @@ msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "当前选中 {num} 个" -msgid "Nothing was selected for the import." -msgstr "没有选中导入任何东西。" - msgid "Importing Theme Items" msgstr "正在导入主题项目" @@ -10949,9 +10608,6 @@ msgstr "选择" msgid "Paint" msgstr "绘制" -msgid "Shift: Draw line." -msgstr "Shift:画直线。" - msgid "Shift: Draw rectangle." msgstr "Shift:绘制矩形。" @@ -11054,12 +10710,12 @@ msgstr "路径模式:绘制一个地形,并在同一笔画内将其与前一 msgid "Terrains" msgstr "地形" -msgid "Replace Tiles with Proxies" -msgstr "用代理替换图块" - msgid "No Layers" msgstr "没有层" +msgid "Replace Tiles with Proxies" +msgstr "用代理替换图块" + msgid "Select Next Tile Map Layer" msgstr "选择下一个图块地图层" @@ -11078,13 +10734,6 @@ msgstr "切换栅格可见性。" msgid "Automatically Replace Tiles with Proxies" msgstr "自动将图块替换为代理" -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 "" -"正在编辑的 TileMap 节点没有 TileSet 资源。\n" -"请在检查器的 Tile Set 属性中创建或加载 TileSet 资源。" - msgid "Remove Tile Proxies" msgstr "移除图块代理" @@ -11435,13 +11084,6 @@ msgstr "在不透明纹理区域创建图块" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "在全透明纹理区域移除图块" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"当前图集源中存在纹理外的图块。\n" -"可以在三点菜单中使用“%s”选项进行清除。" - msgid "Hold Ctrl to create multiple tiles." msgstr "按住 Ctrl 创建多个图块。" @@ -11554,17 +11196,6 @@ msgstr "场景合集属性:" msgid "Tile properties:" msgstr "图块属性:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "TileSet" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "该项目中没有可用的 VCS 插件。要使用 VCS 集成功能,请安装一个 VCS 插件。" - msgid "Error" msgstr "错误" @@ -11747,7 +11378,7 @@ msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "E 常数 (2.718282)。表示自然对数的基数。" msgid "Epsilon constant (0.00001). Smallest possible scalar number." -msgstr "ε (eplison) 常数 (0.00001)。最小的标量数。" +msgstr "ε (epsilon) 常数 (0.00001)。最小的标量数。" msgid "Phi constant (1.618034). Golden ratio." msgstr "Φ (Phi) 常数 (1.618034)。黄金比例。" @@ -11841,18 +11472,9 @@ msgstr "设置 VisualShader 表达式" msgid "Resize VisualShader Node" msgstr "调整 VisualShader 节点大小" -msgid "Hide Port Preview" -msgstr "隐藏端口预览" - msgid "Show Port Preview" msgstr "显示端口预览" -msgid "Set Comment Title" -msgstr "设置注释标题" - -msgid "Set Comment Description" -msgstr "设置注释描述" - msgid "Set Parameter Name" msgstr "设置参数名称" @@ -11871,9 +11493,6 @@ msgstr "将 Varying 添加到可视着色器:%s" msgid "Remove Varying from Visual Shader: %s" msgstr "将 Varying 从可视着色器移除:%s" -msgid "Node(s) Moved" -msgstr "节点已移动" - msgid "Insert node" msgstr "插入节点" @@ -12965,7 +12584,7 @@ msgstr "" "\n" "是否要转换?\n" "\n" -"警告: 将无法再使用以前版本的引擎打开该项目。" +"警告:将无法再使用以前版本的引擎打开该项目。" msgid "Convert project.godot" msgstr "转换 project.godot" @@ -13039,10 +12658,6 @@ msgstr "" "是否从列表中移除所有缺失的项目?\n" "项目文件夹的内容不会被修改。" -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "无法加载位于“%s”的项目(错误 %d)。项目可能缺失或已损坏。" - msgid "Couldn't save project at '%s' (error %d)." msgstr "无法保存位于“%s”的项目(错误 %d)。" @@ -13148,9 +12763,6 @@ msgstr "选择要扫描的文件夹" msgid "Remove All" msgstr "移除全部" -msgid "Also delete project contents (no undo!)" -msgstr "同时删除项目内容(无法撤销!)" - msgid "Convert Full Project" msgstr "转换完整项目" @@ -13195,60 +12807,21 @@ msgstr "新建标签" msgid "Tags are capitalized automatically when displayed." msgstr "显示时会自动将标签的首字母大写。" -msgid "The path specified doesn't exist." -msgstr "指定的路径不存在。" - -msgid "The install path specified doesn't exist." -msgstr "指定的安装路径不存在。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "打开包文件时出错(非 ZIP 格式)。" +msgid "It would be a good idea to name your project." +msgstr "最好为项目起个名字。" msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "无效的 “.zip” 项目文件。没有包含 “project.godot” 文件。" -msgid "Please choose an empty install folder." -msgstr "请选择空的安装文件夹。" - -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "请选择“project.godot”、包含该文件的目录或“.zip”文件。" - -msgid "The install directory already contains a Godot project." -msgstr "安装目录已经包含 Godot 项目。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "不能在选定的路径中保存项目。请新建文件夹或选择其他路径。" +msgid "The path specified doesn't exist." +msgstr "指定的路径不存在。" msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "所选路径不为空。强烈建议选择一个空文件夹。" -msgid "New Game Project" -msgstr "新建游戏项目" - -msgid "Imported Project" -msgstr "已导入的项目" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "请选择 “project.godot” 或 “.zip” 文件。" - -msgid "Invalid project name." -msgstr "项目名称无效。" - -msgid "Couldn't create folder." -msgstr "无法创建文件夹。" - -msgid "There is already a folder in this path with the specified name." -msgstr "该路径中已存在同名文件夹。" - -msgid "It would be a good idea to name your project." -msgstr "最好为项目起个名字。" - msgid "Supports desktop platforms only." msgstr "仅支持桌面平台。" @@ -13291,9 +12864,6 @@ msgstr "使用 OpenGL 3 后端(OpenGL 3.3/ES 3.0/WebGL2)。" msgid "Fastest rendering of simple scenes." msgstr "简单场景的渲染速度最快。" -msgid "Invalid project path (changed anything?)." -msgstr "项目路径无效(被外部修改?)。" - msgid "Warning: This folder is not empty" msgstr "警告:该文件夹非空" @@ -13320,8 +12890,12 @@ msgstr "打开包文件时出错,非 ZIP 格式。" msgid "The following files failed extraction from package:" msgstr "以下文件无法从包中提取:" -msgid "Package installed successfully!" -msgstr "软件包安装成功!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "无法加载位于“%s”的项目(错误 %d)。项目可能缺失或已损坏。" + +msgid "New Game Project" +msgstr "新建游戏项目" msgid "Import & Edit" msgstr "导入并编辑" @@ -13442,9 +13016,6 @@ msgstr "自动加载" msgid "Shader Globals" msgstr "着色器全局量" -msgid "Global Groups" -msgstr "全局分组" - msgid "Plugins" msgstr "插件" @@ -13573,6 +13144,12 @@ msgstr "主要运行参数:" msgid "Main Feature Tags:" msgstr "主要特性标签:" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "空格分隔的参数,例如:host player1 blue" + +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "英文逗号分隔的标签,例如:demo, steam, event" + msgid "Instance Configuration" msgstr "实例配置" @@ -13616,7 +13193,7 @@ msgid "Invalid root node name characters have been replaced." msgstr "已替换根节点名称中的无效字符。" msgid "Root Type:" -msgstr "根类型:" +msgstr "根节点类型:" msgid "2D Scene" msgstr "2D 场景" @@ -13631,7 +13208,7 @@ msgid "Scene Name:" msgstr "场景名称:" msgid "Root Name:" -msgstr "根名称:" +msgstr "根节点名称:" msgid "" "When empty, the root node name is derived from the scene name based on the " @@ -13650,7 +13227,7 @@ msgid "Create New Scene" msgstr "新建场景" msgid "No parent to instantiate a child at." -msgstr "没有父节点可用于实例化一个子场景。" +msgstr "没有父节点可用于实例化子场景。" msgid "No parent to instantiate the scenes at." msgstr "没有父节点可用于实例化场景。" @@ -13658,6 +13235,9 @@ msgstr "没有父节点可用于实例化场景。" msgid "Error loading scene from %s" msgstr "从 %s 加载场景出错" +msgid "Error instantiating scene from %s" +msgstr "从 %s 实例化场景时出错" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -13699,9 +13279,6 @@ msgstr "实例化的场景不能成为根节点" msgid "Make node as Root" msgstr "将节点设置为根节点" -msgid "Delete %d nodes and any children?" -msgstr "是否删除 %d 个节点及其子节点?" - msgid "Delete %d nodes?" msgstr "是否删除 %d 个节点?" @@ -13827,9 +13404,6 @@ msgstr "设置着色器" msgid "Toggle Editable Children" msgstr "开关子节点可编辑" -msgid "Cut Node(s)" -msgstr "剪切节点" - msgid "Remove Node(s)" msgstr "移除节点" @@ -13856,9 +13430,6 @@ msgstr "实例化脚本" msgid "Sub-Resources" msgstr "子资源" -msgid "Revoke Unique Name" -msgstr "撤销唯一名称" - msgid "Access as Unique Name" msgstr "作为唯一名称访问" @@ -13883,7 +13454,7 @@ msgid "" msgstr "如果启用,则“重设父节点为新节点”会优先在选中节点的中心创建新节点。" msgid "All Scene Sub-Resources" -msgstr "所有场景子资源" +msgstr "场景所有子资源" msgid "" "Filter nodes by entering a part of their name, type (if prefixed with \"type:" @@ -13921,9 +13492,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "不能将根节点粘贴进相同场景。" -msgid "Paste Node(s) as Sibling of %s" -msgstr "粘贴为 %s 的兄弟节点" - msgid "Paste Node(s) as Child of %s" msgstr "粘贴为 %s 的子节点" @@ -14253,58 +13821,6 @@ msgstr "修改圆环内半径" msgid "Change Torus Outer Radius" msgstr "修改圆环外半径" -msgid "Invalid type argument to convert(), use TYPE_* constants." -msgstr "convert() 的参数类型无效,请使用 TYPE_* 常量。" - -msgid "Cannot resize array." -msgstr "无法调整数组大小。" - -msgid "Step argument is zero!" -msgstr "Step 参数为 0!" - -msgid "Not a script with an instance" -msgstr "脚本没有实例化" - -msgid "Not based on a script" -msgstr "没有基于脚本" - -msgid "Not based on a resource file" -msgstr "没有基于资源文件" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "实例字典格式不正确(缺少 @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "实例字典格式不正确(无法加载 @path 的脚本)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -msgstr "实例字典格式不正确(@path 的脚本无效)" - -msgid "Invalid instance dictionary (invalid subclasses)" -msgstr "实例字典无效(派生类无效)" - -msgid "Cannot instantiate GDScript class." -msgstr "无法实例化 GDScript 类。" - -msgid "Value of type '%s' can't provide a length." -msgstr "类型为“%s”的值无法提供长度。" - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "is_instance_of() 的类型参数无效,内置类型请使用 TYPE_* 常量。" - -msgid "Type argument is a previously freed instance." -msgstr "类型参数为之前已释放的实例。" - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "is_instance_of() 的类型参数无效,应使用 TYPE_* 常量、类或脚本。" - -msgid "Value argument is a previously freed instance." -msgstr "值参数为之前已释放的实例。" - msgid "Export Scene to glTF 2.0 File" msgstr "将场景导出为 glTF 2.0 文件" @@ -14314,21 +13830,6 @@ msgstr "导出设置:" msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 场景..." -msgid "Path does not contain a Blender installation." -msgstr "路径未包含 Blender 安装。" - -msgid "Can't execute Blender binary." -msgstr "无法执行 Blender 可执行文件。" - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "从 Blender 可执行文件获得了意外的 --version 输出:%s。" - -msgid "Path supplied lacks a Blender binary." -msgstr "提供的路径缺少 Blender 可执行文件。" - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "安装的 Blender 对这个导入器来说太旧了(不是 3.0+)。" - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender 安装路径有效(自动检测)。" @@ -14353,9 +13854,6 @@ msgid "" "Project Settings." msgstr "禁用此项目的 Blender“.blend”文件导入。可以在项目设置中重新启用。" -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "禁用“.blend”文件导入需要重启编辑器。" - msgid "Next Plane" msgstr "下一平面" @@ -14497,45 +13995,12 @@ msgstr "类名必须是有效的标识符" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "解码字节数不够,或格式无效。" -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"无法加载 .NET 运行时,未找到兼容的版本。\n" -"尝试创建/编辑项目会导致崩溃。\n" -"\n" -"请从 https://dotnet.microsoft.com/en-us/download 安装 .NET SDK 6.0 或更新版" -"本,然后重启 Godot。" - msgid "Failed to load .NET runtime" msgstr "加载 .NET 运行时失败" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"无法找到 .NET 程序集目录。\n" -"请确保“%s”目录存在,并且包含 .NET 程序集。" - msgid ".NET assemblies not found" msgstr "未找到 .NET 程序集" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"无法加载 .NET 运行时,具体为 hostfxr。\n" -"尝试创建/编辑项目会导致崩溃。\n" -"\n" -"请从 https://dotnet.microsoft.com/en-us/download 安装 .NET SDK 6.0 或更新版" -"本,然后重启 Godot。" - msgid "%d (%s)" msgstr "%d(%s)" @@ -14568,9 +14033,6 @@ msgstr "数量" msgid "Network Profiler" msgstr "网络分析器" -msgid "Replication" -msgstr "复制" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "请选择一个复制器节点,以便选取属性进行添加。" @@ -14598,6 +14060,13 @@ msgstr "出生" msgid "Replicate" msgstr "复制" +msgid "" +"Add properties using the options above, or\n" +"drag them from the inspector and drop them here." +msgstr "" +"请使用上面的选项添加属性,\n" +"或将属性从检查器中拖放到这里。" + msgid "Please select a MultiplayerSynchronizer first." msgstr "请先选择一个 MultiplayerSynchronizer。" @@ -14719,7 +14188,7 @@ msgid "Add Action Set" msgstr "添加动作集" msgid "Add an action set." -msgstr "添加一个动作集。" +msgstr "添加动作集。" msgid "Add profile" msgstr "添加配置" @@ -14751,9 +14220,6 @@ msgstr "添加动作" msgid "Delete action" msgstr "删除动作" -msgid "OpenXR Action Map" -msgstr "OpenXR 动作映射" - msgid "Remove action from interaction profile" msgstr "从交互配置中移除动作" @@ -14773,29 +14239,11 @@ msgid "Unknown" msgstr "未知" msgid "Select an action" -msgstr "选择一个动作" +msgstr "选择动作" msgid "Choose an XR runtime." msgstr "请选择 XR 运行时。" -msgid "Package name is missing." -msgstr "包名缺失。" - -msgid "Package segments must be of non-zero length." -msgstr "包段的长度必须为非零。" - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Android 应用程序包名称中不允许使用字符 “%s”。" - -msgid "A digit cannot be the first character in a package segment." -msgstr "包段中的第一个字符不能是数字。" - -msgid "The character '%s' cannot be the first character in a package segment." -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 "Invalid public key for APK expansion." msgstr "APK 扩展的公钥无效。" @@ -14842,7 +14290,7 @@ msgid "Select device from the list" msgstr "从列表中选择设备" msgid "Running on %s" -msgstr "正运行于 %s" +msgstr "正在 %s 上运行" msgid "Exporting APK..." msgstr "正在导出 APK……" @@ -14950,9 +14398,6 @@ msgid "" msgstr "" "项目名称不符合包名格式的要求,会被更新为“%s”。如有需要,请显式指定包名。" -msgid "Code Signing" -msgstr "代码签名" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -15089,24 +14534,18 @@ msgstr "未指定 App Store 团队 ID。" msgid "Invalid Identifier:" msgstr "无效的标识符:" -msgid "Export Icons" -msgstr "导出图标" - msgid "Could not open a directory at path \"%s\"." msgstr "无法打开位于“%s”的目录。" +msgid "Export Icons" +msgstr "导出图标" + msgid "Could not write to a file at path \"%s\"." msgstr "无法写入位于“%s”的文件。" -msgid "Exporting for iOS (Project Files Only)" -msgstr "正在为 iOS 导出(仅项目文件)" - msgid "Exporting for iOS" msgstr "正在为 iOS 导出" -msgid "Prepare Templates" -msgstr "准备模板" - msgid "Export template not found." msgstr "找不到导出模板。" @@ -15116,8 +14555,8 @@ msgstr "创建目录失败:“%s”" msgid "Could not create and open the directory: \"%s\"" msgstr "无法创建并打开目录:“%s”" -msgid "iOS Plugins" -msgstr "iOS 插件" +msgid "Prepare Templates" +msgstr "准备模板" msgid "Failed to export iOS plugins with code %d. Please check the output log." msgstr "无法导出 iOS 插件,错误码 %d。请检查输出日志。" @@ -15142,9 +14581,6 @@ msgstr "创建位于“%s”的文件失败,错误码 %d。" msgid "Code signing failed, see editor log for details." msgstr "代码签名失败,详见编辑器日志。" -msgid "Xcode Build" -msgstr "Xcode 构建" - msgid "Failed to run xcodebuild with code %d" msgstr "无法运行 xcodebuild,错误码 %d" @@ -15168,12 +14604,6 @@ msgstr "使用 C#/.NET 时导出到 iOS 是实验性的。" msgid "Invalid additional PList content: " msgstr "额外 PList 内容无效: " -msgid "Identifier is missing." -msgstr "缺少标识符。" - -msgid "The character '%s' is not allowed in Identifier." -msgstr "标识符中不允许使用字符“%s”。" - msgid "Could not start simctl executable." msgstr "无法启动 simctl 可执行文件。" @@ -15195,15 +14625,9 @@ msgstr "无法启动设备可执行文件。" msgid "Could not start devicectl executable." msgstr "无法启动 devicectl 可执行文件。" -msgid "Debug Script Export" -msgstr "调试脚本导出" - msgid "Could not open file \"%s\"." msgstr "无法打开文件“%s”。" -msgid "Debug Console Export" -msgstr "调试控制台导出" - msgid "Could not create console wrapper." msgstr "无法创建控制台封装。" @@ -15219,15 +14643,9 @@ msgstr "32 位可执行文件无法内嵌 >= 4 GiB 的数据。" msgid "Executable \"pck\" section not found." msgstr "可执行文件“pck”区未找到。" -msgid "Stop and uninstall" -msgstr "停止并卸载" - msgid "Run on remote Linux/BSD system" msgstr "在远程 Linux/BSD 系统上运行" -msgid "Stop and uninstall running project from the remote system" -msgstr "停止并卸载正在远程系统上运行的项目" - msgid "Run exported project on remote Linux/BSD system" msgstr "在远程 Linux/BSD 系统上运行导出的项目" @@ -15385,9 +14803,6 @@ msgstr "已启用日历访问,但未指定用途描述。" msgid "Photo library access is enabled, but usage description is not specified." msgstr "已启用照片库访问,但未指定用途描述。" -msgid "Notarization" -msgstr "公证" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -15412,6 +14827,9 @@ msgid "" "following command:" msgstr "你可以手动检查进度,请打开终端并运行以下命令:" +msgid "Notarization" +msgstr "公证" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -15450,18 +14868,12 @@ msgstr "不支持相对符号链接,导出的“%s”可能损坏!" msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." msgstr "“%s”:Info.plist 缺失或无效,已生成新的 Info.plist。" -msgid "PKG Creation" -msgstr "PKG 创建" - msgid "Could not start productbuild executable." msgstr "无法启动 productbuild 可执行文件。" msgid "`productbuild` failed." msgstr "`productbuild` 失败。" -msgid "DMG Creation" -msgstr "DMG 创建" - msgid "Could not start hdiutil executable." msgstr "无法启动 hdiutil 可执行文件。" @@ -15508,9 +14920,6 @@ msgstr "未找到请求的模板二进制文件“%s”。你的模板归档中 msgid "Making PKG" msgstr "正在制作 PKG" -msgid "Entitlements Modified" -msgstr "授权已修改" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -15619,15 +15028,9 @@ msgstr "导出模板无效:“%s”。" msgid "Could not write file: \"%s\"." msgstr "无法写入文件:“%s”。" -msgid "Icon Creation" -msgstr "图标创建" - msgid "Could not read file: \"%s\"." msgstr "无法读取文件:“%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." @@ -15643,23 +15046,20 @@ msgstr "如果这个项目不使用 C#,请使用非 C# 版本的编辑器来 msgid "Could not read HTML shell: \"%s\"." msgstr "无法读取 HTML 壳:“%s”。" -msgid "Could not create HTTP server directory: %s." -msgstr "无法创建 HTTP 服务器目录:%s。" - -msgid "Error starting HTTP server: %d." -msgstr "启动 HTTP 服务器时出错:%d。" +msgid "Run in Browser" +msgstr "在浏览器中运行" msgid "Stop HTTP Server" msgstr "停止 HTTP 服务器" -msgid "Run in Browser" -msgstr "在浏览器中运行" - msgid "Run exported HTML in the system's default browser." msgstr "使用默认浏览器打开导出的 HTML 文件。" -msgid "Resources Modification" -msgstr "资源修改" +msgid "Could not create HTTP server directory: %s." +msgstr "无法创建 HTTP 服务器目录:%s。" + +msgid "Error starting HTTP server: %d." +msgstr "启动 HTTP 服务器时出错:%d。" msgid "Icon size \"%d\" is missing." msgstr "缺少图标尺寸“%d”。" @@ -15691,7 +15091,7 @@ msgid "" "Resources\" in the export preset." msgstr "" "无法启动 rcedit 可执行文件。请在编辑器设置中配置 rcedit 路径(导出 > Windows " -"> Rcedit),或在导出预设中禁用“应用 > 修改资源”。" +"> rcedit),或在导出预设中禁用“应用 > 修改资源”。" msgid "rcedit failed to modify executable: %s." msgstr "rcedit 修改可执行文件失败:%s。" @@ -15737,7 +15137,7 @@ msgid "" "The rcedit tool must be configured in the Editor Settings (Export > Windows > " "rcedit) to change the icon or app information data." msgstr "" -"必须在编辑器设置中配置 rcedit 工具(导出 > Windows > Rcedit)才能修改图标或应" +"必须在编辑器设置中配置 rcedit 工具(导出 > Windows > rcedit)才能修改图标或应" "用信息数据。" msgid "Windows executables cannot be >= 4 GiB." @@ -16313,12 +15713,6 @@ msgstr "" "VehicleWheel3D 是用来为 VehicleBody3D 提供车轮系统的。请将它用作 " "VehicleBody3D 的子节点。" -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 后端时尚不支持 ReflectionProbe。将在后续版本中加入。" - msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." @@ -16394,12 +15788,6 @@ msgid "" "scenes)." msgstr "每个场景中只允许有一个 WorldEnvironment(含实例化的场景)。" -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D 必须将 XROrigin3D 节点作为其父节点。" - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D 必须将 XROrigin3D 节点作为其父节点。" - msgid "No tracker name is set." msgstr "未设置追踪器名称。" @@ -16409,22 +15797,17 @@ msgstr "未设置姿势。" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D 需要 XRCamera3D 子节点。" -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "渲染项目设置中未启用 XR。除非启用该功能,否则不支持立体输出。" - msgid "On BlendTree node '%s', animation not found: '%s'" -msgstr "在 BlendTree 节点 “%s” 上没有发现动画: “%s”" +msgstr "在 BlendTree 节点“%s”上没有发现动画:“%s”" msgid "Animation not found: '%s'" -msgstr "没有动画: “%s”" +msgstr "没有找到动画:“%s”" msgid "Animation Apply Reset" msgstr "动画应用重置" msgid "Nothing connected to input '%s' of node '%s'." -msgstr "没有任何物体连接到节点 “%s” 的输入 “%s” 。" +msgstr "没有任何物体连接到节点“%s”的输入“%s”。" msgid "No root AnimationNode for the graph is set." msgstr "没有为图设置根 AnimationNode。" @@ -16455,14 +15838,6 @@ msgstr "" "由于该控件的 Mouse Filter 设置为“Ignore”因此将不会显示高亮工具提示。将 Mouse " "Filter 设置为“Stop”或“Pass”可修正此问题。" -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "改变控件的Z索引只影响绘图顺序,不影响输入事件的处理顺序。" - -msgid "Alert!" -msgstr "警告!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -16700,35 +16075,6 @@ msgstr "预期为常量表达式。" msgid "Expected ',' or ')' after argument." msgstr "参数后期望有“,”或“)”。" -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying 不能在“%s”函数中赋值。" - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "数据类型为“%s”的 Varying 只能在“fragment”函数中被赋值。" - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "已在“vertex”函数中赋值的 varying 不能在“fragment”或“light”中重新赋值。" - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "已在“fragment”函数中赋值的 varying 不能在“vertex”或“light”中重新赋值。" - -msgid "Assignment to function." -msgstr "对函数的赋值。" - -msgid "Swizzling assignment contains duplicates." -msgstr "Swizzling 赋值包含重复项。" - -msgid "Assignment to uniform." -msgstr "对 Uniform 的赋值。" - -msgid "Constants cannot be modified." -msgstr "不允许修改常量。" - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -16831,6 +16177,9 @@ msgstr "整数数据类型的 Varying 必须使用 `flat` 插值修饰符声明 msgid "Can't use function as identifier: '%s'." msgstr "不能使用函数作为标识符:“%s”。" +msgid "Constants cannot be modified." +msgstr "不允许修改常量。" + msgid "Only integer expressions are allowed for indexing." msgstr "只允许使用整数表达式进行索引。" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index 52527b6f87e0..6427aa381a3c 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -42,7 +42,7 @@ # abcabcc <xmmandxpp@outlook.com>, 2023. # leo <leowong1220@gmail.com>, 2023. # adenpun <adenpun2000@gmail.com>, 2023. -# Bogay Chuang <pojay11523@gmail.com>, 2023. +# Bogay Chuang <pojay11523@gmail.com>, 2023, 2024. # 廖文睿 <petey7271@gmail.com>, 2023. # hung0123 <flyking1486325@gmail.com>, 2023. # Sand Smith <1105483764@qq.com>, 2023. @@ -56,8 +56,8 @@ 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: 2024-02-12 23:42+0000\n" -"Last-Translator: Chang-Chia Tseng <pswo10680@gmail.com>\n" +"PO-Revision-Date: 2024-03-19 14:06+0000\n" +"Last-Translator: Bogay Chuang <pojay11523@gmail.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot/zh_Hant/>\n" "Language: zh_TW\n" @@ -65,7 +65,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "主執行緒" @@ -217,12 +217,6 @@ msgstr "搖桿按鈕 %d" msgid "Pressure:" msgstr "感壓:" -msgid "canceled" -msgstr "已取消" - -msgid "touched" -msgstr "按下" - msgid "released" msgstr "放開" @@ -467,13 +461,6 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" -msgid "Example: %s" -msgstr "範例: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 個項目" - msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -482,18 +469,12 @@ msgstr "無效的操作名稱。名稱不可留空或包含 “/”, “:”, msgid "An action with the name '%s' already exists." msgstr "已有名稱「%s」的操作。" -msgid "Cannot Revert - Action is same as initial" -msgstr "無法還原 - 動作與初始動作相同" - msgid "Revert Action" msgstr "還原動作" msgid "Add Event" msgstr "新增事件" -msgid "Remove Action" -msgstr "移除動作" - msgid "Cannot Remove Action" msgstr "無法移除動作" @@ -503,6 +484,9 @@ msgstr "編輯事件" msgid "Remove Event" msgstr "移除事件" +msgid "Filter by Name" +msgstr "按名稱篩選" + msgid "Clear All" msgstr "全部清除" @@ -536,6 +520,12 @@ msgstr "在此插入關鍵影格" msgid "Duplicate Selected Key(s)" msgstr "重複所選關鍵影格" +msgid "Copy Selected Key(s)" +msgstr "複製所選關鍵影格" + +msgid "Paste Key(s)" +msgstr "貼上關鍵影格" + msgid "Delete Selected Key(s)" msgstr "刪除所選關鍵影格" @@ -998,6 +988,9 @@ msgstr "編輯" msgid "Animation properties." msgstr "動畫屬性。" +msgid "Duplicate Selected Keys" +msgstr "再製所選關鍵影格" + msgid "Delete Selection" msgstr "刪除所選" @@ -1193,9 +1186,8 @@ msgstr "取代全部" msgid "Selection Only" msgstr "僅搜尋所選區域" -msgctxt "Indentation" -msgid "Spaces" -msgstr "空格" +msgid "Hide" +msgstr "隱藏" msgctxt "Indentation" msgid "Tabs" @@ -1381,9 +1373,6 @@ msgstr "這個class已經標記不用了。" msgid "This class is marked as experimental." msgstr "這個class已經標記實驗性了。" -msgid "No description available for %s." -msgstr "缺少對%s的可用解釋。" - msgid "Favorites:" msgstr "我的最愛:" @@ -1417,9 +1406,6 @@ msgstr "儲存分支為場景" msgid "Copy Node Path" msgstr "複製節點路徑" -msgid "Instance:" -msgstr "實體:" - msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" @@ -1542,9 +1528,6 @@ msgstr "恢復操作。" msgid "Bytes:" msgstr "位元組:" -msgid "Warning:" -msgstr "警告:" - msgid "Error:" msgstr "錯誤:" @@ -1920,9 +1903,6 @@ msgstr "無法自素材「%s」中取得下列檔案:" msgid "(and %s more files)" msgstr "(與其他%s個檔案)" -msgid "Asset \"%s\" installed successfully!" -msgstr "素材「%s」安裝成功!" - msgid "Success!" msgstr "成功!" @@ -2089,30 +2069,6 @@ msgstr "建立新匯流排配置。" msgid "Audio Bus Layout" msgstr "音訊匯流排佈局" -msgid "Invalid name." -msgstr "無效的名稱。" - -msgid "Cannot begin with a digit." -msgstr "無法以數字開頭。" - -msgid "Valid characters:" -msgstr "可使用的字元:" - -msgid "Must not collide with an existing engine class name." -msgstr "不可與現存的引擎類別名稱衝突。" - -msgid "Must not collide with an existing global script class name." -msgstr "不可與現存的全域腳本class名稱衝突。" - -msgid "Must not collide with an existing built-in type name." -msgstr "不可與內建的類別名稱衝突。" - -msgid "Must not collide with an existing global constant name." -msgstr "不可與現存的全域常數名稱衝突。" - -msgid "Keyword cannot be used as an Autoload name." -msgstr "不可使用關鍵字作為 Autoload 名稱。" - msgid "Autoload '%s' already exists!" msgstr "Autoload「%s」已經存在!" @@ -2149,9 +2105,6 @@ msgstr "新增 Autoload" msgid "Path:" msgstr "路徑:" -msgid "Set path or press \"%s\" to create a script." -msgstr "設定路徑或按\"%s\"以產生腳本。" - msgid "Node Name:" msgstr "節點名稱:" @@ -2298,24 +2251,15 @@ msgstr "從專案中檢測" msgid "Actions:" msgstr "動作:" -msgid "Configure Engine Build Profile:" -msgstr "設定引擎建立設定檔:" - msgid "Please Confirm:" msgstr "請確認:" -msgid "Engine Build Profile" -msgstr "引擎建立設定檔" - msgid "Load Profile" msgstr "開啟設定檔" msgid "Export Profile" msgstr "匯出設定檔" -msgid "Edit Build Configuration Profile" -msgstr "更改 Build Configuration設定檔" - msgid "" "Failed to execute command \"%s\":\n" "%s." @@ -2489,15 +2433,6 @@ msgstr "匯入配置" msgid "Manage Editor Feature Profiles" msgstr "管理編輯器功能配置" -msgid "Some extensions need the editor to restart to take effect." -msgstr "某些擴展需要重新開機編輯器才能生效。" - -msgid "Restart" -msgstr "重新啟動" - -msgid "Save & Restart" -msgstr "儲存並重新啟動" - msgid "ScanSources" msgstr "掃描原始檔" @@ -2524,6 +2459,9 @@ msgstr "重複" msgid "Experimental" msgstr "實驗性" +msgid "Deprecated:" +msgstr "已棄用:" + msgid "This method supports a variable number of arguments." msgstr "這個方法支援可變數量的參數。" @@ -2618,9 +2556,6 @@ msgid "" msgstr "" "該class目前沒有說明。請幫我們[color=$color][url=$url]貢獻一個[/url][/color]!" -msgid "Note:" -msgstr "注意:" - msgid "" "There are notable differences when using this API with C#. See [url=%s]C# API " "differences to GDScript[/url] for more information." @@ -2694,6 +2629,12 @@ msgid "" msgstr "" "該屬性目前無說明。請幫助我們[color=$color][url=$url]貢獻一個[/url][/color]!" +msgid "Editor" +msgstr "編輯器" + +msgid "No description available." +msgstr "沒有說明。" + msgid "Metadata:" msgstr "Metadata:" @@ -2706,12 +2647,6 @@ msgstr "方法:" msgid "Signal:" msgstr "訊號:" -msgid "No description available." -msgstr "沒有說明。" - -msgid "%d match." -msgstr "%d 件相符合的結果。" - msgid "%d matches." msgstr "%d 件相符合的結果。" @@ -2860,9 +2795,6 @@ msgstr "設定多個:%s" msgid "Remove metadata %s" msgstr "刪除metadata %s" -msgid "Pinned %s" -msgstr "已釘選%s" - msgid "Unpinned %s" msgstr "已解除釘選%s" @@ -3006,15 +2938,9 @@ msgstr "" msgid "Spins when the editor window redraws." msgstr "編輯器視窗重新繪製時旋轉。" -msgid "Imported resources can't be saved." -msgstr "匯入的資源無法儲存。" - msgid "OK" msgstr "好" -msgid "Error saving resource!" -msgstr "保存資源時發生錯誤!" - msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." @@ -3028,30 +2954,6 @@ msgstr "由於該資源已從別的檔案導入,無法儲存該資源。請先 msgid "Save Resource As..." msgstr "另存資源為..." -msgid "Can't open file for writing:" -msgstr "無法開啟欲寫入的檔案:" - -msgid "Requested file format unknown:" -msgstr "要求的檔案格式未知:" - -msgid "Error while saving." -msgstr "保存時發生錯誤。" - -msgid "Can't open file '%s'. The file could have been moved or deleted." -msgstr "無法開啟「%s」檔案。該檔案可能已被移動或刪除。" - -msgid "Error while parsing file '%s'." -msgstr "無法解析檔案「%s」。" - -msgid "Scene file '%s' appears to be invalid/corrupt." -msgstr "場景檔案「%s」可能損壞或不可用。" - -msgid "Missing file '%s' or one of its dependencies." -msgstr "缺少檔案「%s」或其依賴品。" - -msgid "Error while loading file '%s'." -msgstr "載入檔案「%s」時發生錯誤。" - msgid "Saving Scene" msgstr "正在保存場景" @@ -3061,38 +2963,20 @@ msgstr "正在分析" msgid "Creating Thumbnail" msgstr "正在建立縮圖" -msgid "This operation can't be done without a tree root." -msgstr "無樹狀根目錄時無法進行此操作。" - -msgid "" -"This scene can't be saved because there is a cyclic instance inclusion.\n" -"Please resolve it and then attempt to save again." -msgstr "" -"該場景有循環性實體化問題,無法儲存。\n" -"請先解決此問題後再試一次。" - -msgid "" -"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " -"be satisfied." -msgstr "無法儲存場景。可能是由於相依性(實體或繼承)無法滿足。" - msgid "Save scene before running..." msgstr "執行前先儲存場景..." -msgid "Could not save one or more scenes!" -msgstr "無法儲存一或多個場景!" - msgid "Save All Scenes" msgstr "儲存所有場景" msgid "Can't overwrite scene that is still open!" msgstr "無法複寫未關閉的場景!" -msgid "Can't load MeshLibrary for merging!" -msgstr "無法加載要合併的網格庫!" +msgid "Merge With Existing" +msgstr "與現有的合併" -msgid "Error saving MeshLibrary!" -msgstr "保存網格庫時出錯!" +msgid "Apply MeshInstance Transforms" +msgstr "套用MeshInstance變換" msgid "" "An error occurred while trying to save the editor layout.\n" @@ -3148,9 +3032,6 @@ msgstr "" "實例化或繼承該場景即可對其做出修改。\n" "請閱讀與匯入相關的說明文件以更加瞭解該工作流程。" -msgid "Changes may be lost!" -msgstr "改動可能會遺失!" - msgid "This object is read-only." msgstr "這個物件是唯讀。" @@ -3166,9 +3047,6 @@ msgstr "快速開啟場景…" msgid "Quick Open Script..." msgstr "快速開啟腳本…" -msgid "%s no longer exists! Please specify a new save location." -msgstr "%s不存在!請指定新的儲存位置。" - msgid "" "The current scene has no root node, but %d modified external resource(s) were " "saved anyway." @@ -3243,23 +3121,12 @@ msgstr "關閉前是否儲存更改?" msgid "Save changes to the following scene(s) before reloading?" msgstr "重新載入前要儲存下列場景的變更嗎?" -msgid "Save changes to the following scene(s) before quitting?" -msgstr "退出前要先儲存下列場景嗎?" - msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "開啟專案管理員前要先儲存以下場景嗎?" -msgid "" -"This option is deprecated. Situations where refresh must be forced are now " -"considered a bug. Please report." -msgstr "該選項已停止維護。目前已將需強制重新整理的情況視為 Bug,請回報該問題。" - msgid "Pick a Main Scene" msgstr "選取主要場景" -msgid "This operation can't be done without a scene." -msgstr "必須要有場景才可完成該操作。" - msgid "Export Mesh Library" msgstr "匯出網格庫" @@ -3287,22 +3154,12 @@ msgstr "" "「%s」為自動匯入的場景,將無法修改。\n" "若要對其進行改動,可建立新繼承場景。" -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 "" -"載入場景時發生錯誤,場景必須置於專案路徑內。請使用 [匯入] 來開啟該場景,並將其" -"儲存於專案路徑內。" - msgid "Scene '%s' has broken dependencies:" msgstr "場景「%s」的相依性損壞:" msgid "Clear Recent Scenes" msgstr "清除最近開啟的場景" -msgid "There is no defined scene to run." -msgstr "未定義欲執行之場景。" - msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3399,7 +3256,7 @@ msgid "Mobile" msgstr "移動裝置" msgid "Compatibility" -msgstr "編譯" +msgstr "相容性" msgid "Pan View" msgstr "平移檢視" @@ -3467,27 +3324,18 @@ msgstr "編輯器設定..." msgid "Project" msgstr "專案" -msgid "Project Settings..." -msgstr "專案設定..." - msgid "Project Settings" msgstr "專案設定" msgid "Version Control" msgstr "版本控制" -msgid "Export..." -msgstr "匯出..." - msgid "Install Android Build Template..." msgstr "安裝 Android 建置樣板..." msgid "Open User Data Folder" msgstr "打開使用者資料資料夾" -msgid "Customize Engine Build Configuration..." -msgstr "正在設定自訂Engine Build選項..." - msgid "Tools" msgstr "工具" @@ -3503,9 +3351,6 @@ msgstr "重新載入目前專案" msgid "Quit to Project List" msgstr "退出到專案列表" -msgid "Editor" -msgstr "編輯器" - msgid "Command Palette..." msgstr "Command表..." @@ -3545,9 +3390,6 @@ msgstr "說明" msgid "Online Documentation" msgstr "線上說明文件" -msgid "Questions & Answers" -msgstr "常見問答" - msgid "Community" msgstr "社群" @@ -3569,6 +3411,9 @@ msgstr "傳送說明文件回饋" msgid "Support Godot Development" msgstr "支援 Godot 開發" +msgid "Save & Restart" +msgstr "儲存並重新啟動" + msgid "Update Continuously" msgstr "持續更新" @@ -3578,9 +3423,6 @@ msgstr "更新所有變更" msgid "Hide Update Spinner" msgstr "隱藏更新旋轉圖" -msgid "FileSystem" -msgstr "檔案系統" - msgid "Inspector" msgstr "屬性面板" @@ -3590,9 +3432,6 @@ msgstr "節點" msgid "History" msgstr "歷史記錄" -msgid "Output" -msgstr "輸出" - msgid "Don't Save" msgstr "不儲存" @@ -3620,12 +3459,6 @@ msgstr "樣板包" msgid "Export Library" msgstr "匯出函式庫" -msgid "Merge With Existing" -msgstr "與現有的合併" - -msgid "Apply MeshInstance Transforms" -msgstr "套用MeshInstance變換" - msgid "Open & Run a Script" msgstr "開啟並執行腳本" @@ -3672,33 +3505,15 @@ msgstr "開啟下一個編輯器" msgid "Open the previous Editor" msgstr "開啟上一個編輯器" -msgid "Ok" -msgstr "Ok" - msgid "Warning!" msgstr "警告!" -msgid "On" -msgstr "開啟" - -msgid "Edit Plugin" -msgstr "編輯外掛" - -msgid "Installed Plugins:" -msgstr "已安裝的外掛:" - -msgid "Create New Plugin" -msgstr "建立插件" - -msgid "Version" -msgstr "版本" - -msgid "Author" -msgstr "作者" - msgid "Edit Text:" msgstr "編輯文字:" +msgid "On" +msgstr "開啟" + msgid "Renaming layer %d:" msgstr "重新命名%d圖層:" @@ -3781,6 +3596,12 @@ msgstr "選擇 Viewport" msgid "Selected node is not a Viewport!" msgstr "所選節點並非 Viewport!" +msgid "New Key:" +msgstr "新增索引鍵:" + +msgid "New Value:" +msgstr "新增數值:" + msgid "(Nil) %s" msgstr "「Nil」%s" @@ -3799,12 +3620,6 @@ msgstr "字典(Nil)" msgid "Dictionary (size %d)" msgstr "字典(大小%d)" -msgid "New Key:" -msgstr "新增索引鍵:" - -msgid "New Value:" -msgstr "新增數值:" - msgid "Add Key/Value Pair" msgstr "新增索引鍵/值組" @@ -4007,21 +3822,12 @@ msgstr "儲存檔案:%s" msgid "Storing File:" msgstr "儲存檔案:" -msgid "No export template found at the expected path:" -msgstr "在預期的路徑中找不到匯出樣板:" - -msgid "ZIP Creation" -msgstr "ZIP壓縮檔產生" - msgid "Could not open file to read from path \"%s\"." msgstr "無法打開位於「%s」的檔案進行讀取。" msgid "Packing" msgstr "正在打包" -msgid "Save PCK" -msgstr "儲存 PCK" - msgid "Cannot create file \"%s\"." msgstr "無法建立「%s」檔案。" @@ -4043,18 +3849,12 @@ msgstr "無法開啟加密檔案並寫入。" msgid "Can't open file to read from path \"%s\"." msgstr "無法打開位於「%s」的檔案用於讀取。" -msgid "Save ZIP" -msgstr "儲存 ZIP" - msgid "Custom debug template not found." msgstr "找不到自定義偵錯樣板。" msgid "Custom release template not found." msgstr "找不到自定義發行樣板。" -msgid "Prepare Template" -msgstr "管理模板" - msgid "The given export path doesn't exist." msgstr "給定的匯出路徑不存在。" @@ -4064,9 +3864,6 @@ msgstr "找不到模板檔案:「%s」。" msgid "Failed to copy export template." msgstr "複製匯出模板失敗。" -msgid "PCK Embedding" -msgstr "PCK 內嵌" - msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "匯出 32 位元檔時,內嵌 PCK 大小不得超過 4 GB。" @@ -4139,36 +3936,6 @@ msgid "" "for official releases." msgstr "未找到該版本的下載鏈接。直接下載僅適用於正式發行版本。" -msgid "Disconnected" -msgstr "已斷開連線" - -msgid "Resolving" -msgstr "正在解析" - -msgid "Can't Resolve" -msgstr "無法解析" - -msgid "Connecting..." -msgstr "正在連線..." - -msgid "Can't Connect" -msgstr "無法連線" - -msgid "Connected" -msgstr "已連線" - -msgid "Requesting..." -msgstr "正在要求…" - -msgid "Downloading" -msgstr "正在下載" - -msgid "Connection Error" -msgstr "連線錯誤" - -msgid "TLS Handshake Error" -msgstr "TLS交握錯誤" - msgid "Can't open the export templates file." msgstr "無法開啟匯出樣板檔。" @@ -4296,6 +4063,9 @@ msgstr "匯出的資源:" msgid "(Inherited)" msgstr "(繼承)" +msgid "Export With Debug" +msgstr "以偵錯模式匯出" + msgid "%s Export" msgstr "%s 匯出" @@ -4453,9 +4223,6 @@ msgstr "專案匯出" msgid "Manage Export Templates" msgstr "管理匯出樣板" -msgid "Export With Debug" -msgstr "以偵錯模式匯出" - msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF執行檔的路徑是空的。" @@ -4620,9 +4387,6 @@ msgstr "自我的最愛中移除" msgid "Reimport" msgstr "重新匯入" -msgid "Open in File Manager" -msgstr "在檔案總管中開啟" - msgid "New Folder..." msgstr "新增資料夾..." @@ -4668,6 +4432,9 @@ msgstr "重複..." msgid "Rename..." msgstr "重新命名..." +msgid "Open in File Manager" +msgstr "在檔案總管中開啟" + msgid "Open in External Program" msgstr "在外部程式中開啟" @@ -4925,23 +4692,6 @@ msgstr "重新載入播放場景。" msgid "Quick Run Scene..." msgstr "快速執行場景…" -msgid "" -"Movie Maker mode is enabled, but no movie file path has been specified.\n" -"A default movie file path can be specified in the project settings under the " -"Editor > Movie Writer category.\n" -"Alternatively, for running single scenes, a `movie_file` string metadata can " -"be added to the root node,\n" -"specifying the path to a movie file that will be used when recording that " -"scene." -msgstr "" -"電影製作模式已啟用,但未指定影片文件路徑。\n" -"可以在 編輯器>電影製作 類別下的項目設置中指定默認電影文件路徑。\n" -"或者,為了運行單個場景,可以將「movie_file」字符串元數據添加到根節點,\n" -"指定錄製該場景時將使用的影片文件的路徑。" - -msgid "Could not start subprocess(es)!" -msgstr "無法啟動子處理程序!" - msgid "Run the project's default scene." msgstr "執行專案預設場景。" @@ -5087,15 +4837,15 @@ msgstr "" msgid "Open in Editor" msgstr "在編輯器中開啟" +msgid "Instance:" +msgstr "實體:" + msgid "\"%s\" is not a known filter." msgstr "「%s」不是一個已知的篩選。" msgid "Invalid node name, the following characters are not allowed:" msgstr "無效的節點名稱,名稱不可包含下列字元:" -msgid "Another node already uses this unique name in the scene." -msgstr "另一個節點已在該場景中使用了這個不可重複的名稱。" - msgid "Scene Tree (Nodes):" msgstr "場景樹(節點):" @@ -5465,9 +5215,6 @@ msgstr "3D" msgid "Importer:" msgstr "匯入器:" -msgid "Keep File (No Import)" -msgstr "保留檔案 (不匯入)" - msgid "%d Files" msgstr "%d 個檔案" @@ -5713,94 +5460,6 @@ msgstr "群組" msgid "Select a single node to edit its signals and groups." msgstr "選擇單一節點以編輯其訊號與群組。" -msgid "Plugin name cannot be blank." -msgstr "插件名稱不能為空。" - -msgid "Script extension must match chosen language extension (.%s)." -msgstr "腳本擴展必須與所選語言擴展(.%s) 相同。" - -msgid "Subfolder name is not a valid folder name." -msgstr "子文件夾名稱不是有效的文件夾名稱。" - -msgid "Subfolder cannot be one which already exists." -msgstr "子文件夾不能是已存在的文件夾。" - -msgid "Edit a Plugin" -msgstr "編輯外掛" - -msgid "Create a Plugin" -msgstr "建立外掛" - -msgid "Update" -msgstr "更新" - -msgid "Plugin Name:" -msgstr "外掛名稱:" - -msgid "Required. This name will be displayed in the list of plugins." -msgstr "必填。此名稱將顯示在外掛程式清單中。" - -msgid "Subfolder:" -msgstr "子資料夾:" - -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 "" -"選填。資料夾名稱通常應使用「snake_case」命名(避免使用空格和特殊字元)。\n" -"如果留空,該資料夾將以轉換為“snake_case”的外掛程式名稱命名。" - -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 "" -"選填。此說明應保持相對較短(最多 5 行)。\n" -"將外掛程式懸停在外掛程式清單中時,將顯示它。" - -msgid "Author:" -msgstr "作者:" - -msgid "Optional. The author's username, full name, or organization name." -msgstr "自選。作者的使用者名、全名或組織名稱。" - -msgid "Version:" -msgstr "版本:" - -msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." -msgstr "選填。僅供參考的人類可讀版本標識碼。" - -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 "" -"必填。脚本使用的脚本語言。\n" -"請注意,通過向外掛程式添加更多腳本,外掛程式可以同時使用多種語言。" - -msgid "Script Name:" -msgstr "腳本名稱:" - -msgid "" -"Optional. The path to the script (relative to the add-on folder). If left " -"empty, will default to \"plugin.gd\"." -msgstr "選填。腳本的路徑(相對於載入項資料夾)。如果留空,將預設為“plugin.gd”。" - -msgid "Activate now?" -msgstr "現在啟動?" - -msgid "Plugin name is valid." -msgstr "外掛程式名稱有效。" - -msgid "Script extension is valid." -msgstr "腳本副檔名有效。" - -msgid "Subfolder name is valid." -msgstr "子資料夾名稱有效。" - msgid "Create Polygon" msgstr "新增多邊形" @@ -6330,8 +5989,11 @@ msgstr "刪除全部" msgid "Root" msgstr "根結點" -msgid "AnimationTree" -msgstr "動畫樹" +msgid "Author" +msgstr "作者" + +msgid "Version:" +msgstr "版本:" msgid "Contents:" msgstr "內容:" @@ -6390,9 +6052,6 @@ msgstr "失敗:" msgid "Bad download hash, assuming file has been tampered with." msgstr "下載雜湊錯誤,檔案可能被篡改。" -msgid "Expected:" -msgstr "應為:" - msgid "Got:" msgstr "獲得:" @@ -6414,6 +6073,12 @@ msgstr "正在下載..." msgid "Resolving..." msgstr "正在解析..." +msgid "Connecting..." +msgstr "正在連線..." + +msgid "Requesting..." +msgstr "正在要求…" + msgid "Error making request" msgstr "建立要求時發生錯誤" @@ -6447,9 +6112,6 @@ msgstr "授權(A-Z)" msgid "License (Z-A)" msgstr "授權(Z-A)" -msgid "Official" -msgstr "官方" - msgid "Testing" msgstr "測試" @@ -6472,9 +6134,6 @@ msgctxt "Pagination" msgid "Last" msgstr "最後一個" -msgid "Failed to get repository configuration." -msgstr "無法取得倉儲設定。" - msgid "All" msgstr "全部" @@ -6716,21 +6375,6 @@ msgstr "中間視角" msgid "Select Mode" msgstr "選擇模式" -msgid "Drag: Rotate selected node around pivot." -msgstr "拖移:以支點為中心旋轉所選的節點。" - -msgid "Alt+Drag: Move selected node." -msgstr "Alt+拖移:移動所選的節點。" - -msgid "Alt+Drag: Scale selected node." -msgstr "Alt+拖曳:縮放所選的節點。" - -msgid "V: Set selected node's pivot position." -msgstr "V:設定所選節點之支點位置。" - -msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." -msgstr "Alt+滑鼠右鍵:顯示該點擊位置所有物件的列表,包含已鎖定的節點。" - msgid "RMB: Add node at position clicked." msgstr "滑鼠右鍵:在點擊位置增加節點。" @@ -6749,9 +6393,6 @@ msgstr "Shift:按比例縮放。" msgid "Show list of selectable nodes at position clicked." msgstr "在單擊的位置顯示可選節點的列表。" -msgid "Click to change object's rotation pivot." -msgstr "點擊以更改物件的旋轉樞紐。" - msgid "Pan Mode" msgstr "平移模式" @@ -6849,9 +6490,6 @@ msgstr "顯示" msgid "Show When Snapping" msgstr "當吸附時顯示" -msgid "Hide" -msgstr "隱藏" - msgid "Toggle Grid" msgstr "切換網格" @@ -6955,9 +6593,6 @@ msgstr "沒有根節點無法實體化多個節點。" msgid "Create Node" msgstr "建立節點" -msgid "Error instantiating scene from %s" -msgstr "從 %s 實例化場景時出錯" - msgid "Change Default Type" msgstr "更改預設型別" @@ -7116,6 +6751,9 @@ msgstr "對齊垂直" msgid "Convert to GPUParticles3D" msgstr "轉換為 GPUParticles3D" +msgid "Restart" +msgstr "重新啟動" + msgid "Load Emission Mask" msgstr "載入發射遮罩" @@ -7125,9 +6763,6 @@ msgstr "轉換為 GPUParticles2D" msgid "CPUParticles2D" msgstr "CPU粒子2D" -msgid "Generated Point Count:" -msgstr "已產生的頂點數量:" - msgid "Emission Mask" msgstr "發射遮罩" @@ -7257,19 +6892,9 @@ msgstr "啟用此選項後,路徑節點使用的曲線資源將在專案運行 msgid "Visible Navigation" msgstr "顯示導覽" -msgid "" -"When this option is enabled, navigation meshes and polygons will be visible " -"in the running project." -msgstr "開啟該選項後,導航網格與多邊形將在專案執行時可見。" - msgid "Visible Avoidance" msgstr "可見迴避" -msgid "" -"When this option is enabled, avoidance objects shapes, radius and velocities " -"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" @@ -7307,6 +6932,18 @@ msgstr "" "啟用此選項後,編輯器除錯服務器將保持打開狀態並監聽在編輯器本身外部啟動的新階" "段。" +msgid "Edit Plugin" +msgstr "編輯外掛" + +msgid "Installed Plugins:" +msgstr "已安裝的外掛:" + +msgid "Create New Plugin" +msgstr "建立插件" + +msgid "Version" +msgstr "版本" + msgid "Size: %s" msgstr "大小:%s" @@ -7377,9 +7014,6 @@ msgstr "更改分離射線形狀長度" msgid "Change Decal Size" msgstr "更改貼花尺寸" -msgid "Change Fog Volume Size" -msgstr "更改霧體積大小" - msgid "Change Particles AABB" msgstr "更改粒子 AABB" @@ -7389,9 +7023,6 @@ msgstr "更改半徑" msgid "Change Light Radius" msgstr "更改光照半徑" -msgid "Start Location" -msgstr "起始位置" - msgid "End Location" msgstr "結束位置" @@ -7422,9 +7053,6 @@ msgstr "產生矩形可見性" msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "僅可設為指向 ProticlesMaterial 處理材料" -msgid "Clear Emission Mask" -msgstr "清除發射遮罩" - msgid "GPUParticles2D" msgstr "粒子" @@ -7566,41 +7194,14 @@ msgstr "光照貼圖烘培" msgid "Select lightmap bake file:" msgstr "選擇光照圖烘焙檔案:" -msgid "Mesh is empty!" -msgstr "空網格!" - msgid "Couldn't create a Trimesh collision shape." msgstr "無法建立三角網格碰撞形狀。" -msgid "Create Static Trimesh Body" -msgstr "建立靜態三角網格形體" - -msgid "This doesn't work on scene root!" -msgstr "無法用於場景根節點!" - -msgid "Create Trimesh Static Shape" -msgstr "建立三角網格靜態形狀" - -msgid "Can't create a single convex collision shape for the scene root." -msgstr "無法為該場景根節點建立單一凸碰撞形狀。" - -msgid "Couldn't create a single convex collision shape." -msgstr "無法建立單一凸碰撞形狀。" - -msgid "Create Simplified Convex Shape" -msgstr "建立簡化凸面形狀" - -msgid "Create Single Convex Shape" -msgstr "建立單一凸面形狀" - -msgid "Can't create multiple convex collision shapes for the scene root." -msgstr "無法為場景根節點建立多個凸碰撞形狀。" - msgid "Couldn't create any collision shapes." msgstr "無法建立任何碰撞形狀。" -msgid "Create Multiple Convex Shapes" -msgstr "建立多個凸面形狀" +msgid "Mesh is empty!" +msgstr "空網格!" msgid "Create Navigation Mesh" msgstr "建立導航網格" @@ -7657,19 +7258,32 @@ msgstr "建立輪廓" msgid "Mesh" msgstr "網格" -msgid "Create Trimesh Static Body" -msgstr "建立三角網格靜態形體" +msgid "Create Outline Mesh..." +msgstr "建立輪廓網格..." msgid "" -"Creates a StaticBody3D and assigns a polygon-based collision shape to it " +"Creates a static outline mesh. The outline mesh will have its normals flipped " "automatically.\n" -"This is the most accurate (but slowest) option for collision detection." +"This can be used instead of the StandardMaterial Grow property when using " +"that property isn't possible." msgstr "" -"建立 StaticBody 並自動指派一個基於多邊形的碰撞形體。\n" -"對於碰撞偵測,該選項為最精確(但最慢)的選項。" +"建立靜態輪廓網格。輪廓網格的法線會自動翻轉。\n" +"當無法使用 SpatialMetarial 的 Grow 屬性時,可以使用該屬性來代替該屬性。" + +msgid "View UV1" +msgstr "檢視 UV1" + +msgid "View UV2" +msgstr "檢視 UV2" + +msgid "Unwrap UV2 for Lightmap/AO" +msgstr "為光照圖/AO 打開 UV2" -msgid "Create Trimesh Collision Sibling" -msgstr "建立三角網格碰撞同級" +msgid "Create Outline Mesh" +msgstr "建立輪廓網格" + +msgid "Outline Size:" +msgstr "輪廓尺寸:" msgid "" "Creates a polygon-based collision shape.\n" @@ -7678,9 +7292,6 @@ msgstr "" "建立基於多邊形的碰撞形狀。\n" "對於碰撞偵測,該選項為最精確(但最慢)的選項。" -msgid "Create Single Convex Collision Sibling" -msgstr "建立單一凸面碰撞同級" - msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." @@ -7688,9 +7299,6 @@ msgstr "" "建立單一凸面碰撞形狀。\n" "對於碰撞偵測,該選項為最快(但最不精確)的選項。" -msgid "Create Simplified Convex Collision Sibling" -msgstr "建立簡化凸面碰撞同級節點" - msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " @@ -7699,9 +7307,6 @@ msgstr "" "建立簡化凸型碰撞形狀。\n" "類似於單一碰撞形狀,但在某些情形下會以精準度為代價,建構較簡單的幾何體。" -msgid "Create Multiple Convex Collision Siblings" -msgstr "建立碰撞多邊形同級" - msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " @@ -7710,33 +7315,6 @@ msgstr "" "建立基於多邊形的碰撞形狀。\n" "其效能介於單一凸型碰撞和多邊形碰撞之間。" -msgid "Create Outline Mesh..." -msgstr "建立輪廓網格..." - -msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" -"This can be used instead of the StandardMaterial Grow property when using " -"that property isn't possible." -msgstr "" -"建立靜態輪廓網格。輪廓網格的法線會自動翻轉。\n" -"當無法使用 SpatialMetarial 的 Grow 屬性時,可以使用該屬性來代替該屬性。" - -msgid "View UV1" -msgstr "檢視 UV1" - -msgid "View UV2" -msgstr "檢視 UV2" - -msgid "Unwrap UV2 for Lightmap/AO" -msgstr "為光照圖/AO 打開 UV2" - -msgid "Create Outline Mesh" -msgstr "建立輪廓網格" - -msgid "Outline Size:" -msgstr "輪廓尺寸:" - msgid "UV Channel Debug" msgstr "UV 通道偵錯" @@ -8280,6 +7858,9 @@ msgstr "" "WorldEnvironment。\n" "預覽已禁用。" +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "Alt+滑鼠右鍵:顯示該點擊位置所有物件的列表,包含已鎖定的節點。" + msgid "Use Local Space" msgstr "使用本機空間" @@ -8557,27 +8138,12 @@ msgstr "移動曲線的內控制點" msgid "Move Out-Control in Curve" msgstr "移動曲線的外控制點" -msgid "Select Points" -msgstr "選擇控制點" - -msgid "Shift+Drag: Select Control Points" -msgstr "Shift+拖移:選擇控制點" - -msgid "Click: Add Point" -msgstr "點擊:新增控制點" - -msgid "Left Click: Split Segment (in curve)" -msgstr "左鍵點擊:(在曲線內)拆分線段" - msgid "Right Click: Delete Point" msgstr "右鍵點擊:刪除控制點" msgid "Select Control Points (Shift+Drag)" msgstr "選擇控制點(Shift+拖移)" -msgid "Add Point (in empty space)" -msgstr "新增控制點(在空白處)" - msgid "Delete Point" msgstr "刪除控制點" @@ -8605,38 +8171,120 @@ msgstr "處理輸出#" msgid "Handle Tilt #" msgstr "處理傾斜#" +msgid "Set Curve Point Position" +msgstr "設定曲線控制點位置" + msgid "Set Curve Out Position" msgstr "設定曲線外控制點位置" -msgid "Set Curve In Position" -msgstr "設定曲線內控制點位置" +msgid "Set Curve In Position" +msgstr "設定曲線內控制點位置" + +msgid "Set Curve Point Tilt" +msgstr "設定曲線頂點傾斜" + +msgid "Split Path" +msgstr "拆分路徑" + +msgid "Remove Path Point" +msgstr "移除路徑控制點" + +msgid "Reset Out-Control Point" +msgstr "重置外控制點" + +msgid "Reset In-Control Point" +msgstr "重置內控制點" + +msgid "Reset Point Tilt" +msgstr "重置頂點傾斜" + +msgid "Split Segment (in curve)" +msgstr "拆分線段(在曲線中)" + +msgid "Move Joint" +msgstr "移動關節" + +msgid "Plugin name cannot be blank." +msgstr "插件名稱不能為空。" + +msgid "Subfolder name is not a valid folder name." +msgstr "子文件夾名稱不是有效的文件夾名稱。" + +msgid "Subfolder cannot be one which already exists." +msgstr "子文件夾不能是已存在的文件夾。" + +msgid "Script extension must match chosen language extension (.%s)." +msgstr "腳本擴展必須與所選語言擴展(.%s) 相同。" + +msgid "Edit a Plugin" +msgstr "編輯外掛" + +msgid "Create a Plugin" +msgstr "建立外掛" + +msgid "Plugin Name:" +msgstr "外掛名稱:" + +msgid "Required. This name will be displayed in the list of plugins." +msgstr "必填。此名稱將顯示在外掛程式清單中。" + +msgid "Subfolder:" +msgstr "子資料夾:" + +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 "" +"選填。資料夾名稱通常應使用「snake_case」命名(避免使用空格和特殊字元)。\n" +"如果留空,該資料夾將以轉換為“snake_case”的外掛程式名稱命名。" + +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 "" +"選填。此說明應保持相對較短(最多 5 行)。\n" +"將外掛程式懸停在外掛程式清單中時,將顯示它。" + +msgid "Author:" +msgstr "作者:" -msgid "Set Curve Point Tilt" -msgstr "設定曲線頂點傾斜" +msgid "Optional. The author's username, full name, or organization name." +msgstr "自選。作者的使用者名、全名或組織名稱。" -msgid "Split Path" -msgstr "拆分路徑" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "選填。僅供參考的人類可讀版本標識碼。" -msgid "Remove Path Point" -msgstr "移除路徑控制點" +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 "" +"必填。脚本使用的脚本語言。\n" +"請注意,通過向外掛程式添加更多腳本,外掛程式可以同時使用多種語言。" -msgid "Reset Out-Control Point" -msgstr "重置外控制點" +msgid "Script Name:" +msgstr "腳本名稱:" -msgid "Reset In-Control Point" -msgstr "重置內控制點" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "選填。腳本的路徑(相對於載入項資料夾)。如果留空,將預設為“plugin.gd”。" -msgid "Reset Point Tilt" -msgstr "重置頂點傾斜" +msgid "Activate now?" +msgstr "現在啟動?" -msgid "Split Segment (in curve)" -msgstr "拆分線段(在曲線中)" +msgid "Plugin name is valid." +msgstr "外掛程式名稱有效。" -msgid "Set Curve Point Position" -msgstr "設定曲線控制點位置" +msgid "Script extension is valid." +msgstr "腳本副檔名有效。" -msgid "Move Joint" -msgstr "移動關節" +msgid "Subfolder name is valid." +msgstr "子資料夾名稱有效。" msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" @@ -8705,15 +8353,6 @@ msgstr "多邊形" msgid "Bones" msgstr "骨骼" -msgid "Move Points" -msgstr "移動點" - -msgid ": Rotate" -msgstr ":旋轉" - -msgid "Shift: Move All" -msgstr "Shift:移動全部" - msgid "Shift: Scale" msgstr "Shift:縮放" @@ -8821,21 +8460,9 @@ msgstr "無法開啟「%s」。該檔案可能已被移動或刪除。" msgid "Close and save changes?" msgstr "關閉並儲存修改嗎?" -msgid "Error writing TextFile:" -msgstr "寫入 TextFile 時發生錯誤:" - -msgid "Error saving file!" -msgstr "保存檔案時發生錯誤!" - -msgid "Error while saving theme." -msgstr "保存主題時發生錯誤。" - msgid "Error Saving" msgstr "保存時發生錯誤" -msgid "Error importing theme." -msgstr "保存匯入的主題時發生錯誤。" - msgid "Error Importing" msgstr "匯入時發生錯誤" @@ -8845,9 +8472,6 @@ msgstr "新增文字檔案..." msgid "Open File" msgstr "開啟檔案" -msgid "Could not load file at:" -msgstr "無法載入檔案於:" - msgid "Save File As..." msgstr "另存檔案為..." @@ -8877,9 +8501,6 @@ msgstr "腳本不是工具腳本,無法運作。" msgid "Import Theme" msgstr "匯入主題" -msgid "Error while saving theme" -msgstr "保存主題時發生錯誤" - msgid "Error saving" msgstr "保存錯誤" @@ -8989,9 +8610,6 @@ msgstr "" "磁碟中的下列檔案已更新。\n" "請選擇於執行之操作:" -msgid "Search Results" -msgstr "搜尋結果" - msgid "There are unsaved changes in the following built-in script(s):" msgstr "以下內置腳本中存在未儲存的變更:" @@ -9029,9 +8647,6 @@ msgstr "找不到方法「%s」(自訊號「%s」),節點「%s」至「%s msgid "[Ignore]" msgstr "[忽略]" -msgid "Line" -msgstr "線段" - msgid "Go to Function" msgstr "跳至函式" @@ -9057,6 +8672,9 @@ msgstr "搜尋符號" msgid "Pick Color" msgstr "選擇顏色" +msgid "Line" +msgstr "線段" + msgid "Folding" msgstr "折疊" @@ -9196,9 +8814,6 @@ msgstr "" "“%s”的文件結構包含不可恢復的錯誤:\n" "\n" -msgid "ShaderFile" -msgstr "著色器檔" - msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "此骨架未包含骨骼,請建立一些子 Bone2D 節點。" @@ -9491,9 +9106,6 @@ msgstr "偏移量" msgid "Create Frames from Sprite Sheet" msgstr "自 Sprite 表建立影格" -msgid "SpriteFrames" -msgstr "SpriteFrame" - msgid "Warnings should be fixed to prevent errors." msgstr "應修復警告以防止錯誤。" @@ -9504,15 +9116,9 @@ msgstr "" "磁碟上的著色器已被修改。\n" "該執行什麼動作?" -msgid "%s Mipmaps" -msgstr "%s Mipmap" - msgid "Memory: %s" msgstr "記憶體:%s" -msgid "No Mipmaps" -msgstr "沒有Mipmap" - msgid "Set Region Rect" msgstr "設定區域矩形 (Region Rect)" @@ -9592,9 +9198,6 @@ msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "目前已選擇{num}個" -msgid "Nothing was selected for the import." -msgstr "未選擇任何項目以匯入。" - msgid "Importing Theme Items" msgstr "正在匯入主題項目" @@ -10256,9 +9859,6 @@ msgstr "剪下所選" msgid "Paint" msgstr "繪製圖塊" -msgid "Shift: Draw line." -msgstr "Shift:畫線。" - msgid "Shift: Draw rectangle." msgstr "Shift:繪製矩形。" @@ -10350,12 +9950,12 @@ msgstr "連結模式: 繪製一個地形並將周圍有相同地形的圖塊連 msgid "Terrains" msgstr "地形" -msgid "Replace Tiles with Proxies" -msgstr "在檔案中取代圖塊" - msgid "No Layers" msgstr "無圖層" +msgid "Replace Tiles with Proxies" +msgstr "在檔案中取代圖塊" + msgid "Select Next Tile Map Layer" msgstr "選擇下一個圖塊地圖層" @@ -10374,13 +9974,6 @@ msgstr "檢視/隱藏網格。" msgid "Automatically Replace Tiles with Proxies" msgstr "自動將圖塊替換為代理" -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 "" -"正在編輯的 TileMap 節點沒有 TileSet 資源。\n" -"請在屬性面板的 Tile Set 屬性中建立或載入 TileSet 資源。" - msgid "Remove Tile Proxies" msgstr "移除圖塊代理" @@ -10583,13 +10176,6 @@ msgstr "在不透明紋理區域中創建圖塊" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "在全透明紋理區域移除圖塊" -msgid "" -"The current atlas source has tiles outside the texture.\n" -"You can clear it using \"%s\" option in the 3 dots menu." -msgstr "" -"當前圖集源中存在紋理外的圖塊。\n" -"可以在三點功能表中使用”%s“選項進行清除。" - msgid "Hold Ctrl to create multiple tiles." msgstr "按住 Ctrl 創建多個圖塊。" @@ -10677,19 +10263,6 @@ msgstr "場景合集屬性:" msgid "Tile properties:" msgstr "圖塊屬性:" -msgid "TileMap" -msgstr "TileMap" - -msgid "TileSet" -msgstr "圖塊集" - -msgid "" -"No VCS plugins are available in the project. Install a VCS plugin to use VCS " -"integration features." -msgstr "" -"該專案中沒有可用的 VCS 外掛程式。要使用 VCS 整合功能,請安裝一個 VCS 外掛程" -"式。" - msgid "Error" msgstr "錯誤" @@ -10966,18 +10539,9 @@ msgstr "設定 VisualShader 運算式" msgid "Resize VisualShader Node" msgstr "調整 VisualShader 節點大小" -msgid "Hide Port Preview" -msgstr "隱藏埠預覽" - msgid "Show Port Preview" msgstr "顯示埠預覽" -msgid "Set Comment Title" -msgstr "設定註解標題" - -msgid "Set Comment Description" -msgstr "設定註解說明" - msgid "Set Parameter Name" msgstr "設定參數名稱" @@ -10996,9 +10560,6 @@ msgstr "增加變化至視覺著色器:%s" msgid "Remove Varying from Visual Shader: %s" msgstr "從 Visual Shader 移除 Varying:%s" -msgid "Node(s) Moved" -msgstr "已移動節點" - msgid "Convert Constant Node(s) To Parameter(s)" msgstr "將常數節點轉換為參數" @@ -12128,10 +11689,6 @@ msgstr "" "確定自清單移除所有遺失的專案嗎?\n" "專案資料夾的內容不會被修改。" -msgid "" -"Couldn't load project at '%s' (error %d). It may be missing or corrupted." -msgstr "無法自路徑 '%s' 載入專案(錯誤 %d)。檔案可能遺失或損毀。" - msgid "Couldn't save project at '%s' (error %d)." msgstr "無法將專案保存在“%s”(錯誤 %d)。" @@ -12210,9 +11767,6 @@ msgstr "選擇資料夾以進行掃描" msgid "Remove All" msgstr "移除全部" -msgid "Also delete project contents (no undo!)" -msgstr "同時刪除專案內容(無法復原!)" - msgid "Convert Full Project" msgstr "轉換整個專案" @@ -12257,51 +11811,21 @@ msgstr "建立新的標籤" msgid "Tags are capitalized automatically when displayed." msgstr "顯示時會自動將標籤的首字父大寫。" -msgid "The path specified doesn't exist." -msgstr "指定的路徑不存在。" - -msgid "Error opening package file (it's not in ZIP format)." -msgstr "開啟套件檔案時發生錯誤(非 ZIP 格式)。" +msgid "It would be a good idea to name your project." +msgstr "最好幫你的專案起個名字。" msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "無效的「.zip」專案檔;未包含「project.godot」檔案。" -msgid "" -"Please choose a \"project.godot\", a directory with it, or a \".zip\" file." -msgstr "請選擇一個“project.godot”,一個包含它的目錄,或者一個“.zip”檔。" - -msgid "" -"You cannot save a project in the selected path. Please make a new folder or " -"choose a new path." -msgstr "無法在選定的路徑儲存專案。請新建資料夾或是選擇其他路徑。" +msgid "The path specified doesn't exist." +msgstr "指定的路徑不存在。" msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "選定的路徑不為空。強烈建議選擇一個空的資料夾。" -msgid "New Game Project" -msgstr "新遊戲專案" - -msgid "Imported Project" -msgstr "已匯入的項目" - -msgid "Please choose a \"project.godot\" or \".zip\" file." -msgstr "請選擇一個「project.godot」或「.zip」檔案。" - -msgid "Invalid project name." -msgstr "無效的專案名稱。" - -msgid "Couldn't create folder." -msgstr "無法建立資料夾。" - -msgid "There is already a folder in this path with the specified name." -msgstr "該路徑下已有相同名稱的資料夾。" - -msgid "It would be a good idea to name your project." -msgstr "最好幫你的專案起個名字。" - msgid "Supports desktop platforms only." msgstr "只支援桌面平臺。" @@ -12344,9 +11868,6 @@ msgstr "使用 OpenGL 3 後端 (OpenGL/ES 3.0/WebGL2)。" msgid "Fastest rendering of simple scenes." msgstr "簡單場景的算繪速度最快。" -msgid "Invalid project path (changed anything?)." -msgstr "不正確的專案路徑(有修改了什麼嗎?)。" - msgid "Warning: This folder is not empty" msgstr "警告:該資料夾不為空" @@ -12373,8 +11894,12 @@ msgstr "無法開啟套件檔案,非 ZIP 格式。" msgid "The following files failed extraction from package:" msgstr "自套件中取得下列檔案失敗:" -msgid "Package installed successfully!" -msgstr "套件安裝成功!" +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "無法自路徑 '%s' 載入專案(錯誤 %d)。檔案可能遺失或損毀。" + +msgid "New Game Project" +msgstr "新遊戲專案" msgid "Import & Edit" msgstr "匯入並編輯" @@ -12661,6 +12186,9 @@ msgstr "無父節點可用來實例化場景。" msgid "Error loading scene from %s" msgstr "自 %s 中載入場景時發生錯誤" +msgid "Error instantiating scene from %s" +msgstr "從 %s 實例化場景時出錯" + msgid "" "Cannot instantiate the scene '%s' because the current scene exists within one " "of its nodes." @@ -12696,9 +12224,6 @@ msgstr "實體化的場景無法轉為根節點" msgid "Make node as Root" msgstr "將節點設為根節點" -msgid "Delete %d nodes and any children?" -msgstr "確定要刪除%d個節點與其子節點嗎?" - msgid "Delete %d nodes?" msgstr "刪除 %d 個節點?" @@ -12816,9 +12341,6 @@ msgstr "附加腳本" msgid "Set Shader" msgstr "設定著色器" -msgid "Cut Node(s)" -msgstr "剪下節點" - msgid "Remove Node(s)" msgstr "移除節點" @@ -12845,9 +12367,6 @@ msgstr "實例化腳本" msgid "Sub-Resources" msgstr "子資源" -msgid "Revoke Unique Name" -msgstr "撤銷唯一名稱" - msgid "Access as Unique Name" msgstr "作為唯一名稱存取" @@ -12899,9 +12418,6 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "無法將跟節點貼到相同的場景中。" -msgid "Paste Node(s) as Sibling of %s" -msgstr "貼上為%s的兄弟節點" - msgid "Paste Node(s) as Child of %s" msgstr "貼上為%s的子節點" @@ -13169,79 +12685,12 @@ msgstr "更改環面內半徑" msgid "Change Torus Outer Radius" 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!" - -msgid "Not a script with an instance" -msgstr "腳本沒有實體" - -msgid "Not based on a script" -msgstr "非基於腳本" - -msgid "Not based on a resource file" -msgstr "非基於資源檔案" - -msgid "Invalid instance dictionary format (missing @path)" -msgstr "無效的實體字典格式(缺少 @path)" - -msgid "Invalid instance dictionary format (can't load script at @path)" -msgstr "無效的實體字典格式(無法自 @path 載入腳本)" - -msgid "Invalid instance dictionary format (invalid script at @path)" -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。" - -msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." -msgstr "is_instance_of() 的型別參數無效,內建型別請使用 TYPE_* 常數。" - -msgid "Type argument is a previously freed instance." -msgstr "型別參數為之前已釋放的實例。" - -msgid "" -"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " -"class or a script." -msgstr "is_instance_of() 的型別參數無效,應使用 TYPE_* 常數、class或腳本。" - -msgid "Value argument is a previously freed instance." -msgstr "值參數為之前已釋放的實例。" - msgid "Export Scene to glTF 2.0 File" msgstr "將場景匯出為 glTF 2.0 檔案" msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 場景..." -msgid "Path does not contain a Blender installation." -msgstr "路徑未包含 Blender。" - -msgid "Can't execute Blender binary." -msgstr "無法執行 Blender 執行檔。" - -msgid "Unexpected --version output from Blender binary at: %s." -msgstr "Blender 執行檔案非預期的 --version 輸出:%s。" - -msgid "Path supplied lacks a Blender binary." -msgstr "提供的路徑中缺少 Blender 執行檔。" - -msgid "This Blender installation is too old for this importer (not 3.0+)." -msgstr "安裝的 Blender 對此導入器來說太舊了(不是 3.0+)。" - msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender 安裝路徑有效(已自動偵測)。" @@ -13267,9 +12716,6 @@ msgid "" msgstr "" "為該專案停用匯入 Blender 的 '.blend' 檔案功能。可以在專案設定中重新啟用。" -msgid "Disabling '.blend' file import requires restarting the editor." -msgstr "停用 '.blend' 檔案匯入功能需要重啟編輯器。" - msgid "Next Plane" msgstr "下一個平面" @@ -13411,45 +12857,12 @@ msgstr "方法名稱必須為有效識別項" msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "位元組長度不足以進行解碼或或格式無效。" -msgid "" -"Unable to load .NET runtime, no compatible version was found.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"無法載入 .NET 運行時,未找到相容的版本。\n" -"嘗試創建/編輯專案會導致崩潰。\n" -"\n" -"請從 https://dotnet.microsoft.com/en-us/download 安裝 .NET SDK 6.0 或更新版" -"本,然後重啟 Godot。" - msgid "Failed to load .NET runtime" msgstr "無法載入 .NET runtime" -msgid "" -"Unable to find the .NET assemblies directory.\n" -"Make sure the '%s' directory exists and contains the .NET assemblies." -msgstr "" -"找不到 .NET 程式集目錄。\n" -"確保”%s' 目錄存在並包含 .NET 程式集。" - msgid ".NET assemblies not found" msgstr ".NET 程式組合找不到" -msgid "" -"Unable to load .NET runtime, specifically hostfxr.\n" -"Attempting to create/edit a project will lead to a crash.\n" -"\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." -msgstr "" -"無法載入 .NET 執行階段,具體為 hostfxr。\n" -"嘗試創建/編輯專案會導致崩潰。\n" -"\n" -"請從 https://dotnet.microsoft.com/en-us/download 安裝 .NET SDK 6.0 或更新版" -"本,然後重啟 Godot。" - msgid "%d (%s)" msgstr "FPS: %d (%s 毫秒)" @@ -13482,9 +12895,6 @@ msgstr "數量" msgid "Network Profiler" msgstr "網路分析工具" -msgid "Replication" -msgstr "複製" - msgid "Select a replicator node in order to pick a property to add to it." msgstr "選擇一個複製器節點,以便選擇要添加到其中的屬性。" @@ -13665,9 +13075,6 @@ msgstr "添加操作" msgid "Delete action" msgstr "刪除操作" -msgid "OpenXR Action Map" -msgstr "OpenXR 動作映射" - msgid "Remove action from interaction profile" msgstr "從交互配置中移除操作" @@ -13689,24 +13096,6 @@ msgstr "未知" msgid "Select an action" msgstr "選擇一個操作" -msgid "Package name is missing." -msgstr "缺少套件名稱。" - -msgid "Package segments must be of non-zero length." -msgstr "套件片段 (Segment) 的長度不可為 0。" - -msgid "The character '%s' is not allowed in Android application package names." -msgstr "Android 應用程式套件名稱不可使用字元「%s」。" - -msgid "A digit cannot be the first character in a package segment." -msgstr "套件片段 (Segment) 的第一個字元不可為數字。" - -msgid "The character '%s' cannot be the first character in a package segment." -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 "Invalid public key for APK expansion." msgstr "無效的 APK Expansion 公鑰。" @@ -13831,9 +13220,6 @@ msgstr "該”%s\" 算繪器專為桌面設備設計,不適用於Android 設 msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "「Min SDK」需要大於等於 %d 才可使用 \"%s\" 算繪引擎。" -msgid "Code Signing" -msgstr "程式碼簽章" - msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for your " @@ -13954,24 +13340,18 @@ msgstr "無效的識別符:" msgid "Export Icons" msgstr "匯出圖示" -msgid "Exporting for iOS (Project Files Only)" -msgstr "正在為 iOS 匯出(僅限專案檔案)" - msgid "Exporting for iOS" msgstr "為 iOS 匯出" -msgid "Prepare Templates" -msgstr "準備範本" - msgid "Export template not found." msgstr "找不到匯出範本。" +msgid "Prepare Templates" +msgstr "準備範本" + msgid "Code signing failed, see editor log for details." msgstr "程式碼簽名失敗,詳見編輯器日誌。" -msgid "Xcode Build" -msgstr "Xcode 構建" - msgid "Xcode project build failed, see editor log for details." msgstr "Xcode 專案建置失敗,詳見編輯器日誌。" @@ -13989,12 +13369,6 @@ 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。" - -msgid "The character '%s' is not allowed in Identifier." -msgstr "字元「%s」不可用於識別符中。" - msgid "Could not start simctl executable." msgstr "無法啟動 simctl 可執行檔。" @@ -14010,15 +13384,9 @@ msgstr "無法啟動 ios-deploy 可執行檔。" msgid "Installation/running failed, see editor log for details." msgstr "安裝/運作失敗,詳見編輯器日誌。" -msgid "Debug Script Export" -msgstr "除錯腳本匯出" - msgid "Could not open file \"%s\"." msgstr "無法打開檔案”%s\"。" -msgid "Debug Console Export" -msgstr "除錯控制台匯出" - msgid "Could not create console wrapper." msgstr "無法創建控制台封裝。" @@ -14034,15 +13402,9 @@ msgstr "32 位可執行檔案無法內嵌 >= 4 GiB 的資料。" msgid "Executable \"pck\" section not found." msgstr "可執行檔「pck」區未找到。" -msgid "Stop and uninstall" -msgstr "停止並解除安裝" - msgid "Run on remote Linux/BSD system" msgstr "在遠端 Linux/BSD 系統上執行" -msgid "Stop and uninstall running project from the remote system" -msgstr "停止並解除安裝正在遠端系統上運作的專案" - msgid "Run exported project on remote Linux/BSD system" msgstr "在遠端 Linux/BSD 系統上執行匯出的專案" @@ -14194,9 +13556,6 @@ msgstr "已啟用日曆存取,但未指定用途描述。" msgid "Photo library access is enabled, but usage description is not specified." msgstr "已啟用相簿存取,但未指定用途描述。" -msgid "Notarization" -msgstr "Animation - 動畫選項" - msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." @@ -14221,6 +13580,9 @@ msgid "" "following command:" msgstr "你可以手動檢查進度,請打開Terminal 並執行以下命令:" +msgid "Notarization" +msgstr "Animation - 動畫選項" + msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" @@ -14256,18 +13618,12 @@ msgstr "無法簽署檔案 %s。" msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "不支持相對符號連結,導出的”%s“可能損壞!" -msgid "PKG Creation" -msgstr "PKG 建立" - msgid "Could not start productbuild executable." msgstr "無法啟動 productbuild 可執行檔案。" msgid "`productbuild` failed." msgstr "`productbuild` 失敗。" -msgid "DMG Creation" -msgstr "DMG 建立" - msgid "Could not start hdiutil executable." msgstr "無法啟動 hdiutil 可執行檔案。" @@ -14314,9 +13670,6 @@ msgstr "未找到請求的範本二進位檔”%s\"。你的範本archive檔中 msgid "Making PKG" msgstr "正在製作 PKG" -msgid "Entitlements Modified" -msgstr "授權已修改" - msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." @@ -14404,15 +13757,9 @@ msgstr "無效的匯出模板:「%s」。" msgid "Could not write file: \"%s\"." msgstr "無法寫入檔案:「%s」。" -msgid "Icon Creation" -msgstr "圖示建立" - msgid "Could not read file: \"%s\"." msgstr "無法讀取檔案:「%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." @@ -14428,23 +13775,20 @@ msgstr "如果這個專案不使用 C#,請使用非 C# 版本的編輯器來 msgid "Could not read HTML shell: \"%s\"." msgstr "無法讀取 HTML 殼層:「%s」。" -msgid "Could not create HTTP server directory: %s." -msgstr "無法建立 HTTP 伺服器目錄:%s。" - -msgid "Error starting HTTP server: %d." -msgstr "啟動 HTTP 伺服器時發生錯誤:%d。" +msgid "Run in Browser" +msgstr "在瀏覽器中執行" msgid "Stop HTTP Server" msgstr "停止 HTTP 伺服器" -msgid "Run in Browser" -msgstr "在瀏覽器中執行" - msgid "Run exported HTML in the system's default browser." msgstr "在系統的預設瀏覽器中執行已匯出的 HTML。" -msgid "Resources Modification" -msgstr "資源修改" +msgid "Could not create HTTP server directory: %s." +msgstr "無法建立 HTTP 伺服器目錄:%s。" + +msgid "Error starting HTTP server: %d." +msgstr "啟動 HTTP 伺服器時發生錯誤:%d。" msgid "Icon size \"%d\" is missing." msgstr "缺少圖示大小\"%d\"。" @@ -15056,12 +14400,6 @@ msgstr "" "VehicleWheel3D旨在為 VehicleBody3D提供 Wheel System。請將其作為 VehicleBody3D" "的子節點。" -msgid "" -"ReflectionProbes are not supported when using the GL Compatibility backend " -"yet. Support will be added in a future release." -msgstr "" -"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 " "node to work." @@ -15138,12 +14476,6 @@ msgid "" "scenes)." msgstr "每個場景(或實例化場景集)僅可有一個 WorldEnvironment。" -msgid "XRCamera3D must have an XROrigin3D node as its parent." -msgstr "XRCamera3D 必須將 XROrigin3D 節點作為父節點。" - -msgid "XRController3D must have an XROrigin3D node as its parent." -msgstr "XRController3D 必須將 XROrigin3D節點作為父節點。" - msgid "No tracker name is set." msgstr "未設定追蹤器名稱。" @@ -15153,11 +14485,6 @@ msgstr "未設定姿勢。" msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D 需要 XRCamera3D 子節點。" -msgid "" -"XR is not enabled in rendering project settings. Stereoscopic output is not " -"supported unless this is enabled." -msgstr "算繪專案設定中未啟用 XR。除非啟用該功能,否則不支援立體輸出。" - msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "於 BlendTree 節點「%s」上未找到動畫:「%s」" @@ -15200,14 +14527,6 @@ msgstr "" "由於設定的 Mouse Filter 設定為「Ignore」,將不會顯示提示工具提示 。要解決該問" "題,請將 Mouse Filter 設為「Stop」或「Pass」。" -msgid "" -"Changing the Z index of a control only affects the drawing order, not the " -"input event handling order." -msgstr "改變控件的Z索引只影響繪圖順序,不影響輸入事件的處理順序。" - -msgid "Alert!" -msgstr "警告!" - msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " @@ -15423,38 +14742,6 @@ msgstr "預期常數表示式。" msgid "Expected ',' or ')' after argument." msgstr "參數後期望有“,”或“)”。" -msgid "Varying may not be assigned in the '%s' function." -msgstr "Varying變數不可在「%s」函式中被指派。" - -msgid "" -"Varying with '%s' data type may only be assigned in the 'fragment' function." -msgstr "型別為“%s”的Varying變數只能在”fragment“函數中被賦值。" - -msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " -"'fragment' or 'light'." -msgstr "" -"已在“vertex”函數中賦值的 variant 不能在“fragment”或“light”中被重新賦值。" - -msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " -"'vertex' or 'light'." -msgstr "" -"已在「fragment」函數中被賦值的Varying變數不能在「vertex」或是「light」中再被賦" -"值。" - -msgid "Assignment to function." -msgstr "指派至函式。" - -msgid "Swizzling assignment contains duplicates." -msgstr "Swizzling 賦值包含重複項。" - -msgid "Assignment to uniform." -msgstr "指派至均勻。" - -msgid "Constants cannot be modified." -msgstr "不可修改常數。" - msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the other)." @@ -15557,6 +14844,9 @@ msgstr "整數資料型別的 Varying 必須使用 `flat` 插值修飾符宣告 msgid "Can't use function as identifier: '%s'." msgstr "不能使用函數作為識別符:”%s\"。" +msgid "Constants cannot be modified." +msgstr "不可修改常數。" + msgid "Only integer expressions are allowed for indexing." msgstr "只允許使用整數表示式進行索引。" diff --git a/editor/translations/extractable/ar.po b/editor/translations/extractable/ar.po index 26f8c8db772d..114422104e7e 100644 --- a/editor/translations/extractable/ar.po +++ b/editor/translations/extractable/ar.po @@ -19,18 +19,6 @@ msgstr "" "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "مثال: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d عنصر" -msgstr[1] "%d عنصر" -msgstr[2] "%d عنصران" -msgstr[3] "%d عناصر" -msgstr[4] "%d عناصر" -msgstr[5] "%d عناصر" - msgid "New Code Region" msgstr "منطقة الكود الجديدة" diff --git a/editor/translations/extractable/ca.po b/editor/translations/extractable/ca.po index adea9def7558..dc8a2793b230 100644 --- a/editor/translations/extractable/ca.po +++ b/editor/translations/extractable/ca.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Exemple: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d element" -msgstr[1] "%d elements" - msgid "Network" msgstr "Xarxa" diff --git a/editor/translations/extractable/cs.po b/editor/translations/extractable/cs.po index b35d58c138a4..ab647eaf45df 100644 --- a/editor/translations/extractable/cs.po +++ b/editor/translations/extractable/cs.po @@ -18,15 +18,6 @@ msgstr "" "Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Příklad: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d položka" -msgstr[1] "%d položky" -msgstr[2] "%d položek" - msgid "" "Color: #%s\n" "LMB: Apply color" diff --git a/editor/translations/extractable/da.po b/editor/translations/extractable/da.po index 1f3799200eae..44123907f9a4 100644 --- a/editor/translations/extractable/da.po +++ b/editor/translations/extractable/da.po @@ -18,9 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Eksempel: %s" - msgid "Open" msgstr "Åben" diff --git a/editor/translations/extractable/de.po b/editor/translations/extractable/de.po index 5d87c1bc5d3a..b36f1dd0ac45 100644 --- a/editor/translations/extractable/de.po +++ b/editor/translations/extractable/de.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Beispiel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d Element" -msgstr[1] "%d Elemente" - msgid "New Code Region" msgstr "Neue Code-Region" diff --git a/editor/translations/extractable/el.po b/editor/translations/extractable/el.po index e4da3d9b86ed..0bcca90ad5bd 100644 --- a/editor/translations/extractable/el.po +++ b/editor/translations/extractable/el.po @@ -18,9 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" -msgid "Example: %s" -msgstr "Παράδειγμα: %s" - msgid "Add current color as a preset." msgstr "Προσθήκη τρέχοντος χρώματος στα προκαθορισμένα." diff --git a/editor/translations/extractable/es.po b/editor/translations/extractable/es.po index 8d816bc3929a..0645251dfc23 100644 --- a/editor/translations/extractable/es.po +++ b/editor/translations/extractable/es.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Ejemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d ítem" -msgstr[1] "%d ítems" - msgid "New Code Region" msgstr "Nuevo Code Region" diff --git a/editor/translations/extractable/es_AR.po b/editor/translations/extractable/es_AR.po index 650781de29a6..d0e15e33ce30 100644 --- a/editor/translations/extractable/es_AR.po +++ b/editor/translations/extractable/es_AR.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Ejemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "artículo %d" -msgstr[1] "artículos %d" - msgid "Add current color as a preset." msgstr "Agregar color actual como preset." diff --git a/editor/translations/extractable/et.po b/editor/translations/extractable/et.po index 16b09a862fec..495b5d6c9992 100644 --- a/editor/translations/extractable/et.po +++ b/editor/translations/extractable/et.po @@ -16,14 +16,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" -msgid "Example: %s" -msgstr "Näide: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d asi" -msgstr[1] "%d asjad" - msgid "Network" msgstr "Võrk" diff --git a/editor/translations/extractable/extractable.pot b/editor/translations/extractable/extractable.pot new file mode 100644 index 000000000000..7f12c837ace4 --- /dev/null +++ b/editor/translations/extractable/extractable.pot @@ -0,0 +1,342 @@ +# LANGUAGE translation of the Godot Engine extractable strings. +# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. +# This file is distributed under the same license as the Godot source code. +# +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine extractable strings\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8-bit\n" + +#: scene/gui/code_edit.cpp +msgid "New Code Region" +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "" +"Color: #%s\n" +"LMB: Apply color\n" +"RMB: Remove preset" +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "" +"Color: #%s\n" +"LMB: Apply color" +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Pick a color from the screen." +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Pick a color from the application window." +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Select a picker shape." +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Select a picker mode." +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Hex code or named color" +msgstr "" + +#: scene/gui/color_picker.cpp +msgid "Add current color as a preset." +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "Cancel" +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "OK" +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "Alert!" +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "Please Confirm..." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Network" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "" +"File \"%s\" already exists.\n" +"Do you want to overwrite it?" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Open" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Select Current Folder" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Select This Folder" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "You don't have permission to access contents of this folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "All Recognized" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "All Files" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Open a File" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Open File(s)" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Open a Directory" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Open a File or Directory" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Save" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Save a File" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Go to previous folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Go to next folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Go to parent folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Path:" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Refresh files." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Toggle the visibility of hidden files." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Directories & Files:" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "File:" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Create Folder" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Name:" +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Could not create folder." +msgstr "" + +#: scene/gui/file_dialog.cpp +msgid "Invalid extension, or empty filename." +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Zoom Out" +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Zoom Reset" +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Zoom In" +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Toggle the visual grid." +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Toggle snapping to the grid." +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Change the snapping distance." +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Toggle the graph minimap." +msgstr "" + +#: scene/gui/graph_edit.cpp +msgid "Automatically arrange selected nodes." +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Same as Layout Direction" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Auto-Detect Direction" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Left-to-Right" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Right-to-Left" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Left-to-Right Mark (LRM)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Right-to-Left Mark (RLM)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Start of Left-to-Right Embedding (LRE)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Start of Right-to-Left Embedding (RLE)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Start of Left-to-Right Override (LRO)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Start of Right-to-Left Override (RLO)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Pop Direction Formatting (PDF)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Arabic Letter Mark (ALM)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Left-to-Right Isolate (LRI)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Right-to-Left Isolate (RLI)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "First Strong Isolate (FSI)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Pop Direction Isolate (PDI)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Zero-Width Joiner (ZWJ)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Zero-Width Non-Joiner (ZWNJ)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Word Joiner (WJ)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Soft Hyphen (SHY)" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Cut" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +msgid "Copy" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Paste" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +msgid "Select All" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Clear" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Undo" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Redo" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Text Writing Direction" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Display Control Characters" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Insert Control Character" +msgstr "" + +#: scene/gui/tree.cpp +msgid "(Other)" +msgstr "" diff --git a/editor/translations/extractable/fa.po b/editor/translations/extractable/fa.po index 75a55429de50..95159d099d12 100644 --- a/editor/translations/extractable/fa.po +++ b/editor/translations/extractable/fa.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.4\n" -msgid "Example: %s" -msgstr "مثال: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d مورد" -msgstr[1] "%d مورد" - msgid "Network" msgstr "شبکه" diff --git a/editor/translations/extractable/fi.po b/editor/translations/extractable/fi.po index d5825de8553f..a84922f58dcf 100644 --- a/editor/translations/extractable/fi.po +++ b/editor/translations/extractable/fi.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Esimerkki: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d kohde" -msgstr[1] "%d kohdetta" - msgid "" "Color: #%s\n" "LMB: Apply color\n" diff --git a/editor/translations/extractable/fr.po b/editor/translations/extractable/fr.po index 5e01cccbc71f..34538cef3a8c 100644 --- a/editor/translations/extractable/fr.po +++ b/editor/translations/extractable/fr.po @@ -18,33 +18,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Exemple : %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d élément" -msgstr[1] "%d éléments" +msgid "New Code Region" +msgstr "Nouvelle section de code" msgid "" "Color: #%s\n" "LMB: Apply color\n" "RMB: Remove preset" msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur\n" -"Clic droit : Supprimer le préréglage" +"Couleur : #%s\n" +"Clic gauche : Appliquer la couleur\n" +"Clic droit : Supprimer le préréglage" msgid "" "Color: #%s\n" "LMB: Apply color" msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur" +"Couleur : #%s\n" +"Clic gauche : Appliquer la couleur" msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." msgstr "Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)." +msgid "Pick a color from the screen." +msgstr "Échantillonner une couleur depuis l'écran." + +msgid "Pick a color from the application window." +msgstr "Échantillonner une couleur depuis la fenêtre de l'application." + msgid "Select a picker shape." msgstr "Sélectionnez une forme de sélection." @@ -57,6 +58,15 @@ msgstr "Code hexadécimal ou nom de couleur" msgid "Add current color as a preset." msgstr "Ajouter la couleur courante comme préréglage." +msgid "Cancel" +msgstr "Annuler" + +msgid "OK" +msgstr "OK" + +msgid "Alert!" +msgstr "Alerte !" + msgid "Network" msgstr "Réseau" @@ -65,7 +75,7 @@ msgid "" "Do you want to overwrite it?" msgstr "" "Le fichier \"%s\" existe déjà.\n" -"Voulez-vous l'écraser ?" +"Voulez-vous l'écraser ?" msgid "Open" msgstr "Ouvrir" @@ -82,6 +92,9 @@ msgstr "Vous n'avez pas l'autorisation d'accéder au contenu de ce dossier." msgid "All Recognized" msgstr "Tous les types de fichiers reconnus" +msgid "All Files" +msgstr "Tous les fichiers" + msgid "Open a File" msgstr "Ouvrir un fichier" @@ -118,21 +131,27 @@ msgstr "Rafraîchir les fichiers." msgid "Toggle the visibility of hidden files." msgstr "Activer / désactiver la visibilité des fichiers cachés." +msgid "Create a new folder." +msgstr "Créer un nouveau dossier." + msgid "Directories & Files:" -msgstr "Répertoires et fichiers :" +msgstr "Répertoires et fichiers :" msgid "File:" -msgstr "Fichier :" +msgstr "Fichier :" msgid "Create Folder" msgstr "Créer un dossier" msgid "Name:" -msgstr "Nom :" +msgstr "Nom :" msgid "Could not create folder." msgstr "Impossible de créer le dossier." +msgid "Invalid extension, or empty filename." +msgstr "Extension invalide ou nom de fichier manquant." + msgid "Zoom Out" msgstr "Dézoomer" @@ -142,11 +161,29 @@ msgstr "Réinitialiser le zoom" msgid "Zoom In" msgstr "Zoomer" +msgid "Toggle the visual grid." +msgstr "Activer / désactiver la visibilité de la grille." + +msgid "Toggle snapping to the grid." +msgstr "Activer / désactiver l'aimantation à la grille." + msgid "Change the snapping distance." msgstr "Change la distance d'aimantation." +msgid "Toggle the graph minimap." +msgstr "Activer/Désactiver la mini-carte du graphe." + +msgid "Automatically arrange selected nodes." +msgstr "Réarrangement automatique des nœuds sélectionnés." + msgid "Same as Layout Direction" -msgstr "Même direction que la Disposition" +msgstr "Même direction que la disposition" + +msgid "Auto-Detect Direction" +msgstr "Détection automatique de la direction" + +msgid "Left-to-Right" +msgstr "De gauche à droite" msgid "Right-to-Left" msgstr "De droite à gauche" @@ -220,5 +257,14 @@ msgstr "Annuler" msgid "Redo" msgstr "Refaire" +msgid "Text Writing Direction" +msgstr "Direction d'écriture du texte" + +msgid "Display Control Characters" +msgstr "Afficher les caractères de contrôle" + +msgid "Insert Control Character" +msgstr "Insérer un caractère de contrôle" + msgid "(Other)" msgstr "(Autre)" diff --git a/editor/translations/extractable/gl.po b/editor/translations/extractable/gl.po index fe1d402bfcaf..02c35d6d3669 100644 --- a/editor/translations/extractable/gl.po +++ b/editor/translations/extractable/gl.po @@ -16,14 +16,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.3-dev\n" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d elemento" -msgstr[1] "%d elementos" - msgid "Open" msgstr "Abrir" diff --git a/editor/translations/extractable/hu.po b/editor/translations/extractable/hu.po index eaaba534171d..f22ce6657257 100644 --- a/editor/translations/extractable/hu.po +++ b/editor/translations/extractable/hu.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Példa: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d elem" -msgstr[1] "%d elemek" - msgid "Open" msgstr "Megnyitás" diff --git a/editor/translations/extractable/id.po b/editor/translations/extractable/id.po index 1192ef2c5f80..360d42309b7f 100644 --- a/editor/translations/extractable/id.po +++ b/editor/translations/extractable/id.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Contoh: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" - msgid "" "Color: #%s\n" "LMB: Apply color" diff --git a/editor/translations/extractable/it.po b/editor/translations/extractable/it.po index 393686afdc57..ee4736d85a77 100644 --- a/editor/translations/extractable/it.po +++ b/editor/translations/extractable/it.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Esempio: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d elemento" -msgstr[1] "%d elementi" - msgid "" "Color: #%s\n" "LMB: Apply color\n" diff --git a/editor/translations/extractable/ja.po b/editor/translations/extractable/ja.po index a0539f728d12..ac2f27532f83 100644 --- a/editor/translations/extractable/ja.po +++ b/editor/translations/extractable/ja.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "例: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 項目" - msgid "New Code Region" msgstr "新しいコード領域" diff --git a/editor/translations/extractable/ka.po b/editor/translations/extractable/ka.po index 21b4d32fa607..79692b5a7a96 100644 --- a/editor/translations/extractable/ka.po +++ b/editor/translations/extractable/ka.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "მაგალითად: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d ელემენტი" -msgstr[1] "%d ელემენტი" - msgid "Network" msgstr "ქსელი" diff --git a/editor/translations/extractable/ko.po b/editor/translations/extractable/ko.po index edde8674854b..cf4ca2406334 100644 --- a/editor/translations/extractable/ko.po +++ b/editor/translations/extractable/ko.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "예: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d개 항목" - msgid "New Code Region" msgstr "새 코드 구역" diff --git a/editor/translations/extractable/lv.po b/editor/translations/extractable/lv.po index 7d7afec10f9e..4f55f6810b23 100644 --- a/editor/translations/extractable/lv.po +++ b/editor/translations/extractable/lv.po @@ -19,15 +19,6 @@ msgstr "" "19) ? 0 : ((n % 10 == 1 && n % 100 != 11) ? 1 : 2);\n" "X-Generator: Weblate 5.2\n" -msgid "Example: %s" -msgstr "Piemērs: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d lietas" -msgstr[1] "%d lieta" -msgstr[2] "%d lietas" - msgid "Add current color as a preset." msgstr "Pievienot pašreizējo krāsu kā iepriekšnoteiktu krāsu." diff --git a/editor/translations/extractable/ms.po b/editor/translations/extractable/ms.po index 3ca2a583ee56..f3680e73a809 100644 --- a/editor/translations/extractable/ms.po +++ b/editor/translations/extractable/ms.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Contoh:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "Barang %d" - msgid "Network" msgstr "Rangkaian" diff --git a/editor/translations/extractable/nb.po b/editor/translations/extractable/nb.po index d9bb6892f775..91fc861ed2c4 100644 --- a/editor/translations/extractable/nb.po +++ b/editor/translations/extractable/nb.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.2-dev\n" -msgid "Example: %s" -msgstr "Eksempel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d element" -msgstr[1] "%d elementer" - msgid "Network" msgstr "Nettverk" diff --git a/editor/translations/extractable/nl.po b/editor/translations/extractable/nl.po index cf080a63b109..48c3ccd72031 100644 --- a/editor/translations/extractable/nl.po +++ b/editor/translations/extractable/nl.po @@ -19,14 +19,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Voorbeeld: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d items" - msgid "Add current color as a preset." msgstr "Huidige kleur als voorkeuze toevoegen." diff --git a/editor/translations/extractable/pl.po b/editor/translations/extractable/pl.po index 617133fa2295..d4bbec0b32ea 100644 --- a/editor/translations/extractable/pl.po +++ b/editor/translations/extractable/pl.po @@ -19,15 +19,6 @@ msgstr "" "|| n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Przykład: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d pozycja" -msgstr[1] "%d pozycje" -msgstr[2] "%d pozycji" - msgid "New Code Region" msgstr "Nowa region kodu" diff --git a/editor/translations/extractable/pt.po b/editor/translations/extractable/pt.po index 7ceabaf2f8fe..5ccd220175d8 100644 --- a/editor/translations/extractable/pt.po +++ b/editor/translations/extractable/pt.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d itens" - msgid "New Code Region" msgstr "Nova região de código" diff --git a/editor/translations/extractable/pt_BR.po b/editor/translations/extractable/pt_BR.po index 999d24d132e2..321735b2522f 100644 --- a/editor/translations/extractable/pt_BR.po +++ b/editor/translations/extractable/pt_BR.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Exemplo: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d item" -msgstr[1] "%d itens" - msgid "" "Color: #%s\n" "LMB: Apply color\n" diff --git a/editor/translations/extractable/ro.po b/editor/translations/extractable/ro.po index c278c7ce8f94..785cf55e45e9 100644 --- a/editor/translations/extractable/ro.po +++ b/editor/translations/extractable/ro.po @@ -19,15 +19,6 @@ msgstr "" "20)) ? 1 : 2;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Exemplu: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d obiect" -msgstr[1] "%d obiecte" -msgstr[2] "%d obiecte" - msgid "Network" msgstr "Rețea" diff --git a/editor/translations/extractable/ru.po b/editor/translations/extractable/ru.po index 479061e3cfae..598a8314e796 100644 --- a/editor/translations/extractable/ru.po +++ b/editor/translations/extractable/ru.po @@ -19,15 +19,6 @@ msgstr "" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Пример: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d элемент" -msgstr[1] "%d элемента" -msgstr[2] "%d элементов" - msgid "New Code Region" msgstr "Новая область кода" diff --git a/editor/translations/extractable/sk.po b/editor/translations/extractable/sk.po index 4befffdec0f4..77e725fb83ca 100644 --- a/editor/translations/extractable/sk.po +++ b/editor/translations/extractable/sk.po @@ -18,15 +18,6 @@ msgstr "" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" "X-Generator: Weblate 5.3-dev\n" -msgid "Example: %s" -msgstr "Príklad: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d položka" -msgstr[1] "%d položky" -msgstr[2] "%d položiek" - msgid "Network" msgstr "Sieť" diff --git a/editor/translations/extractable/sv.po b/editor/translations/extractable/sv.po index 18c23cf6edc1..0af8e009a354 100644 --- a/editor/translations/extractable/sv.po +++ b/editor/translations/extractable/sv.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Exempel: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d föremål" -msgstr[1] "%d föremål" - msgid "Add current color as a preset." msgstr "Lägg till nuvarande färg som en förinställning." diff --git a/editor/translations/extractable/th.po b/editor/translations/extractable/th.po index 8f1ac6a79fe4..a90a7bb2b34a 100644 --- a/editor/translations/extractable/th.po +++ b/editor/translations/extractable/th.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.3-rc\n" -msgid "Example: %s" -msgstr "ตัวอย่าง: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d หน่วย" - msgid "Add current color as a preset." msgstr "เพิ่มสีปัจจุบันเป็นพรีเซ็ต" diff --git a/editor/translations/extractable/tr.po b/editor/translations/extractable/tr.po index ffdee59b9fd6..9620b1845d1f 100644 --- a/editor/translations/extractable/tr.po +++ b/editor/translations/extractable/tr.po @@ -18,14 +18,6 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "Örnek:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d öğe" -msgstr[1] "%d öğe" - msgid "New Code Region" msgstr "Yeni Kod Bölgesi" diff --git a/editor/translations/extractable/uk.po b/editor/translations/extractable/uk.po index 4ed4b2e705d2..5c4098e894ae 100644 --- a/editor/translations/extractable/uk.po +++ b/editor/translations/extractable/uk.po @@ -19,15 +19,6 @@ msgstr "" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Приклад: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d елемент" -msgstr[1] "%d елемента" -msgstr[2] "%d елементів" - msgid "" "Color: #%s\n" "LMB: Apply color\n" diff --git a/editor/translations/extractable/vi.po b/editor/translations/extractable/vi.po index ea953b40d27b..98c7a7329be3 100644 --- a/editor/translations/extractable/vi.po +++ b/editor/translations/extractable/vi.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "Ví dụ: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d mục" - msgid "Network" msgstr "Mạng" diff --git a/editor/translations/extractable/zh_CN.po b/editor/translations/extractable/zh_CN.po index f75d8bd231a0..132fb388cfe5 100644 --- a/editor/translations/extractable/zh_CN.po +++ b/editor/translations/extractable/zh_CN.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.5-dev\n" -msgid "Example: %s" -msgstr "示例:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 个项目" - msgid "New Code Region" msgstr "新建代码区域" diff --git a/editor/translations/extractable/zh_HK.po b/editor/translations/extractable/zh_HK.po index 8e3d779e84f7..8686463b09fe 100644 --- a/editor/translations/extractable/zh_HK.po +++ b/editor/translations/extractable/zh_HK.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.0-dev\n" -msgid "Example: %s" -msgstr "例子:%s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 件" - msgid "Open" msgstr "開啟" diff --git a/editor/translations/extractable/zh_TW.po b/editor/translations/extractable/zh_TW.po index f302f9726d2c..a9c167282807 100644 --- a/editor/translations/extractable/zh_TW.po +++ b/editor/translations/extractable/zh_TW.po @@ -18,13 +18,6 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.4-dev\n" -msgid "Example: %s" -msgstr "範例: %s" - -msgid "%d item" -msgid_plural "%d items" -msgstr[0] "%d 個項目" - msgid "New Code Region" msgstr "新建程式碼區域" diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po index b3718b5a2414..ba793f6e5805 100644 --- a/editor/translations/properties/ar.po +++ b/editor/translations/properties/ar.po @@ -357,6 +357,9 @@ msgstr "حجم منطقة تحميل النسيج Px" msgid "Pipeline Cache" msgstr "ذاكرة التخزين المؤقت لخط الأنابيب" +msgid "Enable" +msgstr "تفعيل" + msgid "Save Chunk Size (MB)" msgstr "حفظ جزء من القطعة (ميجابايت)" @@ -666,9 +669,6 @@ msgstr "التدوير" msgid "Value" msgstr "قيمة" -msgid "Args" -msgstr "المعاملات (Args)" - msgid "Type" msgstr "النوع" @@ -711,6 +711,12 @@ msgstr "وضع خالي من الإلهاء" msgid "Movie Maker Enabled" msgstr "تم تمكين صانع الأفلام" +msgid "Theme" +msgstr "الموضوع" + +msgid "Line Spacing" +msgstr "تباعد الأسطر" + msgid "Base Type" msgstr "النوع الأساسي" @@ -816,9 +822,6 @@ msgstr "وضع منتقي الألوان الافتراضي" msgid "Default Color Picker Shape" msgstr "شكل منتقي الألوان الافتراضي" -msgid "Theme" -msgstr "الموضوع" - msgid "Preset" msgstr "المعد مسبقا" @@ -867,9 +870,6 @@ msgstr "استعادة المشاهد عند التحميل" msgid "Multi Window" msgstr "نافذة متعددة" -msgid "Enable" -msgstr "تفعيل" - msgid "Restore Windows on Load" msgstr "استعادة ويندوز عند التحميل" @@ -996,9 +996,6 @@ msgstr "رسم فراغات زر التاب" msgid "Draw Spaces" msgstr "رسم فراغات زر السبايس" -msgid "Line Spacing" -msgstr "تباعد الأسطر" - msgid "Behavior" msgstr "سلوك" @@ -1671,9 +1668,6 @@ msgstr "إخراج" msgid "XR" msgstr "XR" -msgid "In Editor" -msgstr "داخل المحرر" - msgid "Fullsize" msgstr "الحجم الكامل" @@ -2016,6 +2010,9 @@ msgstr "تحديث" msgid "Editor Settings" msgstr "إعدادات المُحرر" +msgid "Y Sort Origin" +msgstr "فرز مركز ص" + msgid "Bitmask" msgstr "قناع-البِت" @@ -2214,9 +2211,6 @@ msgstr "المصفوفة المنقولة Transpose" msgid "Texture Origin" msgstr "أصل الملمس" -msgid "Y Sort Origin" -msgstr "فرز مركز ص" - msgid "Miscellaneous" msgstr "متنوع" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index 7fa8407d9aed..2b07fdde823b 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -108,7 +108,7 @@ 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: 2024-03-02 15:45+0000\n" +"PO-Revision-Date: 2024-03-05 15:40+0000\n" "Last-Translator: Cerno_b <cerno.b@gmail.com>\n" "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/de/>\n" @@ -380,6 +380,9 @@ msgstr "Timer" msgid "Incremental Search Max Interval Msec" msgstr "Maximales Intervall für inkrementelle Suche in ms" +msgid "Tooltip Delay (sec)" +msgstr "Tooltip-Verzögerung (Sek.)" + msgid "Common" msgstr "Allgemein" @@ -422,6 +425,9 @@ msgstr "Größe der Textur-Uploadregion in Px" msgid "Pipeline Cache" msgstr "Pipeline-Cache" +msgid "Enable" +msgstr "Aktivieren" + msgid "Save Chunk Size (MB)" msgstr "Speicher-Chunk-Größe (MB)" @@ -806,9 +812,6 @@ msgstr "Wert" msgid "Arg Count" msgstr "Anzahl der Argumente" -msgid "Args" -msgstr "Argumente" - msgid "Type" msgstr "Art" @@ -896,6 +899,12 @@ msgstr "Ablenkungsfreier Modus" msgid "Movie Maker Enabled" msgstr "Movie Maker aktiviert" +msgid "Theme" +msgstr "Theme" + +msgid "Line Spacing" +msgstr "Zeilenzwischenraum" + msgid "Base Type" msgstr "Basistyp" @@ -929,6 +938,9 @@ msgstr "Bildschirm-Editor" msgid "Project Manager Screen" msgstr "Bildschirm Projektmanager" +msgid "Connection" +msgstr "Verbindung" + msgid "Enable Pseudolocalization" msgstr "Aktiviere Pseudo-Lokalisierung" @@ -1052,8 +1064,8 @@ msgstr "Default-Farbwahl-Modus" msgid "Default Color Picker Shape" msgstr "Default-Farbwahl-Form" -msgid "Theme" -msgstr "Theme" +msgid "Follow System Theme" +msgstr "System-Theme folgen" msgid "Preset" msgstr "Vorgabe" @@ -1070,6 +1082,9 @@ msgstr "Grundfarbe" msgid "Accent Color" msgstr "Akzentfarbe" +msgid "Use System Accent Color" +msgstr "System-Akzentfarbe verwenden" + msgid "Contrast" msgstr "Kontrast" @@ -1133,9 +1148,6 @@ msgstr "Szenen beim Laden wiederherstellen" msgid "Multi Window" msgstr "Mehrfach-Fenster" -msgid "Enable" -msgstr "Aktivieren" - msgid "Restore Windows on Load" msgstr "Fenster beim Laden wiederherstellen" @@ -1208,6 +1220,9 @@ msgstr "RPC-Port" msgid "RPC Server Uptime" msgstr "RPC-Server-Uptime" +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "FBX2glTF-Pfad" @@ -1328,9 +1343,6 @@ msgstr "Tabulatoren anzeigen" msgid "Draw Spaces" msgstr "Leerzeichen anzeigen" -msgid "Line Spacing" -msgstr "Zeilenzwischenraum" - msgid "Behavior" msgstr "Verhalten" @@ -1466,6 +1478,9 @@ msgstr "Gelenk" msgid "Shape" msgstr "Shape" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Primäre Rasterschritte" @@ -1634,6 +1649,9 @@ msgstr "Punktauswahlradius" msgid "Show Previous Outline" msgstr "Vorigen Umriss anzeigen" +msgid "Auto Bake Delay" +msgstr "Auto-Back-Verzögerung" + msgid "Autorename Animation Tracks" msgstr "Animations-Tracks automatisch umbenennen" @@ -1718,9 +1736,6 @@ msgstr "Linuxbsd" msgid "Prefer Wayland" msgstr "Wayland bevorzugen" -msgid "Connection" -msgstr "Verbindung" - msgid "Network Mode" msgstr "Netzwerkmodus" @@ -1883,6 +1898,60 @@ msgstr "Suchergebnisfarbe" msgid "Search Result Border Color" msgstr "Suchergebnisrahmenfarbe" +msgid "Connection Colors" +msgstr "Verbindungs-Farben" + +msgid "Scalar Color" +msgstr "Skalar-Farbe" + +msgid "Vector2 Color" +msgstr "Vector2-Farbe" + +msgid "Vector 3 Color" +msgstr "Vector3-Farbe" + +msgid "Vector 4 Color" +msgstr "Vector4-Farbe" + +msgid "Boolean Color" +msgstr "Bool-Farbe" + +msgid "Transform Color" +msgstr "Transform-Farbe" + +msgid "Sampler Color" +msgstr "Sampler-Farbe" + +msgid "Category Colors" +msgstr "Kategorie-Farben" + +msgid "Output Color" +msgstr "Ausgabe-Farbe" + +msgid "Color Color" +msgstr "Farben-Farbe" + +msgid "Conditional Color" +msgstr "Bedingungs-Farbe" + +msgid "Input Color" +msgstr "Eingabe-Farbe" + +msgid "Textures Color" +msgstr "Texturen-Farbe" + +msgid "Utility Color" +msgstr "Hilfprogramm-Farbe" + +msgid "Vector Color" +msgstr "Vektor-Farbe" + +msgid "Special Color" +msgstr "Speziell-Farbe" + +msgid "Particle Color" +msgstr "Partikel-Farbe" + msgid "Custom Template" msgstr "Eigene Vorlage" @@ -1928,6 +1997,9 @@ msgstr "Dateimodus" msgid "Filters" msgstr "Filter" +msgid "Options" +msgstr "Optionen" + msgid "Disable Overwrite Warning" msgstr "Überschreibenwarnung deaktivieren" @@ -1970,6 +2042,9 @@ msgstr "Positions-Tracks normalisieren" msgid "Overwrite Axis" msgstr "Achse überschreiben" +msgid "Reset All Bone Poses After Import" +msgstr "Alle Knochenposen nach dem Import zurücksetzen" + msgid "Fix Silhouette" msgstr "Silhouette korrigieren" @@ -2123,9 +2198,6 @@ msgstr "In Datei speichern" msgid "Enabled" msgstr "Aktiviert" -msgid "Make Streamable" -msgstr "Streambar machen" - msgid "Shadow Meshes" msgstr "Schatten-Meshes" @@ -2192,6 +2264,9 @@ msgstr "Root-Skalierung anwenden" msgid "Root Scale" msgstr "Root-Skalierung" +msgid "Import as Skeleton Bones" +msgstr "Als Skelettknochen importieren" + msgid "Meshes" msgstr "Meshes" @@ -2420,9 +2495,6 @@ msgstr "Auf Region zuschneiden" msgid "Trim Alpha Border From Region" msgstr "Alpharand von Region abschneiden" -msgid "Force" -msgstr "Force" - msgid "8 Bit" msgstr "8-Bit" @@ -2846,9 +2918,6 @@ msgstr "Hand-Tracking" msgid "Eye Gaze Interaction" msgstr "Blickkontakt-Interaktion" -msgid "In Editor" -msgstr "Im Editor" - msgid "Boot Splash" msgstr "Startladebild" @@ -3038,6 +3107,12 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Importer" +msgstr "Importer" + +msgid "Allow Geometry Helper Nodes" +msgstr "Geometrie-Helfer-Nodes zulassen" + msgid "Embedded Image Handling" msgstr "Handhabung für eingebettete Bilder" @@ -3287,6 +3362,9 @@ msgstr "Sparse Wertepufferanzeige" msgid "Sparse Values Byte Offset" msgstr "Sparse Wertebyteversatz" +msgid "Original Name" +msgstr "Original-Name" + msgid "Loop" msgstr "Loop" @@ -3737,6 +3815,9 @@ msgstr "Angefragte Reference-Space-Typen" msgid "Reference Space Type" msgstr "Reference-Space-Typ" +msgid "Enabled Features" +msgstr "Aktivierte Features" + msgid "Visibility State" msgstr "Sichtbarkeitsstatus" @@ -4943,18 +5024,27 @@ msgstr "Navigationspolygon" msgid "Use Edge Connections" msgstr "Kantenverbindungen verwenden" -msgid "Constrain Avoidance" -msgstr "Ausweichen einschränken" - msgid "Skew" msgstr "Neigung" +msgid "Scroll Scale" +msgstr "Scroll-Skalierung" + msgid "Scroll Offset" msgstr "Scrollversatz" msgid "Repeat" msgstr "Wiederholen" +msgid "Repeat Size" +msgstr "Wiederholungs-Größe" + +msgid "Autoscroll" +msgstr "Auto-Scroll" + +msgid "Repeat Times" +msgstr "Wiederholungs-Zeiten" + msgid "Begin" msgstr "Beginn" @@ -4964,6 +5054,12 @@ msgstr "Ende" msgid "Follow Viewport" msgstr "Viewport folgen" +msgid "Ignore Camera Scroll" +msgstr "Kamera-Scrolling ignorieren" + +msgid "Screen Offset" +msgstr "Bildschirmversatz" + msgid "Scroll" msgstr "Rollen" @@ -5222,12 +5318,12 @@ msgstr "Eigener Integrator" msgid "Continuous CD" msgstr "Fortlaufende Kollisionserkennung" -msgid "Max Contacts Reported" -msgstr "Max. erkannte Kontakte" - msgid "Contact Monitor" msgstr "Kontaktanzeige" +msgid "Max Contacts Reported" +msgstr "Max. erkannte Kontakte" + msgid "Linear" msgstr "Linear" @@ -5309,6 +5405,9 @@ msgstr "Framekoordinaten" msgid "Filter Clip Enabled" msgstr "Filter-Clip aktiviert" +msgid "Tile Set" +msgstr "Tile Set" + msgid "Rendering Quadrant Size" msgstr "Renderquadrantengröße" @@ -5321,8 +5420,8 @@ msgstr "Kollisionssichtbarkeitsmodus" msgid "Navigation Visibility Mode" msgstr "Navigationssichtbarkeitsmodus" -msgid "Tile Set" -msgstr "Tile Set" +msgid "Y Sort Origin" +msgstr "Y-Sortierungsursprung" msgid "Texture Normal" msgstr "Textur normal" @@ -5453,9 +5552,6 @@ msgstr "Skalierungskurve Z" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "Orm" @@ -6098,18 +6194,12 @@ msgstr "Bewegungsskalierung" msgid "Show Rest Only" msgstr "Nur Standardpose anzeigen" -msgid "Animate Physical Bones" -msgstr "Physische Knochen animieren" - msgid "Root Bone" msgstr "Wurzelknochen" msgid "Tip Bone" msgstr "Endknochen" -msgid "Interpolation" -msgstr "Interpolation" - msgid "Target" msgstr "Ziel" @@ -6131,6 +6221,9 @@ msgstr "Min Distanz" msgid "Max Iterations" msgstr "Max Iterationen" +msgid "Active" +msgstr "Aktiv" + msgid "Pinned Points" msgstr "Angeheftete Elemente" @@ -6167,9 +6260,6 @@ msgstr "Zugkoeffizient" msgid "Track Physics Step" msgstr "Physikschritt verfolgen" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "Sortierung" @@ -6215,15 +6305,27 @@ msgstr "Verbreitung" msgid "Use Two Bounces" msgstr "Zwei Abprälle verwenden" +msgid "Body Tracker" +msgstr "Body-Tracker" + +msgid "Body Update" +msgstr "Body-Update" + msgid "Face Tracker" msgstr "Gesichtstracker" +msgid "Hand Tracker" +msgstr "Hand-Tracker" + msgid "Tracker" msgstr "Tracker" msgid "Pose" msgstr "Pose" +msgid "Show When Tracked" +msgstr "Anzeigen wenn getrackt" + msgid "World Scale" msgstr "Weltskalierung" @@ -6275,9 +6377,6 @@ msgstr "Eingabeanzahl" msgid "Request" msgstr "Anfrage" -msgid "Active" -msgstr "Aktiv" - msgid "Internal Active" msgstr "Intern aktiv" @@ -6647,9 +6746,6 @@ msgstr "Modus überschreibt Titel" msgid "Root Subfolder" msgstr "Wurzel-Unterordner" -msgid "Options" -msgstr "Optionen" - msgid "Use Native Dialog" msgstr "Nativen Dialog verwenden" @@ -6896,9 +6992,6 @@ msgstr "Bei Status-Elementauswahl verstecken" msgid "Submenu Popup Delay" msgstr "Untermenü Popup-Verzögerung" -msgid "System Menu Root" -msgstr "System-Menü-Root" - msgid "Fill Mode" msgstr "Füllmodus" @@ -7436,6 +7529,9 @@ msgstr "Default-Environment" msgid "Enable Object Picking" msgstr "Objektauswahl aktivieren" +msgid "Menu" +msgstr "Menü" + msgid "Wait Time" msgstr "Wartezeit" @@ -7532,9 +7628,6 @@ msgstr "Quad 3" msgid "Canvas Cull Mask" msgstr "Canvas-Cull-Maske" -msgid "Tooltip Delay (sec)" -msgstr "Tooltip-Verzögerung (Sek.)" - msgid "Size 2D Override" msgstr "2D-Größenüberschreibung" @@ -7616,6 +7709,30 @@ msgstr "3D-Navigation" msgid "Segments" msgstr "Segmente" +msgid "Parsed Geometry Type" +msgstr "Geparste-Geometrie-Typ" + +msgid "Parsed Collision Mask" +msgstr "Geparste Kollisionsmaske" + +msgid "Source Geometry Mode" +msgstr "Quell-Geometrie-Typ" + +msgid "Source Geometry Group Name" +msgstr "Quellengeometriegruppenname" + +msgid "Cells" +msgstr "Zellen" + +msgid "Agents" +msgstr "Agenten" + +msgid "Baking Rect" +msgstr "Back-Rechteck" + +msgid "Baking Rect Offset" +msgstr "Back-Rechtecks-Offset" + msgid "A" msgstr "A" @@ -7766,9 +7883,6 @@ msgstr "Terrain-Sets" msgid "Custom Data Layers" msgstr "Eigene Datenschichten" -msgid "Scenes" -msgstr "Szenen" - msgid "Scene" msgstr "Szene" @@ -7793,9 +7907,6 @@ msgstr "Transponieren" msgid "Texture Origin" msgstr "Texturursprung" -msgid "Y Sort Origin" -msgstr "Y-Sortierungsursprung" - msgid "Terrain Set" msgstr "Terrain-Set" @@ -8354,6 +8465,9 @@ msgstr "Schriftgewicht" msgid "Font Stretch" msgstr "Schriftstreckung" +msgid "Interpolation" +msgstr "Interpolation" + msgid "Color Space" msgstr "Farbraum" @@ -8582,24 +8696,12 @@ msgstr "Sichtbare Instanzen Anzahl" msgid "Partition Type" msgstr "Einteilungstyp" -msgid "Parsed Geometry Type" -msgstr "Geparste-Geometrie-Typ" - -msgid "Source Geometry Mode" -msgstr "Quell-Geometrie-Typ" - msgid "Source Group Name" msgstr "Quellen-Gruppenname" -msgid "Cells" -msgstr "Zellen" - msgid "Cell Height" msgstr "Zellenhöhe" -msgid "Agents" -msgstr "Agenten" - msgid "Max Climb" msgstr "Maximales Klettern" @@ -8645,18 +8747,6 @@ msgstr "Backe AABB" msgid "Baking AABB Offset" msgstr "Backe AABB-Versatz" -msgid "Parsed Collision Mask" -msgstr "Geparste Kollisionsmaske" - -msgid "Source Geometry Group Name" -msgstr "Quellengeometriegruppenname" - -msgid "Baking Rect" -msgstr "Back-Rechteck" - -msgid "Baking Rect Offset" -msgstr "Back-Rechtecks-Offset" - msgid "Bundled" msgstr "Gebündelt" @@ -9251,6 +9341,9 @@ msgstr "Versteckte ein-/ausschalten" msgid "Folder" msgstr "Ordner" +msgid "Create Folder" +msgstr "Ordner erstellen" + msgid "Folder Icon Color" msgstr "Ordner-Icon-Farbe" @@ -9482,9 +9575,6 @@ msgstr "Tableiste Hintergrund" msgid "Drop Mark" msgstr "Drop-Markierung" -msgid "Menu" -msgstr "Menü" - msgid "Menu Highlight" msgstr "Menü-Hervorhebung" @@ -9503,9 +9593,6 @@ msgstr "Icon-Trennung" msgid "Button Highlight" msgstr "Button-Hervorhebung" -msgid "Large" -msgstr "Groß" - msgid "SV Width" msgstr "SV-Breite" @@ -10493,9 +10580,15 @@ msgstr "Warnungen als Fehler behandeln" msgid "Has Tracking Data" msgstr "Hat Tracking-Daten" +msgid "Body Flags" +msgstr "Body-Flags" + msgid "Blend Shapes" msgstr "Blend-Shapes" +msgid "Hand Tracking Source" +msgstr "Hand-Tracking-Quelle" + msgid "Is Primary" msgstr "Ist Primär" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 021aa811e5ba..ee85e70987d6 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -102,13 +102,15 @@ # BIBALLO <dmoraleda11@gmail.com>, 2024. # Miguel de Dios Matias <tres.14159@gmail.com>, 2024. # Zeerats <scbmediasolutions@gmail.com>, 2024. +# Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024. +# Ignacio <ignacioff08@gmail.com>, 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: 2024-02-26 06:02+0000\n" -"Last-Translator: Zeerats <scbmediasolutions@gmail.com>\n" +"PO-Revision-Date: 2024-03-28 09:21+0000\n" +"Last-Translator: Ignacio <ignacioff08@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/es/>\n" "Language: es\n" @@ -148,6 +150,9 @@ msgstr "Desactivar stdout" msgid "Disable stderr" msgstr "Desactivar stderr" +msgid "Print Header" +msgstr "Cabecera de Impresión" + msgid "Use Hidden Project Data Directory" msgstr "Usar Directorio de Datos Ocultos del Proyecto" @@ -376,6 +381,9 @@ msgstr "Temporizadores" msgid "Incremental Search Max Interval Msec" msgstr "Intervalo Máximo de Busqueda Incremental ms" +msgid "Tooltip Delay (sec)" +msgstr "Retraso de Tooltip (sec)" + msgid "Common" msgstr "Más información" @@ -418,6 +426,9 @@ msgstr "Tamaño de región de carga de textura en píxeles" msgid "Pipeline Cache" msgstr "Caché de tubería" +msgid "Enable" +msgstr "Activar" + msgid "Save Chunk Size (MB)" msgstr "Guardar Tamaño de Fragmento (MB)" @@ -463,6 +474,9 @@ msgstr "Usar Ambiente" msgid "Low Processor Usage Mode" msgstr "Modo de Bajo Uso del Procesador" +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "Modo de Suspensión con Bajo Uso del Procesador (µseg)" + msgid "Delta Smoothing" msgstr "Suavizando Delta" @@ -580,6 +594,9 @@ msgstr "Pluma Invertida" msgid "Relative" msgstr "Relativo" +msgid "Screen Relative" +msgstr "Relativo a la Pantalla" + msgid "Velocity" msgstr "Velocidad" @@ -796,9 +813,6 @@ msgstr "Valor" msgid "Arg Count" msgstr "Conteo de Argumentos" -msgid "Args" -msgstr "Argumentos" - msgid "Type" msgstr "Tipo" @@ -886,6 +900,12 @@ msgstr "Modo Sin Distracciones" msgid "Movie Maker Enabled" msgstr "Activar el Creador de Peliculas" +msgid "Theme" +msgstr "Theme" + +msgid "Line Spacing" +msgstr "Espaciado de Línea" + msgid "Base Type" msgstr "Tipo Base" @@ -904,6 +924,9 @@ msgstr "Idioma del Editor" msgid "Localize Settings" msgstr "Ajustes de Localización" +msgid "UI Layout Direction" +msgstr "Orientación del Layout de la UI" + msgid "Display Scale" msgstr "Escala de Visualización" @@ -916,6 +939,9 @@ msgstr "Pantalla del Editor" msgid "Project Manager Screen" msgstr "Pantalla del Administrador de Proyectos" +msgid "Connection" +msgstr "Conexión" + msgid "Enable Pseudolocalization" msgstr "Habiliar Pseudolocalización" @@ -985,6 +1011,12 @@ msgstr "Mostrar Errores Internos en Notificaciones Toast" msgid "Show Update Spinner" msgstr "Mostrar Spinner de Actualización" +msgid "Low Processor Mode Sleep (µsec)" +msgstr "Modo de Suspensión con Procesador en Bajo Consumo (µseg)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "Modo de Suspensión con Procesador en Bajo Consumo no Enfocado (µseg)" + msgid "V-Sync Mode" msgstr "Modo V-Sync" @@ -1033,12 +1065,15 @@ msgstr "Modo de Selección de Color Predeterminado" msgid "Default Color Picker Shape" msgstr "Forma Predeterminada del Selector de Color" -msgid "Theme" -msgstr "Theme" +msgid "Follow System Theme" +msgstr "Seguir el Layout del Sistema" msgid "Preset" msgstr "Preconfigurado" +msgid "Spacing Preset" +msgstr "Preset del Espaciado" + msgid "Icon and Font Color" msgstr "Color de Fuente e Ícono" @@ -1048,6 +1083,9 @@ msgstr "Color Base" msgid "Accent Color" msgstr "Color de Acento" +msgid "Use System Accent Color" +msgstr "Utilizar el Color de Acentuación del Sistema" + msgid "Contrast" msgstr "Contraste" @@ -1066,6 +1104,9 @@ msgstr "Tamaño del Borde" msgid "Corner Radius" msgstr "Radio de Esquina" +msgid "Base Spacing" +msgstr "Espaciado Base" + msgid "Additional Spacing" msgstr "Espacio Adicional" @@ -1108,9 +1149,6 @@ msgstr "Restaurar Escenas al Cargar" msgid "Multi Window" msgstr "Ventana Múltiple" -msgid "Enable" -msgstr "Activar" - msgid "Restore Windows on Load" msgstr "Restaurar Ventanas al Cargar" @@ -1132,6 +1170,12 @@ msgstr "Editor de Audio" msgid "3D Model Editor" msgstr "Editor de Modelos 3D" +msgid "Terminal Emulator" +msgstr "Emulador de Terminal" + +msgid "Terminal Emulator Flags" +msgstr "Indicadores del Emulador de Terminal" + msgid "Directories" msgstr "Directorios" @@ -1168,18 +1212,30 @@ msgstr "Importar" msgid "Blender" msgstr "Blender" +msgid "Blender Path" +msgstr "Ruta de Blender" + msgid "RPC Port" msgstr "Puerto RPC" msgid "RPC Server Uptime" msgstr "Tiempo de actividad del servidor RPC" +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "Ruta FBX2glTF" msgid "Tools" msgstr "Herramientas" +msgid "OIDN" +msgstr "OIDN" + +msgid "OIDN Denoise Path" +msgstr "Ruta de Denoise OIDN" + msgid "Docks" msgstr "Paneles" @@ -1192,6 +1248,9 @@ msgstr "Comenzar Diálogo de Creación Expandido" msgid "Auto Expand to Selected" msgstr "Auto Expandir a Seleccionado" +msgid "Center Node on Reparent" +msgstr "Centrar Nodo al Reemparentar" + msgid "Always Show Folders" msgstr "Siempre Mostrar Carpetas" @@ -1285,9 +1344,6 @@ msgstr "Dibujar Pestañas" msgid "Draw Spaces" msgstr "Dibujar Espacios" -msgid "Line Spacing" -msgstr "Espaciado de Línea" - msgid "Behavior" msgstr "Comportamiento" @@ -1423,6 +1479,9 @@ msgstr "Articulación" msgid "Shape" msgstr "Forma" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Pasos de la Cuadrícula Primaria" @@ -1591,6 +1650,9 @@ msgstr "Radio del Punto de Agarre" msgid "Show Previous Outline" msgstr "Mostrar Contorno Anterior" +msgid "Auto Bake Delay" +msgstr "Retraso de Bake Automático" + msgid "Autorename Animation Tracks" msgstr "Autorrenombrar Pistas de Animación" @@ -1621,6 +1683,9 @@ msgstr "Opacidad del Minimapa" msgid "Lines Curvature" msgstr "Curvatura de Lineas" +msgid "Grid Pattern" +msgstr "Patrón de Cuadrícula" + msgid "Visual Shader" msgstr "Visual Shader*" @@ -1663,6 +1728,18 @@ msgstr "Siempre Abrir la Salida en la Reproducción" msgid "Always Close Output on Stop" msgstr "Siempre Cerrar la Salida al Detener" +msgid "Platforms" +msgstr "Plataformas" + +msgid "Linuxbsd" +msgstr "LinuxBSD" + +msgid "Prefer Wayland" +msgstr "Preferir Wayland" + +msgid "Network Mode" +msgstr "Modo de Red" + msgid "HTTP Proxy" msgstr "Proxy HTTP" @@ -1693,6 +1770,9 @@ msgstr "Intervalo de Refresco del Árbol de Escenas Remoto" msgid "Remote Inspect Refresh Interval" msgstr "Intervalo de Refresco de la Inspección Remota" +msgid "Profile Native Calls" +msgstr "Llamadas Nativas de Perfil" + msgid "Project Manager" msgstr "Administrador de Proyectos" @@ -1726,6 +1806,9 @@ msgstr "Tipo de Color del Usuario" msgid "Comment Color" msgstr "Color de los Comentarios" +msgid "Doc Comment Color" +msgstr "Color del Comentario de Documentación" + msgid "String Color" msgstr "Color del String" @@ -1816,6 +1899,60 @@ msgstr "Color del Resultado de Búsqueda" msgid "Search Result Border Color" msgstr "Color de los Bordes del Resultado de Búsqueda" +msgid "Connection Colors" +msgstr "Colores de Conexión" + +msgid "Scalar Color" +msgstr "Color Escalar" + +msgid "Vector2 Color" +msgstr "Color del Vector2" + +msgid "Vector 3 Color" +msgstr "Color del Vector 3" + +msgid "Vector 4 Color" +msgstr "Color del Vector 4" + +msgid "Boolean Color" +msgstr "Color del Booleano" + +msgid "Transform Color" +msgstr "Color de Transformación" + +msgid "Sampler Color" +msgstr "Color del Muestrador" + +msgid "Category Colors" +msgstr "Colores de Categoría" + +msgid "Output Color" +msgstr "Color de Salida" + +msgid "Color Color" +msgstr "Color del Color" + +msgid "Conditional Color" +msgstr "Color Condicional" + +msgid "Input Color" +msgstr "Color de Entrada" + +msgid "Textures Color" +msgstr "Color de Texturas" + +msgid "Utility Color" +msgstr "Color de Utilidad" + +msgid "Vector Color" +msgstr "Color del Vector" + +msgid "Special Color" +msgstr "Color Especial" + +msgid "Particle Color" +msgstr "Color de Partícula" + msgid "Custom Template" msgstr "Plantilla Personalizada" @@ -1834,6 +1971,12 @@ msgstr "PCK Embebido" msgid "Texture Format" msgstr "Formato de Textura" +msgid "S3TC BPTC" +msgstr "S3TC BPTC" + +msgid "ETC2 ASTC" +msgstr "ETC2 ASTC" + msgid "Export" msgstr "Exportar" @@ -1897,6 +2040,9 @@ msgstr "Normalizar la Posición de las Pistas" msgid "Overwrite Axis" msgstr "Sobreescribir Ejes" +msgid "Reset All Bone Poses After Import" +msgstr "Restablecer Todas las Poses de Hueso Después de Importar" + msgid "Fix Silhouette" msgstr "Reparar la Silueta" @@ -1933,6 +2079,9 @@ msgstr "Offset de Mesh" msgid "Optimize Mesh" msgstr "Optimizar Malla" +msgid "Force Disable Mesh Compression" +msgstr "Forzar Desactivación de Compresión de Mesh" + msgid "Skip Import" msgstr "Saltar Importación" @@ -2047,9 +2196,6 @@ msgstr "Guardar en Archivo" msgid "Enabled" msgstr "Activado" -msgid "Make Streamable" -msgstr "Hacer Transmitible" - msgid "Shadow Meshes" msgstr "Sombra de Mallas" @@ -2116,6 +2262,9 @@ msgstr "Aplicar Escala de Raíz" msgid "Root Scale" msgstr "Escala de Raíz" +msgid "Import as Skeleton Bones" +msgstr "Importar como Huesos de Esqueleto" + msgid "Meshes" msgstr "Mallas" @@ -2134,6 +2283,9 @@ msgstr "Bake de Luces" msgid "Lightmap Texel Size" msgstr "Tamaño Lightmap Texel" +msgid "Force Disable Compression" +msgstr "Forzar Desactivación de Compresión" + msgid "Skins" msgstr "Skins" @@ -2224,12 +2376,18 @@ msgstr "Transformar" msgid "Create From" msgstr "Crear Desde" +msgid "Scaling Mode" +msgstr "Modo de Escalado" + msgid "Delimiter" msgstr "Delimitador" msgid "Character Ranges" msgstr "Rangos de Caracter" +msgid "Kerning Pairs" +msgstr "Pares de Kernings" + msgid "Columns" msgstr "Columnas" @@ -2242,6 +2400,12 @@ msgstr "Margen de Imagenes" msgid "Character Margin" msgstr "Margen de Caracter" +msgid "Ascent" +msgstr "Ascenso" + +msgid "Descent" +msgstr "Descenso" + msgid "High Quality" msgstr "Alta Calidad" @@ -2329,9 +2493,6 @@ msgstr "Recorte a Región" msgid "Trim Alpha Border From Region" msgstr "Recortar Borde Alfa de la Región" -msgid "Force" -msgstr "Fuerza" - msgid "8 Bit" msgstr "8 Bit" @@ -2449,6 +2610,9 @@ msgstr "Mostrar Gizmo de Navegación de la Vista" msgid "Gizmo Settings" msgstr "Configuración del Gizmo" +msgid "Path Tilt" +msgstr "Inclinación del camino" + msgid "Auto Reload and Parse Scripts on Save" msgstr "Recarga Automática y Análisis de Scripts al Guardar" @@ -2566,6 +2730,9 @@ msgstr "Reimportar Archivos Importados Faltantes" msgid "Use Multiple Threads" msgstr "Usar Multiples Hilos" +msgid "Atlas Max Width" +msgstr "Ancho Máximo del Atlas" + msgid "Convert Text Resources to Binary" msgstr "Convertir Recursos De Texto En Binarios" @@ -2623,6 +2790,9 @@ msgstr "Compatibilidad GL" msgid "Nvidia Disable Threaded Optimization" msgstr "Desactivar la Optimización con Hilos de Nvidia" +msgid "Force Angle on Devices" +msgstr "Forzar Ángulo en Dispositivos" + msgid "Renderer" msgstr "Renderizador" @@ -2650,6 +2820,9 @@ msgstr "Hilos" msgid "Thread Model" msgstr "Modelo de Hilo" +msgid "Display Server" +msgstr "Servidor de Pantalla" + msgid "Handheld" msgstr "Manipulador" @@ -2722,8 +2895,14 @@ msgstr "Enviar Buffer de Profundidad" msgid "Startup Alert" msgstr "Alerta de Inicio" -msgid "In Editor" -msgstr "En Editor" +msgid "Extensions" +msgstr "Extensiones" + +msgid "Hand Tracking" +msgstr "Seguimiento de Mano" + +msgid "Eye Gaze Interaction" +msgstr "Interacción por Mirada" msgid "Boot Splash" msgstr "Pantalla de Splash" @@ -2911,6 +3090,12 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Importer" +msgstr "Importador" + +msgid "Allow Geometry Helper Nodes" +msgstr "Permitir Nodos Auxiliares de Geometría" + msgid "Embedded Image Handling" msgstr "Manejo de Imágenes Embebidas" @@ -3025,6 +3210,12 @@ msgstr "Velocidad angular" msgid "Center of Mass" msgstr "Centro de Masa" +msgid "Inertia Diagonal" +msgstr "Diagonal de Inercia" + +msgid "Inertia Orientation" +msgstr "Orientación de Inercia" + msgid "Inertia Tensor" msgstr "Tensor de Inercia" @@ -3151,6 +3342,9 @@ msgstr "Vista del Buffer de Valores Esparcidos" msgid "Sparse Values Byte Offset" msgstr "Valores Dispersos del Offset de Bytes" +msgid "Original Name" +msgstr "Nombre Original" + msgid "Loop" msgstr "Bucle" @@ -3319,6 +3513,12 @@ msgstr "Recuento de Rayos de Calidad Ultra" msgid "Max Rays per Probe Pass" msgstr "Máximo de Rayos por Pase de Sonda" +msgid "Denoising" +msgstr "Eliminación de Ruido" + +msgid "Denoiser" +msgstr "Reductor de Ruido" + msgid "BPM" msgstr "BPM" @@ -3493,6 +3693,9 @@ msgstr "Rutas" msgid "Interaction Profile Path" msgstr "Interacción con la Ruta del Perfil" +msgid "Runtime Paths" +msgstr "Rutas de Ejecución" + msgid "Display Refresh Rate" msgstr "Mostrar Tasa de Refresco" @@ -3586,9 +3789,15 @@ msgstr "Tipos de Espacios de Referencia Requeridos" msgid "Reference Space Type" msgstr "Tipo de Espacio de Referencia" +msgid "Enabled Features" +msgstr "Características Activadas" + msgid "Visibility State" msgstr "Estado de Visibilidad" +msgid "Java SDK Path" +msgstr "Ruta del SDK de Java" + msgid "Android SDK Path" msgstr "Ruta del SDK de Android" @@ -3634,6 +3843,15 @@ msgstr "Compilación Gradle" msgid "Use Gradle Build" msgstr "Usar Compilación Gradle" +msgid "Gradle Build Directory" +msgstr "Directorio de Compilación de Gradle" + +msgid "Android Source Template" +msgstr "Plantilla Fuente de Android" + +msgid "Compress Native Libraries" +msgstr "Comprimir Librerías Nativas" + msgid "Export Format" msgstr "Formato de Exportación" @@ -3823,6 +4041,12 @@ msgstr "Firma" msgid "Short Version" msgstr "Versión Corta" +msgid "Min iOS Version" +msgstr "Versión Minima de iOS" + +msgid "Additional Plist Content" +msgstr "Espacio Adicional de Plist" + msgid "Icon Interpolation" msgstr "Interpolación de Icono" @@ -3838,6 +4062,12 @@ msgstr "Acceso Wi-Fi" msgid "Push Notifications" msgstr "Notificaciones Push" +msgid "Performance Gaming Tier" +msgstr "Nivel de Rendimiento para Juegos" + +msgid "Performance A 12" +msgstr "Rendimiento A 12" + msgid "User Data" msgstr "Datos de Usuario" @@ -4135,6 +4365,9 @@ msgstr "Variante" msgid "Extensions Support" msgstr "Soporte de Extensiones" +msgid "Thread Support" +msgstr "Soporte de Hilos" + msgid "VRAM Texture Compression" msgstr "Compresión de Texturas en la VRAM" @@ -4168,6 +4401,9 @@ msgstr "Teclado Virtual Experimental" msgid "Progressive Web App" msgstr "App Web Progresiva" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "Asegurar Headers de Aislamiento de Origen Cruzado" + msgid "Offline Page" msgstr "Página Offline" @@ -4231,6 +4467,12 @@ msgstr "Descripción del Archivo" msgid "Trademarks" msgstr "Marcas comerciales" +msgid "Export D3D12" +msgstr "Exportar D3D12" + +msgid "D3D12 Agility SDK Multiarch" +msgstr "SDK de Agilidad D2D12 Multiarq" + msgid "Sprite Frames" msgstr "Cuadros del Sprite" @@ -4546,6 +4788,9 @@ msgstr "Ajuste Máximo" msgid "Offset Curve" msgstr "Curva de Offset" +msgid "Amount Ratio" +msgstr "Proporción de Cantidad" + msgid "Sub Emitter" msgstr "Sub Emisor" @@ -4750,9 +4995,6 @@ msgstr "Polígono de Navegación" msgid "Use Edge Connections" msgstr "Usar Conexiones de Borde" -msgid "Constrain Avoidance" -msgstr "Restricciones de Evasión" - msgid "Skew" msgstr "Sesgo" @@ -4762,6 +5004,12 @@ msgstr "Offset de Scroll" msgid "Repeat" msgstr "Repetir" +msgid "Repeat Size" +msgstr "Repetir Tamaño" + +msgid "Autoscroll" +msgstr "Desplazamiento Automático" + msgid "Begin" msgstr "Comienzo" @@ -5029,12 +5277,12 @@ msgstr "Integrador Personalizado" msgid "Continuous CD" msgstr "CD Continuo" -msgid "Max Contacts Reported" -msgstr "Contactos Máximos Reportados" - msgid "Contact Monitor" msgstr "Monitor de Contacto" +msgid "Max Contacts Reported" +msgstr "Contactos Máximos Reportados" + msgid "Linear" msgstr "Lineal" @@ -5116,6 +5364,9 @@ msgstr "Coordenadas del Marco" msgid "Filter Clip Enabled" msgstr "Filtrado de Clips Habilitado" +msgid "Tile Set" +msgstr "Tile Set" + msgid "Rendering Quadrant Size" msgstr "Tamaño del Cuadrante de Renderizado" @@ -5128,8 +5379,8 @@ msgstr "Modo de Visibilidad de Colisión" msgid "Navigation Visibility Mode" msgstr "Modo de Visibilidad de Navegación" -msgid "Tile Set" -msgstr "Tile Set" +msgid "Y Sort Origin" +msgstr "Origen de Ordenación Y" msgid "Texture Normal" msgstr "Textura en estado Normal" @@ -5257,9 +5508,6 @@ msgstr "Curva de Escala Z" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "Orm" @@ -5887,18 +6135,12 @@ msgstr "Escala de Movimiento" msgid "Show Rest Only" msgstr "Mostrar solo el descanso" -msgid "Animate Physical Bones" -msgstr "Animar Huesos Fisicos" - msgid "Root Bone" msgstr "Hueso Raíz" msgid "Tip Bone" msgstr "Punta del Hueso" -msgid "Interpolation" -msgstr "Interpolación" - msgid "Target" msgstr "Objetivo" @@ -5920,6 +6162,9 @@ msgstr "Distancia Mínima" msgid "Max Iterations" msgstr "Iteraciones Máximas" +msgid "Active" +msgstr "Activo" + msgid "Pinned Points" msgstr "Puntos de Anclaje" @@ -5956,9 +6201,6 @@ msgstr "Coeficiente de resistencia" msgid "Track Physics Step" msgstr "Paso de Física de Pistas" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "Ordenar" @@ -6061,9 +6303,6 @@ msgstr "Conteo de Entradas" msgid "Request" msgstr "Solicitud" -msgid "Active" -msgstr "Activo" - msgid "Internal Active" msgstr "Activo Interno" @@ -7189,6 +7428,9 @@ msgstr "Entorno por Defecto" msgid "Enable Object Picking" msgstr "Activar Selección de Objetos" +msgid "Menu" +msgstr "Menú" + msgid "Wait Time" msgstr "Tiempo de Espera" @@ -7282,9 +7524,6 @@ msgstr "Cuadrángulo 3" msgid "Canvas Cull Mask" msgstr "Cull Mask del Lienzo" -msgid "Tooltip Delay (sec)" -msgstr "Retraso de Tooltip (sec)" - msgid "Size 2D Override" msgstr "Anulación de Tamaño 2D" @@ -7360,6 +7599,24 @@ msgstr "Navegación 3D" msgid "Segments" msgstr "Segmentos" +msgid "Parsed Geometry Type" +msgstr "Tipo de Geometría Parseada" + +msgid "Parsed Collision Mask" +msgstr "Máscara de Colisión Analizada" + +msgid "Source Geometry Mode" +msgstr "Modo de Geometría de Origen" + +msgid "Source Geometry Group Name" +msgstr "Nombre del Grupo de Geometría de Origen" + +msgid "Cells" +msgstr "Celdas" + +msgid "Agents" +msgstr "Agentes" + msgid "A" msgstr "A" @@ -7510,9 +7767,6 @@ msgstr "Conjuntos de Terrenos" msgid "Custom Data Layers" msgstr "Capas de Datos Personalizados" -msgid "Scenes" -msgstr "Escenas" - msgid "Scene" msgstr "Escena" @@ -7537,9 +7791,6 @@ msgstr "Transponer" msgid "Texture Origin" msgstr "Origen de Textura" -msgid "Y Sort Origin" -msgstr "Origen de Ordenación Y" - msgid "Terrain Set" msgstr "Conjunto de Terreno" @@ -8065,6 +8316,9 @@ msgstr "Peso de la Fuente" msgid "Font Stretch" msgstr "Estirar Fuente" +msgid "Interpolation" +msgstr "Interpolación" + msgid "Color Space" msgstr "Espacio de Color" @@ -8293,21 +8547,9 @@ msgstr "Número de Instancias Visible" msgid "Partition Type" msgstr "Tipo de Partición" -msgid "Parsed Geometry Type" -msgstr "Tipo de Geometría Parseada" - -msgid "Source Geometry Mode" -msgstr "Modo de Geometría de Origen" - msgid "Source Group Name" msgstr "Nombre del Grupo de Origen" -msgid "Cells" -msgstr "Celdas" - -msgid "Agents" -msgstr "Agentes" - msgid "Max Climb" msgstr "Escalada Máxima" @@ -8353,12 +8595,6 @@ msgstr "Bakear AABB" msgid "Baking AABB Offset" msgstr "Bakear Offset AABB" -msgid "Parsed Collision Mask" -msgstr "Máscara de Colisión Analizada" - -msgid "Source Geometry Group Name" -msgstr "Nombre del Grupo de Geometría de Origen" - msgid "Bundled" msgstr "Empaquetado" @@ -9100,9 +9336,6 @@ msgstr "Fondo de la Barra de Pestañas" msgid "Drop Mark" msgstr "Marcador de Soltar" -msgid "Menu" -msgstr "Menú" - msgid "Menu Highlight" msgstr "Menú Resaltado" @@ -9121,9 +9354,6 @@ msgstr "Separación de Ícono" msgid "Button Highlight" msgstr "Resaltado de Botón" -msgid "Large" -msgstr "Grande" - msgid "SV Width" msgstr "Ancho SV" diff --git a/editor/translations/properties/et.po b/editor/translations/properties/et.po index f45c25131568..4af304963568 100644 --- a/editor/translations/properties/et.po +++ b/editor/translations/properties/et.po @@ -247,6 +247,9 @@ msgstr "Bloki Suurus (KB)" msgid "Max Size (MB)" msgstr "Maksimaalne suurus (MB)" +msgid "Enable" +msgstr "Luba" + msgid "Save Chunk Size (MB)" msgstr "Salvest Tüki Suurus (MB)" @@ -586,9 +589,6 @@ msgstr "Väärtus" msgid "Arg Count" msgstr "Arg kogus" -msgid "Args" -msgstr "Argumendid" - msgid "Type" msgstr "Tüüp" @@ -670,6 +670,12 @@ msgstr "Häirimatu režiim" msgid "Movie Maker Enabled" msgstr "Movie Maker Sees" +msgid "Theme" +msgstr "Teema" + +msgid "Line Spacing" +msgstr "Reavahe" + msgid "Base Type" msgstr "Baastüüp" @@ -784,9 +790,6 @@ msgstr "Vaikimisi Värvivalija Režiim" msgid "Default Color Picker Shape" msgstr "Vaikimisi Värvivalija Kuju" -msgid "Theme" -msgstr "Teema" - msgid "Preset" msgstr "Eelseadistus" @@ -850,9 +853,6 @@ msgstr "Taasta Stseenid Laadimisel" msgid "Multi Window" msgstr "Mitu Akent" -msgid "Enable" -msgstr "Luba" - msgid "Restore Windows on Load" msgstr "Taastage Aknad Laadimisel" @@ -1006,9 +1006,6 @@ msgstr "Joonista Vahelehed" msgid "Draw Spaces" msgstr "Joonista Tühimikud" -msgid "Line Spacing" -msgstr "Reavahe" - msgid "Navigation" msgstr "Navigatsioon" @@ -1591,9 +1588,6 @@ msgstr "Salvesta Faili" msgid "Enabled" msgstr "Sisselülitatud" -msgid "Make Streamable" -msgstr "Muuda Voogedastavaks" - msgid "Use External" msgstr "Kasuta Väliseid" @@ -3064,6 +3058,9 @@ msgstr "Uuenda" msgid "Editor Settings" msgstr "Redaktori sätted" +msgid "Y Sort Origin" +msgstr "Y-Sordi Päritolu" + msgid "Cull Mask" msgstr "Väljalõikamis mask" @@ -3151,18 +3148,12 @@ msgstr "Maastikud" msgid "Custom Data" msgstr "Kohandatud Andmed" -msgid "Scenes" -msgstr "Stseenid" - msgid "Scene" msgstr "Stseen" msgid "Texture Origin" msgstr "Tekstuuri Alguspunkt" -msgid "Y Sort Origin" -msgstr "Y-Sordi Päritolu" - msgid "Probability" msgstr "Võimalus" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 4afbe298592e..0f9fcb36b0c5 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -123,13 +123,15 @@ # peperoni <peperoni@users.noreply.hosted.weblate.org>, 2024. # Octano <theo.huchard@gmail.com>, 2024. # Didier Morandi <didier.morandi@gmail.com>, 2024. +# clemde france <clemdefranceyt@gmail.com>, 2024. +# Xltec <axelcrp.pro@gmail.com>, 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: 2024-02-21 09:02+0000\n" -"Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n" +"PO-Revision-Date: 2024-05-01 22:07+0000\n" +"Last-Translator: Xltec <axelcrp.pro@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/fr/>\n" "Language: fr\n" @@ -137,7 +139,7 @@ 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 5.5-dev\n" +"X-Generator: Weblate 5.5.3-dev\n" msgid "Application" msgstr "Application" @@ -169,6 +171,9 @@ msgstr "Désactiver stdout" msgid "Disable stderr" msgstr "Désactiver stderr" +msgid "Print Header" +msgstr "Header" + msgid "Use Hidden Project Data Directory" msgstr "Utiliser un répertoire caché pour les données du projet" @@ -253,6 +258,9 @@ msgstr "Animation" msgid "Warnings" msgstr "Avertissements" +msgid "Check Invalid Track Paths" +msgstr "piste invalide" + msgid "Audio" msgstr "Audio" @@ -412,6 +420,12 @@ msgstr "Matériel de rendu" msgid "V-Sync" msgstr "Synchronisation Vertical" +msgid "Frame Queue Size" +msgstr "Fenêtre taille" + +msgid "Swapchain Image Count" +msgstr "Nombre d'images Swapchain" + msgid "Staging Buffer" msgstr "Tampon intermédiaire" @@ -427,6 +441,9 @@ msgstr "Taille de la région de téléchargement de texture en pixels" msgid "Pipeline Cache" msgstr "Cache du pipeline" +msgid "Enable" +msgstr "Activer" + msgid "Save Chunk Size (MB)" msgstr "Taille du bloc d'enregistrement (Mo)" @@ -436,6 +453,18 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Descripteurs maximums par Pool" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Nombre maximum de ressources par images" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Descripteurs maximums par Images" + +msgid "Agility SDK Version" +msgstr "Version Agility SDK" + msgid "Textures" msgstr "Textures" @@ -766,9 +795,6 @@ msgstr "Valeur" msgid "Arg Count" msgstr "Nombre d'arguments" -msgid "Args" -msgstr "Args" - msgid "Type" msgstr "Type" @@ -850,6 +876,12 @@ msgstr "Supprimable" msgid "Distraction Free Mode" msgstr "Mode sans distraction" +msgid "Theme" +msgstr "Thème" + +msgid "Line Spacing" +msgstr "Espace entre les lignes" + msgid "Base Type" msgstr "Type de base" @@ -973,9 +1005,6 @@ msgstr "Mode par défaut du sélectionneur de couleur" msgid "Default Color Picker Shape" msgstr "Forme par défaut du sélecteur de couleur" -msgid "Theme" -msgstr "Thème" - msgid "Preset" msgstr "Préréglage" @@ -1039,9 +1068,6 @@ msgstr "Afficher le bouton script" msgid "Restore Scenes on Load" msgstr "Rouvrir les scènes au chargement" -msgid "Enable" -msgstr "Activer" - msgid "External Programs" msgstr "Programmes externes" @@ -1195,9 +1221,6 @@ msgstr "Montrer les tabulations" msgid "Draw Spaces" msgstr "Afficher les espaces" -msgid "Line Spacing" -msgstr "Espace entre les lignes" - msgid "Behavior" msgstr "Comportement" @@ -1327,6 +1350,9 @@ msgstr "Jointure" msgid "Shape" msgstr "Forme" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Pas de la grille principale" @@ -1891,9 +1917,6 @@ msgstr "Enregistrer vers un fichier" msgid "Enabled" msgstr "Activé" -msgid "Make Streamable" -msgstr "Rendre diffusable" - msgid "Shadow Meshes" msgstr "Maillages d'ombres" @@ -2161,9 +2184,6 @@ msgstr "Rogner à la région" msgid "Trim Alpha Border From Region" msgstr "Rogner les bordures alpha de la région" -msgid "Force" -msgstr "Force" - msgid "8 Bit" msgstr "8 Bit" @@ -2500,9 +2520,6 @@ msgstr "Afficher la configuration" msgid "Reference Space" msgstr "Référentiel spatial" -msgid "In Editor" -msgstr "Dans l'éditeur" - msgid "Boot Splash" msgstr "Écran de démarrage" @@ -4171,6 +4188,9 @@ msgstr "Coordonnées de trame" msgid "Tile Set" msgstr "Palette de tuiles" +msgid "Y Sort Origin" +msgstr "Origine du triage par Y" + msgid "Bitmask" msgstr "Bitmask" @@ -4276,9 +4296,6 @@ msgstr "Platitude" msgid "Albedo" msgstr "Albédo" -msgid "Normal" -msgstr "Normale" - msgid "Emission" msgstr "Émission" @@ -4684,9 +4701,6 @@ msgstr "Os racine" msgid "Tip Bone" msgstr "Os d'extrémité" -msgid "Interpolation" -msgstr "Interpolation" - msgid "Target" msgstr "Cible" @@ -4708,6 +4722,9 @@ msgstr "Distance Minimale" msgid "Max Iterations" msgstr "Itérations max" +msgid "Active" +msgstr "Actif" + msgid "Pinned Points" msgstr "Points épinglés" @@ -4744,9 +4761,6 @@ msgstr "Coefficient de traînée" msgid "Track Physics Step" msgstr "Suivre les Etapes Physiques" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "Arrangement" @@ -4813,9 +4827,6 @@ msgstr "Durée du fondu croisé" msgid "Request" msgstr "Requête" -msgid "Active" -msgstr "Actif" - msgid "Add Amount" msgstr "Ajouter une quantité" @@ -5362,6 +5373,9 @@ msgstr "CDS" msgid "Enable Object Picking" msgstr "Activer la sélection d'objet" +msgid "Menu" +msgstr "Menu" + msgid "Wait Time" msgstr "Temps d'attente" @@ -5458,6 +5472,18 @@ msgstr "Navigation 3D" msgid "Segments" msgstr "Segments" +msgid "Parsed Geometry Type" +msgstr "Type de la géométrie analysée" + +msgid "Source Geometry Mode" +msgstr "Mode Géométrie Source" + +msgid "Cells" +msgstr "Cellules" + +msgid "Agents" +msgstr "Agents" + msgid "A" msgstr "A" @@ -5479,9 +5505,6 @@ msgstr "Transposer" msgid "Texture Origin" msgstr "Origine de la Texture" -msgid "Y Sort Origin" -msgstr "Origine du triage par Y" - msgid "Probability" msgstr "Probabilité" @@ -5752,6 +5775,9 @@ msgstr "Espacement Supplémentaire" msgid "Space" msgstr "Espace" +msgid "Interpolation" +msgstr "Interpolation" + msgid "Raw Data" msgstr "Données brutes" @@ -5908,21 +5934,9 @@ msgstr "Nombre d'instances visibles" msgid "Partition Type" msgstr "Type de partition" -msgid "Parsed Geometry Type" -msgstr "Type de la géométrie analysée" - -msgid "Source Geometry Mode" -msgstr "Mode Géométrie Source" - msgid "Source Group Name" msgstr "Nom du groupe source" -msgid "Cells" -msgstr "Cellules" - -msgid "Agents" -msgstr "Agents" - msgid "Max Climb" msgstr "Escalade Max" @@ -6307,18 +6321,12 @@ msgstr "Séparation de line" msgid "Tab Disabled" msgstr "Onglet désactivé" -msgid "Menu" -msgstr "Menu" - msgid "Menu Highlight" msgstr "Menu au survol" msgid "Side Margin" msgstr "Marge de coté" -msgid "Large" -msgstr "Grand" - msgid "SV Width" msgstr "Largeur SV" diff --git a/editor/translations/properties/id.po b/editor/translations/properties/id.po index cb5204f9e3b9..6ca91eb483a1 100644 --- a/editor/translations/properties/id.po +++ b/editor/translations/properties/id.po @@ -50,13 +50,14 @@ # Luqman Firmansyah <luqm4n.firm4n@gmail.com>, 2023. # Bayu Satiyo <itsyuukunz@gmail.com>, 2023. # Avirur Rahman <avirahmandev@gmail.com>, 2023. +# Zubub <ziwaonoob002@gmail.com>, 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: 2023-10-11 22:02+0000\n" -"Last-Translator: Avirur Rahman <avirahmandev@gmail.com>\n" +"PO-Revision-Date: 2024-03-07 23:21+0000\n" +"Last-Translator: Zubub <ziwaonoob002@gmail.com>\n" "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/id/>\n" "Language: id\n" @@ -64,7 +65,7 @@ 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-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Aplikasi" @@ -309,6 +310,9 @@ msgstr "Timer" msgid "Incremental Search Max Interval Msec" msgstr "Interval Maksimal Pencarian Tambahan Msec" +msgid "Tooltip Delay (sec)" +msgstr "Penundaan Tooltip (dtk)" + msgid "Common" msgstr "Umum" @@ -345,6 +349,9 @@ msgstr "Ukuran Wilayah Unggah Tekstur Ukuran Px" msgid "Pipeline Cache" msgstr "Cache Alur" +msgid "Enable" +msgstr "Aktifkan" + msgid "Save Chunk Size (MB)" msgstr "Simpan Ukuran Potongan" @@ -702,9 +709,6 @@ msgstr "Nilai" msgid "Arg Count" msgstr "Hitungan Arg" -msgid "Args" -msgstr "Argumen²" - msgid "Type" msgstr "Tipe" @@ -792,6 +796,12 @@ msgstr "Mode Tanpa Gangguan" msgid "Movie Maker Enabled" msgstr "Pembuat Film Enabled" +msgid "Theme" +msgstr "Tema" + +msgid "Line Spacing" +msgstr "Jarak Baris" + msgid "Base Type" msgstr "Tipe Dasar" @@ -939,9 +949,6 @@ msgstr "Mode Pemilih Warna Default" msgid "Default Color Picker Shape" msgstr "Bentuk Pemilih Warna Default" -msgid "Theme" -msgstr "Tema" - msgid "Preset" msgstr "Prasetel" @@ -1014,9 +1021,6 @@ msgstr "Memulihkan Adegan saat Memuat" msgid "Multi Window" msgstr "Layar Ganda" -msgid "Enable" -msgstr "Aktifkan" - msgid "Restore Windows on Load" msgstr "Pulihkan Windows saat Memuat" @@ -1188,9 +1192,6 @@ msgstr "Tab Gambar" msgid "Draw Spaces" msgstr "Gambarkan Spasi" -msgid "Line Spacing" -msgstr "Jarak Baris" - msgid "Behavior" msgstr "Perilaku" @@ -1320,6 +1321,9 @@ msgstr "Sendi" msgid "Shape" msgstr "Bentuk" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Langkah Grid Utama" @@ -1920,9 +1924,6 @@ msgstr "Simpan ke File" msgid "Enabled" msgstr "Diaktifkan" -msgid "Make Streamable" -msgstr "Jadikan Streamable" - msgid "Shadow Meshes" msgstr "Mesh Bayangan" @@ -2202,9 +2203,6 @@ msgstr "Pangkas ke Wilayah" msgid "Trim Alpha Border From Region" msgstr "Pangkas Perbatasan Alpha Dari Wilayah" -msgid "Force" -msgstr "Paksa" - msgid "8 Bit" msgstr "8 Bit" @@ -2586,9 +2584,6 @@ msgstr "Kirim Buffer Kedalaman" msgid "Startup Alert" msgstr "Peringatan Startup" -msgid "In Editor" -msgstr "Di Editor" - msgid "Boot Splash" msgstr "Splash Boot" @@ -4557,9 +4552,6 @@ msgstr "Poligon Navigasi" msgid "Use Edge Connections" msgstr "unakan Koneksi Tepi" -msgid "Constrain Avoidance" -msgstr "Penghindaran Pembatasan" - msgid "Skew" msgstr "Condong" @@ -4830,12 +4822,12 @@ msgstr "Integrator Kustom" msgid "Continuous CD" msgstr "CD Berkelanjutan" -msgid "Max Contacts Reported" -msgstr "Kontak Maks Dilaporkan" - msgid "Contact Monitor" msgstr "Monitor Kontak" +msgid "Max Contacts Reported" +msgstr "Kontak Maks Dilaporkan" + msgid "Linear" msgstr "Linier" @@ -4917,6 +4909,9 @@ msgstr "Koordinat Frame" msgid "Filter Clip Enabled" msgstr "Klip Filter Diaktifkan" +msgid "Tile Set" +msgstr "Set Tile" + msgid "Collision Animatable" msgstr "Tabrakan yang Dapat Dianimasikan" @@ -4926,8 +4921,8 @@ msgstr "Mode Visibilitas Tabrakan" msgid "Navigation Visibility Mode" msgstr "Mode Visibilitas Navigasi" -msgid "Tile Set" -msgstr "Set Tile" +msgid "Y Sort Origin" +msgstr "Asal Urutan Y" msgid "Texture Normal" msgstr "Tekstur Normal" @@ -5055,9 +5050,6 @@ msgstr "Kurva Skala Z" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "Orm" @@ -5679,18 +5671,12 @@ msgstr "Skala Gerak" msgid "Show Rest Only" msgstr "Tampilkan Istirahat Saja" -msgid "Animate Physical Bones" -msgstr "Menganimasikan Tulang Fisik" - msgid "Root Bone" msgstr "Tulang Akar" msgid "Tip Bone" msgstr "Tulang Ujung" -msgid "Interpolation" -msgstr "Interpolasi" - msgid "Target" msgstr "Sasaran" @@ -5712,6 +5698,9 @@ msgstr "Jarak Min" msgid "Max Iterations" msgstr "Iterasi Maks" +msgid "Active" +msgstr "Aktif" + msgid "Pinned Points" msgstr "Poin yang Disematkan" @@ -5748,9 +5737,6 @@ msgstr "Koefisien Hambat" msgid "Track Physics Step" msgstr "Lacak Langkah Fisik" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "Penyortiran" @@ -5853,9 +5839,6 @@ msgstr "Jumlah Masukan" msgid "Request" msgstr "Permintaan" -msgid "Active" -msgstr "Aktif" - msgid "Internal Active" msgstr "Internal yang Aktif" @@ -6936,6 +6919,9 @@ msgstr "Lingkungan Default" msgid "Enable Object Picking" msgstr "Aktifkan Pengambilan Objek" +msgid "Menu" +msgstr "Menu" + msgid "Wait Time" msgstr "Waktu Tunggu" @@ -7026,9 +7012,6 @@ msgstr "Kuadran 3" msgid "Canvas Cull Mask" msgstr "Kanvas Cull Mask" -msgid "Tooltip Delay (sec)" -msgstr "Penundaan Tooltip (dtk)" - msgid "Size 2D Override" msgstr "Penggantian Ukuran 2D" @@ -7104,6 +7087,18 @@ msgstr "Navigasi 3D" msgid "Segments" msgstr "Segmen" +msgid "Parsed Geometry Type" +msgstr "Jenis Geometri yang Diuraikan" + +msgid "Source Geometry Mode" +msgstr "Mode Geometri Sumber" + +msgid "Cells" +msgstr "Cell" + +msgid "Agents" +msgstr "Agen" + msgid "A" msgstr "A" @@ -7206,9 +7201,6 @@ msgstr "Set Medan" msgid "Custom Data Layers" msgstr "Lapisan Data Kustom" -msgid "Scenes" -msgstr "Adegan" - msgid "Scene" msgstr "Adegan" @@ -7230,9 +7222,6 @@ msgstr "Mengubah urutan" msgid "Texture Origin" msgstr "Asal Tekstur" -msgid "Y Sort Origin" -msgstr "Asal Urutan Y" - msgid "Terrain Set" msgstr "Set Medan" @@ -7758,6 +7747,9 @@ msgstr "Tebal Huruf" msgid "Font Stretch" msgstr "Perlebaran Huruf" +msgid "Interpolation" +msgstr "Interpolasi" + msgid "Color Space" msgstr "Ruang Color" @@ -7986,21 +7978,9 @@ msgstr "Jumlah Instance Terlihat" msgid "Partition Type" msgstr "Tipe Partisi" -msgid "Parsed Geometry Type" -msgstr "Jenis Geometri yang Diuraikan" - -msgid "Source Geometry Mode" -msgstr "Mode Geometri Sumber" - msgid "Source Group Name" msgstr "Nama Grup Sumber" -msgid "Cells" -msgstr "Cell" - -msgid "Agents" -msgstr "Agen" - msgid "Max Climb" msgstr "Maksimum Kenaikan" @@ -8748,9 +8728,6 @@ msgstr "Latar Belakang Bar Tab" msgid "Drop Mark" msgstr "Jatuhkan Tanda" -msgid "Menu" -msgstr "Menu" - msgid "Menu Highlight" msgstr "Sorotan Menu" @@ -8769,9 +8746,6 @@ msgstr "Pemisahan Ikon" msgid "Button Highlight" msgstr "Sorotan Tombol" -msgid "Large" -msgstr "Besar" - msgid "SV Width" msgstr "Lebar SV" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index 8567471ecc0b..f6135d22c27a 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -312,6 +312,9 @@ msgstr "Dispositivo per il Rendering" msgid "V-Sync" msgstr "Sincronizzazione Verticale" +msgid "Enable" +msgstr "Abilita" + msgid "Vulkan" msgstr "Vulkan" @@ -522,9 +525,6 @@ msgstr "Valore" msgid "Arg Count" msgstr "Quantità Argomenti" -msgid "Args" -msgstr "Argomenti" - msgid "Type" msgstr "Tipo" @@ -591,6 +591,12 @@ msgstr "Tasti" msgid "Distraction Free Mode" msgstr "Modalità senza distrazioni" +msgid "Theme" +msgstr "Tema" + +msgid "Line Spacing" +msgstr "Spaziatura Linee" + msgid "Base Type" msgstr "Tipo di Base" @@ -672,9 +678,6 @@ msgstr "Modifica Tipi di Vettori Orizzontali" msgid "Default Color Picker Mode" msgstr "Modalità di Scelta Colore Predefinita" -msgid "Theme" -msgstr "Tema" - msgid "Preset" msgstr "Preimpostazione" @@ -705,9 +708,6 @@ msgstr "Schede di Scena" msgid "Show Script Button" msgstr "Mostra Pulsante di Script" -msgid "Enable" -msgstr "Abilita" - msgid "Directories" msgstr "Cartelle" @@ -816,9 +816,6 @@ msgstr "Disegna Tabs" msgid "Draw Spaces" msgstr "Disegna Spazi" -msgid "Line Spacing" -msgstr "Spaziatura Linee" - msgid "Navigation" msgstr "Navigazione" @@ -1446,9 +1443,6 @@ msgstr "Modalità Importazione" msgid "Trim Alpha Border From Region" msgstr "Accorcia Bordo Alfa Da Regione" -msgid "Force" -msgstr "Forza" - msgid "8 Bit" msgstr "8 Bit" @@ -2859,6 +2853,9 @@ msgstr "Fisica 2D" msgid "3D Physics" msgstr "Fisica 3D" +msgid "Parsed Geometry Type" +msgstr "Tipo di Geometria Analizzata" + msgid "B" msgstr "B" @@ -2943,9 +2940,6 @@ msgstr "Dimensione Immagine" msgid "Transform Format" msgstr "Formato Trasformazione" -msgid "Parsed Geometry Type" -msgstr "Tipo di Geometria Analizzata" - msgid "Blend" msgstr "Fondi" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index 2df69cec95f2..c03eebf9fd2e 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -358,6 +358,9 @@ msgstr "テクスチャアップロード領域サイズ px" msgid "Pipeline Cache" msgstr "パイプラインキャッシュ" +msgid "Enable" +msgstr "有効" + msgid "Save Chunk Size (MB)" msgstr "保存チャンク サイズ (MB)" @@ -700,9 +703,6 @@ msgstr "値" msgid "Arg Count" msgstr "引数の数" -msgid "Args" -msgstr "引数" - msgid "Type" msgstr "タイプ(型)" @@ -781,6 +781,12 @@ msgstr "キーイング" msgid "Distraction Free Mode" msgstr "集中モード" +msgid "Theme" +msgstr "テーマ" + +msgid "Line Spacing" +msgstr "行間隔" + msgid "Base Type" msgstr "基底型" @@ -907,9 +913,6 @@ 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 "Theme" -msgstr "テーマ" - msgid "Preset" msgstr "プリセット" @@ -979,9 +982,6 @@ msgstr "ロード時にシーンを復元" msgid "Multi Window" msgstr "マルチウィンドウ" -msgid "Enable" -msgstr "有効" - msgid "Restore Windows on Load" msgstr "ロード時にウインドウを復元" @@ -1147,9 +1147,6 @@ msgstr "タブを描画" msgid "Draw Spaces" msgstr "スペースを描画" -msgid "Line Spacing" -msgstr "行間隔" - msgid "Behavior" msgstr "ビヘイビア" @@ -1768,9 +1765,6 @@ msgstr "ファイルへ保存" msgid "Enabled" msgstr "有効" -msgid "Make Streamable" -msgstr "ストリーム可能" - msgid "Shadow Meshes" msgstr "シャドウメッシュ" @@ -1999,9 +1993,6 @@ msgstr "領域にあわせて切り出す" msgid "Trim Alpha Border From Region" msgstr "領域からアルファ境界をトリミング" -msgid "Force" -msgstr "強制" - msgid "8 Bit" msgstr "8ビット化" @@ -3142,6 +3133,9 @@ msgstr "エディター設定" msgid "Tile Set" msgstr "タイルセット" +msgid "Y Sort Origin" +msgstr "Yソート原点" + msgid "Bitmask" msgstr "ビットマスク" @@ -3385,6 +3379,9 @@ msgstr "2D物理" msgid "3D Physics" msgstr "3D物理" +msgid "Parsed Geometry Type" +msgstr "解析されたジオメトリ型" + msgid "B" msgstr "B" @@ -3400,9 +3397,6 @@ msgstr "行列(縦横)入れ替え" msgid "Texture Origin" msgstr "テクスチャの原点" -msgid "Y Sort Origin" -msgstr "Yソート原点" - msgid "Probability" msgstr "確率" @@ -3508,9 +3502,6 @@ msgstr "MSDF" msgid "Transform Format" msgstr "変換形式" -msgid "Parsed Geometry Type" -msgstr "解析されたジオメトリ型" - msgid "Process Mode" msgstr "処理モード" diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po index efeee0150ee4..1d6c4a338825 100644 --- a/editor/translations/properties/ka.po +++ b/editor/translations/properties/ka.po @@ -12,7 +12,7 @@ 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: 2024-02-05 10:02+0000\n" +"PO-Revision-Date: 2024-03-31 21:48+0000\n" "Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n" "Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/ka/>\n" @@ -21,7 +21,7 @@ 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 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "აპლიკაცია" @@ -53,6 +53,9 @@ msgstr "Stdout-ის გამორთვა" msgid "Disable stderr" msgstr "STDERR-ის გამორთვა" +msgid "Print Header" +msgstr "თავსართის დაბეჭდვა" + msgid "Use Hidden Project Data Directory" msgstr "დამალული პროექტის მონაცემების საქაღალდის გამოყენება" @@ -293,6 +296,9 @@ msgstr "რენდერის მოწყობილობა" msgid "V-Sync" msgstr "V-Sync" +msgid "Frame Queue Size" +msgstr "კადრის რიგის ზომა" + msgid "Staging Buffer" msgstr "დროებითი ბუფერი" @@ -308,6 +314,9 @@ msgstr "ტექსტური ატვირთვის რეგიონ msgid "Pipeline Cache" msgstr "ფაიფლაინის კეში" +msgid "Enable" +msgstr "ჩართვა" + msgid "Save Chunk Size (MB)" msgstr "ნაგლეჯის ზომის შენახვა (მბ)" @@ -317,6 +326,18 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "მაქს დესკრიპტორი თითოეული პულისთვის" +msgid "Max Resource Descriptors per Frame" +msgstr "მაქს რესურსის დესკრიპტორი თითოეული კადრისთვის" + +msgid "Max Sampler Descriptors per Frame" +msgstr "მაქს სემპლის დესკრიპტორი თითოეული კადრისთვის" + +msgid "Max Misc Descriptors per Frame" +msgstr "მაქს დანარჩენი დესკრიპტორი თითოეული კადრისთვის" + +msgid "Agility SDK Version" +msgstr "Agility SDK-ის ვერსია" + msgid "Textures" msgstr "ტექსტურები" @@ -437,9 +458,15 @@ msgstr "წნევა" msgid "Relative" msgstr "ფარდობითი" +msgid "Screen Relative" +msgstr "ფარდობითი ეკრანი" + msgid "Velocity" msgstr "სიჩქარე" +msgid "Screen Velocity" +msgstr "ეკრანის აჩქარება" + msgid "Axis" msgstr "ღერძი" @@ -536,6 +563,9 @@ msgstr "წანაცვლება" msgid "Cell Size" msgstr "უჯრედის ზომა" +msgid "Cell Shape" +msgstr "უჯრედის ფორმა" + msgid "Jumping Enabled" msgstr "ხტუნვა ჩართულია" @@ -641,9 +671,6 @@ msgstr "მნიშვნელობა" msgid "Arg Count" msgstr "არგუმენტების რაოდენობა" -msgid "Args" -msgstr "არგუმენტები" - msgid "Type" msgstr "ტიპი" @@ -713,6 +740,12 @@ msgstr "წაშლადი" msgid "Movie Maker Enabled" msgstr "Movie Maker ჩართულია" +msgid "Theme" +msgstr "თემა" + +msgid "Line Spacing" +msgstr "ხაზებს შუა მანძილი" + msgid "Base Type" msgstr "საბაზისო ტიპი" @@ -731,6 +764,9 @@ msgstr "რედაქტორის ენა" msgid "Localize Settings" msgstr "პარამეტრების ლოკალიზაცია" +msgid "UI Layout Direction" +msgstr "ინტერფეისის განლაგების მიმართულება" + msgid "Display Scale" msgstr "ეკრანის მასშტაბი" @@ -800,8 +836,8 @@ msgstr "გაკეცვის გამორთვა" msgid "Default Color Picker Shape" msgstr "ნაგულისხმევი ფერის ამრჩევის ფორმა" -msgid "Theme" -msgstr "თემა" +msgid "Follow System Theme" +msgstr "სისტემურ თემაზე მიყოლა" msgid "Preset" msgstr "შაბლონი" @@ -842,9 +878,6 @@ msgstr "მაქსიმალური სიგანე" msgid "Restore Scenes on Load" msgstr "სცენების აღდგენა ჩატვირთვისას" -msgid "Enable" -msgstr "ჩართვა" - msgid "Restore Windows on Load" msgstr "ფანჯრების აღდგენა ჩატვირთვისას" @@ -941,9 +974,6 @@ msgstr "გამოტოვებები" msgid "Draw Spaces" msgstr "გამოტოვებების დახატვა" -msgid "Line Spacing" -msgstr "ხაზებს შუა მანძილი" - msgid "Behavior" msgstr "ქცევა" @@ -1574,9 +1604,6 @@ msgstr "შემოტანის რეჟიმი" msgid "Crop to Region" msgstr "ამოჭრა რეგიონამდე" -msgid "Force" -msgstr "ძალა" - msgid "Mono" msgstr "მონო" @@ -1820,9 +1847,6 @@ msgstr "ხელის დევნება" msgid "Eye Gaze Interaction" msgstr "ურთიერთქმედებაზე მიჩერება" -msgid "In Editor" -msgstr "რედაქტორში" - msgid "BG Color" msgstr "ფონის ფერი" @@ -3056,9 +3080,6 @@ msgstr "ნავიგაციის პოლიგონი" msgid "Use Edge Connections" msgstr "წიბო მიერთებების გამოყენება" -msgid "Constrain Avoidance" -msgstr "შეზღუდვის თავიდან აცილება" - msgid "Skew" msgstr "გადახრა" @@ -3290,6 +3311,9 @@ msgstr "შეჯახების ხილვადობის რეჟი msgid "Navigation Visibility Mode" msgstr "ნავიგაციის ხილვადობის რეჟიმი" +msgid "Y Sort Origin" +msgstr "Y დალაგების წყარო" + msgid "Texture Normal" msgstr "ტექსტურის ნორმალი" @@ -3362,9 +3386,6 @@ msgstr "მრუდის Z-ის მასშტაბი" msgid "Albedo" msgstr "ალბედო" -msgid "Normal" -msgstr "ნორმალური" - msgid "Parameters" msgstr "პარამეტრები" @@ -3761,15 +3782,9 @@ msgstr "მოძრაობის მასშტაბი" msgid "Show Rest Only" msgstr "მხოლოდ, დარჩენილის ჩვენება" -msgid "Animate Physical Bones" -msgstr "ფიზიკური ძვლების ანიმაცია" - msgid "Root Bone" msgstr "ძირითადი ძვალი" -msgid "Interpolation" -msgstr "ინტერპოლაცია" - msgid "Target" msgstr "სამიზნე" @@ -3785,6 +3800,9 @@ msgstr "მინ. დაშორება" msgid "Max Iterations" msgstr "მაქს. იტერაციები" +msgid "Active" +msgstr "აქტიური" + msgid "Pinned Points" msgstr "მიმაგრებული წერტილები" @@ -3863,9 +3881,6 @@ msgstr "შეყვანის რაოდენობა" msgid "Request" msgstr "მოთხოვნა" -msgid "Active" -msgstr "აქტიური" - msgid "Internal Active" msgstr "შიდა აქტიურია" @@ -4556,6 +4571,9 @@ msgstr "ძალიან დიდი" msgid "Default Environment" msgstr "ნაგულისხმევი გარემო" +msgid "Menu" +msgstr "მენიუ" + msgid "Autostart" msgstr "ავტოგაშვება" @@ -4637,6 +4655,18 @@ msgstr "3D ნავიგაცია" msgid "Segments" msgstr "სეგმენტები" +msgid "Parsed Collision Mask" +msgstr "დამუშავებული შეჯახების ნიღაბი" + +msgid "Source Geometry Group Name" +msgstr "წყარო გეომეტრიის ჯგუფის სახელი" + +msgid "Cells" +msgstr "უჯრედები" + +msgid "Agents" +msgstr "აგენტები" + msgid "A" msgstr "A" @@ -4754,9 +4784,6 @@ msgstr "ფიზიკის ფენები" msgid "Custom Data Layers" msgstr "მორგებული მონაცემის ფენები" -msgid "Scenes" -msgstr "სცენები" - msgid "Scene" msgstr "სცენა" @@ -4775,9 +4802,6 @@ msgstr "ტრანსპოზიცია" msgid "Texture Origin" msgstr "ტექსტურის წყარო" -msgid "Y Sort Origin" -msgstr "Y დალაგების წყარო" - msgid "Terrain" msgstr "რელიეფი" @@ -5135,6 +5159,9 @@ msgstr "ფონტის წონა" msgid "Font Stretch" msgstr "ფონტის გაწელვა" +msgid "Interpolation" +msgstr "ინტერპოლაცია" + msgid "Color Space" msgstr "ფერის სივრცე" @@ -5282,12 +5309,6 @@ msgstr "დანაყოფის ტიპი" msgid "Source Group Name" msgstr "წყარო ჯგუფის სახელი" -msgid "Cells" -msgstr "უჯრედები" - -msgid "Agents" -msgstr "აგენტები" - msgid "Regions" msgstr "რეგიონები" @@ -5306,12 +5327,6 @@ msgstr "დეტალები" msgid "Baking AABB Offset" msgstr "ცხობა AABB წანაცვლებით" -msgid "Parsed Collision Mask" -msgstr "დამუშავებული შეჯახების ნიღაბი" - -msgid "Source Geometry Group Name" -msgstr "წყარო გეომეტრიის ჯგუფის სახელი" - msgid "Bundled" msgstr "შეფუთული" @@ -5999,9 +6014,6 @@ msgstr "ჩანართის ფოკუსი" msgid "Tabbar Background" msgstr "ჩანართების პანელის ფონი" -msgid "Menu" -msgstr "მენიუ" - msgid "Menu Highlight" msgstr "მენიუს გამოკვეთა" @@ -6017,9 +6029,6 @@ msgstr "ხატულის გაყოფა" msgid "Button Highlight" msgstr "ღილაკის გამოკვეთა" -msgid "Large" -msgstr "დიდი" - msgid "SV Width" msgstr "SV სიგანე" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index 3294df171027..7ee147135dd4 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -353,6 +353,9 @@ msgstr "텍스처 업로드 영역 크기 px" msgid "Pipeline Cache" msgstr "파이프라인 캐시" +msgid "Enable" +msgstr "활성화" + msgid "Save Chunk Size (MB)" msgstr "저장 청크 크기 (MB)" @@ -710,9 +713,6 @@ msgstr "값" msgid "Arg Count" msgstr "인수 개수" -msgid "Args" -msgstr "인수" - msgid "Type" msgstr "타입" @@ -800,6 +800,12 @@ msgstr "집중 모드" msgid "Movie Maker Enabled" msgstr "무비 메이커 활성화됨" +msgid "Theme" +msgstr "테마" + +msgid "Line Spacing" +msgstr "라인 간격" + msgid "Base Type" msgstr "기본 타입" @@ -947,9 +953,6 @@ msgstr "기본 색상 선택기 모드" msgid "Default Color Picker Shape" msgstr "기본 색상 선택기 모양" -msgid "Theme" -msgstr "테마" - msgid "Preset" msgstr "프리셋" @@ -1022,9 +1025,6 @@ msgstr "불러오기 시 씬 복원" msgid "Multi Window" msgstr "다중 창" -msgid "Enable" -msgstr "활성화" - msgid "Restore Windows on Load" msgstr "불러오기 시 창 복원" @@ -1196,9 +1196,6 @@ msgstr "탭 사용" msgid "Draw Spaces" msgstr "공백 사용" -msgid "Line Spacing" -msgstr "라인 간격" - msgid "Behavior" msgstr "행동" @@ -1328,6 +1325,9 @@ msgstr "조인트" msgid "Shape" msgstr "모양" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "주 격자 분할 수" @@ -1928,9 +1928,6 @@ msgstr "파일로 저장" msgid "Enabled" msgstr "활성화됨" -msgid "Make Streamable" -msgstr "스트림 가능하게 하기" - msgid "Shadow Meshes" msgstr "그림자 메시" @@ -2210,9 +2207,6 @@ msgstr "영역으로 자르기" msgid "Trim Alpha Border From Region" msgstr "영역에서 알파 테두리 자르기" -msgid "Force" -msgstr "힘" - msgid "8 Bit" msgstr "8비트" @@ -2594,9 +2588,6 @@ msgstr "깊이 버퍼 제출" msgid "Startup Alert" msgstr "시작 알림" -msgid "In Editor" -msgstr "에디터 내" - msgid "Boot Splash" msgstr "부트 스플래쉬" @@ -4490,9 +4481,6 @@ msgstr "네비게이션 폴리곤" msgid "Use Edge Connections" msgstr "엣지 연결 사용" -msgid "Constrain Avoidance" -msgstr "어보이던스 제약" - msgid "Skew" msgstr "기울임" @@ -4757,12 +4745,12 @@ msgstr "커스텀 통합" msgid "Continuous CD" msgstr "연속적 충돌감지" -msgid "Max Contacts Reported" -msgstr "보고할 최대 접촉 수" - msgid "Contact Monitor" msgstr "접촉 감시" +msgid "Max Contacts Reported" +msgstr "보고할 최대 접촉 수" + msgid "Linear" msgstr "직선형" @@ -4838,6 +4826,9 @@ msgstr "프레임 좌표" msgid "Filter Clip Enabled" msgstr "필터 클립 활성화" +msgid "Tile Set" +msgstr "타일셋" + msgid "Collision Animatable" msgstr "충돌 애니메이팅 가능" @@ -4847,8 +4838,8 @@ msgstr "충돌 가시성 모드" msgid "Navigation Visibility Mode" msgstr "네비게이션 가시성 모드" -msgid "Tile Set" -msgstr "타일셋" +msgid "Y Sort Origin" +msgstr "Y 정렬 기준점" msgid "Texture Normal" msgstr "노멀 텍스처" @@ -4973,9 +4964,6 @@ msgstr "스케일 곡선 Z" msgid "Albedo" msgstr "알베도" -msgid "Normal" -msgstr "노멀" - msgid "Orm" msgstr "ORM" @@ -5489,9 +5477,6 @@ msgstr "색상 에너지" msgid "Bones" msgstr "본" -msgid "Interpolation" -msgstr "보간" - msgid "Target" msgstr "대상" @@ -5501,6 +5486,9 @@ msgstr "자석 사용" msgid "Magnet" msgstr "자석" +msgid "Active" +msgstr "활성" + msgid "Parent Collision Ignore" msgstr "부모 충돌 무시" @@ -5525,9 +5513,6 @@ msgstr "항력 계수" msgid "Track Physics Step" msgstr "물리 스텝 추적" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "정렬" @@ -5630,9 +5615,6 @@ msgstr "입력 카운트" msgid "Request" msgstr "요청" -msgid "Active" -msgstr "활성" - msgid "Internal Active" msgstr "내부적 활성" @@ -6401,9 +6383,6 @@ msgstr "지형 세트" msgid "Custom Data Layers" msgstr "커스텀 데이터 레이어" -msgid "Scenes" -msgstr "씬" - msgid "Scene" msgstr "씬" @@ -6425,9 +6404,6 @@ msgstr "전치" msgid "Texture Origin" msgstr "텍스처 원점" -msgid "Y Sort Origin" -msgstr "Y 정렬 기준점" - msgid "Terrain Set" msgstr "지형 세트" @@ -6791,6 +6767,9 @@ msgstr "글꼴 두께" msgid "Font Stretch" msgstr "글꼴 늘림" +msgid "Interpolation" +msgstr "보간" + msgid "Color Space" msgstr "색공간" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 15cbf3738862..0713b1321afe 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -85,12 +85,13 @@ # Aleksander Łagowiec <mineolek10@users.noreply.hosted.weblate.org>, 2023. # Jakub Marcowski <chubercikbattle@gmail.com>, 2024. # damian <damian2779898@gmail.com>, 2024. +# Szymon Hałucha <99204426+SzymonHalucha@users.noreply.github.com>, 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: 2024-02-29 19:48+0000\n" +"PO-Revision-Date: 2024-04-02 18:13+0000\n" "Last-Translator: Tomek <kobewi4e@gmail.com>\n" "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot-" "properties/pl/>\n" @@ -405,6 +406,9 @@ msgstr "Rozmiar regionu przesyłania tekstur (w piks.)" msgid "Pipeline Cache" msgstr "Pamięć podręczna Pipeline-u" +msgid "Enable" +msgstr "Włącz" + msgid "Save Chunk Size (MB)" msgstr "Zapisz rozmiar fragmentu (MB)" @@ -714,12 +718,33 @@ msgstr "Sieć" msgid "TCP" msgstr "TCP" +msgid "Connect Timeout Seconds" +msgstr "Limit czasu połączenia w sekundach" + +msgid "Packet Peer Stream" +msgstr "Ilość pakietów na strumień" + msgid "Max Buffer (Power of 2)" msgstr "Maksymalny Bufor (Potęga 2)" msgid "TLS" msgstr "TLS" +msgid "Certificate Bundle Override" +msgstr "Nadpisanie pakietu certyfikatów" + +msgid "Threading" +msgstr "Wątkowanie" + +msgid "Worker Pool" +msgstr "Pula pracowników" + +msgid "Max Threads" +msgstr "Maksymalna ilość wątków" + +msgid "Low Priority Thread Ratio" +msgstr "Proporcja wątków o niskim priorytecie" + msgid "Locale" msgstr "Ustawienia regionalne" @@ -729,12 +754,36 @@ msgstr "Test" msgid "Fallback" msgstr "Rozwiązanie awaryjne" +msgid "Pseudolocalization" +msgstr "Pseudo-lokalizacja" + +msgid "Use Pseudolocalization" +msgstr "Użyj Pseudo-lokalizacji" + +msgid "Replace With Accents" +msgstr "Zastąp za pomocą akcentów" + +msgid "Double Vowels" +msgstr "Podwójne Samogłoski" + +msgid "Fake BiDi" +msgstr "Fałszywe BiDi" + +msgid "Override" +msgstr "Nadpisz" + +msgid "Expansion Ratio" +msgstr "Stosunek Rozszerzenia" + msgid "Prefix" msgstr "Przedrostek" msgid "Suffix" msgstr "Przyrostek" +msgid "Skip Placeholders" +msgstr "Pomiń znaki zastępcze" + msgid "Rotation" msgstr "Obrót" @@ -744,9 +793,6 @@ msgstr "Wartość" msgid "Arg Count" msgstr "Liczba argumentów" -msgid "Args" -msgstr "Argumenty" - msgid "Type" msgstr "Typ" @@ -756,6 +802,9 @@ msgstr "Uchwyt wejściowy" msgid "Out Handle" msgstr "Uchwyt wyjściowy" +msgid "Handle Mode" +msgstr "Tryb obsługi" + msgid "Stream" msgstr "Strumień" @@ -768,9 +817,18 @@ msgstr "Koniec przesunięcia" msgid "Easing" msgstr "Wygładzanie" +msgid "Debug Adapter" +msgstr "Adapter Debuggera" + msgid "Remote Port" msgstr "Zdalny port" +msgid "Request Timeout" +msgstr "Przekroczono limit czasu żądania" + +msgid "Sync Breakpoints" +msgstr "Synchronizuj punkty przerwania" + msgid "FileSystem" msgstr "System plików" @@ -807,12 +865,27 @@ msgstr "Zaznaczalne" msgid "Checked" msgstr "Sprawdzone" +msgid "Draw Warning" +msgstr "Rysuj ostrzeżenia" + msgid "Keying" msgstr "Kluczowanie" +msgid "Deletable" +msgstr "Usuwalne" + msgid "Distraction Free Mode" msgstr "Tryb bez rozproszeń" +msgid "Movie Maker Enabled" +msgstr "Movie Maker jest włączony" + +msgid "Theme" +msgstr "Motyw" + +msgid "Line Spacing" +msgstr "Odstępy między liniami" + msgid "Base Type" msgstr "Typ bazowy" @@ -831,21 +904,51 @@ msgstr "Język edytora" msgid "Localize Settings" msgstr "Lokalizuj ustawienia" +msgid "UI Layout Direction" +msgstr "Kierunek ułożenia interfejsu użytkownika" + msgid "Display Scale" msgstr "Rozmiar wyświetlania" msgid "Custom Display Scale" msgstr "Niestandardowa skala wyświetlania" +msgid "Editor Screen" +msgstr "Okno Edytora" + +msgid "Project Manager Screen" +msgstr "Okno Menedżera projektów" + +msgid "Connection" +msgstr "Połączenie" + +msgid "Enable Pseudolocalization" +msgstr "Włącz pseudo-lokalizację" + msgid "Use Embedded Menu" msgstr "Użyj wbudowanego menu" +msgid "Expand to Title" +msgstr "Rozwiń do tytułu" + msgid "Main Font Size" msgstr "Rozmiar głównej czcionki" msgid "Code Font Size" msgstr "Rozmiar czcionki kodu" +msgid "Code Font Contextual Ligatures" +msgstr "Ligatury kontekstowe czcionki kodowej" + +msgid "Code Font Custom OpenType Features" +msgstr "Niestandardowe funkcje OpenType dla czcionki kodowej" + +msgid "Code Font Custom Variations" +msgstr "Niestandardowe warianty czcionki kodowej" + +msgid "Font Antialiasing" +msgstr "Wygładzanie czcionki" + msgid "Font Hinting" msgstr "Czcionka podpowiedzi" @@ -867,18 +970,51 @@ msgstr "Oddzielny tryb bez rozproszeń" msgid "Automatically Open Screenshots" msgstr "Automatycznie otwieraj zrzuty ekranu" +msgid "Single Window Mode" +msgstr "Tryb pojedynczego okna" + msgid "Mouse Extra Buttons Navigate History" msgstr "Historia nawigacji dodatkowych przycisków myszy" +msgid "Save Each Scene on Quit" +msgstr "Zapisz każdą scenę przed wyjściem" + +msgid "Save on Focus Loss" +msgstr "Zapisz przy utracie skupienia" + +msgid "Accept Dialog Cancel OK Buttons" +msgstr "Przyciski akceptacji, anulowania i OK" + +msgid "Show Internal Errors in Toast Notifications" +msgstr "Pokaż błędy wewnętrzne w powiadomieniach Toast" + msgid "Show Update Spinner" msgstr "Pokaż suwak aktualizacji" +msgid "Low Processor Mode Sleep (µsec)" +msgstr "Uśpienie trybu niskiego użycia procesora (µsec)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "Uśpienie w tle trybu niskiego użycia procesora (µsec)" + +msgid "V-Sync Mode" +msgstr "Tryb synchronizacji pionowej" + msgid "Update Continuously" msgstr "Stale aktualizuj" msgid "Inspector" msgstr "Inspektor" +msgid "Max Array Dictionary Items per Page" +msgstr "Maksymalna liczba elementów słownika na stronę" + +msgid "Show Low Level OpenType Features" +msgstr "Pokaż niskopoziomowe funkcje OpenType" + +msgid "Float Drag Speed" +msgstr "Prędkość przeciągania" + msgid "Default Property Name Style" msgstr "Domyślny styl nazw właściwości" @@ -897,27 +1033,45 @@ msgstr "Pozioma edycja Vector2" msgid "Horizontal Vector Types Editing" msgstr "Pozioma edycja typów wektorowych" +msgid "Open Resources in Current Inspector" +msgstr "Otwórz zasoby w bieżącym inspektorze" + +msgid "Resources to Open in New Inspector" +msgstr "Zasoby do otwarcia w nowym inspektorze" + msgid "Default Color Picker Mode" msgstr "Domyślny tryb próbnika kolorów" msgid "Default Color Picker Shape" msgstr "Domyślny kształt próbnika kolorów" -msgid "Theme" -msgstr "Motyw" +msgid "Follow System Theme" +msgstr "Używaj motywu systemowego" msgid "Preset" msgstr "Ustawienia wstępne" +msgid "Spacing Preset" +msgstr "Predefiniowane ustawienie odstępu" + +msgid "Icon and Font Color" +msgstr "Ikona i kolor czcionki" + msgid "Base Color" msgstr "Kolor podstawowy" msgid "Accent Color" msgstr "Kolor akcentu" +msgid "Use System Accent Color" +msgstr "Użyj systemowego koloru akcentu" + msgid "Contrast" msgstr "Kontrast" +msgid "Draw Extra Borders" +msgstr "Rysuj dodatkowe obramowania" + msgid "Icon Saturation" msgstr "Nasycenie ikony" @@ -927,24 +1081,81 @@ msgstr "Przezroczystość linii relacji" msgid "Border Size" msgstr "Rozmiar obwódki" +msgid "Corner Radius" +msgstr "Promień narożnika" + +msgid "Base Spacing" +msgstr "Podstawowy odstęp" + msgid "Additional Spacing" msgstr "Dodatkowe odstępy" msgid "Custom Theme" msgstr "Własny motyw" +msgid "Touchscreen" +msgstr "Ekran dotykowy" + +msgid "Increase Scrollbar Touch Area" +msgstr "Zwiększ obszar dotyku paska przewijania" + +msgid "Enable Long Press as Right Click" +msgstr "Włącz długie naciśnięcie jako kliknięcie prawym przyciskiem myszy" + +msgid "Enable Pan and Scale Gestures" +msgstr "Włącz gesty obrotu i skalowania" + +msgid "Scale Gizmo Handles" +msgstr "Skaluj uchwyty Gizmo" + msgid "Scene Tabs" msgstr "Zakładki scen" +msgid "Display Close Button" +msgstr "Wyświetl przycisk zamykania" + +msgid "Show Thumbnail on Hover" +msgstr "Pokaż miniaturę po najechaniu" + +msgid "Maximum Width" +msgstr "Maksymalna szerokość" + msgid "Show Script Button" msgstr "Pokaż przycisk skryptu" -msgid "Enable" -msgstr "Włącz" +msgid "Restore Scenes on Load" +msgstr "Przywróć sceny po załadowaniu" + +msgid "Multi Window" +msgstr "Wielookienkowy" + +msgid "Restore Windows on Load" +msgstr "Przywróć okna po załadowaniu" + +msgid "Maximize Window" +msgstr "Maksymalizuj okno" + +msgid "External Programs" +msgstr "Programy zewnętrzne" + +msgid "Raster Image Editor" +msgstr "Edytor obrazów rastrowych" msgid "Vector Image Editor" msgstr "Edytor obrazów wektorowych" +msgid "Audio Editor" +msgstr "Edytor dźwięku" + +msgid "3D Model Editor" +msgstr "Edytor modeli 3D" + +msgid "Terminal Emulator" +msgstr "Emulator terminala" + +msgid "Terminal Emulator Flags" +msgstr "Flagi emulatora terminalu" + msgid "Directories" msgstr "Katalogi" @@ -960,6 +1171,10 @@ msgstr "Przy zapisie" msgid "Compress Binary Resources" msgstr "Skompresuj binarne zasoby" +msgid "Safe Save on Backup then Rename" +msgstr "" +"Bezpieczne zapisz przy tworzeniu kopii zapasowej, a następnie zmień nazwę" + msgid "File Dialog" msgstr "Dialog plików" @@ -975,9 +1190,33 @@ msgstr "Rozmiar miniaturki" msgid "Import" msgstr "Zaimportuj" +msgid "Blender" +msgstr "Blender" + +msgid "Blender Path" +msgstr "Ścieżka do Blendera" + +msgid "RPC Port" +msgstr "Port RPC" + +msgid "RPC Server Uptime" +msgstr "Czas pracy serwera RPC" + +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "Ścieżka do FBX2glTF" +msgid "Tools" +msgstr "Narzędzia" + +msgid "OIDN" +msgstr "OIDN" + +msgid "OIDN Denoise Path" +msgstr "Ścieżka odszumiania OIDN" + msgid "Docks" msgstr "Doki" @@ -990,9 +1229,15 @@ msgstr "Rozpocznij tworzenie w pełni rozwiniętego okna dialogowego" msgid "Auto Expand to Selected" msgstr "Automatycznie rozwijaj do wybranego" +msgid "Center Node on Reparent" +msgstr "Wyśrodkuj element przy zmianie rodzica" + msgid "Always Show Folders" msgstr "Zawsze pokazuj foldery" +msgid "TextFile Extensions" +msgstr "Rozszerzenia plików tekstowych" + msgid "Property Editor" msgstr "Edytor właściwości" @@ -1014,6 +1259,9 @@ msgstr "Kareta" msgid "Caret Blink" msgstr "Mignięcie karety" +msgid "Caret Blink Interval" +msgstr "Odstęp między mrugnięciami karety" + msgid "Highlight Current Line" msgstr "Podświetl obecną linię" @@ -1056,12 +1304,18 @@ msgstr "Pokaż minimapę" msgid "Minimap Width" msgstr "Szerokość minimapy" +msgid "Lines" +msgstr "Linie" + msgid "Code Folding" msgstr "Zwijanie kodu" msgid "Word Wrap" msgstr "Zawijanie tekstu" +msgid "Autowrap Mode" +msgstr "Tryb automatycznego zawijania" + msgid "Whitespace" msgstr "Biały znak" @@ -1071,21 +1325,30 @@ msgstr "Rysuj taby" msgid "Draw Spaces" msgstr "Rysuj spacje" -msgid "Line Spacing" -msgstr "Odstępy między liniami" - msgid "Behavior" msgstr "Zachowanie" msgid "Navigation" msgstr "Nawigacja" +msgid "Move Caret on Right Click" +msgstr "Przesuń karetę przy kliknięciu prawym przyciskiem myszy" + +msgid "Scroll Past End of File" +msgstr "Przewijaj poza koniec pliku" + msgid "Smooth Scrolling" msgstr "Płynne przewijanie" msgid "V Scroll Speed" msgstr "Pionowa szybkość przewijania" +msgid "Drag and Drop Selection" +msgstr "Przeciągnij i upuść zaznaczenie" + +msgid "Stay in Script Editor on Node Selected" +msgstr "Pozostań w edytorze skryptów przy zaznaczonym elemencie" + msgid "Indent" msgstr "Wcięcie" @@ -1095,9 +1358,21 @@ msgstr "Automatyczne wcięcie" msgid "Files" msgstr "Pliki" +msgid "Trim Trailing Whitespace on Save" +msgstr "Przytnij końcowe białe znaki przy zapisie" + msgid "Autosave Interval Secs" msgstr "czas autozapisu sek" +msgid "Restore Scripts on Load" +msgstr "Przywróć skrypty po załadowaniu" + +msgid "Convert Indent on Save" +msgstr "Konwertuj wcięcia przy zapisie" + +msgid "Auto Reload Scripts on External Change" +msgstr "Automatyczne przeładuj skrypty po zewnętrznych zmianach" + msgid "Script List" msgstr "Lista skryptów" @@ -1116,6 +1391,9 @@ msgstr "Opóźnienie interpretacji" msgid "Auto Brace Complete" msgstr "Automatyczne zamykanie nawiasów" +msgid "Code Complete Enabled" +msgstr "Uzupełnianie kodu włączone" + msgid "Code Complete Delay" msgstr "Opóźnienie zakończenia kodu" @@ -1131,6 +1409,9 @@ msgstr "Dodaj wskazówki typów" msgid "Use Single Quotes" msgstr "Użyj pojedynczych cudzysłowów" +msgid "Colorize Suggestions" +msgstr "Koloruj sugestie" + msgid "Show Help Index" msgstr "Pokaż indeks pomocy" @@ -1143,6 +1424,9 @@ msgstr "Rozmiar czcionki kodu w pomocy" msgid "Help Title Font Size" msgstr "Rozmiar czcionki tytułu w pomocy" +msgid "Class Reference Examples" +msgstr "Przykłady dla danej klasy" + msgid "Editors" msgstr "Edytory" @@ -1167,6 +1451,9 @@ msgstr "Uchwyty 3D" msgid "Gizmo Colors" msgstr "Kolory uchwytów" +msgid "Instantiated" +msgstr "Utworzony" + msgid "Joint" msgstr "Złącze" @@ -1305,15 +1592,45 @@ msgstr "Rozmiar obrysu kości" msgid "Viewport Border Color" msgstr "Kolor obwódki viewportu" +msgid "Use Integer Zoom by Default" +msgstr "Domyślnie używaj powiększenia całkowitoliczbowego" + +msgid "Panning" +msgstr "Panoramowanie" + +msgid "2D Editor Panning Scheme" +msgstr "Schemat panoramowania w edytorze 2D" + +msgid "Sub Editors Panning Scheme" +msgstr "Schemat panoramowania dla podrzędnych edytorów" + +msgid "Animation Editors Panning Scheme" +msgstr "Schemat panoramowania edytorów animacji" + msgid "Simple Panning" msgstr "Proste przesuwanie" +msgid "2D Editor Pan Speed" +msgstr "Prędkość panoramowania edytora 2D" + +msgid "Tiles Editor" +msgstr "Edytor kafelków" + +msgid "Display Grid" +msgstr "Wyświetlaj siatkę" + +msgid "Polygon Editor" +msgstr "Edytor wielokątów" + msgid "Point Grab Radius" msgstr "Promień chwytania punktów" msgid "Show Previous Outline" msgstr "Pokaż poprzedni obrys" +msgid "Auto Bake Delay" +msgstr "Automatyczne opóźnienie wypalania" + msgid "Autorename Animation Tracks" msgstr "Automatycznie przemianuj ścieżki animacji" @@ -1329,12 +1646,30 @@ msgstr "Przeszły kolor warstw cebuli" msgid "Onion Layers Future Color" msgstr "Przyszły kolor warstw cebuli" +msgid "Shader Editor" +msgstr "Edytor shaderów" + +msgid "Restore Shaders on Load" +msgstr "Przywróć shadery po załadowaniu" + msgid "Visual Editors" msgstr "Edytory wizualne" msgid "Minimap Opacity" msgstr "Przezroczystość minimapy" +msgid "Lines Curvature" +msgstr "Krzywizna linii" + +msgid "Grid Pattern" +msgstr "Wzór siatkowy" + +msgid "Visual Shader" +msgstr "Wizualny Shader" + +msgid "Port Preview Size" +msgstr "Rozmiar podglądu portu" + msgid "Window Placement" msgstr "Ustawienie okna" @@ -1347,6 +1682,9 @@ msgstr "Własna pozycja prostokąta" msgid "Screen" msgstr "Ekran" +msgid "Android Window" +msgstr "Okno systemu Android" + msgid "Auto Save" msgstr "Autozapis" @@ -1359,30 +1697,69 @@ msgstr "Konsola" msgid "Font Size" msgstr "Rozmiar czcionki" +msgid "Always Clear Output on Play" +msgstr "Zawsze czyść dane wyjściowe przy uruchomieniu" + +msgid "Always Open Output on Play" +msgstr "Zawsze otwieraj dane wyjściowe po uruchomieniu" + +msgid "Always Close Output on Stop" +msgstr "Zawsze zamykaj dane wyjściowe po zatrzymaniu" + +msgid "Platforms" +msgstr "Platformy" + +msgid "Linuxbsd" +msgstr "Linux" + +msgid "Prefer Wayland" +msgstr "Preferuj Wayland" + +msgid "Network Mode" +msgstr "Tryb sieciowy" + msgid "HTTP Proxy" msgstr "Proxy HTTP" msgid "Host" msgstr "Host" +msgid "Editor TLS Certificates" +msgstr "Certyfikaty TLS edytora" + msgid "Remote Host" msgstr "Zdalny host" msgid "Debugger" msgstr "Debugger" +msgid "Auto Switch to Remote Scene Tree" +msgstr "Automatyczne przełączaj do zdalnej struktury scen" + msgid "Profiler Frame History Size" msgstr "Rozmiar historii klatek profilera" msgid "Profiler Frame Max Functions" msgstr "Maksymalna ilość funkcji klatki profilera" +msgid "Remote Scene Tree Refresh Interval" +msgstr "Częstotliwość odświeżania zdalnej struktury scen" + +msgid "Remote Inspect Refresh Interval" +msgstr "Częstotliwość odświeżania zdalnej inspekcji" + +msgid "Profile Native Calls" +msgstr "Profiluj wywołania natywne" + msgid "Project Manager" msgstr "Menedżer projektów" msgid "Sorting Order" msgstr "Kolejność sortowania" +msgid "Default Renderer" +msgstr "Domyślny moduł renderujący" + msgid "Highlighting" msgstr "Podświetlanie" @@ -1407,6 +1784,9 @@ msgstr "Kolor typu użytkownika" msgid "Comment Color" msgstr "Kolor komentarza" +msgid "Doc Comment Color" +msgstr "Kolor komentarza dokumentu" + msgid "String Color" msgstr "Kolor ciągu znaków" @@ -1485,12 +1865,48 @@ msgstr "Kolor wywoływanej linii" msgid "Code Folding Color" msgstr "Kolor zawinięcia kodu" +msgid "Folded Code Region Color" +msgstr "Kolor złożonego regionu kodu" + msgid "Search Result Color" msgstr "Kolor wyniku wyszukiwania" msgid "Search Result Border Color" msgstr "Kolor obramowania wyniku wyszukiwania" +msgid "Connection Colors" +msgstr "Kolory połączeń" + +msgid "Vector2 Color" +msgstr "Kolor typu Vector2" + +msgid "Vector 3 Color" +msgstr "Kolor typu Vector3" + +msgid "Vector 4 Color" +msgstr "Kolor typu Vector4" + +msgid "Boolean Color" +msgstr "Kolor typu Boolean" + +msgid "Transform Color" +msgstr "Kolor typu Transform" + +msgid "Sampler Color" +msgstr "Kolor typu Sampler" + +msgid "Category Colors" +msgstr "Kolor typu Category" + +msgid "Color Color" +msgstr "Kolor typu Color" + +msgid "Input Color" +msgstr "Kolor typu Input" + +msgid "Vector Color" +msgstr "Kolor typu Vector" + msgid "Custom Template" msgstr "Własny szablon" @@ -1506,18 +1922,30 @@ msgstr "Osadź PCK" msgid "Texture Format" msgstr "Format tekstury" +msgid "S3TC BPTC" +msgstr "S3TC BPTC" + msgid "ETC2 ASTC" msgstr "ETC2 ASTC" msgid "Export" msgstr "Eksportuj" +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + msgid "Export Path" msgstr "Ścieżka eksportu" msgid "Access" msgstr "Dostęp" +msgid "File Mode" +msgstr "Tryb pliku" + msgid "Filters" msgstr "Filtry" @@ -1530,24 +1958,63 @@ msgstr "Płaski" msgid "Hide Slider" msgstr "Ukryj suwak" +msgid "Zoom" +msgstr "Przybliż" + +msgid "Retarget" +msgstr "Zmień cel" + msgid "Bone Renamer" msgstr "Zmieniacz nazwy kości" +msgid "Rename Bones" +msgstr "Zmień nazwę kości" + msgid "Unique Node" msgstr "Unikalny węzeł" msgid "Make Unique" msgstr "Zrób unikalny" +msgid "Skeleton Name" +msgstr "Nazwa szkieletu" + +msgid "Rest Fixer" +msgstr "Rest Fixer" + +msgid "Apply Node Transforms" +msgstr "Zastosuj przekształcenia elementu" + +msgid "Normalize Position Tracks" +msgstr "Normalizuj ścieżki pozycji" + +msgid "Overwrite Axis" +msgstr "Nadpisz oś" + +msgid "Reset All Bone Poses After Import" +msgstr "Resetuj wszystkie pozy kości po zaimportowaniu" + +msgid "Fix Silhouette" +msgstr "Napraw sylwetkę" + msgid "Filter" msgstr "Filtr" msgid "Threshold" msgstr "Próg" +msgid "Base Height Adjustment" +msgstr "Regulacja wysokości bazowej" + +msgid "Remove Tracks" +msgstr "Usuń ścieżki" + msgid "Except Bone Transform" msgstr "Z wyjątkiem transformacji kości" +msgid "Unmapped Bones" +msgstr "Niezmapowane kości" + msgid "Generate Tangents" msgstr "Wygeneruj styczne" @@ -1557,24 +2024,84 @@ msgstr "Skaluj siatkę" msgid "Offset Mesh" msgstr "Przesuń siatkę" +msgid "Optimize Mesh" +msgstr "Optymalizuj siatkę" + +msgid "Force Disable Mesh Compression" +msgstr "Wymuś wyłączenie kompresji siatki" + +msgid "Skip Import" +msgstr "Pomiń importowanie" + +msgid "Generate" +msgstr "Generuj" + +msgid "NavMesh" +msgstr "Siatka Nawigacji" + +msgid "Body Type" +msgstr "Rodzaj ciała" + +msgid "Shape Type" +msgstr "Rodzaj kształtu" + msgid "Layer" msgstr "Warstwa" msgid "Mask" msgstr "Maska" +msgid "Mesh Instance" +msgstr "Wystąpienie siatki" + +msgid "Layers" +msgstr "Warstwy" + +msgid "Visibility Range Begin" +msgstr "Początek zakresu widoczności" + +msgid "Visibility Range End" +msgstr "Koniec zakresu widoczności" + +msgid "Visibility Range Fade Mode" +msgstr "Tryb zanikania zakresu widoczności" + +msgid "Cast Shadow" +msgstr "Rzucaj cień" + +msgid "Decomposition" +msgstr "Rozłożenie" + msgid "Advanced" msgstr "Zaawansowane" msgid "Precision" msgstr "Precyzja" +msgid "Max Concavity" +msgstr "Maksymalna wklęsłość" + +msgid "Resolution" +msgstr "Rozdzielczość" + +msgid "Plane Downsampling" +msgstr "Downsampling płaszczyzny" + +msgid "Normalize Mesh" +msgstr "Normalizuj siatkę" + +msgid "Primitive" +msgstr "Prymitywny" + msgid "Height" msgstr "Wysokość" msgid "Radius" msgstr "Promień" +msgid "Occluder" +msgstr "Moduł okluzji" + msgid "Simplification Distance" msgstr "Dystans uproszczenia" @@ -1584,6 +2111,12 @@ msgstr "Zapisz do pliku" msgid "Enabled" msgstr "Włączony" +msgid "Shadow Meshes" +msgstr "Siatki cieni" + +msgid "Lightmap UV" +msgstr "Lightmap UV" + msgid "LODs" msgstr "LODy" @@ -1635,21 +2168,36 @@ msgstr "Typ korzenia" msgid "Root Name" msgstr "Nazwa korzenia" +msgid "Apply Root Scale" +msgstr "Zastosuj skalę korzenia" + msgid "Root Scale" msgstr "Skala korzenia" +msgid "Import as Skeleton Bones" +msgstr "Zaimportuj jako kości szkieletu" + msgid "Meshes" msgstr "Siatki" msgid "Ensure Tangents" msgstr "Zapewnij styczne" +msgid "Generate LODs" +msgstr "Wygeneruj LODy" + +msgid "Create Shadow Meshes" +msgstr "Stwórz siatki cieni" + msgid "Light Baking" msgstr "Wypalanie światła" msgid "Lightmap Texel Size" msgstr "Rozmiar teksela mapy światła" +msgid "Force Disable Compression" +msgstr "Wymuś wyłączenie kompresji" + msgid "Skins" msgstr "Skórki" @@ -1659,6 +2207,9 @@ msgstr "Używaj nazwanych skórek" msgid "FPS" msgstr "FPS" +msgid "Trimming" +msgstr "Przycinanie" + msgid "Multichannel Signed Distance Field" msgstr "Wielokanałowe Pole Odległości ze Znakiem" @@ -1764,9 +2315,6 @@ msgstr "Tryb importu" msgid "Trim Alpha Border From Region" msgstr "Przytnij obramowanie alfy z regionu" -msgid "Force" -msgstr "Siła" - msgid "8 Bit" msgstr "8 bitów" @@ -2445,6 +2993,9 @@ msgstr "Odśwież" msgid "Editor Settings" msgstr "Ustawienia edytora" +msgid "Y Sort Origin" +msgstr "Początek sortowania Y" + msgid "Texture Normal" msgstr "Normalna tekstury" @@ -2622,6 +3173,9 @@ msgstr "Fizyka 2D" msgid "3D Physics" msgstr "Fizyka 3D" +msgid "Parsed Geometry Type" +msgstr "Parsowany typ geometrii" + msgid "B" msgstr "B" @@ -2637,9 +3191,6 @@ msgstr "Transpozycja" msgid "Texture Origin" msgstr "Początek tekstury" -msgid "Y Sort Origin" -msgstr "Początek sortowania Y" - msgid "Miscellaneous" msgstr "Różne" @@ -2742,9 +3293,6 @@ msgstr "Rozmiar obrazu" msgid "Transform Format" msgstr "Format transformacji" -msgid "Parsed Geometry Type" -msgstr "Parsowany typ geometrii" - msgid "Blend" msgstr "Mieszanie" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 6a309639115f..b8b4539a8fd7 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -13,7 +13,7 @@ # Rueben Stevens <supercell03@gmail.com>, 2017. # SARDON <fabio3_Santos@hotmail.com>, 2017. # Vinicius Gonçalves <viniciusgoncalves21@gmail.com>, 2017. -# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021, 2022, 2023. +# ssantos <ssantos@web.de>, 2018, 2019, 2020, 2021, 2022, 2023, 2024. # Gonçalo Dinis Guerreiro João <goncalojoao205@gmail.com>, 2019. # Manuela Silva <mmsrs@sky.com>, 2020. # Murilo Gama <murilovsky2030@gmail.com>, 2020, 2022. @@ -39,13 +39,16 @@ # Ricardo Bustamante <ricardobqueiroz@gmail.com>, 2023. # Miguel Ângelo Oliveira Leirião <miguel.leiriao@hotmail.com>, 2024. # AegisTTN <tc.dev04@gmail.com>, 2024. +# Bruno Vieira <bruno.leo516@hotmail.com>, 2024. +# Leonardo dos Anjos Boslooper <leoprincipalacc@gmail.com>, 2024. +# Jeyson Hilario da SIlva <jeysonhilario@gmail.com>, 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: 2024-02-02 09:31+0000\n" -"Last-Translator: AegisTTN <tc.dev04@gmail.com>\n" +"PO-Revision-Date: 2024-04-08 23:01+0000\n" +"Last-Translator: Jeyson Hilario da SIlva <jeysonhilario@gmail.com>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/pt/>\n" "Language: pt\n" @@ -53,7 +56,7 @@ 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 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Aplicação" @@ -85,6 +88,9 @@ msgstr "Desativar stdout" msgid "Disable stderr" msgstr "Desativar stderr" +msgid "Print Header" +msgstr "Cabeçalho de impressão" + msgid "Use Hidden Project Data Directory" msgstr "Use o diretório de dados ocultos do projeto" @@ -119,7 +125,7 @@ msgid "Viewport Width" msgstr "Largura da Viewport" msgid "Viewport Height" -msgstr "Altura da ViewportViewport" +msgstr "Altura da Viewport" msgid "Mode" msgstr "Modo" @@ -169,6 +175,12 @@ msgstr "Animação" msgid "Warnings" msgstr "Avisos" +msgid "Check Invalid Track Paths" +msgstr "Verifique caminhos de trilha inválidos" + +msgid "Check Angle Interpolation Type Conflicting" +msgstr "Verifique o tipo de interpolação de ângulo conflitante" + msgid "Audio" msgstr "Áudio" @@ -193,6 +205,9 @@ msgstr "Força de Panning 3D" msgid "iOS" msgstr "iOS" +msgid "Session Category" +msgstr "Categoria da Sessão" + msgid "Mix With Others" msgstr "Misturar Com Outros" @@ -232,21 +247,39 @@ msgstr "Aspecto" msgid "Scale" msgstr "Escala" +msgid "Scale Mode" +msgstr "Modo de Escala" + msgid "Debug" msgstr "Depurar" msgid "Settings" msgstr "Configurações" +msgid "Profiler" +msgstr "Analisador" + +msgid "Max Functions" +msgstr "Máximo de Funções" + msgid "Compression" msgstr "Compressão" +msgid "Formats" +msgstr "Formatos" + msgid "Zstd" msgstr "Zstd" +msgid "Long Distance Matching" +msgstr "Comparação de Longa Distância" + msgid "Compression Level" msgstr "Nível de Compressão" +msgid "Window Log Size" +msgstr "Tamanho da Janela de Log" + msgid "Zlib" msgstr "Zlib" @@ -262,21 +295,39 @@ msgstr "Mensagem" msgid "Rendering" msgstr "Renderizando" +msgid "Occlusion Culling" +msgstr "Seleção de Oclusão" + +msgid "BVH Build Quality" +msgstr "Qualidade de Build do BVH" + msgid "Internationalization" msgstr "Internacionalização" msgid "Force Right to Left Layout Direction" msgstr "Forçar Direção de Layout Direita para Esquerda" +msgid "Root Node Layout Direction" +msgstr "Direção da Estrutura do Nó Raiz" + msgid "GUI" msgstr "Interface Gráfica" +msgid "Timers" +msgstr "Temporizadores" + msgid "Incremental Search Max Interval Msec" msgstr "Máximo intervalo de busca incremental Msec" +msgid "Tooltip Delay (sec)" +msgstr "Delay do Tooltip (seg)" + msgid "Common" msgstr "Comum" +msgid "Snap Controls to Pixels" +msgstr "Fixar Controles em Pixels" + msgid "Fonts" msgstr "Fontes" @@ -286,21 +337,66 @@ msgstr "Fontes Dinâmicas" msgid "Use Oversampling" msgstr "Usar Sobreamostragem" +msgid "Rendering Device" +msgstr "Aparato de Renderização" + msgid "V-Sync" msgstr "Sincronização Vertical" +msgid "Frame Queue Size" +msgstr "Tamanho da fila de quadros" + +msgid "Swapchain Image Count" +msgstr "Contagem de imagens Swapchain" + +msgid "Staging Buffer" +msgstr "Buffer de preparação" + +msgid "Block Size (KB)" +msgstr "Tamanho de Bloco (KB)" + +msgid "Max Size (MB)" +msgstr "Tamanho Máximo (MB)" + +msgid "Texture Upload Region Size Px" +msgstr "Tamanho da região de upload de Textura (PX)" + msgid "Pipeline Cache" msgstr "Cache de Pipeline" +msgid "Enable" +msgstr "Ativar" + +msgid "Save Chunk Size (MB)" +msgstr "Tamanho (MB) dos Blocos Gravados" + msgid "Vulkan" msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Máximo de descritores por pool" +msgid "D3D12" +msgstr "D3D12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Máximo de Descritores de Recurso por Quadro" + +msgid "Max Sampler Descriptors per Frame" +msgstr "Máximo de descritores de amostragem por quadro" + msgid "Textures" msgstr "Texturas" +msgid "Canvas Textures" +msgstr "Texturas de Canvas" + +msgid "Default Texture Filter" +msgstr "Filtro de Textura Padrão" + +msgid "Default Texture Repeat" +msgstr "Padrão de repetição de textura" + msgid "Collada" msgstr "Collada" @@ -310,12 +406,21 @@ msgstr "Usar Ambiente" msgid "Low Processor Usage Mode" msgstr "Modo de Baixa Utilização do Processador" +msgid "Delta Smoothing" +msgstr "Suavização de Deltas" + msgid "Print Error Messages" msgstr "Visualizar mensagens de erro" msgid "Physics Ticks per Second" msgstr "Ticks de física por segundo" +msgid "Max Physics Steps per Frame" +msgstr "Máximo passos de física por quadro" + +msgid "Max FPS" +msgstr "FPS Máximo" + msgid "Time Scale" msgstr "Escala de Tempo" @@ -337,21 +442,45 @@ msgstr "Emular Toque do Rato" msgid "Input Devices" msgstr "Dispositivos de Entrada" +msgid "Compatibility" +msgstr "Compatibilidade" + msgid "Legacy Just Pressed Behavior" msgstr "Comportamento de Acabou de Pressionar (Legado)" msgid "Device" msgstr "Aparelho" +msgid "Window ID" +msgstr "ID da Janela" + msgid "Command or Control Autoremap" msgstr "Comando ou Controle Autoremap" +msgid "Alt Pressed" +msgstr "Alt Pressionado" + +msgid "Shift Pressed" +msgstr "Shift Pressionado" + +msgid "Ctrl Pressed" +msgstr "Ctrl Pressionado" + +msgid "Meta Pressed" +msgstr "Meta Pressionado" + msgid "Pressed" msgstr "Pressionado" msgid "Keycode" msgstr "Keycode (Código de Tecla)" +msgid "Physical Keycode" +msgstr "Código de Tecla Física" + +msgid "Key Label" +msgstr "Inscrição da Tecla" + msgid "Unicode" msgstr "Unicode" @@ -376,6 +505,9 @@ msgstr "Fator" msgid "Button Index" msgstr "Índice do Botão" +msgid "Canceled" +msgstr "Cancelado" + msgid "Double Click" msgstr "Duplo Clique" @@ -430,6 +562,18 @@ msgstr "Número do Controlador" msgid "Controller Value" msgstr "Valor do Controlador" +msgid "Shortcut" +msgstr "Atalho" + +msgid "Events" +msgstr "Eventos" + +msgid "Include Navigational" +msgstr "Include Navegacional" + +msgid "Include Hidden" +msgstr "Include Oculto" + msgid "Big Endian" msgstr "Grande Endian" @@ -457,6 +601,9 @@ msgstr "Tamanho Máximo do Amortecedor de OutPut" msgid "Resource" msgstr "Recurso" +msgid "Local to Scene" +msgstr "Local para cena" + msgid "Path" msgstr "Caminho" @@ -475,6 +622,18 @@ msgstr "Deslocamento" msgid "Cell Size" msgstr "Tamanho da célula" +msgid "Jumping Enabled" +msgstr "Pulo Ativado" + +msgid "Default Compute Heuristic" +msgstr "Heurística Computacional Padrão" + +msgid "Default Estimate Heuristic" +msgstr "Heurística Estimada Padrão" + +msgid "Diagonal Mode" +msgstr "Modo Diagonal" + msgid "Seed" msgstr "Semente" @@ -487,18 +646,39 @@ msgstr "Memória" msgid "Limits" msgstr "Limites" +msgid "Message Queue" +msgstr "Fila de mensagens" + msgid "Network" msgstr "Rede" +msgid "TCP" +msgstr "TCP" + +msgid "Connect Timeout Seconds" +msgstr "Segundos de Timeout para Conexão" + +msgid "Packet Peer Stream" +msgstr "Fluxo de Par de Pacotes" + msgid "Max Buffer (Power of 2)" msgstr "Buffer máximo (ao Quadrado)" msgid "TLS" msgstr "TLS" +msgid "Certificate Bundle Override" +msgstr "Substituição do pacote de certificado" + +msgid "Threading" +msgstr "Threading" + msgid "Worker Pool" msgstr "Conjunto de Trabalhadores" +msgid "Max Threads" +msgstr "Máx. Threads" + msgid "Low Priority Thread Ratio" msgstr "Taxa de Threads de baixa prioridade" @@ -511,6 +691,15 @@ msgstr "Testar" msgid "Fallback" msgstr "Alternativa" +msgid "Pseudolocalization" +msgstr "Pseudo localização" + +msgid "Use Pseudolocalization" +msgstr "Usar Pseudo Localização" + +msgid "Replace With Accents" +msgstr "Substituir com acentos" + msgid "Double Vowels" msgstr "Vogais duplas" @@ -520,12 +709,18 @@ msgstr "Falso BiDi" msgid "Override" msgstr "Sobrescrever" +msgid "Expansion Ratio" +msgstr "Taxa de Expansão" + msgid "Prefix" msgstr "Prefixo" msgid "Suffix" msgstr "Sufixo" +msgid "Skip Placeholders" +msgstr "Escapar espaços reservados" + msgid "Rotation" msgstr "Rotação" @@ -535,9 +730,6 @@ msgstr "Valor" msgid "Arg Count" msgstr "Contagem de Argumentos" -msgid "Args" -msgstr "Argumentos" - msgid "Type" msgstr "Tipo" @@ -547,6 +739,9 @@ msgstr "Dentro do Controle" msgid "Out Handle" msgstr "Fora do Controle" +msgid "Handle Mode" +msgstr "Modo de Manuseio" + msgid "Stream" msgstr "Fluxo" @@ -559,9 +754,18 @@ msgstr "Deslocamento Final" msgid "Easing" msgstr "Flexibilização" +msgid "Debug Adapter" +msgstr "Adaptador de Depurador" + msgid "Remote Port" msgstr "Porta Remota" +msgid "Request Timeout" +msgstr "Tempo Limite de Solicitação" + +msgid "Sync Breakpoints" +msgstr "Pontos de Quebra de Sincronismo" + msgid "FileSystem" msgstr "Sistema de Ficheiros" @@ -598,12 +802,27 @@ msgstr "Marcar item" msgid "Checked" msgstr "Item Marcado" +msgid "Draw Warning" +msgstr "Desenhar Aviso" + msgid "Keying" msgstr "Executar" +msgid "Deletable" +msgstr "Deletável" + msgid "Distraction Free Mode" msgstr "Modo Livre de Distrações" +msgid "Movie Maker Enabled" +msgstr "Criador de filmes Ativado" + +msgid "Theme" +msgstr "Tema" + +msgid "Line Spacing" +msgstr "Espaçamento de Linha" + msgid "Base Type" msgstr "Mudar tipo base" @@ -628,12 +847,21 @@ msgstr "Escala do Editor" msgid "Custom Display Scale" msgstr "Escala de Exibição Personalizada" +msgid "Editor Screen" +msgstr "Ecrã do Editor" + +msgid "Project Manager Screen" +msgstr "Ecrã do Gestor de Projetos" + msgid "Enable Pseudolocalization" msgstr "Ativar Pseudo Localização" msgid "Use Embedded Menu" msgstr "Usar Menu Integrado" +msgid "Expand to Title" +msgstr "Expandir para o Título" + msgid "Main Font Size" msgstr "Tamanho da Fonte Principal" @@ -646,12 +874,18 @@ msgstr "Ligações contextuais da Fonte do código" msgid "Code Font Custom OpenType Features" msgstr "Recursos OpenType personalizados para a Fonte do código" +msgid "Code Font Custom Variations" +msgstr "Variações customizáveis para Fonte do código" + msgid "Font Antialiasing" msgstr "Suavização de Fonte" msgid "Font Hinting" msgstr "Alinhar Fonte" +msgid "Font Subpixel Positioning" +msgstr "Posicionamento de subpixel da Fonte" + msgid "Main Font" msgstr "Fonte Principal" @@ -673,6 +907,12 @@ msgstr "Modo de Janela Única" msgid "Mouse Extra Buttons Navigate History" msgstr "Botões extra do Rato para Navegar no Histórico" +msgid "Save Each Scene on Quit" +msgstr "Gravar Cada Cena ao Sair" + +msgid "Save on Focus Loss" +msgstr "Gravar ao perder o foco" + msgid "Accept Dialog Cancel OK Buttons" msgstr "Caixa de Diálogo Aceitar: Botões OK/Cancelar" @@ -682,12 +922,18 @@ msgstr "Mostrar Erros Internos em notificações Toast" msgid "Show Update Spinner" msgstr "Mostra Ícone de Atualização" +msgid "V-Sync Mode" +msgstr "Modo V-Sync" + msgid "Update Continuously" msgstr "Atualização Contínua" msgid "Inspector" msgstr "Inspetor" +msgid "Max Array Dictionary Items per Page" +msgstr "Máximo de Itens em Dicionários de Arrays Por Página" + msgid "Show Low Level OpenType Features" msgstr "Mostrar atributos de baixo nível OpenType" @@ -709,15 +955,24 @@ msgstr "Edição Horizontal do Vector2" msgid "Horizontal Vector Types Editing" msgstr "Edição de Tipo de Vetor Horizontal" +msgid "Open Resources in Current Inspector" +msgstr "Abrir Recursos no Inspetor Atual" + +msgid "Resources to Open in New Inspector" +msgstr "Recursos para abrir em Novo Inspetor" + msgid "Default Color Picker Mode" msgstr "Modo Seletor de Cores Padrão" -msgid "Theme" -msgstr "Tema" +msgid "Default Color Picker Shape" +msgstr "Formato Padrão do Seletor de Cores" msgid "Preset" msgstr "Predefinições" +msgid "Spacing Preset" +msgstr "Predefinição de espaçamento" + msgid "Base Color" msgstr "Cor Base" @@ -727,6 +982,12 @@ msgstr "Cor de Destaque" msgid "Contrast" msgstr "Contraste" +msgid "Draw Extra Borders" +msgstr "Desenhar bordas extras" + +msgid "Icon Saturation" +msgstr "Saturação do ícone" + msgid "Relationship Line Opacity" msgstr "Opacidade da Linha de Relacionamento" @@ -754,17 +1015,44 @@ msgstr "Ativar pressão longa como clique no botão direito" msgid "Enable Pan and Scale Gestures" msgstr "Ativar Pan e Gestos em Scala" +msgid "Scale Gizmo Handles" +msgstr "Dimensionar alças de gizmo" + msgid "Scene Tabs" msgstr "Abas da Cena" +msgid "Display Close Button" +msgstr "Mostrar botão Fechar" + +msgid "Maximum Width" +msgstr "Largura máxima" + msgid "Show Script Button" msgstr "Mostrar Botão de Script" +msgid "Restore Scenes on Load" +msgstr "Restaurar Cenas ao Inicializar" + msgid "Multi Window" msgstr "Janela Múltipla" -msgid "Enable" -msgstr "Ativar" +msgid "External Programs" +msgstr "Programas Externos" + +msgid "Raster Image Editor" +msgstr "Editor externo de imagens Rasterizadas" + +msgid "Vector Image Editor" +msgstr "Editor de Imagens Vetoriais" + +msgid "Audio Editor" +msgstr "Editor de Áudio" + +msgid "Terminal Emulator" +msgstr "Emulador do terminal" + +msgid "Terminal Emulator Flags" +msgstr "Flags do Emulador do Terminal" msgid "Directories" msgstr "Diretórios" @@ -799,12 +1087,21 @@ msgstr "Tamanho da Miniatura" msgid "Import" msgstr "Importar" +msgid "Blender" +msgstr "'Blender'" + +msgid "RPC Port" +msgstr "Porta RPC" + msgid "RPC Server Uptime" msgstr "Servidor RPC Uptime" msgid "FBX2glTF Path" msgstr "Caminho para FBX2glTF" +msgid "OIDN" +msgstr "OIDN" + msgid "Docks" msgstr "Painéis" @@ -817,6 +1114,9 @@ msgstr "Iniciar Diálogo de Criação Totalmente Expandido" msgid "Auto Expand to Selected" msgstr "Auto Expandir Selecionados" +msgid "Center Node on Reparent" +msgstr "Centralizar Node ao reparentear" + msgid "Always Show Folders" msgstr "Sempre mostrar Pastas" @@ -841,12 +1141,18 @@ msgstr "Circunflexo" msgid "Caret Blink" msgstr "Cursor Piscando" +msgid "Caret Blink Interval" +msgstr "Intervalo de Piscar Cursor" + msgid "Highlight Current Line" msgstr "Destacar Linha Atual" msgid "Highlight All Occurrences" msgstr "Destacar Todas as Ocorrências" +msgid "Guidelines" +msgstr "Linhas guia" + msgid "Show Line Length Guidelines" msgstr "Exibir Guias de Comprimento de Linha" @@ -889,9 +1195,6 @@ msgstr "Desenhar Abas" msgid "Draw Spaces" msgstr "Desenhar Espaços" -msgid "Line Spacing" -msgstr "Espaçamento de Linha" - msgid "Behavior" msgstr "Comportamento" @@ -919,6 +1222,9 @@ msgstr "Arquivos" msgid "Autosave Interval Secs" msgstr "Segundos de Intervalo de Salvamento Automático" +msgid "Convert Indent on Save" +msgstr "Converter Indentação ao Gravar" + msgid "Script List" msgstr "Lista de Scripts" @@ -964,6 +1270,9 @@ msgstr "Tamanho da Fonte de Código de Ajuda" msgid "Help Title Font Size" msgstr "Tamanho da Fonte do Título da Ajuda" +msgid "Class Reference Examples" +msgstr "Exemplos de Referência de Classes" + msgid "Editors" msgstr "Editores" @@ -994,6 +1303,9 @@ msgstr "Conjunto" msgid "Shape" msgstr "Forma" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Passos Primários da Grelha" @@ -1129,6 +1441,9 @@ msgstr "Cor da borda do Viewport" msgid "Use Integer Zoom by Default" msgstr "Usar Zoom Inteiro por Padrão" +msgid "2D Editor Panning Scheme" +msgstr "Esquema de painéis do Editor 2D" + msgid "Sub Editors Panning Scheme" msgstr "Esquema de painéis do Sub Editor" @@ -1138,6 +1453,9 @@ msgstr "Esquema de painéis do Editor de Animação" msgid "Simple Panning" msgstr "Panorâmica Simples" +msgid "Tiles Editor" +msgstr "Editor de Tiles" + msgid "Display Grid" msgstr "Mostrar Grid" @@ -1168,6 +1486,9 @@ msgstr "Editor Visual" msgid "Minimap Opacity" msgstr "Opacidade do Minimapa" +msgid "Lines Curvature" +msgstr "Curvatura das Linhas" + msgid "Window Placement" msgstr "Posicionamento da Janela" @@ -1192,12 +1513,21 @@ msgstr "Saída" msgid "Font Size" msgstr "Tamanho da Fonte" +msgid "Always Clear Output on Play" +msgstr "Sempre Limpar a Saída no modo Play" + +msgid "Linuxbsd" +msgstr "Linuxbsd" + msgid "HTTP Proxy" msgstr "Proxy HTTP" msgid "Host" msgstr "Host" +msgid "Editor TLS Certificates" +msgstr "Editor de Certificados TLS" + msgid "Remote Host" msgstr "Host Remoto" @@ -1216,12 +1546,18 @@ msgstr "Intervalo de Atualização da Árvore de Cena Remota" msgid "Remote Inspect Refresh Interval" msgstr "Intervalo de Atualização de Inspeção Remota" +msgid "Profile Native Calls" +msgstr "Perfil de Chamadas Nativas" + msgid "Project Manager" msgstr "Gestor de Projetos" msgid "Sorting Order" msgstr "Ordem de Classificação" +msgid "Default Renderer" +msgstr "Renderizador Padrão" + msgid "Highlighting" msgstr "Destaque" @@ -1348,12 +1684,21 @@ msgstr "Formato de Textura" msgid "Export" msgstr "Exportar" +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + msgid "Export Path" msgstr "Exportar Caminho" msgid "Access" msgstr "Acesso" +msgid "File Mode" +msgstr "Modo Ficheiro" + msgid "Filters" msgstr "Filtros" @@ -1369,12 +1714,39 @@ msgstr "Ocultar Slider" msgid "Zoom" msgstr "Zoom" +msgid "Retarget" +msgstr "Alvo de Destino" + +msgid "Bone Renamer" +msgstr "Renomeador do Osso" + +msgid "Rename Bones" +msgstr "Renomear Ossos" + +msgid "Unique Node" +msgstr "Nó Único" + msgid "Make Unique" msgstr "Fazer único" +msgid "Skeleton Name" +msgstr "Nome do Esqueleto" + msgid "Rest Fixer" msgstr "Fixador pose Descanso" +msgid "Apply Node Transforms" +msgstr "Aplicar Transformações" + +msgid "Normalize Position Tracks" +msgstr "Normalizar faixas de posição" + +msgid "Overwrite Axis" +msgstr "Sobrescrever Eixos" + +msgid "Reset All Bone Poses After Import" +msgstr "Redefinir Todas as Poses dos Ossos Após a Importação" + msgid "Fix Silhouette" msgstr "Consertar Silhueta" @@ -1384,6 +1756,18 @@ msgstr "Filtro" msgid "Threshold" msgstr "Limite" +msgid "Base Height Adjustment" +msgstr "Ajuste de Altura da Base" + +msgid "Remove Tracks" +msgstr "Remover Trilhas" + +msgid "Except Bone Transform" +msgstr "Exceção na transformação óssea" + +msgid "Unimportant Positions" +msgstr "Posições sem importância" + msgid "Unmapped Bones" msgstr "Ossos não mapeados" @@ -1402,6 +1786,12 @@ msgstr "Gerar" msgid "NavMesh" msgstr "NavMesh" +msgid "Body Type" +msgstr "Tipo de corpo" + +msgid "Shape Type" +msgstr "Tipo de forma" + msgid "Physics Material Override" msgstr "Substituição de Material de Física" @@ -1414,9 +1804,18 @@ msgstr "Máscara" msgid "Layers" msgstr "Camadas" +msgid "Decomposition" +msgstr "Decomposição" + msgid "Advanced" msgstr "Avançado" +msgid "Precision" +msgstr "Precisão" + +msgid "Max Concavity" +msgstr "Concavidade Máxima" + msgid "Symmetry Planes Clipping Bias" msgstr "Corte no Bias de Plano de Simetria" @@ -1426,6 +1825,9 @@ msgstr "Bias de Corte nos eixos de revolução" msgid "Min Volume per Convex Hull" msgstr "Volume mínimo per Convex Hull" +msgid "Resolution" +msgstr "Resolução" + msgid "Max Num Vertices per Convex Hull" msgstr "Quantidade Máxima de Vértices por Convex Hull" @@ -1435,6 +1837,18 @@ msgstr "Rebaixamento de plano" msgid "Convexhull Downsampling" msgstr "Rebaixamento de Convexhull" +msgid "Convexhull Approximation" +msgstr "Aproximação Convexhull" + +msgid "Max Convex Hulls" +msgstr "Convexhull Máximo" + +msgid "Project Hull Vertices" +msgstr "Vértices Hull do projeto" + +msgid "Primitive" +msgstr "Primitivo" + msgid "Height" msgstr "Altura" @@ -1444,12 +1858,27 @@ msgstr "Raio" msgid "Occluder" msgstr "Oclusor" +msgid "Simplification Distance" +msgstr "Distância de Simplificação" + msgid "Enabled" msgstr "Ativado" +msgid "Shadow Meshes" +msgstr "Malhas de Shader" + msgid "LODs" msgstr "LOD (Níveis de detalhe)" +msgid "Normal Split Angle" +msgstr "Ângulo de separação da NORMAL" + +msgid "Normal Merge Angle" +msgstr "Ângulo de junção da NORMAL" + +msgid "Use External" +msgstr "Usar Externo" + msgid "Loop Mode" msgstr "Modo de Loop" @@ -1465,12 +1894,24 @@ msgstr "Quantidade" msgid "Optimizer" msgstr "Otimizador" +msgid "Max Velocity Error" +msgstr "Erro de Máx. Velocidade" + msgid "Max Angular Error" msgstr "Máximo de Erros Angulares" +msgid "Max Precision Error" +msgstr "Erro de Máxima Precisão" + msgid "Page Size" msgstr "Tamanho da Página" +msgid "Import Tracks" +msgstr "Importar Trilhas" + +msgid "Bone Map" +msgstr "Mapa de Ossos" + msgid "Nodes" msgstr "Nós" @@ -1480,15 +1921,27 @@ msgstr "Tipo da Raiz" msgid "Root Name" msgstr "Nome da Raiz" +msgid "Apply Root Scale" +msgstr "Aplicar Escala da Raiz" + msgid "Root Scale" msgstr "Escala da Raiz" +msgid "Import as Skeleton Bones" +msgstr "Importar como Ossos de Esqueleto" + msgid "Meshes" msgstr "Malhas" msgid "Ensure Tangents" msgstr "Assegurar Tangentes" +msgid "Generate LODs" +msgstr "Gerar Pontos LOD" + +msgid "Create Shadow Meshes" +msgstr "Criar Malha de Sombra" + msgid "Light Baking" msgstr "Baking de Luz" @@ -1504,18 +1957,54 @@ msgstr "Usar Skins com Nome" msgid "FPS" msgstr "FPS" +msgid "Trimming" +msgstr "Aparar" + +msgid "Remove Immutable Tracks" +msgstr "Remover Trilhas Sem mudança" + +msgid "Import Script" +msgstr "Script de Importação" + +msgid "Generate Mipmaps" +msgstr "Gerar Mipmaps" + msgid "Multichannel Signed Distance Field" msgstr "SDF multicanal" msgid "MSDF Pixel Range" msgstr "Escala de pixel de MSDF" +msgid "MSDF Size" +msgstr "Tamanho do MSDF" + +msgid "Allow System Fallback" +msgstr "Permitir Fallback do Sistema" + +msgid "Force Autohinter" +msgstr "Forçar Autohinter" + msgid "Hinting" msgstr "Sugestão" +msgid "Subpixel Positioning" +msgstr "Posicionamento de Subpixel" + msgid "Oversampling" msgstr "Excesso de Amostragem" +msgid "Metadata Overrides" +msgstr "Sobrescrever Metadata" + +msgid "Script Support" +msgstr "Suporte de Script" + +msgid "OpenType Features" +msgstr "Funcionalidades OpenType" + +msgid "Fallbacks" +msgstr "Fallbacks" + msgid "Compress" msgstr "Comprimir" @@ -1528,9 +2017,15 @@ msgstr "Tamanho do Contorno" msgid "Variation" msgstr "Variação" +msgid "OpenType" +msgstr "OpenType" + msgid "Embolden" msgstr "Aumento Boldem" +msgid "Face Index" +msgstr "Índice da Face da fonte" + msgid "Transform" msgstr "Transformar" @@ -1540,12 +2035,39 @@ msgstr "Criar à Partir de" msgid "Delimiter" msgstr "Delimitador" +msgid "Character Ranges" +msgstr "Medidas do Personagem" + +msgid "Columns" +msgstr "Colunas" + msgid "Rows" msgstr "Linhas" +msgid "Image Margin" +msgstr "Margem da Imagem" + +msgid "Character Margin" +msgstr "Marem do Caractere" + +msgid "Ascent" +msgstr "Ascensão" + +msgid "Descent" +msgstr "Descida" + +msgid "High Quality" +msgstr "Alta Qualidade" + msgid "Lossy Quality" msgstr "Qualidade com Perdas" +msgid "HDR Compression" +msgstr "Compressão HDR" + +msgid "Channel Pack" +msgstr "Pacote de Canal" + msgid "Mipmaps" msgstr "Mipmaps" @@ -1558,6 +2080,9 @@ msgstr "Horizontal" msgid "Vertical" msgstr "Vertical" +msgid "Arrangement" +msgstr "Arranjo" + msgid "Layout" msgstr "Esquema" @@ -1567,6 +2092,9 @@ msgstr "Mapa Normal" msgid "Roughness" msgstr "Rugosidade" +msgid "Src Normal" +msgstr "Src Normal" + msgid "Process" msgstr "Processo" @@ -1579,6 +2107,12 @@ msgstr "Pré-multiplicar Alfa" msgid "Normal Map Invert Y" msgstr "Inverter Y no Mapa Normal" +msgid "HDR as sRGB" +msgstr "HDR como sRGB" + +msgid "HDR Clamp Exposure" +msgstr "Exposição de agrafo HDR" + msgid "Size Limit" msgstr "Tamanho Limite" @@ -1588,6 +2122,9 @@ msgstr "Detectar 3D" msgid "SVG" msgstr "SVG" +msgid "Scale With Editor Scale" +msgstr "Escalonar com o Editor de Escala" + msgid "Convert Colors With Editor Theme" msgstr "Converter cores com Editor de temas" @@ -1597,12 +2134,12 @@ msgstr "Arquivo de Atlas" msgid "Import Mode" msgstr "Modo de Importação" +msgid "Crop to Region" +msgstr "Cortar para Região" + msgid "Trim Alpha Border From Region" msgstr "Aparar Borda Alfa da Região" -msgid "Force" -msgstr "Força" - msgid "8 Bit" msgstr "8 Bits" @@ -1639,9 +2176,24 @@ msgstr "Usar Threads" msgid "Available URLs" msgstr "URLs Disponíveis" +msgid "Current Group Idx" +msgstr "Idx de grupo atual" + +msgid "Current Bone Idx" +msgstr "Idx de Osso Atual" + +msgid "Bone Mapper" +msgstr "Mapeador de Ossos" + +msgid "Handle Colors" +msgstr "Manusear Cores" + msgid "Unset" msgstr "Desativar" +msgid "Set" +msgstr "Definir" + msgid "Error" msgstr "Erro" @@ -1657,12 +2209,27 @@ msgstr "Partículas" msgid "Decal" msgstr "Decalque" +msgid "Fog Volume" +msgstr "Volume de Neblina" + +msgid "Particle Attractor" +msgstr "Atrator de Partículas" + +msgid "Particle Collision" +msgstr "Colisão de Partículas" + msgid "Joint Body A" msgstr "Corpo de Articulação A" msgid "Joint Body B" msgstr "Corpo de Articulação B" +msgid "Lightmap Lines" +msgstr "Linhas de Mapeamento de luz" + +msgid "Lightprobe Lines" +msgstr "Linhas de Lightprobe" + msgid "Reflection Probe" msgstr "Sonda de Reflexão" @@ -1681,6 +2248,15 @@ msgstr "Opacidade do Gizmo do Manipulador" msgid "Show Viewport Rotation Gizmo" msgstr "Exibir Gizmo de Rotação do Viewport" +msgid "Show Viewport Navigation Gizmo" +msgstr "Exibir Gizmo de Navegação do Viewport" + +msgid "Gizmo Settings" +msgstr "Configurações do Gizmo" + +msgid "Path 3D Tilt Disk Size" +msgstr "Tamanho do Disco de Inclinação do Caminho 3D" + msgid "External" msgstr "Externo" @@ -1711,21 +2287,51 @@ msgstr "Flags de Execução" msgid "Skeleton" msgstr "Esqueleto" +msgid "Selected Bone" +msgstr "Osso selecionado" + +msgid "Bone Axis Length" +msgstr "Comprimento do Eixo do Osso" + +msgid "Bone Shape" +msgstr "Forma do Osso" + msgid "ID" msgstr "ID" msgid "Texture" msgstr "Textura" +msgid "Margins" +msgstr "Margens" + msgid "Separation" msgstr "Separação" +msgid "Texture Region Size" +msgstr "Tamanho da Região da Textura" + +msgid "Use Texture Padding" +msgstr "Usar distanciamento da textura" + +msgid "Atlas Coords" +msgstr "Coordenadas de Atlas" + +msgid "Size in Atlas" +msgstr "Tamanho no Atlas" + msgid "Alternative ID" msgstr "ID Alternativo" msgid "Speed" msgstr "Velocidade" +msgid "Frames Count" +msgstr "Contagem de Frames" + +msgid "Duration" +msgstr "Duração" + msgid "Version Control" msgstr "Controle de Versões" @@ -1741,12 +2347,30 @@ msgstr "Caminho da Chave Privada SSH" msgid "Main Run Args" msgstr "Argumentos da Execução Principal" +msgid "Templates Search Path" +msgstr "Caminho de Pesquisa de Templates" + msgid "Naming" msgstr "Nomear" +msgid "Default Signal Callback Name" +msgstr "Nome padrão de sinal de Callback" + +msgid "Default Signal Callback to Self Name" +msgstr "Padrão de \"Self Name\" do Callback" + +msgid "Scene Name Casing" +msgstr "Caixa do Nome da Cena" + msgid "Reimport Missing Imported Files" msgstr "Reimportar Arquivos Importados Ausentes" +msgid "Use Multiple Threads" +msgstr "Usar Threads Múltiplas" + +msgid "Plugin Name" +msgstr "Nome do Plugin" + msgid "Show Scene Tree Root Selection" msgstr "Mostrar seleção da hierarquia de cenas" @@ -1756,6 +2380,9 @@ msgstr "Seleção de favoritos da raíz" msgid "Max Chars per Second" msgstr "Máximo de Caracteres por Segundo" +msgid "Max Errors per Second" +msgstr "Máximo de Erros por Segundo" + msgid "Max Warnings per Second" msgstr "Máximo de Advertências por Segundo" @@ -1768,15 +2395,27 @@ msgstr "Ativar Log de Arquivos" msgid "Log Path" msgstr "Caminho de Log" +msgid "Max Log Files" +msgstr "Máximo Ficheiros de Log" + msgid "Driver" msgstr "Driver" +msgid "GL Compatibility" +msgstr "Compatibilidade GL" + msgid "Nvidia Disable Threaded Optimization" msgstr "Nvidia Desabilitar Otimização em Threads" msgid "Force Angle on Devices" msgstr "Forçar Ângulo em Dispositivos" +msgid "Renderer" +msgstr "Renderizador" + +msgid "Rendering Method" +msgstr "Método de Renderização" + msgid "Include Text Server Data" msgstr "Incluir dados de Servidor de Texto" @@ -1813,6 +2452,9 @@ msgstr "stdout" msgid "Print FPS" msgstr "Imprimir FPS" +msgid "Print GPU Profile" +msgstr "Perfil Atual da GPU" + msgid "Verbose stdout" msgstr "stdout Verboso" @@ -1831,12 +2473,27 @@ msgstr "Esconder Indicador de Home" msgid "Hide Status Bar" msgstr "Esconder Barra de Estado" +msgid "Suppress UI Gesture" +msgstr "Suprimir Interface de Utilizador para Gestures" + msgid "XR" msgstr "XR" +msgid "OpenXR" +msgstr "Tecnologia OpenXR" + +msgid "Default Action Map" +msgstr "Mapa de Ações Padrão" + +msgid "Form Factor" +msgstr "Fator de Formulário" + msgid "View Configuration" msgstr "Configuração de Vista" +msgid "Foveation Dynamic" +msgstr "Foviação Dinâmica" + msgid "Submit Depth Buffer" msgstr "Enviar Buffer de Profundidade" @@ -1846,6 +2503,9 @@ msgstr "Plano de Fundo de Inicialização" msgid "BG Color" msgstr "Cor de Fundo" +msgid "Pen Tablet" +msgstr "Tablet de Caneta Gráfica" + msgid "Environment" msgstr "Ambiente" @@ -1885,15 +2545,27 @@ msgstr "Pontuação" msgid "Android" msgstr "Android" +msgid "Rotary Input Scroll Axis" +msgstr "Eixo de Rolagem de Entrada Rotativa" + +msgid "Text Driver" +msgstr "Driver de Texto" + msgid "Mouse Cursor" msgstr "Cursor do Rato" +msgid "Custom Image" +msgstr "Imagem customizada" + msgid "Custom Image Hotspot" msgstr "Imagem de Ponto de Acesso Personalizada" msgid "Tooltip Position Offset" msgstr "Deslocamento de Posição da Dica" +msgid "Minimum Display Time" +msgstr "Tempo mínimo de exibição" + msgid "Dotnet" msgstr ".NET" @@ -1906,6 +2578,9 @@ msgstr "Nome de Montagem" msgid "Solution Directory" msgstr "Diretório da Solução" +msgid "Assembly Reload Attempts" +msgstr "Tentativas de Recarregamento de Montagem" + msgid "Operation" msgstr "Operação" @@ -1927,6 +2602,12 @@ msgstr "Camada de Colisão" msgid "Collision Mask" msgstr "Máscara de Colisão" +msgid "Collision Priority" +msgstr "Prioridade de Colisão" + +msgid "Flip Faces" +msgstr "Inverter Faces" + msgid "Mesh" msgstr "Malha" @@ -2002,6 +2683,9 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Allow Geometry Helper Nodes" +msgstr "Permitir Nodes Auxiliares de Geometria" + msgid "Embedded Image Handling" msgstr "Manuseio de imagens embutido" @@ -2011,9 +2695,18 @@ msgstr "GDScript" msgid "Function Definition Color" msgstr "Função de Definição de Cor" +msgid "Global Function Color" +msgstr "Cor de Função Global" + msgid "Node Path Color" msgstr "Cor do Caminho do Nó" +msgid "Node Reference Color" +msgstr "Cor de referência do nó" + +msgid "Annotation Color" +msgstr "Cor de Anotação" + msgid "Max Call Stack" msgstr "Máximo Empilhamento de Chamadas" @@ -2041,6 +2734,9 @@ msgstr "Cor" msgid "Intensity" msgstr "Intensidade" +msgid "Light Type" +msgstr "Tipo de Luz" + msgid "Range" msgstr "Intervalo" @@ -2104,9 +2800,15 @@ msgstr "Materiais" msgid "Scene Name" msgstr "Nome da Cena" +msgid "Base Path" +msgstr "Caminho Base" + msgid "Root Nodes" msgstr "Nós Raízes" +msgid "Texture Samplers" +msgstr "Amostras de Textura" + msgid "Images" msgstr "Imagens" @@ -2125,6 +2827,9 @@ msgstr "Nomes de Animação Únicos" msgid "Skeletons" msgstr "Esqueletos" +msgid "Create Animations" +msgstr "Criar Animações" + msgid "Animations" msgstr "Animações" @@ -2191,6 +2896,12 @@ msgstr "Perspetiva" msgid "FOV" msgstr "FOV" +msgid "Depth Far" +msgstr "Profundidade Distante" + +msgid "Depth Near" +msgstr "Profundidade Perto" + msgid "Blend Weights" msgstr "Peso da mesclagem" @@ -2200,6 +2911,9 @@ msgstr "Materiais da Instância" msgid "Parent" msgstr "Pai" +msgid "Xform" +msgstr "Xform" + msgid "Skin" msgstr "Skin" @@ -2281,6 +2995,9 @@ msgstr "Navegação Pré-Processada" msgid "Lightmapping" msgstr "Mapeamento de Luz" +msgid "Bake Quality" +msgstr "Qualidade Bake" + msgid "Low Quality Ray Count" msgstr "Contagem de Raios de Baixa Qualidade" @@ -2293,12 +3010,39 @@ msgstr "Contagem de Raios de Alta Qualidade" msgid "Ultra Quality Ray Count" msgstr "Contagem de Raios de Ultra Qualidade" +msgid "Bake Performance" +msgstr "Performance do Bake" + +msgid "Max Rays per Pass" +msgstr "Máximo de Raios por Passagem" + +msgid "Region Size" +msgstr "Tamanho da Região" + +msgid "Low Quality Probe Ray Count" +msgstr "Sonda Contadora de Raios de Baixa Qualidade" + +msgid "Medium Quality Probe Ray Count" +msgstr "Sonda Contadora de Raios de Qualidade Média" + +msgid "High Quality Probe Ray Count" +msgstr "Sonda Contadora de Raios de Alta Qualidade" + +msgid "Ultra Quality Probe Ray Count" +msgstr "Sonda Contadora de Raios de Qualidade Ultra" + msgid "Max Rays per Probe Pass" msgstr "Máximo de Raios por Passagem pela Sonda" msgid "BPM" msgstr "'BPM'" +msgid "Beat Count" +msgstr "Contador de Batidas" + +msgid "Bar Beats" +msgstr "Barra de beats" + msgid "Loop Offset" msgstr "Deslocamento do Loop" @@ -2320,6 +3064,33 @@ msgstr "K1" msgid "K2" msgstr "K2" +msgid "Spawnable Scenes" +msgstr "Geração de Cenas" + +msgid "Spawn Path" +msgstr "Caminho Salvamento Spawn" + +msgid "Spawn Limit" +msgstr "Limites de Geração" + +msgid "Root Path" +msgstr "Caminho Raíz" + +msgid "Replication Interval" +msgstr "Intervalo de Replicação" + +msgid "Visibility Update Mode" +msgstr "Modo de Atualização de Visibilidade" + +msgid "Public Visibility" +msgstr "Visibilidade Pública" + +msgid "Auth Callback" +msgstr "Auth do Callback" + +msgid "Auth Timeout" +msgstr "Tempo Limite de Espera Auth" + msgid "Allow Object Decoding" msgstr "Permitir Decodificação do Objeto" @@ -2329,6 +3100,12 @@ msgstr "Recusar Novas Conexões" msgid "Server Relay" msgstr "Retransmissão do Servidor" +msgid "Noise Type" +msgstr "Tipo de Ruído" + +msgid "Frequency" +msgstr "Frequência" + msgid "Fractal" msgstr "'Fractal'" @@ -2341,6 +3118,15 @@ msgstr "Lacunaridade" msgid "Gain" msgstr "Ganho" +msgid "Ping Pong Strength" +msgstr "Força Ping-Pong" + +msgid "Cellular" +msgstr "Telemóvel" + +msgid "Distance Function" +msgstr "Função de Distância" + msgid "Jitter" msgstr "Nervosidade (Jitter)" @@ -2350,12 +3136,30 @@ msgstr "Tipo de Retorno" msgid "Domain Warp" msgstr "Aberração Dominante" +msgid "Amplitude" +msgstr "Amplitude" + +msgid "Fractal Type" +msgstr "Tipo Fractal" + +msgid "Fractal Octaves" +msgstr "Oitavas Fractais" + +msgid "Fractal Lacunarity" +msgstr "Lacunaridade Fractal" + +msgid "Fractal Gain" +msgstr "Ganho Fractal" + msgid "Width" msgstr "Largura" msgid "Invert" msgstr "Inverter" +msgid "In 3D Space" +msgstr "No espaço 3D" + msgid "Seamless" msgstr "Sem Emenda" @@ -2368,9 +3172,36 @@ msgstr "Como Mapa Normal" msgid "Bump Strength" msgstr "Força da Colisão" +msgid "Color Ramp" +msgstr "Rampa de Cores" + msgid "Noise" msgstr "Ruido" +msgid "Localized Name" +msgstr "Nome Localizado" + +msgid "Action Type" +msgstr "Tipo de Ação" + +msgid "Toplevel Paths" +msgstr "Caminhos Toplevel" + +msgid "Paths" +msgstr "Caminhos" + +msgid "Interaction Profile Path" +msgstr "Caminho do Perfil de Interação" + +msgid "Display Refresh Rate" +msgstr "Mostrar Taxa de Atualização" + +msgid "Motion Range" +msgstr "Escala de Movimentação" + +msgid "Hand Skeleton" +msgstr "Esqueleto da Mão" + msgid "Subject" msgstr "Sujeito" @@ -2410,9 +3241,18 @@ msgstr "Estado do IGD" msgid "WebRTC" msgstr "WebRTC" +msgid "Max Channel in Buffer (KB)" +msgstr "Máximo de Canais no Buffer (KB)" + msgid "Write Mode" msgstr "Modo de Escrita" +msgid "Supported Protocols" +msgstr "Protocolos Suportados" + +msgid "Handshake Headers" +msgstr "Cabeçalhos de Handshake" + msgid "Handshake Timeout" msgstr "Timeout de Handshake" @@ -2467,6 +3307,12 @@ msgstr "Plano de Fundo Adaptável 432 X 432" msgid "Gradle Build" msgstr "'Gradle'" +msgid "Use Gradle Build" +msgstr "Usar Build Gradle Personalizada" + +msgid "Compress Native Libraries" +msgstr "Comprimir Bibliotecas Nativas" + msgid "Export Format" msgstr "Exportar Formato" @@ -2518,6 +3364,9 @@ msgstr "Excluir de Recentes" msgid "Show in Android TV" msgstr "Mostrar em Android TV" +msgid "Show as Launcher App" +msgstr "Mostrar como Aplicativo de Inicialização" + msgid "Graphics" msgstr "Gráficos" @@ -2572,6 +3421,9 @@ msgstr "Permissões" msgid "Custom Permissions" msgstr "Permissões Personalizadas" +msgid "iOS Deploy" +msgstr "iOS Deploy" + msgid "Icons" msgstr "Ícones" @@ -2599,6 +3451,18 @@ msgstr "Destaque 40 X 40" msgid "Spotlight 80 X 80" msgstr "Destaque 80 X 80" +msgid "Settings 58 X 58" +msgstr "Configurações 58 X 58" + +msgid "Settings 87 X 87" +msgstr "Configurações 87 X 87" + +msgid "Notification 40 X 40" +msgstr "Notificações 40 X 40" + +msgid "Notification 60 X 60" +msgstr "Notificações 60 X 60" + msgid "App Store Team ID" msgstr "ID da Equipe na App Store" @@ -2623,12 +3487,18 @@ msgstr "Modo de Exportação Lançamento" msgid "Targeted Device Family" msgstr "Família de Dispositivos Visados" +msgid "Bundle Identifier" +msgstr "Identificador de empacotamento" + msgid "Signature" msgstr "Assinatura" msgid "Short Version" msgstr "Versão Curta" +msgid "Icon Interpolation" +msgstr "Interpolação de Ícone" + msgid "Capabilities" msgstr "Capacidades" @@ -2638,6 +3508,9 @@ msgstr "Acesso Wi-Fi" msgid "Push Notifications" msgstr "Notificações Push" +msgid "Performance Gaming Tier" +msgstr "Nível de Desempenho para Jogos" + msgid "User Data" msgstr "Dados do Utilizador" @@ -2659,6 +3532,9 @@ msgstr "Descrição do Uso do Microfone" msgid "Photolibrary Usage Description" msgstr "Descrição de Uso da Fotobiblioteca" +msgid "Photolibrary Usage Description Localized" +msgstr "Descrição Localizada do Uso da Biblioteca de Fotos" + msgid "Storyboard" msgstr "Storyboard" @@ -2683,18 +3559,45 @@ msgstr "Arquitetura" msgid "SSH Remote Deploy" msgstr "Deploy remoto SSH" +msgid "Extra Args SSH" +msgstr "SSH Argumentos Extra" + +msgid "Extra Args SCP" +msgstr "SCP Argumentos Extra" + +msgid "Run Script" +msgstr "Executar script" + +msgid "Cleanup Script" +msgstr "Limpar Script" + msgid "macOS" msgstr "macOS" +msgid "rcodesign" +msgstr "'rcodesign'" + +msgid "Copyright Localized" +msgstr "Copyright Localizado" + msgid "High Res" msgstr "Alta resolução" +msgid "Codesign" +msgstr "'Codesign'" + msgid "Apple Team ID" msgstr "ID Apple Team" msgid "Identity" msgstr "Identidade" +msgid "Certificate Password" +msgstr "Palavra-passe Certificado" + +msgid "Entitlements" +msgstr "Direitos" + msgid "Custom File" msgstr "Ficheiro Personalizado" @@ -2746,6 +3649,15 @@ msgstr "Bluetooth do Aparelho" msgid "Files Downloads" msgstr "Descarregas de Ficheiros" +msgid "Files Pictures" +msgstr "Ficheiros Imagem" + +msgid "Files Music" +msgstr "Ficheiros Música" + +msgid "Files Movies" +msgstr "Ficheiros Filmes" + msgid "Helper Executables" msgstr "Executáveis de Ajuda" @@ -2758,6 +3670,9 @@ msgstr "Autenticação Documental (Notarização)" msgid "Apple ID Name" msgstr "Nome Apple ID" +msgid "Apple ID Password" +msgstr "Palavra-passe Apple ID" + msgid "API UUID" msgstr "'API UUID'" @@ -2791,9 +3706,15 @@ msgstr "Descrição do Uso da Pasta de Downloads" msgid "Network Volumes Usage Description" msgstr "Descrição do Uso de Volumes de Rede" +msgid "Network Volumes Usage Description Localized" +msgstr "Descrição do Uso da Rede Localizada" + msgid "Removable Volumes Usage Description" msgstr "Descrição de Uso de Volumes Removíveis" +msgid "Removable Volumes Usage Description Localized" +msgstr "Descrição localizada do uso de Volumes Removíveis" + msgid "Web" msgstr "Web" @@ -2839,6 +3760,9 @@ msgstr "Teclado Virtual Experimental" msgid "Progressive Web App" msgstr "Aplicativo da Web Progressivo" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "Garantir Cabeçalhos de Isolamento de Origem Cruzada" + msgid "Offline Page" msgstr "Pagina Offline" @@ -2857,6 +3781,9 @@ msgstr "Windows" msgid "rcedit" msgstr "'rcedit'" +msgid "signtool" +msgstr "Ferramenta de Assinatura (Signtool)" + msgid "osslsigncode" msgstr "'osslsigncode'" @@ -2896,6 +3823,9 @@ msgstr "Descrição do Ficheiro" msgid "Trademarks" msgstr "Marca Registada (Trademarks)" +msgid "D3D12 Agility SDK Multiarch" +msgstr "D3D12 SDK de Agilidade Multiarquitetura" + msgid "Frame" msgstr "Quadro" @@ -2944,6 +3874,9 @@ msgstr "Mode de Cópia" msgid "Anchor Mode" msgstr "Modo de Âncora" +msgid "Ignore Rotation" +msgstr "Ignorar Rotação" + msgid "Left" msgstr "Esquerda" @@ -3088,6 +4021,9 @@ msgstr "Curva de Velocidade" msgid "Process Material" msgstr "Processo de Material" +msgid "Visibility Rect" +msgstr "Visibility Rect (Retângulo de Visibilidade)" + msgid "Section Subdivisions" msgstr "Subdivisões de Secção" @@ -3097,6 +4033,9 @@ msgstr "Somente Editor" msgid "Energy" msgstr "Energia" +msgid "Blend Mode" +msgstr "Modo de mesclagem" + msgid "Z Min" msgstr "Z Mínimo" @@ -3145,6 +4084,9 @@ msgstr "Limite de Agudo" msgid "Round Precision" msgstr "Precisão do Arredondamento" +msgid "Multimesh" +msgstr "Malha Múltipla" + msgid "Target Desired Distance" msgstr "Distância Alvo Desejada" @@ -3190,6 +4132,12 @@ msgstr "Fim do limite" msgid "Ignore Camera Zoom" msgstr "Ignorar Zoom da Câmara" +msgid "Motion" +msgstr "Movimento" + +msgid "Mirroring" +msgstr "Espelhar" + msgid "Curve" msgstr "Curva" @@ -3220,6 +4168,9 @@ msgstr "Canal de Áudio" msgid "Wall Min Slide Angle" msgstr "Ângulo mínimo de deslizamento da parede" +msgid "Floor" +msgstr "Chão" + msgid "Stop on Slope" msgstr "Parar na ladeira" @@ -3232,6 +4183,9 @@ msgstr "Plataforma Móvel" msgid "On Leave" msgstr "Ao sair" +msgid "Disable Mode" +msgstr "Desativar Modo" + msgid "Input" msgstr "Entrada" @@ -3298,6 +4252,9 @@ msgstr "Inércia" msgid "Can Sleep" msgstr "Pode Dormir" +msgid "Solver" +msgstr "Resolvedor" + msgid "Custom Integrator" msgstr "Integrador Customizado" @@ -3307,6 +4264,9 @@ msgstr "Máximo de contatos relatados" msgid "Linear" msgstr "Linear" +msgid "Damp Mode" +msgstr "Modo Desanimado" + msgid "Damp" msgstr "Úmido" @@ -3355,6 +4315,9 @@ msgstr "'Vframes'" msgid "Tile Set" msgstr "Tile Set" +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + msgid "Bitmask" msgstr "Bitmask" @@ -3433,9 +4396,6 @@ msgstr "Planicidade" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "'Orm'" @@ -3487,6 +4447,9 @@ msgstr "Limiar Tesoura Alfa" msgid "Text" msgstr "Texto" +msgid "Outline Modulate" +msgstr "Contorno Modular" + msgid "Font" msgstr "Fonte" @@ -3508,6 +4471,9 @@ msgstr "Substituição texto Estruturado de BiDi" msgid "Structured Text BiDi Override Options" msgstr "Opções de Substituição BiDi de Texto Estruturado" +msgid "Temperature" +msgstr "Temperatura" + msgid "Indirect Energy" msgstr "Energia Indireta" @@ -3580,15 +4546,24 @@ msgstr "Quaternio" msgid "Basis" msgstr "Base" +msgid "Top Level" +msgstr "Nível Superior" + msgid "Visibility" msgstr "Visibilidade" msgid "Visible" msgstr "Visível" +msgid "Visibility Parent" +msgstr "Visibilidade do Pai" + msgid "Rotation Mode" msgstr "Modo de Rotação" +msgid "Use Model Front" +msgstr "Usar Frente do Modelo" + msgid "Reverb Bus" msgstr "Barramento de reverberação" @@ -3721,9 +4696,6 @@ msgstr "Ativar Sombras" msgid "Bones" msgstr "Ossos" -msgid "Interpolation" -msgstr "Interpolação" - msgid "Target" msgstr "Alvo" @@ -3736,6 +4708,9 @@ msgstr "Imã" msgid "Min Distance" msgstr "Distância Mínima" +msgid "Active" +msgstr "Ativo" + msgid "Spatial Attachment Path" msgstr "Caminho do Anexo Espacial" @@ -3757,9 +4732,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -msgid "AABB" -msgstr "AABB" - msgid "Geometry" msgstr "Geometria" @@ -3787,18 +4759,33 @@ msgstr "Usar dois saltos" msgid "Pose" msgstr "Postura" +msgid "Show When Tracked" +msgstr "Mostrar Quando Rastreado" + msgid "World Scale" msgstr "Escala do Mundo" +msgid "Play Mode" +msgstr "Modo de Reprodução" + msgid "Sync" msgstr "Sinc" +msgid "Mix Mode" +msgstr "Modo Mix" + msgid "Fadein Time" msgstr "Tempo de Esmaecer de Entrada" +msgid "Fadein Curve" +msgstr "Curva Fadein" + msgid "Fadeout Time" msgstr "Tempo de Esmaecer de Saída" +msgid "Fadeout Curve" +msgstr "Curva Fadeout" + msgid "Auto Restart" msgstr "Reinício Automático" @@ -3814,11 +4801,32 @@ msgstr "Atraso Aleatório" msgid "Xfade Time" msgstr "Tempo do Esmaecer Cruzado" +msgid "Xfade Curve" +msgstr "Curva Xfade" + msgid "Allow Transition to Self" msgstr "Permitir Transição para Auto" -msgid "Active" -msgstr "Ativo" +msgid "Input Count" +msgstr "Contador de Inputs" + +msgid "Request" +msgstr "Solicitação" + +msgid "Internal Active" +msgstr "Atividade Interna" + +msgid "Add Amount" +msgstr "Adicionar Quantidade" + +msgid "Seek Request" +msgstr "Solicitar Busca" + +msgid "Current Index" +msgstr "Índice Atual" + +msgid "Current State" +msgstr "Estado Atual" msgid "Root Node" msgstr "Nó Raiz" @@ -3829,6 +4837,9 @@ msgstr "Movimento Raiz" msgid "Method" msgstr "Método" +msgid "Discrete" +msgstr "Discreto" + msgid "Reset" msgstr "Repor" @@ -3850,6 +4861,9 @@ msgstr "Fecha o Filme ao Terminar" msgid "Tree Root" msgstr "Nó Raiz" +msgid "Stretch Mode" +msgstr "Modo Esticado" + msgid "Alignment" msgstr "Alinhamento" @@ -3874,18 +4888,63 @@ msgstr "Pares" msgid "Can Add Swatches" msgstr "Pode Ad. Amostras" +msgid "Clip Contents" +msgstr "Recortar Conteúdos" + +msgid "Custom Minimum Size" +msgstr "Tam. Mín. Personalizado" + +msgid "Layout Direction" +msgstr "Direção do Layout" + +msgid "Layout Mode" +msgstr "Modo do Layout" + +msgid "Anchors Preset" +msgstr "Âncoras Predefinidas" + +msgid "Anchor Points" +msgstr "Pontos de Ancoragem" + +msgid "Anchor Offsets" +msgstr "Deslocamento de Ancoragem" + +msgid "Grow Direction" +msgstr "Direção do Aumento" + msgid "Pivot Offset" msgstr "Deslocamento do Pivô" +msgid "Container Sizing" +msgstr "Dimensionamento do Contentor" + +msgid "Stretch Ratio" +msgstr "Taxa de Estiramento" + msgid "Localization" msgstr "Localização" msgid "Localize Numeral System" msgstr "Localizar Sistema Numérico" +msgid "Tooltip" +msgstr "Dica de Ferramenta" + msgid "Focus" msgstr "Foco" +msgid "Neighbor Left" +msgstr "Vizinho Esquerdo" + +msgid "Neighbor Top" +msgstr "Vizinho Superior" + +msgid "Neighbor Right" +msgstr "Vizinho Direito" + +msgid "Neighbor Bottom" +msgstr "Vizinho Inferior" + msgid "Next" msgstr "Próximo" @@ -3901,6 +4960,15 @@ msgstr "Forçar Eventos de Rolagem" msgid "Default Cursor Shape" msgstr "Forma do Cursor Predefinida" +msgid "Shortcut Context" +msgstr "Atalho de Contexto" + +msgid "Type Variation" +msgstr "Variação de Tipo" + +msgid "Root Subfolder" +msgstr "Subpasta Raiz" + msgid "Show Grid" msgstr "Mostrar Grade" @@ -3934,6 +5002,12 @@ msgstr "Modo Ícone" msgid "Icon Scale" msgstr "Escala de Ícone" +msgid "Ellipsis Char" +msgstr "Caractere de Elipse" + +msgid "Tab Stops" +msgstr "Paradas de Tabulação" + msgid "Lines Skipped" msgstr "Linhas ignoradas" @@ -3949,6 +5023,9 @@ msgstr "Máx. Comprimento" msgid "Blink" msgstr "Piscar" +msgid "Mid Grapheme" +msgstr "Grafema Média" + msgid "Secret" msgstr "Secreto" @@ -3988,6 +5065,12 @@ msgstr "Permitir Menor" msgid "Elapsed Time" msgstr "Tempo Decorrido" +msgid "BBCode Enabled" +msgstr "BBCode Ativado" + +msgid "Fit Content" +msgstr "Encaixar Conteúdo" + msgid "Scroll Active" msgstr "Rolagem Ativa" @@ -4003,15 +5086,66 @@ msgstr "Marcação" msgid "Meta Underlined" msgstr "Meta Sublinhado" +msgid "Progress Bar Delay" +msgstr "Atraso da Barra de Progresso" + +msgid "Text Selection" +msgstr "Seleção de Texto" + +msgid "Selection Enabled" +msgstr "Seleção Ativada" + +msgid "Custom Step" +msgstr "Intervalo Personalizado" + +msgid "Follow Focus" +msgstr "Seguir o Foco" + +msgid "Horizontal Custom Step" +msgstr "Intervalo Horizontal Personalizado" + +msgid "Vertical Custom Step" +msgstr "Intervalo Personalizado Vertical" + +msgid "Horizontal Scroll Mode" +msgstr "Modo de Rolagem Horizontal" + +msgid "Vertical Scroll Mode" +msgstr "Modo de Rolagem Vertical" + +msgid "Scroll Deadzone" +msgstr "Zona Morta da Rolagem" + msgid "Default Scroll Deadzone" msgstr "Padrão: Rolagem por Zona-Morta" msgid "Scrollable" msgstr "Rolagem" +msgid "Tick Count" +msgstr "Contador de Marcações" + +msgid "Ticks on Borders" +msgstr "Marcações nas Bordas" + +msgid "Update on Text Changed" +msgstr "Atualizar na Mudança do Texto" + +msgid "Custom Arrow Step" +msgstr "Intervalo de Seta Personalizado" + msgid "Split Offset" msgstr "Deslocamento de Divisão" +msgid "Collapsed" +msgstr "Recolhido" + +msgid "Dragger Visibility" +msgstr "Visibilidade do Arrastador" + +msgid "Stretch Shrink" +msgstr "Esticar Encolher" + msgid "Current Tab" msgstr "Guia Atual" @@ -4024,6 +5158,12 @@ msgstr "Rolagem Ativada" msgid "Use Hidden Tabs for Min Size" msgstr "Usar Esconder Tabs para Tamanho Mínimo" +msgid "Wrap Mode" +msgstr "Modo Enrolar" + +msgid "Fit Content Height" +msgstr "Ajustar Altura do Conteúdo" + msgid "Draw" msgstr "Desenhar" @@ -4048,15 +5188,24 @@ msgstr "Preenchimento Radial" msgid "Fill Degrees" msgstr "Graus de Preenchimento" +msgid "Center Offset" +msgstr "Deslocamento Central" + msgid "Under" msgstr "Abaixo" +msgid "Over" +msgstr "Por Cima" + msgid "Progress Offset" msgstr "Desvio de Progresso" msgid "Tint" msgstr "Matiz" +msgid "Expand Mode" +msgstr "Modo de Expansão" + msgid "Custom Minimum Height" msgstr "Altura Mínima Personalizada" @@ -4072,24 +5221,54 @@ msgstr "Pausado" msgid "Expand" msgstr "Expandir" +msgid "Buffering Msec" +msgstr "Armazenamento ms" + msgid "Self Modulate" msgstr "Auto Modular" msgid "Show Behind Parent" msgstr "Mostrar Atrás do Pai" +msgid "Clip Children" +msgstr "Fixar Filhos" + msgid "Light Mask" msgstr "Máscara de Luz" +msgid "Visibility Layer" +msgstr "Camada Visível" + +msgid "Ordering" +msgstr "Ordenação" + msgid "Z Index" msgstr "Índice Z" +msgid "Z as Relative" +msgstr "Z Relativo" + +msgid "Y Sort Enabled" +msgstr "Ordenação Y" + msgid "Use Parent Material" msgstr "Usar Material do Pai" +msgid "Diffuse" +msgstr "Difusão" + msgid "NormalMap" msgstr "'NormalMap'" +msgid "Download File" +msgstr "Descarregar Ficheiro" + +msgid "Download Chunk Size" +msgstr "Tamanho do Bloco de Descarga" + +msgid "Accept Gzip" +msgstr "Aceitar Gzip" + msgid "Body Size Limit" msgstr "Limite de Medidas de Corpo" @@ -4111,12 +5290,39 @@ msgstr "Separador Num. de Nome de Nó" msgid "Node Name Casing" msgstr "Nome do Nós (Maiúsculas/Minúsculas)" +msgid "Physics Priority" +msgstr "Prioridade Física" + +msgid "Thread Group" +msgstr "Grupo da Thread" + +msgid "Group" +msgstr "Grupo" + +msgid "Group Order" +msgstr "Ordem do Grupo" + +msgid "Messages" +msgstr "Mensagens" + +msgid "Auto Translate" +msgstr "Auto Traduzir" + +msgid "Editor Description" +msgstr "Descrição do Editor" + +msgid "Multiplayer Poll" +msgstr "Registrador Multiplayer" + msgid "Shapes" msgstr "Formas" msgid "Shape Color" msgstr "Cor da Forma" +msgid "Contact Color" +msgstr "Cor de Contato" + msgid "Geometry Color" msgstr "Cor da Geometria" @@ -4135,6 +5341,12 @@ msgstr "HDR 2D" msgid "Use Debanding" msgstr "Usar Debanding" +msgid "Use Occlusion Culling" +msgstr "Usa Ocultação de Objetos" + +msgid "Mesh LOD" +msgstr "Malha LOD" + msgid "LOD Change" msgstr "LOD (Nível de Detalhe)" @@ -4147,9 +5359,15 @@ msgstr "Luzes e Sombras" msgid "Atlas Size" msgstr "Tamanho do Atlas" +msgid "Atlas Quadrant 3 Subdiv" +msgstr "Quadrante de Subdivisão 3 Atlas" + msgid "SDF" msgstr "SDF" +msgid "Menu" +msgstr "Menu" + msgid "Wait Time" msgstr "Tempo de Espera" @@ -4159,6 +5377,12 @@ msgstr "Início Automático" msgid "Transparent BG" msgstr "Fundo Transparente" +msgid "Debug Draw" +msgstr "Desenho da Depuração" + +msgid "Scaling 3D" +msgstr "Escala 3D" + msgid "FSR Sharpness" msgstr "Nitidez FSR" @@ -4168,6 +5392,24 @@ msgstr "Taxa variável de Shading" msgid "Audio Listener" msgstr "Audição de áudio" +msgid "Enable 2D" +msgstr "Ativar 2D" + +msgid "Enable 3D" +msgstr "Ativar 3D" + +msgid "Object Picking" +msgstr "Seleção de Objetos" + +msgid "Object Picking Sort" +msgstr "Seleção Ordenada de Objetos" + +msgid "Disable Input" +msgstr "Input Desativado" + +msgid "Positional Shadow Atlas" +msgstr "Sombra Posicional Atlas" + msgid "Quad 0" msgstr "'Quad 0'" @@ -4183,12 +5425,33 @@ msgstr "'Quad 3'" msgid "Canvas Cull Mask" msgstr "Máscara de tela" +msgid "Size 2D Override" +msgstr "Sobreposição de Tamanho 2D" + +msgid "Size 2D Override Stretch" +msgstr "Sobreposição de Tamanho Esticamento 2D" + msgid "Render Target" msgstr "Alvo do Renderizador" msgid "Current Screen" msgstr "Tela Atual" +msgid "Mouse Passthrough Polygon" +msgstr "Polígono de Passagem do Rato" + +msgid "Wrap Controls" +msgstr "Ajustar Controles" + +msgid "Transient" +msgstr "Transitória" + +msgid "Exclusive" +msgstr "Exclusivo" + +msgid "Unresizable" +msgstr "Não redimensionável" + msgid "Unfocusable" msgstr "Infocalizável" @@ -4198,6 +5461,12 @@ msgstr "Tamanho Mínimo" msgid "Max Size" msgstr "Tamanho Máximo" +msgid "2D Render" +msgstr "Renderização 2D" + +msgid "3D Render" +msgstr "Renderização 3D" + msgid "2D Physics" msgstr "Física 2D" @@ -4207,6 +5476,18 @@ msgstr "Física 3D" msgid "Segments" msgstr "Segmentos" +msgid "Parsed Geometry Type" +msgstr "Tipo de Geometria Analisada" + +msgid "Source Geometry Mode" +msgstr "Modo Geometria Original" + +msgid "Cells" +msgstr "Células" + +msgid "Agents" +msgstr "Agentes" + msgid "A" msgstr "A" @@ -4234,6 +5515,9 @@ msgstr "Dados Personalizados" msgid "Alternative Level" msgstr "Nível Alternativo" +msgid "Tile Layout" +msgstr "Layout do Tile" + msgid "UV Clipping" msgstr "Corte UV" @@ -4246,9 +5530,6 @@ msgstr "Transpor" msgid "Texture Origin" msgstr "Origem da Textura" -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - msgid "Terrain" msgstr "Terreno" @@ -4294,9 +5575,15 @@ msgstr "Céu" msgid "Horizon Color" msgstr "Cor do Horizonte" +msgid "Energy Multiplier" +msgstr "Multiplicador de Energia" + msgid "Cover" msgstr "Capa" +msgid "Cover Modulate" +msgstr "Modular Capa" + msgid "Panorama" msgstr "'Panorama'" @@ -4327,18 +5614,54 @@ msgstr "Formato" msgid "Stereo" msgstr "Stereo" +msgid "Profile" +msgstr "Perfil" + +msgid "Bonemap" +msgstr "Mapeamento dos Bones" + +msgid "Exposure" +msgstr "Exposição" + +msgid "Sensitivity" +msgstr "Sensibilidade" + +msgid "Multiplier" +msgstr "Multiplicador" + msgid "Auto Exposure" msgstr "Auto Exposição" msgid "DOF Blur" msgstr "Embaçamento DOF" +msgid "Far Transition" +msgstr "Transição à Distância" + +msgid "Near Enabled" +msgstr "Proximidade Ativado" + +msgid "Near Distance" +msgstr "Distância Próxima" + +msgid "Near Transition" +msgstr "Transição Próxima" + +msgid "Min Sensitivity" +msgstr "Min Sensibilidade" + +msgid "Max Sensitivity" +msgstr "Max Sensibilidade" + msgid "Camera Feed ID" msgstr "ID do Feed da Câmara" msgid "Which Feed" msgstr "Qual alimentação" +msgid "Light Mode" +msgstr "Modo Luz" + msgid "Particles Animation" msgstr "Animação de Partículas" @@ -4348,6 +5671,18 @@ msgstr "Quadros Horizontais de Anim. de Partículas" msgid "Particles Anim V Frames" msgstr "Quadros Verticais de Animação de Pratículas" +msgid "Access Resolved Depth" +msgstr "Acessar Profundidade Resolvida" + +msgid "Needs Motion Vectors" +msgstr "Requer Vetores de Movimento" + +msgid "Needs Normal Roughness" +msgstr "Requer Rugosidade Normal" + +msgid "Needs Separate Specular" +msgstr "Requer Especular Separado" + msgid "Bake Interval" msgstr "Intervalo de Bake" @@ -4357,6 +5692,9 @@ msgstr "Plano de Fundo" msgid "Canvas Max Layer" msgstr "Camada Máx. da Tela" +msgid "Ambient Light" +msgstr "Luz ambiente" + msgid "Source" msgstr "Fonte" @@ -4453,6 +5791,9 @@ msgstr "Espaçamento Extra" msgid "Glyph" msgstr "Glifo (Relevo)" +msgid "Interpolation" +msgstr "Interpolação" + msgid "Offsets" msgstr "Deslocamentos" @@ -4465,9 +5806,33 @@ msgstr "À Partir de" msgid "To" msgstr "Para" +msgid "Next Pass" +msgstr "Próximo passo" + msgid "Shader" msgstr "Shader" +msgid "Depth Draw Mode" +msgstr "Modo de Desenho de Profundidade" + +msgid "Diffuse Mode" +msgstr "Modo Difuso" + +msgid "Specular Mode" +msgstr "Modo Especular" + +msgid "Disable Ambient Light" +msgstr "Desativar a luz ambiente" + +msgid "Disable Fog" +msgstr "Desativar Fog" + +msgid "Vertex Color" +msgstr "Cor do vértice" + +msgid "Use as Albedo" +msgstr "Use como Albedo" + msgid "Is sRGB" msgstr "É sRGB" @@ -4489,6 +5854,9 @@ msgstr "Aro" msgid "Flowmap" msgstr "Mapa de Fluxo" +msgid "Ambient Occlusion" +msgstr "Oclusão de Ambiente" + msgid "Deep Parallax" msgstr "Parallax Profundo" @@ -4516,9 +5884,18 @@ msgstr "Triplanar Global" msgid "Sampling" msgstr "Mostragem" +msgid "Shadows" +msgstr "Sombras" + msgid "Grow" msgstr "Crescer" +msgid "Use Point Size" +msgstr "Usar Point Size (Tamanho de ponto)" + +msgid "Point Size" +msgstr "Tamanho do ponto" + msgid "MSDF" msgstr "MSDF" @@ -4531,21 +5908,9 @@ msgstr "Formato de Transformação" msgid "Visible Instance Count" msgstr "Quantidade de Instâncias Visíveis" -msgid "Parsed Geometry Type" -msgstr "Tipo de Geometria Analisada" - -msgid "Source Geometry Mode" -msgstr "Modo Geometria Original" - msgid "Source Group Name" msgstr "Origem do Nome do Grupo" -msgid "Cells" -msgstr "Células" - -msgid "Agents" -msgstr "Agentes" - msgid "Max Climb" msgstr "Máx. Subida" @@ -4618,6 +5983,18 @@ msgstr "Ficheiro" msgid "Output Port for Preview" msgstr "Porta de Saída para Preview" +msgid "Modes" +msgstr "Modos" + +msgid "Varyings" +msgstr "Variações" + +msgid "Parameter Name" +msgstr "Nome do Parâmetro" + +msgid "Qualifier" +msgstr "Qualificador" + msgid "Constant" msgstr "Constante" @@ -4639,24 +6016,102 @@ msgstr "Índice de Superfície" msgid "Panel" msgstr "Painel" +msgid "Font Hover Color" +msgstr "Cor da Fonte Hover" + +msgid "Font Focus Color" +msgstr "Cor da Fonte Foco" + +msgid "Font Hover Pressed Color" +msgstr "Cor da Fonte Hover Pressionado" + +msgid "Font Disabled Color" +msgstr "Cor da Fonte Desativado" + +msgid "Font Outline Color" +msgstr "Cor do Contorno da Fonte" + +msgid "Icon Hover Color" +msgstr "Cor do Icon Hover" + +msgid "Icon Hover Pressed Color" +msgstr "Cor Icon Hover Pressionado" + +msgid "Icon Focus Color" +msgstr "Cor de Foco do Ícone" + +msgid "Icon Disabled Color" +msgstr "Cor do Ícone Desativado" + msgid "H Separation" msgstr "Separação Horizontal" +msgid "Icon Max Width" +msgstr "Largura Máxima do Ícone" + +msgid "Underline Spacing" +msgstr "Espaço Underline" + +msgid "Normal Mirrored" +msgstr "Normal Espelhado" + +msgid "Hover Mirrored" +msgstr "Hover Espelhado" + +msgid "Pressed Mirrored" +msgstr "Pressionamento Espelhado" + +msgid "Disabled Mirrored" +msgstr "Desativar Espelhamento" + msgid "Arrow" msgstr "Seta" +msgid "Arrow Margin" +msgstr "Margem da Seta" + +msgid "Modulate Arrow" +msgstr "Modifica a Seta" + +msgid "Hover Pressed" +msgstr "Hover Pressionado" + +msgid "Checked Disabled" +msgstr "Verificado Desativado" + +msgid "Unchecked" +msgstr "Desmarcado" + +msgid "Unchecked Disabled" +msgstr "Desmarcado Desativado" + +msgid "Radio Checked" +msgstr "Radio Marcado" + +msgid "Radio Checked Disabled" +msgstr "Radio Marcado Desativado" + msgid "Radio Unchecked" msgstr "Radio não selecionado" msgid "Radio Unchecked Disabled" msgstr "Radio não verificado desativado" +msgid "Check V Offset" +msgstr "Deslocamento V Verificadores" + +msgid "Checked Mirrored" +msgstr "Verificação Espelhada" + msgid "Shadow Offset X" msgstr "Deslocamento da Sombra em X" msgid "Shadow Offset Y" msgstr "Deslocamento da Sombra em Y" +msgid "Caret Width" +msgstr "Largura do Cursor" + msgid "Clear" msgstr "Limpar" @@ -4666,6 +6121,9 @@ msgstr "Dobrado" msgid "Folded EOL Icon" msgstr "Ícone EOL dobrado" +msgid "Scroll Focus" +msgstr "Foco do Scroll" + msgid "Grabber" msgstr "Agarrador" @@ -4687,15 +6145,24 @@ msgstr "Destaque de Área Agarrada" msgid "Tick" msgstr "Marcação" +msgid "Center Grabber" +msgstr "Agarrador Central" + msgid "Updown" msgstr "De cima para baixo" msgid "Embedded Border" msgstr "Borda Integrada" +msgid "Title Outline Modulate" +msgstr "Modular Contorno do Título" + msgid "Close" msgstr "Fechar" +msgid "Close V Offset" +msgstr "Deslocamento V do Fechar" + msgid "Reload" msgstr "Recarregar" @@ -4705,21 +6172,39 @@ msgstr "Pasta" msgid "Separator" msgstr "Separador" +msgid "Labeled Separator Left" +msgstr "Esquerda do Separador Rotulado" + +msgid "Labeled Separator Right" +msgstr "Direita do Separador Rotulado" + msgid "Submenu" msgstr "Sub-menu" msgid "V Separation" msgstr "Separação Vertical" +msgid "Item Start Padding" +msgstr "Margem inicial do item" + +msgid "Item End Padding" +msgstr "Margem Final do Item" + msgid "Slot" msgstr "'Slot'" +msgid "Resizer" +msgstr "Redimensionador" + msgid "Cursor" msgstr "Cursor" msgid "Cursor Unfocused" msgstr "Cursor Desfocado" +msgid "Title Button Normal" +msgstr "Padrão do Botão de Título" + msgid "Custom Button Font Highlight" msgstr "Destaque de Fonte de Botão Personalizado" @@ -4735,8 +6220,8 @@ msgstr "Velocidade de Rolagem" msgid "Line Separation" msgstr "Separação de Linha" -msgid "Menu" -msgstr "Menu" +msgid "Center Slider Grabbers" +msgstr "Centralizar Manipuladores de Deslizamento" msgid "Screen Picker" msgstr "Seletor de Ecrã" @@ -4744,6 +6229,9 @@ msgstr "Seletor de Ecrã" msgid "Overbright Indicator" msgstr "Indicador de Sobre-brilho" +msgid "BG" +msgstr "BG" + msgid "Preset BG" msgstr "Fundo Predefinido" @@ -4768,6 +6256,15 @@ msgstr "Arrastador Horizontal" msgid "V Grabber" msgstr "Arrastador Vertical" +msgid "Zoom Out" +msgstr "Afastar" + +msgid "Zoom In" +msgstr "Ampliar" + +msgid "Snapping Toggle" +msgstr "Ativar/Desativar Ajuste Automático" + msgid "Port Hotzone Inner Extent" msgstr "Extensão interna da zona ativa da porta" @@ -4783,6 +6280,12 @@ msgstr "Personalizar" msgid "Default Font Multichannel Signed Distance Field" msgstr "MSDF Fonte Default" +msgid "LCD Subpixel Layout" +msgstr "Layout de Subpixel LCD" + +msgid "Playback Mode" +msgstr "Modo de Reprodução" + msgid "Random Pitch" msgstr "Timbre Aleatório" @@ -4813,6 +6316,9 @@ msgstr "Taxa de Hz" msgid "Level dB" msgstr "Nível dB" +msgid "Pan" +msgstr "'Pan'" + msgid "Sidechain" msgstr "Cadeia Lateral" @@ -4879,42 +6385,150 @@ msgstr "Variação de Canal Desativado dB" msgid "Video Delay Compensation (ms)" msgstr "Compensação de Atraso de Vídeo (ms)" +msgid "Feed" +msgstr "Feed" + +msgid "Metadata Flags" +msgstr "Bandeira de Metadados" + +msgid "Path Owner IDs" +msgstr "IDs do Proprietário do Caminho" + +msgid "Merge Rasterizer Cell Scale" +msgstr "Mesclar Escala de Célula do Rasterizador" + +msgid "Avoidance Use High Priority Threads" +msgstr "Evitar Uso de Threads de Alta Prioridade para Evitar Colisões" + +msgid "Baking Use High Priority Threads" +msgstr "Pré-Fazer o uso de Threads de Alta Prioridade" + +msgid "Enable Edge Lines X-Ray" +msgstr "Ativar Linhas de Borda em Raio-X" + +msgid "Obstacles Radius Color" +msgstr "Cor do Raio dos Obstáculos" + +msgid "Obstacles Static Face Pushin Color" +msgstr "Cor de Empurrar Face Estática de Obstáculos" + +msgid "Obstacles Static Edge Pushin Color" +msgstr "Cor de Empurrar Borda Estática de Obstáculos" + +msgid "Obstacles Static Face Pushout Color" +msgstr "Cor de Empurrar para Fora da Face Estática dos Obstáculos" + +msgid "Obstacles Static Edge Pushout Color" +msgstr "Cor de Empurrar para Fora da Borda Estática dos Obstáculos" + +msgid "Enable Obstacles Static" +msgstr "Ativar Obstáculos Estáticos" + msgid "Inverse Mass" msgstr "Inverter Massa" msgid "Inverse Inertia" msgstr "Inverter Inércia" +msgid "Total Angular Damp" +msgstr "Amortecimento Angular Total" + msgid "Exclude" msgstr "Excluir" msgid "Collide With Areas" msgstr "Colidir com Áreas" +msgid "Shape RID" +msgstr "Identificador de Forma" + +msgid "Exclude Bodies" +msgstr "Excluir Corpos" + +msgid "Exclude Objects" +msgstr "Excluir Objetos" + msgid "Default Gravity" msgstr "Gravidade Padrão" +msgid "Sleep Threshold Linear" +msgstr "Limitador de Inatividade Linear" + +msgid "Sleep Threshold Angular" +msgstr "Limitador de Inatividade Angular" + +msgid "Time Before Sleep" +msgstr "Tempo Antes do Repouso" + +msgid "Contact Max Allowed Penetration" +msgstr "Penetração Máxima Permitida de Contato" + msgid "Physics Engine" msgstr "Motor de Física" +msgid "Principal Inertia Axes" +msgstr "Eixos Principais de Inércia" + +msgid "Tighter Shadow Caster Culling" +msgstr "Corte Mais Preciso de Lançadores de Sombras" + msgid "Vertex" msgstr "Vértice" msgid "Fragment" msgstr "Fragmento" +msgid "Tesselation Evaluation" +msgstr "Avaliação de Tesselagem" + +msgid "Syntax" +msgstr "Sintaxe" + +msgid "Depth Prepass Alpha" +msgstr "Pré-passo de Profundidade Alfa" + msgid "Unshaded" msgstr "Sem sombra" +msgid "Ensure Correct Normals" +msgstr "Garanta os Normais Corretos" + +msgid "Vertex Lighting" +msgstr "Vertex Lighting (Iluminacão de vértices)" + +msgid "Alpha to Coverage" +msgstr "Alfa para Cobertura" + +msgid "Alpha to Coverage and One" +msgstr "Alfa para Cobertura e Um" + +msgid "Use Half Res Pass" +msgstr "Usar Passagem de Meia Resolução" + +msgid "Use Quarter Res Pass" +msgstr "Usar Passagem de Um Quarto de Resolução" + msgid "Lossless Compression" msgstr "Compressão Sem Perda" msgid "Force PNG" msgstr "Forçar PNG" +msgid "Time Rollover Secs" +msgstr "Segundos de Rollover de Tempo" + +msgid "Use Physical Light Units" +msgstr "Usar Unidades de Luz Física" + +msgid "Soft Shadow Filter Quality" +msgstr "Qualidade do Filtro de Sombra Suave" + msgid "Shadow Atlas" msgstr "Mapa de Sombras" +msgid "Shader Cache" +msgstr "Cache Shader" + msgid "Reflections" msgstr "Reflexões" @@ -4924,14 +6538,80 @@ msgstr "GI" msgid "Overrides" msgstr "Sobrepõe" +msgid "Force Vertex Shading" +msgstr "Forçar Sombreamento de Vértices" + +msgid "Force Lambert over Burley" +msgstr "Forçar Lambert sobre Burley" + +msgid "Depth Prepass" +msgstr "Pré-Passo de Profundidade" + +msgid "Use Nearest Mipmap Filter" +msgstr "Usar Filtro Mipmap Mais Próximo" + +msgid "Anisotropic Filtering Level" +msgstr "Nível de Filtro Anisotrópico" + +msgid "Depth of Field Use Jitter" +msgstr "Usar Jitter para Profundidade de Campo" + +msgid "Screen Space Roughness Limiter" +msgstr "Limitador de Rugosidade de Espaço de Tela" + msgid "Decals" msgstr "Decalques" +msgid "Occlusion Rays per Thread" +msgstr "Raios de Oclusão por Thread" + +msgid "Probe Capture" +msgstr "Captura de Sonda" + +msgid "Primitive Meshes" +msgstr "Malhas Primitivas" + +msgid "Texel Size" +msgstr "Tamanho de Texel" + +msgid "Frames to Update Lights" +msgstr "Quadros para Atualizar Luzes" + +msgid "Update Iterations per Frame" +msgstr "Atualizar Iterações por Quadro" + +msgid "OpenGL" +msgstr "OpenGL" + +msgid "Max Renderable Elements" +msgstr "Elementos Maximos Renderizáveis" + +msgid "Max Renderable Lights" +msgstr "Maximo de Luzes Renderizáveis" + +msgid "Max Lights per Object" +msgstr "Maximo de Luzes por Objeto" + msgid "Shaders" msgstr "Shaders" +msgid "Shader Language" +msgstr "Linguagem Shader" + msgid "Is Primary" msgstr "É Principal" +msgid "Play Area Mode" +msgstr "Modo de Área de Jogo" + +msgid "AR" +msgstr "AR" + +msgid "Is Anchor Detection Enabled" +msgstr "A detecção de âncora está habilitada" + +msgid "Tracking Confidence" +msgstr "Rastreando a Confiança" + msgid "Property" msgstr "Propriedade" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index eaca19c07652..594421f29775 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -426,6 +426,9 @@ msgstr "Temporizadores" msgid "Incremental Search Max Interval Msec" msgstr "Máximo intervalo de busca incremental Msec" +msgid "Tooltip Delay (sec)" +msgstr "Delay do Tooltip (seg)" + msgid "Common" msgstr "Comum" @@ -462,6 +465,9 @@ msgstr "Tamanho da região de upload de Textura (PX)" msgid "Pipeline Cache" msgstr "Armazenamento Temporário" +msgid "Enable" +msgstr "Habilitar" + msgid "Save Chunk Size (MB)" msgstr "Tamanho (MB) dos Blocos Salvos" @@ -822,9 +828,6 @@ msgstr "Valor" msgid "Arg Count" msgstr "Quantia de argumentos" -msgid "Args" -msgstr "Argumentos" - msgid "Type" msgstr "Tipo" @@ -912,6 +915,12 @@ msgstr "Modo Sem Distrações" msgid "Movie Maker Enabled" msgstr "Criador de filmes Ativado" +msgid "Theme" +msgstr "Tema" + +msgid "Line Spacing" +msgstr "Espaçamento de Linha" + msgid "Base Type" msgstr "Tipo Base" @@ -1056,9 +1065,6 @@ msgstr "Modo de Seletor de Cores Padrão" msgid "Default Color Picker Shape" msgstr "Formato Padrão do Seletor de Cores" -msgid "Theme" -msgstr "Tema" - msgid "Preset" msgstr "Predefinição" @@ -1122,9 +1128,6 @@ msgstr "Botão de Exibir Script" msgid "Restore Scenes on Load" msgstr "Restaurar Cenas ao Inicializar" -msgid "Enable" -msgstr "Habilitar" - msgid "External Programs" msgstr "Programas Externos" @@ -1269,9 +1272,6 @@ msgstr "Desenhar Abas" msgid "Draw Spaces" msgstr "Desenhar Espaços" -msgid "Line Spacing" -msgstr "Espaçamento de Linha" - msgid "Behavior" msgstr "Comportamento" @@ -1380,6 +1380,9 @@ msgstr "Junção" msgid "Shape" msgstr "Forma" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "Passadas para Grade Primária" @@ -1926,9 +1929,6 @@ msgstr "Distância de Simplificação" msgid "Enabled" msgstr "Habilitado" -msgid "Make Streamable" -msgstr "Streamável" - msgid "Shadow Meshes" msgstr "Malhas de Shader" @@ -2196,9 +2196,6 @@ msgstr "Cortar para Região" msgid "Trim Alpha Border From Region" msgstr "Aparar Borda Alfa da Região" -msgid "Force" -msgstr "Forçar" - msgid "8 Bit" msgstr "8 Bits" @@ -4314,6 +4311,9 @@ msgstr "'Vframes'" msgid "Tile Set" msgstr "Tile Set" +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + msgid "Bitmask" msgstr "Bitmask" @@ -4392,9 +4392,6 @@ msgstr "Planicidade" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "'Orm'" @@ -4686,9 +4683,6 @@ msgstr "Habilitar Sombras" msgid "Bones" msgstr "Ossos" -msgid "Interpolation" -msgstr "Interpolação" - msgid "Target" msgstr "Alvo" @@ -4701,6 +4695,9 @@ msgstr "Imã" msgid "Min Distance" msgstr "Distância Mínima" +msgid "Active" +msgstr "Ativo" + msgid "Spatial Attachment Path" msgstr "Caminho do Anexo Espacial" @@ -4722,9 +4719,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -msgid "AABB" -msgstr "AABB" - msgid "Geometry" msgstr "Geometria" @@ -4803,9 +4797,6 @@ msgstr "Contador de Inputs" msgid "Request" msgstr "Solicitação" -msgid "Active" -msgstr "Ativo" - msgid "Internal Active" msgstr "Atividade Interna" @@ -5334,6 +5325,9 @@ msgstr "Quadrante de Subdivisão 3 Atlas" msgid "SDF" msgstr "SDF" +msgid "Menu" +msgstr "Menu" + msgid "Wait Time" msgstr "Tempo de Espera" @@ -5394,9 +5388,6 @@ msgstr "'Quad 3'" msgid "Canvas Cull Mask" msgstr "Máscara de tela" -msgid "Tooltip Delay (sec)" -msgstr "Delay do Tooltip (seg)" - msgid "Size 2D Override" msgstr "Sobreposição de Tamanho 2D" @@ -5448,6 +5439,18 @@ msgstr "Física 3D" msgid "Segments" msgstr "Segmentos" +msgid "Parsed Geometry Type" +msgstr "Tipo de Geometria Analisada" + +msgid "Source Geometry Mode" +msgstr "Modo Geometria Original" + +msgid "Cells" +msgstr "Células" + +msgid "Agents" +msgstr "Agentes" + msgid "A" msgstr "A" @@ -5490,9 +5493,6 @@ msgstr "Transpor" msgid "Texture Origin" msgstr "Origem da Textura" -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - msgid "Terrain" msgstr "Terreno" @@ -5742,6 +5742,9 @@ msgstr "Espaçamento Extra" msgid "Glyph" msgstr "Glifo (Relevo)" +msgid "Interpolation" +msgstr "Interpolação" + msgid "Offsets" msgstr "Deslocamentos" @@ -5856,21 +5859,9 @@ msgstr "Formato de Transformação" msgid "Visible Instance Count" msgstr "Quantidade de Instâncias Visíveis" -msgid "Parsed Geometry Type" -msgstr "Tipo de Geometria Analisada" - -msgid "Source Geometry Mode" -msgstr "Modo Geometria Original" - msgid "Source Group Name" msgstr "Origem do Nome do Grupo" -msgid "Cells" -msgstr "Células" - -msgid "Agents" -msgstr "Agentes" - msgid "Max Climb" msgstr "Máx. Subida" @@ -6180,9 +6171,6 @@ msgstr "Velocidade de Rolagem" msgid "Line Separation" msgstr "Separação de Linha" -msgid "Menu" -msgstr "Menu" - msgid "Screen Picker" msgstr "Seletor de tela" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index bf651292573a..38aa81cd2803 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -166,13 +166,18 @@ # msun_ <gmchofen@gmail.com>, 2024. # ShaniZ <dmitry.prihodko2007@mail.ru>, 2024. # Artem <artemka.hvostov@yandex.ru>, 2024. +# Marsic112 <gsrsov@gmail.com>, 2024. +# qvapelsin <ya.yaroshko@gmail.com>, 2024. +# Dauren <xizet7@gmail.com>, 2024. +# s <blacktipflora@gmail.com>, 2024. +# Vyber <vyber777@gmail.com>, 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: 2024-03-02 14:19+0000\n" -"Last-Translator: Artem <artemka.hvostov@yandex.ru>\n" +"PO-Revision-Date: 2024-04-21 15:07+0000\n" +"Last-Translator: Vyber <vyber777@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/ru/>\n" "Language: ru\n" @@ -202,7 +207,7 @@ msgid "Version" msgstr "Версия" msgid "Run" -msgstr "Запустить" +msgstr "Запуск" msgid "Main Scene" msgstr "Главная сцена" @@ -235,7 +240,7 @@ msgid "Auto Accept Quit" msgstr "Автоподтверждение выхода" msgid "Quit on Go Back" -msgstr "Вернуться" +msgstr "Выйти, по нажатию кнопки \"Назад\"" msgid "Display" msgstr "Дисплей" @@ -300,6 +305,9 @@ msgstr "Анимация" msgid "Warnings" msgstr "Предупреждения" +msgid "Check Invalid Track Paths" +msgstr "Проверьте неверные пути треков" + msgid "Audio" msgstr "Аудио" @@ -459,6 +467,12 @@ msgstr "Устройство рендеринга" msgid "V-Sync" msgstr "Вертикальная синхронизация" +msgid "Frame Queue Size" +msgstr "Размер очереди кадров" + +msgid "Swapchain Image Count" +msgstr "Счетчик изображений в сменной цепи" + msgid "Staging Buffer" msgstr "Промежуточный буфер" @@ -474,6 +488,9 @@ msgstr "Размер области текстуры Px" msgid "Pipeline Cache" msgstr "Кэш конвеера" +msgid "Enable" +msgstr "Включить" + msgid "Save Chunk Size (MB)" msgstr "Сохранить размер блока (МБ)" @@ -483,6 +500,12 @@ msgstr "Vulkan" msgid "Max Descriptors per Pool" msgstr "Макс. дескрипторов на пул" +msgid "D3D12" +msgstr "Direct3D 12" + +msgid "Max Resource Descriptors per Frame" +msgstr "Максимум дескрипторов на кадр" + msgid "Agility SDK Version" msgstr "Версия Agility SDK" @@ -726,6 +749,9 @@ msgstr "Отступ" msgid "Cell Size" msgstr "Размер ячейки" +msgid "Cell Shape" +msgstr "Форма ячейки" + msgid "Jumping Enabled" msgstr "Прыжки включены" @@ -837,9 +863,6 @@ msgstr "Значение" msgid "Arg Count" msgstr "Количество Аргументов" -msgid "Args" -msgstr "Аргументы" - msgid "Type" msgstr "Тип" @@ -927,6 +950,12 @@ msgstr "Режим без отвлечения" msgid "Movie Maker Enabled" msgstr "Movie Maker Включен" +msgid "Theme" +msgstr "Тема" + +msgid "Line Spacing" +msgstr "Межстрочный интервал" + msgid "Base Type" msgstr "Базовый тип" @@ -945,6 +974,9 @@ msgstr "Язык редактора" msgid "Localize Settings" msgstr "Локализация" +msgid "UI Layout Direction" +msgstr "Направление UI Макета" + msgid "Display Scale" msgstr "Масштаб отображения" @@ -957,6 +989,9 @@ msgstr "Сторона редактора" msgid "Project Manager Screen" msgstr "Экран менеджера проекта" +msgid "Connection" +msgstr "Подключение" + msgid "Enable Pseudolocalization" msgstr "Включить псевдолокализацию" @@ -1026,6 +1061,9 @@ msgstr "Показывать внутренние ошибки во всплыв msgid "Show Update Spinner" msgstr "Показывать индикатор обновления" +msgid "V-Sync Mode" +msgstr "Режим V-Sync" + msgid "Update Continuously" msgstr "Непрерывное обновление" @@ -1071,12 +1109,15 @@ msgstr "Режим выбора цвета по умолчанию" msgid "Default Color Picker Shape" msgstr "Режим выбора цвета по умолчанию" -msgid "Theme" -msgstr "Тема" +msgid "Follow System Theme" +msgstr "Следуйте Теме Системы" msgid "Preset" msgstr "Набор" +msgid "Spacing Preset" +msgstr "Предустановка Интервала" + msgid "Icon and Font Color" msgstr "Цвет иконок и шрифтов" @@ -1086,6 +1127,9 @@ msgstr "Базовый цвет" msgid "Accent Color" msgstr "Акцентный цвет" +msgid "Use System Accent Color" +msgstr "Используйте Акцентный Цвет Системы" + msgid "Contrast" msgstr "Контраст" @@ -1104,6 +1148,9 @@ msgstr "Размер границы" msgid "Corner Radius" msgstr "Радиус угла" +msgid "Base Spacing" +msgstr "Базовое Расстояние" + msgid "Additional Spacing" msgstr "Дополнительное расстояние" @@ -1113,6 +1160,9 @@ msgstr "Пользовательская тема" msgid "Touchscreen" msgstr "Сенсорный экран" +msgid "Increase Scrollbar Touch Area" +msgstr "Увеличить сенсорную область полосы прокрутки" + msgid "Enable Long Press as Right Click" msgstr "Включить долгие нажатия ПКМ" @@ -1128,6 +1178,9 @@ msgstr "Вкладки сцен" msgid "Display Close Button" msgstr "Отобразить кнопку закрытия" +msgid "Show Thumbnail on Hover" +msgstr "Предпросмотр при наведении" + msgid "Maximum Width" msgstr "Максимальная ширина" @@ -1140,12 +1193,15 @@ msgstr "Восстанавливать сцены при загрузке" msgid "Multi Window" msgstr "Мультиоконный режим" -msgid "Enable" -msgstr "Включить" +msgid "Restore Windows on Load" +msgstr "Восстанавливать Окна при загрузке" msgid "Maximize Window" msgstr "Развернуть Окно" +msgid "External Programs" +msgstr "Внешние программы" + msgid "Raster Image Editor" msgstr "Редактор изображений" @@ -1158,6 +1214,12 @@ msgstr "Редактор аудио" msgid "3D Model Editor" msgstr "Редактор 3D моделей" +msgid "Terminal Emulator" +msgstr "Эмулятор терминала" + +msgid "Terminal Emulator Flags" +msgstr "Флаги эмулятора терминала" + msgid "Directories" msgstr "Директории" @@ -1173,6 +1235,10 @@ msgstr "При сохранении" msgid "Compress Binary Resources" msgstr "Сжимать двоичные ресурсы" +msgid "Safe Save on Backup then Rename" +msgstr "" +"Безопасное сохранение при резервном копировании с последующим переименованием" + msgid "File Dialog" msgstr "Файловое диалоговое окно" @@ -1191,18 +1257,27 @@ msgstr "Импорт" msgid "Blender" msgstr "Blender" +msgid "Blender Path" +msgstr "Путь к Blender" + msgid "RPC Port" msgstr "RPC-порт" msgid "RPC Server Uptime" msgstr "Время работы сервера RPC" +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "FBX2glTF Путь" msgid "Tools" msgstr "Инструменты" +msgid "OIDN" +msgstr "OIDN" + msgid "OIDN Denoise Path" msgstr "Путь к OIDN Denoise" @@ -1218,9 +1293,15 @@ msgstr "Начинать создание диалога в полностью msgid "Auto Expand to Selected" msgstr "Авто-раскрыть дерево до выбранного элемента" +msgid "Center Node on Reparent" +msgstr "Центрировать узел при смене родителя" + msgid "Always Show Folders" msgstr "Всегда показывать папки" +msgid "TextFile Extensions" +msgstr "Расширения текстовых файлов" + msgid "Property Editor" msgstr "Редактор свойств" @@ -1284,12 +1365,18 @@ msgstr "Показывать миникарту" msgid "Minimap Width" msgstr "Ширина миникарты" +msgid "Lines" +msgstr "Строки" + msgid "Code Folding" msgstr "Сворачивание кода" msgid "Word Wrap" msgstr "Перенос по словам" +msgid "Autowrap Mode" +msgstr "Режим Автопереноса" + msgid "Whitespace" msgstr "Пробел" @@ -1299,9 +1386,6 @@ msgstr "Рисовать табы" msgid "Draw Spaces" msgstr "Рисовать пробелы" -msgid "Line Spacing" -msgstr "Межстрочный интервал" - msgid "Behavior" msgstr "Поведение" @@ -1311,12 +1395,21 @@ msgstr "Навигация" msgid "Move Caret on Right Click" msgstr "Смещать курсор по нажатию ПКМ" +msgid "Scroll Past End of File" +msgstr "Прокрутить до конца файла" + msgid "Smooth Scrolling" msgstr "Плавная прокрутка" msgid "V Scroll Speed" msgstr "Скорость вертикальной прокрутки" +msgid "Drag and Drop Selection" +msgstr "DragAndDrop выделение" + +msgid "Stay in Script Editor on Node Selected" +msgstr "Остаться в Редакторе Скриптов На Выбранном Узле" + msgid "Indent" msgstr "Отступ" @@ -1326,9 +1419,21 @@ msgstr "Автоотступ" msgid "Files" msgstr "Файлы" +msgid "Trim Trailing Whitespace on Save" +msgstr "Обрезать конечные пробелы при сохранении" + msgid "Autosave Interval Secs" msgstr "Интервал автосохранения в секундах" +msgid "Restore Scripts on Load" +msgstr "Восстанавливать скрипты при загрузке" + +msgid "Convert Indent on Save" +msgstr "Преобразовывать отступы при сохранении" + +msgid "Auto Reload Scripts on External Change" +msgstr "Автоматически перезагружать скрипты при внешнем изменении" + msgid "Script List" msgstr "Список скриптов" @@ -1347,6 +1452,9 @@ msgstr "Задержка перед анализом синтаксиса" msgid "Auto Brace Complete" msgstr "Автозакрытие скобок" +msgid "Code Complete Enabled" +msgstr "Завершение кода включено" + msgid "Code Complete Delay" msgstr "Задержка завершения кода" @@ -1362,6 +1470,9 @@ msgstr "Добавлять подсказки типов" msgid "Use Single Quotes" msgstr "Использовать одинарные кавычки" +msgid "Colorize Suggestions" +msgstr "Раскрасить предложения" + msgid "Show Help Index" msgstr "Показывать справочный указатель" @@ -1407,6 +1518,9 @@ msgstr "Сустав" msgid "Shape" msgstr "Форма" +msgid "AABB" +msgstr "ПООП" + msgid "Primary Grid Steps" msgstr "Основные шаги сетки" @@ -1542,6 +1656,9 @@ msgstr "Цвет границы Viewport" msgid "Use Integer Zoom by Default" msgstr "Использовать целочисленное масштабирование по умолчанию" +msgid "2D Editor Panning Scheme" +msgstr "2D-редактор Схема панорамирования" + msgid "Sub Editors Panning Scheme" msgstr "Схема панорамирования подредакторов" @@ -1551,15 +1668,27 @@ msgstr "Схема панорамирования редакторов аним msgid "Simple Panning" msgstr "Простое панорамирование" +msgid "2D Editor Pan Speed" +msgstr "2D-редактор Скорость панорамирования" + +msgid "Tiles Editor" +msgstr "Редактор Тайлов" + msgid "Display Grid" msgstr "Показать сетку" +msgid "Polygon Editor" +msgstr "Редактор Полигонов" + msgid "Point Grab Radius" msgstr "Радиус захвата точки" msgid "Show Previous Outline" msgstr "Показывать предыдущий контур" +msgid "Auto Bake Delay" +msgstr "Задержка Авто-Запекания" + msgid "Autorename Animation Tracks" msgstr "Автопереименование дорожек анимации" @@ -1575,12 +1704,24 @@ msgstr "Луковые слои Прошлый цвет" msgid "Onion Layers Future Color" msgstr "Луковые слои Будущий цвет" +msgid "Shader Editor" +msgstr "Редактор Шэйдеров" + +msgid "Restore Shaders on Load" +msgstr "Восстановить Шэйдеры при Загрузке" + msgid "Visual Editors" msgstr "Визуальные редакторы" msgid "Minimap Opacity" msgstr "Непрозрачность миникарты" +msgid "Lines Curvature" +msgstr "Кривизна Линий" + +msgid "Visual Shader" +msgstr "Визуальный Шейдер" + msgid "Window Placement" msgstr "Размещение окон" @@ -1593,6 +1734,9 @@ msgstr "Пользовательская позиция прямоугольни msgid "Screen" msgstr "Экран" +msgid "Android Window" +msgstr "Окно Android" + msgid "Auto Save" msgstr "Автосохранение" @@ -1605,18 +1749,42 @@ msgstr "Вывод" msgid "Font Size" msgstr "Размер шрифта" +msgid "Always Clear Output on Play" +msgstr "Всегда Очищать Вывод при Запуске" + +msgid "Always Open Output on Play" +msgstr "Всегда Открывать Вывод при Запуске" + +msgid "Always Close Output on Stop" +msgstr "Всегда Закрывать Вывод при Остановке" + +msgid "Platforms" +msgstr "Платформы" + +msgid "Linuxbsd" +msgstr "Linuxbsd" + +msgid "Network Mode" +msgstr "Сетевой режим" + msgid "HTTP Proxy" msgstr "HTTP-прокси" msgid "Host" msgstr "Хост" +msgid "Editor TLS Certificates" +msgstr "Редактор TLS-сертификатов" + msgid "Remote Host" msgstr "Удалённый хост" msgid "Debugger" msgstr "Отладчик" +msgid "Auto Switch to Remote Scene Tree" +msgstr "Автоматически Переключаться на Удалённое Дерево Сцены" + msgid "Profiler Frame History Size" msgstr "Размер истории кадров профайлера" @@ -1629,12 +1797,18 @@ msgstr "Интервал обновления удалённого дерева msgid "Remote Inspect Refresh Interval" msgstr "Интервал обновления удалённого инспектора" +msgid "Profile Native Calls" +msgstr "Profile Native Calls (Профиль собственных звонков)" + msgid "Project Manager" msgstr "Менеджер проектов" msgid "Sorting Order" msgstr "Порядок сортировки" +msgid "Default Renderer" +msgstr "Рендерер по умолчанию" + msgid "Highlighting" msgstr "Подсветка" @@ -1743,6 +1917,42 @@ msgstr "Цвет результата поиска" msgid "Search Result Border Color" msgstr "Цвет границ результата поиска" +msgid "Connection Colors" +msgstr "Цвета Подключения" + +msgid "Vector2 Color" +msgstr "Цвет Vector2" + +msgid "Vector 3 Color" +msgstr "Цвет Vector3" + +msgid "Vector 4 Color" +msgstr "Цвет Vector4" + +msgid "Category Colors" +msgstr "Цвет Категории" + +msgid "Output Color" +msgstr "Цвет Вывода" + +msgid "Color Color" +msgstr "Цвет Цвета" + +msgid "Conditional Color" +msgstr "Цвет Условия" + +msgid "Input Color" +msgstr "Цвет Ввода" + +msgid "Textures Color" +msgstr "Цвет Текстур" + +msgid "Vector Color" +msgstr "Цвет Вектора" + +msgid "Particle Color" +msgstr "Цвет Частиц" + msgid "Custom Template" msgstr "Пользовательский шаблон" @@ -1761,12 +1971,21 @@ msgstr "Формат текстур" msgid "Export" msgstr "Экспорт" +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + msgid "Export Path" msgstr "Путь экспорта" msgid "Access" msgstr "Доступ" +msgid "File Mode" +msgstr "Файловый Режим" + msgid "Filters" msgstr "Фильтры" @@ -1779,12 +1998,33 @@ msgstr "Плоская" msgid "Hide Slider" msgstr "Скрыть Slider" +msgid "Rename Bones" +msgstr "Переименовать Кости" + +msgid "Unique Node" +msgstr "Уникальное Имя" + msgid "Make Unique" msgstr "Сделать уникальным" +msgid "Skeleton Name" +msgstr "Имя Скелета" + msgid "Rest Fixer" msgstr "Исправление покоя" +msgid "Apply Node Transforms" +msgstr "Применить Трансформацию Узлов" + +msgid "Normalize Position Tracks" +msgstr "Нормализовать Позицию Дорожек" + +msgid "Overwrite Axis" +msgstr "Перезаписать Оси" + +msgid "Reset All Bone Poses After Import" +msgstr "Сбросить все позы костей после импорта" + msgid "Fix Silhouette" msgstr "Исправить силуэт" @@ -1794,6 +2034,15 @@ msgstr "Фильтр" msgid "Threshold" msgstr "Порог" +msgid "Remove Tracks" +msgstr "Удалить Дорожки" + +msgid "Except Bone Transform" +msgstr "Кроме трансформации костей" + +msgid "Unimportant Positions" +msgstr "Неважные Позиции" + msgid "Unmapped Bones" msgstr "Ненайденные кости" @@ -1806,9 +2055,21 @@ msgstr "Масштаб сетки" msgid "Offset Mesh" msgstr "Смещение сетки" +msgid "Optimize Mesh" +msgstr "Оптимизировать сетку" + +msgid "Force Disable Mesh Compression" +msgstr "Принудительно Отключить Сжатие Сетки" + +msgid "Skip Import" +msgstr "Пропустить Импорт" + msgid "Generate" msgstr "Генерировать" +msgid "Shape Type" +msgstr "Тип Формы" + msgid "Physics Material Override" msgstr "Переопределение физического материала" @@ -1818,6 +2079,9 @@ msgstr "Слой" msgid "Mask" msgstr "Маска" +msgid "Mesh Instance" +msgstr "Экземпляр Сетки" + msgid "Layers" msgstr "Слои" @@ -1839,6 +2103,9 @@ msgstr "Смещение отсечения осей революции" msgid "Min Volume per Convex Hull" msgstr "Минимальный объем для каждой выпуклой оболочки" +msgid "Resolution" +msgstr "Разрешение" + msgid "Max Num Vertices per Convex Hull" msgstr "Максимальное количество вершин для каждой выпуклой оболочки" @@ -1848,6 +2115,12 @@ msgstr "Понижение разрешения для плоскости" msgid "Convexhull Downsampling" msgstr "Понижение разрешения для выпуклой оболочки" +msgid "Normalize Mesh" +msgstr "Нормализовать Сетку" + +msgid "Primitive" +msgstr "Примитив" + msgid "Height" msgstr "Высота" @@ -1857,9 +2130,21 @@ msgstr "Радиус" msgid "Occluder" msgstr "Окклюдер" +msgid "Simplification Distance" +msgstr "Упрощение Расстояния" + +msgid "Save to File" +msgstr "Сохранить в Файл" + msgid "Enabled" msgstr "Включено" +msgid "Shadow Meshes" +msgstr "Теневые Сетки" + +msgid "Use External" +msgstr "Использовать Внешний" + msgid "Loop Mode" msgstr "Режим цикла" @@ -1881,6 +2166,12 @@ msgstr "Максимальная угловая погрешность" msgid "Page Size" msgstr "Размер страницы" +msgid "Import Tracks" +msgstr "Импортировать Дорожки" + +msgid "Bone Map" +msgstr "Карта Костей" + msgid "Nodes" msgstr "Узлы" @@ -1890,9 +2181,15 @@ msgstr "Тип кореня" msgid "Root Name" msgstr "Имя ветви" +msgid "Apply Root Scale" +msgstr "Принять Корневой Размер" + msgid "Root Scale" msgstr "Расширение ветки" +msgid "Import as Skeleton Bones" +msgstr "Импортировать как кости скелета" + msgid "Meshes" msgstr "Меши" @@ -1905,6 +2202,9 @@ msgstr "запекание света" msgid "Lightmap Texel Size" msgstr "Запекание Lightmap" +msgid "Force Disable Compression" +msgstr "Принудительное Отключение Сжатия" + msgid "Skins" msgstr "Обложки" @@ -1914,21 +2214,51 @@ msgstr "Использование заданной обложки" msgid "FPS" msgstr "FPS" +msgid "Trimming" +msgstr "Обрезка" + +msgid "Remove Immutable Tracks" +msgstr "Удалить Неизменные Дорожки" + +msgid "Import Script" +msgstr "Импортировать Скрипт" + +msgid "Antialiasing" +msgstr "Сглаживание" + +msgid "Generate Mipmaps" +msgstr "Генерировать карты Mipmaps" + msgid "Multichannel Signed Distance Field" msgstr "Многоканальное поле расстояния со знаком" +msgid "Allow System Fallback" +msgstr "Разрешить Возврат Системы" + msgid "Hinting" msgstr "Подсказка" msgid "Oversampling" msgstr "Передискретизация" +msgid "Metadata Overrides" +msgstr "Переопределения Метаданных" + +msgid "Language Support" +msgstr "Поддержка Языков" + +msgid "Script Support" +msgstr "Поддержка Скриптов" + msgid "Compress" msgstr "Сжатие" msgid "Language" msgstr "Язык" +msgid "Outline Size" +msgstr "Размер Контура" + msgid "Variation" msgstr "Вариация" @@ -1941,18 +2271,42 @@ msgstr "Преобразование" msgid "Create From" msgstr "Сотворить из" +msgid "Scaling Mode" +msgstr "Режим Масштабирования" + msgid "Delimiter" msgstr "Разделитель" +msgid "Character Ranges" +msgstr "Диапазон Символов" + msgid "Columns" msgstr "Колонки" msgid "Rows" msgstr "Строки" +msgid "Image Margin" +msgstr "Отступ Изображений" + +msgid "Character Margin" +msgstr "Отступ Символов" + +msgid "Ascent" +msgstr "Восхождение" + +msgid "Descent" +msgstr "Спуск" + +msgid "High Quality" +msgstr "Высокое Качество" + msgid "Lossy Quality" msgstr "Качество с потерями" +msgid "HDR Compression" +msgstr "HDR Сжатие" + msgid "Mipmaps" msgstr "Мип-карты" @@ -1986,15 +2340,24 @@ msgstr "Предшествующая Альфа" msgid "Normal Map Invert Y" msgstr "Инвестирование карты нормалей по Y" +msgid "HDR as sRGB" +msgstr "HDR как sRGB" + msgid "Size Limit" msgstr "Размер лимита" msgid "Detect 3D" msgstr "Обнаружить 3D" +msgid "Compress To" +msgstr "Сжать до" + msgid "SVG" msgstr "SVG" +msgid "Scale With Editor Scale" +msgstr "Масштабировать с Помощью Редактора Масштаба" + msgid "Convert Colors With Editor Theme" msgstr "Преобразуйте цвета с помощью темы редактора" @@ -2007,9 +2370,6 @@ msgstr "Режим импортирования" msgid "Trim Alpha Border From Region" msgstr "Обрезать альфа-границу из области" -msgid "Force" -msgstr "Сила" - msgid "8 Bit" msgstr "8-бит" @@ -2250,6 +2610,9 @@ msgstr "Драйвер" msgid "Nvidia Disable Threaded Optimization" msgstr "Nvidia отключение многопоточной оптимизации" +msgid "Force Angle on Devices" +msgstr "Принудительный угол на девайсах" + msgid "Renderer" msgstr "Отрисовщик" @@ -2347,10 +2710,10 @@ msgid "Icon" msgstr "Иконка" msgid "macOS Native Icon" -msgstr "Нативная иконка macOS" +msgstr "Нативная иконка для macOS" msgid "Windows Native Icon" -msgstr "Windows нативная иконка" +msgstr "Нативная иконка для Windows" msgid "Buffering" msgstr "Буферизация" @@ -2364,6 +2727,9 @@ msgstr "Указывающие" msgid "Android" msgstr "Android" +msgid "Rotary Input Scroll Axis" +msgstr "Поворотный вход Оси прокрутки" + msgid "Mouse Cursor" msgstr "Курсор мыши" @@ -2484,6 +2850,9 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Allow Geometry Helper Nodes" +msgstr "Разрешить узлы-помощники геометрии" + msgid "Embedded Image Handling" msgstr "Обработка встроенных изображений" @@ -2694,6 +3063,12 @@ msgstr "Источник изображения" msgid "Sampler" msgstr "Сэмплер" +msgid "Wrap S" +msgstr "Обернуть S" + +msgid "Wrap T" +msgstr "Обернуть T" + msgid "Palette Min Width" msgstr "Минимальная ширина палитры" @@ -2742,6 +3117,9 @@ msgstr "Количество Лучей Высокого Качества" msgid "Ultra Quality Ray Count" msgstr "Количество Лучей Ультра Качества" +msgid "Max Rays per Probe Pass" +msgstr "Максимальное количество лучей за проход зонда" + msgid "BPM" msgstr "BPM" @@ -2883,6 +3261,9 @@ msgstr "Адаптивный Задний Фон 432 X 432" msgid "Gradle Build" msgstr "Сборка Gradle" +msgid "Compress Native Libraries" +msgstr "Сжатие нативных библиотек" + msgid "Export Format" msgstr "Формат Экспорта" @@ -2982,9 +3363,15 @@ msgstr "App Store 1024 X 1024" msgid "Spotlight 40 X 40" msgstr "Spotlight 40 X 40" +msgid "Spotlight 80 X 80" +msgstr "Spotlight 80 X 80" + msgid "App Store Team ID" msgstr "App Store ID команды" +msgid "Provisioning Profile UUID Debug" +msgstr "Профиль предоставления UUID Отладки" + msgid "Export Method Release" msgstr "Экспорт релиза" @@ -3003,6 +3390,9 @@ msgstr "Доступ к Wi-Fi" msgid "Push Notifications" msgstr "Всплывающее уведомление" +msgid "Performance Gaming Tier" +msgstr "Игровой уровень производительности" + msgid "User Data" msgstr "Пользовательские данные" @@ -3201,6 +3591,9 @@ msgstr "HTML" msgid "Export Icon" msgstr "Экспортировать иконку" +msgid "Head Include" +msgstr "Глава включает" + msgid "Canvas Resize Policy" msgstr "Политика изменения размера холста" @@ -3213,6 +3606,9 @@ msgstr "Экспериментальная виртуальная клавиат msgid "Progressive Web App" msgstr "Прогрессивное веб-приложение" +msgid "Ensure Cross Origin Isolation Headers" +msgstr "Обеспечьте изоляцию заголовков перекрестного происхождения" + msgid "Offline Page" msgstr "Офлайн-страница" @@ -3267,6 +3663,12 @@ msgstr "Описание файла" msgid "Trademarks" msgstr "Торговые марки" +msgid "D3D12 Agility SDK Multiarch" +msgstr "Мультиарка D3D12 Agility SDK" + +msgid "Sprite Frames" +msgstr "Фреймы кадра" + msgid "Frame" msgstr "Кадр" @@ -3333,6 +3735,9 @@ msgstr "Тащить" msgid "Tweaks" msgstr "Tweaks (надстройки)" +msgid "Use Mipmaps" +msgstr "Использовать MIP-карты" + msgid "Emitting" msgstr "Излучающий" @@ -3360,6 +3765,9 @@ msgstr "Случайность времени жизни" msgid "Fixed FPS" msgstr "Фиксированный FPS" +msgid "Fract Delta" +msgstr "Фрактальная дельта" + msgid "Drawing" msgstr "Рисунок" @@ -3441,14 +3849,53 @@ msgstr "Вариация оттенка" msgid "Variation Curve" msgstr "Кривая вариации" +msgid "Speed Min" +msgstr "Минимальная скорость" + +msgid "Speed Max" +msgstr "Максимальная скорость" + msgid "Speed Curve" msgstr "Кривая скорости" +msgid "Offset Min" +msgstr "Минимальное смещение" + +msgid "Offset Max" +msgstr "Максимальное смещение" + msgid "Offset Curve" msgstr "Кривая смещения" +msgid "Amount Ratio" +msgstr "Пропорция количества" + +msgid "Process Material" +msgstr "Материал процесса" + +msgid "Interpolate" +msgstr "Интерполяция" + +msgid "Interp to End" +msgstr "Интерполяция до конца" + +msgid "Base Size" +msgstr "Базовый размер" + msgid "Visibility Rect" -msgstr "Видимый прямоугольник" +msgstr "Прямоугольник видимости" + +msgid "Trails" +msgstr "Следы" + +msgid "Sections" +msgstr "Сегменты" + +msgid "Section Subdivisions" +msgstr "Области сегмента" + +msgid "Editor Only" +msgstr "Только в редакторе" msgid "Energy" msgstr "Энергия" @@ -3457,16 +3904,16 @@ msgid "Blend Mode" msgstr "Режим смешивания" msgid "Z Min" -msgstr "Z Мин" +msgstr "Минимальный Z" msgid "Z Max" -msgstr "Z Макс" +msgstr "Максимальный Z" msgid "Layer Min" -msgstr "Слой Min" +msgstr "Минимальный слой" msgid "Layer Max" -msgstr "Слой Max" +msgstr "Максимальный слой" msgid "Item Cull Mask" msgstr "Маска удаления предмета" @@ -3702,6 +4149,9 @@ msgstr "Макс сообщаемых контактов" msgid "Linear" msgstr "Линейный" +msgid "Damp" +msgstr "Дамп" + msgid "Angular" msgstr "Угловой" @@ -3756,6 +4206,9 @@ msgstr "Координаты кадра" msgid "Tile Set" msgstr "Набор тайлов" +msgid "Y Sort Origin" +msgstr "Y сортировочный центр координат" + msgid "Bitmask" msgstr "Битовая маска" @@ -3837,9 +4290,6 @@ msgstr "Плоскостность" msgid "Albedo" msgstr "Альбедо" -msgid "Normal" -msgstr "Нормаль" - msgid "Emission" msgstr "Излучение" @@ -3876,6 +4326,9 @@ msgstr "Двухсторонний" msgid "Fixed Size" msgstr "Фиксированный размер" +msgid "Alpha Scissor Threshold" +msgstr "Порог Альфа-Ножниц" + msgid "Outline Render Priority" msgstr "Выделить приоритет рендеринга" @@ -3927,6 +4380,9 @@ msgstr "Раздельный 2" msgid "Split 3" msgstr "Раздельный 3" +msgid "Omni" +msgstr "Омни" + msgid "Shadow Mode" msgstr "Режим тени" @@ -4005,6 +4461,9 @@ msgstr "Верхний Угол" msgid "Lower Angle" msgstr "Нижний угол" +msgid "ERP" +msgstr "ERP" + msgid "Impulse Clamp" msgstr "Ограничение импульса" @@ -4107,9 +4566,6 @@ msgstr "Корневая кость" msgid "Tip Bone" msgstr "Конечная кость" -msgid "Interpolation" -msgstr "Интерполяция" - msgid "Target" msgstr "Цель" @@ -4128,6 +4584,9 @@ msgstr "Минимальное расстояние" msgid "Max Iterations" msgstr "Макс повторений" +msgid "Active" +msgstr "Активный" + msgid "Pinned Points" msgstr "Закрепленные точки" @@ -4146,6 +4605,9 @@ msgstr "Точность симуляции" msgid "Total Mass" msgstr "Общая масса" +msgid "Linear Stiffness" +msgstr "Линейная Жесткость" + msgid "Pressure Coefficient" msgstr "Коэффициент давления" @@ -4179,6 +4641,9 @@ msgstr "Использовать два отражения" msgid "Pose" msgstr "Поза" +msgid "Show When Tracked" +msgstr "Показать при Отслеживании" + msgid "Sync" msgstr "Синхронизация" @@ -4200,8 +4665,8 @@ msgstr "Случайная задержка" msgid "Xfade Time" msgstr "Время Xfade" -msgid "Active" -msgstr "Активный" +msgid "Allow Transition to Self" +msgstr "Разрешить переход к себе" msgid "Add Amount" msgstr "Добавить количество" @@ -4212,12 +4677,18 @@ msgstr "Количество смешивания" msgid "Root Node" msgstr "Корневой узел" +msgid "Root Motion" +msgstr "Корневое движение" + msgid "Track" msgstr "Дорожка" msgid "Method" msgstr "Метод" +msgid "Discrete" +msgstr "Дискретный" + msgid "Reset" msgstr "Сбросить" @@ -4278,6 +4749,9 @@ msgstr "Группа кнопок" msgid "Expand Icon" msgstr "Расширить иконку" +msgid "Symbol Lookup on Click" +msgstr "Поиск символа при нажатии" + msgid "Indentation" msgstr "Отступ" @@ -4287,6 +4761,9 @@ msgstr "Пары" msgid "Deferred Mode" msgstr "Отложенный режим" +msgid "Can Add Swatches" +msgstr "Можно добавить образцы" + msgid "Presets Visible" msgstr "Видимые пресеты" @@ -4386,6 +4863,9 @@ msgstr "Масштаб иконки" msgid "Fixed Icon Size" msgstr "Фиксированный размер иконки" +msgid "Lines Skipped" +msgstr "Пропущенные строки" + msgid "Max Lines Visible" msgstr "Максимальное количество видимых линий" @@ -4419,6 +4899,9 @@ msgstr "Правая иконка" msgid "Blink" msgstr "Мерцание" +msgid "Mid Grapheme" +msgstr "Средняя графема" + msgid "Secret" msgstr "Секретное" @@ -4524,6 +5007,9 @@ msgstr "Растянуть сжать" msgid "Current Tab" msgstr "Текущая вкладка" +msgid "Tab Close Display Policy" +msgstr "Tab Закрывает Политику отображения" + msgid "Scrolling Enabled" msgstr "Прокрутка включена" @@ -4644,6 +5130,9 @@ msgstr "Подсказка режима навигации" msgid "Shapes" msgstr "Формы" +msgid "Shape Color" +msgstr "Цвет Формы" + msgid "Contact Color" msgstr "Цвет контакта" @@ -4656,12 +5145,18 @@ msgstr "Создать 2D контур" msgid "Anti Aliasing" msgstr "Сглаживание" +msgid "Lights and Shadows" +msgstr "Свет и тени" + msgid "Atlas Size" msgstr "Размер атласа" msgid "SDF" msgstr "ПРсЗ" +msgid "Menu" +msgstr "Меню" + msgid "Wait Time" msgstr "Ждать время" @@ -4704,6 +5199,12 @@ msgstr "Режим очистки" msgid "Current Screen" msgstr "Текущий экран" +msgid "Unfocusable" +msgstr "Расфокусированный" + +msgid "Mouse Passthrough" +msgstr "Пропускная способность мыши" + msgid "Min Size" msgstr "Минимальный размер" @@ -4734,6 +5235,12 @@ msgstr "3D Навигация" msgid "Segments" msgstr "Сегменты" +msgid "Source Geometry Mode" +msgstr "Режим источника геометрии" + +msgid "Cells" +msgstr "Ячейки" + msgid "A" msgstr "А" @@ -4761,9 +5268,6 @@ msgstr "Транспонировать" msgid "Texture Origin" msgstr "Центр координат текстуры" -msgid "Y Sort Origin" -msgstr "Y сортировочный центр координат" - msgid "Terrain" msgstr "Ландшафт" @@ -4776,6 +5280,9 @@ msgstr "Вероятность" msgid "Distance" msgstr "Расстояние" +msgid "Edge Fade" +msgstr "Затухание краев" + msgid "Map Width" msgstr "Ширина карты" @@ -4869,6 +5376,9 @@ msgstr "Формат" msgid "Stereo" msgstr "Стерео" +msgid "Auto Exposure" +msgstr "Авто-Экспозиция" + msgid "Camera Is Active" msgstr "Камера активна" @@ -4884,6 +5394,9 @@ msgstr "Загрузить путь" msgid "Bake Resolution" msgstr "Запечь разрешение" +msgid "Bake Interval" +msgstr "Интервал Запекания" + msgid "Up Vector" msgstr "Вектор вверх" @@ -4914,6 +5427,12 @@ msgstr "Деталь" msgid "SSIL" msgstr "SSIL" +msgid "SDFGI" +msgstr "SDFGI" + +msgid "Cascades" +msgstr "Каскады" + msgid "Glow" msgstr "Свечение" @@ -4968,9 +5487,15 @@ msgstr "Яркость" msgid "Features" msgstr "Возможности" +msgid "Glyph" +msgstr "Глиф" + msgid "Space" msgstr "Пространство" +msgid "Interpolation" +msgstr "Интерполяция" + msgid "Raw Data" msgstr "Необработанные данные" @@ -5004,12 +5529,18 @@ msgstr "Использовать как Альбедо" msgid "Is sRGB" msgstr "Это sRGB" +msgid "ORM" +msgstr "ORM" + msgid "Metallic" msgstr "Металлический" msgid "Operator" msgstr "Оператор" +msgid "Deep Parallax" +msgstr "Глубокий Параллакс" + msgid "Min Layers" msgstr "Минимальное количество слоёв" @@ -5070,15 +5601,9 @@ 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" @@ -5208,6 +5733,9 @@ msgstr "Горизонтальное разделение" msgid "Arrow" msgstr "Стрелка" +msgid "Radio Unchecked" +msgstr "Радио Не отмечено" + msgid "Clear Button Color" msgstr "Цвет кнопки Очистить" @@ -5271,6 +5799,9 @@ msgstr "Слот" msgid "Cursor" msgstr "Курсор" +msgid "Cursor Unfocused" +msgstr "Курсор расфокусирован" + msgid "Custom Button" msgstr "Пользовательская кнопка" @@ -5295,11 +5826,8 @@ msgstr "Скорость прокрутки" msgid "Icon Margin" msgstr "Отступ иконки" -msgid "Menu" -msgstr "Меню" - -msgid "Large" -msgstr "Крупный" +msgid "Center Slider Grabbers" +msgstr "Захваты для центрального слайдера" msgid "Color Hue" msgstr "Оттенок цвета" @@ -5322,6 +5850,12 @@ msgstr "Жирный курсивный шрифт" msgid "Mono Font" msgstr "Моноширинный шрифт" +msgid "H Grabber" +msgstr "H Граббер" + +msgid "V Grabber" +msgstr "V Граббер" + msgid "Margin Left" msgstr "Отступ слева" @@ -5454,6 +5988,9 @@ msgstr "Включить отображение краевых линий при msgid "Obstacles Radius Color" msgstr "Цвет радиуса препятствия" +msgid "Obstacles Static Edge Pushin Color" +msgstr "Препятствия Статического Края Нажимают Цвет" + msgid "Enable Obstacles Static" msgstr "Включить статичные препятствия" @@ -5482,7 +6019,10 @@ msgid "Default Gravity Vector" msgstr "Вектор гравитации по умолчанию" msgid "Physics Engine" -msgstr "Физический движек" +msgstr "Физический движок" + +msgid "Principal Inertia Axes" +msgstr "Основные оси инерции" msgid "Vertex" msgstr "Вершины" @@ -5502,6 +6042,12 @@ msgstr "Включить цикл рендера" msgid "VRAM Compression" msgstr "Сжатие VRAM" +msgid "Import S3TC BPTC" +msgstr "Импорт S3TC BPTC" + +msgid "Import ETC2 ASTC" +msgstr "Импорт ETC2 ASTC" + msgid "Lossless Compression" msgstr "Сжатие без потерь" @@ -5517,6 +6063,12 @@ msgstr "Атлас теней" msgid "Reflections" msgstr "Отражения" +msgid "Reflection Size" +msgstr "Размер отражения" + +msgid "Reflection Count" +msgstr "Количество отражений" + msgid "GI" msgstr "GI" @@ -5526,6 +6078,12 @@ msgstr "Переопределить" msgid "Force Vertex Shading" msgstr "Принудительное закрашивание вершин" +msgid "Anisotropic Filtering Level" +msgstr "Уровень анизотропной фильтрации" + +msgid "Fadeout From" +msgstr "Затухание от" + msgid "Decals" msgstr "Декали" @@ -5538,6 +6096,12 @@ msgstr "Лучи окклюзии на поток" msgid "Roughness Quality" msgstr "Качество шероховатости" +msgid "Subsurface Scattering Quality" +msgstr "Качество подповерхностного рассеяния" + +msgid "Subsurface Scattering Scale" +msgstr "Масштаб подповерхностного рассеяния" + msgid "Subsurface Scattering Depth Scale" msgstr "Шкала глубины подповерхностного рассеяния" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index 4fd1021ca087..a258f708768f 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -100,7 +100,7 @@ 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: 2024-02-23 09:02+0000\n" +"PO-Revision-Date: 2024-03-09 15:01+0000\n" "Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "godot-properties/tr/>\n" @@ -372,6 +372,9 @@ msgstr "Zamanlayıcılar" msgid "Incremental Search Max Interval Msec" msgstr "Artışlı Arama En Büyük Aralığı Msn" +msgid "Tooltip Delay (sec)" +msgstr "Araçipucu Gecikmesi (sn)" + msgid "Common" msgstr "Ortak" @@ -414,6 +417,9 @@ msgstr "Doku Yükleme Bölgesi Boyutu Px (piksel)" msgid "Pipeline Cache" msgstr "İşlem Kuyruğu Önbelleği" +msgid "Enable" +msgstr "Etkinleştir" + msgid "Save Chunk Size (MB)" msgstr "Kaydetme Parça Boyutu (MB)" @@ -798,9 +804,6 @@ msgstr "Değer" msgid "Arg Count" msgstr "Girdi Sayısı" -msgid "Args" -msgstr "Girdiler" - msgid "Type" msgstr "Tip" @@ -888,6 +891,12 @@ msgstr "Dikkat Dağıtmayan Kip" msgid "Movie Maker Enabled" msgstr "Film Yapıcı Etkin" +msgid "Theme" +msgstr "Tema" + +msgid "Line Spacing" +msgstr "Satır Aralığı" + msgid "Base Type" msgstr "Temel Tip" @@ -921,6 +930,9 @@ msgstr "Düzenleyici Ekranı" msgid "Project Manager Screen" msgstr "Proje Yöneticisi Ekranı" +msgid "Connection" +msgstr "Bağlantı" + msgid "Enable Pseudolocalization" msgstr "Sözde-yerelleştirmeyi Etkinleştir" @@ -1044,8 +1056,8 @@ msgstr "Varsayılan Renk Seçici Kipi" msgid "Default Color Picker Shape" msgstr "Varsayılan Renk Seçici Şekli" -msgid "Theme" -msgstr "Tema" +msgid "Follow System Theme" +msgstr "Sistem Temasını Uygula" msgid "Preset" msgstr "Hazır Ayar" @@ -1062,6 +1074,9 @@ msgstr "Temel Renk" msgid "Accent Color" msgstr "Vurgu Rengi" +msgid "Use System Accent Color" +msgstr "Sistem Vurgu Rengini Kullan" + msgid "Contrast" msgstr "Karşıtlık" @@ -1125,9 +1140,6 @@ msgstr "Açılışta Sahneleri Geri Yükle" msgid "Multi Window" msgstr "Çoklu Pencere" -msgid "Enable" -msgstr "Etkinleştir" - msgid "Restore Windows on Load" msgstr "Açılışta Pencereleri Geri Yükle" @@ -1200,6 +1212,9 @@ msgstr "RPC Portu" msgid "RPC Server Uptime" msgstr "RPC Sunucu Çalışma Süresi" +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "FBX2glTF Yolu" @@ -1320,9 +1335,6 @@ msgstr "Sekme Karakterlerini Çiz" msgid "Draw Spaces" msgstr "Boşluk Karakterlerini Çiz" -msgid "Line Spacing" -msgstr "Satır Aralığı" - msgid "Behavior" msgstr "Davranış" @@ -1458,6 +1470,9 @@ msgstr "Eklem" msgid "Shape" msgstr "Şekil" +msgid "AABB" +msgstr "Eksen-Hizalı Sınırlayıcı Kutu" + msgid "Primary Grid Steps" msgstr "Birincil Izgara Adımları" @@ -1626,6 +1641,9 @@ msgstr "Nokta Yakalama Yarıçapı" msgid "Show Previous Outline" msgstr "Önceki Anahatı Göster" +msgid "Auto Bake Delay" +msgstr "Otomatik Pişirme Gecikmesi" + msgid "Autorename Animation Tracks" msgstr "Animasyon İzlerini Otomatik Yeniden Adlandır" @@ -1710,9 +1728,6 @@ msgstr "Linuxbsd" msgid "Prefer Wayland" msgstr "Wayland Tercih Et" -msgid "Connection" -msgstr "Bağlantı" - msgid "Network Mode" msgstr "Ağ Kipi" @@ -1875,6 +1890,60 @@ msgstr "Arama Sonuç Rengi" msgid "Search Result Border Color" msgstr "Arama Sonuç Kenar Rengi" +msgid "Connection Colors" +msgstr "Bağlantı Renkleri" + +msgid "Scalar Color" +msgstr "Skaler Rengi" + +msgid "Vector2 Color" +msgstr "Vector2 Rengi" + +msgid "Vector 3 Color" +msgstr "Vector3 Rengi" + +msgid "Vector 4 Color" +msgstr "Vector4 Rengi" + +msgid "Boolean Color" +msgstr "Boolean Rengi" + +msgid "Transform Color" +msgstr "Dönüştürme Rengi" + +msgid "Sampler Color" +msgstr "Örnekleyici Rengi" + +msgid "Category Colors" +msgstr "Kategori Renkleri" + +msgid "Output Color" +msgstr "Çıkış Rengi" + +msgid "Color Color" +msgstr "Renk Rengi" + +msgid "Conditional Color" +msgstr "Koşullu Rengi" + +msgid "Input Color" +msgstr "Giriş Rengi" + +msgid "Textures Color" +msgstr "Dokular Rengi" + +msgid "Utility Color" +msgstr "Yardımcı Rengi" + +msgid "Vector Color" +msgstr "Vector Rengi" + +msgid "Special Color" +msgstr "Özel Rengi" + +msgid "Particle Color" +msgstr "Parçacık Rengi" + msgid "Custom Template" msgstr "Özel Şablon" @@ -1920,6 +1989,9 @@ msgstr "Dosya Kipi" msgid "Filters" msgstr "Filtreler" +msgid "Options" +msgstr "Seçenekler" + msgid "Disable Overwrite Warning" msgstr "Üzerine Yazma Uyarısını Devre Dışı Bırak" @@ -1962,6 +2034,9 @@ msgstr "Konum İzlerini Normalize Et" msgid "Overwrite Axis" msgstr "Eksenlerin Üzerine Yaz" +msgid "Reset All Bone Poses After Import" +msgstr "İçe Aktarım Sonrası Tüm Kemik Pozlarını Sıfırla" + msgid "Fix Silhouette" msgstr "Taslağı Düzelt" @@ -2115,9 +2190,6 @@ msgstr "Dosyaya Kaydet" msgid "Enabled" msgstr "Etkin" -msgid "Make Streamable" -msgstr "Akışa Uygun Hale Getir" - msgid "Shadow Meshes" msgstr "Gölge Örgüler" @@ -2184,6 +2256,9 @@ msgstr "Kök Ölçeği Uygula" msgid "Root Scale" msgstr "Kök Ölçeği" +msgid "Import as Skeleton Bones" +msgstr "İskelet Kemikleri Olarak İçe Aktar" + msgid "Meshes" msgstr "Örgüler" @@ -2412,9 +2487,6 @@ msgstr "Bölgeye Kırp" msgid "Trim Alpha Border From Region" msgstr "Alfa Kenarlarını Bölgeden Kırp" -msgid "Force" -msgstr "Zorla" - msgid "8 Bit" msgstr "8 Bit" @@ -2838,9 +2910,6 @@ msgstr "El Takibi" msgid "Eye Gaze Interaction" msgstr "Göz Bakış Etkileşimi" -msgid "In Editor" -msgstr "Düzenleyici İçinde" - msgid "Boot Splash" msgstr "Açılış Resmi" @@ -3030,6 +3099,12 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Importer" +msgstr "İçe Aktarıcı" + +msgid "Allow Geometry Helper Nodes" +msgstr "Geometri Yardımcı Düğümlerine İzin Ver" + msgid "Embedded Image Handling" msgstr "Gömülü Resim İşlemesi" @@ -3279,6 +3354,9 @@ msgstr "Seyrek Değerler Arabellek Görünümü" msgid "Sparse Values Byte Offset" msgstr "Seyrek Değerler Byte Kaydırma" +msgid "Original Name" +msgstr "Orijinal İsim" + msgid "Loop" msgstr "Döngü" @@ -3729,6 +3807,9 @@ msgstr "İstenen Başvuru Uzayı Türleri" msgid "Reference Space Type" msgstr "Başvuru Uzayı Türü" +msgid "Enabled Features" +msgstr "Etkinleştirilmiş Özellikler" + msgid "Visibility State" msgstr "Görünebilirlik Durumu" @@ -4935,18 +5016,27 @@ msgstr "Gezinim Çokgeni" msgid "Use Edge Connections" msgstr "Kenar Bağlantılarını Kullan" -msgid "Constrain Avoidance" -msgstr "Kaçınmayı Sınırla" - msgid "Skew" msgstr "Yamult" +msgid "Scroll Scale" +msgstr "Kaydırma Ölçeği" + msgid "Scroll Offset" msgstr "Kaydırma Kayması" msgid "Repeat" msgstr "Tekrar Et" +msgid "Repeat Size" +msgstr "Tekrarlama Boyutu" + +msgid "Autoscroll" +msgstr "Otomatik Kaydırma" + +msgid "Repeat Times" +msgstr "Tekrarlama Süreleri" + msgid "Begin" msgstr "Başlangıç" @@ -4956,6 +5046,12 @@ msgstr "Bitiş" msgid "Follow Viewport" msgstr "Çerçeveyi İzle" +msgid "Ignore Camera Scroll" +msgstr "Kamera Kaydırmayı Yoksay" + +msgid "Screen Offset" +msgstr "Ekran Kayması" + msgid "Scroll" msgstr "Kaydır" @@ -5214,12 +5310,12 @@ msgstr "Özel Toplayıcı" msgid "Continuous CD" msgstr "Sürekli Çarpışma Algılayıcı" -msgid "Max Contacts Reported" -msgstr "Bildirilen En Fazla Temas" - msgid "Contact Monitor" msgstr "Temas İzleyici" +msgid "Max Contacts Reported" +msgstr "Bildirilen En Fazla Temas" + msgid "Linear" msgstr "Doğrusal" @@ -5301,6 +5397,9 @@ msgstr "Kare Konumları" msgid "Filter Clip Enabled" msgstr "Filtre Kesme Etkin" +msgid "Tile Set" +msgstr "Karo Kümesi" + msgid "Rendering Quadrant Size" msgstr "Çeyreğin Boyutu İşleniyor" @@ -5313,8 +5412,8 @@ msgstr "Çarpışma Görünürlük Kipi" msgid "Navigation Visibility Mode" msgstr "Gezinti Görünürlük Kipi" -msgid "Tile Set" -msgstr "Karo Kümesi" +msgid "Y Sort Origin" +msgstr "Y Sıralama Kökeni" msgid "Texture Normal" msgstr "Doku Normali" @@ -5445,9 +5544,6 @@ msgstr "Ölçekle Eğri Z" msgid "Albedo" msgstr "Albedo" -msgid "Normal" -msgstr "Normal" - msgid "Orm" msgstr "Perde/Pürüz/Metal" @@ -6090,18 +6186,12 @@ msgstr "Hareket Ölçeği" msgid "Show Rest Only" msgstr "Sadece Rahat Duruşu Göster" -msgid "Animate Physical Bones" -msgstr "Fiziksel Kemikleri Canlandır" - msgid "Root Bone" msgstr "Kök Kemik" msgid "Tip Bone" msgstr "Tepe Kemik" -msgid "Interpolation" -msgstr "Ara Değerleme" - msgid "Target" msgstr "Hedef" @@ -6123,6 +6213,9 @@ msgstr "En Az Mesafe" msgid "Max Iterations" msgstr "En Fazla Yineleme" +msgid "Active" +msgstr "Etkin" + msgid "Pinned Points" msgstr "Sabitlenmiş Noktalar" @@ -6159,9 +6252,6 @@ msgstr "Sürükleme Katsayısı" msgid "Track Physics Step" msgstr "Fizik Adımını Takip Et" -msgid "AABB" -msgstr "Eksen-Hizalı Sınırlayıcı Kutu" - msgid "Sorting" msgstr "Sıralama" @@ -6207,15 +6297,27 @@ msgstr "Yayılma" msgid "Use Two Bounces" msgstr "İki Sekmeli Kullan" +msgid "Body Tracker" +msgstr "Cisim İzleyici" + +msgid "Body Update" +msgstr "Cisim Güncellemesi" + msgid "Face Tracker" msgstr "Yüz İzleyici" +msgid "Hand Tracker" +msgstr "El İzleyici" + msgid "Tracker" msgstr "İzleyici" msgid "Pose" msgstr "Duruş" +msgid "Show When Tracked" +msgstr "İzlendiğinde Göster" + msgid "World Scale" msgstr "Dünya Ölçeği" @@ -6267,9 +6369,6 @@ msgstr "Giriş Sayısı" msgid "Request" msgstr "İstek" -msgid "Active" -msgstr "Etkin" - msgid "Internal Active" msgstr "Dahili Etkin" @@ -6639,9 +6738,6 @@ msgstr "Kip Başlığın Üzerine Yazar" msgid "Root Subfolder" msgstr "Kök Altklasör" -msgid "Options" -msgstr "Seçenekler" - msgid "Use Native Dialog" msgstr "Yerel Diyaloğu Kullan" @@ -6888,9 +6984,6 @@ msgstr "Durum Öğesi Seçiminde Gizle" msgid "Submenu Popup Delay" msgstr "Altmenü Açılır Pencere Gecikmesi" -msgid "System Menu Root" -msgstr "Sistem Menüsü Kökü" - msgid "Fill Mode" msgstr "Doldurma Kipi" @@ -7428,6 +7521,9 @@ msgstr "Varsayılan Ortam" msgid "Enable Object Picking" msgstr "Nesne Seçmeyi Etkinleştir" +msgid "Menu" +msgstr "Menü" + msgid "Wait Time" msgstr "Bekleme Süresi" @@ -7524,9 +7620,6 @@ msgstr "Çeyrek 3" msgid "Canvas Cull Mask" msgstr "Kanvas Kaldırma Maskesi" -msgid "Tooltip Delay (sec)" -msgstr "Araçipucu Gecikmesi (sn)" - msgid "Size 2D Override" msgstr "2B Boyutun Üzerine Yaz" @@ -7608,6 +7701,30 @@ msgstr "3B Gezinti" msgid "Segments" msgstr "Dilimler" +msgid "Parsed Geometry Type" +msgstr "Çözümlenmiş Geometri Türü" + +msgid "Parsed Collision Mask" +msgstr "Çözümlenmiş Çarpışma Maskesi" + +msgid "Source Geometry Mode" +msgstr "Kaynak Geometri Kipi" + +msgid "Source Geometry Group Name" +msgstr "Kaynak Geometri Grup İsmi" + +msgid "Cells" +msgstr "Hücreler" + +msgid "Agents" +msgstr "Vekiller" + +msgid "Baking Rect" +msgstr "Dörtgen Pişiriliyor" + +msgid "Baking Rect Offset" +msgstr "Dörtgen Kayması Pişiriliyor" + msgid "A" msgstr "A" @@ -7758,9 +7875,6 @@ msgstr "Arazi Kümeleri" msgid "Custom Data Layers" msgstr "Özel Veri Katmanları" -msgid "Scenes" -msgstr "Sahneler" - msgid "Scene" msgstr "Sahne" @@ -7785,9 +7899,6 @@ msgstr "Tersini Al" msgid "Texture Origin" msgstr "Doku Kökeni" -msgid "Y Sort Origin" -msgstr "Y Sıralama Kökeni" - msgid "Terrain Set" msgstr "Arazi Kümesi" @@ -8346,6 +8457,9 @@ msgstr "Yazı Tipi Ağırlığı" msgid "Font Stretch" msgstr "Yazı Tipi Esnetmesi" +msgid "Interpolation" +msgstr "Ara Değerleme" + msgid "Color Space" msgstr "Renk Uzayı" @@ -8574,24 +8688,12 @@ msgstr "Görünür Örnekleme Sayısı" msgid "Partition Type" msgstr "Bölüntü Sayısı" -msgid "Parsed Geometry Type" -msgstr "Çözümlenmiş Geometri Türü" - -msgid "Source Geometry Mode" -msgstr "Kaynak Geometri Kipi" - msgid "Source Group Name" msgstr "Kaynak Grup İsmi" -msgid "Cells" -msgstr "Hücreler" - msgid "Cell Height" msgstr "Hücre Yüksekliği" -msgid "Agents" -msgstr "Vekiller" - msgid "Max Climb" msgstr "En Fazla Tırmanma" @@ -8637,18 +8739,6 @@ msgstr "AABB Pişirme" msgid "Baking AABB Offset" msgstr "AABB Kayması Pişirme" -msgid "Parsed Collision Mask" -msgstr "Çözümlenmiş Çarpışma Maskesi" - -msgid "Source Geometry Group Name" -msgstr "Kaynak Geometri Grup İsmi" - -msgid "Baking Rect" -msgstr "Dörtgen Pişiriliyor" - -msgid "Baking Rect Offset" -msgstr "Dörtgen Kayması Pişiriliyor" - msgid "Bundled" msgstr "Paketlenmiş" @@ -9243,6 +9333,9 @@ msgstr "Gizlileri Aç/Kapat" msgid "Folder" msgstr "Klasör" +msgid "Create Folder" +msgstr "Klasör Oluştur" + msgid "Folder Icon Color" msgstr "Klasör Simgesi Rengi" @@ -9474,9 +9567,6 @@ msgstr "Sekme Çubuğu Arkaplanı" msgid "Drop Mark" msgstr "Bırakma İşareti" -msgid "Menu" -msgstr "Menü" - msgid "Menu Highlight" msgstr "Menü Vurgulama" @@ -9495,9 +9585,6 @@ msgstr "Simge Ayırımı" msgid "Button Highlight" msgstr "Düğme Vurgulama" -msgid "Large" -msgstr "Geniş" - msgid "SV Width" msgstr "Örnekleyici Görünümü Genişliği" @@ -10485,9 +10572,15 @@ msgstr "Uyarılara Hatalar Gibi Davran" msgid "Has Tracking Data" msgstr "İzleme Verisi Var mı" +msgid "Body Flags" +msgstr "Cisim Bayrakları" + msgid "Blend Shapes" msgstr "Harmanlama Şekilleri" +msgid "Hand Tracking Source" +msgstr "El İzleme Kaynağı" + msgid "Is Primary" msgstr "Birincil mi" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index 350f52dbf1dc..e295d40a807c 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -317,6 +317,9 @@ msgstr "Максимальний розмір (Мб)" msgid "Texture Upload Region Size Px" msgstr "Розмір області завантаження текстури Px" +msgid "Enable" +msgstr "Увімкнути" + msgid "Vulkan" msgstr "Vulkan" @@ -638,9 +641,6 @@ msgstr "Значення" msgid "Arg Count" msgstr "Кількість аргументів" -msgid "Args" -msgstr "[АРГУМЕНТИ...]" - msgid "Type" msgstr "Тип" @@ -725,6 +725,12 @@ msgstr "Видалити" msgid "Distraction Free Mode" msgstr "Режим без відволікання" +msgid "Theme" +msgstr "Тема" + +msgid "Line Spacing" +msgstr "Інтервал між рядками" + msgid "Base Type" msgstr "Базовий тип" @@ -863,9 +869,6 @@ msgstr "Типовий режим піпетки кольорів" msgid "Default Color Picker Shape" msgstr "Палітра кольорів за замовчуванням" -msgid "Theme" -msgstr "Тема" - msgid "Preset" msgstr "Набір" @@ -932,9 +935,6 @@ msgstr "Показувати кнопку скрипту" msgid "Restore Scenes on Load" msgstr "Відновлення сцен під час завантаження" -msgid "Enable" -msgstr "Увімкнути" - msgid "External Programs" msgstr "Зовнішні програми" @@ -1082,9 +1082,6 @@ msgstr "Візуалізація табуляцій" msgid "Draw Spaces" msgstr "Візуалізація пробілів" -msgid "Line Spacing" -msgstr "Інтервал між рядками" - msgid "Behavior" msgstr "Поведінка" @@ -1751,9 +1748,6 @@ msgstr "Зберегти у файл" msgid "Enabled" msgstr "Увімкнено" -msgid "Make Streamable" -msgstr "Зробити потоковим" - msgid "Shadow Meshes" msgstr "Тіньові сітки" @@ -1976,9 +1970,6 @@ msgstr "Режим імпортування" msgid "Trim Alpha Border From Region" msgstr "Обрізати прозору рамку з області" -msgid "Force" -msgstr "Сила" - msgid "8 Bit" msgstr "8-бітова" @@ -3773,9 +3764,6 @@ msgstr "Пласкість" msgid "Albedo" msgstr "Альбедо" -msgid "Normal" -msgstr "Звичайний" - msgid "Emission" msgstr "Випромінювання" @@ -4055,9 +4043,6 @@ msgstr "Коренева кістка" msgid "Tip Bone" msgstr "Кінчик кістки" -msgid "Interpolation" -msgstr "Інтерполяція" - msgid "Target" msgstr "Призначення" @@ -4076,6 +4061,9 @@ msgstr "Мін. відстань" msgid "Max Iterations" msgstr "Макс к-ть ітерацій" +msgid "Active" +msgstr "Активний" + msgid "Pinned Points" msgstr "Закріплені Точки" @@ -4151,9 +4139,6 @@ msgstr "Випадкова затримка" msgid "Xfade Time" msgstr "Час X-Fade" -msgid "Active" -msgstr "Активний" - msgid "Root Node" msgstr "Кореневий вузол" @@ -4634,6 +4619,9 @@ msgstr "Розмір атласу" msgid "Enable Object Picking" msgstr "Увімкнути калькування" +msgid "Menu" +msgstr "Меню" + msgid "Wait Time" msgstr "Намалювати плитку" @@ -4706,6 +4694,9 @@ msgstr "3D фізика" msgid "Segments" msgstr "Сегменти" +msgid "Parsed Geometry Type" +msgstr "Оброблений тип геометрії" + msgid "A" msgstr "A" @@ -4946,6 +4937,9 @@ msgstr "Додатковий інтервал" msgid "Space" msgstr "Простір" +msgid "Interpolation" +msgstr "Інтерполяція" + msgid "Raw Data" msgstr "Необроблені дані" @@ -5063,9 +5057,6 @@ msgstr "Формат перетворення" msgid "Instance Count" msgstr "Екземпляр" -msgid "Parsed Geometry Type" -msgstr "Оброблений тип геометрії" - msgid "Source Group Name" msgstr "Назва групи джерел" @@ -5339,18 +5330,12 @@ msgstr "Відокремлення рядків" msgid "Tab Disabled" msgstr "Вкладку вимкнено" -msgid "Menu" -msgstr "Меню" - msgid "Menu Highlight" msgstr "Підсвічування меню" msgid "Side Margin" msgstr "Бічне поле" -msgid "Large" -msgstr "Великий" - msgid "Label Width" msgstr "Ширина мітки" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index 14f02ac4781f..0cf55bc3820e 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -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: 2024-02-23 09:02+0000\n" +"PO-Revision-Date: 2024-03-23 22:40+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-properties/zh_Hans/>\n" @@ -369,6 +369,9 @@ msgstr "计时器" msgid "Incremental Search Max Interval Msec" msgstr "增量搜索最大间隔(毫秒)" +msgid "Tooltip Delay (sec)" +msgstr "工具提示延迟(毫秒)" + msgid "Common" msgstr "通用" @@ -411,6 +414,9 @@ msgstr "纹理上传区域像素大小" msgid "Pipeline Cache" msgstr "管线缓存" +msgid "Enable" +msgstr "启用" + msgid "Save Chunk Size (MB)" msgstr "保存区块大小(MB)" @@ -795,9 +801,6 @@ msgstr "值" msgid "Arg Count" msgstr "参数个数" -msgid "Args" -msgstr "参数" - msgid "Type" msgstr "类型" @@ -885,6 +888,12 @@ msgstr "专注模式" msgid "Movie Maker Enabled" msgstr "启用 Movie Maker" +msgid "Theme" +msgstr "主题" + +msgid "Line Spacing" +msgstr "行间距" + msgid "Base Type" msgstr "基础类型" @@ -918,6 +927,9 @@ msgstr "编辑器屏幕" msgid "Project Manager Screen" msgstr "项目管理器屏幕" +msgid "Connection" +msgstr "连接" + msgid "Enable Pseudolocalization" msgstr "启用伪本地化" @@ -1041,8 +1053,8 @@ msgstr "默认取色器模式" msgid "Default Color Picker Shape" msgstr "默认取色器形状" -msgid "Theme" -msgstr "主题" +msgid "Follow System Theme" +msgstr "跟随系统主题" msgid "Preset" msgstr "预设" @@ -1059,6 +1071,9 @@ msgstr "基础颜色" msgid "Accent Color" msgstr "强调颜色" +msgid "Use System Accent Color" +msgstr "使用系统强调颜色" + msgid "Contrast" msgstr "对比度" @@ -1122,9 +1137,6 @@ msgstr "加载时恢复场景" msgid "Multi Window" msgstr "多窗口" -msgid "Enable" -msgstr "启用" - msgid "Restore Windows on Load" msgstr "加载时恢复窗口" @@ -1197,6 +1209,9 @@ msgstr "RPC 端口" msgid "RPC Server Uptime" msgstr "RPC 服务器在线时间" +msgid "FBX2glTF" +msgstr "FBX2glTF" + msgid "FBX2glTF Path" msgstr "FBX2glTF 路径" @@ -1317,9 +1332,6 @@ msgstr "绘制制表符" msgid "Draw Spaces" msgstr "绘制空格" -msgid "Line Spacing" -msgstr "行间距" - msgid "Behavior" msgstr "行为" @@ -1455,6 +1467,9 @@ msgstr "关节" msgid "Shape" msgstr "形状" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "主栅格步长" @@ -1623,6 +1638,9 @@ msgstr "点抓取半径" msgid "Show Previous Outline" msgstr "显示旧有轮廓" +msgid "Auto Bake Delay" +msgstr "自动烘焙延时" + msgid "Autorename Animation Tracks" msgstr "自动重命名动画轨道" @@ -1707,9 +1725,6 @@ msgstr "Linux/BSD" msgid "Prefer Wayland" msgstr "首选 Wayland" -msgid "Connection" -msgstr "连接" - msgid "Network Mode" msgstr "网络模式" @@ -1872,6 +1887,60 @@ msgstr "搜索结果颜色" msgid "Search Result Border Color" msgstr "搜索结果边框颜色" +msgid "Connection Colors" +msgstr "连接颜色" + +msgid "Scalar Color" +msgstr "标量颜色" + +msgid "Vector2 Color" +msgstr "Vector2 颜色" + +msgid "Vector 3 Color" +msgstr "Vector3 颜色" + +msgid "Vector 4 Color" +msgstr "Vector4 颜色" + +msgid "Boolean Color" +msgstr "布尔值颜色" + +msgid "Transform Color" +msgstr "变换颜色" + +msgid "Sampler Color" +msgstr "采样器颜色" + +msgid "Category Colors" +msgstr "分类颜色" + +msgid "Output Color" +msgstr "输出颜色" + +msgid "Color Color" +msgstr "颜色颜色" + +msgid "Conditional Color" +msgstr "条件颜色" + +msgid "Input Color" +msgstr "输入颜色" + +msgid "Textures Color" +msgstr "纹理颜色" + +msgid "Utility Color" +msgstr "工具颜色" + +msgid "Vector Color" +msgstr "向量颜色" + +msgid "Special Color" +msgstr "特殊颜色" + +msgid "Particle Color" +msgstr "粒子颜色" + msgid "Custom Template" msgstr "自定义模板" @@ -1917,6 +1986,9 @@ msgstr "文件模式" msgid "Filters" msgstr "过滤" +msgid "Options" +msgstr "选项" + msgid "Disable Overwrite Warning" msgstr "禁用覆盖警告" @@ -1959,6 +2031,9 @@ msgstr "归一化位置轨道" msgid "Overwrite Axis" msgstr "覆盖轴" +msgid "Reset All Bone Poses After Import" +msgstr "导入后重置所有骨骼姿势" + msgid "Fix Silhouette" msgstr "修复剪影" @@ -2112,9 +2187,6 @@ msgstr "保存为文件" msgid "Enabled" msgstr "启用" -msgid "Make Streamable" -msgstr "使可流式传输" - msgid "Shadow Meshes" msgstr "阴影网格" @@ -2181,6 +2253,9 @@ msgstr "应用根缩放" msgid "Root Scale" msgstr "根缩放" +msgid "Import as Skeleton Bones" +msgstr "作为骨架骨骼导入" + msgid "Meshes" msgstr "网格" @@ -2409,9 +2484,6 @@ msgstr "裁剪至区域" msgid "Trim Alpha Border From Region" msgstr "从区域修剪 Alpha 边框" -msgid "Force" -msgstr "强制" - msgid "8 Bit" msgstr "8 位" @@ -2835,9 +2907,6 @@ msgstr "手部跟踪" msgid "Eye Gaze Interaction" msgstr "眼动交互" -msgid "In Editor" -msgstr "在编辑器中" - msgid "Boot Splash" msgstr "启动画面" @@ -3027,6 +3096,12 @@ msgstr "CSG" msgid "FBX" msgstr "FBX" +msgid "Importer" +msgstr "导入器" + +msgid "Allow Geometry Helper Nodes" +msgstr "允许几何辅助节点" + msgid "Embedded Image Handling" msgstr "嵌入图像处理" @@ -3276,6 +3351,9 @@ msgstr "稀疏值缓冲视图" msgid "Sparse Values Byte Offset" msgstr "稀疏值字节偏移" +msgid "Original Name" +msgstr "原始名称" + msgid "Loop" msgstr "循环" @@ -3726,6 +3804,9 @@ msgstr "请求参照空间类型" msgid "Reference Space Type" msgstr "参照空间类型" +msgid "Enabled Features" +msgstr "启用特性" + msgid "Visibility State" msgstr "可见状态" @@ -4932,18 +5013,27 @@ msgstr "导航多边形" msgid "Use Edge Connections" msgstr "使用边界连接" -msgid "Constrain Avoidance" -msgstr "约束避障" - msgid "Skew" msgstr "偏斜" +msgid "Scroll Scale" +msgstr "滚动缩放" + msgid "Scroll Offset" msgstr "滚动偏移" msgid "Repeat" msgstr "重复" +msgid "Repeat Size" +msgstr "重复大小" + +msgid "Autoscroll" +msgstr "自动滚动" + +msgid "Repeat Times" +msgstr "重复次数" + msgid "Begin" msgstr "起点" @@ -4953,6 +5043,12 @@ msgstr "行尾" msgid "Follow Viewport" msgstr "跟随视口" +msgid "Ignore Camera Scroll" +msgstr "忽略相机滚动" + +msgid "Screen Offset" +msgstr "屏幕偏移" + msgid "Scroll" msgstr "滚动" @@ -5211,12 +5307,12 @@ msgstr "自定义集成器" msgid "Continuous CD" msgstr "连续碰撞检测" -msgid "Max Contacts Reported" -msgstr "报告的最大接触" - msgid "Contact Monitor" msgstr "接触监视器" +msgid "Max Contacts Reported" +msgstr "报告的最大接触" + msgid "Linear" msgstr "线性" @@ -5298,6 +5394,9 @@ msgstr "帧坐标" msgid "Filter Clip Enabled" msgstr "启用过滤裁剪" +msgid "Tile Set" +msgstr "图块集" + msgid "Rendering Quadrant Size" msgstr "渲染象限大小" @@ -5310,8 +5409,8 @@ msgstr "碰撞可见性模式" msgid "Navigation Visibility Mode" msgstr "导航可见性模式" -msgid "Tile Set" -msgstr "图块集" +msgid "Y Sort Origin" +msgstr "Y 排序原点" msgid "Texture Normal" msgstr "正常纹理" @@ -5442,9 +5541,6 @@ msgstr "缩放曲线 Z" msgid "Albedo" msgstr "反照率" -msgid "Normal" -msgstr "正常" - msgid "Orm" msgstr "Orm" @@ -6087,18 +6183,12 @@ msgstr "运动缩放" msgid "Show Rest Only" msgstr "仅显示放松" -msgid "Animate Physical Bones" -msgstr "动画物理骨骼" - msgid "Root Bone" msgstr "根骨骼" msgid "Tip Bone" msgstr "尖端骨骼" -msgid "Interpolation" -msgstr "插值" - msgid "Target" msgstr "目标" @@ -6120,6 +6210,9 @@ msgstr "最小距离" msgid "Max Iterations" msgstr "最大迭代数" +msgid "Active" +msgstr "激活" + msgid "Pinned Points" msgstr "固定点" @@ -6156,9 +6249,6 @@ msgstr "阻力系数" msgid "Track Physics Step" msgstr "跟踪物理迭代" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "排序" @@ -6204,15 +6294,27 @@ msgstr "传播" msgid "Use Two Bounces" msgstr "使用二次反弹" +msgid "Body Tracker" +msgstr "身体追踪器" + +msgid "Body Update" +msgstr "身体更新" + msgid "Face Tracker" msgstr "面部追踪器" +msgid "Hand Tracker" +msgstr "手部追踪" + msgid "Tracker" msgstr "追踪器" msgid "Pose" msgstr "姿势" +msgid "Show When Tracked" +msgstr "追踪时显示" + msgid "World Scale" msgstr "世界缩放" @@ -6264,9 +6366,6 @@ msgstr "输入数" msgid "Request" msgstr "请求" -msgid "Active" -msgstr "激活" - msgid "Internal Active" msgstr "内部激活" @@ -6636,9 +6735,6 @@ msgstr "模式覆盖标题" msgid "Root Subfolder" msgstr "根部子文件夹" -msgid "Options" -msgstr "选项" - msgid "Use Native Dialog" msgstr "使用原生对话框" @@ -6885,9 +6981,6 @@ msgstr "选择状态项目时隐藏" msgid "Submenu Popup Delay" msgstr "子菜单弹出延迟" -msgid "System Menu Root" -msgstr "系统菜单根" - msgid "Fill Mode" msgstr "填充模式" @@ -7425,6 +7518,9 @@ msgstr "默认环境" msgid "Enable Object Picking" msgstr "启用对象拾取" +msgid "Menu" +msgstr "菜单" + msgid "Wait Time" msgstr "等待时间" @@ -7521,9 +7617,6 @@ msgstr "四方形 3" msgid "Canvas Cull Mask" msgstr "画布剔除遮罩" -msgid "Tooltip Delay (sec)" -msgstr "工具提示延迟(毫秒)" - msgid "Size 2D Override" msgstr "2D 大小覆盖" @@ -7605,6 +7698,30 @@ msgstr "3D 导航" msgid "Segments" msgstr "分段" +msgid "Parsed Geometry Type" +msgstr "解析几何体类型" + +msgid "Parsed Collision Mask" +msgstr "解析碰撞遮罩" + +msgid "Source Geometry Mode" +msgstr "来源几何体模式" + +msgid "Source Geometry Group Name" +msgstr "来源几何体分组名称" + +msgid "Cells" +msgstr "单元格" + +msgid "Agents" +msgstr "代理" + +msgid "Baking Rect" +msgstr "烘焙矩形" + +msgid "Baking Rect Offset" +msgstr "烘焙矩形偏移" + msgid "A" msgstr "A" @@ -7755,9 +7872,6 @@ msgstr "地形集" msgid "Custom Data Layers" msgstr "自定义数据层" -msgid "Scenes" -msgstr "场景" - msgid "Scene" msgstr "场景" @@ -7782,9 +7896,6 @@ msgstr "转置" msgid "Texture Origin" msgstr "纹理原点" -msgid "Y Sort Origin" -msgstr "Y 排序原点" - msgid "Terrain Set" msgstr "地形集" @@ -8343,6 +8454,9 @@ msgstr "字重" msgid "Font Stretch" msgstr "字体拉伸" +msgid "Interpolation" +msgstr "插值" + msgid "Color Space" msgstr "色彩空间" @@ -8571,24 +8685,12 @@ msgstr "可见实例数" msgid "Partition Type" msgstr "分区类型" -msgid "Parsed Geometry Type" -msgstr "解析几何体类型" - -msgid "Source Geometry Mode" -msgstr "来源几何体模式" - msgid "Source Group Name" msgstr "来源分组名称" -msgid "Cells" -msgstr "单元格" - msgid "Cell Height" msgstr "单元格高度" -msgid "Agents" -msgstr "代理" - msgid "Max Climb" msgstr "最大爬升" @@ -8634,18 +8736,6 @@ msgstr "烘焙 AABB" msgid "Baking AABB Offset" msgstr "烘焙 AABB 偏移" -msgid "Parsed Collision Mask" -msgstr "解析碰撞遮罩" - -msgid "Source Geometry Group Name" -msgstr "来源几何体分组名称" - -msgid "Baking Rect" -msgstr "烘焙矩形" - -msgid "Baking Rect Offset" -msgstr "烘焙矩形偏移" - msgid "Bundled" msgstr "捆绑" @@ -9240,6 +9330,9 @@ msgstr "切换隐藏" msgid "Folder" msgstr "文件夹" +msgid "Create Folder" +msgstr "创建文件夹" + msgid "Folder Icon Color" msgstr "文件夹图标颜色" @@ -9471,9 +9564,6 @@ msgstr "选项卡栏背景" msgid "Drop Mark" msgstr "放下标记" -msgid "Menu" -msgstr "菜单" - msgid "Menu Highlight" msgstr "菜单高亮" @@ -9492,9 +9582,6 @@ msgstr "图标间距" msgid "Button Highlight" msgstr "按钮高亮" -msgid "Large" -msgstr "大号" - msgid "SV Width" msgstr "SV 宽度" @@ -10459,7 +10546,7 @@ msgid "Max Clustered Elements" msgstr "最大集群元素数" msgid "OpenGL" -msgstr "OpenGL(Open Graphics Library)是一种跨平台的图形编程API工具" +msgstr "OpenGL" msgid "Max Renderable Elements" msgstr "最大可渲染元素数" @@ -10482,9 +10569,15 @@ msgstr "将警告当作错误" msgid "Has Tracking Data" msgstr "有跟踪数据" +msgid "Body Flags" +msgstr "身体标志" + msgid "Blend Shapes" msgstr "混合形状" +msgid "Hand Tracking Source" +msgstr "手部追踪源" + msgid "Is Primary" msgstr "是否主要" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index 8f19ed7406c5..ed431564c931 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -310,6 +310,9 @@ msgstr "計時器" msgid "Incremental Search Max Interval Msec" msgstr "增量搜索最大間隔(毫秒)" +msgid "Tooltip Delay (sec)" +msgstr "工具提示延遲(毫秒)" + msgid "Common" msgstr "常見" @@ -346,6 +349,9 @@ msgstr "紋理上傳區域大小 px" msgid "Pipeline Cache" msgstr "管道快取" +msgid "Enable" +msgstr "啟用" + msgid "Save Chunk Size (MB)" msgstr "儲存區塊大小(MB)" @@ -703,9 +709,6 @@ msgstr "值" msgid "Arg Count" msgstr "參數數量" -msgid "Args" -msgstr "參數" - msgid "Type" msgstr "型別" @@ -793,6 +796,12 @@ msgstr "專注模式" msgid "Movie Maker Enabled" msgstr "啟用 Movie Maker" +msgid "Theme" +msgstr "主題" + +msgid "Line Spacing" +msgstr "行間距" + msgid "Base Type" msgstr "基礎型別" @@ -940,9 +949,6 @@ msgstr "預設顏色挑選器模式" msgid "Default Color Picker Shape" msgstr "預設顏色挑選器形狀" -msgid "Theme" -msgstr "主題" - msgid "Preset" msgstr "預設" @@ -1015,9 +1021,6 @@ msgstr "載入時恢復場景" msgid "Multi Window" msgstr "多視窗" -msgid "Enable" -msgstr "啟用" - msgid "Restore Windows on Load" msgstr "載入時恢復視窗" @@ -1189,9 +1192,6 @@ msgstr "繪製定位字元" msgid "Draw Spaces" msgstr "繪製空格" -msgid "Line Spacing" -msgstr "行間距" - msgid "Behavior" msgstr "行為" @@ -1327,6 +1327,9 @@ msgstr "交點" msgid "Shape" msgstr "形狀" +msgid "AABB" +msgstr "AABB" + msgid "Primary Grid Steps" msgstr "主網格步長" @@ -1951,9 +1954,6 @@ msgstr "儲存為檔案" msgid "Enabled" msgstr "已啟用" -msgid "Make Streamable" -msgstr "使可串流" - msgid "Shadow Meshes" msgstr "陰影網格" @@ -2233,9 +2233,6 @@ msgstr "裁剪至區域" msgid "Trim Alpha Border From Region" msgstr "從區域修剪 Alpha 邊框" -msgid "Force" -msgstr "強制" - msgid "8 Bit" msgstr "8位元" @@ -2626,9 +2623,6 @@ msgstr "提交深度緩衝區" msgid "Startup Alert" msgstr "啟動警報" -msgid "In Editor" -msgstr "在編輯器中" - msgid "Boot Splash" msgstr "啟動畫面" @@ -4654,9 +4648,6 @@ msgstr "導航多邊形" msgid "Use Edge Connections" msgstr "使用邊界連接" -msgid "Constrain Avoidance" -msgstr "約束避障" - msgid "Skew" msgstr "偏斜" @@ -4933,12 +4924,12 @@ msgstr "自訂集成器" msgid "Continuous CD" msgstr "連續碰撞檢測" -msgid "Max Contacts Reported" -msgstr "報告的最大接觸" - msgid "Contact Monitor" msgstr "接觸監視器" +msgid "Max Contacts Reported" +msgstr "報告的最大接觸" + msgid "Linear" msgstr "線性" @@ -5020,6 +5011,9 @@ msgstr "影格座標" msgid "Filter Clip Enabled" msgstr "啟用篩選裁剪" +msgid "Tile Set" +msgstr "圖塊集" + msgid "Rendering Quadrant Size" msgstr "算繪象限大小" @@ -5032,8 +5026,8 @@ msgstr "碰撞可見性模式" msgid "Navigation Visibility Mode" msgstr "導航可見性模式" -msgid "Tile Set" -msgstr "圖塊集" +msgid "Y Sort Origin" +msgstr "Y 排序原點" msgid "Texture Normal" msgstr "正常紋理" @@ -5161,9 +5155,6 @@ msgstr "縮放曲線 Z" msgid "Albedo" msgstr "反照率" -msgid "Normal" -msgstr "正常" - msgid "Orm" msgstr "Orm" @@ -5791,18 +5782,12 @@ msgstr "運動縮放" msgid "Show Rest Only" msgstr "僅顯示放鬆" -msgid "Animate Physical Bones" -msgstr "動畫物理骨骼" - msgid "Root Bone" msgstr "根骨骼" msgid "Tip Bone" msgstr "尖端骨骼" -msgid "Interpolation" -msgstr "插值" - msgid "Target" msgstr "目標" @@ -5824,6 +5809,9 @@ msgstr "最小距離" msgid "Max Iterations" msgstr "最大反覆運算數" +msgid "Active" +msgstr "啟動" + msgid "Pinned Points" msgstr "固定點" @@ -5860,9 +5848,6 @@ msgstr "阻力係數" msgid "Track Physics Step" msgstr "追蹤物理反覆運算" -msgid "AABB" -msgstr "AABB" - msgid "Sorting" msgstr "排序" @@ -5965,9 +5950,6 @@ msgstr "輸入數" msgid "Request" msgstr "請求" -msgid "Active" -msgstr "啟動" - msgid "Internal Active" msgstr "內部啟動" @@ -7093,6 +7075,9 @@ msgstr "預設環境" msgid "Enable Object Picking" msgstr "啟用物件拾取" +msgid "Menu" +msgstr "選單" + msgid "Wait Time" msgstr "等待時間" @@ -7186,9 +7171,6 @@ msgstr "四方形 3" msgid "Canvas Cull Mask" msgstr "畫布剔除遮罩" -msgid "Tooltip Delay (sec)" -msgstr "工具提示延遲(毫秒)" - msgid "Size 2D Override" msgstr "2D 大小覆蓋" @@ -7264,6 +7246,24 @@ msgstr "3D 導航" msgid "Segments" msgstr "分段" +msgid "Parsed Geometry Type" +msgstr "解析幾何體型別" + +msgid "Parsed Collision Mask" +msgstr "解析碰撞遮罩" + +msgid "Source Geometry Mode" +msgstr "來源幾何體模式" + +msgid "Source Geometry Group Name" +msgstr "來源幾何體分組名稱" + +msgid "Cells" +msgstr "儲存格" + +msgid "Agents" +msgstr "代理" + msgid "A" msgstr "A" @@ -7414,9 +7414,6 @@ msgstr "地形集" msgid "Custom Data Layers" msgstr "自訂資料層" -msgid "Scenes" -msgstr "場景" - msgid "Scene" msgstr "場景" @@ -7441,9 +7438,6 @@ msgstr "轉置" msgid "Texture Origin" msgstr "紋理原點" -msgid "Y Sort Origin" -msgstr "Y 排序原點" - msgid "Terrain Set" msgstr "地形集" @@ -7969,6 +7963,9 @@ msgstr "字重" msgid "Font Stretch" msgstr "字體拉伸" +msgid "Interpolation" +msgstr "插值" + msgid "Color Space" msgstr "色彩空間" @@ -8197,21 +8194,9 @@ msgstr "可見實例數" msgid "Partition Type" msgstr "分區型別" -msgid "Parsed Geometry Type" -msgstr "解析幾何體型別" - -msgid "Source Geometry Mode" -msgstr "來源幾何體模式" - msgid "Source Group Name" msgstr "來源分組名稱" -msgid "Cells" -msgstr "儲存格" - -msgid "Agents" -msgstr "代理" - msgid "Max Climb" msgstr "最大爬升" @@ -8257,12 +8242,6 @@ msgstr "烘焙 AABB" msgid "Baking AABB Offset" msgstr "烘焙 AABB 偏移" -msgid "Parsed Collision Mask" -msgstr "解析碰撞遮罩" - -msgid "Source Geometry Group Name" -msgstr "來源幾何體分組名稱" - msgid "Bundled" msgstr "捆綁" @@ -9004,9 +8983,6 @@ msgstr "分頁欄背景" msgid "Drop Mark" msgstr "放下標記" -msgid "Menu" -msgstr "選單" - msgid "Menu Highlight" msgstr "選單高亮" @@ -9025,9 +9001,6 @@ msgstr "圖示間距" msgid "Button Highlight" msgstr "按鈕高亮" -msgid "Large" -msgstr "大號" - msgid "SV Width" msgstr "SV 寬度"